diff --git "a/pasta_json/dustloop_bbcf.json" "b/pasta_json/dustloop_bbcf.json" new file mode 100644--- /dev/null +++ "b/pasta_json/dustloop_bbcf.json" @@ -0,0 +1,32522 @@ +[ + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "Overview", + "text": "Tager isBlazblue's residentgrapplerwho uses powerful command throws and guard point moves to deal high damage combos. Tager has verylow mobility; He can't forward dash, and he can't double jump or air dash. However, Tager has a couple of things going for him. For one, he's a walking tank with thehighest healthin the game. Additionally, he has an amazing backdash with long invulnerability and can use some of his guard point attacks to close in against certain moves. Lastly, Tager has his Drive. Tager's Drive gives him the ability to magnetize his opponents in order to pull them towards him. With it, he can drag opponents into his attacks and open up new combo options for better damage. Once in, Tager's command grabs andhigh damagecan mix up his opponent and take rounds. Tager can magnetize opponents for a small duration by landing certain attacks on hit or block. If the opponent is already magnetized and gets hit by an attack with magnetism, the duration stacks (max 1000F). The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager's opponent is in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop. When the opponent is magnetized, certain attacks will pull in the opponent. All Drive moves, as well as6A,360A/B,623C,j.360C, and Distortion Drives, will pull in magnetized opponents. Each move attracts differently and for different durations, and they may pull in airborne and grounded opponents differently. For example, Atomic Collider strongly attracts airborne opponents, but does not affect standing or crouching opponents at all. The forces are noted in the frame data. Typically attractive moves start their attraction early on during startup and end during the active frames. Magnetism pulls do not affect a player's ability to perform moves since it doesn't directly cause any kind of hitstun, however it can mess up spacing and force players to land earlier or later than normal, causing some unpredictable and sometimes amusing effects. In all cases, players performing Distortion Drives and executing throws that have successfully connected are completely unaffected by magnetism. Tager's magnetism cannot force enemies into an airborne state if they're currently grounded, enemies doing any kind of ground tech also cannot be pulled vertically, even though emergency techs are considered airborne and can be pulled sideways surprisingly fast. Unlike most other overdrives, Tager's focuses more on taking advantage during neutral, with much stronger methods of applying and keeping magnetism. This isn't to say that it doesn't boost his combo damage, but this is limited to just what the overdrive cancel allows and greatly enhanced distortion drives, rather than boosted normals. All normal drive moves all gain projectile guardpoints as well as attribute specific guardpoints depending on the move Spark Bolt Gauge fills up four times as fast All moves that apply magnetism apply the maximum amount on hit or block Distortion Drives are enhanced (more information below) While grounded and not in hitstun, magnetized opponents are constantly pulled towards Tager with a velocity of 2,000u/F (about 2/5 of average backwalking speed, so basically not much). While not completely unique to Tager, he has the largest number of special inputs that involve performing at least one full rotation of the direction stick before inputting a button. If you aren't familiar with these from other games, it's important to know the following: You do not need to do a full circle. Instead what you need to do is all 8 directions in order starting from any direction and spinning in either direction. Importantly, you're allowed to skip individual directions, including the final one, so long as no two consecutive inputs are skipped. This means that you minimally only need 4 direction inputs to make a single 360 spin For example:4268, 1397, 41368, 41397 are valid spin inputs.416987 is not, since it misses 2and3, which are consecutive directions. 4268, 1397, 41368, 41397 are valid spin inputs. 416987 is not, since it misses 2and3, which are consecutive directions. 360 Inputs have a 30F input window, 720 has 45F and 1080 has 75F. This timer counts from the moment youleavethe first input, so it's possible to hold [4] to block, and then input 268A to transition to Gigantic Tager Driver. Moves that require multiple spins require them to be in sequence and in the same direction. 42684268 is a valid 720 motion, 42686248 is not. The rule about not missing two consecutive directions still applies. Spin inputs have a higher input priority than 236 or 623 inputs (So try to do these motions neatly if you don't want a 360 instead). Similarly, try to do your spin inputs in the opposite way to the 236 motion when possible to prevent accidentally getting the wrong move. This may feel unintuitive, since pressing upwards will usually make Tager jump, so there are some useful tricks to know: Jump startup may be special cancelled, therefore performing 4268A or 6248A quickly enough will allow you to perform 360A from a standing start. This can be done with a 720 spin, but it's extremely hard to do. You can also avoid jumping by doing the spin when Tager can't jump anyway (Known as \"Buffering\" the move). This includes:During Tager's own moves.While in the air, since Tager has no double jump.While blocking or being hit.While recovering from a knockdown (typically best done during the \"bounce\" recovery to prevent accidental rolling).During super pauses, especially overdrive activation. During Tager's own moves. While in the air, since Tager has no double jump. While blocking or being hit. While recovering from a knockdown (typically best done during the \"bounce\" recovery to prevent accidental rolling). During super pauses, especially overdrive activation." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tager's5Ais a very useful poke that hits crouching opponents, outranges most other moves of comparable speed and leads to decent damage on hit if they're close or magnetized. It can also be used to set up tick throws thanks to its large hitbox and neutral frame advantage. While it is slightly slower than the average jab it still covers a lot of scenarios in a single button press. Cannot self cancel, even on hit. One of Tager's few jump-cancelable normals." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Bis Tager's primary low for low/throw mixups and generally is a great point-blank poke. It's slightly smaller than5A, but Tager's foot is entirely disjointed and it leads to more damage overall. While it is a low attack, it boasts surprising vertical reach and must be barrier blocked in the air, so it's great for catching opponents attempting to jump out of pressure. In combos this easily bridges into5Cand3Cto continue the combo, and while it doesn't do amazing damage, it still scales well. One of Tager's few jump-cancelable normals." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Cis a very strong move with many applications. It is Tager's strongest combo starter thanks to its high proration values. It's also a very good combo filler thanks to its high damage and cancel options. At most ranges,5Ccombos into6Aduring short or medium-length combos, or directly into623Cat the end of long combos. Unfortunately, at max range, often the only followup available isSpark BoltGuardAllStartup12RecoveryTotal: 47Advantage-1so it's not that great of a footsie tool. 5Cis a fantastic punish tool as well. On a grounded counterhit,5C>6C... can lead to over 5K damage. With resources this can easily go much higher, with complete resource dumps able to do over 10k damage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Slightly slower than5A, but with a lower profile and more disjointed hitbox.2Acan be used as a ghetto anti-air, but it's a bit weak since it requires a quick reaction time for a jump cancel followup. It can also be used as a mashable button since it can self-cancel up to three times, unlike5A" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 2Bdoes not reach very far, but it has very strong frame advantage and a fast total animation. It can be used to set up Wedge Catapult attempts and intentional whiffs to reset pressure or go for a throw. Tager is too slow to just walk up to his opponent and do this however, so these setups are typically reserved for okizeme and other shenanigans. Thanks to the hitbox going well inside of Tager,2Bis also great for catching rolls in the corner or other pass-through moves." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 2Cis Tager's very high-risk, high-reward anti-air, it has huge damage potential, a tall and quite disjointed hitbox that can catch crossups and is low profile until its Head invulnerability kicks in. This invuln lasts to just before the first active frames making it prone to trades, albeit usually favourably since it has insane hitstun on counterhit. If it does land a counterhit, there's various ways it can be converted depending on positioning and magnetism. However there are many shortcomings, The horizontal reach is poor, non-counterhits can be impossible to convert without magnetism and worst of all, this move hasabysmalrecovery, so missing is always extremely unpleasant. 2Cis mostly used in combos, most often ...6A>2C>623C. Its long hitstun ensures that2Ccan still be followed up even very late in combos." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "6A", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 6Ais a multi-purpose tool that is both attractive to magnetised opponents and also pulls the opponent closer on hit and block, enabling close-range pressure and low/throw mixups, although it has an awful recovery if it misses. It's a staple combo tool as well to pull in opponents that have been pushed out. Usually in combos it gets used after5C, a link which eventually fails during long combos. Other times include after Sledgehammer B, Back throw and, with some timing, Spark Bolt andj.D. 6Auniquely has the ability to cancel into both360Aand360Bon hit or block, and this can be delayed considerably to avoid purple throws or fish for throw counters. But it's only possible to combo into360Bon a fully charged6Acounterhit, which basically never happens. This move also has an effect where the opponent cannot tech the slide if they hit the floor within 2F of being hit (Basically when they're very close to the ground when hit in the air), causing a hard knockdown. This is generally referred to as \"Low6A\". The combined untech time is long enough to allow combos of all kinds. The normal version will generally only combo into2C,6Band236Abut with low version,6Awill combo into236B,6C, and Crush Trigger as well, allowing a lot of combo possibilities. You'll want to learn this timing to get maximum damage combos, especially after Spark Bolt. Charging6Aenables the armor frames and extends the attractive time. At full charge it adds a bit more damage and raises the attack level, but doing so doesn't allow any new combo routes except for a counterhit into360Bwhich you'll never do, and doing so in combos takes up too much combo time to be worth it. Hold button to delay. Move is attractive to magnetized opponents throughout its startup and active frames, including if the move is delayed. Armor is only enabled if the move is charged for at least 16 Frames. Armor throughout the charge animation against Body, Head and Projectile attacks. Somewhat uniquely, attacks against6A's armor will still deal half of their base damage to Tager (And can still end the round). Negative knockback, opponents are knocked towards Tager when it connects in any way. Floor slides at Tager's feet on air hit. Full charge is achieved 6 frames before Tager will automatically swing anyway. Large hitbox that encompasses the spark around Tager's hand, overall reach slightly larger than5C. Tager's only normal that can cancel into Gigantic Tager Driver or Wedge Catapult. 6A Remaining startup after releasing button is 11F {Guard point only activates if charged to at least frame 16 (minimum 27F startup)} On Guard Point, hitstop for Tager 14F. Opponent hitstop unchanged Can guard point up to 2000 damage Tager takes 50% damage from attacks guarded Maximum Slide duration 20F Attractive from frame 16 to one frame before active frames Attraction force (2300G, 650A) 6[A] Remaining startup from button release is 11F Gains charged properties (increased damage/attack level) on frame 34 of charge, max charge time 41F On Guard Point, hitstop for Tager 14F. Opponent hitstop unchanged Can guard point up to 2000 damage Tager takes 50% damage from attacks guarded Maximum Slide duration 20F Attractive from frame 16 to one frame before active frames Attraction force (2300G, 650A)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 6Bis an important tool thanks to its foot invulnerability. Since Tager's armored moves lose to foot-attribute attacks, this can be used to call out opponents attempting to beat the armor. On counterhit,6Bcombos into6C, leading to massive damage. 6Bis also a very common combo filler since it forces crouching on opponents.6B>236A,5A... works at the start of many combos and is a simple way to increase damage, set up magnetism, and even extend combos. If hit while the opponent is high off the ground, this move can also combo into6Cand2D. Can cancel into itself once. Forces crouching on standing hit allowing combos into236A(And5Don fatal combos) Hard knockdown on air hit. Combos into A Sledge and Gadget finger but not2Cwith a few exceptions. Moves Tager forward slightly. Forces crouch on standing hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 6Cis a very strong combo filler attack. In midscreen combos, it's often used as a followup to a counterhit5Cor6B, or after a low6A. In corner combos, it can be looped with5Dfor lots of damage. Outside of combos,6Cis a relatively risky poke that's usually outclassed by5Cor5D. It can be used as an overhead mixup, but its lengthy startup and visual tell make it less useful in this regard. Fatal Counter. Jump cancelable on hit, but not on block. Ground Bounces. 110% Bonus Proration. Fatal Counter Bonus Proration 110% Jump cancel on hit only" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A very useful move for starting magnetized combos. The untech time is long enough to combo3C>623Cwhiff >5Cand can net 3K off a simple interaction. It's a great poke as well, extending almost as far as5Cand coming out a bit faster, and it can also be used at the end of shorter combos to get magnetism with22D. Hitting with3Cat any point in the combo enables using Gadget Finger for that combo, even if they never hit the floor. Hard knockdown on grounded counterhit, even if the opponent is flung into the air before reaching the ground (They'll eventually air tech after a long enough period of time). 110% Bonus Proration. Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A fantastic but often overlooked move, used to win air to air battles, particularly ones the opponent didn't expect when trying to jump in. If done early enough in a jump, a counterhitj.Acan chain intoj.Dfor some nice combos, though it's typically safer to go forj.A>j.B>j.C>j.63214A. j.Ais also a necessary combo filler after an air hit5Aor2A." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.Bis an extremely useful air button. It has very generous active frames and leads to decent damage in most combos. The hitbox and active frames also make it very useful for crossups. It has a long whiff recovery, however, so don't throw it out too carelessly. j.Bsets up a safejump after Atomic Collider, though it loses to 6-frame reversals. This safejump has benefits over Gadget Finger oki, since it keeps the opponent closer and allows for immediate pressure. Ground bounces on counterhit against airborne opponents.Ground bounce adjusts with height, allowing similar followups from various starting heights. Ground bounce adjusts with height, allowing similar followups from various starting heights." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.Cgives Tager forward momentum, so it can be used to close the distance along withj.63214AGuardAllStartup15Recovery16+3L (Whiff), 34 (Hit)Advantage. It can also be used as an anti-air since the hitbox covers most of Tager's hurtbox, though it will often clash. On counterhit, it's usually possible to land and pick up the combo with5C. Quite decent recovery, advantageous in air to air situations. Last 2 frames of recovery are cancellable into j.C" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.2Cis the Fatal Counter you'll most likely land. It halts Tager's air momentum, so it can be used to call out anti-air attempts and punish the opponent hard. On regular hit, often the only option is to follow up with Gadget Finger or a Rapid Cancel into5B. It is very punishable on block, though, so use it carefully. In combos, this move is very frequently used after6Cto bring the opponent back down. Ensure you hit them with Tager as low as you can to give yourself time to recover and use5Bor3C. Uniquely, if this move is used very close to the ground, the attack will come out almost instantly. The quick startup version seems to be a bug that was deliberately left in the game where the game cancels much of the startup into the landing animation (which has some active frames). This quick version is useful for getting surprise fatal counters on jump ins, and is also quite safe. However its use is very limited due to the rather precise height needed to activate it. Bizarrely enough it's still an overhead when done close to the ground. Fatal Counter Fatal Counter Startup is five frames if performed just prior to landing" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Dis a massive poke that magnetizes the opponent and can lead to great damage. However, it has a fairly long startup; don't abuse this move, or you'll eat painful counter hits yourself. On counterhit,5Dcan combo into360BGuardUnblockableStartup30Recovery30 (Miss), 41 (Hit)Advantagejust outside of max range, or partially charged6Aat any range. It's also possible to follow up with Spark Bolt from any hit, including air hit if done fast enough. As a combo ender, it can also be canceled into214Dfor a quick Spark Bolt charge or Gadget Finger to pull them back in for some shenanigans. This move particularly shines in corner combos, where it can be looped with6CGuardHighStartup28Recovery33Advantage-14for massive damage. Magnetizes for 300F (1000F in Overdrive). Attractive to magnetized opponents during startup and active frames. Blows opponent away on air hit, and causes floorslide. Gains Body and Projectile guardpoint during Overdrive.Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored. Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored. Applies 300F of magnetism (1000F in Overdrive) On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged Maximum Slide duration: 15F, on CH 22F Crumple Duration 31F, Crumple Fall 64F Attractive on frames 6-23 Attraction strength starts at (1500G, 1500A) before going to (4000G, 3600A) on frame 18" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An advancing move that covers a lot of ground, particularly if the opponent is magnetised. Despite its enticing frame advantage, this move isn't as useful as it appears. Its slow startup and telegraphed animation means it normally won't be surprising the opponent, but on block it leaves Tager plus and close-up against a magnetized opponent, which is a very favorable position. Its best use is to close short distances or take advantage of opponents that are conditioned to not challenge during blockstun. On regular hit, this move has no cancel options besides Rapid Cancel, limiting it to use as a combo ender in the corner as it gives decent okizeme. On Fatal Counter, Tager can follow up with either3C>623C(whiff) or5C>6Ato start the combo. Fatal Counter Magnetises for 300F (1000F in Overdrive) Attractive to magnetized opponents during startup and active frames. Recovery starts immediately after the move connects, so frame advantage is always the same. Gains Foot and Projectile guardpoint during OverdriveAttacks do not cause hitstopUnblockables still cannot be armored. Attacks do not cause hitstop Unblockables still cannot be armored. Fatal Counter Applies 300F of magnetism (1000F in Overdrive) On hit/block, Tager skips remaining active frames and goes into recovery Guard Point ends when Tager starts recovery On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged Maximum Slide duration 10F Attractive from frame 12 until start of recovery Attraction strength starts at (800G, 800A) before going to (5000G, 4000A) on frame 26" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "4D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 4Dis a common pressure ender to apply magnetism, end with a safe frame advantage, and set up tick throws. It can also be used instead of Gadget Finger in some situations to set up tricky resets.623C,4Dpulls the opponent directly towards Tager if they emergency tech, or hit them if they delay tech. This move does not have followups on regular hit, but on counterhit it can be followed up with3Cto lead to decent damage. Magnetises for 180F (1000F in Overdrive). Attractive to magnetized opponents during startup and active frames. Gains Body and Projectile guardpoint during Overdrive.Guarded attacks do not cause blockstop for TagerUnblockables cannot be armored. Guarded attacks do not cause blockstop for Tager Unblockables cannot be armored. Applies 180F of magnetism (1000F in Overdrive) On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged Attractive on frames 9-15 Attraction strength starts at (6000G, 3000A) before going to (4000G, 2000A) on frame 13" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.Dis a somewhat situational move since Tager is usually grounded, but it can be used to control air space. More importantly, it can lead to high damage if landed close to the ground, comboing into Wedge Catapult or6C. It's a very strong move during combos as well, most commonly after6C, due to its long untechable time and high proration values. It's also used in the Fatal Counter loop ofj.C>j.D. On Fatal, your goal should be to get into this loop as fast as you can to get the most damage. Magnetizes for 300F (1000F in Overdrive). Attractive to magnetized opponents during startup and active frames. Gains Head and Projectile guardpoint during Overdrive.Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored. Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored. Hitbox extends far beyond Tager's arms. Applies 300F of magnetism (1000F in Overdrive) On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged Attractive on frames 11-23 Attraction strength starts at (2500G, 2500A) before going to (5000G, 5000A) on frame 19, then going back to (2500G, 2500A) on frame 23" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "Ground Throw", + "text": "5B+Cor4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll While technically as fast as360A, standard throw is quicker to use on reaction than spinning the stick, and it leads to more damage, just without the invuln, attraction or reach (Although it still reaches further than other normal throws). For forward throw, follow up with236B, and for back throw, follow up with6A>6C. Both standard throw routes end with Atomic Collider, so bear in mind which throw gives the best positioning afterwards. Functions the same as every other throw, but with more range.Has 401 pixel range compared to the standard 266 pixel range. Has 401 pixel range compared to the standard 266 pixel range. Forward Throw is special cancelable, but back throw is not B+C 100% minimum damage (1500) 125,000 Range normally 4B+C 100% minimum damage (1500) 125,000 Range normally" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Not exactly a useful move for Tager since he doesn't have many opportunities to get close mid air, or set up airthrow traps since Air Driver does these things much better. But it does at least recover much more quickly than Air Driver if it misses and does lead to slightly more damage. Air throw can be followed up withj.2C(Performed very close to the ground) at almost any height. Functions the same as every other throw, but with more range.Has 453 pixel range compared to the standard 344 pixel range. Has 453 pixel range compared to the standard 344 pixel range. Cancellable fromj.A. Swaps sides. Hard knockdown after a small bounce. Follow up by landing a lowest-possiblej.2C,5B... orj.C,5C. 100% minimum damage (1500) 140,000 Range" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of the opponent and get back to neutral. Unlike other Counter assaults, Tager's does not knock his opponent away. Instead, it grants a close-range soft knockdown on grounded hit and a close-range hard knockdown on airborne hit. Uses6B's animation Slightly slower than other Counter Assaults" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Usually not that useful since Tager has better options during combos and pressure. However, opponents in Guard Crush can be thrown, so this can be used to set up unblockable throws if the opponent doesn't use Barrier. Overall, it's not used that much because there's usually a better option that doesn't use meter. That being said, it can be followed up with5B,6B, and3C. Gives a small floorbounce followed by a hard knockdown, essentally giving it a long knockdown time." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "Gigantic Tager Driver", + "text": "360A(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tager's primary throw mixup. It has a quick startup, and can be held to pull in magnetized opponents, making it a very potent tick throw, most commonly after5Aor4D. But don't be too predictable, since the move has a long whiff recovery and can be avoided by jumping. It can also be used to punish any pressure gap of 3 frames or more thanks to its invuln, which can be further enhanced with the use of Instant Blocking. Again, though, wary opponents can avoid this with jump cancel, frame traps, throw invuln attacks ormeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.attacks, so don't overuse it. While it might seem as a Grappler that your gameplan should revolve around landing this move, it actually only leads to weak damage compared to Tager's other options. Typically this move is most useful for keeping the opponent from doing bad blockstrings on the ground and also to win out point-blank jab contests when at near-neutral frame advantage, forcing the opponent to play less aggressively. Attractive to grounded magnetised opponents during startup and active frames. Can be held to extend active frames. Cannot be special cancelled into, except from6A. Small invulnerability window on frames 3-6. Cannot be increased by holdingA. Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism). Has 210 pixel range between bounding boxes. 100% minimum damage (2500) Hold button to extend active frames On successful throw, can cancel into Gadget Finger last 5F Counterhit state for entire move Attractive from 1-end of active frames Attraction forces: (3450G, 0A) from frame 1, (1150G, 0A) from frame 8, (2300G, 0A) during extended active frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "Wedge Catapult", + "text": "360B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A slow command grab with a lot of invulnerability at the start (but not a full reversal). Unlike his other command grabs, you cannot hold the button to extend or delay it. 360Bis useful for calling out slow committal attacks and moves that are good at beating360Aand720C, since they tend to rely on small hops or short throw invulnerability, and this move is so slow it will hit after they're vulnerable again. However, since it is very slow and has a long recovery, and is very susceptible to whiffing and getting punished hard. The invuln starts on frame 6, so it's a riskier option than360A. As a combo starter,360Ballows for a followup5Cor6Cfor around 3-3.5K damage, giving it better damage than360Aand more choice about how to set up your okizeme. If Tager's back is to the corner, it can be followed up with5Dto go into6C>5Dcorner loops. Wedge Catapult can be used in combos after long untech counterhit moves, though most importantly it can be used withGadget FingerGuardNoneStartup7Recovery9 (Whiff), 27 (Hit)Advantage> Rapid Cancel for high minimum damage after the end of long combos. Disables opponent's burst on hit. Attractive to magnetized opponents during startup. Cannot kill. Can only be cancelled into from6A. Combo throw, does not incur purple !! marks if used during blockstun or a combo. Does not benefit from the 10% damage bonus on counterhits. Has 100% minimum damage on raw hit. Does not have 100% minimum damage when used mid-combo. Untech time always lasts until the opponent hits the floor, even in very long combos. Tager is immune to external push forces during this move (Such asRachel'sWind or another Tager's magnetism). If Tager's back is near to a wall when he hits, then he will be pushed away from the wall towards the middle of the screen to allow followups. Has 210 pixel range between bounding boxes Can be comboed into Counterhit state for entire move Cannot reduce health below 1 Attractive from 6-31F Attraction forces: (1000G, 1000A) from frame 6, (10000G, 1000A) from frame 21, (2000G, 0A) from frames 24 to 31 Minimum Damage 100% when first hit of combo (1200), else Minimum Damage 0%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "Impact Driver", + "text": "360BAfter Wedge Catapult H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A command followup to Wedge Catapult that can be input at any point after the opponent has rebounded off of the wall right up until Tager fully recovers. Basically turns the move into360Awith 100 more damage. Impact Driver is seldom used due to other combos from Wedge Catapult causing more damage. However it is unburstable, will always connect at any point in a combo and has good minimum damage. This makes this move mostly used as a burst-safe round ender. Impact Driver can only be followed up by Gadget Finger. Deals 100% damage if Wedge catapult was the first hit of the combo. 50% minimum damage otherwise. This move can be input at any time during Wedge catapult's recovery after the wallbounce and it will always connect. Opponent is returned to the same side they were on when Wedge catapult grabbed them. Minimum Damage 100% if canceled from Wedge Catapault that started the combo (1400), otherwise Mimimum Damage 50% (700)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "Air Driver", + "text": "j.360C(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Gigantic Tager Driver, but in the air! (And very slightly more damage). An interesting, but pretty unreliable tool that can be used to surprise opponents at a far distance and discourage jumping. Unlike360AGuardThrowStartup6Recovery29 (Miss), 44 (Hit)Advantage, this move does not have any invulnerability, but since airborne players do not experience friction when being pulled by magnetism, this can grab airborne opponents from full screen amazingly quickly at times. Similar toAtomic ColliderGuardAir UnblockableStartup17~60Recovery19Advantage, opponents that superjump or air dash may be flung too far to be grabbed, and can get a free hit due to the long recovery of this move. Can be disrespectfully used during combos as a purple throw or a tech trap to do an absurd amount of extra damage, but there's no way to do reliable Throw Reject Miss setups since it cannot be canceled fromj.A Attractive to magnetized opponents during startup and active frames.Strongly attractive to airborne opponents, including during moves likeTerumi's5CGuardAllStartup11Recovery2+18LAdvantage-2.Weakly attractive to grounded opponents. They'll be slowly dragged across the ground.Attraction is centred on Tager's outstretched hand, rather than his origin. Strongly attractive to airborne opponents, including during moves likeTerumi's5CGuardAllStartup11Recovery2+18LAdvantage-2. Weakly attractive to grounded opponents. They'll be slowly dragged across the ground. Attraction is centred on Tager's outstretched hand, rather than his origin. Can only grab airborne opponents. Can be held to extend active frames. Cannot be special cancelled into at all. No invulnerability unlike360A. Has 210 pixel range between bounding boxes, but the hitbox tends to be the limiting factor. 100% minimum damage (2700) On successful throw, can cancel into Gadget Finger last 5F Catches airborne only Counterhit state for entire move. Does not include landing Attractive from startup until recovery Attraction forces on Tager's body of (0G, 3450A) from frame 1, Adds an extra (0, 2500A) towards Tager's hand from frame 6 until end of active frames, After frame 8 Tager's body is set to (1150G, 0A) and then on frame 12 it is set to (575A, 0G) until end of active frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "Atomic Collider", + "text": "623C(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Anti-air grab that swaps sides on hit and can be used during combos. HoldCto extend the startup magnetic attraction, release to actually grab them. Atomic Collider adds good damage to any combo. In long combos, it's only possible to follow up with Gadget Finger, so it's usually the end of the combo.j.Bis also a safejump after Atomic Collider, though this loses to reversals faster than 7 frames. Keep in mind that Atomic Collider sideswaps, so it may be advantageous to end the combo with other moves to maintain positional advantage. 3Cis a common button to set up the float on whiff. From there, it can be followed up with plenty of options. The most common combo is3C>623C(whiff) ,5C>6A>2C>623C. Attractive to airborne magnetized opponents during startup and active frames.Strongly attractive to airborne opponents, including during moves likeTerumi's5CGuardAllStartup11Recovery2+18LAdvantage-2.No effect on grounded opponents.Attraction is centred on Tager's outstretched hand, rather than his origin. Strongly attractive to airborne opponents, including during moves likeTerumi's5CGuardAllStartup11Recovery2+18LAdvantage-2. No effect on grounded opponents. Attraction is centred on Tager's outstretched hand, rather than his origin. Can never grab a grounded opponent, regardless of hitboxes. Combo throw. It will not incur a purple throw if used in a combo and benefits as normal from the 10% bonus damage from counter hits. Does not have 100% minimum damage.First hit also does 0 damage, so this move will do a maximum of 1350 damage due to combo scaling. First hit also does 0 damage, so this move will do a maximum of 1350 damage due to combo scaling. Can be deliberately missed to reposition magnetised opponents, very important for combos. Can grab extended hitboxes. Trades inconistently due to its Head invulnerability expiring on its first active frame. Who wins the trade is determined byCharacter Priority, which is usually Tager, but not always. If held, move goes active 2F after releasing button Cannot hit standing or crouching state Magnetic force of (0G, 3000A) starting from the end of minimum possible startup until end of active frames Attracts towards Tager's hand rather than his body" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "Voltec Charge", + "text": "214D(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tager stands still and charges his spark bolt guage while protected by a Body, Head and Projectile guardpoint. Hold to extend the duration. If the opponent activates the guardpoint, this move can be cancelled intoAdditional AttackGuardHighStartup13Recovery30Advantage-17. To perform this cancel, you need to input236Awhile still holdingDto stop this move ending. 214Dis important for maintainingSpark BoltGuardAllStartup12RecoveryTotal: 47Advantage-1. It can be used after a blocked5Dto get in a quick charge, or in neutral to bait opponents into approaching. It can also be used somewhat as an anti-air with its armor with theAdditional AttackGuardHighStartup13Recovery30Advantage-17, though this will lose to crossups, double jumps and other evasions. Keep in mind that this move does not have armor against foot attacks, so it's inadvisable to use to trap grounded attacks except for predicting reversals. The Electric gauge charges more based on how long Tager holds the stance. Minimum of 66 of Spark meter generated, Maximum of 510.This equates to 6 units of extra spark bolt charge for every optional frame of this stance held.Cancelling into236Aor being interrupted during this move prevents any spark bolt charge being gained. This equates to 6 units of extra spark bolt charge for every optional frame of this stance held. Cancelling into236Aor being interrupted during this move prevents any spark bolt charge being gained. Blocks Head, Body and Projectile attribute moves while held. Cannot block unblockable attacks. Guard Point lasts until button is released On Guard Point, hitstop for Tager is 0F. Opponent hitstop is 9F If guard point is activated, can cancel into Additional Attack until last 18 frames of recovery If done from neutral/jump startup, cancellable into 720C on frames 1-11 if guard point is not activated Counterhit state for entire move Charges spark bolt 6 units for every frame of this move's duration after the 9th frame before releasing the button" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "ASledgehammer", + "text": "236A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A special move that doesn't get used a lot at neutral due to other normals generally being better choices. While it has frame 1 projectile armour, it's not super useful since opponents don't typically use projectiles at such close range. 236Asees use in combos due to its good damage and scaling. On grounded hits, crouching state is required to follow it up with5A(Hint: use6Bto force crouching beforehand). On air hits,5C>236A,5Bis a common way to add good damage to combos that allow it (The opponent needs to be in the air, low to the ground and in touching distance in most cases). With 50 Heat available,3C>236A>236A, RC,6C... becomes an excellent way to convert grounded hits into excellent damage. It also functions as a decent combo ender; on air hits it can combo into Gadget Finger, but better still is to actively allow them to emergency tech through Gadget Finger so they're pulled towards you while recovering, giving you excellent okizeme. This move can be used as a decently safe poke due to its disjointed hitbox, but it isn't good for setting up tick throws and it is punishable on Instant Block. Occasionally it sees use as a whiffed special cancel after counterhits from2Cand5D, since they have a long recovery anyway and this allows Tager to start moving forward sooner to continue the combo. Guardpoint prevents any hitstop from projectiles it guards. Guardpoint can block against unblockable projectiles Can only be followed up with Additional Attack on a standing non-counter hit. Can cancel into Additional Attack on frames 23~31 On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged Can guard point up to 20000 damage Can guard against unblockables" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "BSledgehammer", + "text": "236B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tager pauses then slides forwarda considerable distance, ending in a strike. Guard points projectiles during start-up and active frames. Also guards Head and Body attacks during some of its startup start-up. Unlike the A version, B Sledgehammer does not guard against unblockables. Not necessarily the best way to close gaps as predictable Sledge use will usually be punished. Vary between using this, super jumpj.Cand simply taking a nice stroll towards the opponent to keep them guessing. In combos it works as a great move due to its huge damage, decent scaling and can be followed with6A>6Cfairly easily after a hard knockdown (Such as after a3Ccounterhit or a5Dair hit into the corner). Covers considerably more range than the A version, moves 33% further and deals slightly more damage when fully charged, but all other properties remain the same. Guard point also prevents any hitstop for Tager. Causes Crumple stun on grounded hit. On Counterhit gives a crumple stun similar to5D's standing counterhit, allowing all manner of followups. Causes a launching tumble on air hit or downed hit. Allows easy followups. Often used to close gaps and punch through reckless projectile spam, but it's far from ideal since it's the only real way to do this. Used in corner combos after a5Dair hit. 236B Can cancel into Additional Attack during first 13 frames of recovery Crumple Duration 31F, Crumple Fall 64F On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged Can guard point up to 20000 damage Delaying move also extends both guardpoint durations 236[B] Can cancel into Additional Attack frames 64~76 Crumple Duration 31F, Crumple Fall 64F On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged Can guard point up to 20000 damage" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "Additional Attack", + "text": "236Aafter Sledgehammeror236Aafter Voltec Charge guardpoint H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A big overhead with the same armour properties as Sledgehammer B. Overall a very risky move, since it can only be used after236A/Bor214D's guardpoint and it loses to Foot attribute. While it can be used to catch sleeping opponents or characters that don't have a fast enough2A, don't use it too much in pressure since it's very punishable on block. The overhead property is also only really relevant if you have 50 meter to threaten rapid cancelling into a low instead of this move, so don't expect miracles there. Notably, the version of the move you get cancelling from214Dis considerably faster than from either Sledgehammer, meaning that using214Das a parry stance with this move is viable, but generally only against aerial approaches or certain rekka sequences since your opponent often has time to cancel into a move that beats it.. If it does land, it leads to no followup on regular hit and5B>5C>623Con counterhit (6Awill whiff since Hammer is a Very Short starter). Hammer is more useful as a combo extender with a Rapid Cancel into6Cto extend combos since it scales very well (This is particularly useful for unmagnetised combos). Generally you want to avoid ending combos with this since it gives basically no okizeme, unless it would end the round. Same Guard point properties as B Sledgehammer, but actually lasts until it goes active. Doesn't guard unblockables, even when done from A Sledgehammer Combo ender in most cases, will always connect after either Sledgehammer unless the combo has prorated severely. Can be cancelled into on whiff on either Sledgehammer. Counterhit state throughout The version you get cancelling from214Dis considered a separate move to the version you get cancelling from Sledgehammer for same move proration purposes. This doesn't come up much in real combos however. 236X~236A Considered a different move when done from each starter for Same Move proration purposes Counterhit state for entire move On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged 214D~236A Counterhit state for entire move Considered a different move from the versions performed after Sledgehammer for Same Move proration purposes On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "Gadget Finger", + "text": "22Don downed opponent (Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Okizeme move, picks up the opponent off the floor or airborne near the floor and drops them in front of Tager,restandingA situation in which a character is taken from an airborne or OTG state and returned to a standing state on the ground while still in hitstun, which is very uncommon. Moves that re-stand the opponent often allow for unique mix-ups that are unexpected (since typically, mix-ups come after a knockdown), or unique combo extensions.them. Is strongly attractive during its startup and active time and can be held to extend this time. Gadget Finger is an incredibly versatile tool for Tager, used to end most combos with some magnetism and preventing recovery rolls. It's a natural followup to360A,j.360C, and623C. Since it leaves Tager at +9, this allows for mixups:5Cor3Cto catch mash,360Ato catch block, and blocking or backdash to cover reversal options like DP or Overdrive. Gadget Finger whiffs can also be used to extend combos after2Cdue to its magnetism pulling opponents back into range. These often function as longer, more damaging combo routes than Tager's unmagnetized combos, and they can be seen on hisCombospage. On some characters, particularly larger characters, the frame advantage also lets Tager follow up with5A. This doesn't lead to many combo opportunities, but5A> jump cancel block can bait Overdrive attempts and block the resulting Burst. AmaneArakuneBang(only in corner and CH)Bullet(only on CH)HakumenJubeiKaguraRachelRagnaSusanooTagerTsubaki Gadget Finger can be Rapid Canceled into360B~360Bto add at least 800 damage at the end of a combo. This is particularly useful to finish off a round with unburstable damage. It can also be Rapid Canceled to use the infamous \"Timeout Tager\" or \"Tager Circus\" strategy. After landing Gadget Finger (preferably after the opponent is thoroughly magnetized), it can be Rapid Cancel and repeatedly whiffj.360C. This is much harder than it sounds, and must be done with great care to not launch the opponent too far. If done correctly, with 100 meter, this can be an effective strategy to win by timeout. Magnetizes for 360F (1000F in Overdrive) Attractive to magnetized opponents during startup and active frames. Can be held to extend active frames. Only usable if the combo has fully downed the opponent at some point before trying to activate Gadget Finger (floorbounce does not count). The moves that cause this are:6A,5Dand2D(air hit, after floorslide begins)Crush Trigger,360A,360B > 360Bj.360C,j.2C(non-CH), and air throw.6B,3Cand Atomic Collider will instantly allow the use of Gadget Finger, they do not need to touch the ground first in these cases.And any time the opponent hits the ground and simply chooses not to Emergency Roll. 6A,5Dand2D(air hit, after floorslide begins) Crush Trigger,360A,360B > 360Bj.360C,j.2C(non-CH), and air throw. 6B,3Cand Atomic Collider will instantly allow the use of Gadget Finger, they do not need to touch the ground first in these cases. And any time the opponent hits the ground and simply chooses not to Emergency Roll. 100% minimum damage, 5% fixed heat gain. Unaffected by hitstun decay: +9 normally, +18 on counter hit. The recovery is increased by Fatal Counters and Jubei's standing hitstun penalty. Magnetises for 360F (1000F in Overdrive) Tager is +10 on hit Minimum Damage 100% (100) Hitstun unaffected by hitstun decay but can be extended by fatal counters No normal heat gain for either player. Fixed 5% heat gain for Tager Cannot hit standing or crouching opponents Combo must include a knockdown before this move can be activated Cannot reduce health below 1 Attractive for entire move Attraction forces (6000G, 2000A) on frame 1 only, (4000G, 2000A) on frame 2-14 and (4000G, 3000A) thereafter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "Spark Bolt", + "text": "41236Dor623D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tager launches a huge, fast and highly damaging projectile horizontally (or at a 30 degree angle) that punches through most other projectiles. On hit it wallbounces the opponent back towards Tager for easy followups and magnetises for 480F on hit or block. To balance how utterly overpowered this sounds, it consumes a full Electricity meter to use, meaning that you need to choose the right moment to use it carefully. Once its meter is charged, this is an incredibly threatening tool in Tager's arsenal. Spark Bolt can punish anything from any range with correct timing and can also use it to extend nearly any combo, especially useful if the opponent has otherwise been pushed out too far for a followup. The wallbounce allows for a close5Cfollowup for good damage, or a riskier low-hitting6Afor even more damage, especially considering the magnetism and huge upfront damage it has. The projectile is large enough to hit floorsliding opponents (such as after an air hit5D), but it will whiff on most fully downed opponents. The mere threat of Spark Bolt is therefore great for controlling the opponent's actions. You don't have to use it right away, holding onto it will affect how the opponent plays and can let you approach more easily since they'll be wary of just throwing out random attacks once they see that you have it available. If the move is stuffed, the Spark Bolt gauge will still be emptied even if the projectile doesn't come out, so be cautious of using it in close range neutral situations. Magnetises for 480F (1000F during OD). Does not attract magnetised opponents, unlike other drive moves. Unlike all other drive moves, this move does not attract magnetised opponents at all. Requires a full Electricity gauge to fire and consumes all of it on the first startup frame. Charges up in 1000 frames (16 2/3 seconds) normally.Charges four times as fast during Overdrive (Charges in approximately 4 seconds). Charges four times as fast during Overdrive (Charges in approximately 4 seconds). Each version has a slightly different hit effect, with the diagonal version causing higher vertical force and less horizontal rebound force then the horizontal version. Does not disappear if Tager is hit. 41236D Magnetises for 480F (1000F in Overdrive) Electricity meter consumed on 1st frame Counterhit state for entire move 623D Magnetises for 480F (1000F in Overdrive) Electricity meter consumed on 1st frame Counterhit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "Crimson Punisher", + "text": "j.63214A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A big swipe with Tager's arm that pushes Tager up and forwards a bit. If it hits, the opponent is slammed straight down with a hard knockdown and Tager immediately follows up with a belly flop that has extended knockdown. The followup is always guaranteed to hit outside of very rare cases (for example, at the end of a very long combo or due to another Tager's magnetism). j.63214Ais primarily used as an air combo finisher due to its high damage. On knockdown,5Awill catch roll attempts and2Bwill catch forward roll attempts. The followup hit can be Rapid Canceled and this easily combos into236Bor6Cto extend the combo, even quite late on. This move grants Tager forwards and upwards momentum, cancelling normal jumping momentum. It can be used as an approach tool along withj.Cas a quasi-double jump. Mix this up to vary your approach angles. Be aware the upwards momentum can make it difficult to hit a grounded opponent, and usually impossible to hit a crouching one (And it's not an overhead anyway), so using this as a jump-in move is questionable but still occasionally is useful for baiting anti airs and hitting with some other move afterwards. Huge hitbox underneath Tager. First hit disables bursts on hit. Can only be used once per jump. On hit, goes to followup on frame 24 Followup is only invuln until recovery (11th frame after landing)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "Magna Tech Wheel", + "text": "236236B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The big damage super used at the end of combos. It has good minimum damage, but it is often better to use Rapid Cancels in combos combined with strong normal attacks like Atomic Collider. Still, this gives good unburstable damage to close out rounds and cash in meter. MTW also has guardpoint early on, making it viable as a wakeup reversal. However, opponents can Rapid Cancel their attack in response to the superflash, making it somewhat unreliable. If you plan to use is as a reversal, it's safest to have 100 meter so you can Rapid Cancel the attack to remain safe, otherwise you'll eat a big punish. MTW can be Rapid Canceled during any hit of the attack. Since the last hit is an overhead, this Rapid Cancel be be used to mix up the opponent with a low-hitting attack or even a command grab. In Overdrive, this move and its followup gain far more damage and will also force Active Flow if Tager hasn't activated it that round. If you wish to use it in this way, use MTW as early as you can in the combo to maximize damage. Minimum damage: 864 OD: 1080 Strongly attractive to magnetised opponents. Guard point against everything (throw included) until the third hit, then blocks anything that includes the projectile attribute for the rest. Can guardpoint through unblockables. Only possible to follow up with Terra Break or Rapid cancel, Opponent otherwise can tech before Tager even recovers. Has a higher input priority than 360B, so be mindful when spinning the input. 236236B Minimum Damage 15%: 897 Counterhit state for entire move Cancellable into Terra Break frames 77-110 Attractive only during active frames with force (2000G, 1500A) On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged reversal guardpoint 236236B OD Minimum Damage 15%: 1107 Counterhit state for entire move Cancellable into Terra Break frames 101-134 Attractive only during active frames with force (2000G, 1500A) On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "Terra Break", + "text": "236236Bafter Magna Tech Wheel H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll It's easy to perform this move too early; to get consistent hits, continously roll the 236 motion duringMagna Tech WheelGuardAll×19, High/AirStartup7+(38 Flash)+12Recovery72Advantage-56. Then, inputBright as the opponent reaches the apex of the floor bounce from Magna Tech Wheel. Only really useful as an ender to long combos thanks to its high minimum damage. At the beginning of combos, using a Rapid Cancel will lead to more damage than Terra Break. If Magna Tech Wheel is blocked,do not use this, since it's still massively punishable and essentially a waste of 50 meter. Rapid Cancel instead to remain safe. In Overdrive, this move is much more useful. After the wallbounces, it can be followed up with6Cor236Bto keep the combo going. If Magna Tech Wheel was done during Overdrive, Terra Break will always be the Overdrive version as well, even if Overdrive has expired. Minimum damage: 720 OD: 840 Followup to Magna Tech Wheel to add even more damage. Blows opponent away on hit and wallbounds. Overdrive version causes wallbounce and hard knockdown that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get. Values in [] are during OD Counterhit state for entire move Minimum Damage 20%: 720 [840] OD Version always activates if cancelled from Magna Tech Wheel OD, even if Overdrive has ended" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "Genesic Emerald Tager Buster", + "text": "720C(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tager's signature super. A true reversal, has massive range for a grab, can pull in magnetized opponents extremely far during its startup and goes active during the superflash, meaning it's usually too late for the opponent to react at that point. If it hasn't hit after the superflash, it can still be held to try to drag in opponents (Albeit with much less force than pre-flash), but Tager is vulnerable at this point onwards. Be wary of when to use this, due to its power, opponents will often bait it out with jump cancels and throw safe moves since it cannot hit jump startup or airborne opponents, which can lead to a wasted 50 meter and a counterhit punish. It's best used in guaranteed situations such as after an Overdrive Raid or punishable gap. Also, it's worth noting that while the damage dealt is impressive, Tager can get more damage and oki from other starters and less overall meter usage, as well as not committing 50 meter up front. Therefore this move shouldn't be used as a punish if other moves will do, unless you know it will end the round, since it's burst safe. HoldCto extend active frames, but Tager is not invulnerable during this time Has minimum distance check larger than its hitbox, which is unusual for throws, meaning that it's possible to be in range but miss since no hitboxes line up. Be aware that throws actually measure to the front of a player's collision box which gets pushed forward during some moves, such asRagna's5BGuardMidStartup8Recovery16Advantage-7 Moves forward and swaps sides after a successful hit, meaning it's impossible to corner someone with this No followups possible, including Rapid Cancel Overdrive version magnetizes opponent for the maximum duration of 1000F in addition to dealing more damage 100% minimum damage Values in [] are during OD Minimum Damage 100%: 4620 [5220] OD Version applies 1000F of magnetism Counterhit state for entire move Attractive from 1-end of active frames Attraction forces: (26000G, 0A) from frame 1, (1200G, 0A) from frame 3 until the end of the attractive time Ends up at 69P2 on the hit for burst gain calculation reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "Charged Lightning", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An expensive reversal that does not apply magnetism and launches the opponent away, but it is still useful for granting Active Flow. If it's available, a720Cpunish is usually a better option during Overdrive flash. It's also not particularly strong in combos, but it can be used as an unburstable combo ender. Ends the faster Spark Bolt gauge gain from OD the instant the move hits, so it can't be used to pad out this gain. The most damaging Exceed Accel in the game (by a small margin) Otherwise behaves the same as every other Exceed Accel. 322/639 Minimum Damage" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "King of Tager", + "text": "1080D(Hold OK) whenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 1080Dcan hit an opponent during a combo regardless of their position (except for fully downed opponents) as long as their hitbox is in front of Tager. It primarily combos afterWedge CatapultGuardUnblockableStartup30Recovery30 (Miss), 41 (Hit)Advantageand623DSpark BoltGuardAllStartup12RecoveryTotal 47Advantage-1, but other than that the long startup makes it very hard to combo into. 1080Dis unique in that it requires a different response from opponents. It has an initial invuln, but this does not last into the active frames so opponents can mash out of it or use a reversal. As mentioned before, though, it can hit airborne opponents so it cannot be jumped. This means it has a use over720C, though due to its motion it is often much more telegraphed and difficult to use in general. Cannot be cancelled into from anything. Startup is extendable by holding theDbutton, attack will only happen 10F after it is released or max hold is performed. Extremely attractive towards magnetised opponents, including during extended startup. (Attraction is disabled once they're close enough to get grabbed) Horizontal distance check of 670px, which is longer than the actual hitbox (657px from Tager's origin). Thus, it can grab some extended hurtboxes, but not all of them. Can be comboed into Counterhit state for entire move Attractive force of 4500G, 3000A from end of superflash to end of delayed startup + 14F Can hit all states except fully downed." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager", + "title": "Iron Tager", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "Overview", + "text": "Azrael is a bruiser similar toSlayerfromGuilty Gear, withhigh damage, scary pressure, strongmix-upTo perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.s, and decent defense, at the cost ofslower than average grounded movement. In neutral, Azrael's teleport dash makes it awkward to approach on the ground without using an advancing attack such asGustav BusterGuardAllStartup13~23Recovery24Advantage+1or6CGuardMidStartup28Recovery9LAdvantage+2. Additionally, he gains little forward momentum when jumping early out of his dash, making his air approach more limited. This can be a problem againstZonerA character in a fighting game who's primary gameplan is to stay far away keep distance from their opponent. The two main sub-archetypes are projectile zoners and spacers.s, but he hasGrowler FieldGuardAllStartup5Recovery36~111Advantage-26to absorb projectiles, which lets him fire them back asPhalanx CannonGuardAllStartup5RecoveryTotal 26Advantage-2. Once he gets in, Azrael'sDrivenormals are strong high/low mix-ups, his teleport dash allows for fastcross-upAttacking your opponent after changing which horizontal side you are on, usually by jumping over them.s, and many of his normals have great frame advantage on block, however to compensate the short range on his faster normals can make it difficult to extend pressure even when he has the advantage. Azrael's Drive attacks reveal \"weakpoints\" when they hit the opponent. Weakpoints are active for 1000F (roughly 17 seconds) before disappearing if not used. Upper Weakpoint Moves:5DGuardHighStartup21Recovery20Advantage-4/6DGuardHighStartup27Recovery14Advantage-2/j.DGuardHigh/AirStartup19Recovery16+4LAdvantage/236DGuardHigh/AirStartup25~56Recovery38Advantage-26/214214DGuardAllStartup6+(129 Flash)+10Recovery46Advantage-28 Lower Weakpoint Moves:2DGuardLowStartup15Recovery12Advantage+2/3DGuardLowStartup24Recovery15Advantage-2/j.2DGuardHigh/AirStartup19Recovery18+4LAdvantage/214DGuardLow/AirStartup27~57Recovery24Advantage-13/214214DGuardAllStartup6+(129 Flash)+10Recovery46Advantage-28 Azrael's Drive Attacks and weakpoint system receive several buffs: Weakpoints are revealed even on block Azrael can now special-cancel his Drive normals. Weakpoints are not used up when they are triggered, opening up even more combo routes for big damage. Triggered weakpoints do not have their duration refreshed, however. Weakpoints do not disappear as long as OD is active; if their timer runs out during Overdrive, they will expire as soon as Azrael leaves Overdrive instead. Unlike virtually everyone else, Azrael's grounded normal attacks (mostly) do not cancel into other normal attacks at the point they hit; instead the cancel window is usually some time into the move's recovery (After hit or block). This has a few implications: The cancel point for every move is different and not always obvious and you do not get to use hitstop to buffer cancels, so learning how to do combos requires more precise timing than other characters, using the Advance Input feature. Sprites of the first frame he can cancel from have been added to the move cards below to help visualise this. The cancel windows can be quite wide, leaving more scope for staggering pressure, and the slightly slower pace of his combos can make them feel easier to execute and confirm hits once you get the feel of them. Azrael generally has higher hitstun values for his moves to allow combos to occur at all but the slower pace of his pressure can leave noticeable gaps, especially with instant block, missing entirely is often disastrous." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A very short-range uppercut. An extremely versatile move that does everything you could ask it for. Jump cancelable Hits crouching functions well as an anti-air, and is one of the very few 5As that need to be barriered in the air. Is a level 2 button and is the hardest hitting jab in the game, so it will usually trade in your favor Cancellable into normals from frame 12" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Another strong Jack-of-all-Trades normal. Jump cancellable A decent anti-air due to its speed, hitbox, active frames, and is also air unblockable. It doesn't have any kind of invulnerability or much of a disjoint however so it will still lose to well spaced and disjointed jump-in attacks. Strong pressure tool due to being 0 on block and having loads of cancel options Whiff cancellable into5BB. Cancellable into normals from frame 16" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "5BB", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Azrael steps forward and performs a headbutt, serving as a gimmicky frametrap from people mashing during his pressure but a reversal hole if you always autopilot into this (Remember,5Bis neutral on block). Unlike Azrael's other normals, this move uses normal cancel timing rather than delayed cancels, so it feels faster than normal to do attacks after this. Also just useful to hit confirm5B, even when it was used as an anti-air. Knocks aerial targets to the ground. On CH ground bounces. Leaves a 1F gap from5Bon normal block if performed asap. On Crouching, you can link5Aor another5Bto potentially save a crouching confirm." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A yakuza kick, has long reach and a fantastic combo starter if you get a counterhit. One of the few long range moves Azrael has that doesn't move him forwards, making it his go-to footsie tool when spacing is important. While it does extend Azrael's hurtboxes forwards quite a bit, they are often high enough to avoid low moves, making5Coccasionally effective at beating low pokes when spaced correctly. Very good poke to throw out in neutral, hard to IAD over, and not too easy to low-profile Fatals and reward on counterhit is extremely good with resources, particularly upper weakpoint Reward on normal hit leaves much to be desired however, unless you have meter for RC or are at the corner One of the few buttons Azrael has to control the midrange Wall bounces on air CH Fatal Counter Hitbox fully extended on frame 18 Cancellable into 6C immediately on hit/block, 6D/3D from frame 23" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Extremely slow2Awhich can make mashing out in some matchups problematic. Excellent pressure tool due to being +2 and hitting low. On-hit go either2A>5A>5Bor2A>2B>236CCC Typical go-to move to pick up if your opponent doesn't tech. Cancellable into normals from frame 12" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A swinging strike at their feet, moves Azrael forward but then back again and thus has much more range than Azrael's quicker buttons. Mostly used as a link in various combos where you are out of range of5B, or in pressure to catch people trying to backdash his gaps. Moves Azrael's origin and collision forwards temporarily during the move, so it's prone to causing azrael to swap sides with his opponent if dash cancelled into, or his opponent is moving forwards quickly or neutral tech rolling. One of Azraels less useful normals because: It is not a low It is a forced cancel point in pressure due to being -7 on normal block Converting from2Bon hit has very little reward with and without weakpoints outside of the corner Has no real use in neutral due to how slow the start-up is and how long the recovery is Cancellable into normals from frame 21" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Has head invuln, but an awkward hitbox for an anti-air which limits its use to catching low air dashes and leaping moves performed from the ground (LikeJin's6BGuardAllStartup19Recovery4+14LAdvantage-3). But on the plus side it's Azrael's most disjointed normal move by far, so it has niche use catching extended hurtboxes. Additionally, it will clash with projectiles; and if it does, Azrael is able to use his late cancels the same as on hit or block. On hit it can be be followed up by5B/6D. More often than not combo filler, however, since it hits hard and scoops players off the floor easyily. Cancellable into normals from frame 27 110% Bonus proration" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A shoulder tackle, similar toSlayer's6PGuardMidStartup18Recovery14Advantage-1fromGuilty Gear. Wall bounces near corner or on CH. As it has body invuln, it can blow through a lot more moves than you'd expect, most importantly most mid-hitting pokes, and will even clash with most, if not all, DPs. Don't go using it as an anti air move though, it has no Head attribute invulnerability. Good for increasing damage mid-combo if you can fit in in. No Cancel options other than Rapid Cancel." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cancellable into 6C, 6D, 3D and forward dash on hit/block and whiff from frame 30 Jump/special cancellable on hit or block from frame 30" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fatal Counter Fatal Counter 110% Bonus Proration Frame Adv listed for standing opponent Airborne from frame 10 If air time is extended by external forces, after active frames Azrael is in CH recovery until landing" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A dropkick, hits low, knocks the opponent away.3Cis a core part of Azrael's crouching combos thanks to it comboing from5BGuardMidStartup9Recovery10Advantage±0when hitting a crouching opponent. Additionally, RCing the early start-up frames of3Cleaves Azrael airborne. Allowing him to usej.AGuardHigh/AirStartup7Recovery9Advantageto go for a VERY fast, and hard to react to, low into overhead sequence. Is a low crush Has a huge amount of potential reward on hit with either weakpoints Can only be special-cancelled into Sentinel Dump (downed22Cversion). Requires a ground hit in order to combo Airborne from frame 15, active and foot invuln until landing Active/invuln frames can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A quick, disjointedj.Athat shrinks Azraels hurtbox. Actually Azraels most disjointed jump-in air normal due to howj.B's hit/hurtbox is. Combos into itself,j.Borj.C Can be used for a very tricky mixup with3C>RC>j.A." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Max 1 hit Can crossup on last set of active frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An upward kick. Used a lot in combos for its big damage; typically following-up toHornet BunkerGuardLow/AirStartup27~57Recovery24Advantage-13/ChaserGuardStartupRecoveryAdvantage(214D~8) as well as in Azrael's more advanced combos after air dashing then landing from it. Used much less in neutral due to its hitbox making it only useful against opponents already higher up than you and doesn't give you any higher reward thanj.Bif you land a hit (other than slightly more upfront damage). CH gives lengthy untech. Enough for moderate return." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Azrael stops for a moment, then falls down with a divekick, knocks down on raw air hit. Landingj.2Cafter Hornet cause them to spin and you are able to continue the combo. Does not function the same as divekicks in other games (e.gStreet Fighter). Instead, it's often best to use this divekick as a way of delaying a jump-in. Special Cancellable on hit/block. Useful for converting or potential frametraps." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "Drive Moves", + "text": "All of Azrael's Drive moves have Same Move proration if used more than once in a given combo. Weakpoint and non-weakpoint versions are counted separately." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F Values in [] are during High Weak Point Airborne from frame 7, move plays out normally even if moved by external forces and will recover airborne if necessary Crumple Duration 23F [36F], Crumple Fall 62F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A more traditional sweep attack compared to Azrael's3C; hits low, applies or consumes lower weakpoints, gives a soft knockdown on normal hit and hard knockdown on either counterhit or weakpoint hit. Unlike normal sweeps however, it has zero cancel options outside of a Rapid Cancel, this it can only be followed-up on Counter or weakpoint hits. It's plus on block, you can use this as a pressure reset since there won't be much of a gap between the move beforehand and this. However, unlike a lot of Azrael's moves, it doesn't move him forward and it's reach isn't that great, so it can be hard to poke with it. Values in [] are during Low Weak Point Consumes Low Weak Point on hit if available, otherwise applies Low weak point for 1000F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A heel kick. This is your typical ender/extender for BnB combos to get a weakpoint/with weakpoint. An overhead, applies upper weakness. Can be followed-up on CH without weakpoint. Ground bounces with weakpoint. While it forms a 50/50 Mixup with3Dit can be mashed out of at neutral, so instead use it for this as a meaty during oki to remove that disadvantage. Shares the same animation as3Dfrom frames 1-9. Values in [] are during High Weak Point Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "3D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Values in [] are during Low Weak Point Consumes Low Weak Point on hit if available, otherwise applies Low weak point for 1000F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Values in [] are during High Weak Point Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "j.2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Values in [] are during Low Weak Point Consumes Low Weak Point on hit if available, otherwise applies Low weak point for 1000F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An uppercut, blows the enemy about one step forward. due to how much pushback Azraels normals have and lack of a normal dash, tick throws are alot harder to pull off. but throw is still be an important tool to catch people OSing during your pressure. often seen used after Gustav (236A) on hit, or on wakeup due to being the few times Azrael will be in range to use it. Leads to decent damage and corner carry with either weakpoints midscreen. In the corner can apply both weakpoints, or deal excellent damage with upper weakpoint with Throw > Valiant (236D). Typical follow-ups are: 6A>22Cmidscreen irregardless of weakpoints (delay6Aon Izanami) Corner: 6B>214D>5Bif you don't have any weakpoints 236Dif you already have upper weakpoint 6A>5B/5C>236CC>214Dif you have lower weakpoint Minimum Damage 100% (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100% (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Grabs the opponent and slams them straight to the ground. the reward for Azraels airthrow is pretty mediocre unless he has weakpoints. can be an important tool in some matchups against floaty characters, likeRachelorAmane, due to Azraels air normals not having any reward unless he saved his double jump or it counterhits. Air throw allows him to airdash at an airborne enemy and still convert. Minimum Damage 100% (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Azrael does a shoulder tackle move similar to his6A. Very active, but the slowest counter assault in the game, making it generally more risky to use. Its active frames even extend past where its invulnerability ends, causing trades to be possible. Wall bounces in the corner." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Can be used with 25% to guard crush your opponent. Can be barrier blocked to not cause guard crush. Adds some more combo-ability to combos, as well as increases damage. Launches on air hit. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "Taunt", + "text": "AP H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "Forward Dash", + "text": "66 H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll While feeling similar to Azrael's backdash at first, his forward dash is a very different beast; it can be jump cancelled during a lot of the move's animation. This opens up a lot of capabilities due to the fact jump startup can be cancelled into specials. For example, you can cancel a forward dash into214Bby inputting662147B. If you want to do moves after moving and switching sides, remember that you will need to mirror your inputs for the special, so to do the same Growler Field after swapping sides, you will need to input662369Binstead. This technique is referred to TK cancelling by the Azrael community. 1-7F Can cancel into Barrier Can be jump cancelled at any time" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "Gustav Buster", + "text": "236A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A forward-lunging punch that covers considerable space, making it Azrael's preferred gap closer/pressure ender, even if it can only be followed up on counter hit or Rapid Cancel. Its huge range and fast startup make it great for catching out an opponent and/or starting pressure. The slight frame advantage on normal block means you'll beat out most5Amashes with your own5A. If you initiate this attack from a certain distance (a distance slightly wider than roundstart positioning), you move forwards the maximum distance, but your opponent won't experience much pushback, leaving you up close to your opponent, where you generally want to be. If your opponent can't IB this move reliably, you can essentially snatch neutral at any time. If your opponent IBs you can backdash after safely usually, but if you get too predictable with it you'll start getting punished in other ways, particularly given this move has no invulnerabilities and only goes active once Azrael has gotten close enough (Meaning long-reaching pokes will just beat this move clean). Startup varies according to the distance to the opponent. Pushes opponent back about two character widths on hit or block unless performed at near max range or more. Can be used during a forward dash jump cancel to effectively extend its range. Crumple Duration 27F, Crumple Fall 57F On CH Crumple Duration 40F, Crumple Fall 73F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "Tiger Magnum", + "text": "236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Can cancel into Cobra, Valiant, or Hornet on hit/block, or on whiff from frame 16 to 24" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "Cobra Spike", + "text": "236C~6C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Follow-up to Tiger Magnum, Azrael does a high kick that slides him forward slightly. Usually followed by Leopard Launcher, but can also be canceled into Valiant Crush or Hornet Bunker to capitalise on the appropriate weakpoint during some combos, note that these two moves will only hit if your opponent was hit while somewhat airborne before the Rekka started, otherwise they will land too soon. Crumples on counter hit, leads to fantastic damage in many cases. Can cancel into Leopard, Valiant, or Hornet on hit/block, or on whiff from frame 15 to 20 On CH Crumple Duration 54F, Crumple Fall 78F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "Leopard Launcher", + "text": "236C~6C~6C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Maximum Slide duration 20F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "Panzer Strike", + "text": "623B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A true meterless reversal attack, but it's not the best as it can be low-profiled and the startup and recovery is long. The main benefit of using this move is Rapid Cancelling it. Because you can RC at any time, you can opt to reset back to midscreen, or RC during the falling portion to catch your opponent off guard. The landing hitbox has different properties to the falling hitboxes, but it is not a separate hit; only one of the falling hit and the landing hit will hit the opponent. Given how small the landing hit is, it's unlikely for it to be the one that connects anywhere outside of combos that use it. Counter-hit state for the entire duration. You can hold 6 during the move to slightly alter the trajectory, used mostly in combos. Last 4 active frames (landing hit) have different hit properties Airborne from frame 18, second hit is active until landing + 4 Frame advantage if only first hit blocked: -54 Frame advantage if falling hit blocked as late as possible: -16 Frame advantage if landing hit blocked: -3 Reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "Growler Field", + "text": "214B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A dual purpose move where Azrael poses while stationary. Firstly this move functions as a normal attack that becomes active very quickly, completely envelops Azrael and blows away the opponent if it hits. More notably, this move has a first frame guard point against projectiles; every projectile guarded allows Azrael one use ofPhalanx CannonGuardAllStartup5RecoveryTotal 26Advantage-2(236B) (Storing a maximum of three at any time). However, it is very punishable if blocked or poorly timed and has no invulnerability other than against projectiles. The guardpoint can be extended by holdingB. This is a key move when dealing with long ranged characters who like to keep away from him, basically making reckless projectile spam a liability. Similarly, recklessly using this move is also a liability because of the huge recovery. It's not a cure-all solution to ranged characters but it is an extremely useful tool in some matchups. Keep in mind that Azrael is safe from everything after he absorbs a projectile with this move until the move ends. Azrael's fastest move, but not a reversal. HoldBto extend the move and its guard point. Upon guard pointing a projectile:Phalanx Cannon stock goes up by 1 (Maximum of 3) for each projectile attack blocked (Multi-hit projectiles will count multiple times)Can cancel into Phalanx Cannon at any point during the rest of the move.Is forced to begin 34F recovery, ending its active frames immediately; the first 15F of this recovery guards against everything, the remaining 19F is also fully invulnerable, but no longer a guard point.If another projectile is guarded during this recovery, the recovery starts over, meaning it will guard any unbroken string of projectiles if there's less than 15F (Plus hitstop) between each one. Phalanx Cannon stock goes up by 1 (Maximum of 3) for each projectile attack blocked (Multi-hit projectiles will count multiple times) Can cancel into Phalanx Cannon at any point during the rest of the move. Is forced to begin 34F recovery, ending its active frames immediately; the first 15F of this recovery guards against everything, the remaining 19F is also fully invulnerable, but no longer a guard point. If another projectile is guarded during this recovery, the recovery starts over, meaning it will guard any unbroken string of projectiles if there's less than 15F (Plus hitstop) between each one. Phalanx Cannon stocks last until used or the end of the round; but there is no UI element or any other visual indicator of how many Phalanx cannon stocks Azrael has left. You and your opponent just have to remember. Hold button to prolong stance, maximum stance duration 111F After releasing button, Azrael goes into 11F recovery animation Blocking a projectile adds a Phalanx Cannon stock (max. 3), and immediately puts Azrael into separate fully invulnerable recovery animation (34F) which is cancellable into Phalanx Cannon Counterhit state for entire move On Guard Point, hitstop for Azrael is 0F, opponent projectile unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "Phalanx Cannon", + "text": "236Bafter absorbing projectile with Growler Field H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A simple projectile that has amazing properties. Damage, speed, rapid startup, safety, range, hitstun, projectile level 2, this moves does it all. The only catch is that you need to trigger Growler Field's guard point with your opponent's projectile before you can use it. You can use it to extend some combos and deal good damage (Since you can put it into basically any combo and it even combos with itself), but realistically you'll probably spend these trying to suppress or punish projectile spamming since it punches through most of it. Don't forget that you can hold onto Phalanx Cannon stocks for as long as you like and your opponent has to remember that you have them, so you can sometimes surprise them later on or simply use them as a looming threat while you approach. This move's main weakness is its awkward method of making stocks, in some matchups you'll easily be able to use growler field to block projectiles, while it others it's basically impossible due to the nature or lack of projectile attacks for that character. When using this directly from Growler field, be aware that doing so will immediately lose the invulnerability granted after absorbing a projectile, meaning that you might still get hit before successfully firing phalanx cannon, even if the gap is very small. Launches high on hit. Consumes 1 Phalanx Cannon stock" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "Sentinel Dump", + "text": "214Cor22Cafter a knockdown H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Azrael jumps and slams to the ground, sitting on top of the opponent. The rocks bounced up by the slam are the actual attack here, rather than Azrael himself. This version makes Azrael jump about 2 character spaces forward.214Ccan be used for oki to beat tech rolls, and is + on block if they do block it. A common misconception of this move is that it only GPs one attack. In reality, the GP frames are so short that most5Amashes will hit Azrael out of214Con the second jab. Can cross up if opponent is crouching. Has a hitbox on both sides. This version tracks the opponent, up to a max range. Mostly a combo filler after3Cand easy to follow with5C. Can only be activated during combos and if the opponent has been fully downed, slid along the floor or hit with one of the following moves:3C5D(Air hit)6D3D2DB+Cj.B+C623B(Second hit) 3C 5D(Air hit) 6D 3D 2D B+C j.B+C 623B(Second hit) 214C On Guard Point, hitstop for Azrael reduced by 1F. Opponent hitstop unchanged Can block unblockable attacks Airborne from frame 15, hit occurs on 3rd frame after landing Knockdown > 22C Airborne from frame 11, hit occurs on 3rd frame after landing" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "Valiant Crush", + "text": "236D(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A kick that blows the enemy away. Overhead, applies upper weakpoint. On hit, it'll consume a previously applied upper weakpoint and blows the opponent back in the Valiant Crush state, leading to Azrael's famous Valiant Charger combos. These provide big damage and huge corner carry. Its guard point can be used to catch an inattentive opponent, but it's extremely unsafe in pressure. Guardpoint during most of startup. HoldDto extend startup and Guard point Duration. Fully charged version forces a Fatal Counter, even during combos. Full charge is Fatal Counter on normal hit and P2 = 80 Loses Guard Point 6F before becoming active Values in [] are during High Weak Point Consumes High Weak Point on hit if available, otherwise applies High weak point for 1000F Hitstop on Guard Point for Azrael 1F less, Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "Valiant Charger", + "text": "6 after Valiant Crush with upper weakpoint applied H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll For a short period after hitting Valiant Crush with a high weakpoint, Azrael gains the ability to cancel virtually anything into this move which launches Azrael forward horizontally and slightly downwards. Most importantly, Azrael can then cancel this move into any attack, allowing you to attack, cancel into this move and then cancel immediately into your next attack, allowing you to do pretty much whatever combo you want (Usually looping5Cis the best choice). This is the core of Azrael's damaging combos and always corners the opponent, so you should be trying to go for most of the time. Be careful when inputting followups to release 6 if you need to; it's very easy to input6Cinstead of5Cwhen first learning the rhythm of looping5Cover and over, for example. The physics of this move are extremely weird and can give some very odd results if certain moves are done in certain ways, particularly if Azrael gets between his opponent and the wall they're tumbling towards. After Valiant Crush hits with an upper weakpoint, Azrael is placed in a special state (Overrides hornet Bunker state if active): For the first 90F:All moves excluding anyDbutton move,Tiger MagnumGuardAllStartup13Recovery18Advantage-4(236C),Cobra SpikeGuardAllStartup10Recovery18Advantage-6(236C~6C) and Crush Trigger can be cancelled into Valiant Charger by pressing 6; Valiant Charger itself can be cancelled into anything immediately.Most moves in the above allowed list also have their hitstun properties replaced; They now all blast the opponent sideways (30F untech time) and wallstick in the corner (For 30F).Sentinel DumpGuardStartupRecoveryTotal: ??Advantage+2(22C) andPhalanx CannonGuardAllStartup5RecoveryTotal 26Advantage-2(236B) are also changed, but slightly differentlyThis 90F period cannot be renewed with a another Valiant crush for the rest of the entire combo. All moves excluding anyDbutton move,Tiger MagnumGuardAllStartup13Recovery18Advantage-4(236C),Cobra SpikeGuardAllStartup10Recovery18Advantage-6(236C~6C) and Crush Trigger can be cancelled into Valiant Charger by pressing 6; Valiant Charger itself can be cancelled into anything immediately. Most moves in the above allowed list also have their hitstun properties replaced; They now all blast the opponent sideways (30F untech time) and wallstick in the corner (For 30F).Sentinel DumpGuardStartupRecoveryTotal: ??Advantage+2(22C) andPhalanx CannonGuardAllStartup5RecoveryTotal 26Advantage-2(236B) are also changed, but slightly differently This 90F period cannot be renewed with a another Valiant crush for the rest of the entire combo. After this point for the rest of the combo all moves revert to their normal hitstun duration values, but keep the property of knocking the opponent sideways and wallsticking them. Active state refers to overall period where moves can cancel into Valiant Charger All moves that in this state are overridden with hit effects listed here" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "Hornet Bunker", + "text": "214D(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Full charge is Fatal Counter on normal hit and P2 = 80 Remaining startup after button release is 12F Values in [] are during Low Weak Point Consumes Low Weak Point on hit if available, otherwise applies Low weak point for 1000F On Guard Point, hitstop for Azrael reduced by 1F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "Hornet Chaser", + "text": "8 after Hornet Bunker with lower weakpoint applied H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A homing jump, similar toDustattacks in GG. Almost always followed-up by multiplej.Cs>j.2C>~ Gives less damage and corner carry overall when compared to Valiant Charger, but still useful since you might only have a low weakpoint to work with. Special state after Hornet Bunker hits with a low weakpoint, very similar to Valiant Charger, only more vertical. During this state:Any non drive move can be cancelled into this homing jump (By pressing 8) and forward air dash.This homing jump as no minimum duration, essentially meaning you can cancel any non-drive move into this and 1 frame later cancel into anything else while holding upwards.Any hit that lands inflicts the same hitsun effects that send the opponent spiralling upwardsHitting with a drive move ends this stateLasts 60FValiant Crash state overrides this state if it was performed in the same combo, (Before or after Hornet Bunker). Hornet Bunker itself still launches since Drive moves ignore Valiant Charger state anyway. Any non drive move can be cancelled into this homing jump (By pressing 8) and forward air dash. This homing jump as no minimum duration, essentially meaning you can cancel any non-drive move into this and 1 frame later cancel into anything else while holding upwards. Any hit that lands inflicts the same hitsun effects that send the opponent spiralling upwards Hitting with a drive move ends this state Lasts 60F Valiant Crash state overrides this state if it was performed in the same combo, (Before or after Hornet Bunker). Hornet Bunker itself still launches since Drive moves ignore Valiant Charger state anyway. Active time refers to time period where moves can be cancelled into Hornet Chaser All moves that in this state are overridden with hit effects listed here" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "Black Hawk Stinger", + "text": "236236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Basically a super version of Gustav Buster; it's a long distance rush followed by a punch, covers lots of space, has quick start-up and is great as a combo ender because of its generous minimum damage, particularly in overdrive. Counterhits from the overdrive version can be picked up to lead to huge damage if near the corner, otherwise it needs a rapid cancel to follow up on except in someveryspecific setups; Since Azrael moves so fast during this move, it's possible to switch sides with a character who isn't pressed against the corner with some specific positioning, this can be used in some combos to make the opponent slide at your feet to continue the combo rather than being blown away. With weak points, this move is unblockable depending on the weakpoints applied; high weakpoint makes the move a low hit, low weakpoint makes the move an overhead hit, thus having both makes it unblockable while on the ground (Air Barrier block works in all cases). Note that it's still a body attribute move in all cases, so guard points that block body attribute will block this move even with an upper weakpoint, making it fully unblockable will work in most cases however. 35% Minimum damage normally (1050), 40% in Overdrive (1480). Values in [] are during OD Hits low if high weakpoint is active Hits overhead if low weakpoint is active Unblockable on the ground if both weakpoints are active Minimum Damage 35% [40%]: 1050 [1480] Hitstop on Guard Point for Azrael 1F less, Opponent hitstop unchanged Can guard point up to 3000 [infinite] damage Azrael takes damage equal to the base damage of attacks guarded [does not take damage] [Maximum Slide duration 40F]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "Scud Punishment", + "text": "214214D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A short ranged strike that leaves your opponent staggered if they were grounded (or very low to the ground), or blows them away if they were in the air. The move itself doesn't deal a huge amount of damage, but leaves the opponent in a special state for 1000F where Azrael will have a red afterimage. During this state, any time your opponent recovers from any hitstun (Including the combo from Scud Punishment itself) both weakpoints will be reapplied. Both Weakpoints will be removed when this state ends, no matter how many times you might have reapplied them, even mid-combo. Not recommended to be used as a reversal in most cases because of its slow startup, long recovery and meter cost compared to just using Panzer Strike (With a Rapid Cancel to make it safe if need be), although the slightly faster speed and the better hitbox might make it worthwhile sometimes. On counterhit it is possible to get a decently damaging, if short, combo. Can be useful when combined with Black Hawk Stinger immediately due to it being unblockable when both weakpoints are active and it will catch them mashing out of crumple recovery. It's somewhat unnecessary to stack this with Overdrive due to their similar effects. Also, you can usually use the 50 meter for an RC instead and get a better combo that still gives you double weakpoints. Weakpoints cannot be applied in any other way until this state ends; consuming a weakpoint and attempting to reapply the same one in that combo won't apply it at all. CCR triggers after the first hit, so if done raw it will do 1500(600+900) damage. Values in [] are during OD Applies both weakpoints on hit Minimum Damage 25% [30%]: 525 [810] For the next 1000F frames, every time your opponent recovers from a combo, both weakpoints are reset to 1000F On hit, Azrael is +9[+19] (+77 on counterhit) excluding crumple recovery Reversal Crumple Duration 51F, Crumple Fall 74F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "Full Spartan", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Swaps Sides. Otherwise behaves the same as every other Exceed Accel. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow 10% Minimum Damage: 320 {610+61}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "Patriot Apocalypse", + "text": "632146CwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Azrael's Astral Heat, features a quick startup, long active frames and abnormally large vertical hitbox, but a very long superflash for your opponents to react to and has a recovery so long that it can be measured with a calendar. Functions as a Hail Mary reversal, its properties ensure it will beat out pretty much every reversal attempted against it, no matter how late (Unless they have a guard point instead of invulnerability). Only the first few recovery frames leave him in a counterhit state, but the recovery is still so long that you will still die if this gets blocked or misses. 100% Minimum Damage" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael", + "title": "Azrael", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Combos", + "title": "Azrael", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Combos", + "title": "Azrael", + "section": "Basic Combos", + "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Combos", + "title": "Azrael", + "section": "Basic Weakpoint Drive Combos", + "text": "Starter >236D!~6 [5C~6]x35C214B~6623B(~[6]), EnderValiant Crush (236D) is arguably Azrael's most important combo tool with an Upper weakpoint due to the unique hitstun state it puts the opponent in. In a Valiant string, Azrael has time to use roughly 4 normals before ending the string, ideally with a623Bdue to the high amount of untech the move has allowing Azrael to link any ideal ender afterwards. When inputting623B, hold forward during the move for extra forward movement so that both hits connectexcept onTagerandSusano'oas doing so on them will make the second hit connect early. Route >236D!~6 [5C~6]x35C214C~6623B(~[6]), EnderAfter launching the opponent, whether it be with3C,2Cin the corner, or3D!, Azrael can combo into a Valiant after236C~6Cor6B. 214Ccan be used after an air hit Valiant to lower the opponent before623Bto allow both hits to connect. Note that for extremely high Valiant hits or after extremely long combos, lowering the opponent using214Cmay not lower the opponent enough or214Cmay whiff respectively." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Combos", + "title": "Azrael", + "section": "Core Combos", + "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Combos", + "title": "Azrael", + "section": "No Weakpoints", + "text": "Route > Air Hit236C~6C~dl.6C,6A,6B> EnderDelaying Leopard (236C~6C~6C) the right amount puts the opponent at a height where6Adoes not hit so high that the opponent bounces out of the corner but not low enough that6Acannot combo into6B. Getting this timing consistent is important as it is the standard way to end corner combos without a weakpoint, as being able to end in a low air hit6Ballows for great okizeme. After some long combos, it can still be possible to end in a low air hit6Bafter a236C~6C~6Cby delaying Leopard as much as possible then linking directly into6B. Starter >2C6DRC,5B236C~6C236D> Route5Bcan whiff after the Rapid Cancel if6Dhits far from the opponent outside the corner, however this is a consistent way to route into Valiant with no starting weakpoints in the corner, or after a crouch confirm, as after a22Claunch,2Cwill always hit close." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Combos", + "title": "Azrael", + "section": "Upper Weakpoint", + "text": "Starter > ODC,2C6D!,5D!236[D]! > Route236[D]! can whiff after5D! if2Cdoes not hit close to the opponent outside the corner, however this route allows for a damaging route on a close standing opponent. 236[D]will hit low enough that it should go into a grounded hit Valiant route rather than an air hit one." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Combos", + "title": "Azrael", + "section": "Lower Weakpoint", + "text": "Air String >j.2D!, 6 dl.2Borj.2D!,6A, 66,5B> EnderAfter an air string outside the corner,j.2D! can be used to ground bounce the opponent then combo after. Converting afterj.D! is much more difficult as it sends the opponent much further away. Walk forward2Bis the most consistent option afterj.2D!, however ifj.2Dis done while Azrael is later in his jump arc (done by immediately jump cancellingj.Cthen delayingj.2D), it is possible for a6Aafterwards to hit high enough to allow for an extension after it. Note that landing6AonHakumenis very inconsistent, and on other characters it may hit too low or too high, which in these cases instead link5Aor2Brespectively after dashing. Starter >2Cdl.3D,6A, 66,5B/5Cor2Cdl.3D, (dl.)6A, (dl.)5B/(dl.)5C> RouteRouting into3D! after a2Cafter a grounded string (e.g.5A5B2C3D!) is very inconsistent due to the distance2Chits at. This routing is mainly used in the corner, or after a crouch confirm, as after a22Claunch,2Cwill always hit close. The timing of the delay on3D! will change the way it hits. When outside the corner, it should ideally hit the opponent as high as possible so that they rise as much as possible. If done correctly, a6Aafterwards can link into a dash then into a5C, however a5Bis more lenient. In the corner, if the opponent is launched high up by3D!, delay6Aso that the opponent does not bounce out of the corner. Depending on the height6Aconnects, link a5Cor delayed5B. If3D! hits a low opponent, do an immediate6Aand then link a5B(which may need to be delayed on some characters). If the opponent does side swap out of the corner, link a delayed5C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Combos", + "title": "Azrael", + "section": "Double Weakpoint Valiant Routes", + "text": "After an air hit Valiant, if the opponent is high enough, Azrael is able to use a drive move, link after it, then end the combo with another drive move. To set up this height, when doing236C~6Cbefore Valiant,delay ~6C. After certain launches, such as a22Cor a corner236C~6C~6Cafter good starters,6Bcan be used instead of5C236C~6Cor5B236C~6Crespectively and does not require any delays. Route >236D!~(dl.)65C~66C~j.6j.Bj.D/j.2D,214B~6623B(~[6]), EnderBy far the most important Double weakpoint route, as it can apply an Upper weakpoint during the Valiant string, allowing for a214Dender. It requires the opponent to be wallstuck in the corner when6Chits and requires6Cto hit on its first active frame. Afterj.D, as it hits at such a low height, its landing recovery can be cancelled into214B, meaning214Bshould be timed as if it were a special cancel rather than a link. Certain launches will not allow236D! to hit high enough for6Cto hit on its first active hitbox. After this hitbox, the opponent will be too low for this route to work. The most notable are: Corner Grounded236C~6C~6C,5B236C~6C Corner2C6DRC,5B236C~6C(5Bcan be replaced with a delayed5Ato allow this route to work) Corner2Cdl.3D!, dl.6A,5C236C~6C(can work if extremely early, will always work with6A,5Binstead) As the Valiant Charger timer does not start until the first Valiant Charger (~6 after236D!) cancel comes out, it can be delayed so that the opponent travels to the corner before the first5C, giving the route much more corner carry. When done well, this allows the combo to work from nearly 5/8ths of the stage away from the corner. If doing this route after a6Binto236D, if the6Bhits too high, the opponent can be too high for the second hit of623Bto connect. Route >236D!~65C~65BB2D,214B~6623B(~[6]), EnderThe main benefit of this route is that it consistently works after any launch using236C~dl.6C, with it working after the launches where a Tochigin route would not (as listed above). This route will always apply a Lower weakpoint during the Valiant string and requires the opponent to be wallstuck in the corner when5Bhits. This route will not work after a6Binto236D, as2Dwill whiff. Note: Past this point, these two routes will be referred to by their colloquial names." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Combos", + "title": "Azrael", + "section": "Double Weakpoint Hornet Routes", + "text": "By having a214Dhit high or a236Dhit high and late, Azrael can link a5Aor5Bafter, then end the combo with another drive move. This can be set up in a few ways, however the most common way is by using certain air strings after214D! to set up the right hit. With all Double weakpoint Hornet routes, unlike Valiant routes, the opponent is not stuck in a special hitstun state after the initial state ends, meaning that it can be difficult to get ideal enders when going into214D! after long routes. After certain bad starters, such as a crouching hit5A, it is not even possible to end a combo in another drive move after a Double weakpoint Hornet route. Route >214D!~8 (dl.)j.Cj.C~adcj.2Cj.C(w),214D,5A/5B> EnderThe standard Hornet route as it does the most damage and works anywhere. Aj.Cis whiffed afterj.2Cto remove landing recovery. Note that Azrael will not be on screen when he lands, so Azrael's landing cannot be used as a visual cue to help with the timing of214D. In order to link a5Bafter214D, the firstj.Cmust be delayed, however delaying too much will make214Dwhiff. Linking a5Bis ideal as there are times where it will be able to combo into236Cbut the same will not be possible with5A. Route >214D!~8 dl.j.C~adc dl.j.C,214D,5A/5B> EnderAlthough this route only works in the corner, it is slightly shorter, allowing for an ender after weaker starters such as a5D!. The firstj.Cshould always be delayed for consistency, but to link a5Bafter214D, do not delay the secondj.Ctoo much. As this route is used in the corner, the ender will generally be an air string, so linking a5Bis generally not required for good okizeme. Route >214D!~8j.C~adc dl.j.C,236D,5B236C~6C214DWhile this route works anywhere outside the corner, the side swap means it is only used when Azrael's back is to the corner. The combo involves air dashing under the opponent after the firstj.C. The secondj.Cshould be done right before Azrael is about to land so that236Dcan hit correctly. Unfortunately, unless the starter is a raw214D! hit, Azrael will often carry the opponent so far before214D! that after ending the combo with214D, the opponent will not be fully in the corner, making his okizeme weaker." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Combos", + "title": "Azrael", + "section": "Specialized Combos", + "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute As Azrael's dash can be cancelled into jumps, and prejump can be cancelled into specials, Azrael can effectively cancel a dash into a special. This will be notated as \"jcc\" (jump cancel cancel) and is notably used to cancel into236Cto convert after hits that launch an opponent far away. It is generally inputted by doing atkAn input method to perform a special move in the air as fast as possible after you leave the ground. Short for \"Tiger Knee\". For Example: 2369 for a j.236 input.motion, where a jump input is done directly after the special's input. This can be used after a specific kind of air hitj.D! when the opponent is high above Azrael and Azrael is falling, and after a6Athat hits too low to link into a normal after a dash. In the corner, where corner carry is not relevant, omitting the first Valiant Charger cancel between5Cand6C(doing5C6Crather than5C~66C) stops an opponent from falling slightly while wallstuck, which will happen after5Cwhen there is untech decay. This requires inputting the forward motion for6Cbefore5Cconnects. There are few times where omitting the cancel is required. The main time this is used is after a corner air hit6Ainto5C236C~6C236D!. A normal Tochigin will not work, but omitting the Charger cancel will let it work. Unforunately, this adjustment will not allow a Tochigin to work after the other launches mentioned in the Tochigin section. Additionally, on some characters, when there is high untech decay, this adjustment may be required. Route >6C~dl.j.6j.Cor3C~dl.j.6j.C> EnderAzrael can Valiant Charger cancel a move even after the state ends if the move was done before it ended. Asj.Chas a high amount of untech, if done very close to the ground, it can link into a623Bafter, even at -10f untech (however this requiresj.Cto be as low to the ground as possible). As Azrael is airborne during6Cand3C, they can be Charger cancelled intoj.C. After a6C, either the Charger cancel (recommended) orj.Cmust be delayed so it hits low. After3C, the Charger cancel must be delayed so that Azrael is high enough forj.Cto come out, however at -10f untech this delay is almost frame perfect (2 frame window for623B), as delaying too much will makej.Cnot hit when Azrael is as low as possible, recovering too late for623B. This optimisation is commonly used in a Tochigin route, where the5Cis omitted and3Cis done after214B. Note that this will not work in cases where a Tochigin Adjustment is required, as the opponent will be too low for214B. After a close, high air hit6A, Azrael is able toIADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.into aj.C. Depending on how thej.Chits, this can combo into another6A, or if it hits low, it can combo into a high air hit214Dwhich can link into a5A. This route requires many character specific delays, but a fatal counter makes this route much more consistent. If mastered, this route can be used to get high corner carry and both weakpoints without the corner or a Lower weakpoint. The additional 3f untech from a fatal counter greatly increases Azrael's combo reward, both in terms of damage and access to weakpoints. Additionally, Azrael's236[D]and214[D]can fatal counter, even during combos, allowing for the benefits of a fatal counter after regular starters. There are many notable combo pieces that can be used after a fatal counter, whether they are combo pieces that work at low untech decay that a fatal counter allows to work later in combos, or combo pieces that only work with a fatal counter. Some notable combo pieces that a fatal counter allows to work later in combos are: 6B214D 236C~6C 5C236C(mainly relevant after236D!) 236D! into6A,623B 236D! into236C~6C~6C,5D Some notable combo pieces that only work with a fatal counter are: 6BIADj.C 236D! into3C,5C 236D! into5C623B Grounded/Low Air Hit214214D,236236D Grounded/Low Air Hit Overdrive214214D, EA Route >236D!~6 > Variation >214[D], EnderAlthough214[D]has a long startup, by having the opponent travel towards the corner, the additional untech from doing so can allow Azrael to combo into214[D]. This is generally only used when Azrael is too far from the corner for a Tochigin to work, as otherwise, routing into214[D]will do significantly less damage or will not be possible at all. The Valiant string used before214[D]will vary with Azrael's distance from the corner, as such, it is generally used after specific sequences, as accurately identifying the correct Valiant string to use in a match after any stray hit is very difficult. The Overdrive version of BHS (236236D) gains a very long slide on hit. Although normally, Azrael is too far from the opponent to do anything after, after certain combo pieces, Azrael is able to go past the opponent before BHS hits so that they are behind him when it hits. This effectively causes Azrael to not be pushed back at all, leaving him next to the opponent. Depending on how high BHS hits, the opponent may end in front or behind Azrael. After a fatal counter, Azrael can consistently link a5Aafterwards. On some characters, Azrael can also link a236Bafterwards. Although there exist many ways to set up a backwards OD BHS, many of them are character specific, and are not worth the resources or are unoptimal. However, there are some practical backwards OD BHS routes, notably: Fatal Counter Starter into ODC >6BIADj.C,5D236236D,5A> Route - Done early in a combo without an Upper weakpoint. Fatal Counter Starter >236D!~6 > Route >2C6D!, ODC,236236D,5A> Ender - Done at the end of a combo; requires specific adjustments onRagnaandEs. Starter >6B~dc 4AB dl.2C/6A> RouteAs6Bcan be cancelled into dash, and Azrael's dash can be cancelled into Barrier, Azrael can effectively cancel a6Binto Barrier, allowing him to use more moves after6B. This is generally used to combo into6Aearly in a combo (typically after a fatal counter) or into a delayed2Cinto a delayed5Blater in a combo. Although it is very difficult to execute, the damage increase is also fairly minor. Additionally, it is only worthwhile without any weakpoints, making this extension generally irrelevant and unnecessary. Starter >6B~dc 4AB, 6 dl.6B214D,5B/5A> EnderSince the cancel point of6Bis fixed, by having it hit late, it is possible to cancel into214Dearlier, allowing it to combo after even with some untech decay. This makes it possible to get both weakpoints without spending any resources from many of Azrael's common combo starters in the corner, most notably: 5B5BB236C~6C~6C,6B Crouching Hit5A5B3C~22C,6B 6D!,6B While this seems great, actually meeting the conditions for the extension to work is incredibly difficult to execute and entirely dependent on the opponent character's falling hurtbox. The specifics of how this combo works will be explained in depth below, but the simplest summary of how to execute this combo is that: If the opponent character's falling hurtbox has a small extended hurtbox sticking out towards you (such as for an arm or a piece of clothing), aim to have this specific hurtbox fall onto the second active frame of6B. To make sure it hits the correct hurtbox, change the length of the walk before6Bso that Azrael is neither too close nor too far (the length of the dash does not matter). An initial naive idea of how to execute this combo would to simply try to land a late hit6Bon a falling opponent. This will run into two major problems: When determining how late6Bshould hit, the immediate optimistic idea would be to get one of the later active frames, so that the cancel window into214Dis as lenient as possible. The problem is that only the first hitbox (which lasts for 2 frames) reaches forward, while the later hitboxes are aimed higher up and closely match Azrael's backwards moving arm, making them impossible to hit with, thus the ideal timing is to use specifically the second active frame. Now that the ideal timing is known, immediately trying to use this on a falling opponent will still have the opponent recover. The reason for this is that if6Bhits one of the opponent's lower hurtboxes, the opponent will be launched too high for214Dto reach on its first active frame, so the combo will still be impossible, thus using any hurtbox will not do. Using the example ofJin, it can be seen that in both of his two falling hurtboxes, he has a small extended hurtbox on his left for his jacket. However, it can be seen that the jacket hurtbox on the first hurtbox reaches lower than on the second hurtbox. While both of these hurtboxes are high enough for the extension to work, the height of the extended hurtbox will decide whether to link5Bor5Aafter214D, and depending on the height the first6Bhits at and potentially even the second6B's timing, the opponent may be in either of their falling hurtboxes. Aiming for the right hurtbox will decide the timing of the walk before6B. The timing of the barrier cancel on the dash has little impact as the early frames of Azrael's dash do not move him much, so most of the execution is from getting the perfect walk length and6Btiming, such that: The opponent falls onto6B's second active frame. 6Breaches far enough to hit the intended hurtbox but only the intended hurtbox, no further. Of course, so far this has only looked at one character's falling hurtboxes. Across the cast, the walk length before6Bwill likely be different for each character, and its expected that there exist characters where this extension never works, so in short this extension is not only incredibly difficult to execute but the execution is not consistent either, likely making this Azrael's hardest combo piece." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Combos", + "title": "Azrael", + "section": "Combo List", + "text": "Notes:236C~6C~6Cwill be notated as \"TCL\" (Tiger~Cobra~Leopard); Moves notated as 65X imply a walk; The Tochigin route will have priority after air hit236Ds. Whichever type of weakpoint is required will be noted at the start of the combo with either HW (high weakpoint) or LW (low weakpoint). In case both are required, they will be noted with DW (double weakpoint)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Combos", + "title": "Azrael", + "section": "Video Examples", + "text": "BBCF2 Azrael Beginner Combos with explanations BBCF2 Azrael Beginner/Intermediate Combos" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Combos", + "title": "Azrael", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Strategy", + "title": "Azrael", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Strategy", + "title": "Azrael", + "section": "General Tactics", + "text": "If you want a day 1 guide for Azrael,this written guideis a good starting point that goes into more detail. The guide below discusses Azrael at length. If you want to jump right in with the character, consider using the video below as a reference as you learn more about him. For another video resource, checkBojack's guide" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Strategy", + "title": "Azrael", + "section": "Weakpoints", + "text": "Azrael's a character whose consistency is hidden behind how capable you are at looping your Weakpoints as well as applying their implicit threat. Explicity, Azrael's main source of mixup and return exist in either his Drives or big Counter Hits. However, the latter itself can also be compounded by the existence of a weakpoint. Because of how ingrained his weakpoints are, the ceiling that is Azrael's threat can passively increase. Inversely though, the floor that exists as his counter-play can remain consistently apparent if you fail to maintain his Weakpoints and the threat they carry. Azrael's combo theory sees a large expansion so long as one weakpoint exists. As a result of this, his damage also greatly increases. If fully optimized, it's not outside of the realm of possibility for Azrael to kill majority of the cast in 2-3 good hits. Azrael can better force a mental overload on the opponent by leveraging different returns on alternate forms of mix-up. Outside of2D, all of Azrael's Drive moves are reactable and fully realistic to block out Every Drive move except2Dis negative on block.5Don Instant Block is -7 and fully punishable. Because they lack cancel points outside of OD, every Drive normal and special can act as a \"free\" burst point. This will force him back into neutral where he doesn't shine too brightly. Azrael's Weakpoints - unlike say Susanoo's Seals - are on an invisible timer and not permanently attached to the opponent once applied. Each Weakpoint is on its own timer at 1000F (or 17sec) as mentioned on the Overview page. Because of this, it's important to always be aware of how much longer a Weakpoint will stay before dissipating. This can make the difference between obtaining the damage necessary for the kill or dropping it and potentially the round. Although the desired scenario of having both Weakpoints applied is enticing at almost all times, it's never a bad idea to burn and refresh one Weakpoint when it's about to run out. In fact, given how Azrael's combo theory has evolved over the years, burning the aforementioned Weakpoint generally should grant a return of both anyways. Because of Azrael's poor movement and late cancels, he greatly suffers from the existence of proper IBB'ing (Instant Block Barrier). This forces him to either attempt pressure resets that get him back in or cut pressure early with a mix-up attempt via Drives. Naturally if you have a High Weakpoint applied, you'll inherently want to lean towards opening people up with5Dor6Dfor the immediate return. This isn't particularly a bad idea given the level of reward achievable off of a successful Weakpoint proc. That being said, the opponent will be far more aware of the threat of those two normals because of the reward you get off of those Overheads. Because of this, the explicit and implicit threat of moves like2Dand3Drise exponentially. The same problem arises in the reverse situation but that goes without saying. This ability at increasing a player's mental stack is one of Azrael's strongest features about him because this also increases the threat of offensive options such as Gustav for pressure resets and Throw attempts.2Dexists as both an opportunity for mix as well as a pressure reset point given it's +2 on block. If done early into a string, Azrael isn't pushed out far enough by barrier to be forced into a committal option to get back in for pressure and he'll still be close enough to extend it just a wee bit longer. Because it also only has 17f of startup, this is his only Drive normal that's relatively \"unreactable\" and generally safe to toss out in pressure. While5Dis the normal that's heavily popularized,2Dis your best friend! To further go in-depth when it comes to the implicit threat that comes with having a Weakpoint applied, most players who are oft angsty when it comes to blocking Azrael will try and force their way out as early as they feel possible. They'll often look for points that seem like clear chances for a drive mix-up to come out and they'll usually make an attempt to fuzzy jump out or mash a reversal if they have one. Sometimes, they'll also use OD OS as a crutch (a strong option select against Azrael's Drives). As an aside, you should always take into account the existence of Overdrive whenever it's on the table. Staggering A normals and using jump cancels (e.g.5A> jc or5B> jc) will let you remain relatively safe against Overdrive's threat while still maintaining your offense. If the opponent doesn't have Overdrive, you can be far more liberal with your grander mix-up attempts. Being passive while you have a Weakpoint on while still enforcing your threat is key in these moments as one misstep from the opponent will almost always net Azrael a colossal amount of damage when he has at least one Weakpoint. Overdrive doesn't truly add an insane layer to Azrael's gameplan and character depth, but it does have its benefits. Azrael's Overdrive is truly only ever seen to close out a round and guarantee most kills because Blackhawk Stinger in Overdrive does about as much damage as targeted Nuclear Explosions; as well as Scud Punishment's largely increased hitstun when Azrael can successfully force it to crumple instead of blowback (this allows an extension into Exceed Accel or Blackhawk Stinger) to squeeze out the damage for a win. Azrael having the ability to special cancel his Drives in Overdrive allows him to have a vastly different mentality when it comes to pressure structure. Doing options such as5Dbecomes less of a calculated gamble and a significantly safer route to take because you can cancel it into a quick, blatantly plus on block options like Gustav or cheekier pressure resets like Sentinel or Tiger. The latter specifically giving you the added benefit of leading into a solid route. Should the opponent not have the resources to counter Azrael (specifically Counter Assault or Overdrive), it's a very solid tactic to string an opponent into an unblockable with Blackhawk Stinger. An ancient blockstring that allowed this was5A>5BB>5D> Gustav >5A>2A>2D> Blackhawk Stinger. Scud Punishment is a move that's seen its strength exist inversely with Azrael's improved combo theory unfortunately. As a super that grants Azrael one free usage of both Weakpoints for the entire duration of a combo while also refreshing them for their predetermined 1000f - the move on paper sounds like a great usage of 50 meter. However, the existence of one weakpoint more often than not begets the existence of two. Unfortunately for Scud, Weakpoints don't refresh themselves mid-combo; meaning although he'll be at the mercy of SMP, he's sadly locked out of some situational routes that allow him to make the most of awkward pickups. To make matters worse, Scud interacts with combo proration absolutely horrendously which greatly weakens the damage of almost any route you choose to sprinkle it into with the exception of doing double/triple super routes in Overdrive. Most routes Azrael has that involve using both Weakpoints will almost always out-damage any that include an early Scud usage with the added bonus of not burning any meter. To add insult to injury, most routes that also require Azrael to burn meter (e.g. Rapid Cancels or Blackhawk) will net you the same reward that Scud does - both off of the immediate route and the passive threat of double Weakpoints. Although this doesn't particularly mean that Scud Punishment should never be used in combos. There can be certain instances where it's better to use it over a different route (e.g. if you OD through a reactable move while your back is to the corner) and as such, can still serve a purpose in your gameplan. However, not all hope is lost for Scud. Azrael's wakeup options for escaping oki are all easily beatable with certain hitstop OSes that tend to cover almost all bases. Low profiling Panzer is a privilege that around 90% of the cast has in droves and catching his Backdash is no difficult feat. In fact, most hitstop OSes will generally cover both at the same time. This is where |Scud shines at its brightest, existing as an extra reversal option on wakeup to keep in your back pocket should the opponent not properly cover that. Most option selects or Oki routes that characters have tend to not take Scud Punishment into account and that gives the prodigal super its own strength. As an added bonus, Scud's CH properties forces an astronomical amount of crumple time on grounded hit. This allows for things such as a Fully Charged Valiant or Hornet (the Valiant option is character specific) or gives him the option to force a beneficial sideswap. As mentioned in the Scud Punishment section, Azrael's combo theory has only been on the rise since he's first existed (as a fighting game character ought to deserve). The main goal all Azrael players should have in mind is obtaining and maintaining one or both Weakpoints at any and all times and Azrael routing has assisted in maximizing the consistency of such. Today, Azrael combo theory has reached a state where so long as you have one Weakpoint applied, you can realistically end a combo with both. This is very strong for the character - but comes with its own drawback: sacrificing damage for the prize of both Weakpoints. Yes it's true, almost all of Azrael's routes that prioritize the end goal of achieving double Weakpoints usually come at the cost of shaving off varying amounts of damage to do so. Because Azrael's damage is still usually high, it sometimes tends to be negligible. That being said, this can make the difference between hitting an average damage ceiling of 4.7k and a quick damage cap of potentially 5.1k. For the most part, a good mindset to have is generally choosing to loop double Weakpoints on average or stray hits - and burning both to maximize your damage when it comes to your ideal punishes. There are instances however, where the inverse can be preferred. There's no fault in shooting for both Weakpoints to increase the return on the next stray hit as this will still yield an impressive amount of damage. Azrael's known for being a character that gets his damage by \"hitting you twice\" and this doesn't go away just because you've obtained a Weakpoint. Another good mindset to have when it comes to the illusion of choice is to simply loop your weakpoints until your opponent reaches a health threshold where burning both for maximum damage guarantees the kill. Which - as stated far above - can happen within 2-3 successful blows." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Strategy", + "title": "Azrael", + "section": "TK Specials", + "text": "Azrael can't cancel his dash directly into specials. Because of this, he has to cancel it into jump and then cancel the jump startup into his specials. These are Tiger Knee (TK) inputs. An example of this is TK Tiger:662369C. Visually, Azrael will dash and - depending on the speed of your input - cancel it into Tiger either immediately or after gaining some distance from his forward dash. Bear in mind that if you switch sides with his forward dash, you’ll have to reverse the input of the special (662369Cbecoming662147Cif you switch). Growler is a particularly known example of this. By using a TK, Azrael can quickly crossup the opponent with a dash Growler by inputting662147B. 236A: Primary engage tool 6C: Alternate engage tool Backdash: Strong option in neutral and defense 6B: One of many antiairs 623B: Reversal, can be low profiled 5C: Stellar poke/Counterpoke 214B: Absorbs Projectiles Azrael attracts many players with his stylish animations, big damage, insane lore, and kickass theme. Azrael's gameplan is to play calmly in neutral, pick a spot to engage, apply a weakpoint, and pop it for great damage. In the right hands, Azrael can overwhelm many opponents. In the wrong hands, reckless aggression with Azrael will get blown up and put him in the backseat. Players need to get used to relatively small pressure strings and navigating neutral with a teleport dash. Against certain zoners,214Bis a great way to deal with projectiles. It also gives a stock of236Bwhich can blow up most projectiles. It's important to understand the range of Azrael's pokes, and how to back off and reset pressure accordingly. Gustav is a great button for engaging, but if it's IB'd you often want to backdash or jump afterwards.6Cis also a neat tool for approaching because it'll beat low hitting moves and is air unblockable. However, it'll lose to fast pokes (e.g Ragna5B). A healthy rotation of Azrael's pokes and calm neutral play are key to playing effectively. Once Azrael is in, he can start to threaten weakpoints and other mixups.5Dis a great way to set up or trigger an upper weakpoint.2Dis a solid way to reset pressure or set up a lower weakpoint. You can also crossup with forward dash, though that can be blown up with certain tools. On defense, Azrael has several useful tools. For example, he has multiple anti airs:5A,5B,6B, and2C. Each work in different situations. His DP is somewhat situational because it can be low profiled, but it's still useful. With 50 meter, you can rapid cancel and launch yourself across the screen. Backdash is also a great way to get out of pressure and reset to neutral." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Strategy", + "title": "Azrael", + "section": "Blockstrings", + "text": "Azrael blockstrings are generally free-form, but if you absolutely need some blockstrings, these are good to start with: 5A>2A 5A>2Ahas a gap because2Ais slow, but2Ais also +2. 5A>5BB You can stagger5Bor5BBto frame trap and catch mashes 5A>2A>2B>2D 2Dis useful in pressure to reset pressure or use its weakpoint. This string also has many stagger points to frame trap, reset entirely, or special cancel into Gustav." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Strategy", + "title": "Azrael", + "section": "Okizeme", + "text": "For more information, see thisOki Guide" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Strategy", + "title": "Azrael", + "section": "Tips and Tricks", + "text": "5Cis a stellar poke. If Gustav is IB'd, you can backdash safely most of the time. Remember that forward dash is jump cancellable! You can often backdash to wait for a better situation to move into a close range. It's generally best to get double weakpoints to get great reward off of more conversions." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Strategy", + "title": "Azrael", + "section": "Fighting Azrael", + "text": "IB Gustav Buster. It makes the move -1 so that you can beat out Azrael's5Amash afterwards. It also means that Azrael can't blindly reset pressure. In the corner, the majority of the cast can cover most of Azrael's wakeup options with1A>1B. It'll time a2Bto beat backdash, you'll low profile DP with and the2Bwill knock him out of Sentinel Dump (214C). If Azrael has 50 meter, be wary that Azrael can safely return to neutral on623B> RC, even on block. Use Crossup OS (1[B]> Ax) in order to call out Azrael's crossup dashes. By holding1[B]and mashing A, you'll block lows facing the same side and2Amash Azrael out of his forward dash crossup. Done properly, you'll see Barrier flicker while Azrael stays on the same side. If he opts to crossup dash, you'll hit Azrael with a2A. If you're not confident in reacting between6D/3D, you can always jump and barrier when you see the startup. You'll barrier6Dand jump over3D." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Strategy", + "title": "Azrael", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "Overview", + "text": "Jubei is ahighly mobilerushdown character with an install mode that vastly changes his offense. He hasgreat mixupssuch as an instant overhead, unblockables, crossups, and several lows. He also has good oki, especially in the form of his fireball. Jubei's mobility and small size emphasize a slippery playstyle where Jubei picks his spots to start his offense. This is backed by Jubei's great air normals. Jubei's Drive,Shiranui, is similar to Taokaka's in that, upon use, he performs a fast dash at his opponent and slashes them on the way past. This attack will always place Jubei on the opposite side of his opponent on a successful hit. Hitting with a Drive marks his opponent with a black crosshair for a few seconds, known as the Shiranui Mark. While the Shiranui Mark is active, using his Distortion Drives will teleport Jubei behind his opponent before starting the attack, in addition to causing the move to deal bonus damage. After activatingImmovable Object: Lotus, Jubei's Drive is replaced with an upgraded version calledShiranui: Steel(Shiranui: Hagane). Pressing D in this state will put Jubei in a state where he hovers in place briefly. Pressing a direction and one of the attack buttons in this state will lay out 4 waypoint markers in a pattern based on the direction and button pressed. Jubei will then perform a teleport dash attack between each one in order. This install is a one-off trade per round: once activated, it cannot be deactivated and never expires. Jubei's Drive moves are enhanced in simple, but useful ways. Drive moves have faster startup. Non-upgraded Drives trigger the second hit on block as well as on hit, making them safe on block and adding the Shiranui Mark. Single-use limit on upgraded Drive attacks removed.If Jubei cancels into his OD and he's used his Drive already, he must hit the ground first before the limit is removed. If Jubei cancels into his OD and he's used his Drive already, he must hit the ground first before the limit is removed. Improved damage to Distortion Drives in line with other characters. Jubei is particularly small and able to simply not get hit by a lot of attacks: Some opponent's5As may whiff if he is standing, doing5A, crouching and/or doing2A, therefore requiring those characters to use often slightly slower2Aor5Battacks instead. Jubei's running animation places him exceptionally low to the ground, allowing him to low profile a surprising amount of moves. Jubei's crouch only slightly reduces his hurtbox size compared to his already small standing hurtbox. The only indication that Jubei is crouching is that his stance is visually different. However,all hits against him while he is standing gain 2 frames of additional hitstun, just like hitting a crouching opponent (air and crouching hits work as normal). This has some unique problems, namely that attacks that normally force standing, such as freezing and crumple stun, can allow opponents to perform combos with the extended hitstun that they cannot do to anyone else in the cast. (However crumple and freeze hitstatesthemselvesare not directly affected and last exactly as long as usual) Do not confuse this extra hitstun with Jubeiactuallybeing in a crouching state when standing, therefore: Jubei must still block overhead and low attacks as normal. Moves that are hard coded to miss crouching enemies, such as Taokaka's command throw Distortion Drive, can still hit Jubei while he is standing." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A fast jab that hits crouching. Due to Jubei's small size, you can low profile certain attacks and mash this move. Jump cancelable on hit and on block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Moves Jubei forward before doing the strike. Jump cancelable on hit and on block. A decent short-ranged poke that moves Jubei slightly forward. While the horizontal reach looks lacking, because Jubei moves forward the range for it is actually fairly good considering it's fast and jump-cancelable. Due to how slow and generally poor Jubei's anti-air options are, the ability of this to somewhat function as one is not something to brush off. This normal also functions as Jubei's main kara cancel normal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Jump cancelable on both hits. Moves Jubei forward. Jubei moves forward as he slashes down and then up. While the horizontal hitbox is not the best, the forward movement allows Jubei to comfortably gatling into5Crelatively far away. The first slash reaches further than the second, making it so that from further ranges the first will connect while the second hit will whiff. This is particularly noteworthy as5Cis the only gatling option from max-range5Bthat reliably connects. On Counter Hit, the first hit launches, allowing combos like5C(2) >632146CGuardAll [Unblockable]Startup21 [48]Recovery16+9L [23+9L]Advantage-7anywhere." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll If mashed 3 times, the third hit will be -2. Generally preferred over5Awhen Jubei has the advantage since it has longer range for one frame more startup. Bear in mind that this is a Foot attribute move even if it doesn't need to be blocked low, so certain moves will go right over it. If performed 3 times in a row (2AAA), third hit only has 2 active frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Mid range low poke that is plus on block, so it's great for blockstrings and pressure. Jubei's go-to poke for many situations. While it has good range, there are few options to confirm into from max range. If trying to take advantage of its plus frames however, it is better used close to the opponent as it pushes opponents back without moving Jubei forward. With its speed and range, it can work as a nice poke to surprise opponents when used from command dash. As Jubei's crossup dash leaves him a fair distance away from his opponent, this is also one of the better options to go for." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Anti-air. Causes float on hit. Jump cancelable on hit and on block. Leaves Jubei airborne, allowing cancels intoj.236D/j.214D. Jubei ducks down and then slashes upwards with sword in mouth. The head invul may seem bad at first glance, but Jubei's hurtbox is very low to ground from frame 1 until it kicks in. In addition, he's considered airborne, so jumping out of it consumes an air option. Good in combos, especially in install for several extensions. Airborne from frame 10, after active Jubei is in recovery until landing Airborne recovery can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Guard Point Counter move. Catches Head, Body and Foot strikes unless they are a low or an overhead. On successful catch, follows up with an elbow smash that can be blocked. Crumples on grounded enemies, wall bounces airborne opponents. If the follow up attack hits the opponent, Jubei instantly builds 22 Heat meter on normal hit, 24 on counter hit. Since this parry is Guard Point, opponents may still Rapid Cancel to block the follow up attack. They may also jump cancel, but the follow up attack must be barrier blocked and may still catch them. 50% P1 and Very Short starter makes this move lead to mediocre damage. Similar toHakumen'sDrive movesGuardStartupRecovery40Advantagebut with a much more limited set of moves it can actually catch. Use it to call out people autopiloting pokes and pressure strings. Since you can cancel into this from a number of different normal attacks, you can also use this to catch players mashing reversal attacks during your pressure. That said, this is definitely not a move to throw out randomly due to its short guard point duration and the sheer number of moves that just go around it. Though the follow up attack itself is +1 on block, you can still cancel to specials on block. Notably632146CGuardAll [Unblockable]Startup21 [48]Recovery16+9L [23+9L]Advantage-7will be a frame trap for a Fatal Counter to catch people who do not know you are safe and trying to5Ayou, and it is also the most reliable combo starter. If the follow up attack happened to be instant blocked they would need a 6F5Ato trade, and the hit state on this attack will allow you to recover sooner. You can also hold it for a sneaky unblockable too if they do not mash. Special cancelling to236BGuardLow/AirStartup13Recovery26Advantage-9is a true blockstring into a low attack, that can also be converted into a combo off6Aif you have 50 heat to spend on360AGuardStartupRecovery4+(100 Flash)-2Advantageor a Rapid Cancel of your own. 6A Catches Mid strikes On successful catch, automatically cancels into 6A Attack" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Counter move. Only catches strike property moves that alsomustbe blocked low. Fatal Counter 90% P1 - Leads to much better damage than6A. Potentially much more rewarding than6Abut has an absurdly strict requirement on what moves it will actually trigger against (For instance, Susanoo's2Awon't trigger it since it doesn't need to be blocked low). Pretty much only useful for calling out specific long ranged or slow lows from certain characters who have them (Such as slide kick 3Cs), avoid using otherwise since you're just handing your opponent a free counter hit. In particular, make sure you input your microdashes into5Bcorrectly so you don't get this move accidentally. If you do catch a move, Jubei will perform a highly damaging two part followup that launches his opponent and can be jump cancelled to follow up with, leading to very good damage. 6B Catches Low strikes On successful catch, automatically cancels into 6B Attack 6B Attack Fatal Counter Crumple Duration 29F, Crumple Fall 62F On CH Crumple Duration 61F, Crumple Fall 81F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Forces crouching state on hit. Deals high hitstun. Jubei performs a small somersault and using his tail slashes down hard with his sword. An above average standing overhead despite the mediocre startup, given the lengthy low/throw invulnerability while still being safe on block and leading to decent damage if it lands. While it reaches fairly far horizontally, its vertical hitbox does not match the animation well at all.6Coften misses even when opponents appear within its graphical range. With its 110% bonus proration, you should always look for ways to fit this move into your combos, such as after236BGuardLow/AirStartup13Recovery26Advantage-9>360AGuardStartupRecovery4+(100 Flash)-2Advantagein the corner and after OD cancels. Fatal Counter Bonus Proration 110% Forces crouching on hit Airborne from frame 7, hit occurs on landing, invuln ends after active frames Startup/invuln duration can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Can be jump-canceled on both hits. First hit has decent vertical reach. Second hit is a low. Jubei quickly slashes upwards, takes a long step forward, and then takes a large swipe at the opponent's legs. Somewhat for combo-filler, somewhat for mixup. The first hit has decent vertical reach which is helpful in combos, but does not really cover areas that2Ccannot as an antiair. While the second hit is a low, the first is not so the opponent has ample time to block it. The first slash has poor horizontal reach while the second, due to its far forward movement, actually reaches quite far. However, as there's no gatling options from3Cand the first hit has such poor range, there's not much practical use for it outside of filler or perhaps surprising the opponent with the reach from the second hit. 3C(1)'s high hitstun is useful for stabilizing certain combos, though its bad proration typically means you wont get much damage after using it. Second hit launches slightly, allowing you to combo into and pick up after236AGuardAllStartup13Recovery10+8L / Until L+8Advantage-4 / -in the corner without being in Lotus." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Used for instant overheads. Fastest aerial with decent range and easy confirms. Jump-cancelable on block. Cancels into itself on hit. Jubei alternates downward kicks with both of his feet. With its fast startup and immediate downwards hitbox, this is the go-to when attacking a grounded opponent from the air. With the speedy startup and spread active frames,j.Acan easily be mashed into itself when performed high enough. As jumping from dash provides Jubei a slightly more shallow jump arc, it can be used as an instant overhead on crouching opponents. Since crouching hurtboxes vary, whenj.Ais used as an instant overhead several characters will be hit by only the first hit ofj.A(requiring236AGuardAllStartup13Recovery10+8L / Until L+8Advantage-4 / -angled downwards to confirm off of) while on some both hits will completely whiff." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Both hits can hit both sides. Good air-to-air. Jump-cancelable on block. CH on second hit causes untech until opponent hits the ground. Jubei kicks forward and quickly spins into an upwards kick. Used for air-to-air situations as it has a good horizontal hitbox and it's slightly faster thanj.C. Both hits can crossup but because of their lacking downwards hitbox, precise spacing and timing is required. Jubei's strongest air normal if in range for it as it has fast startup and good reach on both hits. While the first is already a solid air-to-air, the second reaches surprisingly high vertically and has about the same horizontal range as the first, allowing him to cover several angles. As both hits can hit both sides and are jump-cancelable, they make for a flexible, solid normal." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Decent air-to-air and air-to-ground. Jump-cancelable on block. Has good horizontal and downwards reach so it works well air-to-air and air-to-ground. Slower than bothj.Aandj.Bso it is best used when the longer reach is needed. Does not reach directly under very well so use it late into your jump or usej.Afor such situations." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hits both sides. Fast air poke with decent range. Not jump-cancelable on block. Has a fairly wide hitbox that also hits in a straight line under Jubei. Can crossup or be used in air-to-air situations but as it cannot gatling into other aerials it's difficult to confirm into. On grounded opponents, comboing off of it when done around the peak of Jubei's jump is finnicky as it does not have very much hitstun and, if not done close, Jubei lacks moves with fast enough startup and range to confirm into. While not the best for confirms, its speed matchesj.B's and it has even more horizontal reach thanj.Cwhile also having a decent downwards hitbox, making it Jubei's best air poke in terms of range. However, as it cannot be jump-canceled on block and it is difficult to confirm off of higher in the air, it can be hard to do more than simply poke with it. A good analogue to this move would beHibiki'sj.CGuardHigh/AirStartup12Recovery19Advantageas their function and hitbox is very similar. The biggest difference between the two however is in their active frames (3 versus 6). As a result of this and other differences, Hibiki'sj.Cis a strong general use tool while Jubei'sj.2Cis more of a situationally useful crossup and air poke due to its relatively fast startup and range. Landing recovery applies if move reaches frame 4" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive. Special-cancelable on hit once Jubei's sword gleams. Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed. Drags the opponent towards Jubei on block and on hit. Jubei rushes past his opponent and then does an attack in passing. A good way to quickly side-switch on hit as well as on block if careful. Since the attack goes active after Jubei has moved and there is no invulnerability, he can be stuffed or even thrown as he moves past (he is considered grounded throughout this move). Your opponent will be unlikely to do this on reaction, but be wary of throwing it out around moves with lots of active frames. Depending on if5Dhits or is blocked, the length that5Dtravels varies. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups, while on block he will travel a fixed distance from his original location. While negative on block, when used at a close or middling distance, Jubei will end up far enough away from his opponent that punishing him is impossible outside of specific fast, long-ranged options. With meter5Dcan serve as a way to close distance on a far grounded opponent or to continue pressure. When rapid-canceled, with precise timing Jubei can end up next to his opponent on either side which can be tricky to react to. However, due to its long active frames, immediate attacks are granted crossup protection. A lengthier mixup option such as6C, dashj.A, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings. 5D Values in {} occur on hit Active frames of first hit end immediately on hit Counterhit state for entire move Cancellable into specials/CT/supers (not OD/EA) on hit 12 frames after second hit's first active frame Second hit can only hit opponents in hit/blockstun Maximum Slide duration 20F 5D OD Values in {} occur on hit/block Active frames of first hit end immediately on hit/block Counterhit state for entire move Cancellable into specials/CT/supers (not OD/EA) on hit/block 12 frames after second hit's first active frame Second hit can only hit opponents in hit/blockstun Maximum Slide duration 20F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Dive attack that goes all of the way to the ground from any height. Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive. Special-cancelable on hit once Jubei's sword gleams. Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed. Travels at a fairly steep angle compared toj.6D, meaning it's unlikely to connect with your opponent unless they are close horizontally. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups while on block he generally lands directly behind his opponent. As it is unsafe and always leaves Jubei right next to his opponent, this is a much better option when Jubei has meter. With meter, Jubei has complete control over ending up in front or behind his opponent by either rapid-canceling immediately before or after he rushes through. When used relatively far horizontally, Jubei may land in front of opponent. j.D Values in {} occur on hit Teleports to ground immediately on hit Counterhit state for entire move Special cancellable on hit 12 frames after second hit's first active frame Second hit can only hit opponents in hit/blockstun Maximum Slide duration 20F j.D OD Values in {} occur on hit/block Teleports to ground immediately on hit/block Counterhit state for entire move Special cancellable on hit/block 12 frames after second hit's first active frame Second hit can only hit opponents in hit/blockstun Maximum Slide duration 20F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "j.6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive. Special-cancelable on hit once Jubei's sword gleams. Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed. Travels further horizontally thanj.D, making it a fairly fast way to close in on your opponent. As it is unsafe and generally leaves Jubei right next to his opponent, this is a much better option when Jubei has meter. However, when used at an angle where it will rush through the opponent at around their head height, Jubei will land fairly far away. This allows Jubei to escape corners in certain situations and is similar to a poke that is easy to confirm into, with the cost (or reward) of positioning on block. With meter, Jubei has some control over ending up in front or behind his opponent, generally by rapid-canceling immediately before or after he rushes through, but due to the many possible horizontal and vertical distances this can be used from, it is not always feasible to control which side he lands on. j.6D Values in {} occur on hit Teleports to ground immediately on hit Counterhit state for entire move Special cancellable on hit 12 frames after second hit's first active frame Second hit can only hit opponents in hit/blockstun Maximum Slide duration 20F j.6D OD Values in {} occur on hit/block Teleports to ground immediately on hit/block Counterhit state for entire move Special cancellable on hit/block 12 frames after second hit's first active frame Second hit can only hit opponents in hit/blockstun Maximum Slide duration 20F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "Shiranui: Hagane", + "text": "D~X after Fudō: Sharenjin (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll After using Fudō: Sharenjin, all drive moves are replaced with these for the remainder of the round. Each version lays down 4 waypoints on screen in a specific order and Jubei does a teleport dash attack between each one. If these hit his opponent, they will be sent flying in the same direction of the attack, causing each of the 4 attacks to combo together in most cases. To use, press D and then immediately press the specified direction and button to use the listed attack pattern. Hold up/down when selecting a path and the path will angle in that direction. Button and direction can be held for easier execution, only the D-version has to be timed/mashed. Grounded versions of this Drive behave the same as the air versions except that ground versions can only be angled upwards. Not pressing any button will result in Jubei using the standard5Dversion instead. Any hit from any version inflicts the Shiranui Mark. Unless Jubei is in Overdrive, he must touch the ground before being able to use his Drive again. During Overdrive, the move becomes special cancellable on hit or block after the last hit. If a waypoint laid by this move ends up off the sides of the screen, it will be placed at the edge of the screen at the same height it would normally be. Similarly if a waypoint would be placed under the floor, it is instead placed at ground level at the same horizontal position it would normally be. Only the fourth hit may be Rapid Cancelled. In terms of actual usage, these drive moves see use inside combos to give good damage while affording a certain amount of control over where your opponent ends up, or carrying the opponent to the corner from anywhere on the screen. Notably,2C,3C(1)andj.Bcan combo into this. Generally the A versions gets used the most for consistency. It's also one way to gain additional height in your air combo to maximize how much damage your distortion drive will do. Values in [] are during OD Can alter angle by holding up/down Press button to select formation Earliest possible selection on frame 7 [5] Attack starts up on frame 17 [11] from first seal appearing Can only be used once per jump [unless in OD] Maximum Slide duration 10F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Uses Jubei's5Banimation. Because Jubei slides forward, an opponent baiting this by jump cancelling forward may land a bit far away or swap places into the corner. Can be useful to disrupt blockstrings and get236CGuardAllStartup30RecoveryTotal 53 / 61+3LAdvantage0 / -out before they realize they've lost momentum. Behaves the same as most Counter Assaults. Must be performed during blockstun." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Jubei lunges forward and slashes with his two swords. Moves Jubei forward after he recovers. Somewhat pointless for crushing guards given that632146[C]GuardAll [Unblockable]Startup21 [48]Recovery16+9L [23+9L]Advantage-7exists (which costs no heat and will even penetrate barrier guard) and that Jubei has lots of other ways to crack open a defensive character. While you are best served using your meter to activate install in most match ups, you may consider spending a quick level 1 charge of this in during236BGuardLow/AirStartup13Recovery26Advantage-9~236CGuardAllStartup30RecoveryTotal 53 / 61+3LAdvantage0 / -oki pressure in the corner. Behaves the same on block as every other Crush Trigger. Causes hard knockdown on air hit. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "Fissuring Slash (Rekkōzan)", + "text": "236A(Air OK)or236236A(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The air versions can angle Jubei up or down by holding any up or down direction during the attack. Otherwise they work the same. Punishable on instant block. 236Ais a series of 2 swipes and a finisher, best for pushing to the corner, corner combos, or small conversions offj.Ainstant overhead. 236236Ais a series of 3 swipes, a launcher and a dunk. A good combo finisher for more damage and meter. Can be used to set up mid-screen okizeme since the opponent lands close to Jubei. When in install, this move gets upgraded and changes drastically (Please see below section for the specifics on the Install Fissuring Slash). Jubei slashes forwards with his claws for three strikes. The last slash blows the opponent back. The236236Aversion has Jubei slashing 5 times and slamming the opponent down. 236A / j.236A Can cancel into Immovable Object: Lotus on hit/block Ground: Airborne on frame 34, recovery until landing, airborne recovery time can be altered by external forces Air: Hold up/down to steer Jubei in that direction 236236A / j.236236A Can cancel into Immovable Object: Lotus on hit/block Ground: Airborne from frame 43, recovery until landing, airborne recovery time can be altered by external forces Air: Hold up/down to steer Jubei in that direction" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "Install Fissuring Slash (Rekkōzan) and Additional Attacks", + "text": "236Athen A for each Additional Attack (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Once Immovable Object: Lotus has been activated, Fissuring Slash gets replaced with a new version that vastly expands its flexibility. Instead of being two versions that have a fixed length and no cancel options, it now becomes a repeating rekka where each slash is its own input and has various cancel options into his other special moves, Simply mashing236AAAAAwill perform four basic swipes and then a finisher hit. However on each of the first four hits the following moves are also possible: 5Bwill cancel intoFissuring ImpactGuardAllStartup12RecoveryUntil L+12 (19+12L)Advantage(-18) / -(Not available on236AAAA) 4Bwill cancel intoDemon FoxGuardHigh/AirStartup17RecoveryGround: 8+11LAir: 12+11LAdvantageGround: -3Air: - 6Bwill cancel intoShadow WolfGuardLowStartup13 / Until L+5Recovery22Advantage-5 5Cwill cancel intoWild LionGuardAllStartupGround: 25Air: 17 / 16Recovery24Advantage-11 646Cwill cancel intoBlack PantherGuardAll [Unblockable]Startup21 [48]Recovery16+9L [23+9L]Advantage-7 6D/4Dwill cancel intoDivine FormGuardStartupRecovery25+5LAdvantage While the individual slashes are minus on block, Jubei can easily choose how many swipes to go for and can deter mashing with his other Fissuring Slash followups, conditioning opponents to fear his options from it. If the opponent respects these options and avoids mashing, Jubei can opt to stop doing followups off Install Fissuring Slash's Additional Attacks and then reset pressure entirely! Read the special move sections below for information on their \"Fissuring Slash\" versions. The air version can be shifted up and down like the non-install version by holding 8 or 2. All special moves cancelled into from this series are considered a different move from the standalone versions for Same Move Proration. Install 236A / j.236A Ground: Can cancel into followups on hit/block, or frames 16~18 on whiff Air: Hold up/down to steer Jubei in that direction, can only be used once per jump, can cancel into followups on hit/block, or frames 14~16 on whiff 236AA / j.236AA Can cancel into followups on hit/block, or frames 11~13 on whiff Air: Hold up/down to steer Jubei in that direction 236AAA / j.236AAA Can cancel into followups on hit/block, or frames 11~13 on whiff Air: Hold up/down to steer Jubei in that direction 236AAAA / j.236AAAA Can cancel into followups on hit/block, or frames 11~13 on whiff Air: Hold up/down to steer Jubei in that direction 236AAAAA / j.236AAAAA Ground: Airborne from frame 3, recovery until landing, airborne recovery time can be altered by external forces Normal airborne recovery time from 236AAAAA is 19F Maximum Slide duration 10F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "Fissuring Impact", + "text": "5BDuring Install Fissuring Slash (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Swipes the opponent upwards off the ground. Leaves Jubei in an airborne state. Available only in Immovable Object: Lotus. Cannot be used after236AAAA(Or in other words, it must be done on one of the first three slashes). Can be cancelled into any of the same special moves listed above exceptj.6D/j.4Dand itself. PressingAwill cancel into236AAAAAas a finisher. Jubei jumps while slashing upwards into the air. This move is only available when Immovable Object: Lotus has been activated and functions like a launcher. Can cancel into followups on hit/block, or frames 16~27 on whiff Ground: Airborne from frame 12, recovery until landing, airborne recovery time can be altered by external forces Normal airborne recovery time from 236AB is 19F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "Form ONE: Shadow Wolf", + "text": "236Bor6Bduring Install Fissuring Slash (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hits low with respectable range. Fatal Counter with a very high damage reward. On hit, cancels into236Cfor Oki. If used while airborne during Fissuring Slash, Jubei will drop to the floor before attacking. Can cancel to Install Super on hit or block to either hit confirm into good damage or create a strong mixup. A versatile long-ranged low special move that Fatal Counters, this move sees use as a combo ender (cancelling into236CGuardAllStartup30RecoveryTotal 53 / 61+3LAdvantage0 / -for oki), a high damage punish starter, a low mixup option during Fissuring Slash when in install, a blockstring filler to cancel into360AGuardStartupRecovery4+(100 Flash)-2Advantagewith good frame advantage, and a call-out tool against mashing and jump outs in pressure. Outside of install, Shadow Wolf sees most of its use in combos, leading to Jubei's potent fireball okizeme setups. It has some niche use as a call-out tool at round start and in pressure to stuff mashes and jump-outs. It is also his highest damage starter in and out of install on counter-hit. Jubei is at least +13 after an immediate236B>360Acancel, giving him true blockstrings after and ample opportunity to diversify his pressure by doing dash2B, or dashj.Aas a quick instant overhead. 236B Fatal Counter Can cancel into Rising Justice on hit Can cancel into Immovable Object: Lotus on hit/block 236A~6B Fatal Counter Can cancel into Rising Justice on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "Form TWO: Demon Fox", + "text": "214B(Air OK)or4Bduring Install Fissuring Slash (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Overhead Generally only combos off Counter Hit or with meter. Decent ender for air combos. Jumps over lows. Jubei jumps into the air and slashes overhead in a backwards arc. Generally, without Counter Hit or a rapid cancel comboing off of this is not possible. However, on hit it can distortion cancel into360AGuardStartupRecovery4+(100 Flash)-2Advantage, allowing Jubei to both combo and power up off a safe opener. On block, going for360Aafter leaves a 5 frame gap that many characters cannot exploit. When used close and on a crouching opponent, Jubei can side-switch with the opponent. As this only works when opponents are crouching, this serves no purpose as a crossup but can be useful for positioning. Whilej.214CGuardAllStartupGround: 19Air: 15Recovery24Advantage-11is a better ender for air combos due to better frame advantage and damage,j.214Blands more reliably and avoids the possibility of side-switch. Ifj.214Bhits high enough on an opponent, Jubei can link this attack with5Bto pick up and continue a combo. During the upgraded Fissuring Slash, it is an effective tool to stop opponents from trying to mash out of your strings. When used from Launch it can be delayed long enough to frame trap opponents. When used from Fissuring Slash's Additional Attacks however, it must be immediately canceled into. From Launch, between this and6B, Jubei has a high/low mixup that yields a combo with meter or counter hit. 214B Can cancel into Immovable Object: Lotus on hit/block Forces crouching on hit Airborne from frame 9, recovery until landing Maximum Slide duration 1F j.214B Can only be used once per jump Forces crouching on hit Maximum Slide duration 1F 236A~4B Ground version: Airborne from frame 3 Forces crouching on hit Maximum Slide duration 1F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "Form THREE: Wild Lion", + "text": "214C(Air OK)orCduring Install Fissuring Slash (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Combo ender. All hits are mid. Go-to ender for air combos. Leaves Jubei fairly airborne allowing him to go over lows. Gains increased horizontal distance when used after command dash. Jubei jumps in a forward arc, slashing in a flurry all around him and ending with a long slash once grounded. If performed in the air, Jubei doesn't launch upwards noticeably. Strictly a combo tool due to how unsafe it is. j.214Cis Jubei's go-to ender for air combos as it offers greater frame advantage, damage, and potential side-switch. It is a little finnicky however as it is somewhat poor at hitting opponents above Jubei which can cause disastrous whiffs in unexpected situations. Whiffing (and side-switch) is generally avoidable by getting into the habit of super jumping into the preceding air chain asj.214Cconsistently hits when above or at an even level with opponents. When done close to the opponent, Jubei's delayed attacks after his jump functions as a crossup. If done further away however, Jubei is more likely to stay on the same side. As all hits are mids and this move is extremely unsafe, this should be avoided. 214C / j.214C Can cancel into Immovable Object: Lotus on hit/block Ground version: Airborne from frame 4 236A~C Ground version: Airborne from frame 7 Air version: Startup is 17 if done from j.236A or air A followup, 16 if done from (j.)236A~B followup" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "Form FOUR: Black Panther", + "text": "632146C(Hold OK)or646Cduring Install Fissuring Slash (Air OK) (Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fatal Counter If performed in the air from Fissuring Slash, Jubei will fall to the ground first before performing the move. Becomes truly unblockable if charged for 30 frames.Guard breaks even if opponent barrier blocks.Has a just-frame if released at 30 frames. The Just-frame is comboable.Does not combo outside of just-frame, air hit and counter hit. Guard breaks even if opponent barrier blocks. Has a just-frame if released at 30 frames. The Just-frame is comboable. Does not combo outside of just-frame, air hit and counter hit. Jubei readies his swords behind his back in a cross and slashes rapidly as he front flips in place. With its lengthy startup and short horizontal range, this serves mostly as combo filler for his more damaging combos though it can be a hard, rewarding callout on delayed mashing as it rewards fatal counter. In combos, this move functions as a launcher in low height air juggles, generally after crouching/air hit hit5C, air hit3C(1) or Fissuring Impact. When grounded, comboing into it usually requires a crouching opponent, and using a N-starter into5C>632146Cor5C(1) >632146Cif you use an A-starter. 632146C Fatal Counter Can cancel into Immovable Object: Lotus on hit/block Hold button to charge Values in [] are for Max charge Counterhit state during recovery Airborne from active frames, recovery until landing 236A~646C Fatal Counter Hold button to charge Values in [] are for Max charge Counterhit state during recovery j.236A~646C Fatal Counter Hold button to charge Values in [] are for Max charge Counterhit state during recovery" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "Rising Justice", + "text": "236C(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fires a large projectile that bounces along the ground slowly at a fairly large height, slightly above the height Jubei was at when he launched it. Lasts for 300F. Does not travel off the screen but instead just bounces in place against the wall. Leaves Jubei in counterhit state during its lengthy startup. Disappears if Jubei is hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "Divine Form", + "text": "j.236D/j.214Dor6D/4Dduring Install Fissuring Slash (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Does not count as one of Jubei's air options. Leaves Jubei in counterhit state until finished. Can pass through opponents. Once any version is used, no versions of this move can be used until Jubei lands. Essentially, this move functions like an extra airdash except that it can pass through opponents and special cancelled into. This is useful for extra evasion, closing in during some air and ground combos and crossups on demand. Only the version used during Fissuring Slash can be used on the ground. It has no invulnerability and leaves Jubei in counterhit until completed soj.236Dshould be used with some caution during pressure or in neutral. Ifj.236Dcrosses the opponent, aerial attacks autocorrect for slow but sure crossups. Since this move can be used in the air, it can be special cancelled into earlier than other special moves in some cases, such as from2C. j.236D Can pass through opponent 4-16F 236A~6D Can pass through opponent 7-17F j.214D Can pass through opponent 4-16F 236A~4D Can pass through opponent 13-23F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "Quick Dash", + "text": "6, on landing from backdash H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Unique forward dash when cancelling from backdash that'sconsiderablyfaster than his normal dash. Activates if you're holding 6 on the frame Jubei touches the ground from backdash. It doesn't have to be timed, but there is no window to perform it later. From frame 9 onwards, Jubei can cancel into any attack, jump or Barrier Block (but cannot block normally). Like regular dashing, cancelling into Barrier will maintain his momentum, sliding him forward to effectively and safely advance. Similarly, the momentum can be instantly cancelled by doing a throw and kara cancelling into Barrier. Several of Jubei's attacks also retain momentum:5A,2A,2B,3C,214B, or214C. These attacks will slide or even launch Jubei across the screen while attacking. Quick dashing counts as a dash for adjusting Jubei's jump heights so, combined with Quick dash momentum, Jubei can jump incredible distances. Jubei can even be tricky by super jumping backwards first, looking like a normal straight up jump, and then double jumping forward with that momentum. Including the initial backdash frames, Jubei is actionable after 26F, 1 frame slower than just backdash by itself. Can cancel into all actions 9F onwards Can cancel from backdash the moment he touches the ground." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "Run Through Opponent", + "text": "Automatic while running near opponent H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll If Jubei runs into his opponent and has been running for over 7 frames, Jubei will perform a short hop through his opponent and turn around with a fixed animation. Doing so ends the run with Jubei facing the opposite direction. The ability to run through his opponent adds another layer to Jubei's offense, giving him the ability to cross up even cornered opponents without leaving the ground. Can only be triggered from a normal run, not the quick command dash after a backdash. Will not trigger if you're holding 3 to run instead of 6, swapping back to 6 will enable the move to trigger as normal, this allows you some control over when the move happens in case you need to time the invulnerability. Can trigger on airborne opponents, but they must also be below 100,000 in game units off the ground, which is extremely low. It's quite possible to collide with a player who is airborne but not trigger the side switch. Even neutral tech rolls and emergency tech bounce the player above this height. Can pass through opponent 1-17F Need to be running for 7F before this move is available Hold 3 to not run through opponent Airborne from frame 1" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "Running Jump", + "text": "Any jump while running or during 44~6 H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "Twin Guardians: Mourning Shore", + "text": "j.236236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Mid part of the attack loops continuously until reaching the ground, therefore the higher up you start this move, the more damage it will do. If opponent is marked, Jubei teleports above and behind his opponent before attacking, ensuring it connects. Completely invulnerable from the start until recovery, but very punishable on block. Minimum damage (Marked): 200, 40*n, 500 (250, 40*n, 500) OD minimum damage (Marked): 200, 40*n, 160*5 (250, 40*n, 160*5) j.236236D Values in [] are during OD Re-hits every 3 frames until landing Only does landing hits on hit Minimum Damage 20%: 700+40×N [1000+40×N] j.236236D Mark Values in [] are during OD Jubei appears above and behind opponent before attacking Re-hits every 3 frames until landing Only does landing hits on hit Minimum Damage 20%: 750+40×N [1050+40×N]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "Thousand Hands: Roaring Pillar", + "text": "236236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll General purpose ground distortion to add more damage to combos and to do very long range punishes. But it only has some projectile invulnerability, so it's not a reversal. If opponent is marked, Jubei appears behind opponent before attacking, even if they're in the air, and deals slightly more damage. Useful for combos that leave your opponent too far to connect the attack normally. Minimum damage (Marked): 800(900) OD: 1120(1220) 236236D Values in [] are during OD Only does 1 hit on block Crumple Duration 60F, Crumple Fall 53F Minimum Damage 20%: 800 [1120] 236236D Mark Values in [] are during OD Jubei appears behind opponent before attacking Crumple Duration 60F, Crumple Fall 53F Minimum Damage 20%: 900 [1220]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "Immovable Object: Lotus", + "text": "360A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Jubei's trademark install. Can only be activated once per round, and remains active for the rest of the round with no way to disable it. Once Lotus is active, Jubei's offense changes greatly. Jubei's Drive (explained above) changes greatly, and Fissuring Slash becomes a rekka series. During the rekka, Jubei can cancel into all of his specials except for Rising Justice. Cancelling into a special will immediately end the rekka. Each special move has a simpler input during the rekka. Jubei can cancel into Lotus from more situations than most Distortions. Except for Rising Justice, Jubei can cancel into this distortion from any special move on block and on hit as long as he is grounded. This means that specials like236Band214Bcan cancel into Lotus on block, essentially extending Jubei's pressure. On top of extending pressure, he can use it to stay safe, hit confirm and extend a combo, or just pop it in neutral. In some matchups it's not ideal to go into Install State. If you want to use it as a cancel you're better off using RC instead, unless a specific install combo will kill. Jubei can act 2 frames before the superflash ends; recovery pre-flash is 4 frames, but if the install is not interrupted then Jubei can act 2 frames before the opponent starts moving again, making the effective recovery 2 frames. This makes it a much more powerful \"pause and assess\" move than even overdrive, the 2 frames of advantage also means you can get 6A and 6B to be active in time for any attack that didn't hit you out of startup. Values in [] are during OD Can only be used once per round Jubei can act 2F before superflash ends" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "Miroku: Spherical Illusion", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll On startup, Jubei performs a pommel strike on the opponent with his sword scabbard. If it hits, Jubei will slam his opponent into the wall and slash them with his swords and claws. Puts Jubei in Active Flow if he hasn't already been in it already. In Active Flow, Jubei does another powerful spinning slash with his claws. Has full invul and minimum damage, but is unsafe on block and cannot be rapid-cancelled. Basically the same as most Exceed Accels, just one of the better ones for corner carry. Without Active Flow, this leaves the opponent at midscreen. In active flow, EA leaves him close enough to call out delay wakeups with5B. The short range means that it can be baited without much trouble. Behaves the same as every other Exceed Accel. 280/638 Minimum Damage Values in [] are during OD Values in {} are during Active Flow 10% Minimum Damage: 280 {580+58}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "Asura: Thunderbird Rising", + "text": "6321463214CwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Borrowing the power of his late brother's eye, Jubei paralyzes his opponent and reveals their true form before tearing them apart in a flurry of elegant swordplay and savage claw swipes with a ferocity befitting one known as \"The Strongest Being on the Planet\". While the range on this move is quite short, being the immediate area around Jubei's sprite, it is surprisingly very easy to combo into due in part to how close all of Jubei's attacks keep him to the opponent. Do be careful with the input however, as there is no leniency for skipping out directions. Combos From 5C(both hits) 3C 632146C(Just frame, air hit, and CH) 2C(CH) 180F Heat Gauge Cooldown" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei", + "title": "Jubei", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "Overview", + "text": "Taokaka is anextremely mobile hit and run characterthat uses her movement to stay safe and capitalize on her opponent's mistakes. This mobility makes up for her short ranged normals by giving Taokaka extremely flexible and ambiguous movement options in neutral. Taokaka's Drive amps up this movement by letting her use an air option to launch herself in various directions. Taokaka has several cancel options from this Drive that give her even more ways to move around the screen. Taokaka creates a shadow clone that mimics her actions with a slight delay and gains much more flexible normal cancels at the cost of some minor debuffs to balance things. Overall it vastly improves her damage output and pressure capabilities.Buffs to Cancels: Normal moves can cancel into any normal other than itself, even if it misses. Tao may only use the same normal twice in any cancelling sequence (Jumping or going neutral resets this) Almost all special moves are jump cancellable on block and on hit All normal moves can be jump-cancelled Special attacks (except for 63214X) can all be special-cancelled indefinitely on block and on whiff.63214X only cancels into normals 63214X only cancels into normals The shadow clone mimics all of Taokaka's actions, including attacks and movement. On top of Taokaka's additional cancels, the shadow clone assists with linking normals in new ways. The shadow comes with certain limitations, but it is a net bonus for Taokaka. Shadow Clone Effects: Tao's own base attack damage reduced to 70%. Clone base attack damage is halved (On top of the above, so 35% of base). But all moves have 100% P2. Clone does not suffer from Same Move Proration on specials. Shadow clone mimics anything Tao does with a 12F delay. All hit and block stun effects are reduced by 8F. If Taokaka whiffs a move, the clone's copy of that move loses its active frames and thus will also whiff. The clone's attacks lose all low, overhead or air-unblockable properties. The other player must always block based on which side the real Taokaka is, even for clone attacks. Taokaka can cancel all her specials into distortion drives." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Mashable up to three times and relatively long ranged5A. Surprisingly enough, this normal is slower than Taokaka's2A. However, this move is better for stagger pressure and tick-throwing because it hits crouchers and has better frame advantage than2A. It is still fairly prone to getting low profiled and is slower than her other jabs, making5Band2Athe preferredAbareAn attack during the opponent's pressure, intended to interrupt it.tools. As an anti-air jab it is pretty subpar. Tao needs extra caution when pressing6Aon crossups because getting5Awill more often than not result in you getting counterhit, low profile options might be preferable for these scenarios. Weirdly spikes down on air counterhit, making conversions into5Cand6Cpretty reliable. Slower than the average jab. Hits crouchers. Jump cancellable only on hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tao's actual standing jab. Very similar statistics otherwise to5Abut for some reason one frame faster. It also moves her forward a bit giving it better range over5A. This last bit cannot be understated as with microdash momentum, this gives Tao access to the longest range 6 framer in the game, which allows her to punish a number of things that would usually be safe due to spacing. Multipurpose normal that sees uses as a footsie tool, a confirm stabilizer and most importantly is the cornerstone of her pressure. With a reverse gatling into5Awith up to3 shared uses between the two normals(e.g.5B5A5B,5A5A5B), it can be used to craft ambiguous stagger pressure which can either lead to pressure resets back to2Aor frametraps with herCnormals. Limit 2 uses per gatling sequence. Jump cancellable only on hit. Kara cancellable into throw." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Standing long ranged jab, one of Tao's best starters, especially given its speed. Your main jump cancellable ground normal on block making it invaluable to start Tao's very strong jump-in pressure thanks to Fuzzy overheads. If5A/2A/2Bare instant blocked,5Cis a natural frame trap. On counter hit or crouching hit, it combos into6Cfor great damage. Near/in the corner, confirming into3Con standing hit also leads to very nice reward. 5C's hitbox is a little odd; it doesn't extend to Tao's claws, but it has a small hitbox in the back. Her hurtbox extends fully before the move becomes active making it excessively prone to getting counterpoked. On top its abysmal actives and difficulty to convert at max range, this severely limits5Cs use as a poke. Main Kara cancel throw normal. Jump cancellable on both block and hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Low hitting and faster than Tao's5A, this is your go-to jab move at close range. One of the fastest low hits in the game and has surprising reach too, (Although not quite as far as it looks). Your main low and combo starter. The startup being a very fast 6f on top of the very good low profile cannot be overstated, as it allows Tao to downright beat most characters in frame neutral situations :2A, will low profile most5As and be faster than most2As. Has very decent range on it too making it your preferred footsie tool. Its one downside is being weaker than your regular2Ain stagger pressure: with a single self-cancel and being -3, Tao's2Astaggers are a little lacking compared to the rest of the cast. Does not mean you shouldn't go for it from time to time but usually5Aand5Bwill be your preferred buttons. Can be done two times in a string. Not jump cancellable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Low-hitting slide kick move that moves Tao forward. The decent low profile, range and speed on Tao's2Bmakes it a somewhat functional footsie/whiff punish tool, albeit extremely risky due to its lengthy recovery. Seriously, you will die for whiffing this, especially since she is in crouching state during the entirety of the move's recovery. In a lot of scenario you will have to delay the follow-up gatling quite a bit to let Tao slide longer and put you closer to your opponent, which is important for pressure and necessary for many combos. Becomes notably better during Overdrive since Tao is able to whiff cancel it, making it much less risky, notably due to being able to whiff-cancel it into 6A if the opponent jumped over you. Very unsafe and puts Tao in the opponent's face so be sure to cancel into something else. Not jump cancellable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Functionally this move is a great frame trap from just about every ground normal. On CH, it leads into6[C], making it her preferred DP punish move and allowing for big conversions anywhere on the screen on a successful frametrap, albeit locked behind a pretty bad gatling to use in pressure. It also has a vacuum effect that can be used to set up crossups in the corner, notably with214Dand[2]9D2. Midscreen, the vacuum effect uniquely allows Tao to convert an uncharged CT guardcrush. Vacuums opponent towards Tao. In Overdrive the clone will vacuum the opponent too. Not jump cancellable On CH Crumple Duration 40F, Crumple Fall 60F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Solid antiair. Hits exceptionally high in the air which can catch opponents offguard. Good vertical hitbox, but poor horizontal range, making it effective against crossups. Its only notable downside is the fact that the relatively late head invuln coupled with the fact that she does not lower her profile during the startup makes it a pretty bad reactionary anti-air against deeper jump-ins. Tao's other ground jump cancellable normal, but sees much less uses than5Cbecause of its pushback. The first hit is not jump cancellable, making this move poor at dealing with guardpoint moves such as Hakumen's drives. Launches on CH. Good counter move against certain buttons and specials." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Not exceptionally good as an overhead because of its easily recognizable and lenghty startup, so you'll be using it less for its overhead property than its other features. It has its numerous cancel options making it very interesting as a pressure tool and it compliments Tao's selection of low profile moves with its generous Foot invulnerability, making it great for beating 2A mashes on your strings and giving it utility as a niche mash tool against certain strings (eg. Carl5C>6B). Instantly cancelling it intoj.236Bx2 makes it +3 on block, and cancelling it into whiffj.236Bmakes it +1. Cancelling it intoj.2D6sets up a Fuzzy overhead mixup withj.2B>j.5B. Or you could even Rapid Cancel it for a double overhead/empty low/airdash mixup. Without a counter hit, you can combo from it usingj.236B>2A/5B,j.236Bwhiff cancel, air D moves, OD, or Rapid Cancel. It is a fatal counter but is terrible as a starter and as such will never see use as an actual punish tool. The F invuln starts much earlier than when Tao actually jumps. Bonus Proration 110% Fatal Counter Forces crouching on hit Airborne from frame 12 Airborne recovery time can be altered by external forces Cannot be special [or jump] cancelled after landing" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "6C", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cornerstone of Tao's combo game. Sends them far away for a ton of corner carry, OTGs afterj.2DBfor easy extensions, and wallsplats in the corner, this move does it all and adds great damage by itself. Due to how proration works during her Overdrive, looping this move is how she accesses her best damage which can get extremely high. Despite the great hitbox its slow startup, high recovery, and difficulty to actually confirm make it a button you won't actually use in neutral. Longer startup makes it useful as a frametrap. Moves Tao slightly forward. Gains a little extra distance by holding C 6[C]deals more damage, wall bounces at midscreen, and wall splats in the corner. It also Fatal Counters. Optimal DP punish starter, but will likely require you to make your opponent's DP whiff entirely. Not jump cancellable Values in [] for max charge Bonus Proration 110% [Fatal Counter]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Multi-hit low and a very good one at that. Useful to catch people jumping or inputting DP during your blockstrings while leading to remarkable damage in the corner. Main combo ender in the corner which allows for creative okizeme. Very good low-profile move which will beat a lot of pokes such as Relius'5B, and even a couple of Counter Assaults such as Mai's. On top of that it is easily confirmable on counter-hit and leads to sizeable damage. You will however die on whiff. It is not too rare for the third hit to whiff entirely, having lower range than the first two. If you see this about to happen, cancel into Encore instead to secure the knockdown. It is special-cancellable if any hit connected with the opponent at any point. This is very useful against defensive overdrive to not be completely defenseless against a button or a reversal. Only the third hit knocks down. The third hit will not reach the opponent at long ranges, making3Cvery bad as a poke despite the quick startup. OTG3C(x2)>dl214Dis a safejump on emergency tech." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of the betterj.Amoves due to shrinking Tao's hurtbox, but has a deceptive hitbox that makes it look like a jump-in move when it really isn't. Has very fast recovery so can just be thrown out to second-guess certain air movements. Tao gets extremely good conversions fromj.Aif she has two air actions left, getting way above average damage and corner carry. Hitbox does not extend as low as the animation suggests. Mashable up to three times." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of the few anti air moves performed in the air. Because it covers the area above Tao, it's useful at stopping an opponent's excessive jumping or covering certain jumps. Also useful in combos when you end up hitting your opponent above you. Sporting the best hitbox/hurtbox ratio of Taos aerials, it is absolutely crucial to her neutral game in many matchups where her other buttons don't quite cut it for air battles, especially when whiff punishes are just not too realistic. Its one drawback is how hard it is to convert. Without counterhit, you are going to need two air actions to either go intoj.8D(C/B/6)>j.2DBorj.DC>j.2DB, and even then depending on the angles you might not be able to convert. Converting intoj.8Dwithout getting a jump cancel requires you to preemptively hold 8 beforej.Bhits. Main normal you will use to go into fuzzies, alongsidej.C. Hitbox does not cover the space below Tao's leg very well so it's awkward as a jump-in unless delayed or canceled into. Very good active frames. Reverse beats withj.2B." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "j.2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Longest aerial for vertical reach, but limited horizontal reach that also extends behind her. Beware that this also increases Tao's own hurtbox quite a lot. Preferred crossup normal, still requires high precision. Fairly reliable when forward jumping point-blank or off jump cancels due to limited horizontal movement, though easily stopped by barrier. It sees use in setting up F-Shikis when canceled into low-to-the-groundj.Borj.C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great air poke with surprisingly good hitbox, good damage and faster than mostj.Cmoves. With good movement and spacing, this move is a good punish when Taokaka is baiting antiairs. Its lower hitbox is not the greatest, but its speed still makes it the preferred jump-in overj.2Bin most situations." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Standard forward launching drive, useful in ground combos to keep yourself in range and launches both Taokaka and her opponent into the air. In pressure its plentiful cancel options make it a decent, albeit risky pressure reset tool. Sets up powerful mixups with RC such as instant overhead j.A, empty lows, airdash mixups. Blows opponent back and causes groundslide. Wall bounces on CH. On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3 Maximum Slide duration 15F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches Tao upwards with a hitbox on her paw.2Dis a key piece in many Tao combos as it allows her to choose between sideswap or same-side, depending on the picked cancel option betweenBandCcancel. Can sometimes work as a preemptive anti-air, it will however lose to any move that's already active. Tao can be in Sticky Kitty automatically, while holding raw D, if you're near the wall. Doesn't work during combo or blockstrings. On hit/block, has 2F recovery before transitioning to followups" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "4D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Jumps forward in an arc with Tao Being able to hit until she lands. Still has all of the normal cancel options for a drive despite looking quite different. Fatal Starter but with terrible initial proration, 2C is always a better choice for punishes. Sees no particular use other than combos and resets. Hold 4 or 6 to make Tao jump closer or farther, respectively. If you B cancel4D, Tao can airdash cancel her recovery frames. Hard knockdowns airborne opponents. Deceptively small hitbox. On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3 Fatal Counter Crumple Duration 34F, Crumple Fall 67F On CH Crumple Duration 71F, Crumple Fall 88F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A bit like5D, but with a slight downward angle. Crucial move to Tao's gameplay. Knowing when to use this move and what cancel to choose in a given situation will make or break Tao's neutral game. Its extremely long recovery means you will get hit if you whiff this move without cancelling it, so be sure to cancel it into one of theA,BorCfollow-ups if you're not certain you are going to hit with it. Leads to very respectable conversions on hit however. Only launches airborne opponents. Wall bounds on CH. Tao can be in Sticky Kitty automatically, while holding raw D, if you're near the wall. Doesn't work during combo or blockstrings. You can get very creative with this move, but a rudimentary rundown of its uses with cancels in neutral would be: Acancel is used as a fast-fall to land a jump-in on unsuspecting or respectful opponents. Bcancel is used to move some extra distance and create crossups. Ccancel is used to make your opponent's anti-air whiff and then take your turn or get a punish. On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "j.2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A quick, if somewhat reckless, jump-in move. Can be used as a pseudo-divekick convertible with theBfollow-up, but being punishable on block with this follow-up makes its neutral uses limited. It however is key to extend Tao's air combos with its hard-knockdown, and to confirm certain hits like air to airs or airdash buttons. It sees niche uses in pressure where forward bounce can be a confusing option to mash on, allowing her to go for cheeky pressure resets with air normals after the bounce. The other half of Tao's combo enders if you prefer the hard-knockdown okizeme over3C. Tao can be in Sticky Kitty automatically, while holding raw D, if you're near the wall. Doesn't work during combo or blockstrings. Hard knockdowns. On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3 Maximum Slide duration 10F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "j.4D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Dives to the ground, dealing damage only to airborne opponents, and does a2Donce reaching the ground. Tao is briefly considered grounded as she lands, meaning she can be ground thrown during this time. Useful for picking opponents up during a hard knockdown, or to reset your jumps in combos. Can only cancel after jumping from the ground Tao can be in Sticky Kitty automatically, while holding raw D, if you're near the wall. Doesn't work during combo or blockstrings. On hit/block of 2nd hit, has 2F recovery before transitioning to followups, landing recovery reduced to 3" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "j.8D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Like Tao's2D, but from the air. Another useful neutral tool which is mainly used to move around. Very few characters can contest Tao from high jump +Dheight, creating strong approaches. Useful for chasing opponents you've knocked upwards or in place for your double jump. Tao can be in Sticky Kitty automatically, while holding raw D, if you're near the wall. Doesn't work during combo or blockstrings." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "Forward/Back Cancel", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "ACancel", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Stops Tao dead during a drive move. Can be used in neutral as a fastfall which if done high enough recovers in the air so you can fall with an aerial or use movement options left to mix up your opponents anti-air timing." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "BCancel", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tao dashes an extra distance in the direction she was already going (eg. up if she was doingj.8D), passing through her opponent if they're near enough. Always turns Taokaka around, even if she doesn't switch sides. B cancel makes Tao pass through the opponent, and leaves her at close range and heavily negative on block, as such it should not be used in blockstrings. If Tao uses the B cancel high enough off the ground, she can recover in the air and perform actions such as air normals and jumping if she has air actions left. 6DB Can pass through oppoonent 2-16 8DB Can pass through oppoonent 2-16 2DB Can pass through oppoonent 2-14" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "CCancel", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Stops Tao dead and pops her upwards a little bit. Sees uses in neutral as a way to air stall, space yourself and bait anti-airs. It also is frequently used in combos to stabilize your spacing relative to your opponent, making many combos a lot more stable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tao's throw leads to above-than-average damage which is very nice considering she usually is on the lower side of the cast in terms of damage. Most combos involving forward throw cancel immediately into a drive attack. In a close to the corner position, she can cancel it intoj.2DBto land faster then link a6Cthanks to the wallsplat. She can also OD cancel it and link with a6Cin the corner for damaging burst-safe combos. The fact that she has access to sideswap combos from it that deal more damage than her Backward Throw makes it entirely preferred over Back Throw. Her kara throw using5Cis very strong and allows her to throw at surprisingly long distances, such as after a blocked2A2Aor6B>j.236Bwhiff. Wallbounces in the corner. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "Backward Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tao grounds the opponent behind her. Follow it up with2B. Can't special cancel. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tao grabs the opponent and performs an inverted piledriver, meaning all followups start from ground level and do not vary based on starting height You can follow-up Air Throw with5Cinto either2DBif you want to sideswap or2DCif you want the same side. Tao's hurtboxes on her normals hold her back very hard in a number of situations but thankfully Air Throw is there to remediate to a couple of them. One of the more committal options you can throw out in the air but with Tao's movement you should be able to position yourself in nice spots to land Air Throw. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll You can combo from uncharged crush trigger guard-crush using5Bor throw in the corner, or6Cfor charged guard crush. Midscreen, Tao is able to convert a close-range uncharged crush trigger with a microdash5B. Being the only(?) character that can convert uncharged crush trigger midscreen without any kind of setup, this can catch quite a lot of people thinking they are not at risk. Sees uses in more damaging combos after high wallsplat6C. Causes hard knockdown on air hit. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "Taunt", + "text": "AP H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll For reasons known only to Tao, her taunt actually has some active frames and deals some damage. However unlike in previous games where it could actually be used in some combos, this is basically just for... well... taunting your opponent. Mostly. Surprising amount of untechable time on the first hit It can be cancelled into specials, supers, Overdrive, RC, CT, and EA. It cannot be cancelled into drives and any normals. Scales so badly that the only thing worth comboing into is her Astral which, funnily enough, it is her main move to combo into Astral without using OD. There's a gap between these two hits, so it's best to cancel only the first hit into anything listed above. In very rare cases, like in some certain combos or OD, Tao can link both of the hits. Oddly enough, the first hit can clash certain attacks, like Litchi's Astral Heat, if hard read timely. Triggers automatically and randomly if Tao stands idle for enough time." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "Special Moves", + "text": "Many of Taokaka's specials can be cancelled into her drives or Trick Edge on contact." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "Cat Spirit One!", + "text": "236A(Repeatable) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Safe pressure ender at -4, with the option of cancelling into Encore or drives to frametrap. If your opponent respects those, you can attempt to reset pressure. As a frametrap, it combos into5Don counterhit for full conversions in the corner, midscreen it is very mediocre. Used in combos after3Cto go into5D, or to salvage far-range hits with236AxN>Encore. Can sometimes function as a very awkward anti-air that reaches far horizontally. It will lose to nearly any active button due to its total lack of disjoint whatsoever. Mash or hold A to slash the opponent up to 10 times total. Cancellable into Encore on hit, block or whiff. Press button for more hits (max 9) Followup hits will have startup 9 and 2 active frames Can cancel in Drives on hit/block Can cancel into Cat Sprit Encore! from frame 4 until last 15 frames of recovery" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "Cat Spirit Two!", + "text": "j.236B(Repeatable) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tao kicks sideways in the air largely maintaining her air momentum, with the fifth hit being noticeably higher damage than the 4 before it. This is High-risk high-reward move in neutral, its landing recovery makes it easily whiff-punishable but landing the last hit will lead to highly damaging conversions. It also stalls Tao in the air a little, making it useful to bait anti-airs. Occasional air-to-air due to its lengthy horizontal hitbox, be careful with the just as lengthy hurtbox. Making them block the last hit makes Tao plus by a sizeable amount, allowing you to start your offense, reset pressure, go for a mixup etc. Due to this move not correcting its movement with the direction it launches the opponent, specific setups are required to ensure all five hits land correctly during a combo, usually aTiger KneeAn input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input.input while the opponent is at the right height. Hold B for up to 5 kicks total. Can be used as an air poke, as it has longer horizontal reach than Tao's aerials outside of drives. Retains some of Taokaka's aerial movement on the way down, if you DON'T connect the last hit. Last hit wallbounces at midscreen and wallsplats in corner. Release button to stop attack and go into recovery Can cancel into Drive on hit/block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "Cat Spirit Three!", + "text": "236C(Hold OK, Repeatable) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tao performs a chargeable downward swipe, and ifCis pressed again or just held, performs an upwards swipe, continuing to holdCwill loop the move, without the option to charge it again. Typically used as a launcher in crouching confirms, followed by2Dor jump cancel>j.D. It is also used in many damaging combos since236[C]boasts one of the better proration among all of Tao's moves. Sets up a mixup with Encore, as236[C]is an overhead but you can cancel the charge into Encore for a low. Alternatively, a blocked236[C]can be RC'd for a fuzzy overheadj.C. Jump cancelling the move then cancelling the jump startup back into236Cmakes it loopable for up to 16 hits. First hit can be held, making it an overhead and boosting the damage and attack level of both hits. Holding to loop the move will maintain the increased damage and attack level (but not the overhead property) without the need to charge the first hit again. When looping, the gap between each even and odd hit is 26 frames, and does not regularly combo. The odd hit also retains the lower P2 but improved starter rating of the even hits. Jump cancellable on hit for even hits only. Cancellable into Encore on hit, block or whiff, as well as on startup. 236C Values in [] are for charged version Cancellable into Drives and Cat Spirit Encore! on hit/block Cancellable into Cat Spirit Encore! on startup frames 4-10 if uncharged, or frames 4-21 if charged 236C~C Values in [] are for charged version Increased damage/attack level from charge, as well as P2 and starter rating of hit 2, are retained for all following hits if repeating attack Hit 2 is jump cancellable on hit only (cancel is reset if attack is repeated) Cancellable into Drives and Cat Spirit Encore! on hit/block Cancellable into Cat Spirit Encore! on startup frames 4-10 if uncharged, or frames 4-21 if charged, then during first 8 frames of gap between hits on whiff If C is pressed to repeat attack, gap between hit 2 and repeat hit 1 is 26 frames and cancellable into Cat Spirit Encore! all the way through until 4 frames after active if not held for hit 2 again" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "Cat Spirit Encore!", + "text": "236A~Bor236C~B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A long-range low-hitting option from236Aor236C. Encore is highly rewarding on counterhit. It can be followed up with2Bmidscreen or2Cin the corner on counterhit or by RCing the move. Only -6 on block, so if spaced it's relatively safe. Notably hits at roundstart range, making it an occasional roundstart option. On hit, just hold forward jump for a j.Csafejump. On grounded hit at very high proration, the crumple animation will not actually end in a knockdown, which sees application in niche OD resets. Fastest236A/C~Bis 14f startup Causes opponent to drop a character specific item that Tao eats (no matter what it was). This has no gameplay effect Unlike her Cat Spirit Three, Taokaka can delay the Cat Spirit Encore only from Cat Spirit One Cannot be cancelled by anything else than the Rapid Cancel Has extended recovery animation (33) on hit only Crumple Duration 27F, Crumple Fall 24F On CH Crumple Duration 54F, Crumple Fall 54F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "Slashy Slashy!", + "text": "22C(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Downed move designed to force your opponent to emergency tech after a hard knockdown. Also great for just having loads of active frames and putting up a barrier of pain in front of you to catch extended hurtboxes found in certain rushdown moves and pokes. This move becomes downright obscene in overdrive, albeit a little specific. Because of its proration it becomes an extremely good starter allowing you to get very damaging punishes from OD Guard Cancel, and it also allows extremely long tight blockstring which can deal in the thousands of chip damage. Combined with her ability to tightly incorporate Crush Trigger in her OD blockstrings, this can lead to very silly situations. Can be used for sudden chip damage to end a round. Air Unblockable Unlike other \"22\" moves, this doesn't need opponent to be downed before using it in a combo. The claws can clash with level 1 projectiles, though it's leaves Tao in a long recovery duration. Press button for more hits Cancellable into Drive normals and Trick Edge! ([2]8D) on hit/block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "Kitty Litter Special!", + "text": "63214A/B/C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tao throws out an item of choice. The A and B versions have random items of varying use. The A version always throw an item at an upwards arc, while the B version always throw an item in a straight line. Good to throw out at fullscreen to annoy your opponent, or cover an approach in the case of the pillow and bowling ball. The pillow bounces after making contact and then falls to hit the opponent again, so it can keep people trapped better than the other items. Long total animation and Tao sticking out her hurtbox excessively far forward makes it a pretty subpar option. A and B versions have a set of items Taokaka chooses at randomA Version items: Doll, Pillow, Bomb, AppleB Version items: Fish, Hammer, Baseball A Version items: Doll, Pillow, Bomb, Apple B Version items: Fish, Hammer, Baseball Pillow bounces for a second hit on block and on hit. If the baseball whiffs, it will reappear from the side Taokaka threw it after a short period. The rebound disappears if Taokaka is hit. The hammer staggers the opponent on CH C Version always throws bowling ball. If Tao is hit while the bowling ball is rolling, it will fall off the screen. C version can be charged to make bowling ball hit 3 times instead of 2." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "Cat Jump!", + "text": "214D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A command hop special in a low arc. Strong pressure tool as you can special cancel grounded normals into it for a quick jump-in move such asj.Cfor overhead mixups or pressure resets. Note that it does however carry significant risk, as this will always be anti-airable by your opponent, and as doing the aerial move on the first actionable frames will leave you minus on landing due to the 5 frames of landing recovery. This means you have to strike a balance between making it harder to react, and therefore anti-air, and making it safer on block. Opens up an easy crossup withj.2Bwhen the opponent is just out of the corner, for example after they blocked2C. As a combo ender, with proper timing3C(2)>214D>5Chits crossup on the opponent's wakeup. Depending on the opponent character, a blockedj.Cfrom214Dcan lead to aF-ShikiSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.. Jumps over the opponent when relatively close. Requires delaying aerials fairly long for them to autocorrect. Quickly becomes actionable once she's in the air. Can cancel into actions on 19F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "Sticky Kitty", + "text": "j.214[D]or[D]after various moves at the edge of screen H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tao grabs the side of the wall with her claws and slides down. If Taokaka is in the corner, this move is a good option to reach a space that's hard to contest. Funnily enough this move can be cancelled into itself leading to some very annoying air stall. If she keeps on holding the corner while the opponent move towards her, the entire screen will shift towards Tao until she reaches the actual corner. She can cancel the move either by releasingDwhich will make her fall straight to the ground, or by pressing 6 which will make her do an air command hop not unlike214Dwhichdoes not take up an air action. This last bit cannot be overstated as it allows Tao to do gimmicky movement such as Sticky Kitty > Hop > air backdash > Sticky Kitty > Hop. It also sees uses in left/right mixups, for example after a blocked Airdashj.2B. As well as being manually activated, it can also be performed by holdingDwhen any normal drive move, itsBfollowup or214Dtouches the wall. Minimum Duration of 9F Release the D button to stop clinging to the wall. Press 6 to leap away from the wall. This does not count as an air option. Used for ambiguous corner cross-ups. Must be over 240,000 units above the floor, approximately the height of Ragna. Accelerates downwards at 1/10th of her normal falling speed while clinging. ===3=== • Stays this low afterwards" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "Trick Edge!", + "text": "[2]8D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 20F charge time, 11F input leniency after releasing 2. Tao leaps to one of the walls and leaps off of it with a drive attack. The wall she jumps to is the one behind her unless you input[2]9D, which will make her jump to the one in front of her instead. The angle she attacks afterwards is based on holding 2 or not when she reaches the wall, with holding nothing resemblingj.5Dand holding 2 resemblingj.2D. Decently strong option for neutral, allowing Tao to get some rewarding whiff punishes on opponents swinging from fullscreen or baiting them to whiff a move using the Drive followups. Due to its ability to be aimed to the opposite corner, you can use this move for crossups if the opponent is near-cornered. It can also be used to bait Counter Assaults from moves that do not usually allow it, such as2Bor2C. All normal drive followup options are possible. Due to needing to reach the wall, the startup of this move can vary significantly based on the distance she needs to cover, and in rare cases she might fail to reach the wall at all and just land with a 10F landing animation and return to neutral. Note that while it looks similar to the corresponding Drive moves, it counts as a separate move SMP-wise, making it one of her better combo filler/extenders. [2]8D On hit/block, has 2F recovery before transitioning to followups [2]8D~2 On hit/block, has 2F recovery before transitioning to followups" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "Crawl", + "text": "3 (Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Not really a \"move\" exactly, but Taokaka has the unique ability to move forwards while crouching, which gives her a much lower profile compared to remaining stationary. This can low profile some surprising moves such as Hazama's2Aor Bang's5Awhich can allow you to disrespect some usually safe pressure strings without having to commit to pressing any buttons. This move is treated like a normal forward walk in that Taokaka can perform any command without delay, including blocking, but obviously you still need to react in time to block incoming moves. Taokaka cannot switch to crawling if she is currently running. If you want to use Crawl fast out of a dash, you need to Barrier Brake it first. This leads to microdash Barrier Brake Crawl being an excessively hard but powerful defensive option out of blockstun, which can cover many options in a number of scenarios. When you choose to crawl is extremely matchup specific, having foreknowledge about what you can get away with is a must; for more information on attacks Taokaka can low profile with Crawl, check the resources in theStrategysection. Low profile starts on frame 1, further lowers on frame 4. Can be buffered during gapless blockstrings. No attribute invulnerability, anything it avoids is purely a matter of hitboxes." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "Cat Person's Secret Art: Hexa-Edge", + "text": "236236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll At a quick 7F startup with large hitboxes, this super makes for a strong reversal. Be careful however, as like most invincible reversals, getting this blocked or whiffing it will result in a heavy punish, which is particularly devastating with Tao's low health. Its high minimum damage also makes it great to close out rounds, especially with Tao's ability to end nearly any combo with it. Unfortunately, this move has a tendency of dropping on airborne opponents, in which case you can RC to get a full conversion if you have the meter to spare. With 100 meter, it makes for murderous combos in the corner when followed with RC>6[C]or RC>OD>6C, easily allowing Tao to hit over 6k dmg on a full resource dump. Slight Low-profile on f49-81. Can be rapid cancelled on all hits. Values in [] are during OD Minimum Damage 20%: 1008 [1328] reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "I'mma Beat The Crap Outta You!", + "text": "214214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tao pounces a huge distance, if she collides with her opponent and they are not crouching, she initiates a high damage attack. A great anti-zoning super to discourage the opponent from throwing projectiles or moves with lengthy recovery in neutral— It can also function as a reversal against such moves. However, if the opponent recovers in time, they can simply crouch to force214214Cto whiff, so Hexa-Edge is better for close-range situations. Note that the invulnerability does not last through the actives meaning moves with long active frames will beat this super. Overall, the move's unreliability due to its poor tracking restricts almost entirely its uses to punishing projectiles thrown by an opponent that is grounded or low in the air. Jumps from Tao's position to her opponent (Maximum range isn't quite fullscreen). Unblockable, but fails on crouching opponents. It can hit aerial opponents only at normal jump height. There are no normal throw range checks, meaning only the hitboxes matter otherwise. Can only rapid cancel the last hit. Values in [] are during OD Misses vs crouching opponents Minimum Damage 25%: 1000 [1200]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "Aerial Dancing Edge!!", + "text": "j.236236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This is mainly used to finish a round while sealing the opponent's burst, as it generally requires you to cut combos short while also dealing less damage than its ground counterpart, and granting no oki. It has frame 1 invul that lasts until its actives, so it be used to beat air-to-airs and even anti-airs, allowing you to be more aggressive with your approaches if you manage to make them respect this move. P2 only applies once for the entire move. Switches sides, except if Taokaka's big slash hits the opponent above her. While the first hit can be Rapid Cancelled, don't do this, the opponent will be invulnerable to everything until they recover. Values in [] are during OD Minimum Damage: 720 [1020] Maximum Slide duration 30F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "Kaka Clan Hospitality!", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. Switches sides if Taokaka's back is close to the corner. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 296 {572+46} Maximum Slide duration: 40F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "Attack Meow Pow!", + "text": "[4]128DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Somewhat wonky Astral given its input and animation. Its input is very close to Trick Edge, so it's not uncommon to accidentally get that attack instead of your Astral. With Overdrive, she can only combo into it from certain moves (j.236B,5D~Aand6C). You can also combo into it if you set up a bowling ball with good timing with6A>2C>6C. Without Overdrive the only method is to use her Taunt with something like:22C>[2]8D> Taunt > Astral, but it's a highly difficult combo. With Overdrive all previous moves, including Cat Spirit One and Slashy-Slashy work. If you want to combo and end with her Astral, you'll usually need to Overdrive. Otherwise, it's likely her Astral will whiff and you'll be punished big time. Can bait out jump in attacks, like Trick edge." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka", + "title": "Taokaka", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "Overview", + "text": "Mu-12 (stylized as μ-No.12-) is awell-rounded characterwith fast movement, high damage, powerful vortex and low risk zoning. Mu-12 has dominant neutral, able to out zone most characters with2B,5C,j.C,j.2Cand her fast movement. In addition to this, herSteins(xD) are a low risk way to create threats for the opponent, either by waiting for the stein to fire or by using her powerful stein specials. Mu-12 also has an extremely oppressive knockdown situation.Steinscan be used tomeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.the opponent while punishing allrollsand avoiding reversals, extend pressure, or enforce mixup. Combined with her high damage, Mu can three touch the vast majority of the cast. Her mixup is also fairly strong, as she has multiple ways to set up50/50A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A \"true 50/50\" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly.situations, such as blockstrings into delayed airdashj.Bvs empty low2B, or6B1Rapid Cancel2B. Steins Gunner projects a small turret to the targeted location. Steins have a long charge up before they fire, and will not fire or remain active if Mu is hit or blocks an attack. Steins are created aiming at the opponent, and very slightly track before firing. Steins can also be charged by holding down the Drive button. Charged Steins take longer to fire, but have much more powerful beams and track the opponent significantly more effectively before firing. Stiens remain on stage even after firing up to a maximum of four; if Mu tries to set a fifth Stein, it will replace the oldest one, regardless of if the stein has fired yet. Steins are also used for two of Mu's special attacks and one of her supers;Totsuka Blade,Tokotachi Blade, andBlessed Mirror. All Stein summons are cancellable into Specials,Drives, Jumps,CNormals, and6Bon whiff. Stein whiff cancels are required for all but the most basic of Mu combos, and also allow Steins to be used as a low risk neutral option. A maximum of two steins can be performed per string." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Ais useful for anti airing due to the above average hitbox and active frames. It also whiffs on most crouching characters, which can be used to bait outthrow OS. Jump Cancellable Whiffs all Crouchers, except for Hakumen and Tager.Whiffs on Kagura and Relius too unless they're in blockstun or are using barrier. Whiffs on Kagura and Relius too unless they're in blockstun or are using barrier. Can be used 3 times per string. +8 onGCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption thatboth players input during the hitstop of a prior move, so that this attack and ODR start on the same frame." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Bis almost exclusively a pressure tool. It has an awful hitbox and awful recovery, recovering only 2 frames faster than5C. The only reason this move isn't completely outclassed by6Aas a pressure tool is because5Bis -4 on GCOD, while6Ais -7. Otherwise,6Ahas better range against crouchers, doesn't consume a B chain so you can do2B6A2B, and retains basically all other properties worth considering. It also sees infrequent use in combos as a more damaging normal than2Bin situations where you don't have time to use6Aor5C. Jump Cancellable -4 onGCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption thatboth players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 5Band2Bare tied together - they can be used a combined total of 2 times per string." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Cis an amazing neutral tool, with high horizontal and vertical range for its speed. It also has very high reward near the corner by using5C6CTachiw wallsplat into a full combo plus setplay. This button also shines in making Mu's throw extremely irritating to deal with, as even if they tech the throw,5Cis in range to hit the opponent afterwards anyway. Clipping a skittish opponent jumping after a throw tech can lead to very high damage. -10 onGCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption thatboth players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.Be careful using this in pressure if they have it available. 5Cand2Care tied together - they can be used a combined total of 2 times per string." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A typical crouching jab. Good forGCODsafe stagger pressure, jab throw TRM attempts, and mashing out of pressure. Throw Cancellable Can be used 3 times per string. +6 onGCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption thatboth players input during the hitstop of a prior move, so that this attack and ODR start on the same frame." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Mu's best normal.2Bis a strong neutral tool with good range and low recovery. It's good for pressure because it's +0 on block, and good for mixup because it's an 8f low. You can even use it to cross under neutral tech! With Mu's ability to convert any hit near the corner into good damage, this normal is also her most consistent source of damage.2Bexcels at everything and it should be applied liberally. +5 onGCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption thatboth players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.Most characters do not have plus on GCOD lows. Cherish it. 5Band2Bare tied together - they can be used a combined total of 2 times per string." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A crouching Anti-Air. The reward is great, and the hitbox is Mu's biggest for targeting jump-ins, hitting behind her also, but (unlike most crouch anti-airs), Mu rises during the startup, and her hurtbox is at full standing height before the invul kicks in. This limits2C's use to being a hard-read option. The long recovery also makes it unsafe to double jump baits unlike6A. However, as a punish,2Cis unparalleled. It's more consistent than6Cdue to faster startup and lack of a dead zone, and like6Callows Mu to combo directly into chargedSword of DecimationGuardMidStartup17~39 [40]Recovery22Advantage-10 [-8](usually referred to as SOD or SOD2 when charged) on counter hit for extremely high damage. In pressure,2Cis a 1f frame trap off2B, working as a high rewardOD OSkiller. Launches on CH Jump Cancellable -17 onGCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption thatboth players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 5Cand2Care tied together - they can be used a combined total of 2 times per string." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A standing Anti-Air. A great option for reactive use, as the invul is fast and retains through all of its active frames, meaning Mu has leeway for the window to press it and win. Faster than2Ccarries much less risk, but the vertical hitbox is the lowest in the game. To offset this,6Arecovers extremely fast, so it's safe to double jump baits, and can even be pressed again on reaction. Has very long untech, and has a lengthy launch on ground CH, making it very easy to confirm for good reward. 6Aalso has use in blockstrings because it has many cancel options, while being relatively safe onGCODat -7. A blockstring you'll probably see a lot is2B>6A>2B. It integrates two lows, is +0 on block, sets up spaced6Bif they barrier and retains a decent number of cancel options to frame trap the opponent with. Launches on CH Frames 11~19, no head hurtbox Jump Cancellable Can be used 2 times per string. Mu must be careful to not be too far for the second6Ato hit the opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A very strong combo tool and Mu's primary overhead.6Bhas very long range and huge reward. It has faster than average startup compared to other characters' overheads, but the catch is that only the second hit is an overhead. Thus you'll need to space it out so that only the second hit will land, or spend meter to rapid cancel the first hit and hit them low with2B. Steins can be used to cover the startup and prevent them from disrespecting you. Absurdly unsafe if the opponent GCOD's first frame, but if they GCOD after blocking the first hit you can cancel with5Dand jump to avoid a punish. The second hit of6Bis a ground bounce, which is her primary launcher midscreen when you're close enough to combo into it. Mu retracts her feet from the floor during the forward roll of the animation, letting her dodge sweeping attacks, aka classic \"low crush\" or \"high profile\", but is not the same as having actual foot invulnerability and can still lose to foot property attacks. Similarly, she is never considered airborne during any part of the attack, so she can still be thrown out of it. Fatal Counter Startup is 22f if first hit whiffs First hit is a hard KD on air hit Frame 4~17, hurtbox doesn't touch the floor Fatal Counter Cancellable into C normals immediately on second hit, or from frame 26 (first frame of recovery) if only first hit connects Has no real invulnerability and is never airborne, but loses foot hurtbox on frame 4" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 6Cis primarily a combo tool, but sees use in neutral in specific matchups as way to heavily punish reckless projectile usage, due to being entirely disjoint and having long range. This move is used in nearly every corner combo, and some midscreen ones for corner carry. It will nearly always combo from5Cregardless of context. Some characters will need6Cto be spaced slightly less due to smaller hurtboxes interacting with its dead zone (Particularly wallsplat hurtboxes in corners). 6Ccan be used in blockstrings as a frame trap or simply to push your opponent farther away and give you more blockstun to drive cancel or special cancel into something. Can be gapless out of2Cinstead of5C. Be careful about using this, it's absurdly unsafe on whiff and is a great spot for the opponent to use GCOD orOD OSif canceled into from5Ctoo frequently. Deadzone in front of Mu. Can clash with projectiles, but loses actives when this happens. Fatal Counter.Wall bounces midscreen on counter hit. Wall bounces midscreen on counter hit. -39 onGCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption thatboth players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This move is combo or blockstring fodder. It's a jump cancellable low that's a 1f frame trap off your2Band into unchargedSODGuardMidStartup17~39 [40]Recovery22Advantage-10 [-8], so it's a vital tool for semi safely blowing upOD OS. However, it's GCOD unsafe. You can also use this to call out people fuzzy jumping out of your spaced6B. It doesn't lead to much midscreen without rapid or overdrive cancel, however in the corner you can extend with SOD for a full combo. As a punish, it's actually pretty decent. Counter hit3Clets you combo into SOD2 immediately, so it does fairly reasonably damage, but it's outclassed by2C> SOD2 as a starter. Use that instead. Doesn't have many uses in neutral, but is good for punishing moves that are vulnerable only to lows (Tager's Voltec ChargeGuardStartupRecovery39~113Advantage,Tager's SledgeGuardAllStartup35~55Recovery20Advantage-7,Litchi's IttsuuGuardMidStartup19~54Recovery40(Total: 52~87 {54})Advantage-2), because on counterhit you get a full combo. However, dash2Bmostly outclasses it as a lower risk, lower reward option to do the same thing. Jump Cancellable Hard knockdown on ground Counter Hit. -14 onGCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption thatboth players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. Can be used 3 times per string." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll It's an air jab. You use it as a low risk rising anti air and for setting up airthrowTRMA state in which it is not possible to tech throws. It lasts for a few frames after a throw tech attempt.. In Mu's case, it's also useful as a reverse beat offj.Bto make it more plus. Jump Cancellable" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An important button for Mu's pressure. This is your primary jump-in option, as it doesn't have landing recovery, can reverse beat intoj.Ato be more plus, hits below you, and can hit crossup. It's also used to hit people overhead in delayed airdash mixup due to being able to hit every character in the game crouching at the right height, while being significantly faster thanj.2C. You can also whiff it rising to auto time the delayed airdash on almost all characters, with the exceptions of Celica, Kokonoe, Naoto and Jin. A risky option to use as an air-to-air due to its lengthy recovery. Jump Cancellable" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.Cis an amazing, disjoint air to air and decent air to ground when spaced. It has extremely good reward on counter hit, but it doesn't hit below Mu very well, and has landing recovery so it's vulnerable to low profile attacks. Instant air backdashj.Cis a relatively safe option at round start or after using a drive, with the majority of the cast having no reliable means of punishing her for it. Landing recovery applies once the move reaches frame 5" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.2Cis best used as an air-to-air move as it hits high above Mu and leads to good damage on counter hit. It also sees use as a slower, but much larger jump-in thanj.B. Also commonly used after air stalling with a drive, as you cannot whiff cancel drives intoj.B. Hard knockdown on air Counter Hit Landing recovery applies once move reaches frame 4" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "Ground Summon Stein", + "text": "5Dor2Dor6Dor4D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Mu sets a stein in one of four positions, which tracks the opponent and then fires a half-screen projectile. In setplay and combos, steins are extremely strong and allow Mu to reset pressure, force mixup situations or get much higher damage. In neutral, steins are a low risk way to take advantage of respect and also provide fuel for her very powerful stein specials,214D,236Dand632146D. In pressure, steins are a safe way to disengage via whiff canceling into jump. Overdrive steins are a different beast entirely. They retain the whiff cancel windows of uncharged steins with the projectile properties of charged steins, fire twice as fast, and will fire even after block or hit as long as Mu isn't in hitstun or blockstun when the stein attempts to fire. These properties combined make overdrive steins a menace in neutral and can lock the opponent down from across the screen long enough for Mu to approach and mix them up. Raw overdrive in neutral lasts at least 4 seconds, and is strong enough to be worth considering. Steins can be whiff canceled on the following frames for each input:4D=14F,5D=15f,6D=16F,2D=18F. Can be whiff canceled into:Drives,Cnormals,6B, specials, supers and jump. Any version can cancel into any other (including charged versions), but not into the same version. A maximum of two steins can be placed per chain. A maximum of four steins can be placed at once, with any stein over that number replacing the oldest stein regardless of if it has fired yet or not. Will not fire if Mu blocks or is hit.Except in OD where they will still fire if Mu leaves hitstun or blockstun beforehand. Except in OD where they will still fire if Mu leaves hitstun or blockstun beforehand. Holding the same direction when cancelling a stein into a second stein will always give you5DInputting3Dwill give you2DInputting1Dwill give you4D Inputting3Dwill give you2D Inputting1Dwill give you4D 5D Steins can be whiff canceled on the following frames for each input: 4D=14F, 5D=15f, 6D=16F, 2D=18F Bonus Proration 110% 5D OD Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "Charged Ground Summon Stein", + "text": "5[D]or2/3[D]or6[D]or4/1[D] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Same as above, except for the following differences: The stein takes longer to fire, but now shoots a higher damage, fullscreen laser. Charged steins can be whiff canceled on the following frames for each input:4[D]=27F,5[D]=29f,6[D]=31F,2[D]=35F. The longer startup also results in the stein adjusting its aim for a longer period. This charged laser is what all steins placed in OD will fire without any of the penalties/differences mentioned above. Uncharged stiens can be cancelled into charged ones and vice versa. Charged steins are significantly less safe to just throw out due to a much later whiff cancel window, and mostly serve as setplay tools. However, an uncontested string of charged steins in neutral can make it very annoying for an opponent to approach you, as each charged stein can somewhat cover the placement of another. They also have uses in specific matchups, such as versus Arakune or Izanami. Arakune has very poor mobility, and struggles to deal with a fortress of charged steins. Izanami can't block while using her drive, so a charged stein in neutral can force her to attempt to approach, throw out bits to force you to block at positions that don't lead to anything for her or use ribcage. Charged steins can be whiff canceled on the following frames for each input: 4[D]=27F, 5[D]=29f, 6[D]=31F, 2[D]=35F Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "Air Summon Stein", + "text": "j.Dorj.2/3Dorj.6Dorj.4/8D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Air steins are the slightly more situational alternative to ground steins. Like ground steins these can be canceled into all of the same things including jump so long as you had not spent your air action already. Particular uses for these that can't be done by ground steins include using its ability to stop air momentum to bait anti-airs and whiff punish withj.2Cand in combos for both the momentum and to squeeze in an extraj.2Cthough canceling aj.2Cinto an air stein and back. Air steins can be whiff canceled on frame 21. Inputtingj.3Dwill givej.2D Inputtingj.8Dwill givej.4D j.D Air steins can be whiff canceled on frame 21 Bonus Proration 110% j.D OD Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "Charged Air Summon Stein", + "text": "j.[D]orj.2[D]orj.6[D]orj.4[D] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Same as air steins, but with all of the tradeoffs and differences mentioned in the charged ground stein section. Charged air steins can be whiff canceled on frame 41. Charged air steins can be whiff canceled on frame 41 Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "Ground Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Midscreen, Mu's throw is a relevant mixup tool that leads to average damage, strong corner carry and setplay using microdash6Aor2Croutes. In the corner, this throw leads to absurd damage as you can immediately cancel into SOD2 and follow up with her high damage2C>5D>2C>5Dcorner juggle for nearly 3.8k damage with no loss of setplay. The animation and launch angle is 100% identical on back throw, just in the opposite direction; the only notable difference is that4B+C> SOD2 can whiff if you're too close to the corner. This can be avoided by slightly delaying the SOD2. Functions the same as every other throw. Special and Drive cancellable Counter hit recovery Kara throw:2C~B Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Airthrows are great aggressive anti airs for every character, and Mu is no exception. Sideswaps, but is otherwise mostly the same as her grounded back throw. The same midscreen followups work. Corner combos are significantly different, mostly because this throws them out of the corner. If you throw them out of the corner, microdash5C>2C>tachiGuardAllStartup31Recovery16 (7)Advantage+2will side swap and allow you to retain corner. If you throw them into the corner, the corner combo starts with6C> SOD2 rather than simply SOD2, for almost the same damage as grounded throw. Functions the same as every other throw. Switches sides Counter hit recovery Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Mu'sCounter Assaultis unreliable due to being both short ranged and vulnerable to low profiles. Don't disregard it entirely, but be careful where you use it. Costs 50% Heat 180F Heat Gauge Cooldown Counter hit recovery" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Thanks to steins giving her the ability to confirm it, Mu is able to get better overall reward off of her uncharged crush trigger than most of the cast and doesn't need the corner to do so. Also, the attack itself works similarly to a projectile in that Mu's hurtbox doesn't extend much. Mu gets about 3.7k to 4k off uncharged CT in the corner with a stein to confirm it. Doesn't really see much use in combos. Uncharged can combo off3C, but if you're close enough to use3C> CT you were probably close enough to do2B>6A/5C>6Binstead. Charged CT doesn't see much use either, as overdrive double super is a much more rewarding use of meter. Launches the opponent on air hit. 5A+B Crumple Duration 50F, Crumple Fall 63F 5[A+B] Crumple Duration 50F, Crumple Fall 63F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "Backdash", + "text": "44 H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "Totsuka Blade", + "text": "236D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 236Dis a powerful setplay tool with niche use in neutral. Mu fires a laser at the stein marked #1, which then bounces to stein #2 etc... and eventually the opponent when all steins have been passed through. This can result in an absurd amount of blockstun - With the opponent between two steins, Mu can trivially reset pressure or use her standing overhead. With four steins, Mu has enough time to jump and force a50/50A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A \"true 50/50\" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly.via delayed airdashj.B>j.2Cvs empty jump2B. Mu can set up four steins on top of the opponent with herCorner Middle C route. In neutral, this move is significantly less oppressive, but can still be an effective way to punish respect from the opponent with the correct stein placements.4D>2D>236Dis plus enough to start pressure, and can be difficult to contest due to236Dremaining if Mu is hit. Despite remaining on hit, Mu players should be careful using this, as the recovery is extremely high and the tracking can sometimes leave something to be desired - It is possible for the opponent to avoid the last laser, or punish with an option that is invulnerable during the animation, such as throws or some supers. This move has no utility in combos. Each bounce scales individually, so outside of the occasional combo starter when someone disrespects Mu's setplay, this is not something that sees use.214Dis also significantly more effective in combos, and both consume your steins. If more steins are placed while active it will bounce off of them as well. The cutoff point for this is roughly just before it reaches the last stein. The laser is considered a new projectile every time it bounces, meaning it can hit once for every bounce. Each stein disappears shortly after reflecting the laser. Stays active even if Mu is hit or has to block. Prevents newly placed steins from firing their own shot. If no steins are set, this move animates as normal but nothing is fired. Counter hit recovery 236D Each bounce from the laser is considered a different attack for proration purposes Not affected by same move rate j.236D Each bounce from the laser is considered a different attack for proration purposes Not affected by same move rate" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "Tokotachi Blade", + "text": "214D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches all currently placed steins in the direction they're currently facing (not necessarily towards the opponent). After hitting the opponent or flying offscreen, they vanish. InODA universal install that freeze the timer and makes combo unburstable. Each character gets unique perks during their overdrives., the steins will explode on impact, resulting in more hitstun, blockstun and damage. Very powerful in neutral.214Dis extremely plus on hit or block, and can lead to full combos or pressure from fullscreen with multiple staggered stein placements. When used in the air,j.214Dcan be tricky to punish, as steins can hit the opponent and give you advantage while you retain air actions after the move ends. Also sees use in combos. Generally, combos will stabilize into214Dthen perform a string of steins, normals and specials for setplay. Does nothing if used without steins present, but Mu's animation still plays (Don't do this) Disappears if Mu gets hit, but stays on block. Counter hit recovery. Steins used by this move won't fire lasers if they haven't already and cannot be targeted byTotsuka BladeGuardAllStartup26RecoveryTotal: 72 [Total 54]AdvantageorBlessed MirrorGuardAllStartup5+(90 Flash)+33RecoveryTotal: 52Advantage. Remains active if it hits adollRelius Clover and Carl Clover's puppets. 214D Values in [] are during OD Crumple Duration 27F, Crumple Fall 60F j.214D Values in [] are during OD Crumple Duration 27F, Crumple Fall 60F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "Arrows of Heaven", + "text": "236A(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 236Ais a situational neutral tool to bait your opponent into jumping, or to occupy space to buy time for steins to fire. Awful in pressure due to long recovery, low blockstun and low hitstun, and absolutely no use in combos as it is very hard continue your combo if used and doesn't reward the effort anyway. Has some use in setplay as a meaty, but this is mostly a knowledge check as the opponent can let it blue beat or roll into it, then air tech out. j.236Ais largely the same, but arcs downwards and also stalls air momentum. It can be a bit more useful in neutral when done low to the ground, as it can occupy an awkward height where they can't run under but it can also hit jumps. Floating high in the air to waste time for your charged steins to fire is also a good use ofj.236A. Counter hit recovery Projectile is active for 10f before it starts to move Projectile then travels in a straight line for 22f before it starts to accelerate vertically" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "Origins", + "text": "623C(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 623Cis Mu's primary reversal move. It has short horizontal and vertical range, but is still amazing to get opponents off Mu during pressure. The hitbox also surrounds Mu, so it can't be crossed up, and has an above average amount of invulnerability and active frames. Has use in combos as one of Mu's highest damage routes by using steins to combo afterj.623C. The only downside is thatj.623Ccorner routes are distance dependent, and require Mu to be relatively close to the opponent for the combo to work. Leads to absurd reward if performed, however - 4.2k damage off2Bor nearly 5.0k off5C. Cancelling steins into the air and ground versions of this move can make your zoning game very difficult for your opponents to deal with. The air version can also be used as a crossup when combined with an instant air dash, but this is very risky and requires meter or a setup to combo afterwards. While Mu can potentially pick up a combo off this move as a starter using stiens or certain setups, it does scale badly and only a short combo is possible, so if this happens it's best to convert into good oki rather than trying to maximise damage. Counter hit recovery, like most invulnerable moves Ground version wall bounces in the corner Air version wallsticks in the corner 623C On Guard Point, hitstop for Mu is 0F. Opponent hitstop unchanged reversal Maximum Slide duration 20F j.623C On Guard Point, hitstop for Mu is 0F. Opponent hitstop unchanged Maximum Slide duration 20F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "Sword of Infinity", + "text": "63214B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Frequently referred to as 'Tachi' rather than63214B. Advancing crossup attack that launches on hit. Mostly used in combos and for whiffing after a midscreen6Cfor extra corner carry. The distance travelled in combination with the short recovery also make this a surprisingly good mobility tool to evade the opponent or escape the corner. Can also be used in a setup midscreen to make it effectively unreactable. You set a stein that fires as you cross them up with Tachi, then Tachi hits them and leads to a combo. In corner setplay it can be used to vacuum the opponent out of the corner. Launches extremely high on counter hit. Goes extremely far when microdashed. Recovery is slightly deceptive. Has 5f regular landing recovery which can be canceled with buttons, run or block.If this recovery is canceled out of Mu is +2, otherwise she's -3. You can also cancel with run then perform an action that you wouldn't be able to cancel into such as backdash or jump. If this recovery is canceled out of Mu is +2, otherwise she's -3. You can also cancel with run then perform an action that you wouldn't be able to cancel into such as backdash or jump. Recovery in () is on whiff Airborne from frame 3, recovery until landing" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "Sword of Decimation", + "text": "63214C(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Uncharged (SOD): In pressure SOD primarily serves as last ditch frame trap, as it starts up 1f faster than6C, which enables it to blow upOD OSin pressure due to being a 1f frame trap off5Cand3C. Despite having punishable frame advantage the pushback can generally make it safe if done at the end of a string. In combos it ground slides making it great for extending combos near/in the corner. SOD is also a standard ender in many combos due to the hard knockdown and ability to cancel into steins - SODwWhiffenders can catch non neutral tech options while the steins make you plus, resulting in very oppressive knockdown situations. It also can sometimes serve as a neutral poke, despite the slow speed. It has a very high vertical hitbox, long actives and leads to full combos on counter hit, while having the same recovery as her other main grounded neutral poke,5C. Charged (SOD2): Purely a combo tool. SOD2 does extreme damage combined with lessprorationA method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount.than SOD, resulting in hilarious damage when done early. It should go without saying using it for much else is a bad idea as its both extremely slow and still minus on block. It can see some use as a way to keep opponents honest if they overdrive during the startup, as you can hold to retract your hurtbox or release partially charged to meaty the end of the OD animation. It should also be noted that SOD2 is automatic upon reaching the required number of frames. You do not need to manually release for faster startup as you do charged crush trigger and trying to do so only makes a slower accidental uncharged SOD a possibility, so just keep holdingCuntil after she swings. Can cancel the recovery into a stein on hit only. Fatal CounterWall bounces on counter hit. Wall bounces on counter hit. Frequently referred to as 'SOD' for the uncharged version and 'SOD2' for the charged version. -19~-42 onGCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption thatboth players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. Hold for 34F minimum for fully charged version. Stein Cancel activates after the first 9F of recovery (bufferable). Values in [] are for max charge Fatal Counter Maximum Slide duration 10F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "Wisdom of the Divines", + "text": "632146C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Situational reversal with more horizontal range than623C. Combo ender when going for the kill. Has below average minimum damage normally, but absurd minimum damage with OD. Second super in Mu's double super combos, which can be done trivially at the end of any corner BnB to add up to 1456 minimum damage, or 2468 in OD. 180F Heat Gauge Cooldown 20% minimum damage (Normal: 880 Overdrive: 1480) Hitbox starts off very close to Mu and grows every two active frames until it reaches full size. Usually called 'Omo' rather than632146C. Counter hit recovery, like most invulnerable moves Values in [] are during OD Rapid cancel only available on block Minimum Damage 20%: 880 [1480] reversal Crumple Duration 500F, Crumple Fall 53F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "Blessed Mirror", + "text": "632146D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An amazing super for neutral due to throwing out a large number of tracking projectiles that stay on hit or block, and can frequently leave Mu plus enough to start pressure. Also useful for combos as a way to add more damage in Mu's double super routes. Zero invulnerability however, so don't try to use this as a reversal. Fires one laser at each available stein and one laser directly at the opponent. Each laser aimed at a stein will then be bounced from that stein towards your opponent, leading to a maximum of 9 hits overall. There is a short delay between each laser fired, with the first one being fired at Stein #1, then each other stein in order, then finally the opponent. The final shot at the opponent always occurs at the same point in the move, no matter how many steins were used. In overdrive, an extra laser is fired directly at the opponent at the same time the move would normally fire one at a stein. This can add up to 4 more hits overall. Projectiles stay on hit or block. 180F Heat Gauge Cooldown Each laser has 10% minimum damage (64, 76 in OD) Does 576/988 minimum damage with every possible hit. Usually called 'Yata' or 'YnK' rather than632146D. Counter hit recovery All steins disappear after being used. 632146D Values in [] are during OD Startup listed is for the final, guaranteed laser Shoots 1 [2] laser for each Stein deployed plus one final laser Startup for these lasers are 5+(90 Flash)+9, 5+(90 Flash)+15, 5+(90 Flash)+21, 5+(90 Flash)+27 Minimum Damage 10%: 64 [76] j.632146D Values in [] are during OD Startup listed is for the final, guaranteed laser Shoots 1 [2] laser for each Stein deployed plus one final laser Startup for these lasers are 5+(49 Flash)+18, 5+(49 Flash)+24, 5+(49 Flash)+30, 5+(49 Flash)+36 Minimum Damage 10%: 64 [76] 632146D Extra Laser Values in [] are during OD These lasers can hit twice: once before reaching Stein, and again after reflect [Damage while traveling to Steins is 640, becomes 760 after reflect] Minimum Damage 10%: 64 [76]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "Pillar of Light", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Universal reversal with significantly more horizontal range than623C. Leaves most characters close enough to get hit by2Bshould they attempt to delay tech or forward roll. Not really useful for damage as Mu has much better tools for that and using this ends her very useful OD immediately, but as EAs have minimum damage it has a niche use when going for kills in the absence of meter. Behaves the same as every other Exceed Accel. 303/636 Minimum damage. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 303 {585+51} onODR" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "Sword of the Godslayer", + "text": "222DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A very practical astral that's also blessed with an easy input. Any hit with or into6A,6Bor aCnormal will work and many standard Mu routes have parts you can swap out for this. Costs 100% Heat 180F Heat Gauge Cooldown Combos Directly From... 6A 6B(either hit) All groundCnormals (6Cwith corner or counter hit only) Ground throws Tachi SOD2 in the corner ...And a lot more!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12", + "title": "Mu-12", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "Overview", + "text": "Mai is a strongbeginner friendly characterwith many neutral tools to keep opponents at bay or rush in and start pressure. She has many tools for the midrange and fullscreen withbig normals, her command dash, and her flip. Mai's command dash and flip give her amazing mobility that she can use in many situations, as well as access lunge and dive followups from her command dash and command flip, respectively. Her lunge followups specifically have a uniquetippermechanic where they guard crush on block if the tip of the spear connects on the last active frame, forcing the opponent to use Barrier or else risk a combo. Mai also has a completely unique input system, Variable Arts. Instead of gatlings, she has specific followups for attack sequences. This helps newer players adjust to the game's mechanics, as they can input attacks in any order and still get results. Mai's Overdrive gives a series of buffs to her drives and special moves: Shortens the spear charge time to become unblockable. If the spear redirect is blocked or hits the opponent, it will redirect again after passing through. Followups from Moon Blossom automatically become the fully charged versions. All Juncture followups gain more hits (Except tipper hits). Both Distortion Drives have increased damage. Mai (mostly) doesn't have traditional gatlings between normal moves like the rest of the cast. Instead, her ground normal attacks all have different followups depending on the buttons used. These followups come out even on whiff and are generally very powerful for their speed and reach. In exchange however, she does not have the ability to simply do whatever normal move she wants while at neutral, most of her normal moves can only be accessed by doing other moves beforehand, limiting their use and making certain mixups predictable against knowledgeable opponents. Mai still has Drive and Special cancels on most of her moves, and this forms a large part of her options. In notation, whiffs are written as lower case letters. For example5xCdescribes \"5A/B/Cwhiff cancel into5xC\". Variable Arts only applies to grounded normals, with the vast majority occurring on standing normals. While this may seem complex at first, it becomes more easy to understand once it is broken down: 5A 5B 5C All of the above can cancel into any of the below. (5Ccan only cancel into5xC) 5xA 5xB* 5xC *Hold B to prolong stanceEach of the above moves has their own set of moves to cancel into: 5xAA 5xB/C(Up to 4 attacks possible) 5xBA/C* 5xB6A/C 5xB8A/C *Returns to stance afterwards.All moves may be performed withAorC, this does not change any move properties 5xCA 5xCB 5xCC 2A 2B 2Acan be cancelled into2Bon hit or block.Either move whiff cancels into: 2xC Note:2Cis a standalone move that cannot be cancelled into any other normal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Average jab that hits crouching.5Acan be buffered into Variable Arts followups even during startup, so it can be used to go straight into moves with longer range like5xC. Lv1 Button with Lv2 hitstun, meaning it has more hitstun than usual jabs Pressing4Acancels back into this move instead of5xAif you just want to mash jab. Can cancel into itself for a total of 3 hits in this way. On whiff, cancellable into followups frames 7-15, cancellable into 5A frames 9-15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A solid close-range poke. Moves Mai forward slightly so it can be used to regain space after resetting pressure. Unlike5C, Mai can threaten stance mixups after5B, which can open up her pressure options. Despite appearances, this move does not raise Mai's hurtboxes off of the ground, so it cannot be used as a low crush. On whiff, cancellable into followups on frames 13-16" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This button is one of Mai's best starters for her really damaging combos. It has got a decent speed and good range for poking as well. However it has limited options afterwards due to it being unable to cancel into5xAor5xB, meaning you lose access to any low attacks without returning to neutral first. Fatal Counter Doesnotcancel into5xAor5xB. Fatal Counter Forces crouch on hit On whiff, cancellable into followup on frames 18-25" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "5xA", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll On whiff, cancellable into followups on frames 14-17" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "5xAFollowups", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Combo filler. Combos into 236~Cat close range, but at far range only combos into236B. Can combo into Crush Trigger on standing targets as a small combo extension. If a crouching opponent is hit with5xaAinto spin state, they will spin longer allowing for a link into 236 >2A. A stance where Mai can fire a projectile up to four times. B fires a high, slower projectile, C fires a low, faster projectile. The first swing of the spear also has a strike hitbox, allowing this move to be used in combos. The initial strike, and each odd-numbered shot is the same speed for both theBandCversions, but on even-numbered shots theCversion is 1 frame faster overall. Cancellable into specials shortly after firing, regardless of whether the projectile connects or not, allowing Mai to easily flip to safety if it misses or approach behind it if used at a distance. B version whiffs on crouching opponents. C version is a low 5xAA Fatal Counter Maximum Slide duration 10F 5xAB Strike Only attacks the first time this move is used in a string Bonus Proration 110% Cancellable into specials/supers/CT/EA from frame 23 Cancellable into followup shot on frame 24 only 5xABB Cancellable into specials/supers/CT/EA from frame 26/25 (B/C) Cancellable into 5xAB/C on frame 27/26 (B/C) only" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "5xB", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Combo/blockstring filler. Used after5Aor5Bto confirm into a juggle or to add blockstun before the following stance moves before. If[B]is held, goes into the stance described below to continue the variable arts chain. The Feint version is used to skip the kick and go into the stance much more quickly, allowing Mai to activate its guardpoint and followup moves much earlier. You can hold[B]to go into stance following the recovery of the previous move, or4[B]on startup to go directly into the stance without attacking. Any backwards direction can be held to do this, allowing you to hold7[B]if you want to use the overhead follow up, or4[B]/1[B]to access the low. Because there is no blockstun if you enter the stance this way, the followups will be visually faster, leading to a slightly trickier (but more mashable) mixup that works especially well against opponents attempting to fuzzy block the followups. Though the mental shortcut is tempting, this move technically doesn't cancel into the stance followups directly, since are only usable 4f into the stance. This means that, to use the stance followups, youmustholdBand then ensure that the followup input goes through 4f after the kick connects. Keep this in mind as it will help you avoid otherwise unexplained execution errors. Mai's mixup/combo stance. Has body guard point while held, and is cancellable into a foot and throw invulnerable overhead, a safe low or a risky but more rewarding mid, meaning Mai has several ways to combat opponents attempting to disrespect the stance. 5xB On hit/block, cancels into 5x[B] stance immediately if button is held On whiff, hold button to cancel into 5x[B] stance on frame 17 If holding back + button on startup, cancels into 5x[B] stance on frame 10 instead of performing attack On CH Crumple Duration 54F, Crumple Fall 78F 5x[B] Can cancel into attacks from frame 4 Stance can be held for 180F Recovery is after button release/maximum stance duration Minimum stance duration 7F (Minimum total frames: 3 startup + 7 stance + 8 recovery = 18F) When re-entering stance from 5x[B]A, has different (extended) startup animation, guard point/cancellable from frame 9 On Guard Point, hitstop for Mai is 4F. Opponent hitstop is 14F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "5x[B]Stance Moves", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll For each move from the stanceAorCmay be used to perform them. The button used does not change any of the move's properties so pick whatever's comfortable for you (Remembering that you're holdingB), in combo notation theAinput is always used for simplicity. Mai's low from stance. Links into2Aon hit at close range. If you're still holdingBafterwards, it will revert back into the stance. Crumple stuns on grounded hit. Slams downwards for a hard knockdown on air hit. Mai's mid from stance that blows the opponent horizontally on hit. A powerful frametrap starter due to its excellent scaling and fatal counter properties, though it is punishable on block. Used in corner5XB6Aloops to deal large amounts of damage. Midscreen, combos into236A, and optimally236A!for additional combo routes. Useful for loops and occasional frame traps. 5x[B] A Bonus Proration 110% If B is held, cancels back into 5x[B] stance on frame 21 Crumple Duration 24F, Crumple Fall 57F 5x[B] 6A Fatal Counter Maximum Slide duration 10F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "5xC", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll On whiff, cancellable into followups on frames 14-18" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "5xCFollowups", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Combos from5xCon crouching or air, but not standing. On ground hit, has limited combo options outside of236B, but on air hit can link into (236 >)5Afor a juggle. Leaves only a 5 frame gap after5xCfor the opponent to counter this, so usually safe if it is not IB'd in jab range. Mix this up with5xCBso they're less likely to counter your offense. Mai's other5xCoverhead. Slightly slower than5xCA, so it can be stuffed more easily but with much higher reward on hit and block due to its extremely fast recovery. Links on hit for a normal starter combo,2Cis optimal. On block, it can link seamlessly back to5Aif you're close enough to continue your blockstring, or other moves to frametrap mashing. Since Mai leaps into the air before performing this attack, it can be used to evade poorly timed low and mid pokes, though the move does not have any invulnability. Mai's signature mash normal. Can be timed to form a frame trap for players hoping to counter the other two moves. On hit5xC[C]can be used to set up the perfect range for a236A!tipper hit or just be mashed for damage later in the combo. Earliest cancel is on hit 3. Deals chip damage on block, and can be used to quickly deplete the opponent's barrier gauge when combined with herCrush Trigger. Holding[C]increases the maximum number of hits to 12. MashingCincreases the maximum number of hits to 24. After hit 12,5xCCcan no longer be special cancelled and will launch the opponent following hit 16. Does chip damage on block. 5xCA Forces crouching on hit 5xCB Forces crouching on hit 5xCC Press C to do 6 more hits. Max 24 hits Chip Damage 5%: 11×6~24 (66~284)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A low2Awith great range considering its speed. Chains into5A, and can be used to pick opponents off the ground. Has enough hitstun to combo2A>5aAat ranges2A>5Adoes not connect. This move also has a small vertical hurtbox and can low profile many attacks. Lv1 Button with Lv2 hitstun, meaning it has more hitstun than usual 2As Longer range than5A Chains into5A,2Band2xC On whiff, cancellable into 2xC on frames 8-12" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A midrange sweep. Naturally combos into2xCfor aJuncturefollowup or 236 >236D. Untechable on CH, allowing for2Binto5C. Chains into2xC. On whiff, cancellable into 2xC on frames 13-18" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "2xC", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A standardj.A. Use it to jail or air to air opponents when you think they'll bait2C. Lv1 Button with Lv2 hitstun, meaning it has more hitstun than usual j.As." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.Bhas a rather long recovery on whiff, but it's good a solid hitbox for crossups. Not always the best for air to airs, but decent for jump-ins. Reverse beats intoj.A. Good crossup hitbox. Only does 1 hit Last set of active frames hits crossup" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hits in front, below, and behind. Hard knockdown on CH, allows for pickups with either5CC5Aor2A5ACAinto extended combos." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "Exseal", + "text": "2D/5D/8D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Mai throws her spear. Can change the trajectory as long asDis held. Most of Mai's grounded normals can be drive cancelled so it's important to remember it as an option during pressure and some combos. The hitstun inflicted by Exseal is also insanely high on hit, causing a launching tumble that can often be picked up to continue the combo. Charging fully makes the attack unblockable. The time spent charging is reduced by almost half in Overdrive. The air version is functionally the same, though its angles are different. Changing the trajectory at any time resets how long it takes to fully charge. 5D Cancellable into D~D from 4th active frame onwards 5[D] Cancellable into D~D from 4th active frame onwards j.D j.2D also has Down 23 Cancellable into D~D from 4th active frame onwards j.[D] j.2[D] also has Down 23 Cancellable into D~D from 4th active frame onwards" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "Direction Change", + "text": "Dafter any Drive (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Loses unblockable property of charged drive upon usage of direction change. Redirects for another attack on hit and on block during Overdrive. Spear disappears if Mai is hit. D~D Values in [] are when used after max charge xD Startup overlaps active frames of xD, gap between D > D hits can be less than startup (min. 1) Special cancellable from frame 11 Frame advantage is worst possible Considered same move as xD (first hit), and only applies proration once for all hits D~D OD Values in [] are when used after max charge xD Startup overlaps active frames of xD, gap between D > D hits can be less than startup (min. 1) Special cancellable from frame 11, projectile disappears and second hit does not occur if special cancelled before it connects Gap in actives includes 2 hitstop on projectile of first hit (technically 4) Frame advantage is worst possible, time for second hit to connect is variable due to redirect angle Considered same move as xD (first hit), and only applies proration once for all hits j.D~D Values in [] are when used after max charge j.D Startup overlaps active frames of xD, gap between D > D hits can be less than startup (min. 1) Special cancellable from frame 11 Considered same move as j.D (first hit), and only applies proration once for all hits j.D~D OD Values in [] are when used after max charge j.D Startup overlaps active frames of xD, gap between D > D hits can be less than startup (min. 1) Special cancellable from frame 11, projectile disappears and second hit does not occur if special cancelled before it connects Gap in actives includes 2 hitstop on projectile of first hit (technically 4) Considered same move as j.D (first hit), and only applies proration once for all hits" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "Ground Throw", + "text": "5B+C4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Simple throw that deposits the opponent right in front of you for an easy combo followup with 236 or 214. Forward and back versions are identical except for the side the opponent lands on. Knocks down. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Wallbounces midscreen and wallsplats in the corner Cancels into j.214 Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A great Crush Trigger that has long range and moves Mai forward slightly to stay in against barrier guard. A good mixup option for 25 meter to compliment Mai's strike-throw. Launches on air hit. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "Juncture", + "text": "236 H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cancelling into followups in the first 3 frames will give them a 10% base damage increase and count separately for Same Move Proration. Followups start at frame 7.Frame data for followups assume they've gone through 236's startup already Frame data for followups assume they've gone through 236's startup already Hold 4 or 2 to prevent accidentalA/B/Cfollowups if you wish to use normal moves instead. Can cancel into normals at frame 21 Command dash that can cancel into thrust followups or additional 236/214 movements. Note that while you can frametrap with the thrusts, the command dash itself is NOT safe as a pressure reset and you can easily be mashed out while trying. The exception to this is during Overdrive, where cancelling the followup attack(s) of Drives into 236 is extremely positive. The follow up attack has two parts which both can be cancelled, but cancelling the first part early will cause the second part to disappear. Its followup \"Himeyuri\" attacks have a tipper effect on their last active frame. These have an extended hitbox, better proration and extra effects. Tipper hits are notated as 236X! Tipper air hit causes opponent to be pulled in slightly, allowing for followup combos midscreen. Tipper hit guard crushes on block unless it is Barrier blocked. Can cancel into Himeyuri, 236 or 214 from frame 7 Can cancel into normals/throw from frame 21 Can cancel into 236D/214D at any point" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "Himeyuri", + "text": "236~A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The last frame of the active frames has an extended \"tipper\" hitbox. This hitbox has unique properties (Tipper-only values are written in [] in the above table):Tipper air hit causes opponent to be pulled in slightly, allowing for followup combos midscreen.Tipper hit guard crushes on block unless it is Barrier blocked.Combos that require a tipper hit use an exclaimation mark after the move input. I.e. \"236A!\"Tipper hits count separately for Same Move Proration. Tipper air hit causes opponent to be pulled in slightly, allowing for followup combos midscreen. Tipper hit guard crushes on block unless it is Barrier blocked. Combos that require a tipper hit use an exclaimation mark after the move input. I.e. \"236A!\" Tipper hits count separately for Same Move Proration. Overdrive adds an extra hit during the main part of the move, while tipper hits are still possible as normal in OD, multi-hits and tipper hits cannot happen on the same move. Floats on air hit Fast thrust followup from 236 command dash. Short enough range to space a tipper off certain blockstrings but short guard crush time requires RC for followup. 236A Hit on the last active frame to get Tip version Values in [] are for Tip version [On CH Crumple Duration 58F, Crumple Fall 81F] If input on first possible frame of 236, then instead performs EX version with 10% increased base damage (considered a separate move for SMP) 236A OD Hit on the last active frame to get Tip version Values in [] are for Tip version First hit that connects deals 1000 damage, remaining hits deal 250 If input on first possible frame of 236, then instead performs EX version with 10% increased base damage (considered a separate move for SMP) Crumple Duration 29F, Crumple Fall 62F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "Himeyuri: Blaze", + "text": "236~B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Knocks down on hit (emergency techable on air hit) Can shorten the distance travelled by holding 4 early into startup Staggers grounded opponents and wallbounces airborne opponents in Overdrive. Like theAversion, the final active frame has improved properties and a hitbox that only covers the very tip of the spear, but is slightly extended.Tipper hits are disable if the move has connected too early (Even for the multi-hit Overdrive version)Combos that require a tipper hit use an exclaimation mark after the move input. I.e. \"236B!\"Tipper hit is a hard knockdownTipper hits count separately for Same Move Proration.Tipper OD air hit grants both a wall bounce and a hard knockdown, but a stagger hit on a grounded hit. Tipper hits are disable if the move has connected too early (Even for the multi-hit Overdrive version) Combos that require a tipper hit use an exclaimation mark after the move input. I.e. \"236B!\" Tipper hit is a hard knockdown Tipper hits count separately for Same Move Proration. Tipper OD air hit grants both a wall bounce and a hard knockdown, but a stagger hit on a grounded hit. Staggers grounded opponents and wallbounces airborne opponents in Overdrive. Overdrive adds three extra hits during the main part of the move and makes it stagger on grounded hit. While tipper hits are still possible as normal in OD, multi-hits and tipper hits cannot happen on the same move. 236B Hit on the last active frame to get Tip version Values in [] are for Tip version If input on first possible frame of 236, then instead performs EX version with 10% increased base damage (considered a separate move for SMP) 236B OD Hit on the last active frame to get Tip version Values in [] are for Tip version First hit that connects deals 1250 damage, remaining hits deal 125 If input on first possible frame of 236, then instead performs EX version with 10% increased base damage (considered a separate move for SMP) Crumple Duration 31F, Crumple Fall 64F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "Himeyuri: Dipper", + "text": "236~C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Upwards thrust that carries the opponent with it on hit. Can be followed up with 214 moves (including charged version, sometimes even on non-tipper hits) for knockdown and corner carry. Not a fully invincible reversal due to 236 leaving you vulnerable for multiple frames Cancels into 214 on hit. Launches opponent on hit. 236C Hit on the last active frame to get Tip version Values in [] are for Tip version Can cancel into 214 from frame 17 If input on first possible frame of 236, then instead performs EX version with 10% increased base damage (considered a separate move for SMP) 236C OD Hit on the last active frame to get Tip version Values in [] are for Tip version Can cancel into 214 from frame 17 First hit that connects deals 1300 damage, remaining hits deal 130 damage If input on first possible frame of 236, then instead performs EX version with 10% increased base damage (considered a separate move for SMP)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "Moon Blossom", + "text": "214 (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hold 6 to cancel into normals instead of dive followups Flip angle changes based on preceding movements (236 and 214). If performed slightly late or during Overdrive, the Dive followups become their charged versions. These count separately for Same Move Proration (Expand the \"stats for nerds\" for details on the timing window) Only usable twice in the air. 214 Airborne from frame 5 Can cancel into Suzuran, j.214 and other attacks from frame 10 Instead cancels into enhanced Suzuran from frame 15 Can cancel into 236D/214D while grounded (frames 1-4) j.214 Can cancel into Suzuran, j.214 and other attacks from frame 7 Instead cancels into enhanced Suzuran from frame 12" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "Suzuran", + "text": "214~A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Straight-down dive that is primarily used to get the most frame advantage at the end of an air combo. Charged version has a second ground hit that is significantly plus on block, so it can be used in pressure; however, the second hit will whiff (and the move will be punishable) if the opponent blocks while airborne. At certain relative heights, even the uncharged version can combo into 236D. Uncharged version knocks down on hit. Charged version ground bounces on hit. 214A OD Version automatically does Delayed version, but startup still 11F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "Suzuran: Blaze", + "text": "214~B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Angled dive at a steeper angle thanCversion. Slightly more advantageous knockdown in exchange for less horizontal range, but otherwise fairly interchangeable. You'll primarily be using the charged version of this in combos to avoid same-move proration from doingCdive multiple times. Like other versions, charged version has a ground shockwave that is plus on block but will whiff on airborne blocking opponents. Uncharged version knocks down on hit. Charged version ground bounces on hit. 214B OD Version automatically does Delayed version, but startup still 11F 214B Delayed Maximum Slide duration 5F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "Suzuran: Dipper", + "text": "214~C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Forward dive. Best corner carry and easiest to combo midscreen due to horizontal reach, but has the worst knockdown advantage of the dive enders. Although you're unlikely to be in a situation where this is a serious risk, be aware that the spear itself has a hurtbox. Uncharged version knocks down on hit. Charged version ground bounces on hit. 214C OD Version automatically does Delayed version, but startup still 11F 214C Delayed Maximum Slide duration 5F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "Sylvan Hurricane Assault", + "text": "236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Goes straight up, then comes down on the opponent. Sadly not a true reversal since invul starts on frame 4 but can still be used as a fast anti-air, but you'll primarily use this as a combo ender due to its reasonable minimum damage. Mai targets slightly in front of her opponent when beginning the descent, but this attack can still switch sides depending on how the opponent moves after activation. Additionally, Mai can RC the recovery leap back into a crossup AD >j.C. Can be canceled into off 236 and 214 command dash Values in [] are during OD Minimum Damage 20%: 920 [1100]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "Floral Blizzard Blossom", + "text": "214D(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Mai's metered reversal. Mai assumes a stance with first frame guardpoint against everything except throws but including unblockable attacks and can be held to extend the guardpoint and also increase the power of the move. The superflash only occurs after the stance ends, so it's not massively obvious that the guardpoint is up at first. That said, it's not very good. It's unreliable for escaping pressure as the move only has guard point and no actual invulnerability until after the superflash, meaning that opponents can just grab you out of the attack if they react fast enough, on top of being very unsafe on block. Both players also only recieve normal hitstop if this blocks attacks, unlike other parry moves, so successfully blocking something doesn't actually help that much. It can be held to try to bait the opponent into pressing another un-RCable button before the superflash, but this is very risky. Can be kara-cancelled from 214 and 236. 214D Values in [] are during OD Hold button to delay attack Guardpoint lasts until superflash On Guard Point, hitstop for Mai is 0F. Opponent hitstop unchanged Invul lasts from superflash through active frames Minimum Damage 30%: 450 [540] guardpoint reversal Maximum Slide duration 10F 214D Lv2 Values in [] are during OD Hold button to delay attack Guardpoint lasts until superflash On Guard Point, hitstop for Mai is 0F. Opponent hitstop unchanged Invul lasts from superflash through active frames Minimum Damage 30%: 600 [720 Maximum Slide duration 10F 214D Lv3 Values in [] are during OD Guardpoint lasts until superflash On Guard Point, hitstop for Mai is 0F. Opponent hitstop unchanged Invul lasts from superflash through active frames Minimum Damage 30%: 900 [1080] Maximum Slide duration 10F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "Shearing Cherry Blossom Storm", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 300 {590+59}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "Royal Crimson Sprout: New Moon Lotus", + "text": "222DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Combos out of nearly anything. Seriously, it's extremely easy to combo into this Astral. Combos From All Throws 5B 5C Every followup from a 5X normal. And a lot more!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume", + "title": "Mai Natsume", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Overview", + "text": "Ragna is avery beginner friendlyrushdownStyle of play where you constantly attack the opponent in close range fighting, never giving them an opportunity to retaliate.character. He has tools to deal with many situations, withstrong mid-range pokesand a versatile arsenal of special moves. Ragna's Drive uniquely works as a sort oflifesteal mechanic. Connecting Drive attacks will heal Ragna and more than make up for his below average health. Ragna's Overdrive cranks up the lifesteal and improves his Soul Eater attacks, giving access to powerful combos that greatly increase his survivability. Ragna excels at the mid-range where he can flex his strong pokes, and once he's up close, he has solid pressure to keep his opponent locked down. Soul Eater allows Ragna to heal when dealing damage with certain attacks. This offsets Ragna's low starting health, giving him the potential to have one of the highest effective health pools in the game. How much a given Soul Eater attack heals is based on its \"Lifesteal\" value (noted on each relevant move), and attacks with Soul Eater also deal chip damage equal to their Lifesteal value. Soul Eater will trigger on both damage on hit and chip damage, meaning Ragna will heal against normal block but not Barrier Block (which prevents chip damage). Soul Eater also has a mechanic that increases healing in long combos. A multiplier is applied to a Soul Eater attack's Lifesteal value depending on how many Soul Eater hits have already connected within the same combo: 1st to 5th Soul Eater hit: 100% Lifesteal 6th Soul Eater hit: 110% Lifesteal 7th Soul Eater hit: 120% Lifesteal 8th Soul Eater hit: 130% Lifesteal 9th Soul Eater hit: 140% Lifesteal 10th Soul Eater hit and beyond: 150% Lifesteal Ragna's Overdrive augments all of his Soul Eater moves. Universally, they all gain higher damage and greater Lifesteal, as well as gain more combo utility through higher hitstun, dash cancels, ground bounces, or wall bounces. 5D(2)ground bounces on hit, is dash cancelable, and gains a larger hitbox. 2Dis dash cancelable and gains a larger hitbox. 6Dlaunches the opponent much higher on air hit and gains a larger hitbox. j.Dis faster, has notably more hitstun, and gains a larger hitbox. 5A+B(Crush Trigger) gains lifesteal property on hit or guard crush. 214A~214Dwall bounces on hit and is dash cancelable. 623Donly gains more damage and lifesteal. 623C/D~236C~214Dground bounces and lets Ragna act as he is falling. 214B~214Dlaunches the opponent much higher on hit and is jump cancelable. 236Dhits three times, gains a larger hitbox with each hit, and travels further across the screen. 214D's ground version is more advantageous on block, and both versions ground bounce on hit. j.214C~214Dwall bounces on hit and is dash cancelable. 632146Dgains more hits on the second part of the attack. 214214Dbecomes unblockable and gains immensely more lifesteal and damage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Whiffs on all characters' crouching hurtboxes, except Tager (while in hitstun). Jump cancelable on hit or block. Throw cancelable on hit or block. Can late chain. Staple standing jab that is faster than most5A's by 1 frame. Because of the fact that5Awhiffs on every character's crouching hurtbox, it's not very effective as a pressure tool. However, it is particularly useful as an anti-air because of its quick 5-frame start-up and high hitbox. Combos netted from this are generally weaker than combos from6A, but out of the two,5Ais safer for two reasons: its quick recovery makes it hard to punish and it's cancelable into other normals. You'll want to use this for a quick anti-air poke or if a twitch reaction is required, reserving the other for the hard callouts." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hurtbox fully extends on frame 8, hitbox fully extends on frame 10. Can late chain. Ragna's standard and most used poke,5Bwill be your go-to button in many situations. Often the start of his pressure, but it is safer to use primarily as a footsie tool. However,5Balone often does not merit a lot of damage when used as a footsie, requiring other resources to maximize the reward off a maximum distance hit. While5Bis a powerful tool, it is important to be aware of its relatively long recovery, and make careful use of it in neutral. Some characters can also low-profile5Bat longer ranges, such asIzanamiwith her2BGuardLowStartup9Recovery24Advantage-16, which is something to be very wary of in certain matchups. 5Bcan be used as an anti-air due to its speed, hitbox, and property of being air unblockable. As a starter, the move also leads into respectable damage. However,5B's hitbox is at the tip of Ragna's leg and mainly around his foot, so the most efficient use would be to check the opponent's aerial approach, such as against opponents who jump without dashing a lot. Keep in mind that because Ragna's attack hitbox overlaps his character hurtbox, a trade or even a counter will likely happen. Ragna's throw-box is also pushed forwards, so be careful with your spacing when trying to use it to beat them. Combos into6DorGauntlet HadesGuardHigh/AirStartup20Recovery28Advantage-12on Counter Hit, the former for max damage punishes at close range and the latter for max range conversions. Even without a Counter Hit, max range5Bcan be hit confirmed into Overdrive. With the proper combo route, the ensuing Overdrive combo can result in over 4000 damage that provides a respectable amount of corner carry as well. Hitbox fully extends on frame 10" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Jump cancelable on hit. Can late chain. Ragna's longest range poke which when used at maximum range is extremely hard to punish, even with Instant Block.5C's hitbox has a slight disjoint towards the end of it, which can be used to punish active moves or assist you in footsies. Ragna also pulls his hurtbox back considerably as soon as the active frames end, making5Cvery hard to whiff punish when spaced correctly. In some ways,5Bis better than5C, and vice versa.5Bis quicker, has plenty ofRevolver Actionoptions, and can be used as an anti-air, but its long recovery coupled with its shorter range provides more risk.5Chas longer range, a disjointed hitbox, and is harder to whiff punish (if spaced correctly), but it is slower, has limited Revolver Action options, and is more vulnerable to air options. Deciding between the two in various situations will require an understanding of the opponent's available options. 5Cis Ragna's 2nd highest damage starter, only slightly behind5D(1). However,5Cis generally preferred over5D(1)as your go-to Counter Hit punisher, as it has more versatile combo routing, and5D(1)only leads to good damage if you spend Heat. Combos into6Con crouching hit or Counter Hit, allowing for high damage meterless combos that work even if it connected near max range. Counter Hit5Ccombos into6Dat close range and leads to extreme damage, so use this route to punish whiffed or blocked reversals. Be careful when using5Cas combo filler, as it has very little vertical range on its hitbox, making it whiff easily on airborne opponents. This will commonly occur after landing an air hit5Bwhen the opponent is too high for5Cto connect, and you must instead route straight into5D(1). Sometimes including slight delays may allow5Cto land in these situations." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Throw cancelable on hit or block. Can late chain. The ±0 frame advantage as well as the ability to cancel into a throw makes this move a dangerous pressure tool when used correctly. It can also be used for many frame trap setups, one of the most common being2A>2C, leaving Ragna plus on block if he guessed wrong and allowing him to re-engage. The key feature to the pressure ability of2Ais its ability to slightly late chain into itself and other moves. The late chain into itself allows less predictable blockstrings, which is incredibly useful when facing opponents with limited defensive options. The additional ability to cancel into throw also allows Throw Reject Miss setups." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Can late chain, although time window is smaller. In terms of pressure,2Bis not quite as effective as2A, but it is one of the most useful tools in mix-up. However, chains into and from2Btend to have gaps where the opponent can reversal, so be wary of how often you're using it. A common chain that serves as not only a safe option to go to, but also a good way to hit confirm into a combo when2Blands is2B>5B. If canceled on the earliest frame possible, this string has no gaps for the opponent to exploit, even when2Bis instant blocked." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Crumples opponent on Counter Hit. Plus on normal block, but negative on Instant Block. The +1 frame advantage and 13f recovery makes2Ca very popular move for Ragna players, and for good reason too. This is Ragna's only normal that is plus on block, making it his easiest and safest access to plus frames. Additionally, because of its fast recovery, if you space2Cto whiff, you can potentially reset pressure against an unwary opponent. This is risky versus characters that can match your range and speed, and not overly abusable, as you are quite minus. Regardless, if2Cis used properly, you can utilize effective guessing games with the opponent. Also because of its fast recovery,2Cis extremely safe against Overdrive, and you are likely plus if you whiff through it. On Counter Hit, Ragna can combo directly into any of his grounded normals or specials, giving a plethora of route options (focus on damage, Heat Gain, lifesteal, side switch mid-combo etc.). For combo routes that don't require an immediate special cancel, the high hitstop and hitstun makes it easy to hit confirm. Crumple Duration 36F, Crumple Fall 69F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Head invincible on frames 4~13. Higher hitbox during later active frames. Jump cancelable on hit. Launches opponent on hit. A pretty decent anti-air option, its startup frames and invul frames make it a pretty generic anti-air option at Ragna's disposal. It is somewhat outclassed by his5Aas it is far less committal in comparison, as such6Amainly sees use in scenarios where the opponent is coming towards Ragna with a big and very active air normal that would otherwise easily stuff out his5A. If6Ais blocked, its cancel options are extremely limited, with most options being unsafe (e.g.Hell's FangGuardAllStartup15Recovery26Advantage-4,Gauntlet HadesGuardHigh/AirStartup20Recovery28Advantage-12) or disrespectable (e.g.6D,Blood ScytheGuardAllStartup37Recovery15Advantage+3 [+7],Dead SpikeGuardAllStartup26RecoveryTotal: 57Advantage-1 [+9]).5Dis your safest option, but even this can be unsafe, as the opponent can backdash the second hit at proper ranges and whiff punish. Just like with knowing when to use5Band5C, knowing when to use6Aover5A(and sometimes not using it at all) really depends on the situation and the nuances of the matchup. Be sure to study the matchup when deciding on using this. Using6Ain combos is the most stable way of getting damage on standing characters. However, it has very poor horizontal range, so the move should only be used in situations where you know it will hit. It also has somewhat poor damage scaling so avoid using it if better scaling launchers are available (like6C,3CintoNot Over YetGuardStartup11Recovery11AdvantageorOverdrive Cancel, etc.)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Forces crouching state on ground hit. Cannot emergency tech on air hit. Bonus 110% proration. Ragna's normal overhead is among some of the more obvious overheads in the game. Moreover, as6Blacks any Revolver Action intoCnormals, it doesn't have a completely safe blockstring. Due to these limited cancels and the weaknesses among them, using6Bshould be handled with care and not thrown out too frequently. Mix things up with Ragna's other options instead of defaulting to this and/orGauntlet HadesGuardHigh/AirStartup20Recovery28Advantage-12as to make them more vulnerable to Ragna's offense and potentially enable big Counter Hits withstagger pressureThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.. If6Bis blocked, almost every Revolver Action option after is either unsafe (e.g.6A,Hell's FangGuardAllStartup15Recovery26Advantage-4, Gauntlet Hades), or easy to disrespect (e.g.Blood ScytheGuardAllStartup37Recovery15Advantage+3 [+7],Dead SpikeGuardAllStartup26RecoveryTotal: 57Advantage-1 [+9]).6B>5Dis the hardest cancel option to punish, as it only punishable on Instant Block, but this will end Ragna's turn. Going for6Dwill allow him to maintain his offense, however this is a risky option as6Dis very vulnerable to mashing (on Instant Block),reversalsTo perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun., and Overdrive Raids. The bonus damage proration that applies the first time6Bis used in a combo, along with its knockdown on air hit, makes this attack incredibly powerful in combos. However, using it almost always requires either a Counter Hit, Rapid Cancel, or Overdrive, so it is usually reserved for heavy punishes. Bonus Proration: 110% Forces crouching on ground hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hits twice. Second hit is jump cancelable on hit or block. Second hit launches and pulls the opponent on hit. Combo filler launcher for high damage routes. The main purpose of6Cis to maximize damage on crouching opponents, generally by canceling the second hit intoGauntlet HadesGuardHigh/AirStartup20Recovery28Advantage-12mid-screen or intoBlood ScytheGuardAllStartup37Recovery15Advantage+3 [+7]in the corner. Although it's a low, the first hit's mix-up potential is not very high due to limited cancel options on block. The second hit is jump cancelable, which can enable some silly pressure options or make the move safe should it be blocked." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Jump cancelable on hit or block. Knocks the opponent down on hit. Staple launcher at close range to route intoNot Over YetGuardStartup11Recovery11Advantageor when Heat is available for Rapid Cancels and Overdrive Cancels, leading into higher damage than either6Aor6C. The knockdown is greatly extended on Counter Hit, giving Ragna both stronger and easier to execute combo routes than what Not Over Yet provides. One particular route (which sadly isn't universal) makes him Burst-safe after the initial hit by jump canceling, air blocking, then usingj.Cbefore touching the ground. 3Cproves to be a very strong tool for okizeme thanks to its ability to give Ragna a safe-jump set-up, for which you must slightly delay your jump after hitting3C. However, this is limited by Ragna's combo routes as3Ccannot be used to end mid-screen combos (at least not without losing out on damage and corner carry) and cannot be performed after every corner combo. The few cases where3Cokizeme can be performed are afterDead SpikeGuardAllStartup26RecoveryTotal: 57Advantage-1 [+9]>Dash CancelGuardStartupRecoveryTotal 22Advantage,Blood ScytheGuardAllStartup37Recovery15Advantage+3 [+7], and intentionally whiffing the landing hit ofNightmare EdgeGuardAllStartup17Recovery20Advantage-5(also known as 'Nightkasu'). However, these options often cut combo potential decently early, and as a result will miss out on damage, Heat Gain, and Lifesteal, so you must decide if oki or damage is more important based on your current situation. Dead Spike is the most viable option in the corner, as there are many combo routes that will allow you to route to Dead Spike late and only give up a Hell's Fang orDInferno Divider, the loss of which is negligible when considering3C's significantly better oki (although sometimes22Coki in the corner is preferable over3C). Blood Scythe is generally not useful for3Coki, as you must end your combo significantly early, giving up more damage than the oki is worth. Nightkasu is a viable option midscreen and in the corner, and usually doesn't involve giving up very much damage, but has a ton of character specifics and is difficult to correctly route into for much of the cast. If you know how to perform Nightkasu on the character you're fighting, it is often worth it to do it (especially if they have a DP) and take the better oki that it provides. Double/triple overhead → jump, delayed air dashj.C>j.D> Aerial Gauntlet Hades Low → Empty jump,2B/3C/6C Throw → Empty jump, Forward/Back Throw Safe jump → Jump,j.Borj.C" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Jump cancelable on hit or block. A simple aerial jab,j.Ashould be your go-to air-to-air. It's great for checking airborne opponents, and easily hit confirmable because of being infinitely self-cancelable, letting you get reliable knockdowns from it. Should they block it, you can easily jail them with repeatedj.As, or even attempt aTRMpurple throw mixup, to bait out throwOption Selectattempts. As the hitbox is only on his arm this move will NOT hit opponents in or beneath Ragna." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Jump cancelable on hit or block. The hitbox behind Ragna's foot serves as a great cross-up tool. Moreover, there are a high number of active frames, making it a good safe jump move as well. Against certain aerial approaches,j.Bcan also be used; at worst, you will trade." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Jump cancelable on hit or block. This move has a huge hitbox below Ragna, so it is useful as an approach on grounded opponents.j.Cis also hard to stuff with moves that are quick but lack any sort of invincibility (e.g. Ragna's5A). Against most matchups, you will most likely stay grounded for the majority of the match, but in the few cases where you're in the air,j.Cwill serve as your main weapon." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hits twice. Second hit hard KDs on air hit. Fatal Counter property on Counter Hit. Lifesteal: 100 Low-profiles frame 32~45 5Dis an important combo part, so much so that it is used in almost every combo in Ragna's arsenal. The first hit allows him to combo into Gauntlet Hades while the second hit goes intoDead SpikeGuardAllStartup26RecoveryTotal: 57Advantage-1 [+9]orNot Over YetGuardStartup11Recovery11Advantage. Most Fatal Counter combo routes require an immediate special cancel, usually into eitherBlood ScytheGuardAllStartup37Recovery15Advantage+3 [+7]or Crush Trigger, resulting in massive damage. The only routes that can be hit confirmed (i.e. both hits of5Dconnect) are either a grounded hit into Gauntlet Hades or an air hit into Not Over Yet or Dead Spike, both of which provide much more modest damage. Due to this, Fatal Counter5Dsees more use in punishes where the first hit is guaranteed to be a Counter Hit. Doesn't see much use in pressure or neutral, though note that this move is somewhat safe compared to past iterations thanks to its high pushback on block, so if used either at the end of a blockstring or at certain spacings most characters should struggle to punish it despite its poor frame advantage. It can also be used as a high risk, high reward anti-air thanks to its high vertical hitbox, resulting in 3.5k to 4k damage without a Counter Hit and 4k to 4.5k damage with one. Its still safe on air Barrier Guard but very punishable on whiff, so try to only use it once the opponent has exhausted their air actions. Hits twice. Second hit gains a larger hitbox. Second hit ground bounces into knockdown on hit. Dash cancelable on hit or block.Frame advantage after earliest Dash Cancel: -2 Frame advantage after earliest Dash Cancel: -2 Fatal Counter property on Counter Hit. Lifesteal: 150 The Overdrive version's properties allow the second hit to combo into any of Ragna's normals or special moves, save for6Dwhich only works on Counter Hit. Keep in mind that the first hit will not combo into the second at the end of heavily prorated combos. Values in [] are during OD Lifesteal: 100 [150] Fatal Counter [Frame advantage after earliest Dash Cancel: -2]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Knocks the opponent down on hit. Launches into knockdown on Counter Hit. Lifesteal: 100 As a footsie,2D's range is second only to5C, but its practicality only applies to certain situations. The hurtbox does not extend past the hitbox, so against Distortion Drives that have long active frames, you can use2Dfor a free, decent combo. The move is also very safe when spaced correctly, so it acts as a good blockstring finisher. Canceling into this move from a Level 4 normal or less will leave a gap on regular block, so be careful when going into this move at close range. In combos,2Dis very useful thanks to its hard knockdown on hit. At close range mid-screen or at any range in the corner, it's possible to combo2DintoDead SpikeGuardAllStartup26RecoveryTotal: 57Advantage-1 [+9]and into a full combo. The launch on Counter Hit gives Ragna new combo routes, usually into5Cmid-screen or into6Din the corner. Gains longer hitbox. Dash cancelable on hit or block.Frame advantage after earliest Dash Cancel: -2 Frame advantage after earliest Dash Cancel: -2 Knocks the opponent down on hit. Launches into knockdown on Counter Hit. Lifesteal: 150 This version's higher hitstun and its dash cancel property gives it much more flexible pressure and combo potential. However,2Ddoesn't see much use in optimal Overdrive combos due to its mediocre damage scaling and follow-up options in comparison to Ragna's other Drives and specials, notably5DandHell's FangGuardAllStartup15Recovery26Advantage-4. Be wary of the move's hitboxes, as they barely rise above the floor, contrary to the animation. Values in [] are during OD Lifesteal: 100 [150] [Frame advantage after earliest Dash Cancel: -2]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Foot attribute invincible on frames 4~20. Low-profiles frames 38~43Semi low-profiles 44~46 Semi low-profiles 44~46 6D→j.Dis +10 minimum. Jump cancelable on hit or block. Crumples opponent on grounded hit. Fatal Counter property on Counter Hit. Bonus 110% proration. Lifesteal: 100 A good pressure tool that leads to Ragna's more ambiguous mix-up situations, yet6Ddoes have some big weaknesses. Any move that cancels into it will always have a gap, making it very vulnerable to reversals, so be careful about using it too frequently or in the same spot multiple times. Additionally,6Dcan be easily Overdrive'd through, leaving you in massive amounts of recovery, allowing your opponent to get a hefty punish combo. For combos,6Dis used to optimize the damage of Counter Hit starter combos as the bonus proration greatly increases combo damage while draining health (which is rare as most Soul Eater attacks usually harm a combo's damage scaling). Also used in corner combos after a launcher to combo into airBlood ScytheGuardAllStartup21RecoveryUntil L+14Advantage. The stun on grounded Counter Hit allows Ragna to combo into essentially any attack so routes off of it are very flexible. 6Dalso has foot invulnerability from frame 4 up until the last frame before becoming active. It also becomes airborne after frame 4, thus it can also go through grounded throws. As a result, this move can be used against players who tend to use lows or throws as a wake-up option or mix-up. Almost every unsafe low can be punished with a correctly timed6D. 6D→ delayj.Dallows for a couple of mindgames, thanks to its incredibly short landing recovery. Overheads, lows, and throws can be performed from6D.The overheadis fromj.D. There is absolutely no gap between6Dandj.D, even on Instant Block, no matter how late you performj.D(unless you land beforej.Dcomes out), so if you are close enough when6Dlands, the overhead is almost guaranteed. The only timej.Dcan whiff is when6Dhits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even ifj.Ddoes not hit, due to the frame advantage. Note that if the opponent blocksj.D, you are quite plus, and can dash back in to pressure reset.The lowis performed slightly differently. To perform the low, usej.Djust before landing, so that you land before it becomes active so it will whiff, then input2B. Note that when whiffingj.Dat the earliest possible time, Ragna is +1, so most character's fastest moves will stuff out any mix-up attempt. Your best bet for landing2Bin this situation is to condition the opponent to block high after6D(usingj.D), and then surprise them with2B. You can also frame trap them with2Aafter whiffingj.Dto condition them to block, and once they're respecting you start mixing up from there.The throwis similar to performing the low, but it is riskier. To perform the throw, usej.Djust before landing so it will whiff, then input throw. The hitbox on throw is very small, so any sort of barrier or spacing will cause the throw to miss. You can utilize a kara throw (5B~C) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely. The overheadis fromj.D. There is absolutely no gap between6Dandj.D, even on Instant Block, no matter how late you performj.D(unless you land beforej.Dcomes out), so if you are close enough when6Dlands, the overhead is almost guaranteed. The only timej.Dcan whiff is when6Dhits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even ifj.Ddoes not hit, due to the frame advantage. Note that if the opponent blocksj.D, you are quite plus, and can dash back in to pressure reset. The lowis performed slightly differently. To perform the low, usej.Djust before landing, so that you land before it becomes active so it will whiff, then input2B. Note that when whiffingj.Dat the earliest possible time, Ragna is +1, so most character's fastest moves will stuff out any mix-up attempt. Your best bet for landing2Bin this situation is to condition the opponent to block high after6D(usingj.D), and then surprise them with2B. You can also frame trap them with2Aafter whiffingj.Dto condition them to block, and once they're respecting you start mixing up from there. The throwis similar to performing the low, but it is riskier. To perform the throw, usej.Djust before landing so it will whiff, then input throw. The hitbox on throw is very small, so any sort of barrier or spacing will cause the throw to miss. You can utilize a kara throw (5B~C) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely. Foot attribute invincible on frames 4~20. Gains larger hitbox (and smaller hurtbox). Launches opponent high into the air on air hit. Jump cancelable on hit or block. Crumples opponent on grounded hit. Fatal Counter property on Counter Hit. Bonus 110% proration. Lifesteal: 150 Outside of combos,6Din Overdrive functions roughly the same. It launches the opponent much higher on air hit compared to normal6D, and has more untechable time. Sees some use in Overdrive combos, often to combo into staircase in the corner. Values in [] are during OD Lifesteal: 100 [150] Bonus Proration 110% Fatal Counter Airborne from frame 15 Airborne recovery duration can be altered by external forces Crumple Duration 31F, Crumple Fall 64F On CH Crumple Duration 64F, Crumple Fall 84F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Jump cancelable on hit or block. Launches opponent on Counter Hit. Lifesteal: 100 This is Ragna's only air normal that hits above him, so it's a decent option as an air-to-air when your opponent is higher than you, made even better by the high counter hit hitstun. However, your options on block are rather limited, and it is quite slow, so it may be more prudent to wait for the opponent to lose height, then contest them withj.A,6A, or air throw, rather than try to snipe them withj.D. Instead,j.Dsees much more love in the aerial staircases Ragna ends most combos with. The high hitstun means that even very late into a combo,j.Dwill combo into follow-ups more consistently thanj.C. Late use also mitigates the effects of its poor damage scaling while taking full advantage of any Soul Eater rate built up during the combo. Gains larger hitbox. Has faster startup. Notably more hitstun. Jump cancelable on hit or block. Launches opponent on Counter Hit. Lifesteal: 150 In Overdrivej.Dhas faster startup, a larger hitbox, and quite a bit more hitstun, making it a much more viable neutral and combo tool. This even allows it to combo into itself. At the end of longer combos, you can combo intoBlood ScytheGuardAllStartup21RecoveryUntil L+14Advantagewithj.D. Values in [] are during OD Lifesteal: 100 [150]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches opponent on hit. 100% minimum damage: 1500 100% minimum damage: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches opponent on hit. 100% minimum damage: 1500 100% minimum damage: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Wall bounces opponent on hit. 100% minimum damage: 1500 100% minimum damage: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 180F Heat Gauge Cooldown. Knocks opponent away on hit. 180F Heat Gauge Cooldown" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 180F Heat Gauge Cooldown. Guard breaks on regular block, drains Barrier on Barrier Guard. Can be charged. Charged version improves frame advantage on guard break, drains more Barrier, improves proration and starter value. Crumple stuns on ground hit. Hard KD on air hit. Lifesteal: 200. Only triggers on hit or guard break when in Overdrive. Ragna's Crush Trigger has relatively mediocre range making it difficult to use in longer blockstrings. Guard breaking an opponent with the uncharged version can only lead into a full combo in the corner, and even then Ragna must be at close range and start with5A/2A, or throw at point blank range. A charged guard break allows Ragna to start a punish combo with any grounded normal and all specials exceptBlood ScytheGuardAllStartup37Recovery15Advantage+3 [+7]. The uncharged version actually negatively impacts a combo's final damage and eats up a good chunk of hitstun, thus resulting in the combo ending prematurely. The charged version meanwhile greatly increases a combo's damage and opens up new routes. Can be combo'd into from a normal hit6CandNot Over YetGuardStartup11Recovery11Advantage(corner only), air hit5D, and Counter Hit6A,3C,5D,6D,j.D, and groundedGauntlet HadesGuardHigh/AirStartup20Recovery28Advantage-12. A grounded charged hit leads into any grounded normal or special that isn'tBlood ScytheGuardAllStartup37Recovery15Advantage+3 [+7], with6D,6C, and5Cusually being the optimal follow-ups. Using this move when the opponent is higher in the air will result in longer untechable, allowing moves with slower start-up to combo properly, such as6C. 5A+B Lifesteal: 200 (in OD) 180F Heat Gauge Cooldown Crumple Duration 50F, Crumple Fall 83F 5[A+B] Lifesteal: 200 (in OD) 180F Heat Gauge Cooldown Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Taunt", + "text": "AP H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Not an attack taunt. 100% minimum mental damage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Dash Cancel", + "text": "66 after specific moves H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Used instead of Ragna's normal forward dash whenever you input 66 during moves that allow dash cancels. Only possible afterNot Over YetGuardStartup11Recovery11Advantageon hit orDead SpikeGuardAllStartup26RecoveryTotal: 57Advantage-1 [+9]on hit, block, or whiff. Overdrive allows dash cancels after5D,2D,Hell's FangGuardAllStartup15Recovery26Advantage-4, and Nightmare Edge." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Hell's Fang", + "text": "214A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Crumples opponent on Counter Hit. When the attack connects, recovery begins immediately. 27F hitstun on grounded hit 28~46F cancelable into Additional Attack Immediately enters recovery animation on block or hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Additional Attack (Hell's Fang)", + "text": "214Dafter Hell's Fang H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches opponent on hit. 200% Heat Gain. Lifesteal: 200 Main grounded combo ender. If Rapid Canceled, this move can be followed up with dash5Bor dash5Cmid-screen, though it is generally more optimal to cancel the first part of Hell's Fang for better damage. Wall bounces opponent on hit. Dash cancelable on hit or block.Frame advantage after earliest Dash Cancel: -4 Frame advantage after earliest Dash Cancel: -4 200% Heat Gain. Lifesteal: 300 Values in [] are during OD Lifesteal: 200 [300] 200% Heat Gain [Frame advantage after earliest Dash Cancel: -4]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Gauntlet Hades", + "text": "214B(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Ground version stuns grounded opponents on hit. Ground version hits grounded opponents on frame 24. Air version launches opponent on hit. Air version hits grounded opponents on frame 18 at minimum height, frame 23 starting from neutral. Air version is -9 on block at minimum height. Somewhat slow overhead used for high/low mix-ups whenever6Bisn't a viable option (such as after5Bwhich cannot gatling into it). Higher damage starter than6Bthat has higher mix-up potential with Rapid Cancels but is unsafe on block and has only one also unsafe cancel option (Spin Kick). The ground version puts Ragna into an airborne state, useful for beating throws and some lows. The air version can be used for a triple overhead mix after an Instant Air Dashj.C>j.D. When performing Aerial Gauntlet Hades at minimum height, it hits grounded opponents on its 18th frame; however, when doing this as quickly as possible from the ground, because of 4 frame jump start-up + 1 forced air frame of inaction after jumping, the earliest it can hit is frame 23. This makes its use over the grounded version as a mix-up quite niche. 214B 30~41F cancelable into Spin Kick 12~41F in the air Hits crouching Ragna on 24F (frame advantage based on this frame) Crumple Duration 29F, Crumple Fall 62F j.214B 24F~until landing cancelable into Spin Kick" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Spin Kick", + "text": "214Dafter Gauntlet Hades H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cannot hit crouch state. Launches opponent on hit. Lifesteal: 100 Gauntlet Hades follow-up used to juggle opponents for a combo extension. Must be delayed to enable follow-ups with the exact timing depending on the opponent's height from the ground and how far hitstun has decayed. Often used after launching the opponent with6A,6C, or a throw. While safe on block, it should never be used in blockstrings as crouching forces it to whiff which allows the opponent to punish it with just about any attack. Cannot hit crouch state. Jump cancelable on hit or block. Launches opponent high into the air on hit. Lifesteal: 150 Values in [] are during OD Lifesteal: 100 [150] Launches opponents on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Inferno Divider", + "text": "623C/D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hits twice. Launches the opponent on any hit. Ground version is fully invulnerable on frames 1~13. Air version is fully invulnerable on frames 1~9. Ragna's meterless DP. TheCversion of this move is a fully invulnerable reversal that can be used to exploit holes in an opponent's pressure, anti-air obvious approaches, or interrupt unsafe okizeme on wake-up. Highly punishable on block or whiff, so mostly stick to using it when you know it will work or if 50 heat is available for a Rapid Cancel and there is something to hit (either the opponent themselves or something likeCarlandRelius'puppets). Using it as a call-out has terrible risk/reward for Ragna, but it's also good to keep your opponent wary of all your options and not over-respect them, so this is an option you should use sparingly but also not ignore completely. Rapid Canceling the first hit leaves Ragna on the ground with good frame advantage while canceling the second hit leaves him airborne, setting-up a potential high-low mix-up. Has a short combo length property and atrocious damage scaling as a starter, so a successful hit will give extremely low damage even with Heat or Overdrive. Launches significantly higher on Counter Hit. Lacks invulnerability of any kind. Lifesteal: 50×2 [75×2] TheDversion has no invulnerability whatsoever but it deals more damage, is faster (on the ground) has better proration, has more range (due to moving you farther forward), and steals life. The fast start-up and high launch on Counter Hit means it can be used as a risky starter, though it leans more towardsextremelyhigh risk and only moderate reward. Generally used as a combo ender mid-screen and as a combo part when approaching the corner or while Overdrive is active. 623C 14~34F cancelable into Uppercut 12~41F in the air Counter Hit state for entire move Reversal j.623C 10~30F cancelable into Uppercut Counter Hit state for entire move Reversal 623D Values in [] are during OD Lifesteal: 50×2 [75×2] 12~32F cancelable into Uppercut 10~49F in the air Counter Hit state for entire move j.623D Values in [] are during OD Lifesteal: 50×2 [75×2] 12~32F cancelable into Uppercut Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Uppercut", + "text": "236Cafter Inferno Divider H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Puts opponents into a spin state on hit. Can only be canceled into on hit. 15~25F cancelable into Straight Punch or Ax Kick" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Straight Punch", + "text": "236Cafter Uppercut H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Knocks opponent away on hit. Wall sticks in corner." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Ax Kick", + "text": "214Dafter Uppercut H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Knocks the opponent down on hit. Lifesteal: 50 Inferno Divider rekka ender used to gain decent okizeme and good damage anywhere on the screen. Strong combo ender mid-screen but is somewhat lacking in the corner where bothHell's FangGuardAllStartup15Recovery26Advantage-4andNightmare EdgeGuardAllStartup17Recovery20Advantage-5grant strongerokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. Ground bounces on hit. Lets Ragna act before touching the ground. Lifesteal: 75 Values in [] are during OD Lifesteal: 50 [75]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Dead Spike", + "text": "236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches opponent away on hit. Dash cancelable, even on whiff.Frame advantage on block after earliest hit into Dash Cancel: +2 Frame advantage on block after earliest hit into Dash Cancel: +2 Lifesteal: 100 Large, slow moving projectile that crawls along the ground, traveling up to half-screen before disappearing. Primarily used to reset pressure thanks to its frame advantage on block, though the slow start-up makes it easy to disrespect by mashing or jumping out so don't autopilot into this move. The dash cancel brings Ragna close to the opponent, perfect for setting up a throw/strike mix-up. This move also sees heavy use in corner combos and certain optimal mid-screen combos, though it must be used at point-blank range at mid-screen or else follow-up attacks will whiff. Even though this attack is a projectile, Dead Spike is not good against zoning nor should it be used for zoning. It has short range and slow start-up, leaving Ragna vulnerable to any form of aerial approach throughout the entire animation. Gains larger hitbox with each hit. Hits 3 times. Launches opponent away on hit. Dash cancelable, even on whiff.Frame advantage on block after earliest hit into Dash Cancel: +12 Frame advantage on block after earliest hit into Dash Cancel: +12 Lifesteal: 50×3Chip Damage: 100×3. This is the only move Ragna has where the chip damage amount differs from the base lifesteal. Chip Damage: 100×3. This is the only move Ragna has where the chip damage amount differs from the base lifesteal. Values in [] are during OD Lifesteal: 100 [50×3] Chip Damage: 100 [100×3] 33~44F dash cancelable Frame advantage after earliest dash cancel: +2 [+12] Counter Hit state until 33F [Max 3 hits] [First hit that connects deals 900 damage, remaining hits deal 300]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Blood Scythe", + "text": "214D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Ground slides the opponent on hit. Air version is -4 when TK'd. Fatal Counter property on Counter Hit (ground version only). Lifesteal: 100 Jump attack that is advantageous on block. The grounded version is Ragna's slowest attack, which makes it easy for opponents to react to and punish with an anti-air. However, it can catch opponents off guard if the opponent was expecting to jump overDead SpikeGuardAllStartup26RecoveryTotal: 57Advantage-1 [+9]instead. Deals high damage and has good scaling making it a strong combo part. Note that it's slow start-up means only a few moves can combo into it such as normal hit6Cand throw, Counter Hit6A,2C,3C, and2D, or Fatal Counter5D. After it hits, follow up with dash5Cmid-screen or3CintoNot Over YetGuardStartup11Recovery11Advantagein the corner. The air version has faster start-up and travels further forward but is usually unsafe on block and is less rewarding on hit. Aerial Blood Scythe is safe on normal block at minimum height, making it a fairly safe option when spaced well. Used in neutral to move quickly through the air and catch opponents who constantly jump. In combos, its used to convert stray air hits near the corner into a full combo, usually3CintoNot Over YetGuardStartup11Recovery11Advantage, though only if the opponent was hit at Aerial Blood Scythe's max vertical range. Ground bounces the opponent on hit. Ground version gains more blockstun. Air version is -4 on block at best. Fatal Counter property on Counter Hit (ground version only). Lifesteal: 150 214D Values in [] are during OD Lifesteal: 100 [150] 5~46F in the air Fatal Counter Maximum Slide duration 12F j.214D Values in [] are during OD Lifesteal: 100 [150] Maximum Slide duration 15F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Nightmare Edge", + "text": "j.214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Number of hits is dependent on Ragna's height from the ground. Initial hits ground bounce the opponent on air hit. Landing hit knocks the opponent down on hit. After landing 1~14F cancelable into Additional Attack" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Additional Attack (Nightmare Edge)", + "text": "214Dafter Nightmare Edge H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches the opponent away on hit. Lifesteal: 200 Nightmare Edge follow-up, used to maximize damage and lifesteal at the end of a combo. Should always be used after Nightmare Edge in the corner as this move doesn't sacrifice okizeme there. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos. Wall bounces the opponent on hit. Dash cancelable on hit or block.Frame advantage after earliest Dash Cancel: -4 Frame advantage after earliest Dash Cancel: -4 Lifesteal: 300 Values in [] are during OD Lifesteal: 200 [300] [Frame advantage after earliest Dash Cancel: -4]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Not Over Yet", + "text": "22Cnear downed opponent H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Can only be used during combos and if the opponent has either been fully knocked down (including floorslides but not groundbounces), or been hit with a move that sets them face down in the air even if they never touch the ground. This is typically3Cfor Ragna, there are other moves that counts, but it's not usually relevant. Ground slides the opponent on hit. Wall splats the opponent in the corner. Dash cancelable on hit. Special cancelable on hit. 2nd hit has 0% Heat Gain Maximum Slide duration 20F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Carnage Scissors", + "text": "632146D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 180F Heat Gauge Cooldown. Fully invincible on frames 1~18. First hit staggers grounded opponents, ground bounces airborne opponents. Follow-up attack hits once, launches opponent away. Follow-up doesn't occur on whiff. HoldDto prevent the follow-up from happening.First hit whenDbutton is held is -20 on block, which is also the actionable gap between the two hits for the opponent. First hit whenDbutton is held is -20 on block, which is also the actionable gap between the two hits for the opponent. Somehow an anti air 20% minimum damage: 890 Lifesteal: 300 Ragna dashes forward up to 80% of the screen before slashing his sword, which he follows-up with a Soul Eater enhanced strike, if the initial attack hit or was blocked. Fast, far reaching, and highly damaging super used to close out rounds and can be tacked on to the end of just about any combo. Start-up invincibility allows Ragna to go through projectiles and long range pokes, which is good considering how he struggles to deal with zoning. It can be used as a reversal, but it's generally better to Rapid CancelInferno DividerGuardMidStartup9Recovery39Advantage-28instead so that Ragna isn't punishable on block. On a grounded Counter Hit, the initial hit's stun lasts long enough for Ragna to get a full combo if the follow-up is canceled by holdingD. Its okizeme is comparable toHell's FangGuardAllStartup15Recovery26Advantage-4, being somewhat poor mid-screen but quite good in the corner. Frame advantage improves the higher the opponent was in the air before the attack hit such that it can potentially provide safe-jump oki. 180F Heat Gauge Cooldown. Fully invincible on frames 1~18. First hit staggers grounded opponents, ground bounces airborne opponents. Follow-up attack hits 5 times, launches opponent away. Follow-up doesn't occur on whiff. HoldDto prevent the follow-up from happening.First hit whenDbutton is held is -20 on block, which is also the actionable gap between the two hits for the opponent. First hit whenDbutton is held is -20 on block, which is also the actionable gap between the two hits for the opponent. 20% minimum damage: 1146 Lifesteal: 200+100×4 Values in [] are during OD 20% minimum damage: 890 [1146] Lifesteal: 300 [200, 100×4] Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger) Start-up after super freeze varies based on distance from opponent Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent Counter Hit state for entire move Reversal Crumple Duration 42F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Devoured by Darkness", + "text": "214214D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 180F Heat Gauge Cooldown. Fully invincible on frames 1~16. Hits only once on block. Final hit launches opponents away on hit. Only the final hit counts towards Soul Eater progression. 25% minimum damage: 1000 Lifesteal: 500 Ragna grabs the opponent and steals their vitality before launching them away. Has higher damage than Carnage Scissors but also has much slower start-up and shorter range, making it difficult to use as a combo ender. In fully optimized combos, the extra attacks that can be added before Carnage Scissors means it will always out damage and steal more life than non-Overdrive routes using Devoured by Darkness. The start-up invulnerability doesn't last until the active frames, so it should not be used as a reversal, as a wide variety of attacks can interrupt on reaction. 180F Heat Gauge Cooldown. Fully invincible on frames 1~16. First hit is unblockable. Final hit launches opponents away on hit. Only the final hit counts towards Soul Eater progression. 25% minimum damage: 1250 Lifesteal: 1000 The Overdrive version is where this move shines, as the high hitstun of Overdrive attacks allows Devoured by Darkness to be used at the end of highly scaled combos, beating out Carnage Scissors in terms of damage and lifesteal. This is Ragna's de-facto Overdrive combo ender so use it whenever doing so would end the round or give him enough health to turn the tides of a match. Values in [] are during OD 25% minimum damage: 1000 [1250] Lifesteal: 500 [1000] Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Seed of Tartarus", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. 10% minimum damage: 305 {643} Ragna performs a head splitter on the opponent (the same animation as5D's second hit). If it hits, he will activate his scythe and release three crimson waves, blowing the opponent away. Used on defense or in neutral as a fast and powerful reversal that is much harder to punish thanInferno DividerGuardMidStartup9Recovery39Advantage-28. Buffering it after an Overdrive Raid can allow Ragna to punish the opponent for using attacks that rely on long blockstun or cancels to stay safe, most typically character'sCbuttons. Note that while this move has a large amount of push back on block, it is still unsafe and cannot be Rapid Canceled, so with 50 Heat you are usually better off usingCInferno Divider. However, some characters with stubby or slow buttons can have a tough time punishing EA on block, so consider using it more against these characters. The frame advantage on hit depends on Ragna's screen position and whether or not he is in Active Flow. The longer it takes for the opponent to reach the corner, the greater the advantage. Thus, Ragna is plus when he is cornered, is even at mid-screen, and is negative if the opponent is cornered. The Active Flow version is better as it is even on hit against a cornered opponent and plus everywhere else. Values in [] are when canceled into or immediately after activating OD Values in {} are during Active Flow 10% minimum damage: 305 {585+58} Reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Black Onslaught", + "text": "2141236CwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 180F Heat Gauge Cooldown. Fully invincible on frames 1~19. Hits only once on block. Opponent leaves hitstop 6 frames before Ragna on block. 100% minimum damage: 30000 180F Heat Gauge Cooldown Counter Hit state for entire move 100% minimum damage: 30000 Reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna", + "title": "Ragna", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Damage", + "title": "Damage", + "section": "Health", + "text": "Health varies by character, see each character's page for their values or see theCharacter Comparasionfor a table to compare across all characters. The health bar in BBCF is slightly misleading; it's denser near the end to give the effect that a player is barely surviving a \"fatal\" blow, and thus more dramatic. Where the health bar gets thicker is where it gets denser, and it's also when the health bar turns red (and Astral Heat becomes available, if all other requirements are met). This section of the health bar accounts for 35% of the character's maximum health, and is of a uniform density throughout the section." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Damage", + "title": "Damage", + "section": "Damage Scaling", + "text": "As more attacks are added to a combo, each attack progressively does less damage due to damage scaling (also known as damage proration). To determine how much damagethe second hit onwards(the first hit always deals 100% damage with Guard Break as an exception) in a combo will deal, there is a formula: Keep in mind that the first hit of a combo still applies its P2 to the second hit onwards. P2 also stacks multiplicatively. For example, for the third hit of a combo, P2 = (P2 of first hit × P2 of second hit). Some multi-hit attacks will apply P2 only once, regardless of how many hits connect, while some apply P2 for each hit. These will be noted in the frame data with multiple P2 values. Only one bonus proration value can be applied at a time in a combo; using multiple moves or the same move multiple times with bonus proration in a combo does not cause it to stack." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Damage", + "title": "Damage", + "section": "Examples", + "text": "For a simple first case, let's take an example of Hakumen's combo: 5C > ODc > j.214C(Tsubaki) > 5C. The table below lists the damage and proration of each move. So we would proceed to calculate the damage as follows: Finally, we provide an example of bonus proration, for example, Hazama's 6A > 236236B. So we would proceed to calculate the damage as follows: 1The game does not multiply all the value together at once (the final number should be 161 if calculated at once); rather, they will rounded down the numbers at some point and continuing multiplying the remaining. How that works is still unknown." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Damage", + "title": "Damage", + "section": "Exceptions", + "text": "Certain other mechanics can affect how much damage an attack or combo deals. Distortion Drives will do a percentage of their base damage (generally 20%) at minimum regardless of damage scaling. This means that using supers at the end of combos is a good way to tack on some significant extra damage. Standard throws have a minimum damage of 100%. This is also true for almost any throw that can be escaped. Comboable throws (which do not allow the opponent to break them) have lower minimum damage, and some have none at all! Minimum damage is calculated after all normal combo scaling effects written above, but beforebonus damage. If the combo \"starts\" from a Guard Break (meaning you start the combo after the opponent's guard is crushed), the combo starts with 80% proration. It's easiest to think of the Guard Break as the first hit of a combo with 0 damage, P1 80%, and P2 100%. Combo into an attack with high P2 if possible! In addition to normal damage scaling, special attacks and supers have a quality called Same Move Proration: using the same attack twice or more in the same combo will reduce the base damage of it by 70%. Other attacks afterwards are not affected by this penalty and will scale as usual. It is important to note thatMinimum Damage is also affected by SMP; this means that using the same Distortion Drive twice in a combo is usually a bad idea! However, the game considers Overdrive versions of Distortion Drives to be different moves to their normal versions, avoiding SMP when used together. SMP only affects damage andnotHitstun Decay. Some combos will intentionally trigger SMP and sacrifice damage in exchange for a better position or gain other resources, or sometimes a combo route can be damage optimal even with SMP due to there being no alternatives. For example, Izayoi often triggers SMP to gain more stocks in her combos." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Damage", + "title": "Damage", + "section": "Bonus Damage", + "text": "Additional bonus damage can be added in a number of ways. Counter Hitting the opponent increases the damage of that one attack by 10%. Normal throws and purple command throws do not benefit from this bonus when they hit as a Throw Counter (which instead just makes the throw untechable). Comboable throws, however, do receive this bonus damage, such as Naoto's Phantom Pain. Multi-hit attacks will apply the bonus damage to all hits of that attack. Damage bonuses can stack, but do so additively rather than multiplicatively. For example, hitting an opponent who is in Danger State while you are in Active Flow will cause your attacks to deal 130% of their normal damage, not 132%. Attacks that have minimum damage have their minimum damage applied before bonus damage is added. For example, an attack that normally deals 500 minimum damage will deal a minimum of 550 damage during Active Flow." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Damage", + "title": "Damage", + "section": "Other Damage", + "text": "Special and Super attacks in BlazBlue (and most other fighting games) do small amounts of damage even if they are blocked. Most Special and Super attacks do 5% of their base damage as chip damage. This chip damage can be prevented by usingBarrier. Additionally, certain attacks have different chip damage percentages like Amane's drills (see his Frame Data for details). Ragna's drive (Soul Eater) does chip damage which is ALSO absorbed by Ragna and converted into health. Soul Eater can be prevented with Barrier Block. Poison and other Life Drain effects steadily decrease the character's life while active, but can never kill the character by themselves; the most they can do is decrease their life to 1 health. This effect is not considered attack/combo damage, so it is unaffected by damage scaling and not tracked by the combo counter." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Damage", + "title": "Damage", + "section": "Hitstun Decay", + "text": "As a combo goes on, the amount of hitstun each attack deals is reduced as it reaches certain time thresholds. Hitstun/Untechable decay is determined by the amount of time that has passed in the combo as well as what starter is used. The above table alone does not tell the whole story: each attack has a rating that determines how much \"time\" is instantly consumed when used as the first hit of a combo. The rating for each attack is listed in each character's Frame Data." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Damage", + "title": "Damage", + "section": "Hit Effects", + "text": "Floorbounce/groundbounce is a hitstate where characters get hit into the ground and then bounce, floating up into the air. The height bounced varies by move and can also vary based on starting height. Wallbounce occurs after you're blown back into and then rebound off of the edge of the visible part of the battlefield. Full wallbounce rebounds the player back out to approximately the same place they started when they were hit. Wallbound is similar to wallbounce, with the exception that instead of bouncing all of the way back out, they drop in place after hitting the wall, usually meaning followups are only possible if you were already in the corner. Wallstick, similar to wallbound, with the exception that the character is stuck to the wall for a short while before falling down, allowing more time for followups. Cornerbounce is when the character is blown back into and then rebound off of the corner of the field. Crumple Durationis the amount of time until they canrecover. This value decays withhitstun decayand increases withFatal Counter, but there are some attacks which have fixed Crumple Duration. Crumple Fallis the amount of time until they fall to the ground and enter Hard Knockdown state. The fall animation is 24F and is included in the Crumple Fall value. The hard knockdown time is 10F unless otherwise specified. Moves that can freeze have two additional values in the notes:Freeze CountandFreeze Duration Freeze Countis the limit of when an attack can trigger the freeze effect in a combo. Most freeze moves have Freeze Count 1, so they can only be the first Freeze in a combo, else they just do regular hitstun. Certain attacks have higer Freeze Counts, for example Jin's EX Specials (214D, 236D, 623D, etc.) have very high Freeze Counts (10) effectively ignoring the Freeze Count limit. Freeze DurationDetermines how long the opponent will be frozen in place after being hit by a move that freezes. Freeze Duration is not affected by hitstun decay or bonus hitstun from a Fatal Counter starter; in other words, Freeze Duration is always the same. If an attack hits the attacker while the defender is frozen, the defender will recover from the freeze immediately. Freeze immediately ends if the defender is hit by a non-freezing attack." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Damage", + "title": "Damage", + "section": "Fixed Hitstun", + "text": "Some attacks inflict fixed hitstun regardless of the combo length. Distortion Drives, Exceed Accels, Astral Heats and throws often have this property, but there are other attacks, specific to each character. Usually this property exists to simply to stop certain moves behaving strangely (such as characters teching in the middle of a throw) but it does also mean using these moves at the end of combos is viable where other moves would fail. These moves still benefit from increases due to crouching and fatal counter effects, if applicable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Damage", + "title": "Damage", + "section": "Invalid Combos and Resets", + "text": "Because characters can delay their recovery, this leads to the possibility of combos that work only if the opponent chose to not recover. This means that some combos are not \"true\" combos; the game's HUD differentiates between the two classes of combos by showing the hit counter as red for a valid combo and blue for an invalid combo. The invalid combo HUD also shows which hit was invalid. Valid and invalid combos are referred to as Redbeat and Bluebeat combos respectively for this reason. Invalid combos still behave the same as normal combos for the purposes of damage scaling, hitstun reduction, etc. Sometimes player on defense will intentionally delayair recovery(or wait until landing to Emergency Tech) to avoid a mixup or a reset. For example, players often avoid air recovery while Tager's Atomic Collider is active because air recovering will let Tager hit the opponent with an unblockable air throw and start a new combo! Delaying air recovery is a low risk tactic since a few extra hits at the end of an already long, heavily scaled combo are unlikely to actually add much more damage and may allow more favourable tech opportunities to escape okizeme. The same is true forCrumple Recovery. A number of characters have methods of forcibly restanding the opponent in order to start a new, freshly scaled combo. Jin and Nine's freezing attacks and Tager's Gadget Finger are examples of attacks that can force this type of reset. A \"purple\" throw will reflect an invalid combo, even if that throw was a throw counter and unable to be rejected." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Resources", + "title": "Mu-12", + "section": "Intro", + "text": "This page is Mu-12's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Resources", + "title": "Mu-12", + "section": "Documents", + "text": "Mu-12 Discord Pochp'sMu-12 Combo Guide Pochp'sBasic Mu-12 Guide Pochp'sOffense guide Japanese Name: ミュー·トゥエルブ Japanese Wiki Japanese BBS Arcade Profile Dan Rankings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Resources", + "title": "Mu-12", + "section": "Videos", + "text": "Combo Visual Reference" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Resources", + "title": "Mu-12", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Resources", + "title": "Mu-12", + "section": "Depreciated Resources", + "text": "Dustloop Forums 2017 JP Combo Guide:https://www.youtube.com/watch?v=zkaUoUnU5xA Collection of Mu-12 Combos by Hentaitophttps://www.youtube.com/watch?v=zkaUoUnU5xA Kakabbmu12 - Detailed Video Guide:https://twitter.com/kakabbmu12/status/92676086550791782 MAX DAMAGE #1st Place Winner:https://twitter.com/kakabbmu12/status/858700716256378884" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Resources", + "title": "Mu-12", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Resources", + "title": "Mu-12", + "section": "Depreciated Resources", + "text": "Dustloop Forums 2017 JP Combo Guide:https://www.youtube.com/watch?v=zkaUoUnU5xA Collection of Mu-12 Combos by Hentaitophttps://www.youtube.com/watch?v=zkaUoUnU5xA Kakabbmu12 - Detailed Video Guide:https://twitter.com/kakabbmu12/status/92676086550791782 MAX DAMAGE #1st Place Winner:https://twitter.com/kakabbmu12/status/858700716256378884" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Resources", + "title": "Mu-12", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "Overview", + "text": "Hibiki is a new addition to Blazblue's roster as of Central Fiction. He is arushdowncharacter boasting a great run speed, one of the best low profiles in the game, and solid anti-zoning tools. He also has good damage (especially in Overdrive), solid oki, and great air normals. Hibiki is also a verybeginner friendlycharacter. He has a low execution barrier, a simple gameplan, and his tools are relatively straightforward. Hibiki's drive allows him to use a shadow clone in a tandem attack. Pressing the D button will send out a clone to attack the opponent. Each of Hibiki's Drive attacks have a \"fakeout\" version where Hibiki sends out a clone, and a \"real\" version where the real Hibiki shoots forward to perform the attack. Both versions have similar properties on hit and block. To assist in the misdirection effect, the game's camera will not readjust for Hibiki's change in position until the clone has disappeared. Hibiki's Drive serves a multitude of purposes e.g combo filler, pressure resets, zoning, and antizoning. While somewhat gimmicky, he can also use his Drive to misdirect his opponents with clones." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Pressure starter, very good because it's low enough to the ground that it hits crouchers as well. Frame advantage isn't too great, but it's a good way to set up tick throws and TRM's." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Limited to 2 uses of5BBper gatling sequence 5Bis jump cancellable on block,5BBis only jump cancellable on hit Leaves something to be desired as a poke, given its short range: luckily5B(first hit) is jump cancellable on block: so you can reset pressure that way. Has use in hitconfirming, and can be used for pressure as both5Band5BBare only -4 and can be late chained to5Cor6A. 5BBmoves Hibiki forward slightly. It is also your only gatling into4Bbesides5A/2A. 5BGatling options:6A,5BB,5C,2C,6C,3C,5D,2D,6D,3D" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Decent poke given its okay range, at least compared to most of Hibiki's other ground normals. Leads to big damage when used as a punish or when delay canceled into as a frame trap during pressure." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Same story as5A, good for stagger pressure and tick throws. Has a notable phantom hitbox past Hibiki's hand." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good for catching no techs Great low profile Limited to one use per gatling sequence Mostly used as a combo tool, but in instances where you need to catch people not neutral teching right away, you can do dash2Bfor your oki to pick them up for a quick blue beat combo. 2BBadvances Hibiki slightly forward. It is mostly just used as a combo tool, but because2Bmoves Hibiki's hurtbox very low to the ground, there is a good oki setup where you dash2BBas a cross under when an opponent neutral techs for a left/right mixup. Additionally2BBhas some utility in regards to low profiling, and can low profile moves like Jin's5Cand various counter assaults. 2BGatling options:6A,2BB,5C,2C,3C,5D,2D,6D,3D" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good anti-air Head invul frames 8-16 CH leaves opponent in untech until landing. Hibiki's anti-air. It doesn't have much vertical reach but it does a good job of shrinking Hibiki's hurtbox down below the attack's hitbox, and has a nice chunk of head invul during the startup and active frames. On counter hit and regular hit, you'll usually combo into236A~B, but the extra untech time on counter hit makes it work at more ranges." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Useful pressure tool Staggers on CH Hard knockdown on air hit Limited to 1 usage per gatling sequence 6Ais mostly used as a combo tool. In particular, in combo routes where you don't want to go into an air juggle just yet from6BB, you can cancel into6Ato knock the opponent down and then OTG. In pressure,6Ais good for both frame trapping the opponent and staying in longer, especially vs. barrier. It moves Hibiki forwards and leaves him at only -1, with delay cancel options using special cancel and3C. Not only that, but the long startup and good CH effect make it a good delay cancel as well. On CH Crumple Duration 36F, Crumple Fall 69F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Low and throw invul frame 5-19. Looks like an overhead, but isn't. Limited to 16Bper gatling 5BB>6Bis a natural frame trap and catches mashers. It also has good low and throw invuln. Outside of blockstrings,6Bfeatures in Hibiki's more damaging combos. It causes untech time on the ground. Unfortunately the horizontal hitbox is lacking, so landing6Bcan be finicky depending on the character. 6BB Ground bounces Gatlings into5B, and everything else6Bgatlings into. A staple of Hibiki's crouch confirms. Mostly combo filler. It pops the opponent up for either an air combo,6C, or2C> d6.D. 6BGatling options:6A,6BB,5C,2C,3C,5D,2D,6D,3D 6B Airborne from frame 5, hit occurs on landing Invuln lasts until end of active frames Startup/invuln can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fatal Counter Great Combo Starter for Punishes Makes Hibiki Airborne from frame 11 onwards Recovers in midair Whiffs crouching opponents All Hits are special cancellable Because of its ability to both force Fatal Counter on Counter Hit and launch the opponent by blowing them back,6Cis an amazing starter for punishing high recovery moves. It leads to big damage from both midscreen and the corner. Aside from this, it's used for Hibiki's advanced BnBs at midscreen and some corner combos. At midscreen,6C(1) >236A~Bis a common combo tool, and in the corner6Ccombos intoj.6D> djc >j.3D. Fatal Counter All hits whiff on crouch Airborne from frame 17" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "4B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good Overhead One use per Gatling Sequence Causes grounded untech for 33F Hibiki's standing overhead. It's also used in some combos against airborne opponents because of its ground untech. 4BBis mostly just used to hitconfirm a4Boverhead mixup. Be wary,4B>4BBwill always leave a reversal gap if4Bis instant blocked even on fastest possible input. 4BGatling options:6A,4BB,5C,2C,3C,5D,2D,6D,3D 4B Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Decent ground poke Soft knockdown on hit, hard knockdown on CH 3Cis mostly just used as a combo tool to sweep an opponent off their feet. However, it can be a decent poke because of its ability to lead to big damage with an Overdrive or Rapid Cancel." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.BB Counterhit state ends early, frames 10-14 are still active but not CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great poke in neutral Great for safe jumps Ideal for crossup jump-ins j.Cis probably Hibiki's best button. It's great for poking opponents air to air as well as against grounded opponents when done from a well spaced instant air dash or falling down from a jump. First 3 Active Frames can hit crossup" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "5/6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good for controlling ground space 5Dsends a shadow clone forward to attack. Although not your typical fireball, the shadow clone's charge forward attack covers a lot of ground space and can be used to hinder ground approaches much like a fireball. Can confirm stray clone pokes into Nue (632146D) to get knockdown. Sometimes good for resetting pressure Sometimes good for approaching in neutral Unlike5Dwhich sends a shadow forward,6Dhas Hibiki himself go forward for the attack. This can be great for resetting pressure if your opponent isn't expecting6Dover5Din a blockstring. It also nicely compliments the use of5Dto control ground space in neutral as a way to sneak in closing the gap between you and your opponent. 5D Values in [] are during OD 6D Values in [] are during OD Crumple Duration 30, Crumple Fall 63F On CH Crumple Duration 40F, Crumple Fall 73F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "2/3D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fatal Counter Projectile invul frame 4 until Hibiki reappears The version that has the shadow clone attack. While2Dusually doesn't see much use over3D, it can be useful in matchups against characters that are slower and have more limited movement options as a way to hinder their ability to move forward on the ground. It works especially well in these cases when combined with5Dto control space and6Dto slip in approaches. Great anti-zoning tool Fatal Counter Projectile invul frame 4 until Hibiki reappears 2D Bonus Proration 110% Fatal Counter Values in [] are during OD Airborne from frame 4, summons clone on landing Startup/total frames can be altered by external forces 3D Bonus Proration 110% Fatal Counter Values in [] are during OD Airborne from frame 4,becomes full invuln 1 frame after landing Teleports and is airborne again 13 [4] frames after landing, invuln ends 4 [2] frames later Startup can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "j.5D/j.6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll CH causes untech until opponent lands on the groundCH ver causes wallbounce if opponent collides with wall, though opponent can tech quickly after CH ver causes wallbounce if opponent collides with wall, though opponent can tech quickly after OD versionj.Dwallbounces on hit Can be good to control space air to air but it is somewhat awkward for this purpose. CH ver causes untech until opponent lands on the groundDoes not cause wall bounce like CHj.D Does not cause wall bounce like CHj.D Good for escaping situations where you are at risk of being anti-aired ODj.6Dwallbounces on hit Great follow-up for air-throw that can transition (if done at simple jump height) into a combo finishing in an Izuna reset. j.5D Values in [] are during OD j.6D Values in [] are during OD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "j.2/3D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good alternate way of hindering approaches Can whiff cancel the second half of the recovery into air normals Version that sends the shadow clone out. When used at the right angle,j.2Dis good in neutral to hinder approaches from both the ground and air. If you space it particularly right, you can even usej.Cwhen you're falling back down to the ground to catch people trying to approach Hibiki after the shadow clone has disappeared. Good for escaping situations where you are at risk of getting anti-aired Similar toj.6D,j.3Dcan be used to escape situations where you find yourself above the opponent with no more air options and at risk of being anti-aired. The difference is thatj.3Dwill bring you back down to the ground closer to the opponent than had you usedj.6D. This can better for you depending on the situation and matchup, or it could be worse. Judge the situation and decide which one to use accordingly. j.2D Can cancel into j.A, j.B or j.C during last 13F of air recovery Values in [] are during OD j.3D Values in [] are during OD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100% (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100% (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100% (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Charged version sees occasional use in high damage combos, but the uncharged version can also be used in midscreen combos to slightly increase the damage. Hard KD on air hit. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "Soaring Kick", + "text": "236A(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Ground version can cancel into followups 15 frames into the animation. Air version 11 frames into the animation Leaves you in CH state for entire duration 236A Can cancel into followups from frame 15 Airborne from frame 5, recovery until landing j.236A Can cancel into followups from frame 11" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "Piercing Feather", + "text": "Aduring Soaring Kick (Grounded) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The startup is deceptively long. The recovery of this move can be canceled into aerial attacks, allowing Hibiki to remain plus and continue offense afterwards, but not too plus due to retaining the landing recovery imposed by236A. Fastest possible236A~Aconnects on frame 38 Effectively +11 on block, using earliest possible cancel Can cancel into normals and specials from frame 34 Landing recovery carried on from 236A, carries onto any attack cancelled into from this move without its own landing recovery" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "Piercing Muzzle-blade", + "text": "j.214AorAduring Soaring Kick (Airborne) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Air Combo Ender" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "Thrashing Claw", + "text": "Bduring Soaring Kick H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fastest possible236A~Bis 26f startup Sometimes a good Overhead mixup Ground Bounces Can delay followup for better (but still punishable) frame disadvantage, up to -8" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "Pulverizing Fin", + "text": "Cduring Soaring Kick H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great Combo Ender for bigger combos Throw invul frame 1 into active frames Hibiki’s Izuna Drop. Deals 120% of its normal damage if the drop starts above 2,000,000 units" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "Catastrophic Strike", + "text": "Dduring Soaring Kick H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 236A~D On Guard Point, hitstop for Hibiki is 2F. Opponent hitstop is 19F Hibiki cancels into Catastrophic Strike (Ground Attack) when opponent is standing/crouching, otherwise Catastrophic Strike (Air Attack) 236A~D Attack Fatal Counter Max. 3 hits If hit 5 or 6 is the first to connect, does an extra 3 spins" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "Dual Wing Smash", + "text": "214Aor214Bor214A/B~D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 214A- Dual Wing Smash: Heaven Sometimes a good overhead mixup Ground bounces 214Ais sometimes a good overhead mixup to go for when you've been pushed out too far in a blockstring. On hit, it'll ground bounce the opponent and allow you to convert it into a full combo by juggling with2C. Can get better frame advantage by having opponent late stand block it or using it from farther away for a meatier connect, up to +1 on block. It's somewhat gimmicky, however, because an opponent can jump out or reversal both versions on reaction. This move will also whiff at closer ranges on shorter characters outright. 214B- Dual Wing Smash: Earth Sometimes a good low mixup Launches the opponent 214Bcan sometimes be a good low mixup either when you've been pushed out too far. It launches on hit and be converted into a full combo that can do upwards of 4K damage meterless, depending on screen positioning. The startup frames are longer than Dual Wing Smash: Heaven, though. This means that an opponent can fuzzy guard (switch blocks with specific timing) in order to block both versions. They can also jump out on reaction or reversal if they believe you won't do the feint.214Bis 0 on block, so it can lead to an awkward scramble situation if blocked. It can also be made plus if it hits meaty, if you find a reasonable situation to set it up. 214A/B~D- Dual Wing Smash: Void 214A Airborne from frame 5 214B Airborne from frame 5 214A/B~D Recovery/invuln listed are from beginning of 214A/B, and is the same regardless of feint input/cancel timing Invuln ends on frame 25 but is regained from beginning of feint" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "Soaring Slash", + "text": "214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Midscreen combo ender for basic combos Corner combo extender Soaring Slash is most commonly used in more basic combos as an ender. The frame advantage from Soaring Slash combo enders also allows you to go for a safe jump withj.C. However in the corner, Soaring Slash instead serves as a combo extender since you'll remain close to the opponent and have enough frame advantage to juggle them to keep the combo going. Enters 20F recovery immediately on block Recovery on whiff is 22F Crumple Duration 27F, Crumple Fall 60F On CH Crumple Duration 31F, Crumple Fall 64F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "Soaring Slash: Revolution", + "text": "214D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Sometimes good for left/right mixups Good for side swap combos Launches opponent Hibiki dashes towards the opponent with the same animation as Soaring Slash. If he's close enough to his opponent, he'll appear behind them and launch them into the air. You can use this as a risky left/right mixup with Soaring slash. It's very unsafe on block so you'll generally want 50 meter to rapid cancel and stay safe. Having 50 meter will also make Soaring Slash: Revolution a more valid mixup. While there's no real reason for an opponent to expect you to use Soaring Slash without 50 meter, Soaring Slash > Rapid Cancel > Reset Pressure is a valid option when you do have 50 meter so the opponent, making the opponent have to look out for Soaring Slash and Soaring Slash: Revolution equally. Be sparing in its use though, as it can be easily option selected. Detects opponent in range from frames 11~22, startup after detection 22F If out of range, does not attack and enters 23F recovery (Total: 45F) First 11 frames after detection are All invuln (at fastest startup, frames 12~22)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "Double Wing Cyclone", + "text": "623C(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Reversal Multi Hitting Hibiki's DP. Double Wing Cyclone is a good defensive option to go for on wakeup when used strategically. Double Wing Cyclone's hitbox completely envelops Hibiki, making it effective against crossups, however it doesn't have much horizontal or vertical reach so you need to take this into account in choosing good places and situations to use this as a reversal. If you have 50 meter to rapid cancel it, Double Wing Cyclone can also be useful in pressure to allow you to go for a 50/50 between an instantj.Cor2BB. This special leaves you airborne very quickly so the faster you RC it, the quicker you can threaten either option. 623C First hit that connects must be Barrier Blocked in the air, following hits can be blocked normally Airborne from frame 9, standing from frame 20 reversal j.623C Standing from frame 18" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "Shadow Dance \"Hidden Phoenix\"", + "text": "632146C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hibiki throws a long ranged projectile that triggers a cinematic followup attack if it hits. Great combo ender to end a round, high minimum damage Can sometimes be a good anti-zoning tool Full invul frame 1 into the active frames Minimum damage: 960 OD: 1260 Hidden Phoenix sees most of its use as a combo ender when you need the damage to close out a round. The overdrive version in particular is really good for this. In combo with a Fatal Counter starter and sufficient meter, you can link the overdrive version into the normal version for extra damage or style. Values in [] are during OD Minimum Damage 20%: 960 [1260] Second hit onwards only applies P2 once reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "Black Thunder \"Nue\"", + "text": "632146D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good Anti-Zoning distortion Minimum damage: 800 OD: 1050 Nue teleports Hibiki above an opponent before coming down on them with a downward strike. The teleport makes it great for dodging projectiles and ranged attacks while the downward strike portion is great for punishing the opponent. Very unsafe on block though so use sparingly or only if you have 50 meter to rapid cancel. Additionally, if you have an additional 50 meter, you can rapid cancel Nue on hit to convert it into a small combo to get some extra damage out of it. Values in [] are during OD Hibiki is vulnerable during super flash for 4F Minimum Damage 40% [25%]: 800 [1050] Active for 5 frames against a grounded opponent Hits most standing/crouching opponents on last active frame, listed frame advantage assumes this Has extended recovery animation (123F) on hit only" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "Mark: \"Purification\"", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. 295/626 Minimum Damage Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 295 {571+55}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "Divine Nightfall: Raven", + "text": "222DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Full invul frame 1 into active frames Hibiki swings both of his swords forward creating a shadow pillar in front of him. If it connects with the opponent they will be shrouded in darkness and assailed by Hibiki and a clone. Very practical because of how easily you can combo into it. Here's some examples: 3C 6BB All throws Anything that causes long untech time (e.g6A, Air Hit6B,4B, etc.) 236A~B(if done early enough)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku", + "title": "Hibiki Kohaku", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Strategy", + "title": "Mai Natsume", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Strategy", + "title": "Mai Natsume", + "section": "General Tactics", + "text": "For More information on Mai, check theMai Strategy Guide. You can also check out this video by Monarch for a short introduction to Mai: Special Notation Uppercase/Lowercase lettering (X/x): Uppercase lettering signifies attacks that hit the opponent and lowercase signify attacks that whiff or are blocked. 236X!: The exclamation point (!) signifies a just frame(Tipper) himeyuri hit ~: The ~ signifies a delayed button press 236~X means Setsuna (236) and then press the attack button. 214~X means to enhance the divekick Important Moves Mai is a straightforward character with many midrange tools that control the pace of the match until she finds an opening to start her pressure. At midscreen, moves like5xCand236Aare great pokes, and2Canti-air prevent the opponent from using IAD to easily gain space. Once she gets her pressure started,5A,2A, and5xAare useful to stagger her pressure. Additionally, Mai's5x[B]stance and5xCBallow her to mix the opponent during blockstrings, while5xC[C]and5xACpush the opponent out to create space. Mai can cancel any of her normals into 236 and 214 to frame trap, create space, or reset pressure. On defense,5A/2Acan be used to mash out, 214 can be used to escape pressure, and236D/214Dcan be used to reversal any large gaps." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Strategy", + "title": "Mai Natsume", + "section": "Blockstrings", + "text": "Variable Arts makes Mai's blockstrings very unique. After each normal, the number of followups available and their uses changes greatly. This telegraphs Mai's options to an observant opponent, so it is important to vary your options and keep the opponent on their toes. Mixing staggered5A,2A, and5xAbreaks up the timing of mai's pressure, letting her take advantage of impatient opponents. Mai's5x[B]stance is a powerful mixup tool. The stance itself has body invul and from it she has access to a low, an overhead, and a powerful frame trap, all with large reward on hit.5x[B]5Ahits low,5x[B]8Ahits overhead and launches, and5x[B]6Afatal counters for extended conversions midscreen. This stance can be entered from5xBby holding[B], or can be directly entered from5Aor5Bby inputting4[B]during the recovery of the move. One very powerful metered option in blockstrings is using5xC[C]or5xACto push the opponent into range for a236A!tipper.236A!is unblockable without barrier and the threat of this move can be used to scare the opponent into respecting your pressure, allowing you to reset it for free.236A!requires an RC to convert, so it is best to buffer the RC on hit or block, then react to the opponent being hit or barrier blocking and go into a combo/blockstring from there. If the opponent blocks a5xACprojectile at far ranges (up to fullscreen), they can be pushed into range for a236B!tipper, which can start combos meterless." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Strategy", + "title": "Mai Natsume", + "section": "Baka Gaijin Cancel", + "text": "Doing 214~4A+B on any jump cancel leads to immediate barrier, negating the recovery of the move, giving massive plus frames. 9~214~4A+B on any jump cancellable move. 2C Kara Barrier can be up to +15. Example:https://twitter.com/UriParadise_/status/1575808230869147648" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Strategy", + "title": "Mai Natsume", + "section": "Okizeme", + "text": "Mai doesn't have many setplay options from oki, but she does have a myriad of safe jumps utilizing a meaty j.C. She also has solid ways to catch rolls and use her low 2A for solid high/low mixups to compliment throw attempts." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Strategy", + "title": "Mai Natsume", + "section": "Safe Jumps", + "text": "5AAA > 236 > 214 > 214 > j.6CAfter Juncture, using Moon Blossom twice in quick succession will cause Mai to flip forward. After Juncture, using Moon Blossom twice in quick succession will cause Mai to flip forward. 236B (Grounded hit) > delay IAD > j.C 236~A (air hit) > IAD > j.C j.214A > neutral jump > j.C 236A! (Air hit) > forward jump > j.C" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Strategy", + "title": "Mai Natsume", + "section": "Catching No Tech/Roll", + "text": "Using the 5AAA ender in the corner allows you to catch no tech and rolls with pretty much anything, but the safest options are 2A and a j.C from the safe jump. For hard reads, you can hit 5C. 5B is a good compromise between damage and safety After this ender in the corner, you have all of the options from the 5AAA ender except for safe jump After these enders, you can catch forward rolls with a short dash into 2B or 5C. Back rolls can be caught with a longer dash into 2B. The safe jumps from these enders can catch some characters’ forward rolls, but never back roll. Has about the same options from 236B and 236~A enders Limited to 2A to catch rolls." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Strategy", + "title": "Mai Natsume", + "section": "Mixups From Knockdown", + "text": "Most of the following are only effective in the corner: Jump in > j.BA Jump in > empty jump 2A Jump in > j.B > 2A Jump in > Air Dash > j.BC 5AAA (whiff) or 5xC (whiff) > throw" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Strategy", + "title": "Mai Natsume", + "section": "Tips and Tricks", + "text": "You can often use Drive in neutral to play it safe and wait for an opportunity Use 236A to close gaps quickly. The tipper hitbox is especially strongThe Blue glow from her spear signifies the tipper hitboxes The Blue glow from her spear signifies the tipper hitboxes Use 214X to escape pressure! 5x[B] can guard point EAs and most reversals You can use 5xCC in order to space out an opponent for tipper 236A" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Strategy", + "title": "Mai Natsume", + "section": "Fighting Mai", + "text": "Learning Mai's Variable Arts structure is key to understand what options she has at any given moment. Being aware of the ranges of her 236X! tippers and the angles of her 214X divekicks is essential to predict her movement. Mai's 236X! tippers occur when a 236X attack connects at its tip on its final active frame. 236X! tippers are unblockable unless barrier blocked." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Strategy", + "title": "Mai Natsume", + "section": "Neutral", + "text": "Mai's general strategy in neutral is to control the pace of the match with her large buttons and 236X/214X specials to secure a knockdown and run her offense. A pre-emptive5xCor236Aare very effective at stopping ground approaches, but are weak to jump-ins and IADs. A reaction2Cis very effective at stopping air approaches, but has fairly late invul on startup and large recovery on whiff, so baiting2Cby stalling in the air and whiff punishing is a great way to punish the opponent for overrelying on this button. Learning the distances Mai can connect236A!or236B!tippers is crucial to know the ranges you must barrier block a sudden approach. 5DD/j.DDspear redirects are not special cancellable on block. If you block a redirected spear, you do not have to worry about Mai using 236/214 to suddenly change her spacing." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Strategy", + "title": "Mai Natsume", + "section": "Offense", + "text": "Mai has no meterless reversal, but does have a few strong defensive options. Her supers are both exploitable as236Ddoes not have invul until frame 4, and214Dhas guard point but is vunerable to throws or opponents RCing and blocking on reaction. Mai's 214 command backdash is a powerful defensive option, as it has frame 1 invul to Foot/Throw attribute moves, full invul frames 5~14, and it creates a large amount of space. However, Mai is in a counter-hit state for the duration of the 214 backdash, so catching her in the startup with a body/head attribute move will grant you a counter hit combo." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Strategy", + "title": "Mai Natsume", + "section": "Defense", + "text": "The most important part of learning to defend against mai is learning her Variable Arts structure and236A!tipper spacings. Mai's mixups are generally telegraphed by her Variable Arts. Her only overheads are from5x[B]stance or following5xC. Additionally, Mai only has mids and overheads following5xC, so if used in pressure, it is usually safe to block high following this attack. Additionally, the followup5xCBis plus on block, but can be interrupted by mashing out with good timing. From any normal, Mai can cancel into a 236/214 command dash. From her 236 command dash, Mai can threaten a236Aframe trap, do an empty 236 to reset her pressure, or try to open you up with a236A!tipper RC if far enough away.236Ais -4 on block, but Mai can space it so your fast pokes will whiff and she can whiff punish. This can be beaten by recognizing the spacing and choosing to either use a longer-range poke or disengage to return back to neutral. Similarly, Mai can choose to retreat after any normal with a 214 command backdash. From this, she can choose to do an enhanced214~B/Cdivekick to reset pressure or counter attempts to mash out. Generally, both retreating with an empty 214 and resetting pressure with 214~X can be beaten by jumping out if your character has good air mobility. Enhanced 214~X divekicks are plus on ground block, so respect them when you block one. However, unenhanced 214X divekicks and enhanced 214~X divekicks on air block are usually minus or punishable on block. One strategy Mai players will go for is using5xC[C]or5xACto push themselves out into236A!tipper range. If the opposing Mai has 50% meter and is pushing themselves out with one of these moves, it is advisable to barrier block in case they go for a236A!> RC guard break. Additionally, if you are forced to block a5xACprojectile from mid to fullscreen, Mai may be setting up a236B!tipper, which requires no meter to convert after the guard break." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Strategy", + "title": "Mai Natsume", + "section": "Video Reference", + "text": "This video provides tips to fight against Mai for any matchup:" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Strategy", + "title": "Mai Natsume", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Strategy", + "title": "Jubei", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Strategy", + "title": "Jubei", + "section": "General Tactics", + "text": "Video Introduction to Jubei by Monarch and EbonicPlagueBB:Youtube Link" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Strategy", + "title": "Jubei", + "section": "TL;DR For Beginners", + "text": "Jubei is a rushdown character with a strong install mode, good damage, and good mixup potential. To make up for his poor defense, Jubei relies on his movement options to evade and pick his spots. Jubei's defensive options carry great reward but do suffer from notable risk. It's important to have a good understanding of defensive system mechanics and OSes in order to have a solid foundation of options to work from. Important Moves 2C: Anti-air 2B: Good poke, great for pressure because it's + on block. j.B: Good air to air j.A: Solid jumpin button, used for instant overheads 236C: Major Oki tool j.214C: Air combo ender" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Strategy", + "title": "Jubei", + "section": "Blockstrings", + "text": "Jubei can vary his blockstrings like most Blazblue characters, though they tend to be centered around his2B. Because Jubei's2Bis a +2 low, you can often default into ending pressure with it. Opponents will eventually expect2Bto end your pressure. You can use this expectation to be greedy and reset pressure or go for other mixups. Jubei also has certain tools to call out mashing like6Cand214B. These are some basic ideas you can use for your blockstrings. 5A>5B>2B A very basic blockstring if you don't want to throw out buttons 2A>d.2A>5B>2B>2A>5B A basic example of using2B's plus frames to reset pressure and continue. 2A>2A>2B> microdash >2A>6C Sets up your opponent to want to mash and then pulls out6C 2A>5B>2C>j.236D>j.B A basic mixup using command dash to crossup your opponent. Not the best mixup because of2C's short range and the fact that command dash leaves Jubei vulnerable. This will also crossup DP attempts." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Strategy", + "title": "Jubei", + "section": "Okizeme", + "text": "Jubei's oki is pretty solid across the cast. His most popular option is his ball oki, but he can opt for other tools to set himself up.2Bis a popular move after many knockdowns to catch rolls, and2Aalso has great range to call people out. On wakeup, Jubei has many tools to work with. Lotus is a strong option to use on an opponent's wakeup because you can essentially use it to check for certain responses. In terms of knockdown, Jubei tends to go for236B,214C, and2361236A." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Strategy", + "title": "Jubei", + "section": "Ball Oki", + "text": "Jubei's built-in Oki tool is Rising Justice. Using236B>236C, also known as \"Ball Oki\", is a way to lock down opponents while Rising Justice bounces on top of them. In the corner, this is particularly dirty. For starters, you can short hopj.Afor an instant overhead,j.236Dso the ball hits on the other side, or cover rolls with5B. Jubei can also set up a just-frame Black Panther while his opponent is in blockstun from the ball. However, Ball oki has a notable set of weaknesses: Height Dependence: Jubei must hit the opponent high enough in the air with236Bin order to avoid certain challenges. Quick Rise. Quick Rise Instant block is strong, and certain characters can reversal regardless. Some characters can even jump out after quick rise. Reversals faster with up to 9 Frames of startup. Combined with quick rise, this can catch Jubei in the recovery of236C" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Strategy", + "title": "Jubei", + "section": "Safe Jumps", + "text": "You can input 669j.C/j.2Cto safe jump after the following enders: 236236A 236B 214C" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Strategy", + "title": "Jubei", + "section": "Tips and Tricks", + "text": "You can use5Dto dodge EAs. This only fails if your previous attack has whiffed and you can't cancel into5D. Try to focus more on air to airs rather than anti airing Pick your spots. Jubei's mobility sets him up to engage and disengage Sometimes it's actually better to not go into install mode. Try experimenting with matchups. Use Lotus to keep yourself safe during pressure" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Strategy", + "title": "Jubei", + "section": "Fighting Jubei", + "text": "Make use of your crouching confirms. In general, the cast gets much better reward off of individual hits on Jubei Instant Barrier and Instant Block are important for challenging Jubei after2B Characters like Hakumen and Azrael can disrespect236COki with their unique mechanics (e.g Drive and Growler) Use Quick Rise to challenge Ball Oki" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Strategy", + "title": "Jubei", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Combos", + "title": "Mu-12", + "section": "Intro", + "text": "Most of the information available here is built on Pochp'sMu-12 Combo Guide, and furtherCombo Visual Reference. If you need help with anything in the guide, check out theMu-12 Discord." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Combos", + "title": "Mu-12", + "section": "Overview", + "text": "Mu struggles to get full confirms off max range pokes without meter or counterhit. Most of her midscreen combos will be too far to use6B, so your main midscreen BnB will be5C6CTachiw. This is lackluster midscreen, but near corner6Cwill wallsplat and can lead tofull combos.Your first objective when learning Mu should be learning the midscreen to corner conversions, as well as corner combos.Midscreen combos using6Bare worth learning later, but the bulk of your hits here will not lead to full combos. In the corner, every single hit can convert into a full combo plus setplay. While Mu has some tricky combos, the vast majority of your effort will go into how your setplay will interact with your mixup, pressure and combos, as the better setups will almost always make your basic combos drop. How to confirm setplay is covered in theSetplay Specific Starterssection. Mu combos are usually cleanly divisible into three parts: Starter, Middle and Ender/Setplay. Sometimes two middle combo parts, usually with midscreen routes. This guide will refer to sections as: position part suffix, ie: Midscreen Middle A. Starter is setting up for later combo parts. Can be anything. Middle is your damage section. While some combos blend middle and ender, most of Mu's advanced combos stabilize into214D, which sets up standardized enders. Ender is the last bit of the combo where you ignore damage and instead set up steins to vortex your opponent, or use supers to kill them." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Combos", + "title": "Mu-12", + "section": "Beginner Combos", + "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Combos", + "title": "Mu-12", + "section": "Notable Midscreen Starters", + "text": "Midscreen poke starter. Leads to longer corner combos near corner. What you can do after a midscreen to corner wallsplat is distance dependent, varying from5C6CSOD2to5A5CSOD. This is something you want to get an intuitive understanding of, since there are a very large number of possible ways to combo off this. Do note that there is a small dead zone where you're too far to combo into Tachi or SOD, but Tachiw5Adoesn't work either." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Combos", + "title": "Mu-12", + "section": "Midscreen Routes", + "text": "The place to start for6Blaunch midscreen BnBs. This will work off jab starters, but is a little longer than some of the other routes and may not be able to fit middle D afterwards. Midscreen:2B5C6B22D2C2Djc9j.Cj.Bjc9j.Bj.Cj.2C66B12D2C2D2Csjc9j.Cj.2Cj.2Dj.2C66A6B16D6CTachiw - 3194 Jab Starter:2A2B6A6B22D2C2Djc9j.Cj.Bjc9j.Bj.Cj.2C66A6B16D6CTachiw - 2453 If you reach the corner in the middle of this combo it will drop. Transition to a midscreen to corner route or a different ender such asj.2C> (land) >6C> etc." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Combos", + "title": "Mu-12", + "section": "Corner Routes", + "text": "One of the best and easiest corner routes. Usually done off a SOD. Works even with single jab starters.214Dis the point where you transition to your ender. Jab corner starter:2A2B5C3CSOD2B5C6C5D2C5Djc9j.Cjc8j.Cj.2Cj.4Dj.2C6C214D6[D]6CSOD6[D]SODw - 3096 A simple corner combo that integrates middle and ender that works at bad hitstun decay. You usually stabilize into this with SOD or SOD2 to give you the time to combo into it. You may need to microwalk or microdash to adjust distance. Also has four steins set up on the opponent for236D, which is plus enough to let you get airtight delayed airdash vs empty low mixup. The setup itself will be covered in Ender C. Low corner starter:2B5C6CTachi dash under5C6CSOD26C5D6B15D2Cj.Cj.2C5CSOD5D3CSOD2DSODw - 3316 A very simple route that works with very poor hitstun. It's not a good route, but it can be done in situations where longer routes like corner middle C won't work. Leads to214Doki, but you don't have any ability to control frame advantage with stein placements, so vs characters like Tager and Rachel you don't have enough time to perform6[D]6C, especially if the route was performed with bad hitstun." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Combos", + "title": "Mu-12", + "section": "Basic Corner Enders", + "text": "One of the simplest possible enders because it generally doesn't make basic BnBs drop. While this doesn't automatically check rolls for you with SODw, jump canceling the second5[D]will give you a 7f safe jumpj.Bthat catches instant foward roll. You can also check rolls with2Bwithout jumping. The end of Middle C without the proceeding combo. You do this when you're unsure how much time you have left in a combo but want to get setplay. You can also do this off214D, but some adjustments may need to be made - see examples. You're probably better off doing ender A or B. Similar to Ender B, you can replaceSODw with5Cw to check some options while being less minus. This setup is pretty good for how easy it is to perform and also confirm off of. It checks all tech options outside of a precise delayed neutral tech to make the stein whiff, but loses to character specific tools such as Mai flip or low profile attacks. You can do many of the same options as Ender B, such as skippingSODw to jump cancel and take advantage of respect for better mixup. Since you're skipping the middle portion, you don't have 4 steins sitting on top of them for236D, which is the main advantage of Middle C over other routes. Double jab starter:2A2A2B5C6CSOD 662B5C6CSOD2665C6B2dl SOD5D3CSOD2DSODw - 2243 214D -> Corner ender C:2B5C3CSOD 662B5C6C5D2C5Djc9j.Cjc8j.Cj.2Cj.4Dj.2C6C214DSOD25D3CSOD2DSODw" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Combos", + "title": "Mu-12", + "section": "Setplay Specific Starters", + "text": "The roll catch combo. Leads to Middle A or Middle C. Hits ALL tech options while meatying neutral tech. Leads to 4k. Double low. Stabilizes into Middle A unless they get hit by the meaty stein and Middle C. Middle C works even if they get hit by the stein meaty. Can make all DPs whiff if you slightly delay the microdash2B. Standing max range overhead. The stein whiffs as part of it, so the standard BnBs after SOD2 work here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Combos", + "title": "Mu-12", + "section": "General Combos", + "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Combos", + "title": "Mu-12", + "section": "Notable Midscreen Starters", + "text": "Midscreen poke starter. Leads to longer corner combos near corner. What you can do after a midscreen to corner wallsplat is distance dependent, varying from5C6CSOD2to5A5CSOD. This is something you want to get an intuitive understanding of, since there are a very large number of possible ways to combo off this. Do note that there is a small dead zone where you're too far to combo into Tachi or SOD, but Tachiw5Adoesn't work either. SOD is slow, but has a wallbounce on CH which can lead to full combos almost anywhere. The fatal counter allows5C6Bto connect without6B1for two middle parts midscreen, or you can just6Cfor corner position dependent combos. The only position you can't really get anything off this is back to the corner. A license to delete the opponent. With the exception of SOD2, this is your best starter. This will probably happen more frequently as a anti projectile callout or a frame trap than as a DP punish, as2CCH does almost the same damage while being easier to use. Midscreen, you can confirm by whiffing Tachi or drives then hitting them. It can be somewhat more awkward if you whiff two drives, but this is still possible to combo off of. While there are strictly optimal combos, you will frequently need to improvise unexpected starters. Also has silly amounts of one-sided hitstop - you can burst bait by doing6C5[D]and jump cancelling to block. Whiffing Tachi midscreen:6CTachiw 665C6CTachiw5C6CSOD2-> Whiffing drives midscreen:6C5DIADj.C6A-> Whiffing two drives:6C6D2DIADj.Bj.C6B5C6C-> Also a license to delete the opponent. This is your most practical DP punish, and only loses slight damage compared to6CCH, while being significantly more practical to land due to faster startup and lack of a deadzone. Midscreen, you can combo and also bait bursts simultaneously by doing jump cancel forward into fallingj.C5C/6A6B-> midscreen middle routes. You can also do this bait in the corner, but follow up withj.C5C6CSOD2-> corner middle routes. The most damaging route is to immediately cancel into SOD2, but this doesn't bait bursts and doesn't work midscreen. Probably Mu's best anti air,j.2Ccovers an enormous area and leads to full combos on CH due to gaining HKD. In or near the corner, leads to pretty good damage with an early SOD2 via2B5C6CSOD2into corner middle routes. Midscreen, you can also get full combos with2B6A/5C6B2into midscreen middle routes. An odd pressure starter that comes up somewhat and isn't intuitive.2B6Bdoesn't combo without crouch confirm, but if they crouch block the2B6Athen get hit by the last2B, the opponent remains crouching despite being hit low. This allows you to confirm off this blockstring into a full combo without corner, as2B6A2B5C6Bis too far for6B1to work." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Combos", + "title": "Mu-12", + "section": "Midscreen Routes", + "text": "The place to start for6Blaunch midscreen BnBs. This will work off jab starters, but is a little longer than some of the other routes and may not be able to fit middle D afterwards. Midscreen:2B5C6B22D2C2Djc9j.Cj.Bjc9j.Bj.Cj.2C66B12D2C2D2Csjc9j.Cj.2Cj.2Dj.2C66A6B16D6CTachiw - 3194 Jab Starter:2A2B6A6B22D2C2Djc9j.Cj.Bjc9j.Bj.Cj.2C66A6B16D6CTachiw - 2453 A bit harder than Middle A, but is less distance dependent. Is height dependent, but you can change the length of the delays to adjust, which is a bit harder to do using Middle A. Also is shorter, so correctly routed jab starters can fit Middle C. Once you can execute this, entirely replaces Middle A. Longest possible jab combo:2A2B6A6B22D2C4Dsjc9j.Cdlj.Bj.2C66B12D2C2D2Csjc9j.Cj.2Cj.2Dj.2C66A6B16D6CTachiw - 2874This is the absolute limit, and even changing2A2B6A6Bto2A2B5C6Bwill make this drop. This is the absolute limit, and even changing2A2B6A6Bto2A2B5C6Bwill make this drop. While this works at low hitstun decay and does high damage, this is almost exclusively a second middle combo part due to requiring air hit6Band two C chains. You can do this off some attacks that launch, like midscreen throw or tachi. One of the best combo routes for damage and corner carry, it's also difficult and requires two C chains. This restricts it to mostly being aj.2CCH or6Aanti air confirm. An easy route that is also the single best corner carry and damage routeif you are close enough to wallsplat.It will only wallsplat when at around the center of the screen, but the route is short enough that you can fit a corner middle route after doing so. Extremely good. A route that lets Mu sideswap trivially. If you're anywhere near the corner, doing6CTachiw immediately following the Tachi will wallsplat them for a short extension into an ender. Has multiple different versions based on airhit, Overdrive or far distance from corner. Airhit:6B12D2CTachi6Cor6B22D5C2Ctachi6C Overdrive:6B22D2C6D6CTachi6C, or6B1on air hit. Far distance from corner: The start of the route is the same, but you replace the6Ctachiw with Midscreen Middle C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Combos", + "title": "Mu-12", + "section": "Midscreen Enders", + "text": "End in6Cfor a knockdown. You can either put out steins or just Tachiw for more corner carry and the chance to dash and meaty them. If you're close to the corner the wallsplat will give you more frame advantage, but at the end of a long combo you won't be able to get any setup due to forced 1f hitstun." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Combos", + "title": "Mu-12", + "section": "Corner Routes", + "text": "This is THE Mu-12 damage route, which can be done either off a SOD or SOD2. Can be done off a lot of corner starters, most notably throw. Has a lot of height dependent delays. In the case of SOD2, you can generally wait for them to touch the ground as the delay. If a route requires that the first2Chit them higher than OTG, you need to delay the second2C. Usually, the super jump in the combo is done foward but if you're too close you want to neutral jump, and potentially even jump backwards. On Tager and Rachel,j.4Dis required. Corner Throw:5B+CSOD2microwalk back2C5D2C5Dsjc8j.Cjc8j.Cj.2Cj.2/4Dj.2C6C214D6[D]6CSOD6[D]SODw - 3773 One of the best and easiest corner routes. Usually done off a SOD. Works even with single jab starters.214Dis the point where you transition to your ender. Jab corner starter:2A2B5C3CSOD2B5C6C5D2C5Djc9j.Cjc8j.Cj.2Cj.4Dj.2C6C214D6[D]6CSOD6[D]SODw - 3096 A simple corner combo that integrates middle and ender that works at bad hitstun decay. You usually stabilize into this with SOD or SOD2 to give you the time to combo into it. You may need to microwalk or microdash to adjust distance. Also has four steins set up on the opponent for236D, which is plus enough to let you get airtight delayed airdash vs empty low mixup. The setup itself will be covered in Ender C. Low corner starter:2B5C6CTachi dash under5C6CSOD26C5D6B15D2Cj.Cj.2C5CSOD5D3CSOD2DSODw - 3316 If middle A is the main Mu-12 damage route, this is the hidden support. The route is short enough that you can fit a second middle route in the combo such as middle A. This leads to positively absurd meterless damage, but is distance dependent and has tricky delays. There are adjustments that can be made to this, but the listed route is the main one you'll see. 2B corner starter:2B2C6C5D2Cjc9j.Cj.623Cdl2C5Ddl2C5Dsjcj.Cjc8j.Cj.2Cj.2/4Dj.2C6C214D6[D]6CSOD6[D]SODw - 4218 5C corner starter:5C6C5D2Cjc9j.Cj.623Cdl2C5Ddl2C5Dsjcj.Cjc8j.Cj.2Cj.2/4Dj.2C6C214D6[D]6CSOD6[D]SODw - 4979 A very simple route that works with very poor hitstun. It's not a good route, but it can be done in situations where longer routes like corner middle C won't work. Leads to214Doki, but you don't have any ability to control frame advantage with stein placements, so vs characters like Tager and Rachel you don't have enough time to perform6[D]6C, especially if the route was performed with bad hitstun." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Combos", + "title": "Mu-12", + "section": "Corner Enders", + "text": "One of the simplest possible enders because it generally doesn't make basic BnBs drop. While this doesn't automatically check rolls for you with SODw, jump canceling the second5[D]will give you a 7f safe jumpj.Bthat catches instant foward roll. You can also check rolls with2Bwithout jumping. This setup does everything. It checks rolls, delay tech and beats low profile attacks while making 99% of DPs whiff. It leaves you plus enough that 666Bis airtight. You can skip the SODw and jump cancel for delayed airdash vs empty low mixup once they start respecting, and if you do regular2Bvs6Bmixup the stein lets you do a second mixup after the first. The only DPs that can make you block are high horizontal range supers, and even Naoto Divine Smasher isn't fast enough to punish your SODw if you're spaced out correctly. You can react to the superflash with your own DP or just block. The only DP super to be wary of is Izayoi Justice Phorizor, since SODw is -9 without the stein and it WILL be punished if they wake up with that. You can substitute SODw with5Cw as a soft callout, which still checks some options while not being as minus. When done correctly, the setup is not meaty, but close enough to it that it's not escapable. Middle route B automatically times the setup, but other routes can require you to partially charge the first SOD to make it closer to meaty based on height. This can make it lose to delayed neutral tech if charged too much, but if you don't charge at all they can just run or jump out of the setup. Is somewhat tricky, but you will see this setup a lot. The main downside is that your mixup is only good, not nigh unreactable. The end of Middle C without the proceeding combo. You do this when you're unsure how much time you have left in a combo but want to get setplay. You can also do this off214D, but some adjustments may need to be made - see examples. You're probably better off doing ender A or B. Similar to Ender B, you can replaceSODw with5Cw to check some options while being less minus. This setup is pretty good for how easy it is to perform and also confirm off of. It checks all tech options outside of a precise delayed neutral tech to make the stein whiff, but loses to character specific tools such as Mai flip or low profile attacks. You can do many of the same options as Ender B, such as skippingSODw to jump cancel and take advantage of respect for better mixup. Since you're skipping the middle portion, you don't have 4 steins sitting on top of them for236D, which is the main advantage of Middle C over other routes. You will probably be using this and corner middle C a lot. Double jab starter:2A2A2B5C6CSOD 662B5C6CSOD2665C6B2dl SOD5D3CSOD2DSODw - 2243 214D -> Corner ender C:2B5C3CSOD 662B5C6C5D2C5Djc9j.Cjc8j.Cj.2Cj.4Dj.2C6C214DSOD25D3CSOD2DSODw A very flexible pressure-oriented setup.j.2Cknockdown leaves you airborne, but close enough to the ground for each of your cancel options to be effective for attacking. While this setup itself does not catch forward rolls, the following 2b will, with steins beating late wakeup, quick-rise and back roll.6[D]will be meaty against emergency tech, and the following5Dstein will also meaty 'late' manual emergency tech. While you can improvise timings and stein formations, some tried and true sequences are listed here: j.2C->j.xD2B- Catches forward roll j.2C->j.5Dj.2D2B6A2B3C- Combos on hit, with steins picking up pressure and hitconfirm after3C. Continues into air approaches, more steins, and resetting your ground strings. j.2C->j.xDj.xDj.2C- A tricky spaced safejump with auto-hitconfirm. Landing into immediate 6b2 will combo from j.2c for double overhead mixup. The final 2 steins set beforej.2Ccome later to extend pressure should they block Mu has very effective ways to dump meter due to the existence of YnK and Omo. Omo is your primary damage super, with average damage normally and tied highest unconditional damage in Overdrive. If you have 100 meter, YnK into Omo does absurd damage (2468 minimum damage in OD). The routes in the corner are pretty trivial. If you're doing a combo that uses corner ender C, you can (OD) (YnK) Omo instead of SOD after3C. Otherwise, if you're doing a route that ends in214D-> Corner Ender, you can replace the ender with2D6C6D6B(YnK) Omo. If you want to spend overdrive for the214D-> ender routes, you can also regain 4 steins to maximize the damage it does with2D6D6CODC 665D6B25D(YnK) Omo. This route is height dependent, if they're too low the2D6D6CODC part will leave them too low to continue the combo with 665D6B. You can increase height by doingj.4Din corner middle A route, but this is only possible if you are doing that route. Corner middle B should leave them high enough already. Active flow YnK EA does more minimum damage than AF Omo, but this is a moderately uncommon situation as it requires 79% or lower health, not having 100 meter, and active flow simultaneously." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Combos", + "title": "Mu-12", + "section": "Setplay Specific Starters", + "text": "Somewhat more tricky.6[D]setplay covers basically all their options, but you have to learn two combos for instant foward roll vs delayed foward roll and other tech options if you do not delay the first SOD enough. If they quick tech, back roll, delay tech, or delayed foward roll, SOD will pick up for 665C6CSOD2. However, if they roll foward immediately the6[D]stein will whiff and require you to pick up with dash 2B instead into corner middle B, but 665Cworks fine if you sufficiently delay the first SOD. Leads to 5k - if your opponent gets hit by this, you've probably just won the round. Double low. Stabilizes into 66 Middle A, which works even if they get hit by the stein. You're plus enough that delaying the microdash2Bto avoid DPs is still a gapless low. Standing max range overhead. The stein hits just before SOD2, so basically any standard route will work after SOD2. The roll catch combo. Leads to Middle A or Middle C. Hits ALL tech options while meatying neutral tech. Leads to 4k. Double low. Stabilizes into Middle A unless they get hit by the meaty stein and Middle C. Middle C works even if they get hit by the stein meaty. Can make all DPs whiff if you slightly delay the microdash2B. Standing max range overhead. The stein whiffs as part of it, so the standard BnBs after SOD2 work here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Combos", + "title": "Mu-12", + "section": "Overdrive Routes", + "text": "A basic string that can be looped for large amounts of corner carry, if you have enough overdrive to do so. At 2 seconds of overdrive you can only fit one loop, which is enough to carry to the corner from midscreen. Can be used off max range pokes into3CODC, but will also work off ODR starters into6B, unlike Middle OD B. Max range 3C:2B3CODC 665B6B26DSOD 6[6]6CSOD2-> Corner Middle C - 3197 A significantly more damaging midscreen route that doesn't work unless your opponent has been launched prior to the route, usually by doing3CODC. Also isn't loopable, so unless your opponent is close enough to the corner to wallsplat after6Cthis will end your combo. A basic string that can be looped for large amounts of damage, if you have enough overdrive to do so. Generally not worth using at high health. Starters vary a lot. Raw OD 35% health corner DP punish:2CCH2DD2CSOD25D2C5Djc9j.Cj.2C5D2C5Djc9j.Cj.2C2C5Djc9j.Cj.2C632146D632146C- 8011" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Combos", + "title": "Mu-12", + "section": "Other Video Examples", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Combos", + "title": "Mu-12", + "section": "External References", + "text": "Combo Doc" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Combos", + "title": "Mu-12", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "Beginner Combos", + "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "Basic Midscreen Bnb", + "text": "(2A>2A>)5B>5C>3C(>5D) >236B/236236AOutside of Lotus State, this will be your typical midscreen BnB as Jubei does not have much in terms of high damage midscreen combos while not in said state. That being said, the upside is that since it's a short combo, it's not hard to learn and will serve as a good starting point for beginners. You can tack on a5Dafter3Cto side switch. The two enders you can use are both key okizeme starters. (2A>2A>)5B>5C>236AAAA6B(>236C)This is a starter combo to get you used to the rekka system in Lotus State while still giving you your midscreen okizeme. If the combo ends a fair distance away from the corner, it's recommended to end the combo at the6Bender, since the opponent can roll away from the fireball if there's enough room behind them." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "Basic Starter Corner Combo", + "text": "Starter >5B>5C>3C>236A>2B>5B>5C> sjc >j.C> jc >j.C>j.214CBasic corner combo that incorporates a key structure of many Jubei combos (such as2B>5B>5C(1)). The ideal BnB is covered in the Core Combos section. Be sure to practice the236A>2Blink, as it might be a bit tricky to establish consistency with it at first. If you input2Bright when the \"X\" slash effect comes out from236A, you should be able to get it consistently. Also note that the link will not work if the opponent's feet are on the ground, so the3Cis essential if they're standing. Starter >5B>5C>236AAAB> dl.A>2C>j.D2A>236B(>236C)Basic Lotus corner combo that incorporates a key ender for many of the state's combos. The ideal BnB is covered in the Core Combos section. Be sure that the final A finisher in the rekka is delayed for the combo to connect properly and ideally." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "Basic Air Starter Combo", + "text": "j.B> jc >j.B>j.214CYour standard air combo.j.Bis very reliable and stable compared toj.C, so this combo tends to see use in other combos despite the lower damage. j.B> jc >j.B>j.214B>6D> EnderYou should perform this air combo if your back is close to the corner when you hit them withj.B. You can also remove aj.Bfrom the combo if you think you might carry the opponent too far from the corner." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "Basic Anti-Air Combo", + "text": "2C>j.C>j.214CAnti-air combo off of2C, utilizing its head-invulnerability. It's an extremely short combo as a result of2Ceating a jump, but it's still a good enough combo to have on hand as you're starting out. As range and defense are big holes in Jubei's neutral, being able to punish large air-to-ground buttons will give you a leg up in many match-ups." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "Basic Grab Combo", + "text": "6T/4T/j.T > (66)5C>632146C>2B>5C> hjc >j.C> jc >j.C>j.214CStandard grab combo. Off air throw and Bullet & Rachel, you will need to microdash." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "Combo Theory", + "text": "Jubei's okizeme is crucial to setting up his versatile mix-up game. How this is achieved will vary depending on where the combos ends. 236B/236236Aare both commonly used to set up hard knockdown oki. If you're ending with with236236A, you should only do it midscreen, since you cannot cancel into fireball oki after it. If you're doing an air combo, you will typically end withj.214C, which ends with the highest possible damage. If you'd like, you can give yourself stronger okizeme if you substitute it withj.214B>j.6D> (Oki Ender) while not in Lotus. During Lotus, there are two different kinds of enders, both which involve his upgraded drive (specificallyj.D2A): If your back is close to the wall, once you land the combo and if it allows, perform the corner carry combo by going into 66 >2B(or additionally choose from5B/3Cif done off of Rekka646C) >2C>j.D2A> 66 >2B>5C(1)>236B(>236C) If your combo is about to end at the corner, end with2C>j.D2A>236B> (>214C). Once you've reached thej.Dpart of an ender in the corner, you can end in one of two or three ways j.D2A>236Bfor Oki. j.D8A>j.214C/j.236236Dfor damageCan additionally OD cancel from2Cand loop this move to the ceiling to get a massive damage boost off ofj.236236D Can additionally OD cancel from2Cand loop this move to the ceiling to get a massive damage boost off ofj.236236D Off of a number of starters while in Lotus State, you can initiate a corner carry if you're far away from midscreen. This involves chaining certain microdashed normals into2C>j.D2A, which will launch you and your opponent to the other side of the arena and allow to even apply okizeme. However, a core component involving this requires getting deep into the opponent's hurtbox range, hence the microdash. Though this wiki recommends3C(1), you may find it easier to opt for microdash5B,2B, or even just microdashing straight to2C. However, though easier, they may potentially be less consistent depending on the situation. That being said, those buttons are still valid in lieu of3C(1), and even are commonly used in high level play. If you find yourself passing underneath the opponent during the microdash normal, you may be inputting it too early (or in the case of5B/2B, also too quickly). This does require some practice, but learning this corner carry is crucial to playing a consistent Jubei." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "Core Combos", + "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "Corner Combo BNB", + "text": "Starter >5B>5C>3C>236A>2B>5B>5C(1)>2C>j.214B>5B>5C(1)>236B(>236C)The one combo that you will absolutely need to know to play a competent Jubei, as all of the hits near the end set up his crucial okizeme game while maintaining good damage. This combo does not need to be performed explicitly in the corner since the combo involves236A. However, the2Bafter it cannot connect outside of the corner. If you find yourself just a tad too far from the corner, but also just barely close enough, you can microdash2B. Be aware however that even if you land the2Bfrom a far distance, the following5Cand2Cbuttons may not connect as a result. Canceling the first hit of5Cmid-combo might seem tricky at first, but all you need to do is to press the next button right when you press5Clike any other button. This combo also utilizes a pickup using5Bafterj.214B. Be sure to practice the timing well. Once you reach the ender, typically you may opt to cancel236Binto236C. However, be aware that it is not foolproof even if you bait delay tech, as some characters have ways to counter or bypass the situation (Such as Azrael's Growler or Hakumen's Drive). In these instances, you will obviously need to stop at236Band run your midscreen okizeme. Starter >5B>5C>236AAA5B>646C>236AAABdl.A>2C>j.D2A> EnderThe other important BnB that you'll need to know. This combo does much higher damage than the one outside of Lotus State and has more flexible okizeme.3Cis omitted from the combo as it will cause646Cto whiff, so don't auto pilot the button during the combo. This combo also introduces how you connect Black Panther during the rekka, which is launching with Rekka5B, then performing the 646 input. Be sure to take the time to input it precisely. The delayedArekka ender near the end of the combo is required in order to get the right height for the236Bender." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "Lotus Activation Combo", + "text": "5B>5C>236B>360A> 66 >5C>632146C>2B>5C> hjc >j.C> jc >j.C>j.214CAn important combo to learn, as it will allow you the easiest way to access Lotus (because of the 360 input), in addition to learning some of the theory to continue the combo after activation. This route prioritizes damage using the air combo. Be sure to get the super jump to maximize the damage ofj.214C 5B>5C>236B>360A> 66 >2B>2C>j.D2A> 66 >2B>5C(1)>236B(>236C)An important combo to learn, as it will allow you the easiest way to access Lotus (because of the 360 input), in addition to learning some of the theory to continue the combo after activation. This combo prioritizes corner carry. Though it's a bit more difficult, you should ideally use this combo if you are midscreen in order to initiate Jubei's oppressive corner game." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "Lotus Corner Carry", + "text": "Starter >5B>5C>236AAAB>646C> 66 >3C(1)>j.D2A> 66 >2B>5C(1)>236B(>236C)This will be the combo to make sure you can carry out your oki game. It allows near-garunteed carry to the other side of the arena from anywhere (or at worst, only slightly away from the wall). Note however that you must microdash before the button after646Cin order to get deep enough in the opponent's space for2C>j.D2Ato connect. If you're quite a distance away from the other side, you may need to run for quite a bit after the Drive in order to connect not only the2B, but also the buttons afterward. As mentioned in the combo theory, you can substitute3C(1)with5B,2B, or even forgo it entirely and go straight to2Cif it's too difficult. However, they may not as consistent. That being said, the button substitutions are frequently used at even high levels of play, so they're still valid." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "Grab Combo", + "text": "T > (66)5C>632146C>5C>632146C>2B>5C> sjc >j.C> jc >j.C>j.214CJubei's midscreen throw BnB, also works from air throw, microdash the5Cafter throw for consistency (665C) T/4T >236B>360A>66C>236AB>646C>5C(1)>236AAAAA>2B>2C>j.D2A>236B(>236C) T/4T >236AB>646C>5C>632146C>2B>5C> sjc >j.C> j.C >j.214CJubei's midscreen throw BnB while in install, also works from air throw, carries to the corner" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "Corner Grab Combo", + "text": "T/4T >5B>5C(1)>236A>2B>5B>5C(1)>2C>j.214B>5B>5C(1)>236B(>236C) T/4T >236B>360A>6C>236AB>646C>236AAABA>2C>j.D2A>236B(>236C) T/4T >236AB>646C>5C>632146C>236AAABA>2C>j.D2A>236B(>236C)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "Instant Overhead", + "text": "669 >j.A(1) >236A[2]This combo does very middling damage, especially when compared to the other IOH combos. However, it is still very useful for establishing your first layer of offense and disrupting your opponent's defensive game. The latter is especially important, as the combo is so short that the opponent won't have much time to get their bearings from getting suddenly opened up, allowing for a stronger pressure vortex. An important component of the combo is holding downwards during236Aso that it will connect after the IOHj.A. Also while the IOHj.Ais humanely impossible to react to, this also means that you will likely be inputting the combo on faith that it will hit. If you're uncertain if it will be blocked or not when you go for it, be sure to have 50 Heat ready for RC or360A. 669 >j.A(1) >236A[2] >360A>5B>2C> >j.D2A> dl.2B>2C>j.D2A>2C>j.D2A>236B(>236C)A strong way to get your Lotus cake and have its damage too in the same combo. Be sure you are delaying the2Bso it doesn't whiff when the opponent falls back down. 669 >j.A(1) >j.236AA[2]B>646C>5C>632146C>236AAAA A>2B>2C>j.D2A>236B>236CThe most potent of the IOH combos. Not only can you get a good damage conversion off of it, you can still make yourself safe on block with the rekka and go for rekka mix on reaction. Thej.D8A>j.214Cender can be used instead for more damage at the cost of okizeme." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "Non-Lotus Anti-Air Combo (Corner/Near Corner)", + "text": "2C> jc >j.2C>j.236A[2] >5C>632146C>5C>2C>j.214B>5B>5C(1)>236B(>236C)Optimal anti-air combo when not in Lotus state and near or at the corner." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "Lotus Anti-Air Combo", + "text": "2C> jc >j.C(1)>j.236AAAAB[8] >4CAnti-air combo that maximizes the4Cdamage by holding upwards during the rekka. 2C> jc >j.C>j.214C>360A> 66 >5C>632146C>2B>5C> sjc >j.C> jc >j.C>j.214CLotus activation combo off a careless jump-in." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "Parry Combos", + "text": "6A/6B>632146C>2B>5C> hjc >j.C> jc >j.B>j.214CCombo off6A/6Bparry.6A&6Bcan share a punish combo, but6Bcan Fatal. Depending on how prepared you want to be, you can also learn that combo as well. Realistically speaking, you might not use this combo too often. HOWEVER, being able to perform this on command may potentially save your life. Either whipping one out by accident that happens to trigger, or fighting a far too predictable opponent, being prepared for this scenario can let you suddenly close out matches. 6A>632146C>2B>5C> hjc >j.C> jc >j.B>j.214CIf the opponent hits the parry with a mid-property air button, the opponent will instead get send flying into a wallbounce. 6B>632146C>5C>632146C>2B>5C> hjc >j.C> jc >j.C>j.214C" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "Optimized Combos", + "text": "These are combos that should be practiced once you have gotten consistent with the respective combos, as those combos will help you understand the combo theory that goes into the optimized ones." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "Standard Combos", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "5B Starter", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "6C Starter", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "214B Starter", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "j.B/j.C Starter", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "Combo List", + "text": "Please note that all the combos listed below have been simplified for beginners. For a list of various other optimized combos, check thiscombo list." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "Midscreen", + "text": "Any Non Install combo that doesn't have236Awill still work normally." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "Corner", + "text": "All of the combos in the Midscreen section are still available. Any Non Install combo that doesn't have236Awill still work normally." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "External References", + "text": "Jubei Combo Doc Jubei Combo-Gameplay Resources" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Combos", + "title": "Jubei", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "Overview", + "text": "Amane is anevasive zonerwith great chip damage, high range and air maneuverability, albeit with slow speed. Amane is hard to catch in neutral due to his ability to stay airborne, poke with incredibly-long, vaccuming normals and push his opponents away if they get close, which gives him the ability to control the pace of the game. Once he does get in however, Amane is at a significant disadvantage until he can make space again, and thanks to his deadzones and long recovery on his longest pokes, he can struggle against rapid and unpredictable movement. Amane's Drive attacks turn his cloth into a drill he uses to attack his opponent. Using Drive attacks will fill the Spiral Gauge for up to three levels. Different levels of Spiral Gauge grant different properties to Amane's Drive Attacks. Here are some of the specifics: There are a total of 3 levels of Spiral Gauge. Gauge increases upon usingDattacks and decreases over time. Gauge builds even on whiffedDattacks. Drill attacks gain hits, attack level, and damage on hit as well as chip damage with each level. Drill can overheat if charged for too long. When overheated,Dmoves and specials cannot be used until the meter resets, starting at Level 1 again. Each attack will deal more hits if the button is held down, with each hit contributing to the Spiral Gauge. Can stop holding moves at any time.Overdrive: Cyclone His Overdrive powers up his drill, making it much easier to get to level 3 and prevent overheat. Spiral Gauge continues to rapidly rise to level 3 and then stops. (Does not immediately become level 3 on activation). Amane's Distortion Drives become enhanced, gaining extra hits and dealing more damage. 6Ddoes more hits, but gains drill gauge slower, allowing it to deal more damage for longer without overheating the drill." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll If both hits connect, second hit does 30% of its normal damage Cannot hit crouching state Crumple Duration 27F, Crumple Fall 68F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "4C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cannot hit crouching state Counterhit state ends late, frames 19~24 (first 6 frames of recovery) are still CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fairly average whiff cancelable2A, one of your main ways to mash out on defense, although its range is pretty terrible. The move has 3 versions, with each one coming out as a part of its self-cancel chain. These will come out even on whiff, and the third one cancels to the first one only on hit or block. Because of this, it's better to confirm your hits with an option select by buffering2A>2BGuardLowStartup10Recovery19Advantage-5so you don't overcommit on whiff." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll If both hits connect, second hit does 30% of its normal damage" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "1C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Counterhit state ends late, frames 19~24 (first 6 frames of recovery) are still CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Makes Amane jump backwards. Can gattling into airCnormals, but other air options can only be done after6B's recovery (Airdash,ZettouGuardStartupRecoveryTotal: 28+3LAdvantage, etc.). Fatal Counter 110% Bonus Proration Airborne from frame 5, move recovers airborne Maximum Slide duration 15F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Very important in combos, but sees little use otherwise. Not only is it the most committal grounded C normal in Amane's kit, it also has the most situational hitbox. Even in matchups where you do want to cover that space,623Candj.6Care generally better tools. If you do happen to fatal counter, the reward is fairly high, but don't count on it. Fatal Counter If both hits connect, second hit does 30% of its normal damage Cannot hit grounded opponents Maximum Slide duration 45F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Excellent in pressure due to higher blockstun and hard knockdown on counter hit, but negative on block nevertheless. Low profile and slides slightly forward." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Offers the best balance of covering space versus ease of use. You want to use this move a lot but beware of opponents counter hitting its huge hurtbox, Amane's entire sash is hittable during this move so it can lead to some very strange interactions and stray hits. Can beat rolls by using Zettou >j.Bafter Gekiren, Gosei, Seijyuu. Cannot cancel into Zettou or Choujin on block, but can be jump cancelled, allowing TK inputs to sometimes bypass the limitation. Can reverse beat intoj.A." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "j.2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Obnoxious air normal.j.2Bhas its uses in a lot of different places due to its amazing hitbox and ability to alter your movement in an instant. Can be cancelled into from jumpingCnormals, or during airdash/Hop to cancel them and quickly land making pressure and neutral that much more unpredictable. On top of that the move is massively disjointed for a lot of its active frames which makes it prone to clashing with dedicated anti airs, or outright beating them due to the short delay before it gets going. Bounces Amane back up, even if its blocked, and leaves him with all of his remaining air actions as well as the ability to launch another air normal, although at major frame disadvantage. The bounce gets nullified at minimum height where you reach the ground before bouncing, which leads to + frames and full combos. Special cancelable, leads to combos with Zettou Will cause ground bounce on hit Can be used to set up an ambiguous crossup after an IAD or bait throw tech mash Particularly useful to RC or ODC, as that cancels the bounce and allows for great extensions in situations that would normally net very little damage lmao" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll With the use of Zettou, this move does a good job at extending or starting pressure. Good retreating attack option that's harder to low profile than5C, or a whiff punish against anti-airs during Zettou pressure. Spins the opponent into soft knockdown on regular hit, but launches into the air on counter hit. If both hits connect, second hit does 30% of its normal damage Landing recovery only applies if move reaches active frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "j.6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Staple combo filler and long range air to air. Depending on the matchup,j.6Ccan range from completely unused in neutral to a fairly relevant threat. On hit it can very consistently go intoj.236Cfor a knockdown. You can usually extend off it withj.2Borj.2C, which can lead to respectable damage and corner carry, especially with high level drill. If both hits connect, second hit does 30% of its normal damage Landing recovery only applies if move reaches active frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "j.4C/j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A high air-to-ground move used to beat anti-air moves, and is cancelable to Hops orj.2Bon block but not a great poke outside of that, since it has almost no horizontal reach. While this move has two different inputs, both activate the exact same move. Also seen near the end or middle of air combos. Will keep momentum on airdash, but not during Zettou Launches opponent upwards and towards Amane on counterhit or air hit. If both hits connect, second hit does 30% of its normal damage Landing recovery only applies if move reaches active frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "Drive Moves", + "text": "Each of Amane's Drive normals can have their active frames and number of hits increased by holdingD. Their chip damage, as well as how often they hit, is affected by Amane's drill level. With the exception of6D, Amane's Drive normals share the following properties: At Level 1 they re-hit every 3 frames, for a total of 3 hits minimum or 11 hits maximum, and deal 30% chip damage. At Level 2 they re-hit every 2 frames, for a total of 4 hits minimum or 16 hits maximum, have 2 more frames of blockstun than Level 1, and deal 60% chip damage. At Level 3 they re-hit every 1 frame, for a total of 7 hits minimum or 30 hits maximum, have 2 more frames of blockstun than Level 2 (4 more than Level 1), deal 90% chip damage, and also have 5% minimum damage.Due to having 1 frame of one-sided blockstop at all levels,opponents cannot Counter Assault or Overdrive Raid between hits of a Level 3 drill on block. Due to having 1 frame of one-sided blockstop at all levels,opponents cannot Counter Assault or Overdrive Raid between hits of a Level 3 drill on block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "5D", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5D Lv1 Fatal Counter Hold button for more hits, min. 3, max. 11 Chip Damage 30% (36×N) Crumple Duration 27F, Crumple Fall 63F 5D Lv2 Fatal Counter Hold button for more hits, min. 4, max. 16 Chip Damage 60% (72×N) Crumple Duration 29F, Crumple Fall 63F 5D Lv3 Fatal Counter Hold button for more hits, min. 7, max. 30 Chip damage 90%: 108×N Minimum Damage 5%: 6×N Crumple Duration 31F, Crumple Fall 63F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "2D", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 2D Lv1 Invincibility is through all active frames Hold button for more hits, min. 3, max. 11 Chip damage 30% (42×N) 2D Lv2 Invincibility is through all active frames Hold button for more hits, min. 4, max. 16 Chip damage 60% (84×N) 2D Lv3 Invincibility is through all active frames Hold button for more hits, min. 7, max. 30 Chip damage 90%: 126×N Minimum Damage 5%: 7×N" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "6D", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll On Block values change based on which level you start the move on, not the ending level. Your best way to raise your drill level. You can combo into it for 50 meter with Hariken B RC or 100 meter with Seijyuu RC. Gosei and Ginga can both be RC'd to combo into it, but both are quite difficult. You can use this as okizeme after Ginga or as a reset in block strings and combos. Even if it's blocked, you're guaranteed level 3 drill. Don't be too predictable, however, as opponents can roll/delay tech out of it on wakeup and jump out in blockstrings, leaving you in a great deal of recovery. Many characters also have good tools for escaping6D,all of which can be done on reaction every time, such as certain backdashes, long-range reversals, or Nine's teleports, so look at your opponent's tools before attempting to use it on block. Add more hits by holding button; minimum of 4 hits (at all levels) if the attack starts in range, normally a maximum of 26 hits (6 Lv1, 8 Lv12, 12 Lv3) before overheating. During OD,6D's Spiral gauge gain is reduced, allowing the move to be extended to its actual maximum duration. Projectile moves forward along the ground slightly on whiff; holding button will also make the drill attempt to travel longer, and will still extend the move if it moves into range on a later hit. Can link into1Con CH, picking up into a fairly devastating combo. 6D Lv1 Hold button for more hits Bonus Proration 110% Chip damage 10% (25×N) 6D Lv2 Hold button for more hits Bonus Proration 110% Chip damage 30%: 75×N 6D Lv3 Hold button for more hits Bonus Proration 110% Chip damage 50%: 125×N Minimum Damage 5%: 12×N" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "j.D", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll On Block value against grounded opponent, button held until landing Strong move in conjunction with hop, connects properly against crouching opponents when done right afterAZettou, and can be held until landing, giving you some nice plus frames. As such this is one of your main ways to reset pressure with a forward hop while building drill meter, but do keep in mind and if the opponent has barrier, Amane will pushed back insanely quick and you'll likely return to neutral. In neutral, the ability to hold Drive until landing can lead to consistent plus frames when used as a jumpin, but the momentum halt and lengthy startup can be both a blessing and a curse against anti airs. j.D Lv1 Hold button for more hits, min. 3, max. 11 Chip damage 30%: 30×N Landing recovery applies if move reaches frame 12 Crumple Duration 27F, Crumple Fall 63F j.D Lv2 Hold button for more hits, min. 4, max. 16 Chip damage 60%: 60×N Landing recovery applies if move reaches frame 12 Crumple Duration 29F, Crumple Fall 63F j.D Lv3 Hold button for more hits, min. 7, max. 30 Chip damage 90%: 90×N Minimum Damage 5%: 5×N Landing recovery applies if move reaches frame 12 Crumple Duration 31F, Crumple Fall 63F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "j.6D", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This move has very few uses in neutral game and is really a combo tool. As the most damaging Drive in your arsenal, it's usually optimal to route around including this in the airborne sections of your combos. Wallbounces the opponent which can usually be followed up, most consistently on level 3, however it's applicable in both grounded launches and air juggles on every drive level. j.6D Lv1 Hold button for more hits, min. 3, max. 11 Chip damage 30%: 45×N j.6D Lv2 Hold button for more hits, min. 4, max. 16 Chip damage 60%: 90×N j.6D Lv3 Hold button for more hits, min. 7, max. 30 Chip damage 90%: 135×N Minimum Damage 5%: 7×N" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of the worst guard crushes for actually guard crushing people because the horizontal range is bad, your follow-ups are very low damage, and your opponent will be barrier blocking you anyway because you're Amane. However it can be good for combos since it has high base damage and can start a juggle from close normal hit 3C. Launches on air hit. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "Choujin Kaihi: Zettou", + "text": "214A/B(Air OK)or236A/B(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A command jump that gives Amane the much needed additional mobility, often called Hop. Here are its basic mechanics: Directional input controls the hop's direction (236 = forward, 214 = back) and the button pressed affects the angle (A= short,B= long) Can be done once on the ground and once in the air; Zettou uses are restored after landing (eg. whiffing aj.2B) Using Zettou does not consume universal air movement options; combine with double jump or airdash for extra mobility Cancels into all jump normals and specials (eg. does not directly cancel into double jump, airdash, or block) after a certain amount of time depending on which versions is used. If Amane swaps sides with his opponent during this move, he will change facing immediately rather than at the move's end, allowing crossup attacks to aim correctly. Even though this technically ends the move early, this does not affect his trajectory. 236A Can cancel into attacks from frame 14 onwards Frames 1-4 are counter hit state Airborne from frame 5 236B Can cancel into attacks from frame 16 onwards Frames 1-6 are counter hit state Airborne from frame 7 j.236A/B Can cancel into attacks from frame 7 onwards" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "Gangan Senbu: Ginga", + "text": "214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "Ninpu Sengeki: Hariken", + "text": "236D~A/B/C(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The move has 3 parts: first Amane assumes a stance where he charges Spiral level and gains guard point against projectiles. From here you can either summon a ground drill in one of three positions with a stomp (with a hitbox of its own), or cancel the stance. On block, the drills do multiple hits, while on hit they do one hit that launches the opponent, these properties are enhanced by drill level, but the drills also disappear if overheated. One of your main oki, pressure, and combo tools.BandAdrills are often used as combo extenders from6C(1) to pick up after, or as enders to go into6D. Doing Hariken Stomp after a corner knockdown gives you rollsafe oki that eats away at a blocking opponent's hp and barrier, just remember that quick, long-range reversals can counter this, so other options can be preferable. The multiple hits on block only activate once the opponent starts blocking, and all of them will always come through which can lead to more advantage, and any of them can serve as the on-hit version, which is one of your best starters. On higher levels, both the frame advantage and the barrier drain/chip damage increase, leading to very scary oki on Amane's already high damage corner combos. The fastest possible stance cancel takes 19 frames. This can be used in combos for specific extensions, useful for fully controlling your sideswitches. Amane can cancel most of his normals into this to make them safer (or, in the case of Level 35D, very slightly plus), which can be used to reset pressure if you rotate your options well. A common reaction to Hariken drill is jump forward and punish, so this can also be used to psych out the opponent and get them into a position where they can get anti-aired, and to some degree it can be used on oki the same way against preemptive opponents. Using stance cancel to go in-and-out of stance is a good way to level up Spiral in neutral. 236D Stance can be cancelled from frame 8 (minimum stance cancel duration 19F) Cancellable into followup attack from frame 7 On Guard Point, hitstop for Amane and Opponent unchanged Maximum stance duration 127F + 12 recovery (139F total) Gauge gain per frame: 1~4F = freeze gauge, 5~30F = 60, 31~54F = 70, 55~78F = 80, 79~102F = 90, 103~127F = 100 [Adds 100 to all values while in OD until level 3] [Gauge gain at level 3 in OD is 30 points per frame] 236D A/B/C Foot 0% Chip Damage On Guard Point, hitstop for Amane and Opponent unchanged Maximum Slide duration 10F 236D A/B/C Drill Lv1 On block does 3 hits Chip Damage 15%: 150×3 236D A/B/C Drill Lv2 On block does 5 hits Chip Damage 15%: 150×5 236D A/B/C Drill Lv3 On block does 7 hits Chip Damage 15%: 150×7" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "Choujyuu Rengeki: Raibu", + "text": "236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "Tensou Rakugeki: Gosei", + "text": "j.236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Mostly used as a knockdown from air combos as it's unsafe otherwise. Can be rapid canceled into2Cfor a combo extension. If done near the corner while the opponent is relatively high to you - usually after j2C - you can actually link 2B after it recovers for a combo extension. If you have 50 meter, consider chimping out with it in neutral as it's really fast and will be either safe or give you a combo. Active frames continue until landing. Amane will turn around if he lands behind the opponent for the last hit. Maximum Slide duration 5F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "Jyuuken Dageki: Gekiren", + "text": "623C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Combo throw, will not incur purple !! marks for any reason during hit or blockstun. Catches opponents even during blockstun. Amane spawns a hand out of the ground that slams the opponent downwards on hit. Completely unblockable, but can only hit airborne opponents, regardless of hitboxes. Cannot hit grounded opponents" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "Kyouryuu Tokkou: Seijyuu Rensoukyaku", + "text": "236236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Only invincible reversal outside of Overdrive and EA. Amane lunges forward with a kick and plays out a unique animation on hit, with a different effect based on Spiral level, leading to combos from levels 2 and 3, or any level in OD. After the hit animation is over, overheats drill and resets to level 1. If blocked, the number of hits increase, but still leave it highly punishable, although on level 3 Spiral, the chip damage and barrier drain are not half bad. If whiffed (i.e. opponent jumped over it), Amane will travel a long distance that makes it hard to punish. Base Damage is 800*8 on block, on hit it is as listed above 1st hit forces opponent into standing on hit Curiously, clashing with the super activates its several blocked hits, all of which result to the full hit effect if they land, causing it to beat out most moves it could even clash with. Important Note:If you rapid cancel this super frame 1 then itwill notoverheat your gauge, letting you combo into 6D for instant level 3. Holding down the rapid cancel buttons just before the super finisheswill repeat the input for 4 framesand make this significantly easier to execute. Depending on the drill level and resources available, different followups are possible. Level 1 Rapid cancel to follow up with a move of your choice. In OD:3Cor5B(1) to pick up Level 2 Follow up with3C, or microdash2B,5B Level 3 Followup-able with almost every button at your disposal, excluding ones requiring Spiral to be out of Overheat. 236236D Lv1 Values in [] are during OD Minimum Damage 20%: 860 [1020] On block, this attack has base damage 800×8 Chip Damage 10%: 80×8 reversal 236236D Lv2 Values in [] are during OD Minimum Damage 20%: 960 [1140] On block, this attack has base damage 800×8 Chip Damage 15%: 120×8 reversal 236236D Lv3 Values in [] are during OD Minimum Damage: 20% 1060 [1300] On block, this attack has base damage 800×8 Chip Damage 20%: 160×8 reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "Kaizoku Senkou: Goukai Rasen Renpa", + "text": "632146D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Amane summons a travelling line of drills from the ground. The normal version spawns evenly spaced drills every 8 frames after the first. The Overdrive version spawns drills every 6 frames, with the drills spawning proportionately closer together. Each drill hits every 3 frames up to 9 times, and every level increases hitbox height, OD even more so. Not as obviously useful as Amane's reversal super, but still handy in some situations. Its comboability is rarely what you will use it for, however it is easily the most painful attack to block in the entire game, absolutely eating through barrier and HP at level 3, and being able to oneshot characters on block in optimal conditions. This can let you set up some scary checkmate scenarios, rare as they may be. Creates drills every 8 [6] frames, first drill on frame 12 Each drill has 9 hits, 3 active frames per hit (27 active frames per drill) Minimum Damage 7%: 15×N/18×N/21×N (Lv1/Lv2/Lv3) Chip damage 20%/20%/40%: 44×N/52×N/120×N (Lv1/Lv2/Lv3)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "Hazan Gekisou: Jakua Dengekitai", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Swaps sides. Otherwise behaves the same as every other Exceed Accel. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 290 {565+59}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "Jyatoku Meika: Gouha Houyou", + "text": "222DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 180F Heat Gauge Cooldown Projectile will not interact in any way with any object other than the opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki", + "title": "Amane Nishiki", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "Overview", + "text": "Bang is an explosive (literally) rushdown character with lots of different tools. Bang's two main gimmicks areguard pointsandnails. All of Bang's Drive moves have built in guard points to blow through his opponents offense. While they have slow startup, successfully landing a guard point lets Bang cancel into a teleport or damaging explosion, giving him great reward on a hard read. Meanwhile, Bang's nails are alimited resourcewith great applications. The two main functions are shuriken and bumpers. Bang can spend a nail to either throw out a custom shuriken with numerous effects, or a bumper that allows him to immediately airdash if he comes in contact with it. Nails can be used to extend combos for big damage, while bumpers are terrifying mixup tools that give him great left/right and high/low mixup potential. Lastly, if things get dire, Bang can pop hisexcellent Overdrive: FuRinKaZan, an extremely strong install that gains power the more Drive moves he lands. His great mobility, nails and drives give him great options in neutral to force himself in or keep his opponent on their toes. With Bumpers and FRKZ, Bang has mixup that's hard to react to and leads to great reward. However, when compared to other strong characters, Bang's oki is rather weak, making him dependent on reads on your opponent's wakeup options. As well, nails are very limited by design, which means that Bang has to be conservative with his nails. Finally, Bang's Drive moves are great defensive tools, but must be used as hard reads due to their long startup. Using them like straight reversals is difficult. Bang's Drive attacks have a period of guard point frames, unique to each Drive attack. However, none of Bang's drive attacks guard throws, even after Guard Point is triggered. After successfully triggering Guard Point, Bang can input an attack button for different followups. Pressing (A/B/C) will use \"Shadowstep Jutsu\" to teleport forward at different distances before continuing the attack. PressingDwill perform \"Pulverizing Blast Jutsu\", creating a big explosion that allows Bang to go for a damaging combo when hitting the opponent, or to simply disengage. Bang's drive attacks are all \"Very Short\" starter, meaning that they have limited combos afterwards. Unlit, at round start All seals lit Bang's Overdrive trades the ability to block (though he can still use Barrier) for very strong movement options. He gains an 8 way dash which he can cancel into normals and specials for strong mixup and good combos. Both of Bang's fire punches now wall bounce both in corner and midscreen, and his drives have almost as much hitstun as on counter hit. Generally used to close out a round, it isn't seen very often in neutral due to its relatively short duration. Bang also gains the ability to special cancel most of his normals, giving him even more mixup options. Bang's Overdrive can be buffed further by gaining different seals. During Overdrive, any currently lit seal gives the following buff: 5D= Fu - Gives 4 Airdashes in FRKZ and Allows Bang to dash through characters in FRKZ. 6D= Rin - Gives Bang projectile invulnerable dashes that look like teleports in FRKZ. j.D= Ka - Gives Bang a 20% Damage boost to every attack in FRKZ. 2D= Zan - Makes all Drives full guardpoint in FRKZ, allows Bang to block whilst dashing, and guardpoints can block unblockable attacks. Some of Bang's specials require one or more nails to use, preventing them from being used recklessly: Bang starts with 12 nails in stock which only renews in every beginning of a round. This is displayed above his heat gauge. Throwing nails (j.236X), placing bumpers (214X) and summoning an umbrella (632146B) will all cost a certain amount of nails. Specials that require nails will still do the animation even if he has none in stock, however it won't do anything. If Bang has less nails than the cost, the special will still be performed but with either fewer nails or less summoning time for the umbrella." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A move that is the staple of Bang himself,5Ais a good multipurpose tool capable of anti airing instant airdash approaches, pressuring opponents effectively due to being safe and having a plethora of cancel options as well as being jump cancellable, enabling some rather creative frame traps and being one of Bangs most frequently used combo starters, along with5B,2A, andj.A/j.B. It is also his fastest normal. Despite not gattling into2A, it is generally one of his best normals to use as you can get a lot of reward from it with very minimal risk, due to the way his routes work, and5Abeing a generally useful normal. Hits crouching opponents." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This move is one of Bangs primary buttons for the neutral game due to it being a relatively low/mid risk poke with decent reward on hit, and also a good pressure tool due to being able to go into highs, and lows on top of being jump cancellable on block. While it is sometimes used as a situational anti air to stuff out instant airdash or very poor approaches, it is not as fast as5Aso it requires a bit of preemptive knowledge to use. It can also combo into5Con CH, allowing Bang to get consistent corner carry and consistent damage even on a crouching hit as a punish. Same versatility as5A, with it being a situational anti-air, Good neutral poke and decent pressure tool. One of Bangs go-to punish buttons, alongside2C,3C, and2B. Cannot be delay cancelled from." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bang's primary overhead that has a huge amount of options for it and leads into insane damage. Incredible gattlings following from this move, the ability to jump cancel and special cancel make it a crucial part of Bangs arsenal. Combining5Cwith5Dcan lead into a massive amount of corner carry despite it forcing crouching on hit, due to5Dnow launching on hit. Can be used sometimes to catch opponents trying to jump out. 5Chaving the option to gattling into6A,2Cand6B, along with strong jump cancel options such as TK musasabi or D nails makes it so bang can easily continue/reset mix and pressure even after he uses his primary overhead. 5Cis also a Fatal starter, which allows Bang to hit confirm into6Aor6Band follow up without wasting any meter.5Cis also used as an effective meaty due to its 8 active frames. Overall, it's a staple of Bang's High/Low mixup game. Has two hitboxes, second hitbox activates 6 frames later, making it a 24 frame overhead technically. Forces Crouching. Causes Hard Knockdown on Air Hit. Jump cancellable. Fatal Counter Bonus Proration 110% First 6 active frames only hit above Bang Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A low hitting Karate Chop with slightly more range than5Athat can gatling into itself. Its one of Bang's fastest buttons, however does not gattling from5A. Pretty much a standard low that can go into a lot of options. Since the hurtbox is rather small it can be used as a situational low profiling anti air or to beat 5As and other normals that whiff against crouching out. 2Ais useful to tick grab with and for stagger pressure. Bang can do6A>2Aon block allowing him to contest characters with 5F 5As while beating out their 2As usually." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A situational neutral button due to Bang extending his range far in front of him, similar to a Ragna5B, but is somewhat slow. Also has strong use case as an antiair and in antiair situations is incredibly favorable on trafe. Mainly used as combo filler in combos as well as filler in pressure. However,2Bdoes have a high/low option from it, going into a6Bfor a high and2C/3Cfor a low. Chaining into6Bleaves a gap that can be mashed, but chaining into delayed2Cis a frametrap that punishes mashing. 2Bcan also be used as a very reliable meaty that can catch rolls and convert into extremely damaging pick ups if you set it up right. It can also cross under opponents, but generally leaves you at a disadvantage if you do, so it is situational. Moves Bang forward, extending his range before moving back. Can OTG (Off The Ground) opponents." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bang's second low. Mainly used as a combo filler and to end pressure, since most of his options are really unsafe to perform, and generally, isn't a good idea to dash in after it is blocked, as the opponent will promptly punish you due to it being -6. If you frame trap someone with it and net a counter hit,2Cbecomes a really damaging starter due to it causing a hard knockdown on CH, allowing Bang to pick up with2B, or cancel into a D Bumper set and3C> Bumper dash for a lot of damage. In the corner non CH 2c is one of his better starters. In FRKZ, it floats higher on hit, allowing Bang to chain into6Cfor a firepunch or J.C Loops. Long untech time basically guarentees your opponent won't tech in the air even on weird air hits." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll While Bang has a lot of options during his pressure and mixup game,6Ais his only button that can allow him to reset pressure, due to it being his only plus on block normal.6Aitself can lead into a lot of frame traps when combined with5A, and can also tick grab into his command grab if he is close enough to his opponent. Bang can go into a high/low mixup from6A, from a high hitting6Bto a low hitting2C, but they generally leave Bang less safe than just letting the6Arock to maintain the +1. Bang can go into5B, as well as do something like5B>6A>5B>6A, giving him a lot more options. However, the caveat for this is that Bang can only use6Atwice in a blockstring (similar to5B/2B). Also can be used to OTG grounded opponents by chaining into5Bfor an aerial combo, this and the rather low recovery allows6Ato be a great normal to catch no tech or rolls in the corner." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bang's second overhead. It's riskier, faster, and allows for a high/low mixup with2C. Since you can't continue to combo after it unless you spend meter or get a counter hit you should use this overhead carefully and be unpredictable with it. Since Bang raises his hurtbox you sometimes catch low hitting 2As with it, however using it as reliable high profile is extremely risky cause of the long startup. Can be cancelled from5Cto create a double overhead mixup, as well as Rapid Cancelling it to go into a J.A/J.B instant overhead or airdash J.B to keep the pressure going on block. Forces Knockdown. Comboable on air- or counterhit via2A. Airborne from frame 13 Recovery can be altered by external forces Maximum Slide duration 4F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Since6Cwhiffs against crouching opponents, it is primarily a pure combo tool unless your opponent makes a mistake you can punish. It has situational use as a YOLO very high risk high very reward antiair due to its massive disjoint. It is one of Bang's strongest combo starters regardless of regular hit or fatal. However as combo tool, the launch on hit makes it Bang's strongest and best combo tool against a standing opponent. Since you will get punished when you whiff6Cmake 100% sure the opponent is NOT CROUCHING before doing it. Counts as a jump. Fatal Counter Airborne from frame 4 Recovery can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Really good low hitting slide normal. You can use it to end combos against croucher or opponents that are too far away for6C. After3C, Bang is in a good position to catch rolls or set up a meaty. The launch on hit and general better proration makes this normal a good combo extender with rapid cancel against crouchers. Great way to start punishes vs DPs where6Cisn't reliable. However, it's very unsafe if used in a blockstring. The lower hurtbox, space covered and fatal property make a pretty good yolo normal that you can throw out after getting bursted away or to punish other fullscreen specials. If the normal gets blocked at longer ranges it becomes very hard to punish since Bang is mostly out of range of fast normals. 3Cloops are universal against all of the cast, but combos from it vary slightly from character to character now. On Fatal Counter it causes hard knockdown, making it easier to pick up afterwards. Launches the opponent a good bit in the air on hit. Fatal Counter 110% Bonus Proration" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A simple jab that can be repeated indefinitely, Bangj.Ais one of his most used moves in the air due to its speed, cancel options, and being a somewhat reliable air to air. It is also rather easy to convert fromj.A. A trick Bangs do is toj.Aimmediately after an airdash or an air backdash because the entire length ofj.Ais much shorter than his dashes, allowing him to barrier quicker to block some air unblockable moves. j.A Cancellable into j.AA on frame 13 j.AA Cancellable into itself on frame 11" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.Bis commonly used by many as a combo tool, a poke, and a way to confirm hits. It also has its uses after TK j.22a for a very fast very plus overhead option.j.Bmay not lead to the highest damage of Bang's combos, but it is a decent starter and very useful during neutral. You can challenge opponents in the air, and with how much spacej.Bcovers, you can confirm into many options." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.Cis one of Bang's main combo filler tools as he can jump cancel it for an instant airdash immediately after. It leads toj.Dearly in combos, making it very reliable in a scramble situation. This move can also be strong in neutral. It covers a large upwards angle with a good hitbox, making it very effective at counterpokingj.As on jumpback and contesting high. Great for sniping opponents at superjump height and counterpoking theirj.Cs, amazing for contesting air fireball/air screen pollution (Mu stein set, Hazama chain, Es fireball, Terumij.D, etc). With proper routing, air to air CHj.Ccan result in absurdly high damage combos. Forces Knockdown on CH." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "j.4B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Because the hitbox is only behind Bang, this move is solely a crossup tool. The lacking hitbox in front of Bang makes this move weak to cross under dashes or backdashes, so use it with care. It can also be subjected to getting grabbed or counter hit during startup due to Bang's hurtbox extending before the move becomes active. Has a little bit of vaccum on hit/block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This air normal is mostly used as jumpin or combo ender. It is also used during IADj.Ccombos as hittingj.2Cat a certain time can allow Bang to fall down and pick up with5A, or a poison/explosive nail as the opponent is being sent down. In neutral it can lock down jump attempts. If correctly spaced it can be used as crossup. It's safer thanj.4B, but since it's harder to set up it's usually easier to react to, making it very situational and also tricky to land on small hurtboxes like Noel. Also can be used to make a true fuzzy on certain characters immediately jump cancelling5Cbut with no followup possible without a perfectly placed bumper or meter sees very little use. Forced Knockdown on air hit Can follow up with5AorA/Bnail if used at the proper height/time." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll While5Dmay look like a strong normal, it quite frankly does not reach high expectations for anti-air or punishing.5Ddoes not guardpoint overhead hits or throws, making it a weak anti-air, but otherwise has a good general purpose guardpoint that starts reasonably early and using guard point followups reliably lets this move hit. However,5Dhas a very short starter rating, meaning Bang can only get a simple combo into J2C oki at best. In combos,5Dis also a good followup from5Cas it launches on hit, allowing Bang to followup with a decent corner carry confirm on a normal that normally forces crouching state. Grants Fu (First Seal) on hit. Catches crouching opponents. Wall bounces in the corner and on CH. Can OTG. IfDis input during guardpoint, it will cancel into Secret Technique: Bang's Pulverizing Blast Jutsu on frame 17. Damage with 5D seal: 840 Damage with all seals: 1050 Guard point will not block overhead attacks or unblockable attacks (Except during Overdrive with 2D seal active) On Guard Point, hitstop for Bang and Opponent 14F Grants Fu (First Seal) on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of the more commonly used normal drives and Bang's only real grounded anti air move.2Dhas a late but very long guardpoint that stops just short of its active frames and guards anything not a low or throw. Aside from guardpoint frames,2Dis one of the better Drives to start combos with. With enough resources it can lead to 4 seals midscreen and in the corner. Its hitbox is very thin and only somewhat tall, so you need to be mindful of where to place2Dversus air approaching opponents and be precise with shadowsteps to hit properly. 2Dhas a jump cancel even on block, allowing Bang to safely meaty an opponent on wakeup while also guardpointing any reversal due to its ridiculous amount of guard point frames while also jumping away from an unsafe situation should the attack get blocked. Like all of Bangs drives, it is a Very Short starter, meaning combos starting from drive normals are very limited. Grants Zan (Fourth Seal) on hit. Most common drive to chain into Drive Explosion followup with. Bangs only \"True\" anti-air. Launches opponent on hit, universal timing. Can OTG. IfDis input during guardpoint, it will cancel into Secret Technique: Bang's Pulverizing Blast Jutsu on frame 20. Damage with 2D seal: 1020 Damage with all seals: 1275 Guard point will not low or unblockable attacks (Except during Overdrive with 2D seal active) On Guard Point, hitstop for Bang and Opponent 14F Grants Zan (Fourth Seal) on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bang blocks before stepping forwards with a low kick.6D's guardpoint covers mid and lows but not overheads, so don't go using it as an anti air.6Dis the only frame 1 guardpoint drive Bang has but is slow to go active and has a big gap between when the guard point ends and the attack hits. This means even if you block something your drive shadow steps happen early or your drive explosion happens very late, so you can still easily be hit out of this move or blocked and punished for it. The best time to use this is against committal moves with bad recovery, such as other DPs or meaty attacks. Or to counter long ranged projectiles on reaction by combining it with the C shadowstep to close the distance. If you do get a counterhit, you can do some impressive damage, so the reward for using this well is very good considering how risky it can be. Even though this move is slow to go active, the D followup if you guard something is even slower so should generally be avoided. Grants Rin (Second Seal) on hit. Causes soft knockdown on normal hit, causes hard knockdown on CH and in FRKZ. IfDis input during guardpoint, it will cancel into Secret Technique: Bang's Pulverizing Blast Jutsu on frame 26. Damage with 6D seal: 1020 Damage with all seals: 1275 Guard point will not block overhead or unblockable attacks (Except during Overdrive with 2D seal active) On Guard Point, hitstop for Bang and Opponent 14F Grants Rin (Second Seal) on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A staple for many of Bangs standing/air confirms,j.Dallows Bang to send his opponent down onto the floor (regardless of height) where he can either follow up with a nail or another special to keep his air combos going. While it is mainly used after6Cdue to it being the easiest place to chain intoj.D, if done early enough,j.Dcan be combo'd into fromj.C, allowing Bang to convert from even the weirdest angles in the air. While the move isn't used that much in neutral, it is a decent wakeup tool to kill meaty throws and gain at least 2 seals minimum with an overhead. An important thing to note aboutj.Dis that it forces you into its longer landing recovery even if you cancel. frame data varies from -4 at earliest activation or maximum height of a standing character when falling to +2 on j.22a or lowest possible activation while falling. Grants Ka (Third Seal) on hit. Follows up into Drive Explosion somewhat quickly. Stalls his air momentum, making it useful for baiting out anti airs. Downward reach isn't that great, however. So it can be tricky to time for this and often just ducked under. Guardpoints all strike and projectile attributes from frames 4-12. Counterintuitively from the other drives, this movecanblock air unblockable attacks. Causes ground bounce into a soft knockdown on normal hit, causes a higher ground bounce and a hard knockdown on CH, while in FRKZ, it only causes the hard knockdown. IfDis input during guardpoint, it will cancel into Secret Technique: Bang's Pulverizing Blast Jutsu on frame 25. Can be whiff cancelled into Astral Heat from Frame 7 until the start of active frames. Damage with j.D seal: 900 Damage with all seals: 1125 Will not block unblockable attacks (Except during Overdrive with 2D seal active) On Guard Point, hitstop for Bang and Opponent 14F Grants Ka (Third Seal) on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "Secret Art: Bang's Shadowstep Jutsu", + "text": "A/B/Cduring Guardpoint H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Teleports Bang a set distance during a drive move and then continues the attack after reappearing. When using these, typically you will want to teleport to behind the opponent to ensure you're in range to hit without being getting hit yourself (Watch out for hitboxes that extend backwards more than they seem!). the button you'll need to press to do this will obviously vary with spacing but since you don't get much time to judge this you will need to learn which to use in advance or by instinct, if at all, depending on the situation. Can only be activated if a Drive guard points something and before the active frames of that drive move. Only one teleport may be activated per drive. Button pressed determines distance teleported, A being the shortest, C being the longest. If Bang switches sides, Bang will also face the other direction when finishing the move. Disables Special and Jump cancels on the drive move if it gets blocked." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "Secret Technique: Bang's Pulverizing Blast Jutsu", + "text": "Dduring Guardpoint H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Pressing D will do nothing at first, however at set points on each drive move, Bang instead detonates a huge explosion. The specific timings are different for each move and some even disable the active frames and explode after that point. See each move for details. The explosion is huge and extremely active, causing it to catch opponents late into its active frames as Bang is recovering or clashing with many different projectiles, outright nullifying them in most cases. Not only that, the explosion is also a Fatal Counter, meaning Bang can securely followup with a punishing combo that can set up for oki and has a longer starter rating than any Drive move normally does. Bang can't cancel his recovery, but it's short enough that Bang is still effectively plus when the explosion is blocked. This gives him a cover from which he can mixup or followup with other ideas. While it can potentially be whiff punished in specific scenarios, the general usefulness, amazing hitbox and active frames, and the fact that it is generally safe means that drive explosion is a pretty good option to use, even if you might get better damage by letting the drive move hit normally, as well as forgoing a seal unlock. Fully invincible when active until shortly before landing. Counterhit recovery state. Bang is considered airborne during the attack, and is unable to act until landing. Generally +8 on block when performed from the ground. Cannot be performed if Bang has already used that drive move to teleport. Fatal Counter Bang is in CH state after inv during the fall Total frames when used on the ground is 34, +7 on block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "Ground Throw", + "text": "B+Cor4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A basic throw that can be followed up, as well as aiding in his mixup game. Both throws function the same, with the opponent hit with a flying dropkick if the grab is successful, holding backwards just changes the direction Bang attacks from. After hitting, Bang can't do anything during the recovery except perform an airdash cancel or a special cancel, making one of the 2 essential to performing any followup combo. Overall Bang's throw has a really good reward allowing him to build 4 seals or fullscreen corner carry while still doing a good chunck of damage, as well as in the corner. The higher reward and shorter recovery makes Bang's throw an extremely good alternative to his command throw. Change up between command throw and regular throw depending on what you want, and what you're willing to risk. Does a wallbounce and leaves Bang in the air for airborne actions. When against the corner the wallbounce becomes a slide. 100% Minimum Damage (1500) Maximum Slide duration 30F Crumple Duration 20F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll While slightly worse as an air to air compared to other characters, it's slightly stronger to punish jumpcancels while your opponent pressures you, as well as a check to keep opponents grounded whenever they try to jump out of Bangs pressure. Air throw boasts extremely strong corner carry and decent damage, but it is not advised to use this against opponents in the corner since you will throw them out of it. His air command grab is a great alternative, since it keeps the opponent in the corner. Instead, air throw can be a great tool ifyourback is in the corner since it'll sideswap and lead to good damage. If you want to do an empty jump, you can use this before landing to cover yourself against jumpouts. This is risky, however, as a whiffed air throw will leave you in forced landing recovery and leave you open to get hit with a jab. Automatically sideswaps when performed. Unable to convert if airthrow hits from too high. 100% Minimum Damage (1500) Maximum Slide duration 30F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Since Ashura is now super punishable on block, you might want to resolve to using counter assault more often to get opponents off you, however keep in mind that Bang really needs the meter to do good damage off crouching opponents and general 100% FRKZ combos, so use it with care. Can be low profiled." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Functions as any other Crush Trigger, but also enjoys a reasonable amount of reach and good disjoint compared to others, making it one of the safer ones to use when properly spaced, Bang has all the mobility he needs to close in after a successful crush. In the corner it is an okay option to catch your opponent off guard once in a while, just keep your opponents blocking habits in mind and watch out for Instant Barrier Block. Can be used in several combos to get 1 more seal, extra damage or with bumper cancels to gain a +8 block advantage. Launches the opponent high on air hit. Crumple stuns on ground hit. 5A+B Crumple Duration 50, Crumple Fall 83F 5[A+B] Crumple Duration 50, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "Backdash", + "text": "44 H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Worth mentioning solely due to how bad it is as a conventional backdash." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "Bang's Unstoppable Double Palm Thrust", + "text": "623B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Mostly used as combo and pressure tool to end your blockstrings making2Cand5Dsafe. Causes a wall bounce on CH, as well as during FRKZ. Ground slides on normal hit. Pushes back on blockstun, making it a good pressure string ender if spaced properly. Counted separately from Bang's Heavenly Double Palm Thrust for combo scaling purposes. Maximum Slide duration 13F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "Bang's Heavenly Double Palm Thrust", + "text": "j.623B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bang does a double palm thrust in the air, with the fire taking form of a Phoenix. Only wallbounces in the corner on Counter Hit, but wallbounces both midscreen and in the corner in FRKZ. Wallsticks in the corner. Counted separately from Bang's Unstoppable Double Palm Thrust for combo scaling purposes. A combo staple of Bang Really important combo tool to extend or end your combos cause of the wallstick and huge corner carry. Since the wallbounce on CH got removed, using it as neutral tool is not really worth it anymore." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "Bang's Void Tempest Kick", + "text": "623C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bang's command throw can't be teched, however if your opponent guesses right on the command throw you will get punished 100% of the time. A bit weak to barrier since you can't connect a tick throw unless you have some dash momentum. Also careful when using as meaty since wakeup OD usually makes it whiff and gives opponent enough time to land a strong starter. The oki on the command throw leaves Bang in a good position to do2Ainstantly and gives him a bluebeat when the opponent doesn't tech. This forces them to tech instantly making it extremly easy to do another meaty command throw or other mixup. Works extremely well with the D Bumper in the corner, allowing for incredibly damaging meterless combos. Has 307 pixel range. Has an extremly strong anti roll oki forcing people to usually emergency tech. Works good in combination of D Setnail. Instantly Halts Bang's momentum upon use. Minimum damage 100%: 2335" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "Bang's Void Tempest Kick EX", + "text": "j.623C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An aerial version of Bangs command grab that is as fast as both hisj.Aand his airgrab, making it an effective air to air neutral tool against an opponent. Gives Bang enough time to combo after it, granting it decent reward midscreen and a huge reward in the corner combo wise, as well as scoring a knockdown combo. You can combo it into ashura to do an unburstable combo and on CH, it forces knockdown, allowing for different combos midscreen, but the routes from it are generally not as useful in the corner though. Has 344 pixel range. CH forces knockdown, allowing for alternative combo routes. Used as a preemptive anti air, an alternative to his normal air grab or even his j.A. Still keeps momentum upon use, making it useful for throw combos. Awful counterhit-state landing recovery if it misses, do not do this move by accident. Minimum damage 100%: 2125 Landing recovery applies only on whiff" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "Bang-style Shuriken", + "text": "j.236A/B/C/D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll AVersion Consumes 1 nail Travels in a high angle Does not affect air momentum Can cancel into float or a different nail (including +Dversions) Causes poison damage on hit which ticks for a 100 damage per 60 frames (1 second), lasts up 360 frames (600 damage total) Poison ends if Bang gets hit Does not stack but resets its duration Poison effect does not kill if the opponent has 1 HP Useful in neutral and during combos Can still be activated without nails and will animate as normal, but nothing is thrown. This is the key to Bang's overall damage for BBCF. It is necessary to learn how to use this tool properly to maximize Bang's performance during a round. It can be implemented in every IAD combo. It is useful in mid to long range neutral game as it travels pretty far and can be used to get in due to its start up and able to conserve air momentum (nail glide) or used with B nail. Consumes 3 nails Ends air momentum Same effect as its single version Does an extra back jump and ends all of Bang's action until landing (Puts Bang in CH state during it) Not very useful in terms of tool as it consumes 3 of Bang's 12 nails so it is rarely used. It travels slightly further than regular version and can be used to poke people who are close to death. If you do any +Dversions (basicallyA+D,B+DorC+D), you cannot do anything, besides rapid if hit, until you land. If you get hit while falling, it is a guaranteed counter hit. j.236A Can cancel into any other Bang-style Shuriken from frame 13 Can cancel into Flaming Air Attack (float) from frame 17 H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll BVersion Consumes 1 nail Travels in a medium angle Does not affect air momentum Can special cancel into float or a different nail (including +Dversions) It will bounce (direction of bounce) if it hits either the opponent (backward), ground (forward) or wall (downward) Once it bounces, the nail hitbox is gone and can bounce more than once. After bounce, it will always detonate in 26(?). Useful in neutral and during combos The B nail got a buff where it regain its conserve momentum property from CS1 which has more applications in combos, neutral and okizeme, especially in the corner. Ending a corner combo withj.2Cand then B nail will make your approach extremely strong and dangerous. Used in close to mid neutral game and can be nail glided and combined with A nail. Note that several characters can duck under the explosion and still beat you out, when approaching recklessly. Consumes 3 nails Ends air momentum Same effect as its single version Does an extra back jump and ends all of Bang's action until landing (Puts Bang in CH state during it) Similar toA+DVersion where it has not much uses and should be avoided. j.236B Can cancel into any other Bang-style Shuriken from frame 13 Can cancel into Flaming Air Attack (float) from frame 17 H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll CVersion Consumes 1 nail Travels in a low angle Ends air momentum Can special cancel into float or a different nail (including +Dversions) Sticks the opponent in place for 60 frames on hit, 20 on block Useful for baiting anti-airs and extending combos Used to make your high jump-ins safe and can catch anti airs if spaced properly. Combowise it's the number one Nail to build Seals and set up oki. Consumes 3 nails Ends air momentum Same effect as its single version Does an extra back jump and ends all of Bang's action until landing (Puts Bang in CH state during it) Again, similar toA+Dversion but worst as the web nail effect degrades as it stacks and reduces the combo timer badly. j.236C Can cancel into any other Bang-style Shuriken from frame 24 Can cancel into Flaming Air Attack (float) from frame 30 H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll DVersion Consumes 3 nails Travels in all 3 angles simultaneously Temporarily pauses movement, but retains all air momentum Can special cancel into float or a different nail (including +Dversions) Useful for neutral game to get in or out Can bounce on the floor so it covers a lot of space D Nails are used to give yourself space to get in or out. It is stronger due to the combo timer being more manageable so you can add an IAD with A nail which adds a bit more damage. Can cancel into any other Bang-style Shuriken from frame 13 Can cancel into Flaming Air Attack (float) from frame 17" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "Bang's Steel Rain", + "text": "632146B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bang summons an umbrella at a fixed height that slowly tracks the opponent's position as it rains down up to 60 nails in 2 frame intervals. The umbrella will be thrown near the opponent across at most 3/4 of the screen before opening up, then it will continue to float towards them before stopping directly above. This move consumes up to 4 nails if it's allowed to, but it only spends 1 upfront. After the first 24 hits, the umbrella will consume another nail and add another 12 hits, up to 3 times. The umbrella can be stopped if it is hit, Bang gets hit, or Bang lands a command grab, Distortion or Astral, preserving any nails not yet spent. Umbrella has a slow start up but it can be used to setup command grab super traps if done correctly. Also, should be noted if the opponent is beyond 3/4 of the screen, Bang will throw the umbrella at 3/4 of the screen and then it will keep tracking them past that. Typically not the best usage of nails but it is good when used to close out a round against a cornered opponent after a knockdown. Will still animate even with no nails, the umbrella will remain on screen for a few seconds, but will not shoot nails Consumes 1 nail when the umbrella opens to drop 24 nails, then consumes 1 additional nail to drop 12 more nails (up to 3 times) Nails appear in 2F intervals, each nail active for 12F Additional nails consumed the frame after the last nail of the set is spawned (frame 139/163/187) Minimum Damage 1%: 1×N" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "Flaming Air Attack / Musasabi", + "text": "j.22A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bang uses his scarf to float while in the air Can cancel to almost any action on frame 9 Can be done twice in the air if none of Bang's air mobility options have been used (does not count initial jump cost) Uses Bang's double jump and first air dash option for the the first float and his second air dash for the second float Conserves air momentum except downwards (will cancel it instead) Passes through your opponent Very strong neutral, mix-up/pressure and combo tool While floating, you are in a counter hit state In 2.0, the Minimum Height restriction has been removed. Bang's float is a very strong tool in general and got buffed as it does not consume all your remaining air options. As a neutral tool, it can be canceled from any Bang-style Shuriken (except +Dversions) which can be useful to spam the same nail type. It can be used to bait anti airs as it stops your falling momentum and with combination with C nail, it can be used to punish them. For mix-up, it is used to repeat the same or different air move as it keeps your height on initial use, so for examplej.2C>j.22A>j.2Ccan be done as a double overhead jumpin mixup. It's primary use as an offensive tool is to be tked from a jump cancelable move to add another layer of mix up options like quick, very plus overheads with any air button besides j.a, oftenj.Bfor consistency sake. You can generate nigh riskless plus frames out of thin air with TK musasabi nails. It can also cross up if you let the float last long enough. It is used during combos due to its ability to keep Bang on the same height which opens up new combo path with either6Corj.C. It should be noted that during OD, FRKZ dashes can't be canceled from float. You need to press either A, B or C to dash after a float. Can only be used once per jump Costs 1 air action Can cancel into actions from frame 9 Landing recovery only applies if move reaches frame 9" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "Set Nail/Bumpers", + "text": "214A/B/C/D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bang swings his hand and puts a nail in the air Costs 1 Nail Position is different for each button While in touching distance of a set nail Bang can perform a Nail Dash by holding any direction. This can even be done to cancel any move that has hit (Excluding his Exceed Accel). See the next move card for the dash itself. Disappears after 3 uses When setting a bumper in the corner, bumper will not go offscreen, but sit next to the corner on screen. This move can still be activated without nails and will animate as normal, but no bumper is set. Can still be used to stall air momentum, but usually just a bad idea. Setting nails is an extreme potent way for Bang to set up flexible mobility, usually after his combos end so he can keep the pressure up with easy crossups, jumpouts, fake jumpouts (By jumping and immediately nail dashing back to the ground) etc.. Do be careful with your inputs when around bumpers as it's extremely easy to accidenally dash when you don't want to, potentially messing up your movement or combos. The D version is the go-to version since it allows Bang to pressure safely in the corner and maximize damage from every hit. It's especially great for6B,3C, and623Csince the Nail Dash Cancel acts like a substitute for rapid cancel allowing you to safely retreat. During overdrive combos the D version is set after a6Dto super twice. While the other versions are less used, they also have good mixup and combo options. They are also way easier to control, compared to the D Set nail. All Air Versions need to be touched in the air Air Version will never set a nail near the ground While A,B,C act almost like their ground counterparts, the D Version places the bumper directly under Bang allowing him to instantly use it." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "Nail Dash", + "text": "Any direction off Set Nail H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Pressing a direction while near a nail makes Bang do a similar dash to his Overdrive movement. It's considered a special move so it can be used during combos to cancel normals and often still have time to follow up, allowing for some creative and specific combos depending on nail placements. Consumes an air option if used in the air, but doesn't acually need one remaining to activate. Can be performed after6Bor3Cconnect, even though they cannot be special cancelled. Has a small amount of invul allowing to dodge reversals easily In order to dash off a bumper, Bang's origin needs to be within a rectangle around it that's 192px wide (if grounded) and 300px wide and 192px tall at system resolution.In the air there is also some leniency of 4 frames after leaving this rectangle where it is still possible to perform the Nail dash. In the air there is also some leniency of 4 frames after leaving this rectangle where it is still possible to perform the Nail dash. Bang snaps to the bumper at the start of the nail dash. Can pass through opponents. All nail dashes can be cancelled into another nail dash on frame 5. Cancelling into other moves is complex and depends on the dash and the moves in question:Purely grounded dashes can be cancelled into any attacking move on frame 9Ground to air dashes can be cancelled into non drive normals, air throw and j.236X on frame 9. He can cancel into everything else on frame 13Air to air dashes can canel into anything on frame 9. Purely grounded dashes can be cancelled into any attacking move on frame 9 Ground to air dashes can be cancelled into non drive normals, air throw and j.236X on frame 9. He can cancel into everything else on frame 13 Air to air dashes can canel into anything on frame 9. Air to ground dashes have no landing recovery making Bang recover as soon as he lands, these cannot be performed if Bang is already fully grounded." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "FuRinKaZan Dash", + "text": "Any direction during Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll During overdrive, Bang uses a modified bumper dash as his movement instead of regular jump, walks, dashes etc. The dashes are what makes Bang's overdrive as it gives him insane mixup and mobility. The properties of these dashes are improved by your Fu and Rin seals (5Dand6D, respectively), so be aware of what you have during overdrive's activation so you know what to work with. Using the dashes during pressure allows Bang to easily create extremely hard to block mixups, the key is to be creative with your approaches like doing2B>9dash>j.2C>4dash>j.2C. Keep in mind that strings like these are vulnerable to reversals. While the dash is powerful it's also is hard to control, so try not to get into neutral during overdrive, since opponents will mostly get high in the air and press a lot of buttons making it really hard for you to get in without getting hit and even if you somehow manage to hit them it's really hard to confirm into a proper combo. Since pressing 4 also is a backwards dash, you will need to use barrier block or crouching block if you actually want to block something. If you have the Zan seal (2D) then you can block during dashes as well. When you have the6D(Rin) seal overdrive can be used to beat out several strings from characters that use projectiles to pressure you. Can be cancelled into from everything that bumper dashes can. Has all of the same cancels as Nail dashes except the following moves can also be cancelled into at any time:6A,6B,6C,3C,5D,2D,6Dandj.D214X,j.22A,623B,j.623B,632146B,623C,j.623CAll Distortion Drives and Exceed Accel.Kara-cancels still consume a use off of one bumper 6A,6B,6C,3C,5D,2D,6Dandj.D 214X,j.22A,623B,j.623B,632146B,623C,j.623C All Distortion Drives and Exceed Accel. Kara-cancels still consume a use off of one bumper Only three grounded dashes can be performed from cancel chains. Going fully neutral resets this limit. Airborne dashes retain momentum, unlike bumper dashes. Cannot pass through opponents. Bang can use the dash once in the air (excluding the dash to get airborne) and is not able to pass through opponents. This resets when landing and isn't considered a use of his air options, although this is only relevant for using Musasabi since normal air options aren't usable during Overdrive. With the5Dseal \"Fu\" Bang adds two air dashes to the limit and the ability to pass through opponents With the6Dseal \"Rin\" Bang gets projectile invulnerability from Frame 3-8 With the2Dseal \"Zan\" Bang can block during dashes. FRKZ Dash has additional properties depending on what Seals Bang has active 5D Seal allows Bang to pass through opponents 6D Seal gives the dash some Projectile Inv" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "Shishigami-style Secret Technique: \"Fatal Eruption\" / Daifunka", + "text": "2363214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Values in [] are during OD Minimum damage 15%: 1010 [1374] reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "Shishigami-style Technique: \"Bang's Infinite Chaos-Fist of the Void\" / Ashura", + "text": "236236A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fast Reversal. Since the super is easy to punish, you need to use it with care. It's still a great reversal to beat your opponent's meaties and punish gaps in pressure. The fast start up also allows Bang to use it at spots where Daifunka wouldn't work. Horizontal Hitbox is limited. Extremely high vertical hitbox, making it a great anti air. Normal and OD version count as different moves so they don't trigger SMP. Values in [] are during OD Minimum Damage 25%: 925 [1041] reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "Ultra Technique:\"Hyper Shadowstep Strike\" / Shippugeki", + "text": "236236Dwith all 4 seals H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bang's command grab super that he gets after he obtains all 4 seals from his drive. He automatically tracks the opponents location and after the superflash, warps directly to where they were during the superflash and proceeds to grab them. Since this move always crosses up the opponent, it can sometimes cause the opponent to attack the wrong way, giving Bang a free chance to grab them. It is very useful in neutral for when the opponent commits pretty hard to a button, Bang can immediately grab them and turn the situation into his favor. However, the move has a few shortcomings, as when Bang tries to use it when the opponent is grounded and/or not doing anything during the superflash, when Bang teleports behind them, they can simply jump out and punish Bang with a jump in, or by simply Overdriving through him and land an incredibly painful punish on him. Bang also basically completely overlaps his opponent before actually grabbing them, meaning that sometimes hitboxes from various moves will just hit him before he grabs, even if those moves were being performed in the wrong direction. While opponents have even more limited options against the super in the air, since they cannot double jump out of it, it is still advised to use it with caution because an opponent can simply Overdrive through it, or if they have one, invuln through the grab and retaliate with a DP or a distortion drive, just like with the ground version. Can be used for a few tech traps as well as a sort of reversal, but Bang has better tools for those situations. It is a rather decent tool against Zoners once Bang achieves his seals. Invuln only lasts until after the superflash before it goes active, where Bang is right next to the opponent, almost inside of them. Overdrive version does significantly more damage, as well as leaving Bang a farther distance from the opponent than the normal version. Tracks opponent state and location during superflash, it acts like a grounded throw if the opponent was grounded, air throw if they were airborne. Values in [] are during OD First 3 hits deal 900 damage instead of 1000 if move lands mid-combo Minimum damage 15%×3, 20% [15%×4, 100%×2]: 810 (765) [1920 (1875)] reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "Bang's Dancing Petal Storm", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. On startup, Bang performs a palm thrust on his opponent. If it hits, Bang then throws out a barrage of ninja tools at his opponent before finishing off by tossing a couple of bombs onto the hapless victim. He moves forward during the initial attack giving it slightly more range than its hitbox suggests. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 305 {595+39}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "Shishigami-style Forbidden Technique: \"The Ultimate Bang\"", + "text": "j.6321463214DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Extremely satisfying Astral. Can be combo'd into from5Dairborne hit in the corner or throws reliably. However, the True Bang Way is landing this astral raw either as a wakeup reversal or tricking your opponent to press a button into it. It has a guardpoint all the way until the end of the active frames, so it can be used to stop attacks. Min height TK Astral only hits on crouching Carl, Valkenhayn, Relius, Jubei, Platinum, Jin, Hakumen, Nine, Tager and Susano'o. Can be Kara Canceled into from j.D from Frame 7 to just before active frames. Allows Bang to use the Shadowstrike Jutsu since it's a Drive move. But Pulverizing Blast cannot be used. Has Range and Vector checks, cannot hit someone who is behind him, or more than about half a screen away, regardless of hitboxes. On Guard Point, can cancel into shadowstep On Guard Point, hitstop for Bang and Opponent unchanged Landing recovery can be cancelled into anything" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami", + "title": "Bang Shishigami", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Frame_Data", + "title": "Iron Tager", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Frame_Data", + "title": "Iron Tager", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Frame_Data", + "title": "Iron Tager", + "section": "Universal Mechanics", + "text": "All Universal Mechanic moves are in a counterhit state for the entire move." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Frame_Data", + "title": "Iron Tager", + "section": "Specials", + "text": "Required to use Spark Bolt 1000 UnitsGains 1 unit per frame. Gains 4 units per frame during OD Gains 1 unit per frame. Gains 4 units per frame during OD Does not gain during Hitstop Gauge empties frame 1 of using Spark Bolt" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Frame_Data", + "title": "Iron Tager", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Frame_Data", + "title": "Iron Tager", + "section": "Revolver Action Table", + "text": "5Band2Bare tied together - they can be used a combined total of 3 times per string Tager's command throws (360A/B, j.360C, 720C) and Astral are not included in Special/Super cancels" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Frame_Data", + "title": "Iron Tager", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Frame_Data", + "title": "Iron Tager", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Combos", + "title": "Mai Natsume", + "section": "Intro", + "text": "Content here can be considered incomplete until expertise is given. Recently overhauled after over a year of labbing and trawling through Discord discussion. I'm pretty sure this is good but I'm not really much of a labber and so I guess this could use some scrutiny from more experienced/knowledgeable folks." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Combos", + "title": "Mai Natsume", + "section": "Read First", + "text": "For 5XAand 5X[B], the X can be eitherAorB(5Ccannot chain into these Variable Arts). Stance follow-ups are denoted as 5/6/2Y (e.g. 5X[B]6Y for a string into stance mid), where the Y can be eitherAorC. The button used makes no difference. Juncture (236) lasts 28 frames, but normals can be initiated on frame 21. This kind of transition will still be denoted in the form of \"236 > X\" to specify that it's nottechnicallya link, as well as to serve as a reminder as this information is only elsewhere mentioned on the overview page and not on the frame data page. In order to help input these normals as soon as possible, using a back input disallows Himeyuri (236~X) from triggering, using a forward input disallows Suzuran (214~X) from triggering, and using a down input disallows both. The sequence 5XC[C]will sometimes have a number afterward, e.g.5CC[C](11), indicating roughly how many hits of specifically the multistab[C]portion can be used. This number is an estimate based on tests against some characters, and other characters may allow more or fewer hits. Mai's combo theory is almost entirely about mixing and matching various parts, and this guide is organized to reflect that. Drawing heavily from kcin'scombo docandYouTube tech playlist, the guide focuses on a dense collection of routes that occur again and again in her combos, in order to teach players how to learn and build combos, rather than having them memorize some long and exhaustive list. By learning and applying these routes, the reader should eventually be able to improvise combos in unfamiliar situations, or at least recognize how a combo is going to go when watching Mai footage, which will result in more streamlined labbing. These combos are divided into four main categories: Foundations, the absolute basics and the most important routes to be functional; Combo Theory, the meat of the guide; Niche Routesfor combos that have limited applicability for various reasons. A special section at the end ;) Within each section, combo routes are grouped into subsections of combos sharing a theme. Within each subsection, combos are ordered approximately in order of decreasing applicability, as well as mostly increasing difficulty. While difficulty is ultimately subjective, roughly speaking, they can be interpreted here as follows: Very Easy- Among the simplest types of combos in fighting games in general. Nothing complicated. Easy- May require learning a trick of some sort, but is otherwise straightforward. Keep in mind that only five difficulty categories are being used here, and even combos marked as Easy may require some practice to get down. Medium- Contains tricks that may require considerable practice, but generally can be done consistently once mastered. Hard- You don't have to learn these to be good at Mai. Some combos have variations and scenarios that are \"hard\" even if the combo overall is not, which will be denotedlike so. Very Hard- Some characters have a combo that could be considered harder than any of the others, and among the hardest in the game. Mai wasn't supposed to have one, but... If you would still prefer a list of combos to chew on, kcin's aforementioned guide has most of the combos a Mai player will need. Alternatively,this doc by VersionXVis fairly exhaustive. It uses a distance measurement system called \"SQ\" (squares), referring to the grid in the Lessons stage. You can convert them into stage positions as follows: 3.5SQ = round start 2SQ = near corner 1SQ = corner" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Combos", + "title": "Mai Natsume", + "section": "Combo Stubs", + "text": "Variable Arts 3rd Hit >236BReferences to \"Variable Arts 3rd Hit\" on this page refer to any of the enders of 5xaand 5xc. More specifically, they refer to getting the starter hit at any point in these strings, indicating that the combo will work even with5Aas the starting hit. Notably, 5xaAand 5xcAare special cancelable on hit only, and not on block. This means that Juncture (236), Himeyuri (236X), and Overdrive cancel can bebufferedafter these strings and they will only come out on hit, allowing Mai to confirm a combo while preventing her from wasting Burst or going into an unsafe move on block. 5xcCis cancelable on block, and the projectiles 5xaB/Care cancelable even on whiff, so this phenomenon does not apply to them. ... Variable Arts 3rd Hit / [(2A> )2BC] > 236(~)C> j.214XThe Suzuran ender used is a trade-off between corner carry and frame advantage, withAhaving the most frame advantage (though it tends to connect only in the corner) andChaving the most damage and corner carry. Point-blank,236Cwithout the delay can be used for a little more damage. Appears in Mai's Combo Challenges as Mission #04 Normal. ... (Jump cancel)j.B>j.C> double jump >j.B>j.C> (j.214 >j.B>j.C> ) j.214XThis is generally more damaging than the Himeyuri routes, but it drops at the end of particularly long combos. Appears in Mai's Combo Challenges as Mission #07 Normal. Off of2C, an extra step can be added courtesy of j.214. In this case, the lastj.Bcan be inputted as 2146Bto avoid an accidental enhanced dive, which will whiff. Less useful than one may think due to the Head invulnerability not kicking in on startup. ... 6[6] >5B[B]8Y,5BA> staircaseProbably the most important combo part that Mai has for midscreen combos. Typically the route is preceded by (j.)214~A/C, for example(j.)B+C> (j.)214~A/C, ... Dash until the opponent is at the correct height. Too early and the stance kick will miss; too late and the opponent will touch the ground before the overhead connects. When doing these kinds of tricks, an important thing to remember is that you have more time to dash than you may think. If a combo uses j.214~C, remembersame move prorationand end the combo with one of the other dives instead. Some esoterica: On some characters,66 >5BBinstead of5BAis possible. However, this is much harder and the damage increase is in the single digits, so it's just trivia, really. Itdoesside-switch, though. Some characters allow two reps of this extension." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Combos", + "title": "Mai Natsume", + "section": "Basic Corner Combos", + "text": "(Ground hit) Variable Arts 3rd Hit >236B,2BC/5CC> 236(~)A, (66 > )5A[B]6Y,5AA> staircaseProbably her most important full combo. Different optimizations from certain starters are possible and can be learned down the line, but if you're not sure, you can always fall back on this route as long as the opponent is grounded. Even in high level play, this combo is extremely common in usage. The excellent corner carry on236Benables this combo from quite far away from the corner. The combo works by causing a hard knockdown with236Bfollowed by an OTG pickup to send the opponent airborne. The5CCpickup is more damaging but a bit more difficult due to being a 1f link (4f advanced input window). Thankfully, in one of the two voice sets picked for each match, Mai says, \"Himeyuri Dou!\" providing a helpful audio cue. At further distances from the corner, confirming into this combo starts getting more difficult. After the236A, a microdash may be required to get close enough to hit the rest of the combo. It is a 3f link, making it a bit tricky to input both the dash and theAwithin the 6f window granted by advanced input. Doing a delayed Himeyuri instead is a bit easier, at the cost of some damage. [(Air hit) Variable Arts 3rd Hit] / [2A>2BC] >236A,5A[B]6Yx2,5AA> staircaseThe main weakness of the other combo is that236Bdoesn't work the same way on air hit, necessitating combos like this. Recognizing which state the opponent is in is very important for expanding Mai's combo theory down the line. ... (5B[B]8/6Y,)5B(~)[B](~)6Y,5AC[C]>236C>j.214AMai can seamlessly transition from midscreen to corner with stance mid if she ends up close enough to the corner to continue afterward. The two main ways to make the transition are either replacing a midscreen overhead extension with two reps of stance mid, or replacing a staircase ender with one stance rep. A small damage optimization is possible by delaying the stance mid string slightly so that the opponent is positioned a bit lower. This allows more hits of 5xC[C]to connect." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Combos", + "title": "Mai Natsume", + "section": "Alternate Corner Enders", + "text": "Replace the staircase/Himeyuri~Suzuran ender of a corner combo with these. In general, the most common enders into236Dare: 5XAA 2B/2BC 5C/5XC/5XC[C] 2C>236C>j.214A 5X[B]6Yin the corner The most common enders into214Dare: 5XAA [Air hit] 5XB 2B/2BC 5XC[C] ...5AA~A>214BProbably the most commonly used ender in practice. Its purpose is to put Mai in a position where the opponent cannot side-switch by forward rolling. To get the proper oki, the third hit should be delay canceled a bit. Does not work onHakumen. ...5AAA> 8Threatens a safe jump with a falling aerial. It's also possible to forego the safe jump to run a 50/50 between air dash high and landing low. Forward roll will allow the opponent to cross under Mai, butj.Cshould still catch them, leading to a crouching hit combo. An alternative safe jump setup is5AAA> 236 > 214 > j.214in quick succession. There are some differences between this setup and the setup resulting from thej.214Aender, which can be found inMai's Strategy page. ...5AAA/5AC[C]> 236 >236DCommand dash into super to finish off the opponent. Your meter is probably better spent on RCs and CAs otherwise. ...5AAA/5AC[C]>214{D},2BC> 236 >236D214Dhas 3 charge levels, but only levels 1 & 2 (denoted as214{D}to distinguish from level 3214[D]) can actually be landed in a route. The minimum damage values for214Dand214{D}are 450 and 600. If you hold D for even a single frame after startup, you'll get214{D}and its higher minimum damage. Will always combo into236Din the corner. ...5AAA/5AC[C]>214{D},2C>236C>j.214A,236DA 1f link to get the second super, though advanced input widens the window to 4f. Because214{D}uses up almost a full second and a quarter, the hitstun scaling limit becomes a factor when determining whether this ender will actually work (the opponent flips out of the dive if the hitstun timer runs out). This ender still works off of most routes, however." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Combos", + "title": "Mai Natsume", + "section": "Launcher Combos", + "text": "...2C>8DD( > 214 >j.2DD) > j.214~C...The \"easy\"/consistent launcher conversion that doesn't require air tippers. This route still has a couple of difficult/awkward aspects: 2C>8DDcan be pretty timing-specific. Pressing 8 too much earlier thanDwill result in a jump cancel probably followed byj.Dthat will miss. Pressing 8 too late can result in5DD, which actually will still hit some characters. 214 >j.2DDcan be considered optional as it only adds about 100 damage and the follow-up is identical either way. If done too slowly, Mai's backflip will go too far, and the spear hits will miss. IfDis pressed too early,214Dmay come out instead, and if it does, it will miss.The way to execute this is to buffer the backflip during the redirect, then bufferj.2DDduring the backflip, as early as possible.When practicing this in training mode, be sure to set the Heat meter to 50 or higher to force accidental214Dto come out. The way to execute this is to buffer the backflip during the redirect, then bufferj.2DDduring the backflip, as early as possible. When practicing this in training mode, be sure to set the Heat meter to 50 or higher to force accidental214Dto come out. Routes involving2Cinclude: (j.B> )j.C▷ (66 > )2Clauncher combo, midscreen extensionTo do the close version, you will need to do a short dash before the2C. It can be hard at first, but there's more wiggle room than one might expect. To do the close version, you will need to do a short dash before the2C. It can be hard at first, but there's more wiggle room than one might expect. 5B+C> 236/6[6] >2Clauncher combo (close),5C> staircase [5C/ Crouching hit5B]CC>2DD> 236 >2Clauncher combo (close), midscreen extensionPoint-blank5Chit only. Point-blank5Chit only. ...and more! OnCH2C> jump cancel, one can sometimes similarly doj.2DD> j.214~C. ... (CH)2C> (jump cancel, fallingj.C▷5C) 236~C> j.214~A...The route to do when Mai can't get close enough on the2Chit for8Dto connect. Rather tricky as there's a 9f window between enhanced dive being available and the end of untechable time from 236~C. A counter hit grants enough untechable time to fall withj.Cbefore doing the rest of the combo. This is useful for2Cfishing situations where a jump cancel is input before a hit can be confirmed. ...2C>8DD,5B[B]6Y, ...This variation of the close launcher conversion generally does very slightly less damage than the full normal conversion with 214 >j.2DDincluded, in exchange for being much easier and more consistent. ... Air hit 5XCA>5D(~)D> 236 > midscreen extensionThe key to high-damage combos off of various stray knockdowns, roll catches, Fatal Counters (where looping this is possible), Burst baits, and the like. Outside of Fatal Counter, it only works when there is nohitstun decay, so basically near the very beginning of a combo with a long starter (approximately 6 hits or less). Delay the spear redirect to stay on the same side. 5XCAtypically doesn't convert into (j.)214~Cas the splash hit tends to miss. The difficulty of connecting 5XCcan depend on the route and the opposing character. Applicable routes include: CH2B, OTG5CCA... Air hit 5xA, 66 >5ACA... CH2C> (dl.)236,5CCA...On grounded hit, you may have to delay 236 slightly to cross under. On grounded hit, you may have to delay 236 slightly to cross under. 2C> (8D~D/8DD> 236),5CCA>5D(~)D...Midscreen hard punish, and a pretty flexible route that could be done in a few different ways. Without the first Juncture, the redirect has to be delayed very slightly against some characters, as otherwise the opponent will be too high for5CCto connect. Alternatively, 236 can be used and the follow-ups will connect just fine, though Mai will cross under the opponent in this case. This doesn't matter a whole lot, however, as the second Juncture canalsocross under depending on how much or little the preceding redirect is delayed. Thus, the choice of routing largely comes down to corner carry. Midscreen hard punish, and a pretty flexible route that could be done in a few different ways. Without the first Juncture, the redirect has to be delayed very slightly against some characters, as otherwise the opponent will be too high for5CCto connect. Alternatively, 236 can be used and the follow-ups will connect just fine, though Mai will cross under the opponent in this case. This doesn't matter a whole lot, however, as the second Juncture canalsocross under depending on how much or little the preceding redirect is delayed. Thus, the choice of routing largely comes down to corner carry. [Corner]2BC> 236(~)A, (66 > )5ACA>5DD,5B[B]6Yx2,5AC[C]>236C>j.214AAt max distance, a microdash or delayed Himeyuri may be required, much like in the basic corner combo. At max distance, a microdash or delayed Himeyuri may be required, much like in the basic corner combo. [Corner]5C>236B,5CCA...The hitstop and hitstun on5Care long enough to make it possible to hit confirm it by itself, but with only 19-21f to react, you will almost certainly have to commit to inputting 236 if going for this confirm. The hitstop and hitstun on5Care long enough to make it possible to hit confirm it by itself, but with only 19-21f to react, you will almost certainly have to commit to inputting 236 if going for this confirm. ...and more! This really is the route that keeps on giving. Note that2Cscales combos significantly less than 5XCA, so generally it's best to substitute in2Cif possible. ... [Air hit 5XCA] /2C>8DD> 236 >5a[B]6/8Y, ...The ability to side-switch using8DD> 236is probably the most unique aspect of Mai's Drive. You will definitely see this material again. ... [Air hit 5XCA] /2C>8D~D> dl.236C(!)> j.214~C,5C> enderA fancier alternative to the close2Cand 5XCAextensions, in exchange for being quite picky with character momentum and hurtboxes. At midscreen, the aim is to hit the opponent with only the tip hitbox, which appears on the last active frame and is a bit higher than the other hitboxes. The Burst icon is a commonly cited marker to help determine the approximate position to place the opponent. The opponent's position can be adjusted by delaying the spear redirect to push the opponent further away, and delaying the special cancel into236Cto let the opponent fall. Near the corner, the wall can allow this route to still work even when too close for a tipper to be possible. 2C>8D(~)D...into the tipper route is Mai's best non-CH, non-OD midscreen punish. ...236C> RC >j.2DD> j.214~C...Mai's main way to extend a basic midscreen combo with Heat. Mai will maintain some of her momentum from236C, leading to great corner carry. ...236C> RC,j.C▷5C> staircaseDo thej.Cright before landing to get the rest of the combo." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Combos", + "title": "Mai Natsume", + "section": "Corner Combo Variations", + "text": "Various optimizations on the basic corner combos from the foundations that don't neatly fit into other combo categories. 5A[B]A, 66 >5AC[C]>236B,5CC[C]>236C>j.214AProbably the most straightforward out of these. The microdash can be annoying to do, but that's about it. Midscreen is more complicated, however. 5xcA>236B,2BC/5CC> 236(~)A, (66 > )5A>4A[B]6Y,5A[B]6Y,5AC[C]>236C>j.214AVery similar to the basic conversion. Getting the combo going earlier allows for an extra stance mid rep.5Acan cancel into itself by inputting4A. (1 hit starter,) ground hit5BAA>236B,5CC[C](11)>236A,5A[B]6Y,5AC[C]>236C>j.214AThis route can be done from5Bas the starter or with some other starter hit leading to5B, such asj.C▷5BorCH236A, 66 >5B. The236B,5Clink is required; otherwise, do the basic corner combo. j.B>j.C▷5BAA>236B,5C>236A,5A[B]6Y,5AC[C]>236C>j.214AThe other conversion drops if more than one hit occurs before the5B.5a[B/b]A, 66 >5AAA...also goes into this route. [5C/ crouching hit5B]C>236B,2C>8DD> 214~C,5B[B]6Yx2 >5AC[C]>236C>j.214AThis is similar to the launcher combos. Hit confirming this is well worth learning instead of transitioning to the multi-stab and having to settle for worse conversions. Also a less committal alternative to5C>236B...from the air hit 5XCAsubsection. Harder on some characters than others. B+C> 236 > 214 >j.C▷ dl.5B~[B]6Y,5B[B]6Yx2,5AC[C]>236C>j.214AThe236 > 214 >j.Cpart can be inputted as 214[6]~Cto avoid an accidental enhanced dive. It is probably the trickiest part as the input 2362146 is more complex than most super inputs in the game. Not only this but, since it is not actually a single super but two specials, it is possible to do the motion too quickly and not get the 214 flip out. On top of that, bothBkicks afterward need to be delayed a bit in order to actually connect, as the opponent will otherwise be too high. The opponent loses a bit of height with each rep of the loop. With enough practice, it is possible to eyeball when the next rep of the stance loop will drop. This can be used to salvage the combo if something was done a bit too late and the opponent lost more height than they should have. That said, even missing one rep, this route does more damage than 214~Cwould lead to. From testing, the long double super ender does not work. j.B+C▷5B[B]6Yx3,5AC[C]>236C>j.214AJust what it says on the tin. Nothing weird is required like with the optimal ground throw. 5x[b]6Y,5B[B]6Yx3, enderA corner hit somewhere in a stance mid string can directly lead to a total of four reps of the stance loop (including the initial string), unlike with a throw starter where hitstun scaling prevents this." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Combos", + "title": "Mai Natsume", + "section": "Crouching Hit Combos", + "text": "Crouching hit 5XAA/5CC[C]/ Crouching hit5BC[C]/ Crouching hit5ACC> 236 >2A...The 5XAAversion is theEasyone. If a crouching opponent is hit with5xaAinto spin state, they will spin longer allowing for a link into 236 >2A. The rest areHardfor the following reason: Each hit of 5xc[C]has 2 hitstop frames and 3 active frames. When linking into2A, 236 needs to be performed immediately after a hit to hit the 1f link (4f advanced input window). Being off either way will make it \"too late\" to connect the link. With uniformly random timing, the chance of hitting this is 50%. Make note of how the starter affects the combo.5Band5Care both long starters, but5Cforces crouching on hit while5Bdoes not. Consequently, the possibilities after5Cand crouching hit5Bare identical outside of5C's inability to chain into 5xA/B. [Crouching hit /Jubei]5BA,5BAA/C[C](4)> 236 >5AAA/C[C]>236B,5CC[C](8)>236C>j.214ALikeHakumenandAzrael, Mai's normals have custom hitstun that is significantly greater than the attack level system would normally allow. This gives her access to normal-to-normal links vaguely reminiscent ofSlayer, particularly off of5xA. Unfortunately, such links are very finicky and often character-dependent. [Close hit5C/ crouching hit5B]C[C](8)> 236 >4A5A,5BAA/C[C](11)>236B,5CC[C](8)>236C>j.214AThe curse of trying to follow up on5C. This combo carries through most of the stage. The 8 hit maximum of 5xc[C]is important here, as past the 10 hit mark, hitstun decay kicks in, preventing the next5AA,5Blink. You will most likely have to input4A5Ato complete this combo reliably (or at all), which demands some clean and precise inputs. This is Mai's best non-CH, non-OD, non-tipper midscreen punish. However, it is only possible as written from close range.At further ranges, you will instead have to do...2A>5aA, 66 >5B...,a 1f perfect microdash link. Air hit5AA, 66 >5B[B]8Y, 66 >5BA,5AB> staircaseWe end with an example of an air juggle version of the 5xAlink, which converts anti-air5Ainto a fairly lengthy combo. This can be somewhat unreliable as 5xAdoesn't hit as high as5Adoes." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Combos", + "title": "Mai Natsume", + "section": "Fatal Counter", + "text": "5Chas the best proration values out of all of Mai's moves, making it the absolute most ideal combo filler. However, it is mediocre at enabling good follow-ups despite forcing crouching state on ground hit, and air hit is a bit awkward to convert due to 5xChaving a rather unreliable hitbox for hitting airborne opponents. Fortunately, close Fatal Counters fix this problem somewhat. Mai has three moves that can Fatal Counter, all with some degree of usefulness. This leads to two sets of mostly interchangeable groupings of Fatal Counter starters. This is because all of the strings within each group have nearly the same duration for combo timer purposes. Ground FC (the opponent will be on the ground after the counter hit): Ground hit5CCA/C Ground hit5C( > 236) >5C Ground hit 5xaA( > 236) >5C Unfortunately,2DDonly connects from these at close range, severely limiting routing possibilities if Mai remains further away afterward. Air FC (the opponent will be in the air after the counter hit): Air hit5C Air hit 5xaA, 6[6] 5xb6Y, 6[6] After a Fatal Counter, Mai can always carry the opponent to one of the corners, even having the ability to side-switch to the rear corner if the front corner is too far. In fact, with the tipper routing, it is always possible for her to end withj.214Bat worst: ...5CCA>8D~D> dl.236C!> j.214~C,5CC[C]>236C> j.214X Ground FC >2DD> 236 >5CC>236B,5CCA>5DD,5B[B]6Y >5BC[C](10)>236C>j.214AAn alternative after the5DDis... 214 >j.2DD> j.214~C>5CC[C](9)>236C>j.214A, which is more damaging but only by a very small amount that is lost just from omitting thej.2DDor performing fewer hits of the multi-stab. Ground FC >2DD> 236 >2C>5/8DD( > 236) >5CCA> ...The route to go for if236Bwouldn't make it to the corner to link5C. There is a side-switch opportunity after8DD, using 236 to cross under. Some judgment will need to be made on whether or not to side-switch, since you ideally want to end withj.214A, but in any case she can always make it to either corner with one of the dives. Either5DDor8DDworks here for the most part. A small wrinkle is that8DDinto same side does not work onIron Tager,Celica A. Mercury, orKokonoe. CH5C,5CCA> 236 >5CCA>8DD( > 236) >5CCA> ...This combo is generally for when Mai Fatal Counters the opponent with5Cwhile the opponent is in the air but still pretty close to the ground. Like the Ground FC, there is a side-switch point after8DDand everything mentioned about it applies here. Air FC, (6[6] > )5CCB,5CCA> 236 >5CCA> ...This combo is for when Mai Fatal Counters with 5xaAor 5x[b]6Y, or with5Cwhile the opponent is high in the air. If you lose too much height on the dash up to do this route, the low-altitude route can still be done as a salvage.5CCBhas significantly less proration than5CCA, potentially pushing the combo damage past 5k in one of Mai's highest-damaging meterless combos.5CCBalso knocks down instead of continuing a juggle, leading to an OTG for a consistent follow-up." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Combos", + "title": "Mai Natsume", + "section": "Overdrive", + "text": "Long starter 2 hits / 5xcA> OD, (66 > )5C(C)>214C, 6[6] >5BA>5DD> dl.214~C,5BB> staircaseA route containing oneDD(2)special cancel. DD(2)is the premiere combo filler that Overdrive grants Mai access to. However, the third hit disappears if the move is special canceled before it hits, so a somewhat precise delay is required to get that extra damage, made worse by the fact that one could special cancel a little too early and drop the combo entirely. This route also incorporates both versions ofCSuzuran to dodge SMP while getting the splash hit both times due to OD. Peculiarly,5BBconverts cleanly into the staircase ender. The link from the Overdrive activation to5Ccan be a little tricky depending on the move used pre-activation and whether the opponent is in crouch state. Out of the immediate Variable Arts follow-ups, 5xAhas a bit more hitstun than the other two, while 5xBdoes the most damage, but they all have the same proration values, so the damage difference isn't that severe. Other notes: 5xcAis the only normal starter relevant to this combo, as the jabs don't have enough hitstun, ground throw is a launcher (see the float combos for that), and5D> ODhas no reason to be used up close. Past a certain distance from the opponent, a microdash may be required. Too far and the5cCshould just be omitted. Close hit 5XX > OD, 66 >5C>2DD>dl.214C>5B[B]6Yx2 >5AC[C]>j.236C>j.214AAnother route containing oneDD(2)special cancel. It works off of5Astarter as well as from round start distance. An adjustment to end in the staircase can work at further distances. There is a more optimal route in this case, but it is rather difficult and annoying to do. Long starter 2 close hits > OD,5C>2DD> dl.236 >2BC>236B,5B[B]6Yx2,5AC[C]>236C>j.214ALong starter optimization that takes advantage of the wallbounce on OD236B. Close hit 5XX > OD,5C>2DD> dl.236 >2C>8DD> dl.214~C>5C> staircaseA route containing twoDD(2)special cancels. It does about 200 more damage than the far hit combo. One rep of stance mid is possible in the corner, and in this case it does very similar damage to the close hit near corner combos depending on the ender. However, this combo is significantly less stable and may require very specific delay cancel timings. Long starter 2 close hits > OD,5C>2DD> dl.236 >2B>236C>214C, midscreen to corner transitionIronically, the long starter optimization here only requires oneDD(2)special cancel and is significantly easier. Another unintuitive observation is that2Bas the launcher actually leads to more damage than2Cdoes due to its higher P2 scaling value. 1-2 hits > OD, [5BB/5CC>5D(~)D( > (dl.)236(236))]x2,5B[B]6Yx1-2,5AC[C](11)>j.236C>j.214AThere are several nuances to which version of this combo is possible with different starters, pre-OD hit counts, and distance from the corner: On the first rep,5CCis possible midscreen if the starter is2B> OD. Air hits from other starters could possibly also convert. At any point where Mai has reached the corner, she can link instead of 236 canceling5DD. On the second rep,5CCworks in the corner; otherwise, the opponent is pushed too far. This combo works off of two hits or one normal starter hit in the corner, and in this case only one rep of stance mid is possible. Relevant normal starters are 5xcA,5D, and both throws. It is of course also possible to do214 >j.2DDin exchange for a stance mid rep for slightly more damage. 2C> OD,j.C>j.2DD>j.214C/ [j.214 >j.2DD>j.214B], ...2Claunches the opponent too high for the previous OD follow-up to work. The bracketed route is harder, not just because of doing another rep ofDD(2)special cancels, but also because the minimum Cancel Overdrive time is just barely enough to allow the Overdrive version ofj.214B. If launched from the ground, the secondj.2dDwill whiff, but the rest should continue just fine. Variable Arts 3rd Hit >236B,5CC> OD,5CC>5DD>214{D},5CCC>5DD>236DAn example of dumping your Heat and Burst, presumably as a round ender. [OD + ~12 Heat + air hit] CH5C>5DD( > 236),5CCB, 66 >5C>5DD, 66 >5DD> j.214~C, 6[6] >5B[B]6Y,5BC[C](7)> 236 >236DConversions while already in Overdrive are a lot more niche and situational in their routing due to having far less control over how much time is left. Nonetheless, routes like the above are enabled with the doubled time in Overdrive compared to Cancel Overdrive." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Combos", + "title": "Mai Natsume", + "section": "Ground Tipper", + "text": "...2A>2B(~)C>236A!, ...The execution of this route is character-dependent, and it does not work at all on two characters. Characters in theHardcategory need character specific adjustments or a microdash when hitting standing characters: Easy/Stable:Ragna the Bloodedge,Rachel Alucard,Taokaka,Iron Tager,Arakune,Carl Clover,Hakumen,Tsubaki Yayoi,Hazama,Makoto Nanaya,Valkenhayn R. Hellsing,Azrael,Kagura Mutsuki,Yuuki Terumi,Celica A. Mercury,Nine the Phantom,Izanami,Susano'o,Es,Mai Natsume,Jubei Hard:Jin Kisaragi,Noel Vermillion,Litchi Faye Ling,Bang Shishigami,Nu-13,Mu-12,Platinum the Trinity,Relius Clover,Izayoi,Kokonoe,Lambda-11,Hibiki Kohaku,Naoto Kurogane Impossible:Amane Nishiki,Bullet" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Combos", + "title": "Mai Natsume", + "section": "Non-Overdrive Tight Microdashes", + "text": "5x[b]A, (66 > )5A/2A...Actually converting from stance low midscreen is... weird. At point-blank range,2Aconnects without issue, and5Arequires a microdash. Stance low is +8 on hit, giving2Aa 2+3f window and5Aa 3+3f window. At further ranges, microdash2Ais required, making the link considerably harder due to the microdash having to share the same buffer window as2A. Practically speaking, the input you want to do is 663A, with the second 6 and3Abeing completed within a 2+2f window. ...236B, 66 >5C......5aA, 66 >5B...A perfect microdash refers to initiating a dash and a move \"at the same time\". The character does not actually dash for any length of time, but still has dash momentum \"installed\" into the move. Implementing this technique can enable certain combos to work further from the corner than otherwise possible. Some examples: The basic corner combo can be made to work at round start distance. Maybe the most practical use of this is roundstart CH236Ainto the5Bcorner conversion. Mai does have it easier than most other characters due to not having 6X command normals getting in the way of execution, but the buffer windows can still be quite tight. Even without testing the very limits of corner carry, it can be somewhat useful to try to microdash anyway. There is generally little risk to failing it as long as the next button is still buffered correctly, and on success it can make other parts of the combo less likely to drop. 5x[b]6Y > 66 >5C(~)C(C)>236A!> 66 >5A([B]8Y,5B)A> staircaseAnother perfect microdash5Cpickup. It does not work on the following characters grounded at midscreen: Ragna the Bloodedge Taokaka Tsubaki Yayoi Hakumen(purportedly does work but is very hard) Valkenhayn R. Hellsing Kokonoe Izanami It works onIron TagerandSusano'oif Mai has her back to the corner. Otherwise, they require66 >5Binstead. Even with the rest of the characters, the amount of pushback required to get the tipper varies. The most ideal is just getting to do5CCto avoid proration from5CCC. On some characters,5CCwon't push far enough, but you can still get away with a slight delay (i.e.5C~C) to let the opponent travel a bit further. An alternative is to spend resource on RC (i.e.5B[B]6Y > RC > 6[6] >5CCA...) or Cancel OD. The bracketed portion is for long starters. (...)5AA, (66 > )2A...A 1f link, widened to a 4f window by advanced input. The microdash isn't needed point-blank against most characters, making the combo actually rather simple in this case. Like with the stance low, however, having to do the microdash makes things more difficult. It's even more difficult in this case due to the link being 1f only, making the total window 1+2f. OnLitchi Faye Ling,Nu-13,Lambda-11,Mu-12,Relius Clover, andIzayoiwhile they are standing, you must always microdash even at point blank range." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Combos", + "title": "Mai Natsume", + "section": "Delayed Drive Loops", + "text": "...ND(~)D> 236 (redirect hits) ...Mai has the rare quality of possessing projectile normals in the form of her Drive and 5xaB/C. UnlikeLambda-11andNu-13, but much likeMu-12, cancels off these normals are enabled after a specific time, regardless of when or even whether they touched the opponent. This can allow her to follow up off of a delayed spear redirect in ways that would not be possible with special cancels on hit/block. This is what makes certain loops possible. Ground FC >2DD[> 236 >4C>2D~D]x2 > 236 >4CC[C]>236B,5CC[C](9)>236C>j.214AOne of the most damaging and arguably the simplest of all the FC combos, and probably the easiest of the Drive loops that Mai can perform outside of Overdrive. This route takes advantage of the fact that Mai can delay the redirect and cancel into Juncture before the redirect actually hits, granting enough total hitstun to continue the combo. However, the spear projectile is destroyed if it goes below the play area, and the downward toss is required to hit crouching opponents, altogether giving a pretty short maximum redirect delay time. It is also possible to cut the combo short and end with236A, resulting in a +2 to +8 frame advantage depending on when the combo is ended. Unfortunately, the second2Ddrops on the following characters: Jin Kisaragi Tsubaki Yayoi Izayoi Kokonoe Celica A. Mercury Izanami There are other anomalies. For example,Carl Cloverrequires using5Dinstead of2D, and5BC[C]instead of5CC[C]before the236Bknockdown. Other characters might be picky as well. 5C>236B,5CCA>5D~D> 236 >5D~D> 214 >j.2DD> j.214~B, 66 crossunder >5BC[C]>236C>j.214AAn optimization made possible with only one hit before the knockdown. Hard knockdown, OTG5CCA> [5D~D> 236]x2 >5D~D> 214 >j.2DD> j.214~C,5BC[C]>236C>j.214AAn even further optimization made possible with only one hit before the5CCA." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Combos", + "title": "Mai Natsume", + "section": "Red Health + Overdrive + Fatal Counter", + "text": "[<35% HP OD + ~2 Heat] Air FC,5C>5DD> 236 > [5C>5DD, 66]x25CC>5DD>236C>j.214C,5C>236DThis requires just a smidge of meter beforehand if ending with236Dis desired. The rest of the meter is generated by the hits of the combo plus auto heat gain. [<35% HP OD + 90-91 Heat] CH5C/5xaA> 236 >236D> RC >5C>5DD,5C> 8 >j.C>j.2DD>j.214C,5C>236C>j.214B,5CCC( >5DD) > EAOD enhanced supers allow higher damage from using a super early. However,236D> RCis really the only way to continue a combo from an early super midscreen. Off of5C, the full route squeezes every bit of the combo timer. Any time shaved off, such as starting the combo with 5xaA, means the5DDneeds to be omitted. Whether the net Heat cost is 90 or 91 depends on whether Mai is in Active Flow. [<35% HP OD + 60-63 Heat] CH5C>214{D}, [5C>5DD]x2, [5CC>5DD]x2 >236C>j.214C>5CCC>236DThe corner allows linking off of214{D}, resulting in much more meter-flexible routing. Whether the net Heat cost is 60 or 63 depends on whether Mai is in Active Flow. [<35% HP OD + 90-91 Heat] CH5C> 5[A+B],214{D}, [5CC>5DD]x3 >236C>j.214C>5C(CC)>236DYes, that is in fact 125 heat in total, and it's not even that hard. Whether the net Heat cost is 90 or 91 depends on whether Mai is in Active Flow. Generating enough Heat to get5C>236Dduring OD requires Active Flow. If Mai never reaches Active Flow, she should instead5CCCand the 50 Heat will be available at that point to end with the regular super." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Combos", + "title": "Mai Natsume", + "section": "The Forbidden Tech", + "text": "5BAxx5Cx2 >236B,5Cxx5BB6Y,5BBxx5BB6Y,5AC[C](11)>236C>j.214ADespite the apparent potential of this technique at first glance, its potential in optimizing combo damage is a bit limited by its execution difficulty and the combo timer. Because it is essentially a free Rapid Cancel off of a jump-cancelable move, optimizing into routing that is otherwise impossible involves the use of multiple kara flips. The technique's true power in combos mostly lies in enabling routes into2Cthat wouldn't otherwise be possible. [5Cxx (66)]x12 / [CH5Cxx (66)]x182BC>236C> j.214XThe full combo is basically TAS-only, but if you can get a few reps in, why not?" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Combos", + "title": "Mai Natsume", + "section": "Other Kara Flip Combos", + "text": "https://www.youtube.com/watch?v=_-1Ur_okBOY" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Combos", + "title": "Mai Natsume", + "section": "StanceStarters", + "text": "TG and SU require 665BCAinstead." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Combos", + "title": "Mai Natsume", + "section": "Video Examples", + "text": "BBCF2 Mai Natsume combo collections" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Combos", + "title": "Mai Natsume", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "Overview", + "text": "Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a Drive move. What's more is that, at any point during the chain's travel, Hazama can follow up by either retracting the chain (~A) or using the snake head as an anchor point to slingshot him around the stage (~B, ~C, or ~D). Most of the time, if the snake head hits the opponent, you can follow up by zipping in with ~Dand linking an air normal to convert into a combo. However, there are certain distances (which differ for each Drive move) where the chain will cause minimal hit or block stun, so you must be careful not to try and hit your opponent with chains up close or in the particular chain's \"dead zone\". When Hazama enters Overdrive, the limiter on his chains is released, eliminating the aforementioned \"dead zone\" and changing all chains to become their far versions and deal double damage. His chain stocks also recovers 3 times faster and is no longer limited by being airborne." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Ais Hazama's fastest normal, and is jump-cancellable on hit or block. This makes it good for interrupting pressure, as a quick anti-air against deep jump-ins, a confirm, or if you reallyneeda non-committal hitbox in front of you. Whiffs on all crouching hitboxes excluding Tager and Hakumen, but hits standing Jubei" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5B, even with its short range, is a very, very good normal.5B's high frame advantage and great recovery gives Hazama a move that opens the door to exceptionally strong stagger pressure and frametraps, while also being extremely safe against ODR. Landing a Counter Hit with this can link into a second5Bthat won't spoil the rest of the combo, making this a solid confirm tool too." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Chas poor horizontal range and a long recovery, but is still a great button to have. It has the best proration of any move Hazama has, making it his most rewarding combo starter. On a crouching opponent or on Counter Hit, it combos into6C, which can grant significant damage increase and corner carry.5Chas a decently big cancel window, and can gatling into6Cor a delayed2Con block for a frame trap. Despite its short range horizontally, its vertical range is actually quite good. This combined with its high reward on hit makes it a useful anti-air in some situations, however beware the recovery on whiff." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fairly standard crouching jab that's a frame faster than most. Its speed and hitbox can help break you out of pressure, and tighten up your5Bblockstrings." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 2Bhas good reach relative to its speed, low recovery, and very low profile, making it useful for beating the opponent's pokes. That being said, the range itself is not great, so you'll have to know your spacing. In pressure, it is a very fast low and a good setup for tick throws, making it an essential tool in his mix-ups. This move is good for stagger pressure. Its longer range allows Hazama to tackle an extra hit to frame trap while still having an opportunity to rest pressure compared to5C,3Cor236A. It can also punish DP attempts thanks to hitting low. The real recovery is 23 frames, however you can cancel into any action from frame 14 onwards." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The high-risk, high-rewarding anti air move. The head invulnerability on this move doesn't kick in until over halfway through its lengthy startup, so at times, you will have to use quicker anti-airs such as5A. Since this move has crouching recovery, whiffing it will lead to very unfavorable positions. On hit, however, it is highly rewarding. On counter-hit, you can cancel into214Dand use a stance follow-up to start a strong combo, orJakouGuardBarrierStartup14RecoveryTotal: 55Advantageon either normal or counter-hit for a side-switch. 2Cis also jump-cancellable on block, which can be used for pressure extensions. The real recovery is 37 frames, however you can cancel into any action from frame 26 onwards." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 6Ais a relatively quick overhead with great reward in some situations, that's also difficult to react to in pressure when used alongside low-hitting6Bthat has a similar start-up delay. On normal hit, Hazama's frame advantage is ±0 to gamble on resetting pressure, or he can cancel intoHoutenjinGuardAllStartup3+(40 Flash)+1Recovery51Advantage-33for a full combo. Can link into2Aon Counter Hit for a meterless combo and on taller characters, such as Hakumen and Tager, it can be replaced with5A. 6Aalso sees use in some Fatal and Overdrive combo routes thanks to its bonus proration and allowing an OTG extension on air hit, such as in routes like...air hit5D~D> whiffj.2C> 666A,5C... Hard KD on air hit. Bonus Proration 110% Forces Crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Low attack with significant startup, giving it a built-in high/low mixup with6A. If an opponent blocks this move, Hazama is +1, leaving him with the option to reset pressure if he's close enough. It's also a Fatal Counter, which gives it an extra threat as a frametrap and with its Long starter rating. However, the startup will generally always leave an escapable or punishable gap in pressure on use if the opponent jumps or counterattacks ASAP, so use it sparingly. This move also often comes out as an input error when trying to perform 665Bin theGashoukyakuGuardMidStartup9Recovery13+15LAdvantage-17 [-15]BNB, however the recovery is so short that Hazama will probably recover in time to be safe or even meaty after the drop. Fatal Counter On CH Crumple Duration 57F, Crumple Fall 78F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hazama throws three daggers to the floor in front of him while hopping backwards a fairly large distance. This move is used as filler in Hazama's more damaging combos due to floor bounce and massive meter gain on hit. Outside of combo filler, it can create a natural frame trap if you gatling into it off some normals, which can add another layer to Hazama's pressure.6Cis also +1 on block and cancellable into any Drive on hit or block, making attempting this relatively low-risk. Be aware of Barrier however; despite it being a Projectile, you still experience pushback, which will allow them to escape the chain afterwards. Most OTG chain confirms (such as OTGj.6D) can link into this move if used early enough in a combo. This is slightly character-dependent, but a good combo extender to keep in mind. Knives spawn on frames 20, 22 and 24, but the knives do not hit as separate projectiles, instead acting together as the hitbox of 6C Airborne from frame 17, third hit is active until Hazama lands Active frames can be altered by external forces Knives disappear 30 frames after hitting the ground, but the hitbox remains active until Hazama lands Hazama experiences pushback from barrier block despite being a projectile attack Crumple Duration 31F, Crumple Fall 64F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll As a poke,3Chas long reach, and is a very good starter; landing a Counter-Hit guarantees a good combo even without meter.3Calso has many uses in block-strings. It is most commonly used as a blockstring ender, as3C>JabakiGuardAllStartup15Recovery21Advantage-1creates a lot of space and gets you back to neutral. When you've become mix-up heavy on someone, this normal can surprise them and catch them trying to jump Barrier or mash." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Standard air jab. Useful as a rising anti-air and for setting up TRMs. Its speed and low recovery can serve to make some approaches with Drives safe, depending on distance." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A great air-to-air that's untechable for a good amount of time. Proper spacing of this normal can make certain Drive approaches safe.j.Balso has a second hit that generally only hits opponent close behind Hazama, this is meant to function as a cross-up hitbox, and will only come out if the first hit whiffed. Last 2 active frames hit crossup Only does 1 hit max" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Jump-in normal that can be repeated up to 5 times. Okay as an approach sometimes, but especially useful in combos. Better used to keep your opponent from approaching you instead in scrambly situations. Only the first two hits are jump-cancellable;j.Cx2 > jump >j.Cx5 is a key combo piece. (Typically notated as j.C7) This attack set also functions as an up to quintuple overhead, primarily during low altitude air dashes. This sacrifices damage for added mix-up potential. j.C 50% Heat Gain decay to each j.C afterwards per hit Whiff cancellable into j.CC on frames 12-13 j.CC Whiff cancellable into j.CCC on frames 9-10 j.CCC Whiff cancellable into j.CCCC on frames 6-7 j.CCCC Whiff cancellable into j.CCCCC on frames 9-10" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good crossup and Hazama's primary jump-in. Extends Hazama's hurtbox downwards, which puts him on the ground faster after5D~D, allowing for a variety of both pressure strings and combo routes." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "Drive Moves", + "text": "Under Overdrive, all chains will use the value listed in the brackets." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Normal Version Not your best chain for neutral. It's range, \"Far\" version startup, and angles it can cover are all subpar compared to other Drives, so it's often outclassed by chains such asj.D. It's useful as a combo extender and for pressures in some situations, though. Overdrive Version 5D Near Values in [] are during OD Cancellable into Drive followups from frame 16, until last 17 frames of recovery for B/C/D, or hit/block/frame 30 for A Immediately enters recovery (30) on hit/block 5D Far Values in [] are during OD Cancellable into Drive followups from frame 16, until last 17 frames of recovery for B/C/D, or hit/block/frame 30 for A Immediately enters recovery (30) on hit/block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Normal Version This chain is good for tricky movement.2D~Dwill launch you sky high, and2D~Bwill slingshot you from one side of the stage to the other.2D~Ccan be used to set up mixups. This chain gives 110% bonus proration ontop of already being Hazama's most damaging chain. It is often seen in corner combos when the opponent is high in the air. It is also used in midscreen strings for additional damage and corner carry, such as after5D~D, you can performwhiffj.2C>5C>2D. Overdrive Version 2D Near Values in [] are during OD 110% Bonus Proration Cancellable into Drive followups from frame 11, until last 15 frames of recovery for B/C/D, or hit/block/frame 24 for A Immediately enters recovery (28) on hit/block 2D Far Values in [] are during OD 110% Bonus Proration Cancellable into Drive followups from frame 11, until last 15 frames of recovery for B/C/D, or hit/block/frame 24 for A Immediately enters recovery (28) on hit/block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Normal Version Good for keeping opponents on the ground or intercepting airdashes from afar. After you hit this chain, doing eitherJakouGuardBarrierStartup14RecoveryTotal: 55AdvantageorA follow-upGuardStartupRecoverySee notesAdvantagefollowed by4Dis generally a good idea. If the opponent is close to the corner, though, you can fly in and follow up with some air normals intoJameijinGuardAllStartup10Recovery16Advantage. Can also lead into a fewj.Cloops if confirmed correctly. Overdrive Version 6D Near Values in [] are during OD Cancellable into Drive followups from frame 16, until last 15 frames of recovery for B/C/D, or hit/block/frame 33 for A Immediately enters recovery (28) on hit/block 6D Far Values in [] are during OD Cancellable into Drive followups from frame 16, until last 15 frames of recovery for B/C/D, or hit/block/frame 33 for A Immediately enters recovery (28) on hit/block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "4D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Pretty solid runaway tool. Can help catch players trying to bait your anti-airs. 4D Near Values in [] are during OD Cancellable into Drive followups from frame 13, until last 15 frames of recovery for B/C/D, or hit/block/frame 30 for A Immediately enters recovery (28) on hit/block 4D Far Values in [] are during OD Cancellable into Drive followups from frame 13, until last 15 frames of recovery for B/C/D, or hit/block/frame 30 for A Immediately enters recovery (28) on hit/block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This chain is fairly good. It has longer reach than ground5Dand isn't as fixed as5Deither (i.e. you can use it at different heights). Good for pressing grounded or aerial opponents. Can use to either keep opponents away or go in on them. Since chain follow-ups can be canceled faster now,j.5D~Dinto another aerial chain likej.6Dorj.4Dis quite the slick maneuver if you want to close the gap between you and your opponent. j.D Near Values in [] are during OD Cancellable into Drive followups from frame 13, until last 28 frames of recovery for B/C/D, or hit/block/frame 35 for A Immediately enters recovery (41) on hit/block j.D Far Values in [] are during OD Cancellable into Drive followups from frame 13, until last 28 frames of recovery for B/C/D, or hit/block/frame 35 for A Immediately enters recovery (41) on hit/block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "j.2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This chain is good for those times that you're really high up in the air and you want to get back on the ground quicker or hit the opponent if they're directly under you. This chain has a deceptively generous horizontal hitbox, letting it hit opponents at angles you wouldn't expect. This chain is used the least in terms of combos, but just likej.5D, be sure to chain in if you land a good hit. j.2D Near Values in [] are during OD Cancellable into Drive followups from frame 13, until last 28 frames of recovery for B/C/D, or hit/block/frame 35 for A Immediately enters recovery (41) on hit/block j.2D Far Values in [] are during OD Cancellable into Drive followups from frame 13, until last 28 frames of recovery for B/C/D, or hit/block/frame 35 for A Immediately enters recovery (41) on hit/block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "j.6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This chain is frequently used to approach/pressure opponents on the ground. Likej.5D, it is also one of your best mobility options. j.6D Near Values in [] are during OD Cancellable into Drive followups from frame 13, until last 28 frames of recovery for B/C/D, or hit/block/frame 35 for A Immediately enters recovery (41) on hit/block j.6D Far Values in [] are during OD Cancellable into Drive followups from frame 13, until last 28 frames of recovery for B/C/D, or hit/block/frame 35 for A Immediately enters recovery (41) on hit/block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "j.4D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This chain can be used to catch opponents who are dashing in on you and are close enough to wherej.6Dwould not hit with maximum hitstun or would whiff entirely. It can also be used likej.2Dto catch opponents while you are at high altitudes. An immediateDcancel (j.4DD), which commonly refers assuperdash, is an important movement technique that shoots Hazama forward fast. j.4D Near Values in [] are during OD Cancellable into Drive followups from frame 13, until last 28 frames of recovery for B/C/D, or hit/block/frame 35 for A Immediately enters recovery (41) on hit/block j.4D Far Values in [] are during OD Cancellable into Drive followups from frame 13, until last 28 frames of recovery for B/C/D, or hit/block/frame 35 for A Immediately enters recovery (41) on hit/block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "j.8D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good runaway chain. Usually sees use in combos when doing something like4D>j.8D>JakouGuardBarrierStartup14RecoveryTotal: 55Advantage. j.8D Near Values in [] are during OD Cancellable into Drive followups from frame 13, until last 28 frames of recovery for B/C/D, or hit/block/frame 35 for A Immediately enters recovery (41) on hit/block j.8D Far Values in [] are during OD Cancellable into Drive followups from frame 13, until last 28 frames of recovery for B/C/D, or hit/block/frame 35 for A Immediately enters recovery (41) on hit/block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "A Follow-up", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Sometimes, it's best not to chain in, especially on block, where your opponent can punish you with an anti-air. Using this follow-up on air chains can open up some interesting mix up opportunities, like baiting bad anti-airs. Also good to use for further harassment at long distances or to play lame when you have a life lead. In combos, it is a staple follow-up in order to combo into another chain hit orJakouGuardBarrierStartup14RecoveryTotal: 55Advantage. Different animation/duration depending on Drive attack used, recovery from each move below 5D: 17F 2D, 6D, 4D: 15F j.xD: 18F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "B Follow-up", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Counter hit recovery for the entire duration" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "C Follow-up", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Counter hit recovery for the entire duration After a short wait, Hazama launches himself forward extremely quickly and ends up on the other side of the chain, as if he teleported. On hit or block, this chain can be used to appear behind the opponent for cross-ups and to bait anti-airs on opponents who expectDfollow-up. Make sure to use this follow-up every once in a while to mix up your opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "D Follow-up", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Counter hit recovery for the entire duration Hazama propels himself straight forward in the direction of the chain very quickly. This is his staple approach/combo chain follow-up; it's very useful for aggressive movement, such as initiating or continuing pressure on block from far chains, and for evasive movement, such as escaping from corners and quickly running from opponents who have Overdrive active (when given the chance). Used on hit or in combos after Drives to allow Hazama to close distance and follow up with normal chains, some of the most common being5D~Dafter6Cand4/j.8D~Dduring juggles. For some reason followups cannot be triggered by pressing 7X (where X is the button for the followup), this is most common after performing a backwards jump beforej.8D, e.g. in4D~A, 7j.8D~D. Cancellable into attacks from frame 12" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100% (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100% (1500) Maximum Slide duration 20F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100% (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Your standardCrush Trigger. It's not really your go to option for getting past your opponent's defense, since Hazama has plenty of other tools, but it can still get the job done. Can be used after3Cto get a combo going. If you have an extra 50 meter, it is possible to combo off of uncharged crush trigger midscreen by performing a microdashHoutenjinGuardAllStartup3+(40 Flash)+1Recovery51Advantage-33. This makes him one of the few characters capable of doing this, though it is rare for it to be useful. Hard KD on air hit. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "Venom Sword", + "text": "236A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A decent neutral tool and blockstring ender thanks to its reach, frame advantage, and properties on counter-hit. Be aware of IB as it will become -4. In short midscreen combos, you can use this after3Cto add some significant corner carry at the cost of the oki options you'd get after a closer knockdown, or to doMizuchiGuardAllStartup1+(30 Flash)+15RecoveryTotal 70Advantage-46to finish off your opponent. In the corner,3C>236A> 665C> ~ can help set up a decent meterless combo. On counter hit, the untechable increases, and you can follow-up in midscreen withj.6Dto catch the slide. Maximum Slide duration 25F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "Vengeful Viper", + "text": "214B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Goes intoJasetsuGuardStartupRecovery86Advantagestate after attack A useful close range pressure maker that on block can force the opponent to play a guessing game with Hazzy and his stance moves that can come afterward. Also an essential combo tool. Causes a crumple on ground hit and a ground bounce on air hit. After the hit lands, Hazama will enter the stance automatically. For the first 22 frames, Hazama can use normal versions of his Stance specials. After that, Hazama will use the Charged version of his stance moves. Note that this move is very susceptible to IBs as its main follow-ups are all punishable under IB, so don't be predictable when using this in blockstrings. Also, all of its followups can be consistently blocked by chicken blocking, even without IB. It's also notable that, since the Stance is a part of the moves recovery, you can rapid-cancel during it, though this goes away if you dash during the stance. Hits opponents OTG trying to late rise. Frame advantage refers to when you can do a stance followup; assuming an immediate stance cancel, you're -8 on block (which is punishable for most of the casts!). Listed recovery is maximum stance duration + automatic stance cancel (86+18) Listed frame advantage is for performing stance followups Cancellable into stance followups from frame 22 onwards Performs charged stance followups from frame 44 onwards Crumple Duration 27F, Crumple Fall 60F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "Serpent's Benediction", + "text": "214D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hazama's stance special. Gives access to three powerful specials that can be used to either start or extend combos on hit, and a fully invincible super command grab. This creates scary mixup potential that can put the opponent on edge. Unlike Jagai, all follow-ups are always enhanced, and Hazama will gain a green afterimage when he is ready to attack with these. Follow-ups can all be avoided by jumping back and Barrier blocking if you get predictable with your mixups, so remember to vary your pressure. Listed recovery is maximum stance duration, automatically enters stance cancel afterwards Cancellable into stance cancel or 632146D from frame 7 Cancellable into other (charged) stance moves from frame 23" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "Falling Fang", + "text": "Aduring Serpent's Benediction H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A forward-moving, relatively fast and low & throw crushing overhead. Resets pressure on block and gives a short combo on hit. The forward movement is nice because it allows you to do an overhead in places where6Awouldn't reach, especially if you get pushed out by Barrier blocking. Foot invuln and airborne state lets it beat out lows and throws during pressure, but loses to fast standing attacks and reversals. Easily comboable on CH, and can be followed up on crouching opponents with a2A. If you don't microdash the2A, you'll need to have a slightly longer microdash later in the combo for consistency. Be aware when using in blockstring as there is an 8F gap between Jagai and this, during which you can be hit by any5Aor most Anti-Airs. WithZaneigaGuardLow/AirStartup16Recovery20Advantage-5 [-3](which blows up standing attacks) this is a natural high-low mixup, although it can be jump guarded easily. Forward Ressenga (66A) covers more range, but it has a minimum 11F gap that enables further counterplay if the opponent can IB, such as poking Hazama out of the startup withj.A. When charged, Ressenga gives Hazama even more frame advantage to microdash pressure reset on block and causes a hard knockdown on hit. Frequently used in combos after ground chains, and is also useful as a high-low mixup on okizeme alongside enhancedZaneigaGuardLow/AirStartup16Recovery20Advantage-5 [-3]. Values in [] are for Charged version Airborne from frame 4, invuln ends on landing" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "Rising Fang", + "text": "Bduring Serpent's Benediction H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this one has additional practicality (if he's already in stance) due to its invincibility. Cannot be used on wakeup due to the time it takes for stance attacks to come out. Uncharged The normal version of this move is key for converting midscreen meterless strings into extended combos. As a mixup, it beats out any normal attack and throws, but is extremely unsafe on block and can be low-profiled. Use sparingly against opponents that continually disrespect you. Charged Values in [] are for Charged version Airborne from frame 3" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "Devouring Fang", + "text": "Cduring Serpent's Benediction H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A low option out of stance. Also one of the strongest combo starters/extenders in Hazama's arsenal. Uncharged Normal version is the go-to move to end combos midscreen after214Bfor oki. Landing a counter-hit with this can net a good combo with or without meter. In pressure this beats standing attacks, and can clash or even go through certain reversals with proper timing. However it can be easily jumped away, and IBing Jagai will make this punishable by fast attacks and throws. To compensate with IB issue, mix with delayed backward Zaneiga (44C) to blow them up if they keep disrespecting you, or do nothing (D) if they kept DPing. Charged Values in [] are for Charged version" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "Serpent's Haste", + "text": "Dduring Serpent's Benediction H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "Serpent's Redemption", + "text": "66/44 during Serpent's Benediction H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Your sole movement option during stance, which is useful for a variety of reasons. You can use this to position the follow-ups for maximum effectiveness, most notably to forward dash so his super command grab will connect. Follow-ups are available immediately during either version of Jakatsu. 214D~66 Cancellable into stance moves (except stance cancel) from frame 4 Transitions to stance cancel if D is held on frame 31, else returns to stance 214D~44 Cancellable into stance moves (except stance cancel) from frame 4" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "Hungry Coils", + "text": "623D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fatal Counter. Wall bounces on hit near the corner, but wall bounces anywhere on Counter Hit A special anti-air chain that catches opponents and flings them behind Hazama. Cannot hit grounded opponents at all, and must be Barrier blocked. Very risky as an anti-air, though it has some niche applications such as ifMaiis charging a spear in the air. Its true calling is as a combo piece; it's a great way to change positioning during a combo due to the side switch, tacks on a good deal of damage, and lets Hazama confirm into his combo ender super. Fatal Counter Cannot hit standing opponents On hit, cancellable into 632146C during last 27 frames of recovery Maximum Slide duration 25F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "Shadow Serpent", + "text": "j.214B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An aerial spike that sends Hazama straight down to the ground. Not an overhead, but ground bounces on CH, giving it some pressure applications. Primarily used to end air combos, but can be used to get Hazama down from the air without wasting a chain stock, or can even be used in mixups and feints due to its unique whiff recovery property. On whiff, the recovery is cancelable into anythingexceptblocking, jumping and backdash, starting five frames after Hazama lands on the ground. This means that this move is punishable by some fast, far-range attacks, such asRagna'sCarnage ScissorsGuardAllStartup9+(40 Flash)+4~12Recovery58Advantage-43 [-40]. To go around this, you can cancel it into forward walk, then block; this effectively bypasses the recovery entirely, since walking has no recovery/startup. On whiff only, last 12 frames of recovery are cancellable into forward walk/dash and any normal/special/OD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "Bloody Fangs", + "text": "236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A command grab that launches opponent into the air directly in front of Hazama. It's hard to raw tick throw with due to the slow startup and you aren't going to get huge damage from this most of the time it does, but is still a good tool on offense due to the fact that it blows up most reversal throws and Barrier OS. The main follow-up on hit is dash5Bor5Cinto2Dand more chain extensions. Minimum Damage 100%: 600" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "Serpent's Infernal Rapture", + "text": "236236B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 20% Minimum damage: 390 [420]. You probably aren't using this for minimum damage. Fatal Counter, but it is a Normal starter so cashing out more on FC is impossible. The famousHoutenjinmove; Hazama kicks the opponent sky high, giving him enough time to secure his hat, recover, and follow up with just about any combo extension he wants once they fall back down. One of the fastest moves in the game as well, faster than even the fastest jabs and throws. As you might expect, this move is horrible when blocked, making it something that you should not over-use to get out of bad situations. Not an invincible reversal, despite its appearance. Due to its speed, it can still take advantage of gaps in opponents pressure or punish otherwise safe moves, though this largely depends on the gap in the blockstring, the type of blocking used, etc. For this reason, it's valuable for Hazama to lab out gaps in common pressure strings to know where he can Houtenjin or create a gap to Houtenjin with IB to score strong punishes where the opponent may not expect. Outside of that, its also the main way to get reward off normal hit6Aor6B, and if used off the right combo starter (such as5Cor3C), you can land damage anywhere between 4~5K. Houtenjin is also technically airborne for roughly 15~20 of its recovery frames, however this isn't of much use. If you inputted the motion fast enough or carrying with a dash momentum (2362366Bfor example) beforehand, Hazama will slide for a distance before performing the kick. This allows new combo opportunities, as well as an even more threatening range for the reversal. In Overdrive, this move is now invincible on startup but still vulnerable once it goes active, so it's prone to trades. Given the nature of the move, basically all trades are in your favour anyway and some trades with low level moves give you even more advantage to use in your combo videos. Have fun. Values in [] are during OD Fatal Counter Minimum Damage 20%: 390 [420] The normal version also technically has invuln starting on frame 3, before the superflash, but it runs out during the superflash, effectively making the invuln last less than a single frame." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "Eternal Coils of the Dragon Serpent", + "text": "632146C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Combo ender. Spawns a projectile at the floor underneath the opponent; if it hits, Hazama pulls them in and slices them into confetti. The projectile has a minimum range and can spawn offscreen. In Overdrive, it will spawn at the edge of the screen if it would otherwise spawn beyond that. Normal Version Since it is projectile invulnerable, it can be used during neutral to punish projectile moves from far ranges. During combos you'll generally use this afterJakouGuardBarrierStartup14RecoveryTotal: 55Advantagesince it positions them nicely for it, and it can be super canceled into. If you Rapid Cancel at the right time, you can regain control of Hazama with the opponent still stuck in the coils. Not the most meter-efficient setup; use only if you're going to win the round with the next hit and you feel like being an ass. This shenaniganry, however, becomes a prudent strategy when considering burst economy; Mizuchi can only kill an opponent on the final hit. If you can Rapid Cancel and kill sooner than that, you should do that in order toprevent refilling your opponent's burst gaugeFull sequence is around 12~20% Burst fill, depend on combo. Also it looks cool to do so and, come on... you're playing Hazama. Much as one might be tempted to try to punish close-range projectile oki with this super, it is not advisable. Unless your opponent is in a non-invincible, long animation, there is a strong chance they will recover in time to block. And we all know what happens when you block Hazama's supers. Additionally, Mizuchi has a MINIMUM range, meaning there must be at least so much distance between Hazama and his opponent's furthest hurtbox edge before it will hit. If they are within that range, it will simply whiff. This can be circumvented with some moves that extend the opponent's hurtbox backwards, such as 3C, but this is not particularly useful outside of combos. Finally, keep in mind Mizuchi's utility as an \"Anti-Air,\" that is to say: Mizuchi is not a command throw as some believe. It has a surprisingly tall hitbox, roughly the height of Hazama himself. If someone is using a projectile attack in the air, or is otherwise incapable of blocking/avoiding a projectile while at this low altitude, it is not a bad idea for punishing them for there carelessness with Mizuchi. It is not necessarily the most impactful usage of the super, as meter is VERY valuable to Hazama, but it's a good reminder to respect the options you have in neutral situations. Overdrive Version OD version is even better for ending combos, tacking on huge damage along with Hazama's OD life drain ring stealing health until the end of the animation, even if Overdrive expires during it. Use when you need to anti-burst, or to deal more to close out the round. 20% Minimum damage: 1040 [1152] With lifesteal, the minimum damage in OD goes up to at least 1492, with at least 425 health recovered by Hazama. Values in [] are during OD Minimum Damage 20%: 1040 [1152] Note that there is a minimum distance for this move of 300 pixels meaning that, if the opponent is close enough, the initial projectile will miss. However in OD the portal will appear in the corner if it would otherwise go offscreen. Initial projectile is much taller but less wide than it looks." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "The Serpent's Unholy Wrath", + "text": "632146Dduring Serpent's Benediction H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hazama's super command grab. Normal Version It's invulnerable through its active frames and does some pretty good damage. Since it is active immediately after superflash, meaning your opponent cannot jump in response to the superflash. This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. Due to the game's input leniency,63214D6Dor632146DDregisters as a proper input for stance activation into immediate Burensou. This makes quick command grabs in pressure easier to utilize consistently. The former shortcut is a little bit more reliable than the latter shortcut as it allows for fewer accidental inputs such asJakouGuardBarrierStartup14RecoveryTotal: 55Advantageor6Dto be executed. That said, it still requires very quick movements and is thus still prone to mistakes. Overdrive Version During Overdrive it deals more damage, and heals Hazama significantly. The animation also gets longer in OD, allowing his life-steal ring to do more work. 100% Minimum damage: 2553 [3009] With lifesteal, the minimum damage in OD goes up to at least 4149, with Hazama recovering at least 1425 health. This will kill all opponents in the red health range. Values in [] are during OD 100% minimum damage: 2553 [3009]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "Glimmering Fang of the Basilisk", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Your Exceed Accel, giving Hazama another reversal option. Swaps sides on hit, and the life-steal ring remains active until the animation ends, letting you drain a lot of health.Otherwise behaves the same as every other Exceed Accel.Has good range and is the only meterless reversal Hazama has, and is the lowest damaging Exceed Accel on paper, but, due to the added lifesteal, it comes out as one of the best. However, you're usually better off not using it and staying in Overdrive instead, both due to the strength of Hazama's Overdrive and because OD Houtenjin is a far more rewarding reversal. Attack itself does 280/594 Minimum Damage, but the lifedrain ring can add an extra 160~220 damage. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 280 {540+54}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "Hungry Darkness of 1000 Souls", + "text": "1632143DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A situationally comboable astral, with a common conversion being after air throw. It's also got a lot of invulnerability, so it can be used against very slow moves, during superflash, or other times where you can throw this out on reaction. This can also be combo'd into after a far2Dhit, which also helps you complete first part of the Astral motion if you input it as1D. The projectiles spawn in a circular motion around Hazama with a 3F gap between each one, where the first and last ones appear right in front of him. Hitting with any of them will successfully trigger the astral. Each projectile is active instantly and all of them are destroyed 50F after the last one has spawned (Although they fly off the screen way before that). When blocking it up-close, the move is -45 on block. 8 Projectiles are spawned in total with a 3F between each one spawning,hitting with any projectile counts as a successful hit Projectile will not interact in any way with any object other than the opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama", + "title": "Hazama", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "Overview", + "text": "Lambda-11 (stylized asᴧ-No.11-) is ahybridcharacter with tools split between rushdown, zoning and light setplay while havingsome of the best corner carry in the game. Lambda's main goal is to carry her opponent to the corner and force them intostrong okizeme setups— She achieves this through Gravity Seed andAct Parcer Tri: CavalierGuardMidStartup30Recovery22Advantage-5, which allow her to do corner-to-corners with ease while achieving consistently strong damage. Lambda's neutral is versatile: she can either play a more passive zoning style or commit more to a rushdown approach. Her Drive hashigh recoveryon whiff, however, and players will need to be aware of how far they are from the corner at all times to adjust their routes on the fly. A flexible mindset and good understanding of match flow will take any Lambda player a long way. Lambda's Drive lets her summon projectiles which can be pointed at different angles. There is an automatic follow-up hit if said projectiles connect with the opponent. Unlike other characters' projectiles, Lambda can gatling hers into other moves on block and hit. Sword Summoner EX hasno limiton the amount of times it can be used, so a string like2D→6D→5D→4Dcan be perfomed, and it's possible to go into specials and then summon more later in a combo. However, theycannot be usedmore than once per string, so a string like5D→4D→5Dis not possible. Sword Summoner EX is a good tool for controlling screen space since it is much faster than most of the projectiles that other characters have, and can lead to pressure on block, but all of the summons have very high recovery if they miss, so caution is needed in using them. Lambda's swords grow larger in size and increase to Attack Level 5 (buffing their proration in combos and all forms of stun). Additionally, the second attack of each Drive deals double damage and staggers the opponent. Furthermore, aerial swords will launch grounded opponents on normal hit. Lambda's Drive specials also receive the following changes: Gravity Seed recharges twice as fast. Sickle Storm summons two wheels that travel in opposite directions. Spike Chaser travels the entire stage. Crescent Saber ground bounces for combo extensions. Exiga Nail has its recovery reduced, to the point that Lambda recovers in midair. Legacy Edge fires more projectiles. Calamity Sword tracks the opponent horizontally." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A disjointed jab that hits most of the cast crouching but whiffs on some.5Ais decent for stagger and can be used as an anti-air since it has a better hitbox than6A, but it has less reward and no invul. Jump-cancelable on hit or block. Gatling Options:5A,2A,6A,5B,2B,6B,5C,2C,6C,3C CarlHakumenHazamaJubeiKaguraNinePlatinumReliusTagerTerumi(Must be staggered)Valkenhayn AmaneArakuneBangLambdaMakotoMuNuRachelRagnaSusanooTaokakaTsubaki AzraelBulletCelicaEsHibikiIzanamiIzayoiJinKokonoeLitchiMaiNaotoNoel" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A stubby kick. Its bad range is somewhat offset by Lambda having excellent dash speed, but it doesn't have the actives nor hitbox extension to beat other neutral pokes. Instead5Bis used as blockstring filler which it's good at. It can reverse beat, jump cancel, go into eitherCrescentGuardHigh/AirStartup16RecoveryTotal: Until L+9Advantageor6Bfor overheads, and with2Bbeing 0 on block, it makes a solid frametrap when delay cancelled from it. 5Bis one of her best starters and go to DP Punish. It easily nets 4.0k~4.7k on any IAD or Gravity route. Jump-cancelable on hit or block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This button is purely combo filler, and occasionally used in blockstrings. It's disjointed and has good range but it's not used in neutral because of the slow startup and lengthy recovery. It's not safe against ODR, but the opponent will be forced into an EA punish instead of a full combo because of5C'sactive frames. 5Chas high damage so it's used often in combos and any of the hits can be special cancelled so it's a potential reset point with either5C→236Aor5C→236D. Both of these can be challenged on their own, but the decent amount of cancels5Cstill has can discourage the opponent from pressing buttons. Hitbox doesn't extend until frame 21 Counts as a projectile.If this 'clashes' with another projectile, Lambda can whiff cancel into other normals but not specials. If this 'clashes' with another projectile, Lambda can whiff cancel into other normals but not specials. All hits are special cancellable Projectiles are fired every 4 frames, and each projectile is active for 4 frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A crouching jab used for poking out of pressure and setting up TRMs. Basically fufills the same functions as5Abut universally hits crouchers. Lambda's hurtbox becomes small and the hitbox is disjointed, so it can low profile some air normals too. The -4 frame advantage looks awful on paper, but since Lambda has the best microdash to get back in against barrier, can cancel into2Bwhich is 0, and that2Aitself has long range for a jab, it's not as bad to use in practice for pressure. Also has a few natural framtraps for high reward like2A→5Cand2A→2C" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The closest thing she has to a poke, has slightly more range than5Band can't be low-profiled, but it won't beat any rushdown's dedicated mid-range buttons. The low recovery makes it low-risk to throw out in neutral though, and to catch rolls after aTriGuardAllStartup18~24Recovery19Advantage-5knockdown. It shines more in blockstrings since2Bis 0 on block. This makes it a strong point to reset, and threaten frametraps with delayed5B/5C, and can reverse beat into6A, so you can do it multiple times in a blockstring. Lambda is also +1 if the opponent tries to ODR, so it's good in scrambles. Lambda's2Bis a level 3 attack, so it has better proration than average, and the the reward can be pushed quite high — scoring 4.2k with Gravity routes, or gaining corner carry to setup her strong okizeme without it." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A crouching anti-air. The invul is quite late, but the hurtbox is lower to the ground than the vulnerable frames of6A, and the long actives allow it to be pressed pre-emptively. As a 2X input,2Chas uses against jump-ins that target standing hitboxes, or have delayed momentum likeAzrael'sj.2CGuardAllStartup22Recovery10Advantage. However, it can be difficult to convert on normal hit, as CH is needed for most gatlings to connect. Sometimes2D— Lambda's other crouching anti-air, is preferable with its quicker startup and easier hitconfirms. 2Cis also the only C normal that can be jump cancelled on block. Lambda can use it for resets, backing off, or baiting if the opponent does not have OD available. Launches on CH Jump-cancellable on hit/block from 4th hit onwards. All hits are special cancellable" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A standing anti-air.6Ais great for reactive use due to the early invul, and is good against deep jump-ins or escaping the corner. Said invul ends after the first active which makes it very poor for pre-emptive use. This button has a very low hitbox — the lowest out of any anti-air in the game — so it's susceptible to whiffing or being beaten by IAD approaches and disjointed jump-ins. In return, it has much higher reward than the average anti-air, and OD safe pressure on block. Fortunately, the low recovery makes this button relatively safe on whiff, and can even be pressed again in response to double jumps. The other purpose of this button is pressure.6Ahas excellent gatling options, it goes into and reverse beats with5Band2Bwhich are safe against ODR, enable stagger resets, and contain multiple lows. It even goes into5Cfor high damage routes, and6Bfor mixups. A staple button for keeping the opponent guessing. Frames 11~19, no head hurtbox. Jump-cancelable on hit or block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of Lambda's two overhead normals.6B's quicker than4D, and many normals cancel into it to catch the opponent. While it has no gatlings, the decent pushback combined with Lambda's backdash results in it being quite safe on normal block, futhermore, the recovery can be OD or special cancelled to call out characters mashing or running forward. On hit, IAD routes are stable and always lead to the corner, but converting withtk.214Dnets more reward. It's used in crouch confirms to launch when the opponent is too far for gravity as5C→6Balways works except from short starters like5A/2A. 6Bcan go over low-hitting buttons likeBang's3CGuardLowStartup15Recovery21Advantage-9, but this isn't the main purpose of the move as it has no Foot invul. Frame 7~40, hurtbox doesn't touch the floor. Spins the opponent. Bonus Proration 110% Airborne from frame 28 Airborne recovery duration can be altered by external forces Special cancellable on hit/block after landing Untechable on Counter Hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The main purpose of6Cis to be combo-filler. It will knockdown opponents on air hit, making it important for corner carries and okizeme— Usually Spiker Chaser or Gravity. It has great pushback on block, so it can be used as a pressure ender instead ofBladeGuardLow/AirStartup11Recovery16Advantage-5orExigaGuardAllStartup26RecoveryTotal: 54+5L [42]Advantage-3 [+14], but the long startup and recovery leave it unsafe to OD. Besides that, it will be a natural frametrap from every button that gatlings into it for high-reward baits. Hard KD on air hit Fatal Counter Launches on CH Low profile frame 22~27 All hits are special cancellable Fatal Counter Maximum Slide duration 5F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A sweep that is a multi-hitting low. It has good range, speed, and a long active time for a3C, and can low-profile quite a bit. It also doesn't extend Lambda's hurtbox at all until the frame it goes active, so it can be a good roundstart option or to call out specific things in neutral likeKagura'sWyvernGuardAllStartup13~18Recovery26Advantage-11orHakumen's4CGuardAllStartup10Recovery24Advantage-4. On CH, the go-to conversions is with214Dfurther out, or OTG2B/3C. It's also quite decent in pressure, as the multi-hitting lows often catch opponents trying to input a fuzzy jump. Often you cancel it into Rekka to hitconfirm or236Dto keep the pressure on etc... Hard KD on CH All hits are special cancellable All hits hard KD on Counter Hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Lambda's fastest air button. It's on the slower end of air jabs but is disjointed with decent range, and her hurtbox becomes very small. It's a good panic button to press in scrambles, and the reverse gatlings are good for pressure or setting up air TRMs. Not jump cancellable" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Lambda's best air button— The disjointed hitbox and short recovery make it a great air-to-air or roundstart option. Similar toj.A, it has good gatlings and can cancel into air throw for TRMs. It's common combo filler in IAD routes, and used for safejumps after Tri, for example:236B→ 669 → (Autotimedj.B) → fallingj.B." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of the fastestj.Cs in the game. A good reaching air-to-air, but the initial hitbox isn't as disjointed asj.B, and the recovery is considerably longer, so keep that in mind. A good place to press it is while retreating after an IABD, as it has no landing recovery. Lambda'sj.Cacts as a solid as a mixup tool; all the hits are overheads and cross behind her, this allows for cross ups with IADj.Cthat can be done in blockstrings or236Dlockdown. Hitbox extends fully on frame 11." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The only button that hits above her for air-to-airs. It has a good hitbox, but it's on the slow side, so her other normals are better generally. It's great for jailing opponents to the ground with its multi-hits though, and it makes Lambda fall faster. Once the opponent is conditioned, this can set up delayed airdash 50/50s with eitherj.B→j.C→j.2C(w) →2Borj.B→j.C→j.214D, although meter is needed to make the latter safe. Has long untech on CH, Lambda can fall to the ground and corner carry." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "Drive Moves", + "text": "All Drives will followup automatically into the second hit if it connects with the opponent, but not if it misses or hits a doll or other projectile.Automatic followups will counterhit carry from the first hit. Automatic followups will counterhit carry from the first hit. All Drives except4Dare Projectile Level 2 and decrease to Projectile Level 1 after a set amount of active frames unless overdrive is active. All Drives are Attack Level 4 and become Attack Level 5 in OD.Additionally, all drives will stagger in OD Additionally, all drives will stagger in OD All Drives have a deadzone in front of Lambda where they have no hitbox. Air Drives stall momemtum. Air Drives will launch the opponent on CH or OD. None of them can be jump-cancelled on block. Ground Drive angles (Click to see full size) Air Drive angles (Click to see full size)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A projectile that goes nearly fullscreen,5Dis used to stop the opponent running at Lambda and to punish things from a far distance. Though the recovery, with all other drives, leaves her vulnerable on whiff, so it's recommended to setup Gravity first before using this. It's a key normal for pressure with236Bbeing a true blockstring when not too far, and a powerful frametrap when further out or delayed. The threat of CH Tri makes it a good spot to reset with either Zwei or Sickle Storm, and then fish for high damage frame traps once they become agitated. Lengthy stagger on CH Frame advantage is for stand block; crouch is -1 or -2 for most characters. 5Dbecomes a Lv 5 attack, so going into4Dbecomes gapless and safe from reversals. On crouch block, it can be up to +3, making it stronger to reset with. The extra stun enables conversions into Cavalier and Sparda on normal hit, and the damage buff results in5Dbeing stronger in combos. This applies to all other drives in OD as well. Staggers on hit. Gatling Options:2D,6D,4D AzraelBulletEsHibikiIzanamiIzayoiJinKokonoeLitchiMaiNaotoNoelTerumi AmaneArakuneHazamaJubeiLambdaMuNineNuPlatinumRachelRagnaSusanooTaokakaTsubakiValkenhayn BangCarlKagura HakumenReliusTager 5D Automatically cancels into followup on hit/block During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2 5D Followup [Crumple Duration 31F, Crumple Fall 64F] On CH Crumple Duration 58F [62F], Crumple Fall 81F [84F]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This summon goes steeply upwards and is a good Anti-Air against characters who like to go high in the air likeMuandRachel. This can be followed up with either236B~6Cor IAD →j.B→j.C→6Aroutes to land them in the corner. The second hit pushes the opponent downwards, making it possible score a soft KD from it at the end of combos. Increases in size the further it flies away 2D Automatically cancels into followup on hit/block During first 5 active frames, Projectile Lv2. During OD, always Projectile Lv2" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Lambda's furthest reaching summon. It's a long-range anti-air and good at catching people who try to jump out of pressure. The hitbox is big and will hit most characters standing on the ground, so it can be used to cover both ground and air approaches at the same time. Long-range confirms can be converted with either other swords like4Dor Cavalier. Spins the opponent on air hit 6D Automatically cancels into followup on hit/block During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "4D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A summon that tracks the opponent and appears behind them. This overhead is slower than6B, but Lambda can still pressure if it's blocked. In the corner,4Dbecomes 'invisible' making it nasty if the opponent isn't paying attention to Lambda's pose. Be careful, as5D→4Dhas a gap that's vulnerable against fullscreen supers likeRagna'sCarnage ScissorsGuardAllStartup9+(40 Flash)+4~12Recovery58Advantage-43 [-40]— OD5D→4Dis gapless on normal block, however. Forces crouching on hit. Frame adv varies between -5 [-1] to -8 [-4] across the cast 4D Automatically cancels into followup on hit/block Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of Lambda's furthest reaching drives, going almost fullscreen and more distance than5D, the second hit pushes the target downwards making it possible to connect withj6D'sangle, or to score a soft knockdown at longer range. It covers a decent space, but it can't be converted from at long range. On contact, Lambda recovers in time to block or air dash, but on whiff she is stuck in recovery until landing, so use this with caution. j.D Automatically cancels into followup on hit/block During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "j.2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This summon goes under Lambda. It's mostly combo filler, but as a projectile that stalls air momemtum, it can be used to counter anti-airs. On CH,j.2Dwill launch the opponent directly upwards to combo into air normals or landing5B. The deadzone is non-existent, so it can be TK'd in close-range pressure to setup 50/50s with RC. j.2D Automatically cancels into followup on hit/block During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "j.6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An air-to-ground sword. It can be a good summon for catching people running at you after an IAD/Jump back, and it's safe on block as the stun lasts until Lambda lands. It vacuums in, so you can KD grounded opponents with Crescent, usually. On CH, the second hit now launches, so it becomes convertible with665B. Much shorter range thanj.D ODj.6Dalways launches grounded opponents towards Lambda, and is converted with Crescent's bounce for easy Gravity combos. The damage isn't too crazy, but can be worth spending OD for, as it enables corner carry and Spike Chaser from an otherwise unrewarding hit. j.6D Automatically cancels into followup on hit/block During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "Ground Throw", + "text": "B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Lambda's throw launches the opponent high at an angle, and the recovery can only be cancelled into Drive normals or specials. Doing4D→2D→ IAD... route is one way to confirm midscreen and214Din the corner. Despite what it may seem at first, it's very easy to convert into Gravity routes by going into Sparda, as the large untech time and launch make3C→ 214X possible. Wall bounces in the corner. Backthrow has an identical launch and combo routes, just on the other side. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll As many people like to jump against zoners, Lambda gets a lot of use from air throws. It's easy to meet them in the air when they jump preemptively and throw them. Similar to ground throw, this is usually converted with Drive normals into IAD routes, in this case Air Throw →662D→5D→ IAD... etc. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Lambda's CT is one of the better ones in the game. It's fully disjointed and her hurtbox shifts backwards during the attack, so it can be used to bait DPs or mashes for big reward. For combos, it's done after CH Tri for huge damage, and then niche applications like corner carry when Gravity's cooldown. It's possible to do charged CT gaplessly after236Dwhich can be a safe mixup for 25 meter. Hurtbox retracts back frames 13~30 Wall bounces on air hit.Wall sticks in the corner. Wall sticks in the corner. 5A+B Maximum Slide duration: 15F Crumple Duration 50F, Crumple Fall 83F 5[A+B] Maximum Slide duration: 15F Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "Sickle Storm", + "text": "236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A multi-hit projectile that tracks the opponent and locks him in place on block. A strong move used for space control, okizeme, and combo extensions.236Dis very plus, allowing Lambda to run from fullscreen and transition from zoning to close range pressure; In the corner, it has setups to bait 9f reversals and CAs at the same time by holding 1 as it hits them. It's active until it disappears from the screen, so it can catch poorly timed Bursts/OD. Sickle Storm has a special chip damage modifier as well, and will quickly drain HP if blocked repeatedly.236Dis a strong reset in both zoning and close range pressure, and requires the oppponent to have keen reactions to jump over it, which can be difficult when also looking out for Lambda's other pressure options and mix. With that said, chaining into this move is rarely a true blockstring; it's susceptible to anti-zoning supers because of the long total recovery. The opponent can try delay teching it on wakeup, but if they get pedictable, run up2Bcould be used instead for a blue beat OTG. Frame advantage is for earliest possible contact Can't be used again until Sickle is offscreen Hard KD on air hit for the first 3 hits. Soft KD on air hit for the 4th hit. Sickle Storm now spawns two wheels in the same location that go in opposite ways, effectively covering all of the floor. It's still possible to jump over, however. Both the wheels can hit at the same time which makes combos higher in damage and inflicts massive chip on block. Considered a different move from vanilla236Dand does not trigger SMP Values in [] are during OD Deals 20% chip damage on block (80*4 = 320) [Second projectile spawns in the same position that travels in the opposite direction, has identical properties except for 89 P2]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "Spike Chaser", + "text": "214D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Lambda'sstrongest option for okizeme, Spike Chaser can be used in combos and controlling space in neutral too. It's only minus on the first spike, becoming increasingly plus the further out it's blocked — When spaced, buttons after will be true blockstrings and catch fuzzy jumps, so the opponent has to sit still and guess the incoming mixup. Spike Chaser covers almost every wakeup option (rolls; reversals; no tech; quick rise etc...) and isunpunishable if spaced rightmaking it a nightmare for most characters to deal with. There is a very small window to delay tech through, but this is risky as214Dis active forever, is a big damage starter (even without Gravity available), and can be beaten by the Lambda player varying their input timing. Lambda is also still safe and can retreat to neutral on successful delay tech. Overdrive Version Creates 4 [infinite] projectiles in 8 frame intervals, until one hits/is blocked Each individual projectile is active for 21 frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "Crescent Saber", + "text": "j.214D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Crescent Saber's main function is toscore knockdowns from air combos. It's also used mid-combo for optimal6Aand6Bconfirms. For mixups, it's Lambda's second fastest overhead and has quite good reward with meter to RC. It's active for a long time and hits behind Lambda, so it can cross up. To pickup on non-OD hits, an RCj.2Cwill be needed if high in the air, or just2B/3Cif TK'd properly. Hard KD Halts air momentum Hits crouchers on frame 17. If TK'd, Crescent Saber is a 22F overhead that's -13 on block OD Crescent Saber bounces which makes it a common move in OD combos as the OTG pickups become possible from any position, the663Clink is easier and high damage combos are safer to go for as a result. Despite being a projectile, both Lambda and the opponent experience hitstop for 9f Hits crossup during last 4 active frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "Gravity Seed", + "text": "214A/B/C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A close range strike that also spawns a gravity field on the floor based on which button pressed. If the strike hits, it causes a long untech time and reduces the opponents gravity to about a 1/20th of normal (Making them seemingly float in the air). The B and C versions also add a lot of horizontal pushback. The field itself is an infinitely tall column that reducesall horizontal movementfor lambda's opponent to 30%, including movement caused by lambda hitting them. This means that the B and C versions appear to \"Suck\" the opponent towards them, when really what's happening is that they just get launched sideways at high speed until they're over the top of the field. Despite its name, the field does not affect vertical movement in any way. Since only Lambda's opponent is affected, it does not slow down projectiles, Lambda herself nor Ignis / Nirvana. Gravity is also an important combo tool. It acts as a stabilizer for confirms, allowing Lambda to carry the opponent to the corner from almost anything. The move shines in combos due to its 99 P2 and large untech time which lead to heavy damage. While it has a recharge period, it only takes up a 1/3 of the gauge on whiff, and the long stun of buttons like5C,236D,214Detc... means it will always be near full by the end of combos. Field only disappears on hit, not on block Fatal Counter All 3 versions are different moves and don't inflict SMP After use, the gravity seed meter appears, showing that this move cannot be used until it refills.If the Initial strike hits, the meter fills in 11 seconds. Otherwise it only takes 4 seconds to fill.The meter fills twice as fast while in Overdrive. If the Initial strike hits, the meter fills in 11 seconds. Otherwise it only takes 4 seconds to fill. The meter fills twice as fast while in Overdrive. This summons the field next to Lambda. It's used for corner combos and okizeme after a6CKD, as the spacing cripples their mobility while keeping Lambda outside the range of reversals. This is very strong against characters without a normal dash. This version summons the field in the middle of the screen and is used most in neutral. It creates a wall so characters can't run at Lambda for free, making it safer to summon Drives for zoning. It can be used in midscreen combos, but214Cis better most of the time. Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "Act Parcer Zwei", + "text": "236A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A very fast command dash. This move is essentially a feint of236Bas the startup animation looks identical. It's used for pressure resets like5D→236A→5Awith the threat of CH Tri being a deterrant for mashing, Zwei can also cancel into22Dfor a punishing frametrap to inflict futher mindgames. Can also cancel into throw as an extra mixup from long range. Another use of this move is to bait things, as while Zwei doesn't have invul, it will pass through wake-up reversals and proximity hittboxes before they become active — It can then cancel into236Bor236Cfor a hefty punish. It's not used in combos much, as Tri has an earlier cancel window if forward momentum is needed. Shares the same animation as236Bbetween frames 1-11. Disables Lambda's collision box frames 8~13 Cancellable into various moves, some of which have shortened inputs when cancelled from this move. See below 236AAct Parcer Zwei 236BAct Parcer Tri 236CAct Parcer Tri: Cavalier 22DExiga Nail B+Cor4B+CGround Throw 214214DSword of Destruction 6AAct Parcer Tri: Spada * 6BAct Parcer Tri: Blade * 6CAct Parcer Tri: Cavalier Can go through opponent 8-13 Can cancel into throw, 236B, 236C, 22D, EA, or Astral from frame 19" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "Act Parcer Tri", + "text": "236B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tri is the first part of Lambda's rekka. It travels a good distance and is a true blockstring if done close after a Drive like5D. In pressure, it can be canceled into either Blade or Sparda for high-low mixup. The cancel window is long, so the followups can be delayed to frametrap, and then, once the opponent becomes afraid to press buttons, you can reset pressure by going into normals. This is suceptible to the same problems as other Rekkas, however, so don't get predictable. Tri being able to whiff cancel makes it very safe against ODR, going into22Dwill outright beat EAs and buttons pressed after the flash, and for quite high reward. Hard knockdown on air hit. Staggers on CH. Shares the same animation as236Abetween frames 1-11. Can cancel into Act Parcer followups on hit/block Can cancel into Act Parcer followups on whiff from frame 10, until 11th frame of recovery Maximum Slide duration 5F On CH Crumple Duration 54F, Crumple Fall 78F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "Act Parcer Tri: Sparda", + "text": "236B~6A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Sparda is Lambda's fastest overhead, clocking at 21f, and it's the most rewarding one when used with Gravity ⁠— Getting roughly 4k or over plus a Spike Chaser setup. Generally, a CH or RC will be needed midscreen, but it's possible to instantly cancel Tri into this to get the spacing for meterless conversions. In the corner, it's easy to convert with double side-swap routes which are stable. It's good to throw this out to add to the opponent's mental stack and help enforce the threat of Blade in mixups. On paper, Sparda should be fairly punishable at -10, but the pushback and lengthy actives can result in Lambda escaping unscathed more than you'd think. Lambda's hurtbox goes high in the air, giving the move the ability to low crush butttons; there's no attribute invul, however, so it can rarely trade with specific2As. No foot hurtbox / Low crushes frames 4~11, 21~40 No body hurtbox / Mid crushes frames 12~20 Disables Lambda's collision box frames 1~42Usually triggers crossup protection, can be blocked with 4 or 6 Usually triggers crossup protection, can be blocked with 4 or 6 Huge untech time Can pass through opponent 1-42F Counterhit state ends early, frames 25-26 are still active but not CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "Act Parcer Tri: Blade", + "text": "236B~6B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The main way to end combos midscreen. Blade has a long blowback which makes it a very plus knockdown. Sets up236Doki or a safe jump with dashj.C. Near the corner, or inside Gravity Seed, it can be extended with normals to continue combos. For offence, it's the low option from Tri and a fast sweep — This makes it good for catching fuzzy jumps and opponents attempting to mash out of rekka resets. During Drive pressure,5D→ Blade is a gapless string which is nice for surprising people who expect4D. The hitbox is disjointed, so it can be a decent thing to throw out in neutral from time to time. It is safe on normal block, but can be punished on IB, so adjusting the timing and ending pressure in22Das well are important. The range of Blade varies with the time236Bwas cancelled from; max range is fullscreen." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "Act Parcer Tri: Cavalier", + "text": "236Cor236B~6C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cavalier is a staple in combos and what makes Lambda's corner carry strong as it has massive blowback while wallbouncing in midscreen loops. The high base damage and Fatal property make it her strongest starter as well. The vertical hitbox goes much higher than what the animation suggests, so it can be used as a hard read anti-air for great reward. It's not used in either pressure nor frameteraps, but it is safe on normal block. Wallbounces midscreen. Wallsticks in the corner. Fatal Counter Fatal Counter Counterhit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "Exiga Nail", + "text": "22D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Lambda's meterless semi-reversal where she leaps backwards and fires a sword down at where she was standing. It can be hard to use as its invincibility ends before becoming active; but if timed right, Exiga Nail can beat anything shorter than 8 active frames. The pushback and frame advantage mean Lambda can escape pressure even if the opponent blocks this, as an offset to its slow startup. The opponent can delay their meaties as a callout, but Lambda can safely roll away if they begin to do this. The reward on CH is great, staggering for easy 4k combos, and it's safe on block and even IB, so Exiga can be used instead of Blade for a safe pressure ender. It's also good for baiting other reversals and OD/CA when used mid-pressure. Be wary of using this to escape the corner, as it can whiff on everyone point blank exceptTagerandValkenhaynin wolf form. Staggers on hit; longer on CH Ground bounces on air hit Lambda is in CH state until Landing Recovery. While it is Projectile Level 1, the projectile fired does not delete itself when it hits in the way most do, meaning that the same projectile can hit multiple different entities once each (Such as hitting Nirvana and then hitting Carl). The recovery is reduced to the point Lambda is able to act mid-air shortly after Exiga becomes active. It can be air dash cancelled backwards to stay safe even on whiff or to gain more ground when retreating. Values in [] are during OD Situational reversal Airborne from frame 8, recovery until landing [recovers airborne] Crumple Duration 29F, Crumple Fall 62F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "Calamity Sword", + "text": "632146D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Lambda's metered reversal. It hits overhead and is used to escape pressure or add damage at the end of combos. It can combo off CH (which it will usually be), leading to big damage and corner-to-corner combos. It can score up to 5k midscreen, and just under in the corner. The projectile property means it will blow-up moves that only have Body invul, too. But be aware, having this baited will lead to a nasty punish. The air version does a huge ground bounce into a hard KD so she can get full combos from A2As where would only get a short staircase otherwise. This is useful when you are in kill range to close the round. Huge Ground bounce Air Calamity does a Hard KD Overdrive Version 632146D Values in [] are during OD Minimum Damage 40% [45%]: 960 [1260] reversal j.632146D Values in [] are during OD Minimum Damage 40% [45%]: 960 [1260]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "Legacy Edge", + "text": "236236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Legacy Edge is an anti-zoning super that fires forth a barrage of projectiles. All of them are level 2 and will beat any other projectile attack in the game short ofNu'sLegacy Edge — But it has no invul, so it has to be used pre-emptively in some cases. Legacy can also be used to skip neutral for the price of 50 heat to immediately begin pressure, and Lambda can use the frame advantage to perform a variety of mixups such empty jump →2B, late airdash →j.B, IAD →jCcrossups, etc... The superis guaranteed to come out after the superflashso trading with this is very bad for the opponent. Although if they aren't committed to an action, they can chicken block and mash to IB all the projectiles which gives them a ton of heat while staying safe from mixups. Wall bounces Not all hits land on crouchers OD Legacy Edge is a strong starter, but landing it is situational. Other than that, it fires more projectiles to capitalise on the frame advantage from further away, or to carry them further after launch. Values in [] are during OD Each P in active frames represents a projectile spawned Minimum Damage 10%: 312 [481] Swords appear in 4F intervals" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "Duo Cultus", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This is used either as a reversal in OD or as a combo ender. The knockdown from Duo Cultus doesn't allow for much more than setting up Gravity Seed midscreen, so it's essentially a reset to neutral which may or may not be a good thing depending on the Matchup. Behaves the same as every other Exceed Accel. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 303 {583+58}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "Sword of Destruction", + "text": "214214DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Lambda grabs (the move is a strike not a throw) the opponent and plunges a mighty sword down upon them. It has no startup invul, so it can't be used as a reversal, but it's very easy and practical to combo into from buttons such as: 5C 3C 6A(air hit) 5D(air hit) 236C(in the corner) And many more" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11", + "title": "Lambda-11", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "Overview", + "text": "Carl is apuppet characterwho controls a separate character called Nirvana. Carl is focused more on quick and short-ranged strikes while Nirvana focuses more on slow, damaging strikes with large reach. Together, they are capable ofamazing pressure, looping unblockables and strong okizeme. Carl is the actual character the player directly controls and is trying to keep alive, while Nirvana is one he gives commands to and is essentially immortal (Although can be temporarily disabled by damage or over-use). Carl must track Nirvana's position at all times, as he strongly relies on her for neutral and offense. Without Nirvana, Carl's weaknesses become much more apparent as he has low life and no true reversal outside of his Exceed Accel. Carl's Drive revolves around controlling Nirvana (otherwise known by her human name Ada), who moves and acts independently of Carl but is controlled at the same time. The main details are: Hold the D button to activate Nirvana, release D while not holding any direction to deactivate. While active, she can move forward by holding any forward/backward direction (including diagonals). Nirvana is solid to both Carl and his opponent while active Nirvana will attack whenreleasingthe D button while either holding a direction or after completing the inputs for one of her special moves. Nirvana will remain active afterwards if you are holding D as the move ends. Note that the directional inputs required for moves is based onCarl's current facing, not necessarily Nirvana's. For example: If Carl is facing right and Nirvana is facing left, pressing D, inputting 623 and releasing D will give you Con Brio, not Volante. Similarly,opponents always face towards Carland thus input moves and block attacks based on his location, not Nirvana's, even if Nirvana is attacking from behind them. Nirvana has a health bar that gets consumed when she attacks or gets hit while active. While this health regenerates rapidly if she is left inactive for a short period; If Nirvana runs out of health, she will be disabled and regenerate more slowly, only becoming usable once she has fully recovered. If Carl gets hit or blocks something, Nirvana is interrupted in most cases and reverts to her inactive state. Nirvana cannot cancel her moves into each other in any way and are essentially all links (Making the recovery time of each move important to understand). Rapid Cancels cannot be triggered by anything Nirvana does, nor do they affect her when used otherwise.Overdrive: Synchro High Speed Carl's overdrive grants Nirvana a power up: Nirvana recovers faster from her moves and many of her moves gain new properties and hitstop Nirvana's moves cost none of her health to use. Nirvana's walk speed is 50% faster. Nirvana's meter recovery speed is also increased by a flat 5hp per frame at all times, and an additional 18hp per frame while disabled. (Meaning she will fully recharge from disabled in under 3 seconds) Carl gains access to a new Distortion Drive and the other three are improved significantly." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A standard 6F jab that hits crouchers. Has a very long cancel window, making it good for staggers. This is also Carl's go-to abare. Cannot whiff cancel This move can be done twice in a blockstring or combo." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of Carl's most important normals for neutral, combos, and pressure. It's not the longest poke compared to5C, but it's less committal, and the hitbox is disjointed enough to win against other buttons in neutral. Microdashing gives5Bsome extra range, too. Jump cancellable on block, which allows him to easily set-up airdash high-low mixups with Nirvana. Pressing5Bagain on contact will go into6B." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A long poke with a disjointed hitbox. A nice feature of5Cis that it doesn't extend Carl's hurtbox at all untilafterit goes active. A strong button in a vacuum, but in application doesn't see as much use as you'd think, as Carl has safer options in neutral hiding behind Nirvana, and in pressure he can threaten strong mixups without needing to commit beyond hisA/Bnormals. It's still decent combo filler even if5B→5Cwon't convert on air hit, and solo Carl can go into either6Cor6Bfor a workable mixup. This is also the go-to button for punishing DPs and the like, allowing Carl to deal upwards of up to 5K without spending meter." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Like5Abut crouching. It It also has a very long cancel window, making it good for stagger pressure. Combining this with the ability to cancel to5Aallows for some good stagger pressure. Since it startup is 1f slower than5A, this is only used in abares where the opponent has Body invul. Cannot whiff cancel" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A general all-purpose low poke. Shares the same startup as5B, but cannot be jump cancelled and has the foot property. In mixups, it is used alongsidej.Cas part of Carl's unreactable and safe mixup." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Carl's crouching anti-air normal. Although its invincibility frames start later than6A, its smaller vertical hurtbox during startup makes this a very useful anti-air (arguably even better than6A) in some situations. For example, beating air normals that could tag standing hitboxes such asSusanoo'sj.CGuardHigh/AirStartup12Recovery23Advantage In combos,2Cis one of Carl's launchers beside Cantabile. Launches on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Carl's go to anti air with fast head invul.6Ashifts Carl's hurtbox backwards which can sometimes catch your opponent if they try to cross you up. If positioned correctly, it can consistently catch opponents trying to IAD past Nirvana. Launches on CH Whiffs on a few crouchers, like Ragna." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "6B/5BB", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Standing low, Carl steps forwards before attacking, giving it more range. Being as slow as it is, you need to be careful using it as anything that cancels into it on block leaves a 3f gap for the opponent to reversal out of. Spins on CH, giving ample time to confirm. Can be performed after5Bconnects by pressing5Bagain" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Carl's standing overhead. Fast, but only gatlings from5A/2Aand5C. It has decent reach, lengthy foot-invul to beat opponents mashing, and solid reward with its above average scaling — Carl being able to get near 5k with ODC. Has no gatlings on block, but this is negligible with Nirvana backing his pressure, and with RC it leads to a fuzzy setup on taller characters. E.X6C→ RC → 669 →j.A. And lastly,6Cground-bounces on air hit, and this is used for adding supers at the end of kill combos, but doing3Cinstead is easier for little damage loss. Forces crouching. Hard KD on air hit. Fatal Counter. Fatal Counter Forces crouching on hit Airborne from frame 10, invuln ends on landing, hit occurs on frame 3 of landing Startup/invuln duration can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An advancing sweep that shrinks Carl's hurtbox significantly, to the point he can slide under standing normals and even most2As, although it's quite late into the startup for it to kick in. It has good range and reward on CH, further so with microdashing, but is on the slower end of sweeps. For combos, it usually sets up distotion drives. As a starter, it combos into Crush Trigger. Hard knockdown on CH Low-profiles 13-23f" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fast air jab that has some disjoint. Useful for winning air scrambles and jailing the opponent with its reverse beats." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Air to air move, mostly used as combo filler, or as the overhead in Carl's corner Unblockable setups." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An important air normal:j.Cwill knockdown airborne opponents to setup okizeme or juggle with Nirvana after in combos. In combos, try to incorporatej.Cas early as possible to get that 110% bonus proration. As an ender, it serves as an alternative toj.214C, leaving Carl closer to the opponent. In mixups, this is part of Carl's unreactable safe mixup, being the overhead. Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Main air to ground move for Carl. Near symmetrical hitbox makes it ideal for crossups. On hit/block, Carl bounces and recovers in the air, animation 26. Combo staple due to its relatively good damage and ability to cancel intoj.B,j.Candj.214Cto get back onto the ground fast. Not an overhead. On hit/block, Carl bounces forward and recovers in the air (26F) On hit, cancels into normals available from frame 9 of bounce, special cancels available immediately" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "Drive Moves", + "text": "The following section is for Nirvana.All move properties, frame data, etc... apply only to her; Carl is fully free to act.This also applies to any of Nirvana's specials.The only times where Carl and Nirvana have tied recovery are his Distortion Drives and Astral, explained further there. All move properties, frame data, etc... apply only to her; Carl is fully free to act. This also applies to any of Nirvana's specials. The only times where Carl and Nirvana have tied recovery are his Distortion Drives and Astral, explained further there. All normals can be performed regardless if Carl is on the ground or in the air — They are inputted the same.E.X:j.[D]→j.B→j.C→j.2]D[will have Nirvana do2D E.X:j.[D]→j.B→j.C→j.2]D[will have Nirvana do2D" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "Inactive", + "text": "5]D[ H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Default State for Nirvana, will revert to this state ifDis released or Carl is hit or blocks. This is the primary way you'll regenerate her health; knowing when to give Nirvana a rest but also make good use of her is key to learning Carl. Be aware that if your opponent starts a combo on you, Nirvana will likely get back to full health by the time you recover, so you don't need to be too conservative with spending her health most of the time. While you might notice Nirvana has an animation when she deactivates, this is purely visual and can be interrupted at any time by activating her again. While inactive, Nirvana has no collision and cannot be hit. Nirvana starts with 5000 health and can lose it when hit or when using any of her moves (See each move for costs). After 29F of being inactive, Nirvana will regenerate 10 health per frame. This occurs even if Carl is in hitstun or hitstop. At the start of a round, Nirvana spawns 195,000 units behind Carl. (About 2/5ths of the distance to the other player). Animation for powering down can be interrupted at any time" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "Active", + "text": "5[D] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Active state. Can be performed and held at any time Carl is not blocking, in any kind of hitstun or tech recovery. Nirvana can walk around by holdingDand inputting any sideways direction, walking slightly faster than Carl overall (And much faster when in Overdrive). Notably you can make her walk without forcing Carl to also move by holding 1 or 3 since Carl will simply crouch instead. If you are holdingDas Nirvana ends some other action that requires active state, she will remain in the active state and can immediately perform something else. Nirvana must fully start up before being able to commence any other action (Including walking). This takes 16F but cannot be interrupted by any hit in this time (And any damage is reduced to 25% of normal). Usually you'll use this state for as little as possible to transition directly into an attack, but sometimes it's useful just to activate Nirvana to create a physical barrier to opponents and projectiles since Nirvana's health is much more expendable than Carl's. If possible, try to use Nirvana's startup armour so she takes take less damage. During this 16F, any Nirvana move can be buffered and she will perform it as soon as startup is finished, meaning you can just tap a move, e.g.6D, and it will come out. During this state and all attacks, Nirvana is solid and may be hit and collide with both players. Any hits she takes deals unscaled damage to her health (Projectile damage is halved). Hits on Nirvana are treated like blocked attacks, even though Nirvana may still get interrupted and take damage; Opponents hitting Nirvana only have access to cancels possible on block, they cannot trigger any cinematic attacks or throws, they will never launch or knock down Nirvana etc... Additionally, both players gain heat for Nirvana being hit equal to whatever each player would normally gain if Carl had blocked that attack. Nirvana has a walking speed of 8,000 forwards and 7,000 backwards, these values go to 12,000 and 10,500 in overdrive. To perform Nirvana's moves, input the required directions andreleaseD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "Disabled", + "text": "Automatic when Nirvana's health reaches zero H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nirvana's dead state when she runs out of health where she cannot be used at all. This is something youalways want to avoidsince Carl really needs her to cover his shortcomings. When learning to play Carl, it's useful to get a feel for how many moves you can get away with Nirvana using while keeping a small reserve of health to protect her from getting hit and finished off. If Nirvana is disabled and youreallyneed her back, activating Overdrive will rapidly restore her health, but you're unlikely to have much Overdrive time left to make any other use of it by the time she's operational again. Like the inactive state, Nirvana cannot be interacted with by either player. Can be caused by using any move Nirvana hasn't got enough health to pay for. In this instance,Nirvana will still perform the move as normalbut will then become disabled immediately afterwards. In this case, the move in question will not be interrupted if Carl is put into hit/blockstun, even getting hit by Burst (Nirvana herself will still be interruptible normally however) Regenerates at 7hp/frame until fully recovered, then performs a 65F revive animation before going back to the inactive state. The entire process takes about 13 seconds overall. Regenerates an additional 18hp/frame during overdrive, reducing the recovery time down to just over 4 seconds, optimally. Startup time is time to regenerate a full health bar, recovery is a fixed animation" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Values in [] are during OD Costs 900 (18%) of Nirvanas health to use On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A punch that slides Nirvana forwards. This is Nirvana's most basic move, easy to hit with, helps keep Nirvana in range when attacking and (most importantly) the cheapest move she has. This is your go-to Nirvana move whenever you have any doubts about what move to use. When Nirvana is on the opposite side of the opponent, this move becomes additionally useful at stopping Carl's opponent being pushed away during pressure and combos Causes a groundslide if opponent was hit in the air. Values in [] are during OD Costs 600 (12%) of Nirvanas health to use On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged Maximum Slide duration 45F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "4D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nirvana's fastest normal, and the only one with body armour. The threat of4Dis to scare opponents from hitting her, as unlike other moves, she won't be interrupted and the resulting Fatal counter will lead to a hefty punish. Although, it'll lose to crouch buttons, or be checked by jump cancellable normals. It has a strong vacuum effect, and hard KDs on air hit for easy sideswaps. Carl can also frametrap in pressure with4D, though it's more expensive than using6D. Pulls the opponent towards Nirvana. Hard knockdown on air hit Crumple stuns on CH Fatal Counter Values in [] are during OD Costs 900 (18%) of Nirvanas health to use Fatal Counter On Guard Point, hitstop for Nirvana and Opponent unchanged On CH Crumple Duration 33F, Crumple Fall 63F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "8D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A more niche anti-air compared to623D, due to how its positioned directly above Nirvana and a lack of head invul. However, its long active frames help punish against IADs and various air mobility tools. Its use particularly shines in combos, as a high-damage extension that leads into almost anything you desire. Can hit grounded opponents if they are directly next to Nirvana. Long untechable time, allowing for various combos. Very low recovery, making it quite doll-meter efficient if you let her regenerate afterwards. 8D Values in [] are during OD Bonus Proration 110% Costs 900 (18%) of Nirvanas health to use On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "3D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Values in [] are during OD Costs 900 (18%) of Nirvanas health to use On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "Forward Throw", + "text": "B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% Minimum Damage (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% Minimum Damage (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% Minimum Damage (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll In pressure, it is often used alongside2Dto drain the opponent's Barrier Gauge by a huge amount. In combos, it is mostly used to stall for Nirvana, in corner combos and to force stand in Carl's corner unblockable loops. Hard KD on air hit. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "Vivace", + "text": "236A/B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A command dash with quite a lot of utility packed into it: Carl uses Vivace for repositions, ambigious crossups (when done with Nirvana attacking at the same time), and as a defensive tool with its invulnerability. Even if this move doesn't pass through Carl's opponent, Carl's facing still switches at a consistent point in the move (and then he turns around after the move ends if need be). Be sure to get a feel as to when Carl thinks he's facing the other way so you don't accidentally use the wrong move with Nirvana when using this (Remember, Nirvana's command inputs are based on Carl's facing!). CH state throughout both moves. 236A This version travels a short distance but recovers quickly, making it ideal for pressure strings as Carl can cross through the opponent for mixups, or to approach while they're locked down by Nirvana. The projctile invul can be used as a reversal against characters who use projectiles in their pressure such asNine'sKunziteGuardHigh/Air, AllStartup21RecoveryTotal: 40Advantage+6orNu'sDrives, but this aspect of the move is quite MU specific. Can pass through opponents from frame 1-18 236B This version goes further and has longer invul, being intended as a getaway tool. Vivace loses to crouching moves, projectiles and throws, so using it often on wakeup isn't advised, but is a solid choice when mixed properly with other tech options. During mid-pressure, it can be used on reaction if the opponent does a jump in, enabling quick escapes that can be difficult to catch. Can pass through opponents from frame 1-24" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "Cantabile", + "text": "623C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Carl sends the pawn out to grab the opponent. Not a throw, or a low, but can't hit airborne opponents. On hit, it pulls opponents towards Carl and launches them into the air, enabling easy followups with both Nirvana and Carl, as appropriate. Due to the first hit dealing 0 damage, the second hit will always experience combo scaling, doing 1080 damage if used at the start of the combo. Has an enormous amount of hitstop, allowing you to RC and leave the opponent stuck in place for nearly a full second. also delays the opponents burst until they get launched, letting you react to the burst flash and RC if they burst too early. Also forces standing on hit RC, allowing for some very niche Unblockable setups where you can't fit a CT. Enters recovery animation immediately on block Cannot hit airborne opponents CH state until last 15 frames of recovery" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "Allegretto", + "text": "j.214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Multihitting air special that keeps Carl's current air momentum briefly (allowing for some funky movment with dash orj.2C), then stops his momentum in the air and makes him recoil slightly, common air combo filler. Ends the air combo midscreen unless Nirvana can get her own hit in afterwards. Used often in corner combos for added regen time early on (xx>623c>Brio>dash j.214c>5a>5b), or as an ender to set up for Volante as an oki option while putting carl at a safer distance than the usual j.C The first hit that actually deals damage will deal 700 damage (Even if it's not the first actual attack in the sequence) then the remaining hits will deal 100. P2 applies only once for the entire move. First hit that connects deals 700 damage, remaining hits deal 100 All hits deal full chip damage (5%: 35) on block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "La Campanella", + "text": "22D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Values in [] are during OD Costs 100 (2%) of Nirvanas health to use" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "Con Fuoco", + "text": "41236D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A multi-hit attack that covers a large stretch of horizontal ground and deals a lot of damage. Good neutral move and combo filler but leaves Nirvana in recovery for a long time and can be low profiled by a number of moves. Be sure to follow it or risk being separated In OD, applies p2 only once and is overall far faster to start and end, making for a staple move in OD routing Launches the opponent Wall-bounces midscreen and corner Hard KDs during OD Values in [] are during OD Costs 900 (18%) of Nirvanas health to use Max 5 hits On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "Con Anima", + "text": "63214D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nirvana runs forward with her arms raised and attempts a grab when she gets close. If it hits they will get slammed to the ground for a hard knockdown with no bounce, meaning you need to use the throw animation time to get carl into position quickly. Nirvana slams the opponent on the opposite side to her so this (usually) makes positioning easier. This is Nirvana's option to deter hitting her, but use it carefully as opponents can both jumpcancel to block or outspace it and on whiff it's a green light for the opponent to close in. Also works well against Haku's trying to parry Nirvana. This move is fast, fully armored, and much more subtle animation makes it great at punishing opponents being a bit too eager to smack her Also synergizes very well with Nirvana's startup armor, being the only move she cant get \"meaty-ed\" out of The running animation is not active, when Nirvana gets in range (usually standard throw range) or runs too far she will perform a grab animation with 8F startup.The grab itself has a throw range of 140,000 units between bounding boxes. The grab itself has a throw range of 140,000 units between bounding boxes. Can catch airborne opponents. Can be blocked but cannot be throw rejected, even in combos, also does not have any minimum damage. Has Head, Body, Foot AND Throw attributes. Basically only moves with full invulnerability or full guard point will protect against it. Fatal Counter Values in [] are during OD Costs 900 (18%) of Nirvanas health to use Fatal Counter Nirvana automatically attacks after getting close to the opponent On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "Con Brio", + "text": "623D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Anti air attack that covers a huge space, must be barrier blocked in the air. Wall-sticks in the corner. Superior to 6D in corner for combos, due to its much higher damage and basically same effective cost (very low recovery). For some reason doesn't stop if Carl gets hit. Makes for a very scary scramble option after you air tech with Nirvana close by because of this (just be careful of her 16F general startup) Values in [] are during OD Costs 900 (18%) of Nirvanas health to use On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "Volante", + "text": "421D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Projectile attack, Nirvana launches a large orb that accelerates with time. This is probably Nirvana's most versatile move, notably used in oki against characters with DP, and much more use cases, especially in neutral: Sometimes used point blank in some combos. Can be used with Nirvana offscreen for a surprise attack. Projectile does not go away if Carl blocks or Nirvana is hit, however Nirvana's animation itself will be interrupted if she hasn't finished summoning the projectile Flies just above the opponent while they are knocked down (only after the initial bounce from hitting the ground; only exceptions are Rachel and Tager, who are just barely too tall on the ground), meaning if timed/spaced properly can very consistently catch all options similar to 2d while not hitting them OTG to Blue-beat. On top of all that after a knockdown, forces characters with non-projectile property or non-armor reversals to RC it on block or risk getting hit by the orb Values in [] are during OD Costs 900 (18%) of Nirvanas health to use On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "Laetabilis Cantata", + "text": "632146C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll General purpose damage dealing distortion, but be wary that it has no meaningful invulnerability, so don't try to use this as a reversal. Has a rather lengthy animation, which allows Nirvana to regenerate some HP. This is often used as a combo ender to finish off opponents, and with 100 meter, this can be comboed from Fermata through214214D>3C>632146Cfor high minimum damage (1000). Projectile does not disappear on hit, leading to favourable trades. If done midscreen the opponent can be pushed out before the super finishes. If this happens, Carl is left horribly minus, but it is still relatively difficult to punish him due to the persistent projectile and him still being able to control Nirvana. Carl can be pushed around during the animation, and even be inside of the projectile itself. Technically invulnerable on frame 8 (the frame before superflash), but the invuln runs out during superflash meaning Carl is invulnerable for effectively less than 1 frame. The projectile comes out during superflash on the same frame as the invuln ending; being hit during superflash ends the freeze on the opponent, making the effective startup of the projectile hitbox 40 frames post-flash in this situation. Values in [] are during OD Frame Adv listed is when opponent blocks until they are pushed out normally midscreen If opponent blocks all hits, then Frame Adv is +18 Minimum Damage 10%: 500 [660]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "Rhapsody of Memories", + "text": "236236D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nirvana attacks in a long string of attacks while Carl is free to move and do what he wants. During this time, Nirvana cannot be interrupted by hitting her or hitting Carl. Not the most damaging Distortion Drive, but it doesn't need to be. Often used to basically force Carl's opponent to stay still and block while Carl freely tries a number of mixup options to try and open them up. Be wary that you aren't completely impervious to damage while in this state since a number of moves can both hit Carl and launch the player to safety if timed correctly. Keep in mind that if the opponent gets hit airborne, the combo will likely drop and won't deal a lot of damage. Does not cost any of Nirvana's health to use. Nirvana will keep attacking during Carl's own superflashes Nirvana will not change facing during the move if she ends up on the wrong side of the opponent during the move 236236D Frame Adv listed is when opponent blocks all hits First hole that appears on normal block after blocking 8 hits. Frame adv in this case is +59 Active Frames are: 3(12)3(12)3(9)3(12)3(12)3(12)6(9)6(23)5(26)5(38)6 Minimum Damage 20%: 40×3, 60×2, 70×2, 100 On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged Carl has total animation 10+(40 Flash)+69 on the ground and 10+(40 Flash)+53 in the air When done in the air, the move becomes active 9f after the superflash rather than the grounded 18 236236D OD Frame Adv listed is when opponent blocks all hits First hole that appears on normal block after blocking 16 hits. Frame adv in this case is +99 Active Frames are: 2(8)2(8)2(6)2(8)2(8)2(6)2(8)2(8)2(6)2(8)2(8)2(8)4(6)4(6)4(6)4(21)5(24)5(54)6 Minimum Damage 20%: 40×12, 60×4, 70×2, 100 On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged Carl has total animation 10+(40 Flash)+69 on the ground and 10+(50 Flash)+53 in the air If performed in the air, the move becomes active 9f after the flash rather than the grounded 18" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "Fermata", + "text": "214214D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nirvana does one big uppercut that launches opponent very high. Despite the long animation and superflash, this move is the second fastest move Nirvana has and cannot be interrupted. While technically fast, the 50-frame superflash makes it easily reacted to, making it useless for pressure or neutral. Due to its poor scaling and how much combo timer it wastes, Fermata is best used as yet another combo ender, and can also be comboed intoLaetabilis Cantata. In comparison toLaetabilis Cantata, Fermata's singular hit has a niche advantage: Preventing the opponent from refilling their burst gauge sooner, because the game refills burst meter faster the more hits you do in a combo. Does not cost Nirvana any health to use. Minimum Damage 20%: 500 [600] Carl has total animation 1+(103 Flash)+42 on the ground and 1+(103 Flash)+36 in the air. Both ground and air versions have Invul 1~1 All Vaules in [] are during OD Minimum Damage 20%: 500 [600] Carl has total animation 1+(103 Flash)+42 on the ground and 1+(103 Flash)+36 in the air. Both ground and air versions have Invul 1~1 All" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "Arpeggio of Oblivion", + "text": "632146Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Carl's version of Relius'Vol TedoGuardAllStartup7+(88 Flash)+4~12RecoveryTotal: 39Advantage-10~-2, where Nirvana teleports behind Carl and punches forward. Carl is fully invulnerable until recovery, while Nirvana is fully invulnerable (not guard point, like she normally is) for the entire move after the superflash. One of the few Overdrive-only distortion drives. It is not particularly unique amongst Carl's supers or other overdrive-only supers, since it is mostly just a combo-ending super. This super however, should be used over other supers in Overdrive due to its high minimum damage, and that it is not position-dependent, since Nirvana always teleports behind Carl. Minimum Damage 10%, 25%: 1035 If an attack connects with Nirvana on frame 1 of this move, she will be frozen by the superflash as well, causing the move to behave strangely: The startup will be extended by the length of the superflashandremaining hitstop of the guarded attack, and cause Carl to instead be stuck in an extended animation (around ~110F) and remain invulnerable until he reaches the usual whiff/on-block frames. If Carl recovers before Nirvana's attack connects, he will remain actionable instead of entering the usual on-hit or on-block animations. Cannot be buffered out of Overdrive activation, for some reason; can be buffered just fine on wakeup or out of blockstun. Carl immediately enters extended recovery (48F) on block Minimum Damage 10%, 25%: 1035 Costs roughly 1500 of Nirvanas health to use, not counting the passive regeneration from OD Crumple Duration 200, Crumple Fall 233F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "Symphony of Lament", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Carl's only reversal option. Can be his only way to get out of trouble when isolated from Nirvana. Behaves the same as every other Exceed Accel. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 300 {520+44}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "Deus Ex Machina", + "text": "64641236DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nirvana teleports in front of Carl and opens up a portal which contains the hitbox that starts the move. If it fails, Nirvana's gauge is depleted entirely. If you are in OD as you use this however, she will regenerate before she actually dies, though still with nearly all of her bar depleted" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl", + "title": "Carl", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/HUD", + "title": "HUD", + "section": "1)Character Portrait", + "text": "Here is where you see the character you have selected, Player 1's character is displayed on the left, and Player 2's character is displayed on the right. Your portrait will flash if you can use your Astral Finish." + }, + { + "url": "https://www.dustloop.com/w/BBCF/HUD", + "title": "HUD", + "section": "2)Life Gauge", + "text": "Here is the character's health bar, each character has a different amount of health so damage to the character may result in different visual decrements of their respective health bar. When the character's health depletes to 0, that character (and the player controlling him/her) loses the round. If both characters' health reaches 0 at the same time, it is counted as a Double Down and the victory favors the losing player." + }, + { + "url": "https://www.dustloop.com/w/BBCF/HUD", + "title": "HUD", + "section": "3)Heat Gauge", + "text": "Here is the character's Heat Gauge. When you hit the opponent, take damage,BlockandInstant Blockattacks, your Heat Gauge will fill, when the gauge fills to certain amounts, you can perform actions that require heat such asDistortion Drive,Crush Trigger, andCounter Assault. The bar will change colour based on how much heat is available to indicate at-a-glance which heat-using moves are available: Blue: Less than 25%, no heat-using moves are available Green: Between 25% and 49%,Crush Triggersare available (And some character-specific moves). Red: Between 50% and 99%,Counter Assaults,Rapid Cancelsand mostDistortion Drivesare available Gold: 100%, allDistortion Drivesare available andAstral Heatsare available if other conditions are met." + }, + { + "url": "https://www.dustloop.com/w/BBCF/HUD", + "title": "HUD", + "section": "4)Barrier Gauge", + "text": "Here is the character'sBarrier Gauge, when using Barrier, you are provided added push-back when blocking attacks at the cost of 1 extra frame of block stun and the gradual depletion of your Barrier Gauge. When your Barrier Gauge depletes, you are put inDanger Stateand cannot use Barrier Block until the gauge refills to half full." + }, + { + "url": "https://www.dustloop.com/w/BBCF/HUD", + "title": "HUD", + "section": "5)Burst Gauge", + "text": "Your Burst Gauge. Consume a full Burst Gauge to performBurstsandOverdrive. The number In the center is an approximate percentage (in 10% increments) for how full your Burst Gauge is. A full Burst Gauge (top), and 1/3 filled gauge (bottom)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/HUD", + "title": "HUD", + "section": "6)Character Specific Gauge", + "text": "If a character has any mechanic that requires their own gauge, this is where that gauge will appear (ex.Arakune's Curse Gauge,Relius' Ignis Gauge,Tager's Spark Bolt, etc), refer to the individual character's page to know what gauges they have and their requirements." + }, + { + "url": "https://www.dustloop.com/w/BBCF/HUD", + "title": "HUD", + "section": "7)Timer", + "text": "This is the timer, each round starts with 1 minute and 39 seconds (displayed on the timer as 99 seconds), when the timer reaches 0, the character with the most health (relative to health amount, not gauge size) wins. If both characters have the same health when the timer reaches zero, then the game is counted as a \"Draw\", Draw rounds are treated as \"Double Down\"s." + }, + { + "url": "https://www.dustloop.com/w/BBCF/HUD", + "title": "HUD", + "section": "8)Round Counter", + "text": "On default setting, every match is a best 2 out of 3 rounds, a player has to be the sole victor 2 rounds to be winner of the match. When you win a round, one dot below the timer will be covered by a red diamond icon, this shows you won a round. If both dots are covered with the red diamond icons, then you have won the match." + }, + { + "url": "https://www.dustloop.com/w/BBCF/HUD", + "title": "HUD", + "section": "Combo Counter", + "text": "The large red number shows how many hits are in this combo so far. This number will turn blue if the combo isinvalid. The small yellow number to the right tells you which hit is invalid. The small yellow numbers at the bottom shows the amount of damage done in this combo." + }, + { + "url": "https://www.dustloop.com/w/BBCF/HUD", + "title": "HUD", + "section": "Active Flow", + "text": "DuringActive Flow, your side of the HUD will have a purple hue." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Overview", + "text": "Platinum is a well-rounded character that can also be played as a setup or rushdown oriented character. Platinum's Drive lets her summon an item. Since the summon is random, it will often dictate how she can approach situations, and setup very dangerous mixup and offense. She isbeginner friendlybut also has one of the steepest learning curves in Blazblue due to random nature of her drive and gameplayrequiring the player to be flexible and adaptiveto utilize it to its full potential. This makes her perfect for new players and experienced players. Platinum's drive involves equipping and using one of 8 items temporarily, with each item having various different properties, use cases and properties. PressingDwithout any item equipped will equip the item shown as NEXT above Platinum's heat meter. Once equipped, that item will show a number next to its icon, indicating the number of times it can be used once it is lost as well as the next item waiting to be equipped once Platinum is done with the current one. The NEXT item isn't completely random; it's essentially a \"deck\" of 8 cards that get shuffled. Once all 8 items are used, this list is reshuffled and starts over, with the minor caveat that the game will never allow the same item to appear twice in a row as a result of this. Platinum no longer uses up stocks with her drive. No matter how much an item is used in OD, the stock counter will not decrease. Items become self cancellable.Items that are self cancellable on whiff, block, and hit: Magical Boomerang Magical Do-Re-Mi Box Magical Bomb Items that are self cancellable on block and on hit: Magical Cat Hammer Magical Piko Hammer Magical Bat" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Plat's fastest normal, hits crouches. Main pressure and abare tool. Thanks to2Abeing low and Jump Cancel property, good for mixing-up opponents with2Aand TK Swallow Moon or Magical Frying Pan. Fairly decent range and being 2 frames faster than2Amakes this button Platinum's only abare tool. Be aware it can be low profiled by a handful of attacks. The animation for Rock, Paper, Scissors is randomly selected andactually affects mirror matches!If you are both using 5A at the same time and the opponent uses the wrong animation (Rock when you're using Paper, for example), you will gain 7 frames of full invulnerability. Can Jump Cancel on block/hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Go-to Platinum poke tool. It has a fast start-up, long reach and low recovery, making it amazing in neutral. Quite hard to combo off at max range even on counter hit. You can always connect3Cafter standing hit and continue combo in236Aor236Bat max range. Be aware of low-hitting pokes,5Bcan't be low-profiled but it's hit low only on last 2 active frames, making it 4 frames slower. Forward moving and being only -4 makes this move greate pressure tool. At point blank range you can tick throw your opponent, and on far range stagger opponent with5B>5B,5B>3Cor5B>6B. Good at catching backdashes and rolls. Moves Platinum forward" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This move's quick start-up and good proration make it a go-to punish tool, while its unimpressive horizontal range makes it an impractical poke. As the move is jump cancellable on block, it can lead to a TK Swallow Moon mix-up or Magical Frying Pan instant overhead. Sometimes can be used as an alternative to5Aif you are afraid of low profiles. Can Jump Cancel on block/hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of the few2A's that hit low, this button can be used for pressuring the opponent along with5A, as they can be canceled into one another. Because of it's short range even though it's a low it can whiff early in pressure if the opponent is barrier blocking. It's important to note that while this2Ais a low, it is also slower than most of the casts being 8f and is also short in it's range, making abare out more difficult." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This move serves as long ranged low frametrap after5A,2Aor even5B. The lowered hurtbox lets the move low profile under many high-hitting attacks including jump-ins, but it's quite hard to do due small amount of low profile frames. Be afraid to use this move in neutral as it has a long recovery of 21 frames. Low-profile frame 9~12" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A crouching anti-air. This move has slower speed and invul compared to6A, but Plat's hurtbox is lower to the ground, and the invul lasts longer once it does kick in. The long actives make it good for AA reads, and is good against air normals that snap down instantly likeSusanoo'sj.CGuardHigh/AirStartup12Recovery23Advantage. This move is also great for intercepting crossup attempts since it hits both in front and behind Platinum. Shines against airstalls like Tsubaki Drive. On block though, it can only be canceled into Drive and specials which means keeping pressure after is situational at best. It also has more recovery than6A, making it worse on whiff. As the sprite suggests, the horizontal range is a bit terrible. Has a huge amount of extra hitstop on CH while flinging the opponent directly upwards, making it very easy to confirm. Launches on hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Plat's go-to anti-air for reactions, as the head invulnerability kicks in quickly and lasts for all the actives. It's very reliable, though since it only hits in front of Platinum,2Cis preferable in some situations like air normals that can crossup. Despite being an AA, it can hit OTG for pickups as the hitbox reaches all the way to the ground. Jump cancellable on hit/block Launches on CH" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A very fast, far-reaching overhead that also serves a pressure reset button. At minimum distance,6Bcan't be combo'd and is -3, but its advance and lengthy actives make it great for countering Barrier Block — For example,5A→5A→6Branges from +3 to +6;5A→5C→6Bcan be +10. Platinum will press this to regain ground and get back into the opponent's face. As an overhead, it becomes more reactable the further out it is, but in exchange can link into her normals for decent reward. At minimum distance, +3 on hit. Bonus Proration 110% Has shortened landing recovery animation (7) on hit/block Airborne from frame 20, active until landing Active frames can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Frame trap move to beat out2Amashes with its F invul. Good move for pressure resets since it cancels into air normals while also having a jump-cancel to bait DPs with. But if both hits are barrier blocked you will be pushed back so hard it will be hard to get anything off plus. 3C>236A~CCAinto6C>j.Cbeats all wake up options except neutral tech DP. Still can safejump slow DPs, but you need shorter combo by 2-3 hits. Can also be used as an abare option when opponents are overusing foot attribute moves in their stagger pressure. Fatal Counter. Airborne on Frame 19 Can Jump Cancel and cancel into some air normals on block/hit, but can only cancel after the active frames end (so you need to delay cancelling slightly) If cancelled, applies 4 frames of forced landing recovery Launches on hit. Fatal Counter Jump/special cancellable on hit/block, or whiff cancellable into j.B/j.C/j.2C, from frame 24 Airborne from Frame 19 Recovery duration can be altered by external forces Applies 4 frames of forced landing recovery if cancelled, otherwise has 5 frames of unique landing recovery animation (included in listed recovery)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Long reach sweep, useful in neutral, you can catch people trying to jump out of5Brange with it, because how far this move reaches. Can also be used as a very effective frametrap against opponent holding jump or trying to abare. It's -8 on block, but due to it's max range and it's pushback in many situations you can't be punished but you lose your turn if you don't cancel it into drive items or236236D. Has the same issue as5B, it's very hard to confirm a combo at max range and in midscreen you will need to spend meter to get a long combo, but unlike5B, on Counter Hit you can get a long corner carry combo with ease due to having a generous Hard Knockdown. When 3C hits near max range the only available combo is3C>236B>22C, but22Ccan be rapid cancelled to extend the combo into a solid corner carry" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Platinum's quickest air-to-air. Her safest option in very close encounters asj.Bmight not reach high enough to win the situation, getting a reward is hard to do on reaction, might require buffering anotherj.Aor aj.B. Valid alternative overhead toj.Bfor high/low Swallow Moon mixups, it's harder for opponents to react. but you lose damage as a tradeoff, alsoj.B>j.Ais a valid double overhead if done in the correct situations. j.AA Cancels into j.AAA, which is identical to j.AA except that it loops back to j.A instead, i.e. the fourth j.A (and each third j.A following) has 7-frame startup" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Pretty versatile move, its quick start-up makes it a decent jump-in and can sometimes be used as an air to air tool. Poor vertical reach makes it weak against low profile anti-airs. This move truly shines when used together with TK Swallow Moon, more on that on the Swallow Moon section. Reverse beats intoj.A" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Long reach air normal, the downward hitbox makes the move better for jump-ins than moves that are similar to it such as Jin'sj.C. Good for space control and preventing opponent from anti-airing you at long distance. Counterhit state ends late, frames 16-17 (first 2 frames of recovery) are still CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.2Cis a relatively quick air button with a sizeable hitbox. Lowest reaching air normal, often used to beat out anti-air attempts with Swallow Moon. Be afraid that you should falling fast to not be minus even on hit like after IAD. The extremely low hitstun allows Platinum to green throw the opponent after landing from aj.2Cwith only a very slight delay. Multi-hit nature of this move makes it good for mixing opponent with2A/Swallow Moon. Only air button that can hit crossup normal sized characters. Landing recovery only applies if move reaches active frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "No Item", + "text": "5D,j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Platinum stands in place and equips her next item. Very vulnerable during animation, so it is best done mid-combo, in a blockstring once the opponent is respecting her pressure, or at a range the opponent cannot challenge. Can used to bait certain Counter Assaults if you're crazy. Item draw is based on a similar principle to a tetris grab bag or deck of cards. The short answer is that each item must be drawn once before there can be a repeat, and no item can appear twice in a row. The longer answer is to think of Platinum as starting each round with a \"bag\" of her 8 items. When the round starts, she takes one random item out and places it in the NEXTslot. Each time she presses5D/j.Dwithout an item equipped, she equips the item in the NEXT slot, then takes another item out of the bag to fill in the slot. When the bag is empty and she tries to pull out another item, she will refill the bag and draw a random item, with the exception that the item drawn into the NEXT slot cannot be the same as the one equipped (Platinum shuffles the bag and draws again if this happens). Equips your next item and draws a random one into the NEXT slot. Stops all momentum when used in air. The item Platinum has equipped can be identified by the colour of the orb at the end of Platinum's staff (as well as a few other effects):None: Depends on colour palette.Piko Hammer: RedCat Hammer: BlueFrying Pan: GreenBat: OrangeBoomerang: WhiteBox: PurpleMissile: CyanBomb: Yellow None: Depends on colour palette. Piko Hammer: Red Cat Hammer: Blue Frying Pan: Green Bat: Orange Boomerang: White Box: Purple Missile: Cyan Bomb: Yellow The special versions of each of the above have an extra orb-like effect around the staff head. SeeMiracle_JeanneGuardStartupRecovery7+(120 Flash)+1Advantagefor how to create special versions of items. 5D Draws item on Frame 9 Counter Hit state for entire move j.D Draws item on Frame 9 Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Piko Hammer", + "text": "5D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A mixup, reset, and combo extension tool. This move guard crushes for full combos on block, and is very fast considering that. It can also come from almost all of Platinum's normals, making it a scary mixup tool. The threat of it forces barrier from the opponent which in turns makes her staggers stronger, especially TRMs. Since Hammer has huge base damage for a nomal, and will inflict a hard KD to OTG after, it is a good extender when Platinum has it. 2 uses Launches on CH Hard KD on air hit Hurtbox doesn't touch the floor frame 16~23" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Air Piko Hammer", + "text": "j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An attack that halts Platinum midair and sends her downwards. The move has 3 versions depending on how high Platinum is from the ground, each one increasing in stun, and the third ground bouncing for better combo extenions. The second hit can whiff if too far out, but Platinum can still cancel into ground specials as long as the first connects. Unlike ground, only the second hit guard crushes on block, which makes it less likely to open an oppenent up, but is still useful as a pressure reset, as it can be + even on IB. Platinum can go for IAD crossups with Air Hammer too, or cancel the first hit into Swallow Moon for an overhead. Level 3 in particular has good damage and is used in her staircase combos, typically at the very end to ensure the height is enough. It's fully disjointed, and active until landing, so it can be hard to AA. But the halted momentum doesn't freeze her for long, so Platinum has better stalls for baiting. Both hits will hard KD on air hitOnly the second on ground hit. Only the second on ground hit. Level 1 and 2 can only be followd up with specials.On CH, will always Hard KD long enough to link into5Cor other normals On CH, will always Hard KD long enough to link into5Cor other normals 2nd hit damage is 800/900/1000 depending on height At tall height, second hit also ground bounces opponent" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Piko Hammer Special", + "text": "5D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Massive hitbox, apart from guard crushing the opponent if they don't Barrier Guard, this move creates an unblockable shockwave if it whiffs. The shockwave can only be avoided by jumping or by using a move that is completely invulnerable. Bonus Proration 110%. 5D Hammer Special Bonus Proration 110% Quake Quake only appears if hammer strike whiffs" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Air Piko Hammer Special", + "text": "j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Massive hitbox, it can still be used for IAD crossups and it has the same shockwave properties as the ground version if it whiffs. Bonus Proration 110%. j.D Hammer Special 2nd hit damage is 1300/1500/1700 depending on height At tall height, second hit also ground bounces opponent Bonus Proration 110% Air Quake Quake only appears if hammer strike whiffs" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Magical Bat", + "text": "5D,j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 3 uses. Can be inputted as66Dto give it significantly more range as a DP. Wall splats in the corner. Wall bounces at midscreen on CH. Counterhittable during recovery. Platinum's meterless reversal that's inputted as a regular normal. Has shorter recovery than other DPs, but is still very punishable on ground block.214Dsends this item flying upward, same as the hammer. At midscreen on non CH, can be followed up with236C. During OD, because it can be cancelled into itself on block, you can potentially stuff opponents attempting to punish this on block if you have another bat left. Even though you can use this in combos, it does scale rather badly. Loses to low profiles. Floats opponent. The air version is fully invuln starting on frame 1. Plat dares her opponent to push a button when in range. This move is negative on block but can't be punished if spaced correctly. Overhead. 5D Bat Counter Hit state for entire move Reversal j.D Bat Counter Hit state for entire move Landing recovery only applied if move reaches frame 5 Reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Magical Bat Special", + "text": "5D/j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The bat increases in size and damage. Wall splats in the corner for longer. Has more pushback on block, and only -10 makes it hard to punish especially on barrier block. Also harder to low profile. Bonus Proration 110%. 5D Bat Special Bonus Proration 110% Counter Hit state for entire move Reversal j.D Bat Special Bonus Proration 110% Counter Hit state for entire move Landing recovery only applies if move reaches frame 5 Reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Magical Cat Hammer", + "text": "5D,j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fast and has an amazing hitbox at the tip of the hammer and skinnier hitboxes at the handle area, great item to draw during neutral. Can be special canceled.214Dsends this item flying upward, just like all \"melee\" (bat, hammer, cat hammer, pan) items. You don't get any combo in midscreen on normal hit, but you can easily pickup on CH. In corner always comboable into236B. 5 uses. j.D Cat Stick Landing recovery applies when move reaches frame 4" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Magical Cat Hammer Special", + "text": "5D,j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The neutral game belongs to Plat with this item equipped. This item's ridiculous hitbox and fast startup means Plat can react to most anything and immediately punish. A godsend against rushdown characters. Bonus Proration 110%. 5D Cat Hammer Special Bonus Proration 110% j.D Cat Hammer Special Bonus Proration 110% Landing recovery applies when move reaches frame 4" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Magical Frying Pan", + "text": "5D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hardly any uses for this move as it is punishable on block, it inflicts spin state on opponents so it be can be used for resets or to fish for favorable trades against strong footsie buttons (I.e. Susano'o5B), mostly used as combo filler. 4 uses." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Air Magical Frying Pan", + "text": "j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Using this immediately off the ground makes this a damn near instant overhead. Invaluable mix-up tool. Keep in mind that's -1 on block if it's used this way. You can continue your pressure even on block by canceling into Swallow Moon >j.C Best combo tool to confirm random hits in air into resonable combo. Ground bounces." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Magical Frying Pan Special", + "text": "5D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This move has a pretty large hitbox, so it can be used to poke and anti-air start off impressively damaging combo. Generally can be used in any combo the normal version can be used, just with better damage and scaling properties. Fatal Counter Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Air Magical Frying Pan Special", + "text": "j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Used in the same way as the regularj.Dbut it has a bigger hitbox. Can be used to bait and punish certain anti-airs due to its hitbox. Fatal Counter. Bonus Proration 110%. Fatal Counter Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Magical Missile", + "text": "5D,j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The missile stays in place for a bit then rockets forward. A great item to draw during neutral since you can use it to cover your approaches, specially if you fire all 3 missiles at once through214D. Has P2 attribute so it beatsNuandLambdadrives and some other projectiles. Safest okizeme option if you willing to use all 3 missiles in one214D. 3 uses. 214Dconsumes remaining missiles and fires them at once.Fires them all at once stacked above each other. Fires them all at once stacked above each other. 5D Missile During OD, cancellable into another missile from frame 24 Chip Damage 0%, 10%: 60 Counter Hit state for entire move j.D Missile During OD, cancellable into another missile from frame 24 Chip Damage 0%, 10%: 60 Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Magical Missile Special", + "text": "5D,j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Super sized missiles, sadly they can't be used to cover your approach since they fly towards the opponent rather quickly. On the other hand, it will make your opponent think twice before pushing buttons at long range. Using214Dwill fire all 3 missiles in quick succession. Bonus Proration 110%. Can cancel into itself on Frame 23, to a maximum of 3 missiles launched. 5D Missile Special Bonus Proration 110% During OD, cancellable into another missile from frame 24 onwards Chip Damage 0%, 10%: 110 Counter Hit state for entire move j.D Missile Special Bonus Proration 110% During OD, cancellable into another missile from frame 24 Chip Damage 0%, 10%: 110 Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Magical Bomb", + "text": "5D,4D,6D,j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Plat can control where the bomb will land the moment before she fires it by pushing4D,5D,6D. As you might have guessed,4Dsends the bomb flying near Plat,5Dsends the bomb flying a bit ahead of Plat, while6Dsends the bomb flying across the screen. Pretty decent tool to cover your approach. You get combo near anywhere on screen on hit. One of the best items for oki. By doing6A>6C>j.236C>j.Din corner you open up a lot of option: safejump, throw, mixup between2B/6B, as you can use6Bpoint blank and bomb will pick up opponent, also can be done with uncharged Crush Trigger. Important pressure reset tool. 3 uses. Only uses alternate arcs if direction is held. 214Dlaunches up to 3 remaining bombs in close arcs to4D 5D Bomb During OD, cancellable into another bomb from frame 25 onwards Chip Damage 0%, 10%: 80 Counter Hit state for entire move j.D Bomb During OD, cancellable into another bomb from frame 24 onwards Chip Damage 0%, 10%: 80 Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Magical Bomb Special", + "text": "5D,4D,6D,j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bonus Proration 110%. 5D Bomb Special Bonus Proration 110% During OD, cancellable into another bomb from frame 25 onwards Chip Damage 0%, 10%: 120 Counter Hit state for entire move j.D Bomb Special Bonus Proration 110% During OD, cancellable into another bomb from frame 24 onwards Chip Damage 0%, 10%: 120 Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Magical Do-Re-Mi Box", + "text": "5D,j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Plat drops a present trap box thing that springs out when the opponent gets near it. The present has 700 health and can be destroyed with a strong enough hit, though since it sits on the ground most characters' only decent option to break it will be their3C. A decent move to keep an area of the screen in check but can be disarmed in various ways. The boxes disappear after 12 seconds. Summoning a box while 2 boxes on screen will cause the oldest box to disappear. 2 uses. Maximum of 2 presents at any time. 5D Summon Box Box is spawned on frame 20, lands on frame 47, takes 9 frames to arm after landing Fastest possible activation hits on frame 58 During OD, cancellable into another box from frame 24 onwards Counter Hit state for entire move j.D Summon Box Box is spawned on frame 22, takes 9 frames to arm after landing During OD, cancellable into another box from frame 36 onwards Counter Hit state for entire move Summoned Box Startup is from activation (opponent within range after arm time) Chip Damage 10%: 100" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Magical Do-Re-Mi Box Special", + "text": "5D,j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The super box has 1000 health, making it much harder for opponent's to destroy, and you get 4 uses as opposed to 2 (but the limit of 2 active at once remains). It will spring out a cat rocket vertically if the opponent gets near it, launching a projectile upwards as a second hit that may whiff on some crouchers. The chest vanishes after 17 seconds. Neither the chest nor any rockets disappear if Platinum is hit. This item shines in neutral but also in her corner oki. Bonus Proration 110%. 5D Summon Box Special Box Special is spawned on frame 24, lands on frame 52, takes 9 frames to arm after landing Fastest possible activation hits on frame 62 During OD, cancellable into another box from frame 29 Counter Hit state for entire move j.D Summon Box Special Box Special spawned on frame 27, takes 9 frames to arm after landing During OD, cancellable into another box from frame 36 Counter Hit state for entire move Summoned Box Special Startup is from activation (opponent within range after arm time) Bonus Proration 110% Chip Damage 10%, 0%: 90 Minimum Damage 20%: 340" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Magical Boomerang", + "text": "5D,j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Plat launches a halo shaped boomerang forward. It has one charge but the charge is restored if you \"catch\" the boomerang. Causes the opponent to spin on ground hit and launches the opponent slightly upward on air hit. If you're in Overdrive, you can spam this move many times due to not consuming item charges, but you'll never go above one item charge no matter how many you catch. Decent pressure tool, plus on block,3C>5Dis 4-6 frames gap, making it really effective in catching jumps. You can use it on oki to push opponent out of corner making him vulnerable to crossups, such as236C, TK236A~BBB. 1 use. Restores charge if boomerang is caught. Air CH causes untech until landing 5D Boomerang During OD, cancellable into another boomerang from frame 27 onwards Chip Damage 10%: 80 Counter Hit state for entire move j.D Boomerang During OD, cancellable into another boomerang from frame 28 onwards Chip Damage 10%: 80 Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Magical Boomerang Special", + "text": "5D,j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Halo is larger and seeks/tracks Platinum on the way back. Air version is slower and travels in an elliptical path (you know like a boomerang). Combining this move with a upback or backward air dash makes it really hard for the opponent to approach and enables Platinum to take space by running behind the halo. Bonus Proration 110%. 5D Boomerang Special During OD, cancellable into another boomerange from frame 27 onwards Bonus Proration 110% Chip Damage 10%: 110 Counter Hit state for entire move j.D Boomerang Special During OD, cancellable into another boomerang from frame 28 onwards Bonus Proration 110% Chip Damage 10%: 110 Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Ground Throw", + "text": "5B+Cor4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Both versions are essnetially idental except for the side switch. Can be special-canceled, combos into Astral Heat with Dream Sally. The damaging part of this move, despite looking like a projectile attack, is just a visual effect and thus the hurtboxes of your opponent don't change when the hit lands, keeping followups consistent with the whole cast. 100% minimum damage: 1500 Crumple stuns opponent. Minimum Damage 100%: 1500 Counter Hit state for entire move Crumple Duration 38F, Crumple Fall 71F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Standard air throw. 100% minimum damage: 1500 Minimum Damage 100%: 1500 Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Standard Crush Trigger with some nice properties on air hit. Air hit wall bounces at midscreen. Air hit wall splats in corner. 5A+B Counter Hit state for entire move Maximum Slide duration 15F Crumple Duration 50F, Crumple Fall 83F 5[A+B] Counter Hit state for entire move Maximum Slide duration 15F Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Air Persia", + "text": "236A(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Platinum leaps forward on her pogo stick and performs up to 3 follow-up attacks. This move is mainly used as combo filler, though it has varying applications in pressure and neutral. Using theAorCfollow-ups will change Platinum's forward momentum, allowing easier management of her spacing. Can be used to pass through or over the opponent to confuse them on defense. The projectile invulnerability on the ground version can be useful for dodging certain slow projectiles such as Lambda's214Dor Tsubaki's421A. The air version lacks the ground version's projectile invulnerability, but sends Platinum significantly higher. This additional height is useful for stabilizing juggle combos or crossing over standing opponents. The main visual difference between the air and ground versions is that the ground version has a seal below Platinum, while the air version does not. Stance that lasts until Platinum lands. After activation, pressingA/B/Cwill perform a follow-up attack. TheAfollow-up hits in front,Bhits directly below, andChits behind Platinum. The third attack will knock the opponent down in the same direction as the button used.The A ender can be made +1 on block if delayed to be close to the ground, but this is easy to IB. The A ender can be made +1 on block if delayed to be close to the ground, but this is easy to IB. Ground version has projectile invulnerability from frame 5 until landing or activating a follow-up attack. 236A Airborne from frame 5, invuln until landing (5~30F in the air) Can cancel into follow-ups from 12F until landing Counter Hit state for entire move j.236A Can cancel into follow-ups from 7F until landing Counter Hit state for entire move 236A~A/B/C Cancellable into further Air Persia Attacks on hit/block (If performed high enough, the B version specifically will enter the landing recovery animation mid-air after 34 frames of recovery and recover airborne) A Finisher Values in [] are when done from j.236A Maximum Slide duration 10F Crumple Duration 22F, Crumple Fall 57F B Finisher Values in [] are when done from j.236A C Finisher Values in [] are when done from j.236A Maximum Slide duration 15F Crumple Duration 22F, Crumple Fall 57F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Mami Circular", + "text": "236B/C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The scrub go-to tool, the \"Heart Car\". Platinum rides a heart shaped board. The B version flies across the ground, has sliding properties on hit and it hits low. A staple combo filler in the corner. The C version flies at an arc which puts her in the air starting on frame 5. This special attack is useful for dodging and punishing ground pokes, projectiles such as Nu/Lambda's5Dor236D, and Exceed Accels. You can use236Cas high risk/high reward reversal. Keep in mind these instances are rare and usually require that you read your opponent. It leads to 4.4K+ combos in the corner or near the corner with meter. You don't want to throw this move out randomly as it is highly punishable on block. Mostly used as combo filler but it has repeat proration so use it accordingly. C heart car frame advantage depends on when the move hits, which is different from character to character due to height. Depending on character, hits crouchers between 25-28F. It does not combo on air hit unless it was a counterhit, in which case a microdash5Acan be linked. Both moves can Fatal Counter. 236B Fatal Counter 4~13F and 34~46F in the air On hit/block, goes immediately into recovery animation (28F) Maximum Slide duration 9F 236C Fatal Counter 5~33F and 38~48F in the air" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Dream Sally", + "text": "214A/B/C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Platinum's bubbles are one of her most used specials, and for good reason; they're amazing. When used after a Mami Circular in the corner, your opponent cannot roll or quick getup, forcing them to neutral tech and allowing you to pressure them freely. If they do try to roll towards a bubble, they'll get caught in it and you'll get a free combo! Chances are they won't be trying that again. Bubbles can also be used as a way to make your opponent wary to approach; throwing out a B or C bubble from fullscreen will likely make them think twice before running at you, and will give you more time to switch items to whatever you want or to approach the opponent yourself. However, the bubble can be popped by almost any attack so exercise caution when using it as cover. During combos this can also be used for its amazing hitstun time to bridge sections of the combo together while dealing good damage and having excellent damage scaling. The main drawback in combos is how long it takes to perform and Same Move proration. Traps opponent in a bubble for about 1 second. Bubbles can be popped by all non-throw attacks. Bubble's origin must be within 180px horizontally of the target's origin and no more than 360px above or 180px below. This is approximately 50% bigger than throw range appears. Basically the bubble will not catch extended hurtboxes and will likely be popped by such attacks instead. ArakuneAzraelBangCelicaHakumenIzanamiJubeiKaguraLitchiMai NineNaotoRachelRagnaSusanooTagerTaokakaTsubakiValkenhayn CarlEsHazamaJinReliusTerumi AmaneBulletHibikiIzayoiLambdaMakotoMuNoelNuKokonoePlatinum Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Swallow Moon", + "text": "j.236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Platinum summons a balloon to suspend herself in midair for a short period of time. Pops on Frame 79. Use this move to bait anti-airs as you're coming down from the air, tiger-knee it to do mixups, or just do it to mess with people. TK j.236C pressure is very prone to mashing, so make sure to mix it up with frame traps to keep the opponent guessing. Can move with any directional input. Maintains air dash momentum. Cancellable with any air move or with barrier on frame 14 onwards. Can be TK'd from 5A and 5C into a j.B overhead, j.4A+B > 2A/B low, or j.4A+B > 4/6B+C throw. Can cancel into attacks on from frame 14 onwards Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Dramatic Sammy", + "text": "41236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Arguably one of the worst command throws in the game due to its long start-up and no invulnerabilities. However, it does have its uses when properly set up; if there's a random bubble floating behind your opponent, then you can throw them into it by using this move. It restores all of your currently equipped items and will equip the item listed as \"NEXT\" if you've yet to equip any items. Runs about 3/4 screen. Refreshes current item counter or equips \"NEXT\" item if nothing is equipped. Rapid Cancellable on hit. Minimum Damage 100%: 1500 Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Mystic Momo", + "text": "214DWith any item equipped H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Platinum performs an attack with her currently equipped weapon consuming all remaining charges. Useful both for the attack it causes but also to get rid of an unwanted item, even during overdrive. If it gets blocked, youusuallyhave time to use5Dsafely afterwards depending on range and what weapon you throw. The attack varies based on what she has equipped: For most items; Piko Hammer, Cat Hammer, Pan, Boomerang, Bat and their upgraded variants, Platinum launches it upward at a 45 degree angle. It can be used as a decent anti-air tool and leads to ridiculous damage on Counter Hit near the corner. The damage and hitbox of the projectile varies based on what was thrown, but all other properties remain the same. With the missiles equipped, Platinum launches all remaining missiles at once in an ascending pattern, with each missile briefly remaining stationary before zooming forwards and the lowest one moving away first. Great for getting in and even better when used as oki mid-screen and in the corner since it creates an extremely active wall of pain that is difficult to avoid having to block. If you use it as oki mid-screen after3C, you can use236Ato crossup the opponent while they're blocking the first missile and they must block the remaining missiles in the opposite direction lest they want to get hurt. In that same light, if you have the Hammer listed as \"NEXT\" and you have 50 Heat, you'll want to use Miracle Jean the moment you recover from Mystique Momo and use the Quake for an unblockable setup. With the super missiles equipped, Platinum rapidly launches her missiles one-by-one as if she fired them normally (To a maximum of three). Mainly used to punish stuff from across the screen but also deals a significant amount of chip and barrier damage. With presents or super presents equipped, both are launched equidistant from each other. If only one remains, it is launched to the further position from Platinum. 214D Melee Damage depends on item used Boomerang: 700, Frying Pan: 850, Bat: 900, Cat Stick 950, Super Boomerang: 1000, Hammer: 1200, Fan: 1300, Super Cat Stick: 1500, Super Bat: 1400, Super Hammer 1800 Counter Hit state for entire move 214D Projectile Projectiles appear on 19, 22, 25 Damage, P1, P2, blockstun, hitstun, etc are equal to the individual items thrown Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Happy Magika", + "text": "[2]8C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Platinum taunts her opponent to attack her, and if attacked, launches a doll at the opponent that knocks down on hit. This move is a mixed bag; it blocks all normals and specials, which seems great on paper. However, the doll can be easily dodged by many characters with jump cancels on normals, and due to the long recovery after launching the doll, punishes are easy. Along with this, throws or simply waiting 105 frames will beat the counter no matter what, so if you throw out the counter randomly, it can be easily punished by that as well. However, this move shines against characters who cannot easily bait it. Overall, it's a situational move that can shine against some characters, and flounders against others. Just don't get into the habit of using it as your only escape. 30F charge Damage from the projectile cannot end the round [2]8C On Guard Point, hitstop for Platinum is 0F. Opponent hitstop is 7F Counter Hit state for entire move [2]8C Attack Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Fallen Melody", + "text": "22Cnear downed opponent (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A variant of Air Persia Platinum leaps forward on her pogo stick halfscreen and attempts to hit the opponent once.22Cis only available during combos where, at some point, the opponent has been put in a knockdown state, floor slides or the face-down air hit state that3Ccauses. Once the combo has such a hit happen,22Cremains available until the opponent recovers, which allows combos such as corner3C>236B>5C>6A>6C>22Cto be a viable route. Most commonly, this move is used to convert after a midscreen236Bor Quake (Super Hammer Shockwave), though on starters with good scaling it can be used as above to extend an air combo. Moves that naturally combo into22Cinclude3C, Air Throw,236B,j.D(Hammer and Pan),5D/j.DCH (Kitty Hammer), and Quake (Super Hammer Shockwave)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Cure Dot Typhoon", + "text": "632146C(air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Platinum spins around like a spinning top and deals repeating damage on contact. During the move, you can control Platinum's movement in all directions with direction inputs. If the final hit lands (Which it basically will if any of the preceding hits land), your opponent will be launched away, and platinum will perform an ending pose that restores currently equipped item's tokens (Including special versions!), or equips the item listed as \"NEXT\" if you have none equipped. During overdrive, the final hit is also the trigger for the followup attack. This move has full startup invulnerability and good damage, with the air version having notably less startup (but landing recovery). As a combo ender, the ability to move around during the move is useful for creating more or less distance afterwards if it wasn't used to end the round. This is also the highest minimum damage super in the game, barring supers that use extra resources aside from 50 meter. Though the air version hits just before the superflash ends, the opponent will be able to block even if they were not blocking before the flash. However, they will not be able to attempt any other actions, such as a reversal or OD activation. 632146C 180F Heat Gauge Cooldown Minimum Damage 20%: 1144 Counter Hit state for entire move Reversal j.632146C 180F Heat Gauge Cooldown Minimum Damage 20%: 1144 Counter Hit state for entire move 632146C OD Followup Minimum Damage 20%: 280" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Miracle Jeanne", + "text": "236236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An upgrade super. This automatically gets rid of the currently equipped item and equips an enhanced form of the the item in NEXT. The effects vary wildly depending on the item, but is overall a very powerful and versatile super for neutral, okizeme, and high damage routes. It has much faster recovery than5Dand can be used relatively safely in neutral or even in combos due to being a special cancel. 180F Heat Gauge Cooldown Powers up the next item OD Version powers up the next 2 items Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Angelic Blast", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. Platinum attacks the opponent with a bug net, then hops on her flying staff and rams the opponent several times. Puts Platinum in Active Flow if she hasn't been in it already. Has full invul and is relatively unsafe on block. The pushback on block is solid, but characters with fast pokes can microdash and punish, and there are even less requirements on Instant Block. This move's vertical hitbox is deceptively small. 300/632 Minimum Damage Switches sides with opponent. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 300 {575+57} Counter Hit state for entire move Reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Shining Layered Force", + "text": "236236CwhenAstral Conditionsare met (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Platinum's Astral has one of the nicer hitboxes to work with, albeit with a deadzone directly in front of her. On hit, Platinum powers up and fires a beam of charged magical energy and vaporizes her opponent. Like most Astrals, it can be confirmed from a throw. Options unique to Platinum are uses of Magical Pan/Fan (5D), or Bubble (214A/B/C). Performed grounded, leaves Platinum in the air for four frames after recovery. Fires a fullscreen beam projectile. 180F Heat Gauge Cooldown 100% minimum damage: 9999 Counter Hit state for entire move Projectile will not interact in any way with any object other than the opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity", + "title": "Platinum the Trinity", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Frame_Data", + "title": "Amane Nishiki", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Frame_Data", + "title": "Amane Nishiki", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Frame_Data", + "title": "Amane Nishiki", + "section": "Drive Moves", + "text": "1 gauge has total 6000 points. Gauge depletes at 10 points per frame in all situations except while Amane is in hitstop or hits opponent with a drive move. Hitting with any drive move gives 50 drill gauge per hit, 70 per hit on block. 6D gives 70 per hit in both cases. Gauge overheats if gauge exceeds level 3. During overheat, gauge depletes at 50 points per frame and resets to level 1 at the end. (Always needs 120F to reset) During overheat, cannot use Hariken (236D), Seijyuu Rensoukyaku (236236D), or Goukai Rasen Renpa (632146D). For normal drives, adds gauge from just before active frames start (simultaneous for 6D) until just before active frames end. Gauge depletion cut in half from just before active frames end until 66F after (negligible in OD). While in OD, restores gauge to level 3 by 100 points per frame, while at level 3 consumption rate changes to 30 points per frame." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Frame_Data", + "title": "Amane Nishiki", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Frame_Data", + "title": "Amane Nishiki", + "section": "Astral Heat", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Frame_Data", + "title": "Amane Nishiki", + "section": "Revolver Action Table", + "text": "5Band2Bare tied together - they can be used a combined total of 2 times per string" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Frame_Data", + "title": "Amane Nishiki", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Frame_Data", + "title": "Amane Nishiki", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Matchups", + "title": "Hazama", + "section": "Intro", + "text": "Replay Theateris a great resource to find matchup footage. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree. Please feel free to make edits, but include edit summaries and sources where applicable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Matchups", + "title": "Hazama", + "section": "Es", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Matchups", + "title": "Hazama", + "section": "Neutral", + "text": "HerfireballGuardAllStartup15RecoveryTotal: 44Advantage-8is a pain in the ass" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Matchups", + "title": "Hazama", + "section": "Hakumen", + "text": "Hakumen is an awkward opponent to fight with, because his ability to cut your chains prevents you from advancing. As they also gain 1 Magatama for each cut projectile, you definitely don't want to give him free meter. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Matchups", + "title": "Hazama", + "section": "Neutral", + "text": "In this matchup, Hazama is the person that will need to make risky moves (which probably holds for most of his matchups). You don't want to straight up throw D moves into his sword range to move in; to approach, use something like j.4D~D that will not be cut. Two main anti-airs that Hakumen will use are 5A and 2C (hey, same as Hazama!). If your opponent are committing to use 2C for fishing hits, consider an early j.214B landing to punish 2C that has recovery to the end of world (33f), or you can double chain to throw off his timing." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Matchups", + "title": "Hazama", + "section": "Offense", + "text": "As with all Hakumen matchup strategy, throws are useful for countering any D moves that Hakumen will throw out." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Matchups", + "title": "Hazama", + "section": "Defense", + "text": "This matchup is one of the few matchups that Houtenjin can be considered as a \"good\" reversal, since Hakumen does not have good gatlings and has rather longer gaps between attacks. Other than that, just block. Some notable moves includes: 6BGuardHigh, MidStartup18Recovery23Advantage-4.Without IB it's -4, which is a guaranteed throw on close range, but they can poke 2A to counter on further ranges. With IB, a throw on almost all ranges are guaranteed.If you use barrier, 2A beats almost all their moves in close range, while far range you can opt for 2B. Without IB it's -4, which is a guaranteed throw on close range, but they can poke 2A to counter on further ranges. With IB, a throw on almost all ranges are guaranteed. If you use barrier, 2A beats almost all their moves in close range, while far range you can opt for 2B. TsubakiGuardGuard Break 60/BarrierStartup15Recovery22+4LAdvantage. Make more barrier moves when Haku has 3 Magatamas." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Matchups", + "title": "Hazama", + "section": "Susanoo", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top While chains can anoy the hell out of him, don't go all in, his 2C is one of the best ones in the game and even without it he has aFully invincible DPGuardMidStartup12RecoveryTotal 70Advantage-28with a huge upwards hitbox" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Matchups", + "title": "Hazama", + "section": "Defense", + "text": "There are 2 Overheads and 2 Lows that Susanoo will use in blockstrings:" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Matchups", + "title": "Hazama", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "Overview", + "text": "Celica is asimple, low-executioncharacter with solid pokes, good damage and a varied set of tools. Celica's defining trait is her healing mechanic. Hitting with Drive attacks creates recoverable health, which can be recovered by using one of two healing moves, or spent to enhance special moves. Celica's enhanced specials enable new combo routes, on top of having enhanced properties that give them more utility outside of combos. Including afast jabGuardAllStartup6Recovery11Advantage-2, far-reaching pokeson the groundGuardMidStartup10Recovery16Advantage-4andin the airGuardHigh/AirStartup12Recovery23Advantage, astrong anti-airGuardMidStartup12Recovery23Advantage-9, afireballGuardAllStartup18RecoveryTotal: 46Advantage-6, ananti-fireball attackGuardAllStartup15Recovery26 (29)Advantage-4, ameterless reversalGuardMidStartup13~27Recovery39Advantage-24, and twodifferentGuardAllStartup20Recovery34Advantage-17divekicksGuardAllStartup15Recovery20Advantage, Celica has a tool for almost every job. Each of her tools has its own strengths and weaknesses, and identifying the correct option for the situation can take a bit of knowledge and quick decision-making. None of Celica's options individually stand out as particularly strong, but the potential to convert into a full combo from almost all of them can overwhelm the opponent with the sheer number of threatening options to consider. What Celica doesn't have is strong mixups, okizeme tools or anything plus on block to force specific responses. Instead, Celica's pressure relies heavily on staggers and frame traps, and utilising the flexibility of her blockstrings to condition opponents, target their specific defensive options and tendencies and once again overwhelm them with decisions. By pressing the D button, Celica can perform combo attacks with her robot partner, Minerva. The chain has a starter, bridge, and a finisher, and Celica can cancel into followup Drive attacks even on whiff, similar to arekkaA series of special attacks that are only available after the first one is performed.. Drive attacks build Recovery Cap (described below) on hit, building more as more Drive attacks are used in a combo: the first Drive attack in a combo builds 100, the second attack builds 150, the third builds 200, the fourth builds 250, and all Drive attacks past that build 300. (Multi-hitting Drives only trigger once per use.) UnlikeNirvanaorIgnis, Minerva is not controlled like a separate character, instead being responsible for Celica'sBandCnormals. While Minerva is technically her own entity with her own sprites, for most purposes she can just be thought of as part of Celica: Minerva closely tracks Celica's movement while idle. Many actions and states, including movements like dashing and jumping, combine Celica and Minerva into one sprite for the duration. Minerva has hurtboxes and can be hit while performing attacks; hitting Minerva is treated like hitting Celica. Certain moves will move Minerva forward, increasing the effective range of Minerva's attacks that follow, but she will return to her default position during recovery. However, there are certain (likely unintended) quirks caused by how Minerva works: If one of Minerva's attacks clashes, Celica will not experience thehitstopWhen a character is hit, both characters are stopped in place to visualize the hit and give feeling of impact. Hitstop describes this phenomenon. Typically hitstop affects both players equally, but this is not always true. For example an attack may cause the opponent to be in hitstop longer than the player, or in cases of most projectiles, the attacker does not experience hitstop at all.of the clash and will not be able to clash cancel. The hitstop on Minerva's attacks will not be modified by guard point, making Celica less susceptible to moves that rely on applying extended hitstop (such asHakumen'sYukikazeGuardStartupRecovery44Advantage) and more susceptible to moves that normally apply reduced hitstop (such asTerumi'sVenomous BiteGuardUnblockableStartup1RecoveryTotal: 187Advantage). Celica passively gains both HP and Recovery Cap. She generates 100 Recovery Cap every 20 frames, and restores 2 HP per frame, or 3 HP per frame if she has been in Overdrive for 300 frames (5 seconds) or longer. Both effects are paused if Celica is in hitstun or blockstun. The passive gain of Recovery Cap enables the use of multiple enhanced specials in neutral or combos without needing to hit with a Drive in between. However, it does not change how Recovery Cap is spent nor allow the use of enhanced specials without Recovery Cap. These factors make this overdrive potentially incredible when at low health but unique in being literally useless at the start of the round due to being at full health and zero heat. Celica gains Recovery Cap by hitting Drive attacks, passively during Overdrive, or by guard-pointing the opponent's attacks with the special movesMarteau FlanGuardHighStartup25Recovery24 [16]Advantage-10 [-2],Lance QuicheGuardAllStartup15Recovery26 (29)Advantage-4orHache RotirGuardMidStartup13~27Recovery39Advantage-24. This appears as a blue section of her health bar. Celica can convert this blue health to HP by hitting the Drive ender and going into the followup heal, or using Armure Sorbet. Alternatively, Celica will consume her current Recovery Cap to perform enhanced versions of the previously mentioned special moves. Enhanced specials are performed withanynon-zero amount of Recovery Cap, and will always immediately useallof it. The blue health is not actual HP; it will not stop Celica from losing the round when her HP reaches 0, and is unaffected by Celica taking damage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A short-range standing jab that can hit crouching characters. Doesn't really have much utility outside of pressure.2AGuardAllStartup6Recovery11Advantage-2has a tiny bit more horizontal reach while being the same speed and having a crouching hurtbox so it's generally better in most situations where a quick, mashable button is wanted. It doesn't hit quite high or far enough to really consider using it as an anti-air, especially since6BGuardMidStartup12Recovery23Advantage-9is already so solid. The one interesting property of Celica's5A, which is shared by her2A, is that the button can be held to perform up to 3 additional hits. Holding the button for all 4 hits technically performs two moves,5[A]and5A[A], and is treated as such for damage proration purposes. Similarly, holding the button for 2 hits performs only5[A]and applies proration once; this is different from pressing the button twice, which would perform5A>5Aand prorate twice. This leads to a big difference in combo damage off both of them, though they both function as a two-hit jab confirm. Jump cancellable on hit/block 5A Checks for held button on frame 9 If not held, whiff cancellable into 5AA from frame 10 If not held, counterhit state ends late, frame 9 (first frame of recovery) is still CH state 5[A] Whiff cancellable into 5AA from frame 17 (first frame of recovery) 5AA Checks for held button on frame 7 If not held, counterhit state ends late, frame 7 (first frame of recovery) is still CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Celica's main grounded poke, having good range and reliable confirms from all but maximum range.5Bmoves Minerva forward, effectively boosting the range of followupBorCnormals by approximately the same distance as its pushback. Used as a far range poke, this allows it to confirm into5B>5CGuardMidStartup13Recovery17Advantage-4>214CGuardAllStartup15Recovery26 (29)Advantage-4for a knockdown (or a full combo using Rapid Cancel), but not much else since Celica herself does not move forward.5B's hitbox is quite thin vertically and is high enough that some attacks or crouching characters can low profile it more easily than other characters' similar pokes. 5Bcan also be used as a counter hit punish that still combos into6CGuardMidStartup21Recovery20Advantage-2at ranges where5Cwill push out too far and2CGuardMidStartup14Recovery17Advantage-1won't reach, or either would be too slow. Occasionally awkward as a normal hit punish as pushback from blocking an attack combined with the pushback of this move hitting can often put Celica too far away to do the preferred start of5B>2C>5DGuardMidStartup11Recovery33Advantage-17. Jump cancellable on hit/block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A long-range, decently-active heavy button with no special properties. Most of the time,5Cis just combo fodder. In many situations it is outclassed by similar buttons; it lacks viable confirm options afterwards, making5Bgenerally safer and more consistent as a poke, and is not quite as good of a counter hit punish starter as2C. On the other hand, while slower than5B, a wider hitbox vertically and an extra active frame can make it better at catching jumps or crouching moves, especially when used as a counterpoke. While not giving Fatal Counter like2C, being 1 frame faster and having more horizontal range while still leading to comparable damage will come up every now and then, a notable example being after instant blocking an Exceed Accel. Jump cancellable on hit only Counterhit state ends late, frame 19 (first frame of recovery) is still CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The crouching version of5A; slightly longer range but otherwise almost identical. 5Acould be considered slightly better for pressure since it's jump cancellable, while2Ais generally better for mashing for its range and, more importantly, being one of the few 6-frame startup crouching buttons in the game. This is very relevant since2CGuardMidStartup14Recovery17Advantage-1is -1 on block and vacuums, meaning resetting pressure with2Acan be expected to at worst trade against the notable portion of the cast whose fastest option to hit crouching opponents is 7-frame startup; depending on the matchup, the trade could also lead to a favourable spacing. 2Aalso hits low enough to OTG, so it is generally the button Celica will want to use to catch rolls or quick tech as well. 2A Checks for held button on frame 9 If not held, whiff cancellable into 2AA from frame 10 If not held, counterhit state ends late, frame 9 (first frame of recovery) is still CH state 2[A] Whiff cancellable into 2AA from frame 17 (first frame of recovery) 2AA Checks for held button on frame 7 If not held, counterhit state ends late, frame 7 (first frame of recovery) is still CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A two-hit low with good range and extremely low pushback, even less than Celica's jabs. Also moves Minerva slightly forward, not as far as5B, but a tiny bit more than it pushes opponents back. 2Bis a staple part of Celica's blockstring pressure because of its low pushback while still having a plethora of options available afterwards; there's very little to lose from pressing it while having plenty to gain. On top of being a two-hit low that might inadvertently catch some inputs, it's a natural 1-frame trap into2C, which is one of her best combo starters, and is cancellable on either hit to potentially mess with a defender's input timings further. In neutral, the low hurtbox, decent range and long active time can make it a good poke or better counterpoke against grounded approaches, with the low pushback and multiple hits helping it more reliably confirm into a full combo even from the edge of its range." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A shorter-range but lower-recovery heavy button that pulls opponents towards Celica. Fatal Counters, and is Celica's best counter-hit punish starter. 2Cis one of the cornerstones of Celica's pressure. It's great for resetting pressure because of its vacuum while also being only -1 on block and still having multiple threatening frame trap options behind it. A low-pushback string like2A>2B>2Cis easily loopable without needing to microdash, and a good way to encourage opponents to choose more proactive defensive options without putting yourself at too much risk. The high reward on hit also helps discourage opponents from challenging before seeing this button, opening them up to being mixed up or reset at more, earlier points as well. In confirming combos,5Cdoes slightly more damage, but2Cwill often still be preferred for the vacuum to ensure you remain in range for5DGuardMidStartup11Recovery33Advantage-17. On air hits,2Cpulls opponents in more and lifts them higher than normal;5Cand2Cserve specific roles in combos and are somewhat interchangeable, being used in combination with careful delays to control the opponent's position and set up specific combo routes like Backfire loops or fireball links from different situations. Jump cancellable on hit only Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A weird move that hits overhead and then low. At 24 frames start-up, -8 on block, no meterless cancel options, and inconsistent conversions outside of the corner,6Ais not a great overhead. On counter hit the opponent isn't pushed as far away, making midscreen combo conversions reliable, though no invuln and a large gap when cancelling into this move means Celica is more likely to be the one getting counter-hit. You can make first overhead hit whiff, allowing only the low to hit instead, though hitting only the low does not allow for a combo without Rapid or counter hit. Celica's hurtbox is very low to the ground during the landing hit, making it possible to time a meaty6Ato low profile certain reversals, though the precise timing combined with the nature of the game's tech system make this rather impractical even against characters with no alternative reversals. Despite its shortcomings, it's still a standing overhead that leads into a full combo in the corner even while at full health (which is more than can be said about regular214B) so it is worth using occasionally, preferably with the meter to Rapid Cancel to make it safe or add layers of mixup. On hit, it combos into2Bin the corner for good damage. Midscreen, microdash2Acan connect, though due to differences in character hurtboxes it's not possible to convert into a full combo on every character. On block,6A(1) > RC >j.BGuardHigh/AirStartup9Recovery16Advantagecreates a50/50A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A \"true 50/50\" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly.that's easy to confirm and leads to good damage. Thej.Bcan also immediately set up another 50/50 between land >2Bor jump cancel >j.B. First hit knocks down Second hit knocks down on air hit, staggers on ground hit Bonus Proration 110% Airborne from frame 24 Second hit occurs on landing Gap between hits can be altered by external forces Crumple Duration 25F, Crumple Fall 58F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll With a good hitbox, great head invuln and good cancel options,6Bis one of Celica's best tools and a strong contender for most reliable anti-air in the game, both in terms of when it can be used and confirming on hit or block. Combined with a quick dash to potentially adjust spacings, it can reliably contest even some of the longest or most disjointed of air attacks, and is vulnerable mainly only to being baited by changes in air trajectory. Due to being on the B button (instead of the A button like most other standing anti-airs), inputting 4/6A+Bwilloption selectA technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations.an anti-air in one direction while Barrier blocking in the other. 6B>2Cis a simple confirm into a combo on both ground and air/counter hits, which is also very safe on block (or plus on air block).6Balso moves Minerva slightly forward, less than2B, but this helps confirms connect properly even when catching an extended hurtbox. 6Balso sees a lot of usage in combos thanks to the utility of the ground slam, and can be easily included in blockstrings to create additional space or set up IAD pressure resets in conjunction with5B. Slams the opponent into the ground for a ground bounce on air and/or counter hit Jump cancellable on hit/block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A slow launcher that leads to high damage combos.6Cis generally used as combo fodder; it can combo from enhanced Flan,5C/2Con crouching opponents, or counter hit5B/5C/2C. Maximum damage usually involves routing into this move as early in the combo as possible, but since it uses bonus proration it's not ideal to loop it. 6Ccan also be used in pressure as a frame trap, mainly as a threat to deter your opponent from pressing buttons or attempting to jump out after2C; it's easy to confirm a hit and is pretty safe on block, but it lacks good cancel options afterwards to condition opponents not to take their turn. Because it pulls opponents towards Celica, more strongly than2C, it will quite often leave them in range to press their faster buttons. Jump cancellable on hit only Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An unremarkable sweep. Average range, high recovery and no low-profile hurtbox mean this is mostly just a combo tool for stable combo enders, or for floating grounded opponents when at full health; it scales damage unusually poorly, and so should generally be avoided early in combos if possible. Has utility as a tight low and/or frame trap option after2Bhas been used, but is Celica's most unsafe normal barring her Drives and only goes into Drives and specials, so it should be used with caution. Counter hit causes hard knockdown as with most sweeps Uses Celica's2Canimation unless cancelled into from it specifically, where it instead uses her2Banimation" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The air jab; much like how2Ais5Abut crouching,j.Ais5Abut airborne. Its similarly poor range makes it rather weak compared to otherj.A's. While it can be held for an extra hit like its grounded siblings, unlike them it can't be held for more, so it doesn't even have special utility as a wall of active frames. Best utilised in close range air-to-air situations, and can convert into a ground combo by quickly confirming intoj.B>j.C>j.DGuardAllStartup20Recovery34Advantage-17, or a knockdown withj.214AGuardAllStartup15Recovery20Advantagefrom any other confirm. Hits low and fast enough to be able to hit most standing characters while rising, technically allowing forf-shikiSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.setups, but cannot be confirmed into a combo without Rapid Cancel on all but the tallest characters due to neither itself norj.Cnot hitting low enough afterj.B. Jump cancellable on hit/block j.A Checks for held button on frame 9 (first frame after active) If not held, counterhit state ends late, frame 9 (first frame of recovery) is still CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Moderately fast, primarily vertical air button. Does not hit cross-up in any practical situations. Generally preferred jump-in or IAD button as it's Celica's lowest-reaching air button, and can go intoj.Cafterwards for extra overhead hits and better frame advantage on landing. It doesn't quite hit low enough to hit all characters crouching when performed as soon as possible out of an IAD, but will with a slight delay. It does hit low enough to hit most standing characters while rising, so it can also be used for f-shiki overhead mixups (which generally can't convert into a combo, except against taller characters by doing risingj.B> Rapid >j.B). Jump cancellable on hit/block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A mostly horizontal multi-hit air poke, and a strong air footsies tool. Can be used aggressively as a far-reaching air-to-air, particularly out of a dash jump to allow for full combo conversions withj.Deven from further ranges (made easier by having two hits), or can be used defensively while falling from a jump as a low recovery poke near ground level. Not disjointed, and extends hurtboxes (with counter hit recovery) for slightly longer than the attack is active, so it can be prone to trading with or losing to other well-spaced or disjointed air attacks. Can be used as a far-range jump-in, but must be timed late to hit crouching opponents since it lacks any significant downward range. Rather than being a reliable jump-in, it can be used to mix up between a farj.Cand an empty jump to bait out and whiff punish anti-airs. Long untech time on Counter Hit, potentially allowing Celica to land and link into ground moves for higher damage conversions Jump cancellable on hit/block Counterhit state ends late, frames 18-19 (first 2 frames of recovery) are still CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "Drive Moves", + "text": "Celica's Drive chain consists of three attacks: a Starter, a Bridge and the common Ender. Any Drive starter can go into any of the bridge attacks, which can all go into the ender. Each Drive attack can go into the next in a specific delayed window, regardless of hit, block or whiff. The only exception is the heal, which activates only if the ender hits. Each individual Drive move is affected bySame Move Proration. 5D 2D 6D j.D 5DD 2DD 6DD All Specials/Distortions (on hit/block only) 5DDD All Specials/Distortions (on hit/block only) Drive Heal (Automatic on hit) All Specials/Distortions (on hit/block only)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "Starter", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5D 5Dis Celica's fastest and shortest range Drive attack. It is mainly used in combos for its bizarrely long amount of hitstun, allowing it to combo into slower attacks like enhanced214BGuardHighStartup25Recovery24 [16]Advantage-10 [-2]for the launch, or as part of backfire loops. It can also be used as a risky but rewarding frame trap after C normals by delaying it significantly, to potentially trip up opponents who are used to defending against more immediate gatlings and cancels. 5Dhas a number of other interesting properties of varying importance: it's a Fatal Counter, but still a worse CH starter than5B; it's somewhat disjointed, but it's shorter and slower than5B; it vacuums opponents slightly, which is not particularly relevant on the ground but allows backfire loops to be performed even on cornered opponents. These properties plus the strangely long hitstun align to make5Dmore rewarding if it trades with an opponent's button rather than winning clean; trading with a standard level 3 attack (which will generally have similar startup to this) puts Celica at +18 against standing opponents, allowing a trade combo into5C>6Cbecause of the Fatal hitstun. 2D An extra sweep.2Dhits low and is quite slow, almost always leaving a gap when used on block. It moves forward and has fairly long range, but doesn't reach its full range until the later active frames so it often fails to combo or frame trap properly at the edge of its range. Combined with very poor proration values, it sees very little use in combos outside of niche scenarios and avoiding Same Move Proration when ending in super. After a combo, it can be used to cross-under neutral/emergency tech due to its forward movement, despite not actually having a low profile hurtbox. Outside of combos and pressure, it could be argued that it has some utility as a long-range whiff-cancellable counterpoke that pulls Celica's hurtbox back very slightly on startup, but it's unlikely to ever be the best option in a given situation due to being incredibly slow and unsafe. Floats on hit Hard knockdown on Counter Hit 6D 6Dhas Celica do a small hop forward. It can be used to hop over and punish things like slides or long-range sweeps with a good read, but more importantly it's a staple combo ender for its knockdown on air hit giving solid okizeme midscreen and letting you end a combo holding Recovery Cap. It also forces crouching on ground hit, but this cannot be capitalised on without spending meter or Overdrive. Strangely, Celica is very slightly airborne for the first few frames of6D's recovery, making it cancellable intoj.214AGuardAllStartup15Recovery20Advantage(at a slightly delayed timing) in addition to grounded special moves. This cancel can be used to end combos while retaining Recovery Cap, or easily set up a low divekick > RC 50/50 from a blockstring. j.D A mostly vertical dive attack that can hit cross-up.j.Doverrides Celica's aerial momentum, so it can be used to punish anti-air attempts or create ambiguous cross-ups. It's also a key conversion tool for combos starting from anti-air6Bor stray air-to-airs as it will bring both characters to the ground to stabilise and continue the combo. If it hits cross-up, followup Drive attacks will autocorrect towards the opponent but specials will not, leading to different combo or mixup options. Since the landing hit occurs on the second frame after landing, if the first hit connects it is possible to cancel into grounded specials on landing before the second hit is active.j.Dapplies damage proration on both hits, so cancelling before the second hit can lead to higher damage in certain situations. First hit knocks down on air hit Landing hit knocks down and groundbounces 5D Fatal Counter Can go into Drive bridge from frame 23 2D Can go into Drive bridge from frame 31 6D Forces crouch on ground hit Airborne from frame 4, hit occurs on landing Startup/invuln can be altered by external forces Airborne frames 23~26 (first 4 frames of recovery) Recovery (and any followup Drives) plays out normally even if moved by external forces and will recover airborne if necessary Can go into Drive bridge from frame 31 (12 frames after landing, even if airborne) j.D Can go into Drive bridge 13 frames after landing Overrides Celica's aerial momentum on frame 4 Air hit starts 4 frames after Celica's vertical speed reaches 0 Startup can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "Bridge", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5DD The Celicar.5DDdeals the most damage of the secondary Drive attacks. It covers a long distance and has a decent amount of projectile invulnerability, so it can be used to attempt to dodge or counter a punish when whiffing a Drive. Whiffing Drives in neutral is generally not recommended due to their immense recovery;214CGuardAllStartup15Recovery26 (29)Advantage-4is a faster and safer anti-projectile option. It can also pass through opponents from the last hit onwards, but can't steal the corner. Opponents close to the corner can be pushed into it by this move, making the sideswap somewhat ambiguous. The move can also be Rapid Cancelled around or after the last hit to create a left/right mixup. Because5DDswitches sides midscreen, in combos6DDmay be preferred for corner carry depending on screen position. Spinning hitstun on ground hit 2DD An extra extra sweep. Technically a two-hit move, but the first hit is behind Celica and the Drive chains autocorrect between attacks; in most cases, only the second hit is relevant and effective startup is 11 frames. 2DDhas the shortest range of the Drive bridge attacks, and also sees little use in combos outside of niche scenarios and minor optimisations. It will almost always leave a gap if used on block, so it can't be used as a gapless low to beat reversal mashing, but it does mean Celica has a low move to mix up with214Bafter using a Drive Starter if they choose to block. Floats on hit Hard knockdown on Counter Hit 6DD A giant arm-swing. The first hit is on Celica's fists and has very short range as well as shorter hit and blockstun, but the later active frames of the second hit swing around to hit above and slightly behind Celica, so it's usually the best choice for covering punish attempts when whiffing Drives at close range for some reason. 6DDis generally preferred over5DDwhen near but not in the corner. It's also used in fireball loop combos that try to build as much Recovery Cap as possible, as it hits the highest of the three Drive bridge attacks. Can also be performed as4DD Staggers opponent on ground hit 5DD Can pass through opponent frame 22 (5th hit) onwards Can go into Drive ender/special cancel from frame 30 Counterhit state ends early, frames 24-25 are active but not CH state 2DD First hit is behind Celica, normal hitbox goes active on frame 11 Can go into Drive ender from frame 22 6DD Hitbox full extends on frame 9, tallest hitbox at frame 13 Can go into Drive ender from frame 21 Counterhit state ends early, frames 13-15 are active but not CH state Crumple Duration 36F, Crumple Fall 69F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "Ender", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5DDDis the only ender for the Drive string. Causes opponents to spin in place on ground hit, or launches them away on air hit, giving plenty of time to either heal or combo (or both, using OD632146AGuardStartupRecovery49+(91 Flash)+0[31+(91 Flash)+0]Advantage). Generally can't combo when used toward the end of a longer combo (with the seemingly short startup being offset by the delayed cancel timings of Drive attacks), and Celica's Drive attacks all have below average damage proration, so going for a heal often sacrifices significant damage. Like the other Drive moves it also has extremely long recovery, except without further Drives to cancel into on whiff, so it's important to know when a combo will be too long for this to connect. The strangely high base damage leads to5DDDbeing one of Celica's highest damage combo starters, making it a rewarding but very telegraphed \"crossup\" when combined with5DDGuardMidStartup7Recovery32Advantage-17. Regenerate Celica's only resource-free option to heal. Activates automatically if5DDDhits and isn't otherwise cancelled, and consumes up to 1500 Recovery Cap to heal Celica for the same amount. In some situations it's possible to deal acceptable damage while building over 1500 Recovery Cap, allowing a significant heal while retaining the option to use an enhanced special afterwards, but these combos can be extremely finicky. The heal has a long animation, but should always be safe to use since (in a valid combo)5DDDwill have enough hitstun/untech for Celica to recover first. 5DDD On hit, automatically cancels into Regenerate on frame 23 Counterhit state ends late, frames 17-28 (first 12 frames of recovery) are still CH state Regenerate Heal occurs between 22~36F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "Ground Throw", + "text": "5B+Cor4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Celica's throw pops opponents up a bit on hit, giving more than enough time to cancel into any special, or to recover and link any normal at least as fast as2CGuardMidStartup14Recovery17Advantage-1for an airborne combo. Back throw is identical to forward throw except Celica turns around at the start of the animation, swapping sides. 100% Minimum Damage (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% Minimum Damage (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Celica's Counter Assault has similar startup to other CAs, but is incredibly negative on block and far more punishable than the average. The range on it also isn't anything to write home about. It's probably better to try to236CGuardMidStartup13~27Recovery39Advantage-24out of a gap and RC if it doesn't hit, or simply practice blocking instead of relying on this, but it is still functional as a CA despite its higher risk. Uses5D's animation, but slowed down and with even more recovery." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Celica's Crush Trigger can be used as a combo tool if at full health and you don't have access to enhanced specials, though in most cases you're probably better off saving the meter for Rapid Cancel. Its range is short enough that it generally doesn't connect unless used after an attack that moves Celica forward or pulls the opponent back to her.5DDDGuardMidStartup13Recovery32Advantage-17's spin or launch is long enough to combo into a charged Crush Trigger as an efficient use of meter, but the pushback is too high for it to reach anywhere outside of the corner. On hit, staggers grounded opponents or launches airborne opponents straight up 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "Pic Confit", + "text": "j.214A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fast-moving divekick with little to no followup potential. Generally an air combo ender, but fills a unique niche in neutral as well. The speed, angle and relative safety of this move make it a surprisingly useful tool for rushing people down, countering grounded pokes or escaping the corner. It's best used with meter to Rapid to start pressure on block, or easily pick up a combo on hit. Without RC it can be safe when blocked on the ground at lower altitudes (-2 at best), but is almost always punishable if instant blocked or blocked mid-air well before Celica lands. It will also deliver an easy whiff punish to the opponent if slightly misspaced. On the other hand, a well-spaced counter hit can allow for a meterless pickup with2Ainto a full combo. Overall,j.214Acan be an effective approach option when properly mixed in alongside more standard pokes and jump-ins. Soft knockdown against airborne opponents, even on counter hit Hard knockdown on ground hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "Arc Grillé", + "text": "236B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Simple fireball that floats opponents up on hit. An all-around solid tool for neutral and combos, as well as being a relatively safe way to end a longer blockstring and return to neutral. The projectile goes almost the full length of the screen, slowing down as it travels and then popping after coming to a complete stop. The pop still has a hitbox, larger than that of the moving fireball. These aspects together with the somewhat slow startup and extremely large hurtbox for a fireball mean this move is often best used as a long-range poke to catch opponents trying to set up or otherwise play from across the screen, rather than controlling space at mid-range, though it's still fine for that. Celica's main combo routes involve enhanced specials, but while at full health this move is actually the most combo-friendly special she has. At close range, it floats grounded opponents high enough to link5A/2Abefore they touch the ground, or the opponent can be lifted off the ground first with a sweep, such as3Cor2D, into another attack to put them high enough to link5Bafter. It can also be used to cancel out of Drive strings without consuming any built Recovery Cap by healing it off or spending it on another special move. Fires from Minerva's current position; Minerva has hurtboxes and can be hit during the whole animation Uses Celica's6Canimation unless cancelled into from it specifically, where it instead uses her5Canimation. Once active, projectile decelerates at a constant rate until reaching 0 velocity after 43 frames Pop hitbox on active frames 47-49" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "Marteau Flan", + "text": "214B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Big, armoured, overhead special. Regular Flan is very unsafe on block and does not lead to a combo on a normal grounded hit, making it quite risky for little reward. On the other hand, Enhanced Flan is a combo staple that launches the opponent and leads to strong combos, always being able to re-launch with6C, and is also safe on block. The combination of large range, armour against Head, Body and Projectile attributes, low recovery and high reward on hit can also make the enhanced version a decent option in neutral, with the main drawback being that it can only be used once (unless in Overdrive). Despite its strengths, it's still vulnerable to Foot-attribute moves and Throws, so it can lose to2Aor throw mash when cancelled into from most normals. Both versions can potentially armour through Counter Assaults, or be delayed to beat regular reversals. The regular version often does better for this as it will have its startup and guard point frames extended by hitstop, making it less likely to clash with an opponent who has their own invulnerability extended by hitstop. On a grounded counter hit, there is enough time to2Aand pick up a combo from regular Flan. Can armour through unblockables For theregularversion, Celica will take damage equal to 100% of any blocked attack's base damage, but gain 150% of that same value as Recovery Cap. RegularFlan can armour through a maximum of 1500 damage total. A hit that would break this threshold will counter hit and deal only the excess damage, and Celica won't generate Recovery Cap for that hit.EnhancedFlan has no damage threshold. Regularversion floats opponents slightly,Enhancedlaunches opponents much higher Values in [] are for Enhanced version On Guard Point, hitstop for Celica reduced by 1F [to 0F], opponent hitstop unchanged Can guard point up to 1500 [infinite] damage" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "Hache Rotir", + "text": "236C(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Chargeable, armoured uppercut; Celica's idea of a DP move. Not fully invulnerable, but has frame 1 armour against all blockable attacks instead. While ittechnicallycan armour through throw-attribute moves, most throws cannot be blocked so they will still beat this move. Like her other armoured specials, Celica takes the full damage of attacks blocked with the regular version, so at low health using this as a reversal may not be an option. Being guard point instead of normal invulnerability means opponents can potentially jump, throw or Rapid cancel on hitting this move's startup and punish it; the Enhanced version makes this less likely since it ignores hitstop while the opponent still experiences the full amount, which also means it can beat safejumps in a way similar to a parry/counter. The Enhanced version is also taller and moves Celica forward more, hitting higher and further. A less obvious weakness of this move is that, unless charged, it's air techable and does not provide a knockdown so it generally leads back into neutral rather than allowing Celica to start offense. Charging can be useful for extending the armour frames to mess with certain setups, but extending the startup means it is far less likely to actually punish meaties and frame traps, instead relying more on catching the second hit of an opponent's confirm string when they aren't ready for it. Armouring multiple hits with the regular version may also lead to taking significant damage. The charged version still doesn't consistently provide a knockdown either; on counter hit it launches the opponent extremely high and is once again techable before landing. While it's possible to jump up after them for a short combo into a knockdown on a ground hit, on air hit the opponent may be too high to reach them before they can tech. Outside of being a reversal, the charged version can be used in corner combos after throw or an early5D, linking into5B/6Bor2Brespectively. This is useful while at full health, but vastly outclassed by other combo options otherwise. Cannot armour through unblockables For theregularversion, Celica will take damage equal to 100% of any blocked attack's base damage, but gain 150% of that same value as Recovery Cap. Regular Rotir can armour through a maximum of 2500 damage total. A hit that would break this threshold will counter hit and deal only the excess damage, and Celica won't generate Recovery Cap for that hit. Enhanced Rotir has no damage threshold. Launches comically high on counter hit Chargedversion is a Fatal Counter (But still a Very Short combo starter) 236C Values in [] are for Enhanced version On Guard Point, hitstop for Celica reduced by 1F [to 0F], opponent hitstop unchanged Can guard point up to 2500 [infinite] damage Cannot guard against unblockables reversal 236[C] Values in [] are for Enhanced version Fatal Counter On Guard Point, hitstop for Celica reduced by 1F [to 0F], opponent hitstop unchanged Can guard point up to 2500 [infinite] damage Cannot guard against unblockables reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "Lance Quiche", + "text": "214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An advancing special that is safe on normal block and has armour against projectiles. When enhanced, also produces a backfire behind Minerva that juggles and drags opponents behind Celica. Regular Quiche is mainly used to confirm into a knockdown when too far for other options (5B>5C> Quiche) and to go through projectiles. It must be used pre-emptively since the projectile armour doesn't start until frame 10, and it doesn't lead to a combo without Rapid, but used smartly it can prevent opponents from mindlessly throwing projectiles. Enhanced Quiche has its projectile armour active earlier and is used often in combos, most notably for the backfire. The backfire can be looped multiple times depending on starter, often being the highest damage route available. The slide on the front hit also allows for meterless combos from Quiche in the corner, as well as providing a solid knockdown at the end of a long combo that enables safejumps or easy roll catches. Both versions will have their travel time/distance extended if a projectile is blocked, meaning it's possible to armour through a projectile and hit the opponent at ranges where the move would whiff if they did not use one. Celica's collision box also becomes extremely tall during this move; if the opponent IADs at Celica during this move they will get stuck on Celica's collision box and awkwardly hover in front of her, waiting for an easy whiff punish. Can armour through unblockables For theregularversion, Celica will take damage equal to 100% of any blocked attack's base damage, but gain 150% of that same value as Recovery Cap. Regular Quiche can armour through a maximum of 1500 damage total. A hit that would break this threshold will counter hit and deal only the excess damage, and Celica won't generate Recovery Cap for that hit. Enhanced Quiche has no damage threshold. Enters (slightly extended) recovery immediately on hit/block, giving it consistent frame advantage regardless of travel distance Regular version gives soft knockdown, enhanced version gives slide knockdown 214C Values in [] are for Enhanced version Gains additional 4 active frames if guard point is used Sets remaining active frames to 3 immediately on first enemy hit/block (effectively extending recovery by 3 frames, with projectile guard persisting for those frames) On Guard Point, hitstop for Celica reduced by 1F [to 0F], opponent hitstop unchanged Can guard point up to 1500 [infinite] damage [Maximum Slide duration 15F]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "Armure Sorbet", + "text": "632146A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The healing super; consumes all of Celica's Recovery Cap to heal an equal amount plus 300 extra HP. Armure Sorbet is mostly only good for Overdrive combos aimed specifically towards healing back as much health as possible. The normal version is too long to fit anywhere mid-combo but the Overdrive version is significantly faster, allowing it to recover quickly enough to continue combos when cancelled into from exactly5DDDGuardMidStartup13Recovery32Advantage-17. With the right combo routes and a long Overdrive timer, it's possible for Celica to heal back about half her max HP, which is pretty useful. Outside of OD, Celica isn't likely to build up enough Recovery Cap to be worth spending meter on a heal in most situations; optimised healing routing can instead get you a decent heal for free while also possibly leaving some Recovery Cap to use afterwards. Values in [] are during OD Heals all recoverable health + 300" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "Saber Anglaise", + "text": "632146B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Multi-hitting beam super. Celica's least-used super, due to having long startup with an early superflash, low damage and practically no invuln. Some ways to use it are if you want to get extra damage at the end of a combo by spending meter but can't end the round, since632146CGuardAllStartup1+(113 Flash)+8RecoveryUntil L+23LAdvantage-43~-54has an extremely weak knockdown and can potentially corner yourself, or to reduce the amount of potential overkill and avoid giving your opponent extra burst gauge back, since632146Ccannot end the round until the final hit. Otherwise, this move just deals less damage and is more awkward to combo into. It can be slightly better at checking fullscreen setup options from certain characters due to being safer and hitting higher than632146C, but it will be too slow to contest zoning. Under some rather specific circumstances (character-specific, close to corner, hitting as high as possible), it's possible to combo632146Binto632146Cas a way to spend 100 meter in a combo, though this still usually isn't even worth doing unless you also use Overdrive. 796 minimum damage when all hits connect, or 1040 in Overdrive. Values in [] are during OD Minimum Damage 15%×18, 20%×2: 796 [1040]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "Casque Velouté", + "text": "632146C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fullscreen range, fully invulnerable dash super. Minerva throws Celica into the air, rushes across the screen and performs a series of quick attacks on hit before catching Celica, or continues until offscreen and returns from the top with Celica in hand on block/whiff, swapping sides in both cases. Casque is very risky and not very rewarding as a reversal. It has a frame 1 superflash andcan't be Rapid Cancelled, but it goes fullscreen so it can be used to contest long-range pressure or zoning. Strangely invulnerable to bursts, but is too fast to punish them, instead whiffing and leaving Celica punishable after the burst recovers. Ideally, hitting with Casque ends the round as the situation after a normal hit is generally unfavourable for Celica; the opponent is able to tech well before Celica recovers, meaning they can freely roll away to go back to pressuring from a distance (now likely without Celica having the meter to super again), or if the opponent quick techs then Celica isnegative on hitat an awkward range. On a counter hit however, the opponent is staggered for slightly longer so Celica will recover first instead. 236CGuardMidStartup13~27Recovery39Advantage-24is vulnerable to throws and unblockables, as well as jump/Rapid cancelling upon hitting the guard point, so sometimes this is your only option. The long period of invulnerability on Casque can be useful for beating or escaping certain types of setup, possibly being awkward to punish, but it is still very much beatable if the opponent is aware of the option. 940 minimum damage, or 1340 in Overdrive. Values in [] are during OD Minimum Damage 20%: 940 [1340] Total active frames dependent on screen position of both characters Enters recovery when Minerva leaves the screen Frame advantage based on point blank (opponent in corner)~(self in corner) reversal Crumple Duration 9999F, Crumple Fall 63F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "Pue Vapeur", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves like a standard Exceed Accel. 298/630 Minimum Damage Minerva sticks out her electrical plug. If it connects, Minerva proceeds to perform a series of attacks and knocks the opponent back across the screen. Decent horizontal range, but can easily be jumped over, or occasionally low profiled. The effects of Celica's Overdrive do not continue through the animation, so there is no special reason to use this. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow 10% Minimum Damage: 298 {576+54} Maximum Slide duration 15F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "Atout Rillettes", + "text": "222AwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll It's an Astral. Easy execution. It's somewhat slow and the hitbox does not extend very high off of the ground, but you can reliably end a combo of any length with it by routing into6D. The hitbox is so low that certain characters in specific hitstun animations can touch the ground and emergency tech before they would get hit, so the knockdown state can be crucial for the attack to actually connect. Outside of that, you can combo into it from anyC(if early enough in a combo) orDbutton on a grounded opponent, or even fromj.DGuardAllStartup20Recovery34Advantage-17if you confirm an air-to-air. Projectile will not interact in any way with any object other than the opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury", + "title": "Celica A. Mercury", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Intro", + "text": "Replay Theateris a great resource to find matchup footage. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree. Please feel free to make edits, but include edit summaries and sources where applicable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Amane", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Arakune", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Azrael", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Bang", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Bullet", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Carl", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Celica", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Es", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Hakumen", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Hazama", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Hibiki", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Iron Tager", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Izanami", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Izayoi", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Jin", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Jubei", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Kagura", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Kokonoe", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Lambda-11", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Litchi", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Mai", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Makoto", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Mu-12", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Naoto", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Nine", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Noel", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Nu-13", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Platinum", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Rachel", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Ragna", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Relius", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Susano'o", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Taokaka", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Tsubaki", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Valkenhayn", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Matchups", + "title": "Azrael", + "section": "Terumi", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Starter", + "title": "Mai Natsume", + "section": "Intro", + "text": "You should pick Mai if You want a straightforward gameplan. You value a strong neutral game using large normals that readily lead into high damage on hit. You desire consistent, intuitive, mostly universal combos with strong corner carry. You struggle with stringing normals effectively and could benefit from an alternative normal string system designed to lessen various hurdles to this. You are a beginner who could benefit from a pseudo-stance system that increases the leniency of special move inputs. You should avoid Mai if You do not enjoy \"strike-throw\" / \"mid dispenser\" offense lacking in strong mix-ups and pressure setups, in turn forcing you to take risks to get a hit in, even if said hits lead to big damage. You do not enjoy relying on a small set of options with a more rigid chaining system compared to other characters' Revolver Action." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Starter", + "title": "Mai Natsume", + "section": "Key Moves", + "text": "Multipurpose/Defense: 5AFastest button, hits crouching, pressure tool, fast anti-air, sets up whiffs into other followups 2ALow profile, fast low with long range 236Command dash with advancing followups, neutral and pressure tool 214Command jump/backdash with foot property invincibility and divekick followups, neutral and defense tool Neutral: 5xCLong range poke, overhead and multihit followups 2CPreemptive anti-air j.BJump-in, great crossup hitbox j.CJump-in button, big range 5D/j.DProjectile, controls space Pressure: 5xAPlus and jump cancelable on block 5x[B]Immediate access to an overhead, a low, and a Fatal Counter frame trap 5xACLow hitting projectile, creates space in blockstrings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Starter", + "title": "Mai Natsume", + "section": "Post-Knockdown", + "text": "For a more in-depth view of Mai's options on okizeme, it is best to consult theOkizemesection on the strategy page." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Starter", + "title": "Mai Natsume", + "section": "Overdrive Utilization", + "text": "Overdriveas a general mechanic is very versatile due to its varied and very powerful uses, most notably as a very strong defensive option or simply as a way to extend combos. For more precise strategy scenarios and ways to extend combos with Overdrive, it is best to check the respectiveStrategyandCombopages." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Starter", + "title": "Mai Natsume", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Combos", + "title": "Amane Nishiki", + "section": "Intro", + "text": "This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.Consider helping rewrite it. You can help by editing it." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Combos", + "title": "Amane Nishiki", + "section": "Combo Theory", + "text": "This page is a work in progress. Information may be missing or incomplete, but we're working hard to make sure that none of it is incorrect. The 'combo list' below this section is very dated. Those combos are not guaranteed to be optimal, or even very good. Use at your own risk. If you get tired of waiting for this page to be updated in full, come join us down at theAmane Discord!We're trying our best to make the wiki as good a resource as we can, but the best way to learn a character is firsthand from dedicated Amane players." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Combos", + "title": "Amane Nishiki", + "section": "Enders", + "text": "As is the case with most characters, if you can't end a combo properly, you lose out on much of its value. Here are the moves Amane generally wants to route into: j.236C: Not the best knockdown, but still leads to good advantage. Easy to route into from almost any hit and stage position. 214C: Great knockdown situation when used early, but won't knockdown when used late in a combo. Generally something you settle for midscreen when you can't get anything else. 623C: Amane's most advantaged knockdown, but corner only. Usually worthwhile to sacrifice a little damage to end with this move. 236C: Just kidding. Don't use this one. 236D~B: Use this such that the stomp connects with your opponent, but they don't slide far enough to hit the hariken drill. The drill lingers, covering roll out. 6D: Typically, meter is required to combo into this move. Instant level 3 spiral can be worth the price. 236236D: Super ender mostly used for sealing out rounds. Resetting spiral level back to minimum is rarely worthwhile otherwise, and Amane tends to be a meter hungry character regardless." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Combos", + "title": "Amane Nishiki", + "section": "Combo List", + "text": "Listed damages are the possible maximum values from best starters. Damage from alternate starters are listed in notes. To save space on input listings, normals that have multiple hits and use all of them in the combo do not specify the amount of hits in brackets (eg.5C=5C(2) andj.B=j.B(3))." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Combos", + "title": "Amane Nishiki", + "section": "Video Examples", + "text": "Huge thanks toInagi, いなぎ(twitter ID:@inagi_J2B) for managinga great collection of combos." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Combos", + "title": "Amane Nishiki", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Strategy", + "title": "Lambda-11", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Strategy", + "title": "Lambda-11", + "section": "General Tactics", + "text": "Refer to the overview for further information on specific moves." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Strategy", + "title": "Lambda-11", + "section": "TL;DR (For Beginners)", + "text": "Important Normals 2A: Best and quickest close range poke. Best to use when you find an opening in the opponent’s pressure or to get an easy hitconfirm. 6A: Best Anti-Air tool with head invul properties, jump cancellable on hit or block, leads to combos on hit. Can be reversed beat from5Bor2B 5B: Quick poke with ok range, standard combo starter, can continue combos in the corner after236B-6B, useful in blockstrings 2B: Lambda’s best poke, being neutral on block and low whiff recovery. Standard low combo starter and can be used to condition opponents on wakeup and mixed with6B 6B: Deceptive overhead, decent range and pushes Lambda backwards making it hard to punish on block at full range. Reverse Beats from5Cin blockstrings and combos from5Con crouching opponents 3C: Low sweep and can confirm into Gravity Seed, essential for Gravity Seed combos 5D: Lambda’s long range poke. Useful for zoning and neutral. Can gattle to any other D not used previously or be special cancelled. 6D: Lambda’s other long range poke that can be used as an anti air at a 30 degree angle. Mostly used to call out airdashes. 2D: Lambda’s long range poke that can be used as an anti-air at a 70 degree angle. If the opponent is too close, use6Ainstead. 4D: Tracking overhead, certain distances in the corner make4Dappear offscreen for deceptive hits j.D: Lambda’s farthest reaching poke and can go almost full screen. Best used when airdashing back and low to the ground. Lambda is a lockdown focused character that also possesses zoning and rushdown tools, though these carry significant risk-reward situations. As a Lambda player, your main goal is to carry your opponent to a corner and force them into oki setups as this is where Lambda shines the most. This can be easily accomplished as most of her special moves push her opponents along the ground, such as Gravity Seed and Act Parser/follow ups. Once in the corner, Lambda can set up tech traps or forced her opponents to block after combos using Spike Chaser, Sickle Storm, or using the Gravity Seed to slow down your opponents or catch their movement off guard. Use your movement options such as back dash, instant air dash, and super jumps to keep your opponents at bay as Lambda has weak reversal options and many of her moves have long whiff recovery. Zoning with her D moves should be used sparingly as they have long whiff recovery and an opponent with good movement can render you helpless if you throw out a sword at the wrong time. At range it is better to use her different D moves in reaction to your opponent's movement, rather than in anticipation. This is greatly aided by having a Gravity Seed set up to protect yourself from advances even further. Keep your opponent away from you and force them into the corner as much as possible, and you will make the best of Lambda-11." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Strategy", + "title": "Lambda-11", + "section": "Blockstrings", + "text": "Lambda players have to be creative in how they utilize her blockstrings as she doesn’t have many scary options to open opponents up and limited 50/50s. Her C normals tend to be very weak to OD and EA defenses because of their long durations, so gauge your opponent’s tendencies before committing to a C button in your blockstring. Use2Bas a stagger tool as it leaves you neutral on block and within poke range or for to threaten a throw." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Strategy", + "title": "Lambda-11", + "section": "Close Range", + "text": "Lambda can string two normal Bs together before having to cancel to a C normal. Take the following blockstring for example: 5B>2B>3C These can be further extended with6A. 5B>6A>2B>3C 2B>6A>2B>3C With6B, you can add high low mixup options.6Bgatlings from many normals, so you can change the timing of when you use it. 2B>6A> (6Bor2B/ high or low) 2B>6A>2B> (6Bor3C/ high or low) 2B>6A>2B>5C> (6Bor3C/ high or low) Like several other characters, you can add special cancels to continue pressure. 2B>6A>2B>3C>236B-6B 2B>6A>2B>5C>3C>236B-6B 2B>6A>2B>5C>6C>236B-6B Lambda can chain up to three2A’s and up to three5A’s. You can also use this to start combos as a quick poke. You can combine this with the other examples to create longer strings: 2A> (2A>2A) >2B>6A>2B>3C>236B-6B 5Cand2Ccan go into any C normal, while6Cand3Care “ender” moves where you have to cancel to a special if you want to continue pressure. An exemption to this rule is cancelling into a Drive.2C,5Cand6Ccan cancel into any drive. (2A)2B>6A>2B>5C>6C>5D>4D>236B-6B Due to2Bbeing 0 frames advantage on block, you can create stagger pressure by looping662A> ([2A] x1-2) >2Bwith variation in regards to timing and going into other mixups like high low with6Band strike throw." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Strategy", + "title": "Lambda-11", + "section": "Far Range", + "text": "Lambda can gatling into each drive attack before needing to special cancel. This is very situational and most of the time you will only gatling into two drives. Examples: 5D>236B-6B 4D>236B-6B 5D>4D>236B-6B 4D>5D>236B-6B 6D>5D>4D>236B-6B(For when you're closer to the opponent) On a jumping opponent or larger opponents close range, use this: 2D>6D>5D>4D>236B-6B" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Strategy", + "title": "Lambda-11", + "section": "Okizeme", + "text": "Lambda’s oki game in the corner is one of her greatest strengths as a character. Lambda can set up214D(Spike Chaser) or236D(Sickle Storm) after a combo in the corner and force a favorable oki situation. Spike Chaser’s second and so forth hit is plus on block, so it’s ideal to use this move at the range where the second spike will hit. Using these moves and applying pressure in the corner maximizes Lambda’s full potential, so practice these setups and find what works best for you!2Bcan also chase tech rolls on the ground easily and is a great reset tool or set up blockstring pressure. The info from here details options on all sorts of knockdowns." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Strategy", + "title": "Lambda-11", + "section": "Midscreen", + "text": "3CKnockdown Normally, you end with236Bor236B-6Bafter3C, but you can reset pressure with236Dto either force the opponent to block or force a blue beat into236C>2D>236B. You can also cancel3Cinto Gravity Seed (whiff) and wait to react to what the opponent does. 236B/236B~6BKnockdown Can catch rolls and no tech with2Band reset your combo into a corner carry.Ex:236B-6B>662B(blue beat) >5B>6A>6C236B-6C Ex:236B-6B>662B(blue beat) >5B>6A>6C236B-6C If the opponent wakes up and you whiff2B, you can continue pressure with2A. Not reversal safe. You can set up a safe jump using236B> 669 > (Autotimedj.B) > fallingj.B. you can also set it up with a latej.C/j2Cafter the 669 for a multi-hit safe jump. 214D: It'll catch forward rolls and force the opponent to block or back off. 5D: You can wait for their wakeup and simply continue pressure 214B: Slows the opponent down and gives you an easier time reacting to what the opponent does next 236B~6AKnockdown 236D: If blocked, gives you free mixup optionsLows:2B,3COverhead:6B2A> throwJump inj.B, empty jump2B, or iadj.B>j.AIAD sideswitchj.Borj.C Lows:2B,3C Overhead:6B 2A> throw Jump inj.B, empty jump2B, or iadj.B>j.A IAD sideswitchj.Borj.C Can be answered if the opponent delay wakes up or forces a blue beat. On a blue beat you can corner carry with6C>236B-6C 214DBeats forward rollsCan force opponent to block Beats forward rolls Can force opponent to block 662BCatches rolls and no tech with2Band resets your comboIf the opponent wakes up and you whiff2B, you can continue pressure with2A. (not reversal safe) Catches rolls and no tech with2Band resets your combo If the opponent wakes up and you whiff2B, you can continue pressure with2A. (not reversal safe) 662B(dash under)Crosses underIf the opponent wakes up and you whiff2B, you can continue pressure with2A. (not reversal safe) Crosses under If the opponent wakes up and you whiff2B, you can continue pressure with2A. (not reversal safe)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Strategy", + "title": "Lambda-11", + "section": "Corner", + "text": "236BKnockdown Catches rolls and no tech with2Band resets your combo If the opponent wakes up and you whiff2B, you can continue pressure with2A. (not reversal safe) 236CWallstick >236D DP safe (must block first then hit) Gives you free mixup options:Lows:2B,3COverhead:6B2A> throwJump inj.B, empty jump 2b, or iadj.B>j.A236AsideswitchJump (9) or IAD sideswitchj.B, empty jump2B. Lows:2B,3C Overhead:6B 2A> throw Jump inj.B, empty jump 2b, or iadj.B>j.A 236Asideswitch Jump (9) or IAD sideswitchj.B, empty jump2B. Your opponents still have options, however: Delay wake up (opponent stays in the corner) Roll out of corner (opponent is out of corner but is still blocking236D) Force Blue BeatIf the opponent forces a blue beat, you can restart pressure with:6C>236Bknockdown6C> delay214D6C> gravity If the opponent forces a blue beat, you can restart pressure with:6C>236Bknockdown6C> delay214D6C> gravity 6C>236Bknockdown 6C> delay214D 6C> gravity 214D Here's a quick example of a setup into214DOki: Catches forward and back rolls Catches no tech (blue beats if214Dis mistimed) Plus on block and gives free mixup options when blocked:4D(overhead)664D(overhead but makes it look like your dashing in for a low, can combo to3C> gravity or3C>236B663C(dash in low)662B(another dash in low, combo into3Cor if blocked you can go into B blockstrings or6Boverhead)666B(overhead)IADj.B>j.A(orj.Cfor more OH hits)236Athrow236B-6B(high risk low) 4D(overhead) 664D(overhead but makes it look like your dashing in for a low, can combo to3C> gravity or3C>236B 663C(dash in low) 662B(another dash in low, combo into3Cor if blocked you can go into B blockstrings or6Boverhead) 666B(overhead) IADj.B>j.A(orj.Cfor more OH hits) 236Athrow 236B-6B(high risk low) Has a very specific timing where a character can wake up and escape. Window is very tight though. Loses to specific characters who can go through projectiles in which case you would do gravity seed instead:Tager, Nine, Hakumen, Azrael Tager, Nine, Hakumen, Azrael However, there's yet another option you can go for against characters that beat214DOki. 6C>214B This is a gravity seed setup. It essentially lets you wait and react to your opponent's response. On top of that, it can open up other options. This is an example setup: Again, there's different options you can do from this. Here's an example of one: With this string, you can reset pressure with2Aon their wakeup, or go directly into something else. 22D Safely positions you away from the opponent. Can follow up with either214Bor214D" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Strategy", + "title": "Lambda-11", + "section": "Tips and Tricks", + "text": "4Dwill appear offscreen in the corner at the right range for a deceptive overhead. Throwing this in once in a while can earn free hits on unsuspecting opponents, however it is very unsafe on whiff and can let the opponent in. 22Dis the closest thing Lambda has to a meterless reversal, but it is NOT a true reversal and should only be used in certain situations. It is fully invulnerable from frames 1-7. On hit, it can stuff the opponent long enough for a mixup. On counter hit you can convert into a high damaging corner carry combo.22Dis also great for baiting other reversals, EAs, and Counter Assaults.22Dcan also be used as combo filler. Lambda has a good backdash. Its invuln frames are slightly longer than most characters. Use this to create space needed where Lambda struggles to compete up close! It’s best to have a Gravity Seed on the screen as often as possible, as it improves Lambda’s lockdown and zoning abilities exponentially. Using Gravity Seed mid combo will deplete the entire Gravity Seed bar, though it recharges fairly quickly." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Strategy", + "title": "Lambda-11", + "section": "236X", + "text": "Note: if you’re too far, the opponent can jump out of all of Lambda’s 236x options. 236Acan be used as a feint against blocking opponents, opening up a throw opportunity against turtling opponents. Throw will also counter many buttons on anticipating opponents, but will lose to reversals like DP and can be jumped out of.236A-22Dis another option, and if you catch a Counter Hit can lead to devastating damage and screen carry.236Acan go into any button as well, for example2Abeing the safest if you want to start a blockstring. Lastly236Acan side switch depending on how close you are to the opponent. 236Bcan be cancelled into6A,6B, or6Cspecials, each with various uses in combos or mixups.236B-6Ais a risky overhead, but can be kept safe with a rapid cancel. On hit, it most reliably combos with a RC, however if spaced correctly you can combo without meter. Best when used after conditioning opponents to block236B-6Band/or if your opponent just needs one hit left to kill.236B-6Bcan be slightly delayed for frame traps. If you condition the opponent, you can also do236Bdelay into2A,2B,6B(overhead), or throw.236B-6Cwill true combo airborne opponents for wall carry and is an essential combo tool 236Cis air unblockable. It’s also a fatal counter and can lead to extremely high damaging combos. It's unsafe on block. Normally this is used as combo filler and to corner carry, but it can be used to call out jumps." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Strategy", + "title": "Lambda-11", + "section": "Fighting Lambda", + "text": "Lambda’s zoning tools such as her drive moves have high whiff recovery-if Lambda misses you with her D moves make sure to capitalize and punish! Characters with projectile invulnerability or absorption can be a real problem! Lambda struggles dealing with pressure as she has very few reversal options and a momentum shift can be a disaster for her. Characters with strong pressure tools like Azrael and Valkenhayn pose huge threats to her! Lambda has below average health and even simple BnBs can spell trouble for her. This makes a lot of Lambda players “Burst Happy”, but a successful read on the burst leaves them open for even more devastating combos with a free reset. Pay close attention to whether Lambda has burst to use, or use Overdrive to make sure she can’t! Lambda is particularly weak to OD reversal options during her C normals. Don’t be afraid to call her out during blockstrings and take your turn back or even better, punish her directly!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Strategy", + "title": "Lambda-11", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "Overview", + "text": "Amane is anevasive zonerwith great chip damage, high range and air maneuverability, albeit with slow speed. Amane is hard to catch in neutral due to his ability to stay airborne, poke with incredibly-long, vaccuming normals and push his opponents away if they get close, which gives him the ability to control the pace of the game. Once he does get in however, Amane is at a significant disadvantage until he can make space again, and thanks to his deadzones and long recovery on his longest pokes, he can struggle against rapid and unpredictable movement. Amane's Drive attacks turn his cloth into a drill he uses to attack his opponent. Using Drive attacks will fill the Spiral Gauge for up to three levels. Different levels of Spiral Gauge grant different properties to Amane's Drive Attacks. Here are some of the specifics: There are a total of 3 levels of Spiral Gauge. Gauge increases upon usingDattacks and decreases over time. Gauge builds even on whiffedDattacks. Drill attacks gain hits, attack level, and damage on hit as well as chip damage with each level. Drill can overheat if charged for too long. When overheated,Dmoves and specials cannot be used until the meter resets, starting at Level 1 again. Each attack will deal more hits if the button is held down, with each hit contributing to the Spiral Gauge. Can stop holding moves at any time.Overdrive: Cyclone His Overdrive powers up his drill, making it much easier to get to level 3 and prevent overheat. Spiral Gauge continues to rapidly rise to level 3 and then stops. (Does not immediately become level 3 on activation). Amane's Distortion Drives become enhanced, gaining extra hits and dealing more damage. 6Ddoes more hits, but gains drill gauge slower, allowing it to deal more damage for longer without overheating the drill." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll If both hits connect, second hit does 30% of its normal damage Cannot hit crouching state Crumple Duration 27F, Crumple Fall 68F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "4C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cannot hit crouching state Counterhit state ends late, frames 19~24 (first 6 frames of recovery) are still CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fairly average whiff cancelable2A, one of your main ways to mash out on defense, although its range is pretty terrible. The move has 3 versions, with each one coming out as a part of its self-cancel chain. These will come out even on whiff, and the third one cancels to the first one only on hit or block. Because of this, it's better to confirm your hits with an option select by buffering2A>2BGuardLowStartup10Recovery19Advantage-5so you don't overcommit on whiff." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll If both hits connect, second hit does 30% of its normal damage" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "1C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Counterhit state ends late, frames 19~24 (first 6 frames of recovery) are still CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Makes Amane jump backwards. Can gattling into airCnormals, but other air options can only be done after6B's recovery (Airdash,ZettouGuardStartupRecoveryTotal: 28+3LAdvantage, etc.). Fatal Counter 110% Bonus Proration Airborne from frame 5, move recovers airborne Maximum Slide duration 15F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Very important in combos, but sees little use otherwise. Not only is it the most committal grounded C normal in Amane's kit, it also has the most situational hitbox. Even in matchups where you do want to cover that space,623Candj.6Care generally better tools. If you do happen to fatal counter, the reward is fairly high, but don't count on it. Fatal Counter If both hits connect, second hit does 30% of its normal damage Cannot hit grounded opponents Maximum Slide duration 45F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Excellent in pressure due to higher blockstun and hard knockdown on counter hit, but negative on block nevertheless. Low profile and slides slightly forward." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Offers the best balance of covering space versus ease of use. You want to use this move a lot but beware of opponents counter hitting its huge hurtbox, Amane's entire sash is hittable during this move so it can lead to some very strange interactions and stray hits. Can beat rolls by using Zettou >j.Bafter Gekiren, Gosei, Seijyuu. Cannot cancel into Zettou or Choujin on block, but can be jump cancelled, allowing TK inputs to sometimes bypass the limitation. Can reverse beat intoj.A." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "j.2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Obnoxious air normal.j.2Bhas its uses in a lot of different places due to its amazing hitbox and ability to alter your movement in an instant. Can be cancelled into from jumpingCnormals, or during airdash/Hop to cancel them and quickly land making pressure and neutral that much more unpredictable. On top of that the move is massively disjointed for a lot of its active frames which makes it prone to clashing with dedicated anti airs, or outright beating them due to the short delay before it gets going. Bounces Amane back up, even if its blocked, and leaves him with all of his remaining air actions as well as the ability to launch another air normal, although at major frame disadvantage. The bounce gets nullified at minimum height where you reach the ground before bouncing, which leads to + frames and full combos. Special cancelable, leads to combos with Zettou Will cause ground bounce on hit Can be used to set up an ambiguous crossup after an IAD or bait throw tech mash Particularly useful to RC or ODC, as that cancels the bounce and allows for great extensions in situations that would normally net very little damage lmao" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll With the use of Zettou, this move does a good job at extending or starting pressure. Good retreating attack option that's harder to low profile than5C, or a whiff punish against anti-airs during Zettou pressure. Spins the opponent into soft knockdown on regular hit, but launches into the air on counter hit. If both hits connect, second hit does 30% of its normal damage Landing recovery only applies if move reaches active frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "j.6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Staple combo filler and long range air to air. Depending on the matchup,j.6Ccan range from completely unused in neutral to a fairly relevant threat. On hit it can very consistently go intoj.236Cfor a knockdown. You can usually extend off it withj.2Borj.2C, which can lead to respectable damage and corner carry, especially with high level drill. If both hits connect, second hit does 30% of its normal damage Landing recovery only applies if move reaches active frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "j.4C/j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A high air-to-ground move used to beat anti-air moves, and is cancelable to Hops orj.2Bon block but not a great poke outside of that, since it has almost no horizontal reach. While this move has two different inputs, both activate the exact same move. Also seen near the end or middle of air combos. Will keep momentum on airdash, but not during Zettou Launches opponent upwards and towards Amane on counterhit or air hit. If both hits connect, second hit does 30% of its normal damage Landing recovery only applies if move reaches active frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "Drive Moves", + "text": "Each of Amane's Drive normals can have their active frames and number of hits increased by holdingD. Their chip damage, as well as how often they hit, is affected by Amane's drill level. With the exception of6D, Amane's Drive normals share the following properties: At Level 1 they re-hit every 3 frames, for a total of 3 hits minimum or 11 hits maximum, and deal 30% chip damage. At Level 2 they re-hit every 2 frames, for a total of 4 hits minimum or 16 hits maximum, have 2 more frames of blockstun than Level 1, and deal 60% chip damage. At Level 3 they re-hit every 1 frame, for a total of 7 hits minimum or 30 hits maximum, have 2 more frames of blockstun than Level 2 (4 more than Level 1), deal 90% chip damage, and also have 5% minimum damage.Due to having 1 frame of one-sided blockstop at all levels,opponents cannot Counter Assault or Overdrive Raid between hits of a Level 3 drill on block. Due to having 1 frame of one-sided blockstop at all levels,opponents cannot Counter Assault or Overdrive Raid between hits of a Level 3 drill on block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "5D", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5D Lv1 Fatal Counter Hold button for more hits, min. 3, max. 11 Chip Damage 30% (36×N) Crumple Duration 27F, Crumple Fall 63F 5D Lv2 Fatal Counter Hold button for more hits, min. 4, max. 16 Chip Damage 60% (72×N) Crumple Duration 29F, Crumple Fall 63F 5D Lv3 Fatal Counter Hold button for more hits, min. 7, max. 30 Chip damage 90%: 108×N Minimum Damage 5%: 6×N Crumple Duration 31F, Crumple Fall 63F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "2D", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 2D Lv1 Invincibility is through all active frames Hold button for more hits, min. 3, max. 11 Chip damage 30% (42×N) 2D Lv2 Invincibility is through all active frames Hold button for more hits, min. 4, max. 16 Chip damage 60% (84×N) 2D Lv3 Invincibility is through all active frames Hold button for more hits, min. 7, max. 30 Chip damage 90%: 126×N Minimum Damage 5%: 7×N" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "6D", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll On Block values change based on which level you start the move on, not the ending level. Your best way to raise your drill level. You can combo into it for 50 meter with Hariken B RC or 100 meter with Seijyuu RC. Gosei and Ginga can both be RC'd to combo into it, but both are quite difficult. You can use this as okizeme after Ginga or as a reset in block strings and combos. Even if it's blocked, you're guaranteed level 3 drill. Don't be too predictable, however, as opponents can roll/delay tech out of it on wakeup and jump out in blockstrings, leaving you in a great deal of recovery. Many characters also have good tools for escaping6D,all of which can be done on reaction every time, such as certain backdashes, long-range reversals, or Nine's teleports, so look at your opponent's tools before attempting to use it on block. Add more hits by holding button; minimum of 4 hits (at all levels) if the attack starts in range, normally a maximum of 26 hits (6 Lv1, 8 Lv12, 12 Lv3) before overheating. During OD,6D's Spiral gauge gain is reduced, allowing the move to be extended to its actual maximum duration. Projectile moves forward along the ground slightly on whiff; holding button will also make the drill attempt to travel longer, and will still extend the move if it moves into range on a later hit. Can link into1Con CH, picking up into a fairly devastating combo. 6D Lv1 Hold button for more hits Bonus Proration 110% Chip damage 10% (25×N) 6D Lv2 Hold button for more hits Bonus Proration 110% Chip damage 30%: 75×N 6D Lv3 Hold button for more hits Bonus Proration 110% Chip damage 50%: 125×N Minimum Damage 5%: 12×N" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "j.D", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll On Block value against grounded opponent, button held until landing Strong move in conjunction with hop, connects properly against crouching opponents when done right afterAZettou, and can be held until landing, giving you some nice plus frames. As such this is one of your main ways to reset pressure with a forward hop while building drill meter, but do keep in mind and if the opponent has barrier, Amane will pushed back insanely quick and you'll likely return to neutral. In neutral, the ability to hold Drive until landing can lead to consistent plus frames when used as a jumpin, but the momentum halt and lengthy startup can be both a blessing and a curse against anti airs. j.D Lv1 Hold button for more hits, min. 3, max. 11 Chip damage 30%: 30×N Landing recovery applies if move reaches frame 12 Crumple Duration 27F, Crumple Fall 63F j.D Lv2 Hold button for more hits, min. 4, max. 16 Chip damage 60%: 60×N Landing recovery applies if move reaches frame 12 Crumple Duration 29F, Crumple Fall 63F j.D Lv3 Hold button for more hits, min. 7, max. 30 Chip damage 90%: 90×N Minimum Damage 5%: 5×N Landing recovery applies if move reaches frame 12 Crumple Duration 31F, Crumple Fall 63F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "j.6D", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This move has very few uses in neutral game and is really a combo tool. As the most damaging Drive in your arsenal, it's usually optimal to route around including this in the airborne sections of your combos. Wallbounces the opponent which can usually be followed up, most consistently on level 3, however it's applicable in both grounded launches and air juggles on every drive level. j.6D Lv1 Hold button for more hits, min. 3, max. 11 Chip damage 30%: 45×N j.6D Lv2 Hold button for more hits, min. 4, max. 16 Chip damage 60%: 90×N j.6D Lv3 Hold button for more hits, min. 7, max. 30 Chip damage 90%: 135×N Minimum Damage 5%: 7×N" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of the worst guard crushes for actually guard crushing people because the horizontal range is bad, your follow-ups are very low damage, and your opponent will be barrier blocking you anyway because you're Amane. However it can be good for combos since it has high base damage and can start a juggle from close normal hit 3C. Launches on air hit. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "Choujin Kaihi: Zettou", + "text": "214A/B(Air OK)or236A/B(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A command jump that gives Amane the much needed additional mobility, often called Hop. Here are its basic mechanics: Directional input controls the hop's direction (236 = forward, 214 = back) and the button pressed affects the angle (A= short,B= long) Can be done once on the ground and once in the air; Zettou uses are restored after landing (eg. whiffing aj.2B) Using Zettou does not consume universal air movement options; combine with double jump or airdash for extra mobility Cancels into all jump normals and specials (eg. does not directly cancel into double jump, airdash, or block) after a certain amount of time depending on which versions is used. If Amane swaps sides with his opponent during this move, he will change facing immediately rather than at the move's end, allowing crossup attacks to aim correctly. Even though this technically ends the move early, this does not affect his trajectory. 236A Can cancel into attacks from frame 14 onwards Frames 1-4 are counter hit state Airborne from frame 5 236B Can cancel into attacks from frame 16 onwards Frames 1-6 are counter hit state Airborne from frame 7 j.236A/B Can cancel into attacks from frame 7 onwards" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "Gangan Senbu: Ginga", + "text": "214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "Ninpu Sengeki: Hariken", + "text": "236D~A/B/C(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The move has 3 parts: first Amane assumes a stance where he charges Spiral level and gains guard point against projectiles. From here you can either summon a ground drill in one of three positions with a stomp (with a hitbox of its own), or cancel the stance. On block, the drills do multiple hits, while on hit they do one hit that launches the opponent, these properties are enhanced by drill level, but the drills also disappear if overheated. One of your main oki, pressure, and combo tools.BandAdrills are often used as combo extenders from6C(1) to pick up after, or as enders to go into6D. Doing Hariken Stomp after a corner knockdown gives you rollsafe oki that eats away at a blocking opponent's hp and barrier, just remember that quick, long-range reversals can counter this, so other options can be preferable. The multiple hits on block only activate once the opponent starts blocking, and all of them will always come through which can lead to more advantage, and any of them can serve as the on-hit version, which is one of your best starters. On higher levels, both the frame advantage and the barrier drain/chip damage increase, leading to very scary oki on Amane's already high damage corner combos. The fastest possible stance cancel takes 19 frames. This can be used in combos for specific extensions, useful for fully controlling your sideswitches. Amane can cancel most of his normals into this to make them safer (or, in the case of Level 35D, very slightly plus), which can be used to reset pressure if you rotate your options well. A common reaction to Hariken drill is jump forward and punish, so this can also be used to psych out the opponent and get them into a position where they can get anti-aired, and to some degree it can be used on oki the same way against preemptive opponents. Using stance cancel to go in-and-out of stance is a good way to level up Spiral in neutral. 236D Stance can be cancelled from frame 8 (minimum stance cancel duration 19F) Cancellable into followup attack from frame 7 On Guard Point, hitstop for Amane and Opponent unchanged Maximum stance duration 127F + 12 recovery (139F total) Gauge gain per frame: 1~4F = freeze gauge, 5~30F = 60, 31~54F = 70, 55~78F = 80, 79~102F = 90, 103~127F = 100 [Adds 100 to all values while in OD until level 3] [Gauge gain at level 3 in OD is 30 points per frame] 236D A/B/C Foot 0% Chip Damage On Guard Point, hitstop for Amane and Opponent unchanged Maximum Slide duration 10F 236D A/B/C Drill Lv1 On block does 3 hits Chip Damage 15%: 150×3 236D A/B/C Drill Lv2 On block does 5 hits Chip Damage 15%: 150×5 236D A/B/C Drill Lv3 On block does 7 hits Chip Damage 15%: 150×7" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "Choujyuu Rengeki: Raibu", + "text": "236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "Tensou Rakugeki: Gosei", + "text": "j.236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Mostly used as a knockdown from air combos as it's unsafe otherwise. Can be rapid canceled into2Cfor a combo extension. If done near the corner while the opponent is relatively high to you - usually after j2C - you can actually link 2B after it recovers for a combo extension. If you have 50 meter, consider chimping out with it in neutral as it's really fast and will be either safe or give you a combo. Active frames continue until landing. Amane will turn around if he lands behind the opponent for the last hit. Maximum Slide duration 5F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "Jyuuken Dageki: Gekiren", + "text": "623C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Combo throw, will not incur purple !! marks for any reason during hit or blockstun. Catches opponents even during blockstun. Amane spawns a hand out of the ground that slams the opponent downwards on hit. Completely unblockable, but can only hit airborne opponents, regardless of hitboxes. Cannot hit grounded opponents" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "Kyouryuu Tokkou: Seijyuu Rensoukyaku", + "text": "236236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Only invincible reversal outside of Overdrive and EA. Amane lunges forward with a kick and plays out a unique animation on hit, with a different effect based on Spiral level, leading to combos from levels 2 and 3, or any level in OD. After the hit animation is over, overheats drill and resets to level 1. If blocked, the number of hits increase, but still leave it highly punishable, although on level 3 Spiral, the chip damage and barrier drain are not half bad. If whiffed (i.e. opponent jumped over it), Amane will travel a long distance that makes it hard to punish. Base Damage is 800*8 on block, on hit it is as listed above 1st hit forces opponent into standing on hit Curiously, clashing with the super activates its several blocked hits, all of which result to the full hit effect if they land, causing it to beat out most moves it could even clash with. Important Note:If you rapid cancel this super frame 1 then itwill notoverheat your gauge, letting you combo into 6D for instant level 3. Holding down the rapid cancel buttons just before the super finisheswill repeat the input for 4 framesand make this significantly easier to execute. Depending on the drill level and resources available, different followups are possible. Level 1 Rapid cancel to follow up with a move of your choice. In OD:3Cor5B(1) to pick up Level 2 Follow up with3C, or microdash2B,5B Level 3 Followup-able with almost every button at your disposal, excluding ones requiring Spiral to be out of Overheat. 236236D Lv1 Values in [] are during OD Minimum Damage 20%: 860 [1020] On block, this attack has base damage 800×8 Chip Damage 10%: 80×8 reversal 236236D Lv2 Values in [] are during OD Minimum Damage 20%: 960 [1140] On block, this attack has base damage 800×8 Chip Damage 15%: 120×8 reversal 236236D Lv3 Values in [] are during OD Minimum Damage: 20% 1060 [1300] On block, this attack has base damage 800×8 Chip Damage 20%: 160×8 reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "Kaizoku Senkou: Goukai Rasen Renpa", + "text": "632146D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Amane summons a travelling line of drills from the ground. The normal version spawns evenly spaced drills every 8 frames after the first. The Overdrive version spawns drills every 6 frames, with the drills spawning proportionately closer together. Each drill hits every 3 frames up to 9 times, and every level increases hitbox height, OD even more so. Not as obviously useful as Amane's reversal super, but still handy in some situations. Its comboability is rarely what you will use it for, however it is easily the most painful attack to block in the entire game, absolutely eating through barrier and HP at level 3, and being able to oneshot characters on block in optimal conditions. This can let you set up some scary checkmate scenarios, rare as they may be. Creates drills every 8 [6] frames, first drill on frame 12 Each drill has 9 hits, 3 active frames per hit (27 active frames per drill) Minimum Damage 7%: 15×N/18×N/21×N (Lv1/Lv2/Lv3) Chip damage 20%/20%/40%: 44×N/52×N/120×N (Lv1/Lv2/Lv3)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "Hazan Gekisou: Jakua Dengekitai", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Swaps sides. Otherwise behaves the same as every other Exceed Accel. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 290 {565+59}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "Jyatoku Meika: Gouha Houyou", + "text": "222DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 180F Heat Gauge Cooldown Projectile will not interact in any way with any object other than the opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane", + "title": "Amane", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "Overview", + "text": "Kagura is a stylish,high damagecharacter with huge normals and aunique input system: His Drive attacks use a stance system and all of his specials require charge motions. Kagura has access to 3 stances that make up his Drive attacks. These stance attacks range from a command grab, to crossups, to an overhead. His projectile functions as a solid approach and okizeme tool, which helps him keep up the momentum. His Overdrive shines as a combo tool and greatly increases his damage potential. It removes many restrictions on his stances and improves some of his attacks. Kagura's Drive allows him to enter three different stances; Stances are performed with5D,6D, and2Drespectively. Each stance comes with its own set of unique moves that are initiated by pressingA/B/Cafter entering the stance. Stances and stance attacks can be canceled into each other directly, and stance attacks can be chained together once consecutively (for example,5D~2D~6D). Stance attacks only chain into each other on hit or on block. Once a stance is used in aDchain, it cannot be used again until coming out of stance (5D~2D~5Ddoes not work). Kagura can press4Dto cancel a stance. All three stances are also usable in the air; these drop Kagura to the ground before using the same grounded moves (see more info below). Overdrive greatly increases Kagura's damage potential. Removes the limit on stance cancels inDattack strings.Note that Kagura still cannot cancel a stance attack directly into the same stance. Note that Kagura still cannot cancel a stance attack directly into the same stance. Can dash cancel allCattacks on hit or block, except for3C. Can special and dash cancel allDattacks on hit or block. Many Drive moves gain better properties on hit, allowing better combos. Kagura is the only dedicated charge character inBlazblue. Though some other characters have charge distortion drives or astral finishes, Kagura's special moves are exclusively made up of charge inputs, which may be familiar to players of other fighting games. Instead of performing motion inputs, Kagura needs to hold a cardinal direction for a certain number of frames before performing the motion and pressing the button, failing to meet the charge requirement will cause the special move to not be performed. Kagura's special moves each have different charge timings.[2]8B/Crequires 45 frames.[4]6A/Brequires 45 frames.j.[8]2Crequires 20 frames.[4]1236Crequires 30 frames [2]8B/Crequires 45 frames. [4]6A/Brequires 45 frames. j.[8]2Crequires 20 frames. [4]1236Crequires 30 frames Kagura can charge atany time, including during hitstun, blockstun, superflash, during other moves, or even before the round starts. The charge time is still counted in real time during any stop effects. Charge inputs can be done with any backwards or downwards direction, depending on what the move requires.Charging is done independently, thus Kagura can charge both [4] and [2] at the same time by holding 1.You can also switch between backwards/downwards directions at will and maintain charge. For example: Kagura can swap from [4] to [1] to block a low, and maintain his charge for[4]6A/B.The final direction can also be any input on the opposite end of the from the original direction, therefore[1]6A,[1]3A,[4]3Aand[1]9Aare all examples of valid inputs for performing Kagura's[4]6A. Charging is done independently, thus Kagura can charge both [4] and [2] at the same time by holding 1. You can also switch between backwards/downwards directions at will and maintain charge. For example: Kagura can swap from [4] to [1] to block a low, and maintain his charge for[4]6A/B. The final direction can also be any input on the opposite end of the from the original direction, therefore[1]6A,[1]3A,[4]3Aand[1]9Aare all examples of valid inputs for performing Kagura's[4]6A. After releasing a charge direction, you have 10F to perform the next input, meaning you can walk forward slightly or even perform a microdash.For[4]1236C, it's even more forgiving, after releasing 4, you have 12F to perform each direction input in turn, meaning theoretically you can perform the move 48F after releasing 4. For[4]1236C, it's even more forgiving, after releasing 4, you have 12F to perform each direction input in turn, meaning theoretically you can perform the move 48F after releasing 4. What is defined as forwards and backwards is only checked when a button is pressed, therefore if you were holding [6] before swapping sides (For example, to run underneath them), that will count as charging [4] from the moment [6] was first held. Charge Partitioningdoes not exist inBlazblue." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of the faster5As in the game, and Kagura's fastest normal. Can be used as an anti-air, but requires precise spacing to do so. 5Acan combo into6Con air CH leading to good damage, making it useful for challenging mixup options that leave the opponent airborne such asRagna'sGauntlet HadesGuardHigh/AirStartup20Recovery28Advantage-12, as well as certain aerial approaches likeHazama'sChain followupsGuardStartupRecovery23Advantage. However,6Cwill whiff on normal air hit, making this routing riskier if you aren't certain of the CH. Whiffs on all crouching characters except forHakumen. (Can also hitTagercrouching, but only when he's inhaling!)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A quick, but very short range5B. Kagura's best option for stagger pressure at ±0 frame advantage. Sees use as a tech trap in corner oki. 66~5Bafter aCfafGuardMid, All×5Startup9Recovery29+20LAdvantage-45>KadamosGuardHigh/AirStartup13RecoveryUntil L+8Advantageender can catch an immediate forward roll, back roll, quick rise and no-tech. If it whiffs due to the opponent neutral teching, you can still meaty afterwards thanks to5B's short recovery. Cancels into5BBon hit or block, helping Kagura maintain a [4] charge. Ground bounces on air hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Huge, but slow swing with the sword. Kagura's best starter, use this for big punishes. Blows opponent away on air hit. On non-CH can confirm into6D~Cand2D~Cfrom closer ranges, and2D~Bfrom all ranges. Causes wall bounce on Air Counter Hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Standard2A. It can hit crouchers, unlike5A, at the cost of slightly worst startup and recovery, and being minus on block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Has better reach than5B, but slower startup. Better for certain pickups off the ground than5B. As a relatively diminutive2B, this has very little use in neutral. Useful pressure button, adding another low threat to Kagura's blockstrings. Delay gatling between this and5Bto catch Jump attempts, or attempt a dash up button pressure reset on block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A long ranged thrust. Although it hits mid and has long recovery, it is still a very useful poke and pressure tool. Range is similar to5C, but 3F faster, making it a slightly better tool at midrange. The entire sword does not have a hitbox on the first two active frames, only about the first 1/4th of it. Can be late canceled into5Con block and hit. Due to being a mid with a foot property,2Cinteracts with other moves in unique ways, which can be good or bad for Kagura depending on which attribute the opponent's attack cares about.2Cwill beatTager'sSledgehammerGuardAllStartup35~55Recovery20Advantage-7armor despite being a mid, lose toAzrael's3CGuardLowStartup15Recovery18Advantage-9despite being a mid, and lose toHakumen's5DGuardStartupRecovery40Advantagedespite having the foot property. Still a very good and useful move overall, but needs to be used with caution in certain match-ups. Ground slides Hitbox fully extended at 18F. Maximum Slide duration 40F (45F during CH)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Kagura's very short-ranged overhead in which he attacks his opponent with his elbow. Only gatlings out of5Aand2A, and has no gatlings of its own. Links into2Con counter hit, can be linked into5Aon normal hit againstTagerandHakumen, and late canceled into[2]8Bon everyone. Forces crouch Ground bounces on air hit Bonus Proration Bonus Proration 110% Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "6B/5BB", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Kagura's middle ground between speed and range. A good attack all around; it acts a combo staple, has deceptively long range, and leads to great damage, making it an excellent punish tool and good neutral poke. One of Kagura's few jump cancellable attacks, allowing for an instant overhead with TKj.[8]2C. This also makes it useful for baiting Overdrive since almost all of Kagura's followup options off6BaregcODunsafe. This move has fairly high recovery and is gcOD unsafe itself, so don't throw it out too haphazardly. Due to the nature of its input, you may sometimes get[4]6Bwhen trying to execute this move from downback or out of blockstun. To avoid this, you can drop charge by performing45456Bor4646B. While cumbersome, this is an important skill to learn. Helpfully, the game allows you to cancel into this move from5Bby simply pressing5Bagain, allowing it to be used while still holding 4. Jump cancelable on block/hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of, if not the tallest normal in the game. Kagura takes a step forward and swings his sword upwards towards his opponent. Mainly used for calling out jumps and chicken blocking. On hit, launches the opponent high into the air with a ton of untech time, allowing combos into a wide range of follow-ups, notably6D~Aand2D~A. On CH, causes wall bounce and hard knockdown, allowing for an easy6D~Aor3Cpickup or another6Cfor almost fullscreen corner carry. It is also commonly used as a combo tool after CH5D~C, or after2D~B(1) RC to convert long-range2Cand5Chits into full combos. Very powerful normal for jailing opponents in the corner or controlling space. It's slow speed imposes limitations on its use, but it's long blockstun is fantastic for trapping opponents attempting to jump out of your corner pressure. Stance Cancelling this move with2/5/6D~4Dspaces Kagura out much further and leaves him only -6, making the move much safer. Sees some use as a niche pressure tool due to it's long blockstun creating Drive mixups which are difficult to mash or jump out of. Frames 20 and 21 of this attack show the sword being fully swung and in the air, but do not have an active hitbox. This creates situations where Kagura's sword appears to go right through the opponent, without actually hitting them. Bonus Proration 110% Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Kagura's sweep. Launcher, decently fast and useful for ground combos, but has considerable recovery and low reward at mid-screen. Its hitbox is a lot lower to the ground than its animation might suggest so don't try and use this as an anti-air. Has some uses in neutral, but is primarily used as a combo tool. Hard KD on CH" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A fast, forward air poke. Great for fuzzy guards as it can gatling out ofj.B. Risingj.Ais also great for controlling space in neutral and is a staple tool for stopping reckless approaches from airborne opponents. Kagura lacks easy ways to convert air strings midscreen, but ending an air string withj.Cgives a good knockdown. In the corner can convert aj.Ahit intoj.B>j.[8]2Cfor a full combo." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An air poke that hits below and behind Kagura, making it his only jumping cross-up normal.j.Bis also Kagura's safest aerial button for when the opponent is directly below him." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The best air nomal in the game. Period. Kagura does a flip then strikes a huge downward swing. The huge hitbox comes out instantly, it will hit anti-airs before the invul kicks in, and the upwards retraction of his hurtbox will avoid pre-emptive ones, makingj.Cnigh uncontestable as a jump in. The full disjoint, good actives, and base damage make it a great air-to-air also. Add in that this button has Level 4 blockstun with a shocking 0 landing recovery to give him strong plus frames, and Kagura has an excellent space control tool. Staggers for a long time on a grounded CH. Can be used as a rising 18f overhead against the following: HakumenTager BangCarlKaguraRagnaRelius" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "Stance", + "text": "5D/2D/6D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Earliest cancel into a drive attack is 10F. Earliest cancel into a drive attack from stance change is 8F. Earliest cancel into Air Drive attack is 8F. Air Stance quickly dives to the ground before using a Drive attack. Kagura has 10F landing recovery before starting the attack. 2Dis considered crouching like most crouching normals but none of the moves performed from this stance are. Kagura enters stance on frame 1. Each stance (5D,2Dand6D) has a maximum of 3 attacks + his super. Any stance can be canceled into another stance quickly. Any stance attack can be canceled into another one from a different stance (5D~A>2D~B>6D~C) for a maximum of 3 chains (except during Overdrive), in any order. The chain is reset when a normal is used between drives. Air version hangs in air while active. Upon drive attack use, Kagura dives to the ground before performing the normal ground version of the Drive. Some stance moves will leave Kagura in the air at their earliest cancel point, giving him the air followup versions: Stance Command Throw5D~Band his Stance Overhead2D~Aboth behave like this. You can adjust the direction of the dive by holding 4/1 or 6/3 when activating air Drive attacks. This is useful for some combos and for surprising opponents with air stances. Due to almost all moves cancelling into Stance, you can 'fake out' stance by performing2D/5D/6D~4D. This is particularly useful for opponents looking to gcOD your stance moves on reaction, which is one of Kagura's weaknesses. This also can make some moves more safe on block, below is a chart of frame advantage with and without stance cancelling. Some moves also become more spaced and difficult to punish with this (such as6D~C). 5D/2D/6D Can cancel into attacks and other stances from frame 10 If this is the second or third stance used in a string, can cancel from frame 8 j.D Can cancel into attacks and other stances from frame 8 4D onODR data in square brackets is when this is the second or third stance in a string j.4D Can block, but not perform other actions, from frame 17" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "Unique Dash Cancel", + "text": "66 or 44 after specific moves H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Dash cancel, only available on hit or block after5D~Anormally, but all Drive attacks as well as5C/2C/6Cgain this during Overdrive. The dashes have a fixed duration and distance. A move you'll mostly use to make5D~Ahave more options when blocked, but in Overdrive it opens up a few more combo routes by allowing Kagura to reposition slightly between his attacks, most notably after5D~Cand2D~C. Can also be used during OD pressure to do some unexpected movements or bait counterattacks, providing more options in Kagura's otherwise fairly limited Drive pressure. Backdash can be cancelled into stance from frame 19 Forward dash can be cancelled into stance from frame 17 Using dash cancels only breaks up the Drive chain if their recovery fully completes. For example, performing5D~A> 66 >5Dis not possible if using the cancel window for stances before the recovery ends, but will reset the chain if the entire recovery is completed. C/D~66 Cancellable into 5D, 2D or 6D from frame 17 Counterhit state for entire move C/D~44 Cancellable into 5D, 2D or 6D from frame 19 Counterhit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "Dragon Blast", + "text": "5D~A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Staggers opponent on ground hit. On air hit, blows back slightly with wallbounce in corner. Fatal Counter, staggers longer on CH (43F). Has guard point on frames 7-21 against Head, Body, Foot and Projectile but will not block anything that must be blocked low or is fully unblockable Air unblockable. Only move that can be cancelled into Kagura's unique dash cancels without Overdrive. Kagura throws his sword into the ground and punches it towards his opponent. Primarily used as a call out for mashing and a safer way to end pressure, but is also situationally useful as an anti-air. Loses to throws and lows. Not the best combo starter, despite being a fatal counter. Fatal Counter Cancellable into Drive dash cancels on hit/block without OD On Guard Point, hitstop for Kagura is 0F. Opponent hitstop unchanged Can guard point up to 3000 damage Crumple Duration 24F, Crumple Fall 57F On CH Crumple Duration 46F, Crumple Fall 68F Kagura takes damage equal to 50% of the base damage of attacks guarded" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "Dragon's Claw", + "text": "5D~B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Ground bounces on second hit. Minimum damage 100%. Has 344 pixel range. Short-ranged command grab followed by Kagura doing a mid-air spin kick to his opponent. Canceling into drives will put Kagura in air stance. Both the first and second hits can be canceled into specials. Commonly followed up with6D~Cmidscreen or[2]8B/[8]2Cin the corner. If you have back-charge before activation, you can cancel the first hit of5D~Binto[4]6Awhich can lead to huge damage. Overall a fantastic tool against conditioned opponents and calling them out on their passivity on defense, but has lengthy recovery on whiff. Terrifying mixup tool. Leads to some of the highest meterless damage for a command grab in the game (especially in the corner or buffered out of another move to retainAOrb charge), can be used easily in stagger pressure to call out passive opponents, or as a mixup on the opponent's wakeup. Due to its short range, it's advised that you microdash the input in order to make sure it lands. This is typically used in place of Kagura's standard throw due to its increased range, since Kagura's slow run makes it difficult to use. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "Dragon Slaughter", + "text": "5D~C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Wall splats in the corner, and wallbounds midscreen on CH Launches the opponent behind Kagura normally, and directly upwards in OD Head invuln from frame 1. Air unblockable. Kagura swings his sword upwards twice. Huge hitbox and forms a very tight blocksting when it's canceled into2D~B. Commonly used as an anti-air and combo tool. It's easily controllable which side you want the opponent to end up on after5D~Cin combos, giving Kagura access to easy side-swaps." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "Dragon Strike", + "text": "2D~A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fatals on CH. Ground bounces on hit. Cancels into air stances, will cancel into ground stances if done late in the animation. Foot and throw attribute invulnerable once Kagura leaves the floor.This is alsotruethrow invulnerability, even throws that can catch airborne opponents will fail. This is alsotruethrow invulnerability, even throws that can catch airborne opponents will fail. Has 29f startup done raw, and 27f startup when canceled into from a different stance attack. Kagura jumps from his crouching position and slams his sword to the ground. Can be used to beat out low/throw mash attempts to being airborne and foot invulnerable. Has a long ground bounce on hit, allowing combos into5D~Aand[8]2Cin corner or[4]6Amidscreen. Leads to excellent damage and has good startup for an overhead, but is easily punishable on block. Huge recovery on whiff. It's possible to make2D~Asafer by stance cancelling it in the air by inputting6D/5D~4D. This puts Kagura in a falling state where, while he cannot act, he can barrier block. This still has punishable landing recovery which means it remains unsafe, but it can throw off your opponent's punish timing. Fatal Counter Airborne frames 4~34" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "Dragon's Blade", + "text": "2D~B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll First attack hits low and causes hard knockdown. Second hit is mid and is emergency techable. Second hit causes hard knockdown in OD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "Dragon's Dual Strike", + "text": "2D~C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Untechable knockdown on CH. Causes spin state when hitting grounded opponent. Air unblockable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "Dragon's Fang", + "text": "6D~A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fatal Counter Ground bounces on hit Body Invuln from frame 1~(25~34) Kagura dashes forward and swings his sword downwards towards the opponent's feet. Hits mid and is relatively safe on block, but its long startup and small vertical hitbox leaves it vulnerable to being jumped. The startup (and therefore the invuln) depends on the distance from the opponent, if they're further away then the startup will be longer as Kagura travels before performing the slash. On hit, groundbounces and can be linked into normals, making it useful for combos despite its scaling. 6D~Acan be used as a callout tool for high-recovery Body moves, such as reversals. This is particularly effective since, unlike blocking the move, the opponent can't RC if you invuln through. Unfortunately,6D~A's proration values aren't the best, so even with it's fatal counter properties it's often going to lead to less damage than a CH6Bor5Cpunish starter. The upside to this is that you can callout opponents who are reacting to Stance startup with this move, which many opponents will rely on to deal with Stance mixups such as2D~A. Alternatively, it can be used as a hard callout on opponents carelessly throwing out large Body moves in neutral such asEs's5CGuardMidStartup12Recovery21Advantage-7or evenSusano'o's5BGuardMidStartup9Recovery16Advantage-5. You may still lose to some very active moves such asNaoto'sInferno CrusaderGuardMid, All [Mid]Startup9Recovery38+16[29+16]Advantage-45 [-28]in some situations, due to the Body Invuln on6D~Anot carrying over into it's active frames. It's still possible to beat these moves with the correct timing, but requires extra care in order to do so. Being vulnerable to projectiles also means it will lose to reversals such asLitchi'sTsubame GaeshiGuardMid×3, AllStartup11RecoveryTotal: 58Advantage-21andLambda'sCalamity SwordGuardHighStartup10+(52 Flash)+1RecoveryTotal: 68Advantage-27, and6D~Cshould be used instead. Fatal Counter Counterhit state ends early, last 2 active frames are not CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "Dragon's Mirage", + "text": "6D~B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Very similar to the move above in appearance, but teleports forwards at the end of the dash and performs the attack facing the other way Switches sides, but does not go fullscreen. Body invuln from frame 1~(8-16), full invuln from frames 27~39 distance depending. Typically used as a means of switching sides mid-combo. Has some invuln mid way into the move (some being used loosely), but notably less than6D~A. This attack has a maximum range it can travel, and Kagura will always teleport during this move even if he is too far to switch sides with his opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "Sky Dragon's Strike", + "text": "6D~C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Blows back opponent on hit. Armored against projectiles from frames 7~23 Wallbounces on counter hit. Hitbox fully extended on 20F. Kagura charges forwards and thrusts his sword forward towards his opponent with a startup that changes slightly based on the distance to his opponent. Blows back on hit, but can usually be followed up with2D~Bmidscreen. Very good combo tool and corner carry. Does not hit crouching opponents at max range and does not go fullscreen. Inexplicably has a hurtbox all around the sword starting at 20F, leading to some very silly looking interactions. Can be low-profiled by many characters, so try to avoid being too predictable with it. Hitbox fully extended on 3rd active frame On Guard Point, hitstop for Kagura is 2F. Opponent hitstop unchanged Maximum Slide duration 26F [12F]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Functions the same as every other throw. Wall bounces opponents midscreen. Wall Splats opponents in the corner. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Functions the same as Foward Throw before it hits. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Functions the same as every other throw. Ground bounces. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 25% Heat. Chargable. 180F Heat Gauge cooldown. Neutral on barrier guard. 40 frame+ spinning knockdown, launch on air hit. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "Dragon Spirit", + "text": "[4]6A/B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 45F charge. Aversion starts up faster and goes full screen. Gains more hits the further it travels, from 1 to 3. Bversion takes longer to start up and moves slower initially, but rapidly accelerates and goes all the way across the stage. Gains more hits the further it travels, from 2 to 6. Orbs! Both will dissipate rapidly if Kagura is hit. You can use both in combos,AOrb as a neutral, pressure, and okizeme tool, orBOrb for okizeme with more frame advantage.AOrb is more effective in neutral, asBOrb carries a much higher risk with its longer startup. Both versions vacuum the opponent. [4]6A Does more hits the further it travels (max 3) [4]6B Does more hits the further it travels (max 6)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "Dragon's Ascent", + "text": "[2]8B/C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 45F charge. Bversion is anti-air,Cversion is a full reversal. Both can follow up into Kadamos on hit, without needing a charge. Bversion has frame 1 head invulnerability. Bversion is air unblockable,Cversion is not. In anti-air and reversal flavors.BFafnir is a powerful antiair that only has head invuln and is air unblockable, whileCFafnir is a completely invuln reversal but is not air unblockable.BFafnir is safe on air block in most situations.CFafnir deals slightly more damage, makes Kagura jump much higher in the air, and has a ton of untech time on CH, at the cost of beingextremelyunsafe on block. Both are frequently used as combo enders with their follow up attack, Kadamos. Damage also scales well in combos. [2]8B Cancellable into Dragon's Dance (followup) from frame 20 onwards on hit Airborne from frame 13 First hit that connects deals 700 damage, remaining hits deal 300 damage On block, base damage is 600 (Chip damage: 30×3) Applies 2 frames of landing recovery to Kagura if Rapid Cancelled [2]8C Cancellable into Dragon's Dance (followup) from frame 24 onwards on hit Airborne from frame 11 First hit that connects deals 900 damage, remaining hits deal 200 damage On block, base damage is 600 (Chip damage: 30×6) reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "Dragon's Dance", + "text": "j.[8]2C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 20F charge. Hard Knockdown on hit. Hits overhead. Is frequently used as a hard knockdown combo ender follow-up to Fafnir on hit, and does not require a charge in this scenario. The charging requirement otherwise prevents you from using it immediately after jumping or double jumping, but this can be mitigated by using a jump cancellable move like a6Borj.Ato delay the jump while still holding upwards hitstop. Unsafe on block, but is difficult for most characters to punish reliably due to its reach and pushback. Can be used in many more places that it may initially seem. Despite lacking jump cancels, Kadamos is quick enough to make distinguishing between it and a delayed button or frametrap difficult, so it is realistic to use off of5Bor even2B. Use this as a conditioning tool and a scary mixup tool in the corner." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "Supreme Dragon's Inferno", + "text": "[4]1236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 30F charge. 180F Heat Gauge cooldown. Each flame lasts for 12F. Minimum damage: 495, OD: 951 The first projectile comes out during the superflash, meaning it will always trade in 2-4f gaps despite having 4f of startup Kagura drags his sword through the ground and creates three pillars of purple flame that travel forward and grow in size. Not a frequently used move but it can be used as a very fast get-off-me move. Beware however that move has no invulnerability so it cannot be used as a traditional reversal super, it's generally better used to try and catch your opponent in their recovery from normally safe-on-block moves. Due to the charge requirement, it cannot be used in combination with Instant Block the wayHazama'sHoutenjinGuardAllStartup3+(40 Flash)+1Recovery51Advantage-33can, and also isn't nearly as rewarding on hit. [4]1236C Minimum Damage 15%: 495 [Cancels into OD followup on frame 40 if third projectile hits] [4]1236C OD Followup Each P in active frames represents a projectile spawned Minimum Damage 20%: 456" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "The Dragon Lord's Striking Fang", + "text": "28Dduring Stance (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Air OK. Air unblockable. 180F Heat Gauge cooldown. 1100 minimum damage, or 1450 in OD. Very high damage ender. Kagura raises his sword and slams it to the ground, creating a gigantic, explosive pillar of purple flame beneath his opponent. Virtually always used in combos to add loads of minimum damage to the end, particularly in Overdrive. Can be done either on the ground or in the air. The Overdrive version has the chance to whiff the follow up at max range, but this doesn't usually happen. Has very little to no usefulness as a reversal super, as you need to be in a stance to activate it. xD~28D Values in [] are during OD Minimum Damage 20% [20%, 10%×19, 15%]: 1100 [1450] j.xD~28D Values in [] are during OD Depending on height, Kagura can land during superflash, reducing post-flash startup (can reach 0) Minimum Damage 20% [20%, 10%×18, 15%]: 1100 [1450]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "Dark Flame of the Bellowing Dragon", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. 310/671 Minimum Damage Kagura jumps from his crouching position and slams his sword to the ground. On hit, he slashes the opponent several times before finishing with a giant black flame. Has the same attack animation as2D~A, but does not have the same hitbox. One of the better EA ender in the game as Kagura is surprisingly very positive. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 310 {510+49}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "Black Dragon's Sky-Rending Blade", + "text": "236236CwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Kagura ensnares his opponent between two slashes of black and purple lightning, and points his sword heavensward as it pierces the clouds with a gigantic pillar of black energy. He opens his eyes and delivers the final blow by crashing his sword down on his helpless opponent. Somehow, Kagura's only metered reversal. It's a bit on the slow side, but is still quite practical thanks to it's large hitbox and easy combo potential. Combos From: Throw in the corner. Air throw. AllCnormals. All stance attacksexcept for5D~Boutside of the corner.5D~Coutside of the corner or OD.2D~Boutside of OD.6D~Coutside of the corner. 5D~Boutside of the corner. 5D~Coutside of the corner or OD. 2D~Boutside of OD. 6D~Coutside of the corner." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki", + "title": "Kagura Mutsuki", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Overview", + "text": "Relius is an offensivepuppet characterwith great neutral that easily transitions into strong, safe pressure. His puppet, Ignis, is great for covering Relius and mitigating risks. Ignis creates new combo extensions, pressure opportunities, okizeme, and great space control. Ignis is managed by a specific bar called the IG Bar. Each of her attacks use up part of this meter. Relius needs to be careful with using Ignis, because completely depleting the IG Bar temporarily disables her. Thankfully, Relius's Overdrive helps mitigate this aspect. During Overdrive each of Ignis's attacks improve and the IG bar constantly regenerates. Relius uses the Drive button to summon, command and unsummon Ignis. Ignis is not present at the start of the round and must be summoned in one of various ways to appear on screen, she will also unsummon herself if Relius gets hit by anything. While Ignis is present, Relius has access to many tools to pressure, trap and combo the opponent due to her ability to attack in tandem with Relius's attacks. This ability is limited by the Ignis Gauge (called IG for short), displayed above Relius' heat meter; All of Ignis's attacks consume this gauge. If it depletes completely, Ignis becomes disabled until it recovers to full. This takes about 13 seconds. IG can only normally be regenerated by unsummoning her for at least 3 seconds. Ignis can use her grounded normal drive attacks independent of Relius as long as Relius himself is not in hit or blockstun. This does not apply to specials or distortion drives. After each attack, Ignis stays in her position for a short time before returning to Relius. If she is behind an opponent, she will stay in position slightly longer. Ignis can attack from this position. This allows Ignis to attack from afar or sandwich the opponent between Relius and herself. Ignis can only be hit while she is attacking. She also naturally Guard Points projectiles. If an opponent hits Ignis or Relius while she is summoned, Ignis will stop her attack, desummon, and the IG bar will change to blue. While in this state, the IG Gauge has a delayed recovery. This also occurs if Relius techs a throw or an opponent techs Relius' throw. Relius' Overdrive greatly increases the overall effectiveness of Ignis. Increases Ignis Gauge recovery rate. Unless Ignis is performing an attack, The IG Baralways recovers. This includes times when Relius has Blue IG. Ignis can only be killed if she's hit when there is absolutely no remaining IG. While dead, IG will still replenish rapidly All of Ignis' moves have their recovery cut in half, Each of Relius' Ignis Specials and all Supers receive a buff in some way, dealing more damage, hits, hitstun/untech for more combo options. All Ignis specials cost more, so careless combo routing can result in OD ending with little to no gauge left." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cannot whiff cancel Situational anti-air A standard jab. Small, low damage, but Relius's fastest normal. The height of Relius' jab allows it to be a situational anti-air, but the trade off is that it whiffs on crouching opponents and can often be low profiled. Its animation is hard to differentiate from his throw start-up, so it's useful for tick throws." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great poke 0 on block when spaced One of Relius' best tools in his arsenal. Fast, longest reach, and little recovery to boot. On top of that it is air unblockable. It can easily be confirmed on airhit into2Cfor a full combo, but on ground hit it will either need to be confirmed into3C,6D, or236C> RC to get a good reward.5Bis also capable of catching forward rolls, backward rolls, and even quick wake-up when used with good timing. It does extend Rel's hurtbox a bit but it's well worth it. In CF it was changed to only be fully extended on frame 10, but is now neutral on block due to its faster than average recovery. On the bright side, now that6C>41236Bworks on grounded opponents,5B>6Ccomboing on counter hit makes it an even stronger punish tool!5B>6Cwill also work if the starter of the combo was a fatal, so it can make confirming out of moves like214Bor41236Beasy! Hitbox fully extended on 10" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hits opponents in Hard knockdown (OTGs) An easy move to confirm into, but its shorter range keeps it from being used much outside of combos. The hitbox on it extends from the ground to the \"elbows\" on the arms, and even behind Relius. It be used as a situational anti-air or simply just to stall or space the opponent during blockstrings while Ignis regenerates. It combos into6Con on counter hit, crouching hit, or if the combo started with a fatal; this is especially useful now that6C>41236Bworks on grounded opponents! It OTGs and can even be used to catch quick wake-up, delayed wake-up, and forward rolls. With it being easy to cancel into, ambiguously multi-hit, and having only one less frame of hitstun than6C, it's a good move for cloaking desummons or using riskier things. This move is surprisingly quick to recover, only being -2, and when cancelled into from a jab, there can only ever be a 4f gap between hits regardless of how it's blocked, making it a fairly easy frametrap while also making it hard for the opponent to be pushed beyond5C's bounds. Notably this move doles out a whopping 5F of one-sided hitstop on counter hit, allowing you to bring out Bios before Burst cuts your invuln. This can lead to fairly simple 5K combos anywhere that are largely burst safe before the bulk of their damage is delivered." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cannot whiff cancel A fairly standard crouching jab for its hitbox and damage, although the fact that it is neutral (±0) on block can lead to some interesting stagger pressure situations. Being able to cancel into3C,5B, and2Cgives you your choice of good punishes for your frame traps. Can be used as a situational anti-air as well." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A low with surprisingly long reach. It's commonly confirmed into5Bor6Dat max range. Like5Bit can be used to catch rolls, only2Bhits delay tech as well. Like5Bit will extend your hurtbox. In CF it extends to its full reach over three frames, becoming fully extended on frame 13. Can be used as a situational anti-air as well. CH2Bcan confirm into6Con crouching counter hit. Hitbox fully extended on 13" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Anti-air CH Launches airborne opponent high. This is Relius' primary anti-air. It makes up for smaller vertical reach with great horizontal reach, many active frames, and the ability to jump cancel on block. On airhit,2C>j.[A]is the recommended method to confirm easily. On2Ccounterhit,j.[A]will whiff and upon landing you will be able to confirm into5B. It has many active frames so it can win some trades. Be weary of how you use it in neutral, as the small vertical hitbox and lengthy recovery will result in you eating a painful crouch confirm from opponents that air dash right over you. Consider using4Dor risingj.Ain situations where committing to2Cmay be dangerous. It sees a lot of use in pressure too, so don't be afraid to use2C>6D>j.Cto add variety to your blockstrings. On CH Crumple Duration 30F, Crumple Fall 63F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Overhead Hard knockdown on air hit Forces crouch on hit Vacuums on hit and on block A somewhat slow overhead with a distinguished animation from his other normals. Though mainly used for it's property of yielding hard knockdown in the corner and setting up oki and kill confirms, you can toss it in your pressure as a cheeky mixup to catch opponents that are conditioned to respect Rel's highly oppressive offense for decent reward. Because it forces crouching, it can be confirmed with a delayed6D>5Cmidscreen. Use it sparingly, as opponents desperate to get out of your pressure will actively seek it out and use it as a chance to escape. It's also fairly unsafe without Ignis backing you up, so be mindful if your doll meter usage in this case. Has 110% bonus proration, so it can net solid damage in the corner for on the fly confirms. Because this move causes hard knockdown, reversals requiring a 2[8] input (i.eKaguraCFafGuardMid, All×5Startup9Recovery29+20LAdvantage-45) can't be used safely due to the charge motion forcing either roll or quick getup. Bonus Proration 110% Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Situational anti air Launches on hit This move is key in low IG confirms on standing opponents, or confirming from high air hits that are closeby. it can combo into41236Bmidscreen if spaced right orTKAn input method to perform a special move in the air as fast as possible after you leave the ground. Short for \"Tiger Knee\". For Example: 2369 for a j.236 input.j.236Cin the corner for solo combos. An interesting feature is that on hit it launches the opponent straight upward with little if any pushback. It also has very little pushback on block, so it can be used with2Dfor some cheeky cross-ups. In the corner it is heavily featured in meterless regen routes, and low cost side-swaps, and is really rarely seen intentionally used to anti-air. Because it can jump cancel on block, it at time occupies the same space as2Cin pressure Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches on hit Fatal Counter highest damage single hit Relius attack Primarily a combo tool (usually alongside41236B), but sometimes it's a risky or expensive frametrap component or a way to catch bad jump-outs. Since it can combo on ground hit without any outside help it's a reliable (albeit slow) punish tool. Leads to better damage than3C, so use this if you can help it.6Ccan be looped midscreen with41236B, which lets Relius get great damage. On Fatal hit it can loop even more or confirm into214Cin the corner for better damage, or get a meterless Regen combo. Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Floats on hit Strong counter poking move No longer a primary launcher. This move is mostly used for midscreen knockdown into desummon after41236B. It is still Relius' quickest low and OTG however. On counter hit you can choose to desummon Ignis and pick up with5Cor2Cregardless of what you choose. A new bar of IG is a great asset in a fight so it's something one should weigh against 400+ damage you'll lose for not using5Bin its place in punish or frametrap situations. Fine as a tool to check jump outs or inputs during a blockstring, but this move's very poor P2 should make you think twice about using it to hitconfirm." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hold A to extend the move much longer Not an overhead Another of Relius' most powerful moves. It becomes active quickly and stays that way for a while. It functions best as an air to air, especially when stuffing IAD attempts. Can be confirmed intoj.Bor5B. In aerial blockstrings the hits of this move are so grouped together that it will force the opponent upwards, making for an easy staircase intoj.Bor double jump >j.2D. Because it's got very little hitstop, this is a good means of combatting armored moves likeRachel6AGuardMidStartup13Recovery17Advantage-5since you will not be locked out of a jump cancel. On hit, performs 3 hits and checks for held button on frame 16. If held, returns to frame 7 (first active frame of first hit) up to two times for a total of 6 or 9 hits. (If all of the first 3 hits whiff, automatically attempts 3 more hits but with shortened active frames on hit 6. If any hits connect, reverts to on-hit behaviour and can be extended to 9 hits total as normal.)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good crossup hitbox CFj.Bis still very good. It acts as a usable air to air and it still does its job as a cross-up. New to CF, it floats closer on normal hit and counter hit making it an easier confirm." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A great air to ground move. Relius' hurtbox shrinks frame 1 then doesn't extend until going active, making it a better normal than it may seem. Can be early in a re-jump after2Cto stuff some anti-airs. Great damage/P2 so it's excellent combo fodder." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Summons or desummons Ignis. Has CH recovery Ignis is present on frame 4 when summoned and fully desummoned on frame 29 when being desummoned. Cannot be activated at all if Ignis is performing an action." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "2D(Summon)", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Essentially5D, but crouching Has CH recovery Ignis is present on frame 4 when summoned" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Has CH recovery Pauses Relius's aerial momentumIf Relius is in the middle of an air dash, he will retain his horizontal momentum but immediately start falling If Relius is in the middle of an air dash, he will retain his horizontal momentum but immediately start falling Ignis is present on frame 5 when summoned and fully desummoned on frame 29 when being desummoned." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Active State", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 10,000 units of Ignis Gauge or \"IG\" for short. While active consumes 2 units per frame, or 1.2% per second, unless attacking. Has no collision normally and cannot be hit except while attacking. Ignis active state, where all of her moves may be performed. While active, Ignis will try to float behind Relius, but will have a small delay when following him, this can be a hindrance and a boon, since it will tend to shorten her range when Relius is trying to rush forwards, but can be used to extend it if she is moved forward by one of her own moves and then performs another. Ignis has a different set of normal attacks for being airborne or grounded, however somewhat counterintuitively, this is dependent on ifReliusis airborne or not, even if Ignis doesn't share that state. For example, if Relius jumps and, upon landing, inputs4D, Ignis will still be in the air from the jump but will perform4Dfrom where she is in the air anyway, even though it is not possible to perform that move if Relius is airborne himself. The only move that doesn't conform to this rule is236D, which is a ground or air throw attack depending on if Ignis herself is airborne or grounded when the move begins. While Ignis is not Active she will regenerate health: When desummoned for any reason;Ignis will perform a desummoning animation (10F)She will wait 180F before recovering anythingAfterwards, she will gain 75 IG per frame. Therefore she regenerates fully in (at most) 324 frames normally. Ignis will perform a desummoning animation (10F) She will wait 180F before recovering anything Afterwards, she will gain 75 IG per frame. Therefore she regenerates fully in (at most) 324 frames normally. If desummoned by taking a hit, there will be a second concurrent cooldown of 260F where her bar turns blue and will not renegerate, this timer stops counting down if she is summoned again.Strangely, if Ignis takes another hit while her gauge is still showing blue, the 260F timer will not reset when she is desummoned. However the standard 180F still applies. Strangely, if Ignis takes another hit while her gauge is still showing blue, the 260F timer will not reset when she is desummoned. However the standard 180F still applies. During overdrive:The 180F timer is ignored, Ignis will begin regenerating immediately if desummoned manuallyThe 260F time still applies as normal.Ignis gains 50 additional IG per frame while desummoned, even when her bar is blue. The 180F timer is ignored, Ignis will begin regenerating immediately if desummoned manually The 260F time still applies as normal. Ignis gains 50 additional IG per frame while desummoned, even when her bar is blue. Startup and Recovery values are for Ignis' own summon animations after any event triggers her to appear or disappear." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Disabled State", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Ignis' dead state caused by not paying attention to how much IG you're using. This is something you universally want to avoid since she regenerates much more slowly when disabled than normally. UnlikeCarl'sNirvana, Ignis doesn't take damage from the opponent hitting her, so letting her get into this state is much more avoidable and solely on you if it happens. Regenerates 15 IG per frame, or 75 per frame in Overdrive After fully regenerating, Ignis unsummons herself with an unskippable 100F animation and can be summoned as normal thereafter. The entire process therefore takes 776F normally or 234F in overdrive Ignis only enters this stateaftercompleting a move that cost more than her remaining IG, (Including if it was interrupted). Her health will not go negative if you do this. Values in [] are during OD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 20% Ignis Bar. Second hit vaccums opponent towards Ignis on hit and on block. Guard points all attacks; attacking Ignis during this move will not desummon her Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 13% Ignis Bar. Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "4D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 10% Ignis Bar Air unblockable Wall bounces in the corner CH untech lasts long enough to bring the opponent very low to the ground 110% Bonus Proration Values in [] are during OD Bonus Proration 110% On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "j.6/2/8D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 10% Ignis Bar. Pauses Relius's air momentum similarly toj.D. Jump cancellable on hit/block Ignis lunges forward and slashes at an angle based on which direction you are holding. Attacks faster if she makes contact before the full lunge. Unlike the grounded drive moves, this move functions more like a normal attack for Relius; it gets cancelled into from other air normals, Relius himself has an animation that lasts 36 frames if allowed to fully play out and if Ignis hits or is blocked, Relius can jump and special cancel like other air normals. This move cannot be performed unless Ignis is present and otherwise not busy doing something else. This is more similar to howLitchi'sstaff normals work than Relius' other drive moves. This move is a cheap way to mobilize Ignis and dominate space. Can also be used to clean up any projectiles while airborne. Relius can use the jump cancel to stay safe or convert the hit into a small combo. If Ignis is already nearby this move becomes insanely quick, with 16 frames for a large attack that can occur fullscreen. With Ignis' natural ability to absorb projectiles this move is perfect for interfering with opponents setting up far away from you. Similar toj.D, it can be used to halt momentum, initiate a glide from an airdash, and bait or dodge moves. When used from an air backdash the effective space covered increases and when used with a forward airdash the effective range shrinks. j.6D This is the move you'll use the most in combos and moves Ignis forwards the most.j.6Dcan also be used to position Ignis forward from Relius. This move has a lot of base damage despite their speed, low cost, and relative safety, so clipping the opponent with a few of these can really add up over time. After this move is blocked or hits, Ignis can continue to harass the opponent with4D,2D,214A,214Cor a glide into anotherj.6Dallowing Relius to potentially pave his way in. j.2DIgnis descends on the foe, mincing the opponent with her claws. This move has all the uses and nuances ofj.6D, but travels a little less horizontally. Additionally, it can be used to send Ignis lower, to set-up 50/50s, and to punish bad throw rejects or pokes. When accompanied by dash-jumps or airdashes it can be used for cross-ups as well. j.8D Can be used in some of the same ways asj.6Dandj.2D, but most of the utility is lost due to its angle; it's mostly combo fodder. It can be used to put Ignis higher up, and can also be used to lock opponents back down at times when4Dwon't connect. It's also the best way to initiate a glide from an airdash while keeping Ignis summoned without putting her in harms way. j.6D Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 36 j.2D Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 36 j.8D Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 36" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Ground Bounces Relius' can now follow-up his throws with41236Bletting him get 2.5K~3K damage for very cheap! in the corner you can follow into236C~214Aor236C>4Dfor more damage! Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Ground bounce into hard knockdown Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Blows opponent away on hit similarly to other Counter Assaults Along with Rapid Cancels, this is what your meter should primarily be spent on. With Relius' defense not being the greatest, and the versatility and potential gain to momentum offered by counter assault being great it's a valuable asset. On CH,214Acan meaty an opponent's neutral tech. If nothing else this move buys time to regenerate Ignis's IG and also summon her to get back into a favourable position." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches opponent on air hit Relius gets especially favored by quick Crush Trigger, because with Ignis on guardcrush it can be confirmed into6D>6C>41236Beven midscreen! No additional set-up required! On guardcrush, quick CT can be confirmed into a throw for 3K or more. On hit it can still be confirmed into6C>41236B. Quick CT still reduces the full amount of barrier as well! The downside is that CT no longer ignores character combo rate. In solo combos CT can also be used to knockdown from6Cand even set-up safejumps. A charged CT can be completely covered with a single Relius normal and6Dwith key timing, and CT also has enough blockstun to allow one to slip another6Din before the opponent escapes blockstun. It's entirely possible to put an opponent in danger state and then guard crush them gaplessly with Relius as a result. Charged guardcrush has enough time to be followed up with5D>665Bor throw which allowing for regen combos, or with214Cwhich hits for massive damage. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Led Ley", + "text": "236A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Retains some horizontal momentum but otherwise does not move. 4F of CH recovery Disables Relius' collision during the invuln frames. Opponents using foward-moving moves can find themselves passing through Relius, Matador style. 1~31F of invulnerability to all things but Throws. 4~14F of Burst invulnerability. The invulnerability window is autotimed such that if Relius Special cancels into this move during the same hitstop that his opponent bursts, the burst will miss. Can pass through opponent 1-31 Counterhit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Gad Leis", + "text": "41236B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Vacuums opponent towards Relius on second hit Relius' only somewhat safe special that chips Fatal Counter Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Id Lauger", + "text": "236C(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launcher Special cancellable on hit Largely disjointed, but extremely risky to throw out on uncertain terms. Lauger is where a lot of Relius' damage comes from, outside of combos it doesn't really have a purpose except for punishing moves that cover themselves in actives (IE:Arakune'sSpider DistortionGuardMidStartup5+(28 Flash)+2Recovery33Advantage-122 [-176].) What makes the move special is the follow-ups Ignis provides. In the corner, both236Candj.236Ccan be combo'd to and from with proper timing.2C> TKj.236Cwill work with the air version, but the grounded version usually needs to be followed up by Ignis. The ground and air versions are treated as separate moves for SMP, but combos will use two or even three of each. 236C If Ignis is available, can cancel into Ignis Followups on hit (not on block) j.236C If Ignis is available, can cancel into Ignis Followups on hit (not on block)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Id Haas", + "text": "214Aafter Id Lauger H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 10% Ignis Bar Costs 20% Ignis Bar in OD. Causes sliding knockdown in OD Ignis tackles her opponent. Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 36 on the ground, 45 in the air Maximum Slide duration 25F [40F]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Id Naiads", + "text": "214Bafter Id Lauger H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 10% Ignis Bar Costs 40% in OD Causes Ground Bounce in OD Will teleport Ignis to opponent, even if she is unsummoned P2 only applies once Number of hits depends on how high the opponent is at the start. Ignis appears above the opponent and drills them into the ground. Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 43 on the ground, 45 in the air" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Id Zain", + "text": "214Cafter Id Lauger H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 20% Ignis Gauge Costs 40% Ignis Gauge in OD In OD, launches the opponent back towards Relius. Ignis appears behind her opponent and sends them spiraling back toward Relius. Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 48 on the ground, 51 in the air" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Val Lanto", + "text": "214A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 10% Ignis Bar Costs 20% unsummoned Costs 30% Ignis Bar in OD. In OD, it's faster, Blows opponent back, and ground slides longer Causes sliding knockdown A fireball of sorts. This move has a grand effect for a small cost, but commits you to a lot of duration on Relius. +3 at point blank summoned, and +6 at the same ranges summoned, this move becomes even more advantageous as Ignis travels. This is hard to take advantage of at midrange since both on hit and block the blowback on this attack is extreme. To follow up with even665Bon block, you have to be within a couple character lengths; which is fine as it is often used from buttons to frametrap and cloak5D. Spaced well, a good few reversals in the style of Ragna623Cget locked in hitstop hitting Ignis, and allow Relius to recover in time to block. On counter hit this move may be followed up into a punishing combo even midscreen. While you as Relius are somewhere between + and very + on block, Ignis is - to the point where she will pretty consistently be punished. Ignis being punished isn't always a bad thing though, you gain heat when she's hit, and the opponent commits themselves to the start-up and the hitstop of a move making you even more +, to the point where you can punish them if you use the correct option. If you find you cannot keep Ignis out at neutral, please consider using5Dorj.Dto call her and using Ignis' aerial normals to mobilize her instead. In the corner, pushback is transferred to the attacker, which is Ignis, so you are more fully able to take advantage of the + frames the move generates. Additionally you become able to follow-up the move on normal hit with665Bor662Cinto 4K, making the option considerably more oppressive. 214A Withdrawn Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 39 Startup listed assumes Ignis is not already out. If ignis is out, then startup reduced by 3F Maximum Slide duration 25F [40F] 214A Deployed Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 39 Startup listed assumes Ignis is not already out. If ignis is out, then startup reduced by 3F Maximum Slide duration 25F [40F]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Val Lyra", + "text": "214B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 15% Ignis Bar if summoned Costs 30% Ignis Bar if unsummoned or in OD Fatal Counter Launches on air hit Launches in OD on all hits, untechable until opponent hits ground 214B Withdrawn Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 36 Fatal Counter Crumple Duration 28F, Crumple Fall 63F On CH Crumple Duration 43F, Crumple Fall 73F 214B Deployed Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 36 Fatal Counter Crumple Duration 28F, Crumple Fall 63F On CH Crumple Duration 43F, Crumple Fall 73F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Val Tus", + "text": "214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 15% Ignis Bar when summoned, Costs 30% Ignis Bar when unsummoned or in OD. In OD, travels farther, blows opponent back, and wall sticks in the corner. Ignis rushes fowards and attacks three times. Before attacking, Ignis will move until she reaches her opponent or moves the max distance. 214C Withdrawn Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 36 214C Deployed Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 36" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Bel Lafino", + "text": "j.214B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Completely Halts air momentum OD version tracks opponent Hard knockdown on hit Relius sends Ignis after his opponent. j.214B Withdrawn Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 45 j.214B Deployed Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 45" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Geara Lugia", + "text": "22A/B/C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Each version attacks relative to Relius's position Can appear offscreen if too close to the wall. With correct spacing it can still hit an opponent but be very hard to see. Geara Lugia has three different positions based on the button strength used. While the overall duration of each move is the same, each one goes active at different stages of the move, giving each version different uses outside of just position. The closest to Relius and the slowest to go active. Used in oki after3Cand6Aand as a combo after4D. Often times4Dwill run out of untech and the addition of22Acan bring the opponent low enough for Relius to3Cthem to guarantee the knockdown and tack on a little extra damage. Thanks to its very short recovery it can be followed up by5Beven if it hits on the earliest frame. It even can go into moves like2Cor236Con later frames. Its long startup makes a terrible move to throw out without consideration. Appears slightly farther than22A. It can make use as meaty after anId NaiadsGuardAllStartup37Recovery33 [11]Advantageknockdown along with2Dcatching non-teching enemies, though this can be done largely with a simple run up5Bin most cases. With the suspect start-up and recovery on the move and how easy it is to jump over, it is a more than risky idea to use it to stuff approaches. 22A there is a 16f gap between the end of earliest ODR and the active frames of 22A" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Geara Kaas", + "text": "236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 20% IG if summoned Costs 40% IG if unsummoned, Costs 30% IG in OD. In OD, Ignis moves faster; the attack also has more hits with less base damage. Has two versions, if Ignis is grounded or below 150,000 units above the ground, she will perform a ground throw (Dropping to the ground if needed). If airborne, she will move horizontally forwards in the air and perform an air throw instead. (150,000 units is about where Ignis' toes are about level with Relius' waist when he is stood on the floor) 236D Withdrawn Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 45 If Ignis is airborne, then this attack is an air throw Drill hits are considered one attack with P2: 60 Crumple Duration 27F, Crumple Fall 60F 236D Deployed Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 45 If Ignis is airborne, then this attack is an air throw Drill hits are considered one attack with P2: 60 Crumple Duration 27F, Crumple Fall 60F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Geara Nose", + "text": "214D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 15% IG summoned, 30% unsummoned Costs 35% IG in OD Summoned version Ground bounces Attacks much faster when unsummoned and forces crouching on hit. Ignis rises then pounces on the opponent with an overhead attack. The version that happens when Ignis is unsummoned has the unfortunate properties of being a slow overhead that also is too fast for Relus to recover and mix anything with himself. Sadly this version of the move is essnetially useless, particularly given its high IG cost, for any situation you might use this move Relius has a better option in a different move. 214D Withdrawn Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 36 214D Deployed Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 36" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Req Vinum", + "text": "2363214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Reversal super. Is considered a projectile. OD version restands opponent. Laughable minimum damage (20%) 320 [560 during OD] A short ranged attack with a hitbox very close to the floor. On hit, inflicts only mediocre damage, but Relius recovers fully whilst it is still hitting the opponent, so it sets up easy followup combos. This is Relius' only reversal attack outside of Astral. It's slow and therefore vulnerable to option select jabs, doesn't have much height, and loses invuln to all but throws so it has a tendency to trade, but on hit it has a rather sizable reward in letting you sideswap and use a follow-up of your choice. The move is a high level projectile, so its hitstop is independent of Relius and will lock an opponent down for 30f on block, and this means an opponent who blocks this move while meatying with a projectile of their own may find themselves unable to follow-up the punish or even be at a frame disadvantage. While Ignis is out, Relius may opt to cover this move with2Dor6Dsince Ignis is actionable during the attack. Req Vinum when used, even midcombo midscreen can allow Relius to unsummon and continue a combo for an Ignis regen. The OD version does more damage and restands the opponent allowing for an unblockable setup after it. You can also use this for double or triple supers. Only does 1 hit on block/whiff Values in [] are during OD Minimum Damage 20%: 320 [560] reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Vol Tedo", + "text": "632146D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Ignis rushes forwards with a blockable punch that explodes. Ignis has super armor throughout the animation, and Relius is invulnerable from the superflash until the end of the active frames. Cannot be followed up without a rapid cancel but it has reasonable minimum damage and is easy to hit with, making this move commonly used as a combo ender. Ignis will move towards the opponent up to about two-thirds of the screen away before attacking, making the startup longer the further away the opponent is from her. Relius' animation on block/whiff is always the same duration, also making the move safer when used from further away. If unsummoned, Ignis will appear behind Relius before the move initiates but if she is already summoned she will perform the move from her position, so tricks like corner4D>632146D, CHj.6D>632146Dor OD214A>632146Dare possible from fullscreen. +12 if opponent emergency techs immediately on hit. Minimum damage: 840 OD: 1060 Costs 10% IG Startup varies based on distance to opponent Minimum Damage 20%: 840 [1060] Crumple Duration 200F, Crumple Fall 233F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Duo Bios", + "text": "236236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Ignis is fully invincible, and cannot be desummoned by hitting Relius. Ignis ignores all sources of hitstop except her own hits, and Relius' own superflashes, while attacking. Minimum damage: 60*10, 200 OD minimum damage: 60*3, 30*16, 60*2, 200 Costs 20% IG Relius has 10+14F duration on this attack. Summons Ignis in front of Relius for a flurry of hits while Relius himself is free to move and do what he wants. Fully armored and takes no damage from hits unlikeCarl'ssimilar distortionGuardAllStartup10+(40 Flash)+18Recovery48Advantage. It has quite a few uses, from creating a wall to trap a dying opponent behind at neutral, to locking an opponent down for mix-up to just hard countering a counter assault or standing burst. CH5Cand CH2Ccan combo into it on ground hit for some good, damaging, burst safe confirms. If you find that you need to stretch that last bit of Ignis to finish an opponent, or if you just see that your opponent has run out of air options or put themselves in a situation where you can trade with this move and win, you may as well throw it out there. While the move is happening you can do high/low mix-ups for the first eight hits, cross-ups using jumps orLed LeyGuardStartupRecoveryTotal 35Advantage, or frame traps/throws during the last three hits. It's worth noting that Ignis will not stop for anything short of Relius being hit by an EA, hitting his own EA and some cinematic distortions. Because of this it is possible to combo a burst into the last hit of Bios into3C>632146Dto close a match out. Also keep in mind that as long as Relius is not in hitstun when the move ends Ignis will stay summoned even after this move is finished. Many characters can backdash, take a hit and then airtech to escape when they see the move. However, Relius can jump up and cover this without much issue. Characters with DPs can DP clash the move until it's over for safety as well. New to CF is the fact that the last three hits will combo without counter hit even if they're airborne! Strangely this move will advance even during the superflash of Vinum and OD, so it's possible to lock an opponent into it if they do something risky in or around it. With all that said, if your opponent does avoid Ignis, there is no way to stop her attacking, she will not turn around, nor can her attacks ever damage someone on the wrong side of her (even if the hitboxes overlap). Therefore you will be without Ignis to defend yourself if this happens. 236236D Frame Adv listed is when opponent blocks until there is a hole in Ignis's attacks ] after blocking 8 hits Active frames are 3 (12) 3 (12) 3 (9) 3 (12) 3 (12) 3 (12) 3 (9) 6 (23) 5 (26) 5 (38) 6 Minimum Damage 20%: 800 On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 24 236236D OD Frame Adv listed is when opponent blocks until there is a hole in Ignis's attacks after blocking 21 hits Active frames are 3 (12) 3 (12) 3 (14) 4 (4) 2 (6) 4 (4) 3 (6) 4 (4) 3 (10) 1 {(4) 1}×9 (4) 6 (9) 6 (23) 5 (26) 5 (38) 6 Minimum Damage 20%: 1100 On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 24" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Zera Varius", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. 306/649 Minimum Damage IG Bar will still regenerate during the long animation Relius can move Ignis during the animation Varius has a long range even among EAs, but it lacks a good vertical hitbox so it can be jumped over and punished. Relius doesn't get any worthwhile oki from this. Onecanuse6D>2Dto get oki on a neutral teching opponent if Ignis is out during Varius, however that's 33% IG for pretty poor oki. The moment Zera Varius hits, Ignis ceases benefitting from OD in any capacity, so watch her IG bar going into this move or she may die. Relius's EA has a strange property where it will desummon Ignis with Blue IG if she is performing Duo Bios. If IG is depleted, Ignis will immediately become disabled instead. Currently it is thought to be RNG when done with Red Bar IG. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 306 {440+44}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Puppeteer's Altar", + "text": "214214DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Requires Ignis to be active Ignis appears in front of Relius and captures the enemy. This move is long reaching, invincible for Relius, but armored for Ignis, and punishable if blocked or whiffed. However, the astral is still very useful to Relius as it can be performed on most of his combos or any string into2C, or6C. When performed, if Ignis is hit by a physical attack the opponent will be occasionally be stuck to her until she finishes her animation, nullifying the safe qualities of certain set-ups. Be careful, as a rapid cancel, or a cancel into an invincible or evasive move may save a stuck opponent. A couple of solid ways to combo into astral are6D>6C>214214Dor Launcher >41236B>5B>2C>214214D. Other Ways to Combo Into This Include: 3C 6C Ground throws Air hit2C ...And more!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius", + "title": "Relius", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "Overview", + "text": "Bang is an explosive (literally) rushdown character with lots of different tools. Bang's two main gimmicks areguard pointsandnails. All of Bang's Drive moves have built in guard points to blow through his opponents offense. While they have slow startup, successfully landing a guard point lets Bang cancel into a teleport or damaging explosion, giving him great reward on a hard read. Meanwhile, Bang's nails are alimited resourcewith great applications. The two main functions are shuriken and bumpers. Bang can spend a nail to either throw out a custom shuriken with numerous effects, or a bumper that allows him to immediately airdash if he comes in contact with it. Nails can be used to extend combos for big damage, while bumpers are terrifying mixup tools that give him great left/right and high/low mixup potential. Lastly, if things get dire, Bang can pop hisexcellent Overdrive: FuRinKaZan, an extremely strong install that gains power the more Drive moves he lands. His great mobility, nails and drives give him great options in neutral to force himself in or keep his opponent on their toes. With Bumpers and FRKZ, Bang has mixup that's hard to react to and leads to great reward. However, when compared to other strong characters, Bang's oki is rather weak, making him dependent on reads on your opponent's wakeup options. As well, nails are very limited by design, which means that Bang has to be conservative with his nails. Finally, Bang's Drive moves are great defensive tools, but must be used as hard reads due to their long startup. Using them like straight reversals is difficult. Bang's Drive attacks have a period of guard point frames, unique to each Drive attack. However, none of Bang's drive attacks guard throws, even after Guard Point is triggered. After successfully triggering Guard Point, Bang can input an attack button for different followups. Pressing (A/B/C) will use \"Shadowstep Jutsu\" to teleport forward at different distances before continuing the attack. PressingDwill perform \"Pulverizing Blast Jutsu\", creating a big explosion that allows Bang to go for a damaging combo when hitting the opponent, or to simply disengage. Bang's drive attacks are all \"Very Short\" starter, meaning that they have limited combos afterwards. Unlit, at round start All seals lit Bang's Overdrive trades the ability to block (though he can still use Barrier) for very strong movement options. He gains an 8 way dash which he can cancel into normals and specials for strong mixup and good combos. Both of Bang's fire punches now wall bounce both in corner and midscreen, and his drives have almost as much hitstun as on counter hit. Generally used to close out a round, it isn't seen very often in neutral due to its relatively short duration. Bang also gains the ability to special cancel most of his normals, giving him even more mixup options. Bang's Overdrive can be buffed further by gaining different seals. During Overdrive, any currently lit seal gives the following buff: 5D= Fu - Gives 4 Airdashes in FRKZ and Allows Bang to dash through characters in FRKZ. 6D= Rin - Gives Bang projectile invulnerable dashes that look like teleports in FRKZ. j.D= Ka - Gives Bang a 20% Damage boost to every attack in FRKZ. 2D= Zan - Makes all Drives full guardpoint in FRKZ, allows Bang to block whilst dashing, and guardpoints can block unblockable attacks. Some of Bang's specials require one or more nails to use, preventing them from being used recklessly: Bang starts with 12 nails in stock which only renews in every beginning of a round. This is displayed above his heat gauge. Throwing nails (j.236X), placing bumpers (214X) and summoning an umbrella (632146B) will all cost a certain amount of nails. Specials that require nails will still do the animation even if he has none in stock, however it won't do anything. If Bang has less nails than the cost, the special will still be performed but with either fewer nails or less summoning time for the umbrella." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A move that is the staple of Bang himself,5Ais a good multipurpose tool capable of anti airing instant airdash approaches, pressuring opponents effectively due to being safe and having a plethora of cancel options as well as being jump cancellable, enabling some rather creative frame traps and being one of Bangs most frequently used combo starters, along with5B,2A, andj.A/j.B. It is also his fastest normal. Despite not gattling into2A, it is generally one of his best normals to use as you can get a lot of reward from it with very minimal risk, due to the way his routes work, and5Abeing a generally useful normal. Hits crouching opponents." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This move is one of Bangs primary buttons for the neutral game due to it being a relatively low/mid risk poke with decent reward on hit, and also a good pressure tool due to being able to go into highs, and lows on top of being jump cancellable on block. While it is sometimes used as a situational anti air to stuff out instant airdash or very poor approaches, it is not as fast as5Aso it requires a bit of preemptive knowledge to use. It can also combo into5Con CH, allowing Bang to get consistent corner carry and consistent damage even on a crouching hit as a punish. Same versatility as5A, with it being a situational anti-air, Good neutral poke and decent pressure tool. One of Bangs go-to punish buttons, alongside2C,3C, and2B. Cannot be delay cancelled from." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bang's primary overhead that has a huge amount of options for it and leads into insane damage. Incredible gattlings following from this move, the ability to jump cancel and special cancel make it a crucial part of Bangs arsenal. Combining5Cwith5Dcan lead into a massive amount of corner carry despite it forcing crouching on hit, due to5Dnow launching on hit. Can be used sometimes to catch opponents trying to jump out. 5Chaving the option to gattling into6A,2Cand6B, along with strong jump cancel options such as TK musasabi or D nails makes it so bang can easily continue/reset mix and pressure even after he uses his primary overhead. 5Cis also a Fatal starter, which allows Bang to hit confirm into6Aor6Band follow up without wasting any meter.5Cis also used as an effective meaty due to its 8 active frames. Overall, it's a staple of Bang's High/Low mixup game. Has two hitboxes, second hitbox activates 6 frames later, making it a 24 frame overhead technically. Forces Crouching. Causes Hard Knockdown on Air Hit. Jump cancellable. Fatal Counter Bonus Proration 110% First 6 active frames only hit above Bang Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A low hitting Karate Chop with slightly more range than5Athat can gatling into itself. Its one of Bang's fastest buttons, however does not gattling from5A. Pretty much a standard low that can go into a lot of options. Since the hurtbox is rather small it can be used as a situational low profiling anti air or to beat 5As and other normals that whiff against crouching out. 2Ais useful to tick grab with and for stagger pressure. Bang can do6A>2Aon block allowing him to contest characters with 5F 5As while beating out their 2As usually." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A situational neutral button due to Bang extending his range far in front of him, similar to a Ragna5B, but is somewhat slow. Also has strong use case as an antiair and in antiair situations is incredibly favorable on trafe. Mainly used as combo filler in combos as well as filler in pressure. However,2Bdoes have a high/low option from it, going into a6Bfor a high and2C/3Cfor a low. Chaining into6Bleaves a gap that can be mashed, but chaining into delayed2Cis a frametrap that punishes mashing. 2Bcan also be used as a very reliable meaty that can catch rolls and convert into extremely damaging pick ups if you set it up right. It can also cross under opponents, but generally leaves you at a disadvantage if you do, so it is situational. Moves Bang forward, extending his range before moving back. Can OTG (Off The Ground) opponents." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bang's second low. Mainly used as a combo filler and to end pressure, since most of his options are really unsafe to perform, and generally, isn't a good idea to dash in after it is blocked, as the opponent will promptly punish you due to it being -6. If you frame trap someone with it and net a counter hit,2Cbecomes a really damaging starter due to it causing a hard knockdown on CH, allowing Bang to pick up with2B, or cancel into a D Bumper set and3C> Bumper dash for a lot of damage. In the corner non CH 2c is one of his better starters. In FRKZ, it floats higher on hit, allowing Bang to chain into6Cfor a firepunch or J.C Loops. Long untech time basically guarentees your opponent won't tech in the air even on weird air hits." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll While Bang has a lot of options during his pressure and mixup game,6Ais his only button that can allow him to reset pressure, due to it being his only plus on block normal.6Aitself can lead into a lot of frame traps when combined with5A, and can also tick grab into his command grab if he is close enough to his opponent. Bang can go into a high/low mixup from6A, from a high hitting6Bto a low hitting2C, but they generally leave Bang less safe than just letting the6Arock to maintain the +1. Bang can go into5B, as well as do something like5B>6A>5B>6A, giving him a lot more options. However, the caveat for this is that Bang can only use6Atwice in a blockstring (similar to5B/2B). Also can be used to OTG grounded opponents by chaining into5Bfor an aerial combo, this and the rather low recovery allows6Ato be a great normal to catch no tech or rolls in the corner." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bang's second overhead. It's riskier, faster, and allows for a high/low mixup with2C. Since you can't continue to combo after it unless you spend meter or get a counter hit you should use this overhead carefully and be unpredictable with it. Since Bang raises his hurtbox you sometimes catch low hitting 2As with it, however using it as reliable high profile is extremely risky cause of the long startup. Can be cancelled from5Cto create a double overhead mixup, as well as Rapid Cancelling it to go into a J.A/J.B instant overhead or airdash J.B to keep the pressure going on block. Forces Knockdown. Comboable on air- or counterhit via2A. Airborne from frame 13 Recovery can be altered by external forces Maximum Slide duration 4F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Since6Cwhiffs against crouching opponents, it is primarily a pure combo tool unless your opponent makes a mistake you can punish. It has situational use as a YOLO very high risk high very reward antiair due to its massive disjoint. It is one of Bang's strongest combo starters regardless of regular hit or fatal. However as combo tool, the launch on hit makes it Bang's strongest and best combo tool against a standing opponent. Since you will get punished when you whiff6Cmake 100% sure the opponent is NOT CROUCHING before doing it. Counts as a jump. Fatal Counter Airborne from frame 4 Recovery can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Really good low hitting slide normal. You can use it to end combos against croucher or opponents that are too far away for6C. After3C, Bang is in a good position to catch rolls or set up a meaty. The launch on hit and general better proration makes this normal a good combo extender with rapid cancel against crouchers. Great way to start punishes vs DPs where6Cisn't reliable. However, it's very unsafe if used in a blockstring. The lower hurtbox, space covered and fatal property make a pretty good yolo normal that you can throw out after getting bursted away or to punish other fullscreen specials. If the normal gets blocked at longer ranges it becomes very hard to punish since Bang is mostly out of range of fast normals. 3Cloops are universal against all of the cast, but combos from it vary slightly from character to character now. On Fatal Counter it causes hard knockdown, making it easier to pick up afterwards. Launches the opponent a good bit in the air on hit. Fatal Counter 110% Bonus Proration" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A simple jab that can be repeated indefinitely, Bangj.Ais one of his most used moves in the air due to its speed, cancel options, and being a somewhat reliable air to air. It is also rather easy to convert fromj.A. A trick Bangs do is toj.Aimmediately after an airdash or an air backdash because the entire length ofj.Ais much shorter than his dashes, allowing him to barrier quicker to block some air unblockable moves. j.A Cancellable into j.AA on frame 13 j.AA Cancellable into itself on frame 11" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.Bis commonly used by many as a combo tool, a poke, and a way to confirm hits. It also has its uses after TK j.22a for a very fast very plus overhead option.j.Bmay not lead to the highest damage of Bang's combos, but it is a decent starter and very useful during neutral. You can challenge opponents in the air, and with how much spacej.Bcovers, you can confirm into many options." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.Cis one of Bang's main combo filler tools as he can jump cancel it for an instant airdash immediately after. It leads toj.Dearly in combos, making it very reliable in a scramble situation. This move can also be strong in neutral. It covers a large upwards angle with a good hitbox, making it very effective at counterpokingj.As on jumpback and contesting high. Great for sniping opponents at superjump height and counterpoking theirj.Cs, amazing for contesting air fireball/air screen pollution (Mu stein set, Hazama chain, Es fireball, Terumij.D, etc). With proper routing, air to air CHj.Ccan result in absurdly high damage combos. Forces Knockdown on CH." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "j.4B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Because the hitbox is only behind Bang, this move is solely a crossup tool. The lacking hitbox in front of Bang makes this move weak to cross under dashes or backdashes, so use it with care. It can also be subjected to getting grabbed or counter hit during startup due to Bang's hurtbox extending before the move becomes active. Has a little bit of vaccum on hit/block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This air normal is mostly used as jumpin or combo ender. It is also used during IADj.Ccombos as hittingj.2Cat a certain time can allow Bang to fall down and pick up with5A, or a poison/explosive nail as the opponent is being sent down. In neutral it can lock down jump attempts. If correctly spaced it can be used as crossup. It's safer thanj.4B, but since it's harder to set up it's usually easier to react to, making it very situational and also tricky to land on small hurtboxes like Noel. Also can be used to make a true fuzzy on certain characters immediately jump cancelling5Cbut with no followup possible without a perfectly placed bumper or meter sees very little use. Forced Knockdown on air hit Can follow up with5AorA/Bnail if used at the proper height/time." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll While5Dmay look like a strong normal, it quite frankly does not reach high expectations for anti-air or punishing.5Ddoes not guardpoint overhead hits or throws, making it a weak anti-air, but otherwise has a good general purpose guardpoint that starts reasonably early and using guard point followups reliably lets this move hit. However,5Dhas a very short starter rating, meaning Bang can only get a simple combo into J2C oki at best. In combos,5Dis also a good followup from5Cas it launches on hit, allowing Bang to followup with a decent corner carry confirm on a normal that normally forces crouching state. Grants Fu (First Seal) on hit. Catches crouching opponents. Wall bounces in the corner and on CH. Can OTG. IfDis input during guardpoint, it will cancel into Secret Technique: Bang's Pulverizing Blast Jutsu on frame 17. Damage with 5D seal: 840 Damage with all seals: 1050 Guard point will not block overhead attacks or unblockable attacks (Except during Overdrive with 2D seal active) On Guard Point, hitstop for Bang and Opponent 14F Grants Fu (First Seal) on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of the more commonly used normal drives and Bang's only real grounded anti air move.2Dhas a late but very long guardpoint that stops just short of its active frames and guards anything not a low or throw. Aside from guardpoint frames,2Dis one of the better Drives to start combos with. With enough resources it can lead to 4 seals midscreen and in the corner. Its hitbox is very thin and only somewhat tall, so you need to be mindful of where to place2Dversus air approaching opponents and be precise with shadowsteps to hit properly. 2Dhas a jump cancel even on block, allowing Bang to safely meaty an opponent on wakeup while also guardpointing any reversal due to its ridiculous amount of guard point frames while also jumping away from an unsafe situation should the attack get blocked. Like all of Bangs drives, it is a Very Short starter, meaning combos starting from drive normals are very limited. Grants Zan (Fourth Seal) on hit. Most common drive to chain into Drive Explosion followup with. Bangs only \"True\" anti-air. Launches opponent on hit, universal timing. Can OTG. IfDis input during guardpoint, it will cancel into Secret Technique: Bang's Pulverizing Blast Jutsu on frame 20. Damage with 2D seal: 1020 Damage with all seals: 1275 Guard point will not low or unblockable attacks (Except during Overdrive with 2D seal active) On Guard Point, hitstop for Bang and Opponent 14F Grants Zan (Fourth Seal) on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bang blocks before stepping forwards with a low kick.6D's guardpoint covers mid and lows but not overheads, so don't go using it as an anti air.6Dis the only frame 1 guardpoint drive Bang has but is slow to go active and has a big gap between when the guard point ends and the attack hits. This means even if you block something your drive shadow steps happen early or your drive explosion happens very late, so you can still easily be hit out of this move or blocked and punished for it. The best time to use this is against committal moves with bad recovery, such as other DPs or meaty attacks. Or to counter long ranged projectiles on reaction by combining it with the C shadowstep to close the distance. If you do get a counterhit, you can do some impressive damage, so the reward for using this well is very good considering how risky it can be. Even though this move is slow to go active, the D followup if you guard something is even slower so should generally be avoided. Grants Rin (Second Seal) on hit. Causes soft knockdown on normal hit, causes hard knockdown on CH and in FRKZ. IfDis input during guardpoint, it will cancel into Secret Technique: Bang's Pulverizing Blast Jutsu on frame 26. Damage with 6D seal: 1020 Damage with all seals: 1275 Guard point will not block overhead or unblockable attacks (Except during Overdrive with 2D seal active) On Guard Point, hitstop for Bang and Opponent 14F Grants Rin (Second Seal) on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A staple for many of Bangs standing/air confirms,j.Dallows Bang to send his opponent down onto the floor (regardless of height) where he can either follow up with a nail or another special to keep his air combos going. While it is mainly used after6Cdue to it being the easiest place to chain intoj.D, if done early enough,j.Dcan be combo'd into fromj.C, allowing Bang to convert from even the weirdest angles in the air. While the move isn't used that much in neutral, it is a decent wakeup tool to kill meaty throws and gain at least 2 seals minimum with an overhead. An important thing to note aboutj.Dis that it forces you into its longer landing recovery even if you cancel. frame data varies from -4 at earliest activation or maximum height of a standing character when falling to +2 on j.22a or lowest possible activation while falling. Grants Ka (Third Seal) on hit. Follows up into Drive Explosion somewhat quickly. Stalls his air momentum, making it useful for baiting out anti airs. Downward reach isn't that great, however. So it can be tricky to time for this and often just ducked under. Guardpoints all strike and projectile attributes from frames 4-12. Counterintuitively from the other drives, this movecanblock air unblockable attacks. Causes ground bounce into a soft knockdown on normal hit, causes a higher ground bounce and a hard knockdown on CH, while in FRKZ, it only causes the hard knockdown. IfDis input during guardpoint, it will cancel into Secret Technique: Bang's Pulverizing Blast Jutsu on frame 25. Can be whiff cancelled into Astral Heat from Frame 7 until the start of active frames. Damage with j.D seal: 900 Damage with all seals: 1125 Will not block unblockable attacks (Except during Overdrive with 2D seal active) On Guard Point, hitstop for Bang and Opponent 14F Grants Ka (Third Seal) on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "Secret Art: Bang's Shadowstep Jutsu", + "text": "A/B/Cduring Guardpoint H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Teleports Bang a set distance during a drive move and then continues the attack after reappearing. When using these, typically you will want to teleport to behind the opponent to ensure you're in range to hit without being getting hit yourself (Watch out for hitboxes that extend backwards more than they seem!). the button you'll need to press to do this will obviously vary with spacing but since you don't get much time to judge this you will need to learn which to use in advance or by instinct, if at all, depending on the situation. Can only be activated if a Drive guard points something and before the active frames of that drive move. Only one teleport may be activated per drive. Button pressed determines distance teleported, A being the shortest, C being the longest. If Bang switches sides, Bang will also face the other direction when finishing the move. Disables Special and Jump cancels on the drive move if it gets blocked." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "Secret Technique: Bang's Pulverizing Blast Jutsu", + "text": "Dduring Guardpoint H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Pressing D will do nothing at first, however at set points on each drive move, Bang instead detonates a huge explosion. The specific timings are different for each move and some even disable the active frames and explode after that point. See each move for details. The explosion is huge and extremely active, causing it to catch opponents late into its active frames as Bang is recovering or clashing with many different projectiles, outright nullifying them in most cases. Not only that, the explosion is also a Fatal Counter, meaning Bang can securely followup with a punishing combo that can set up for oki and has a longer starter rating than any Drive move normally does. Bang can't cancel his recovery, but it's short enough that Bang is still effectively plus when the explosion is blocked. This gives him a cover from which he can mixup or followup with other ideas. While it can potentially be whiff punished in specific scenarios, the general usefulness, amazing hitbox and active frames, and the fact that it is generally safe means that drive explosion is a pretty good option to use, even if you might get better damage by letting the drive move hit normally, as well as forgoing a seal unlock. Fully invincible when active until shortly before landing. Counterhit recovery state. Bang is considered airborne during the attack, and is unable to act until landing. Generally +8 on block when performed from the ground. Cannot be performed if Bang has already used that drive move to teleport. Fatal Counter Bang is in CH state after inv during the fall Total frames when used on the ground is 34, +7 on block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "Ground Throw", + "text": "B+Cor4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A basic throw that can be followed up, as well as aiding in his mixup game. Both throws function the same, with the opponent hit with a flying dropkick if the grab is successful, holding backwards just changes the direction Bang attacks from. After hitting, Bang can't do anything during the recovery except perform an airdash cancel or a special cancel, making one of the 2 essential to performing any followup combo. Overall Bang's throw has a really good reward allowing him to build 4 seals or fullscreen corner carry while still doing a good chunck of damage, as well as in the corner. The higher reward and shorter recovery makes Bang's throw an extremely good alternative to his command throw. Change up between command throw and regular throw depending on what you want, and what you're willing to risk. Does a wallbounce and leaves Bang in the air for airborne actions. When against the corner the wallbounce becomes a slide. 100% Minimum Damage (1500) Maximum Slide duration 30F Crumple Duration 20F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll While slightly worse as an air to air compared to other characters, it's slightly stronger to punish jumpcancels while your opponent pressures you, as well as a check to keep opponents grounded whenever they try to jump out of Bangs pressure. Air throw boasts extremely strong corner carry and decent damage, but it is not advised to use this against opponents in the corner since you will throw them out of it. His air command grab is a great alternative, since it keeps the opponent in the corner. Instead, air throw can be a great tool ifyourback is in the corner since it'll sideswap and lead to good damage. If you want to do an empty jump, you can use this before landing to cover yourself against jumpouts. This is risky, however, as a whiffed air throw will leave you in forced landing recovery and leave you open to get hit with a jab. Automatically sideswaps when performed. Unable to convert if airthrow hits from too high. 100% Minimum Damage (1500) Maximum Slide duration 30F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Since Ashura is now super punishable on block, you might want to resolve to using counter assault more often to get opponents off you, however keep in mind that Bang really needs the meter to do good damage off crouching opponents and general 100% FRKZ combos, so use it with care. Can be low profiled." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Functions as any other Crush Trigger, but also enjoys a reasonable amount of reach and good disjoint compared to others, making it one of the safer ones to use when properly spaced, Bang has all the mobility he needs to close in after a successful crush. In the corner it is an okay option to catch your opponent off guard once in a while, just keep your opponents blocking habits in mind and watch out for Instant Barrier Block. Can be used in several combos to get 1 more seal, extra damage or with bumper cancels to gain a +8 block advantage. Launches the opponent high on air hit. Crumple stuns on ground hit. 5A+B Crumple Duration 50, Crumple Fall 83F 5[A+B] Crumple Duration 50, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "Backdash", + "text": "44 H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Worth mentioning solely due to how bad it is as a conventional backdash." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "Bang's Unstoppable Double Palm Thrust", + "text": "623B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Mostly used as combo and pressure tool to end your blockstrings making2Cand5Dsafe. Causes a wall bounce on CH, as well as during FRKZ. Ground slides on normal hit. Pushes back on blockstun, making it a good pressure string ender if spaced properly. Counted separately from Bang's Heavenly Double Palm Thrust for combo scaling purposes. Maximum Slide duration 13F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "Bang's Heavenly Double Palm Thrust", + "text": "j.623B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bang does a double palm thrust in the air, with the fire taking form of a Phoenix. Only wallbounces in the corner on Counter Hit, but wallbounces both midscreen and in the corner in FRKZ. Wallsticks in the corner. Counted separately from Bang's Unstoppable Double Palm Thrust for combo scaling purposes. A combo staple of Bang Really important combo tool to extend or end your combos cause of the wallstick and huge corner carry. Since the wallbounce on CH got removed, using it as neutral tool is not really worth it anymore." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "Bang's Void Tempest Kick", + "text": "623C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bang's command throw can't be teched, however if your opponent guesses right on the command throw you will get punished 100% of the time. A bit weak to barrier since you can't connect a tick throw unless you have some dash momentum. Also careful when using as meaty since wakeup OD usually makes it whiff and gives opponent enough time to land a strong starter. The oki on the command throw leaves Bang in a good position to do2Ainstantly and gives him a bluebeat when the opponent doesn't tech. This forces them to tech instantly making it extremly easy to do another meaty command throw or other mixup. Works extremely well with the D Bumper in the corner, allowing for incredibly damaging meterless combos. Has 307 pixel range. Has an extremly strong anti roll oki forcing people to usually emergency tech. Works good in combination of D Setnail. Instantly Halts Bang's momentum upon use. Minimum damage 100%: 2335" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "Bang's Void Tempest Kick EX", + "text": "j.623C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An aerial version of Bangs command grab that is as fast as both hisj.Aand his airgrab, making it an effective air to air neutral tool against an opponent. Gives Bang enough time to combo after it, granting it decent reward midscreen and a huge reward in the corner combo wise, as well as scoring a knockdown combo. You can combo it into ashura to do an unburstable combo and on CH, it forces knockdown, allowing for different combos midscreen, but the routes from it are generally not as useful in the corner though. Has 344 pixel range. CH forces knockdown, allowing for alternative combo routes. Used as a preemptive anti air, an alternative to his normal air grab or even his j.A. Still keeps momentum upon use, making it useful for throw combos. Awful counterhit-state landing recovery if it misses, do not do this move by accident. Minimum damage 100%: 2125 Landing recovery applies only on whiff" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "Bang-style Shuriken", + "text": "j.236A/B/C/D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll AVersion Consumes 1 nail Travels in a high angle Does not affect air momentum Can cancel into float or a different nail (including +Dversions) Causes poison damage on hit which ticks for a 100 damage per 60 frames (1 second), lasts up 360 frames (600 damage total) Poison ends if Bang gets hit Does not stack but resets its duration Poison effect does not kill if the opponent has 1 HP Useful in neutral and during combos Can still be activated without nails and will animate as normal, but nothing is thrown. This is the key to Bang's overall damage for BBCF. It is necessary to learn how to use this tool properly to maximize Bang's performance during a round. It can be implemented in every IAD combo. It is useful in mid to long range neutral game as it travels pretty far and can be used to get in due to its start up and able to conserve air momentum (nail glide) or used with B nail. Consumes 3 nails Ends air momentum Same effect as its single version Does an extra back jump and ends all of Bang's action until landing (Puts Bang in CH state during it) Not very useful in terms of tool as it consumes 3 of Bang's 12 nails so it is rarely used. It travels slightly further than regular version and can be used to poke people who are close to death. If you do any +Dversions (basicallyA+D,B+DorC+D), you cannot do anything, besides rapid if hit, until you land. If you get hit while falling, it is a guaranteed counter hit. j.236A Can cancel into any other Bang-style Shuriken from frame 13 Can cancel into Flaming Air Attack (float) from frame 17 H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll BVersion Consumes 1 nail Travels in a medium angle Does not affect air momentum Can special cancel into float or a different nail (including +Dversions) It will bounce (direction of bounce) if it hits either the opponent (backward), ground (forward) or wall (downward) Once it bounces, the nail hitbox is gone and can bounce more than once. After bounce, it will always detonate in 26(?). Useful in neutral and during combos The B nail got a buff where it regain its conserve momentum property from CS1 which has more applications in combos, neutral and okizeme, especially in the corner. Ending a corner combo withj.2Cand then B nail will make your approach extremely strong and dangerous. Used in close to mid neutral game and can be nail glided and combined with A nail. Note that several characters can duck under the explosion and still beat you out, when approaching recklessly. Consumes 3 nails Ends air momentum Same effect as its single version Does an extra back jump and ends all of Bang's action until landing (Puts Bang in CH state during it) Similar toA+DVersion where it has not much uses and should be avoided. j.236B Can cancel into any other Bang-style Shuriken from frame 13 Can cancel into Flaming Air Attack (float) from frame 17 H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll CVersion Consumes 1 nail Travels in a low angle Ends air momentum Can special cancel into float or a different nail (including +Dversions) Sticks the opponent in place for 60 frames on hit, 20 on block Useful for baiting anti-airs and extending combos Used to make your high jump-ins safe and can catch anti airs if spaced properly. Combowise it's the number one Nail to build Seals and set up oki. Consumes 3 nails Ends air momentum Same effect as its single version Does an extra back jump and ends all of Bang's action until landing (Puts Bang in CH state during it) Again, similar toA+Dversion but worst as the web nail effect degrades as it stacks and reduces the combo timer badly. j.236C Can cancel into any other Bang-style Shuriken from frame 24 Can cancel into Flaming Air Attack (float) from frame 30 H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll DVersion Consumes 3 nails Travels in all 3 angles simultaneously Temporarily pauses movement, but retains all air momentum Can special cancel into float or a different nail (including +Dversions) Useful for neutral game to get in or out Can bounce on the floor so it covers a lot of space D Nails are used to give yourself space to get in or out. It is stronger due to the combo timer being more manageable so you can add an IAD with A nail which adds a bit more damage. Can cancel into any other Bang-style Shuriken from frame 13 Can cancel into Flaming Air Attack (float) from frame 17" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "Bang's Steel Rain", + "text": "632146B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bang summons an umbrella at a fixed height that slowly tracks the opponent's position as it rains down up to 60 nails in 2 frame intervals. The umbrella will be thrown near the opponent across at most 3/4 of the screen before opening up, then it will continue to float towards them before stopping directly above. This move consumes up to 4 nails if it's allowed to, but it only spends 1 upfront. After the first 24 hits, the umbrella will consume another nail and add another 12 hits, up to 3 times. The umbrella can be stopped if it is hit, Bang gets hit, or Bang lands a command grab, Distortion or Astral, preserving any nails not yet spent. Umbrella has a slow start up but it can be used to setup command grab super traps if done correctly. Also, should be noted if the opponent is beyond 3/4 of the screen, Bang will throw the umbrella at 3/4 of the screen and then it will keep tracking them past that. Typically not the best usage of nails but it is good when used to close out a round against a cornered opponent after a knockdown. Will still animate even with no nails, the umbrella will remain on screen for a few seconds, but will not shoot nails Consumes 1 nail when the umbrella opens to drop 24 nails, then consumes 1 additional nail to drop 12 more nails (up to 3 times) Nails appear in 2F intervals, each nail active for 12F Additional nails consumed the frame after the last nail of the set is spawned (frame 139/163/187) Minimum Damage 1%: 1×N" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "Flaming Air Attack / Musasabi", + "text": "j.22A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bang uses his scarf to float while in the air Can cancel to almost any action on frame 9 Can be done twice in the air if none of Bang's air mobility options have been used (does not count initial jump cost) Uses Bang's double jump and first air dash option for the the first float and his second air dash for the second float Conserves air momentum except downwards (will cancel it instead) Passes through your opponent Very strong neutral, mix-up/pressure and combo tool While floating, you are in a counter hit state In 2.0, the Minimum Height restriction has been removed. Bang's float is a very strong tool in general and got buffed as it does not consume all your remaining air options. As a neutral tool, it can be canceled from any Bang-style Shuriken (except +Dversions) which can be useful to spam the same nail type. It can be used to bait anti airs as it stops your falling momentum and with combination with C nail, it can be used to punish them. For mix-up, it is used to repeat the same or different air move as it keeps your height on initial use, so for examplej.2C>j.22A>j.2Ccan be done as a double overhead jumpin mixup. It's primary use as an offensive tool is to be tked from a jump cancelable move to add another layer of mix up options like quick, very plus overheads with any air button besides j.a, oftenj.Bfor consistency sake. You can generate nigh riskless plus frames out of thin air with TK musasabi nails. It can also cross up if you let the float last long enough. It is used during combos due to its ability to keep Bang on the same height which opens up new combo path with either6Corj.C. It should be noted that during OD, FRKZ dashes can't be canceled from float. You need to press either A, B or C to dash after a float. Can only be used once per jump Costs 1 air action Can cancel into actions from frame 9 Landing recovery only applies if move reaches frame 9" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "Set Nail/Bumpers", + "text": "214A/B/C/D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bang swings his hand and puts a nail in the air Costs 1 Nail Position is different for each button While in touching distance of a set nail Bang can perform a Nail Dash by holding any direction. This can even be done to cancel any move that has hit (Excluding his Exceed Accel). See the next move card for the dash itself. Disappears after 3 uses When setting a bumper in the corner, bumper will not go offscreen, but sit next to the corner on screen. This move can still be activated without nails and will animate as normal, but no bumper is set. Can still be used to stall air momentum, but usually just a bad idea. Setting nails is an extreme potent way for Bang to set up flexible mobility, usually after his combos end so he can keep the pressure up with easy crossups, jumpouts, fake jumpouts (By jumping and immediately nail dashing back to the ground) etc.. Do be careful with your inputs when around bumpers as it's extremely easy to accidenally dash when you don't want to, potentially messing up your movement or combos. The D version is the go-to version since it allows Bang to pressure safely in the corner and maximize damage from every hit. It's especially great for6B,3C, and623Csince the Nail Dash Cancel acts like a substitute for rapid cancel allowing you to safely retreat. During overdrive combos the D version is set after a6Dto super twice. While the other versions are less used, they also have good mixup and combo options. They are also way easier to control, compared to the D Set nail. All Air Versions need to be touched in the air Air Version will never set a nail near the ground While A,B,C act almost like their ground counterparts, the D Version places the bumper directly under Bang allowing him to instantly use it." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "Nail Dash", + "text": "Any direction off Set Nail H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Pressing a direction while near a nail makes Bang do a similar dash to his Overdrive movement. It's considered a special move so it can be used during combos to cancel normals and often still have time to follow up, allowing for some creative and specific combos depending on nail placements. Consumes an air option if used in the air, but doesn't acually need one remaining to activate. Can be performed after6Bor3Cconnect, even though they cannot be special cancelled. Has a small amount of invul allowing to dodge reversals easily In order to dash off a bumper, Bang's origin needs to be within a rectangle around it that's 192px wide (if grounded) and 300px wide and 192px tall at system resolution.In the air there is also some leniency of 4 frames after leaving this rectangle where it is still possible to perform the Nail dash. In the air there is also some leniency of 4 frames after leaving this rectangle where it is still possible to perform the Nail dash. Bang snaps to the bumper at the start of the nail dash. Can pass through opponents. All nail dashes can be cancelled into another nail dash on frame 5. Cancelling into other moves is complex and depends on the dash and the moves in question:Purely grounded dashes can be cancelled into any attacking move on frame 9Ground to air dashes can be cancelled into non drive normals, air throw and j.236X on frame 9. He can cancel into everything else on frame 13Air to air dashes can canel into anything on frame 9. Purely grounded dashes can be cancelled into any attacking move on frame 9 Ground to air dashes can be cancelled into non drive normals, air throw and j.236X on frame 9. He can cancel into everything else on frame 13 Air to air dashes can canel into anything on frame 9. Air to ground dashes have no landing recovery making Bang recover as soon as he lands, these cannot be performed if Bang is already fully grounded." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "FuRinKaZan Dash", + "text": "Any direction during Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll During overdrive, Bang uses a modified bumper dash as his movement instead of regular jump, walks, dashes etc. The dashes are what makes Bang's overdrive as it gives him insane mixup and mobility. The properties of these dashes are improved by your Fu and Rin seals (5Dand6D, respectively), so be aware of what you have during overdrive's activation so you know what to work with. Using the dashes during pressure allows Bang to easily create extremely hard to block mixups, the key is to be creative with your approaches like doing2B>9dash>j.2C>4dash>j.2C. Keep in mind that strings like these are vulnerable to reversals. While the dash is powerful it's also is hard to control, so try not to get into neutral during overdrive, since opponents will mostly get high in the air and press a lot of buttons making it really hard for you to get in without getting hit and even if you somehow manage to hit them it's really hard to confirm into a proper combo. Since pressing 4 also is a backwards dash, you will need to use barrier block or crouching block if you actually want to block something. If you have the Zan seal (2D) then you can block during dashes as well. When you have the6D(Rin) seal overdrive can be used to beat out several strings from characters that use projectiles to pressure you. Can be cancelled into from everything that bumper dashes can. Has all of the same cancels as Nail dashes except the following moves can also be cancelled into at any time:6A,6B,6C,3C,5D,2D,6Dandj.D214X,j.22A,623B,j.623B,632146B,623C,j.623CAll Distortion Drives and Exceed Accel.Kara-cancels still consume a use off of one bumper 6A,6B,6C,3C,5D,2D,6Dandj.D 214X,j.22A,623B,j.623B,632146B,623C,j.623C All Distortion Drives and Exceed Accel. Kara-cancels still consume a use off of one bumper Only three grounded dashes can be performed from cancel chains. Going fully neutral resets this limit. Airborne dashes retain momentum, unlike bumper dashes. Cannot pass through opponents. Bang can use the dash once in the air (excluding the dash to get airborne) and is not able to pass through opponents. This resets when landing and isn't considered a use of his air options, although this is only relevant for using Musasabi since normal air options aren't usable during Overdrive. With the5Dseal \"Fu\" Bang adds two air dashes to the limit and the ability to pass through opponents With the6Dseal \"Rin\" Bang gets projectile invulnerability from Frame 3-8 With the2Dseal \"Zan\" Bang can block during dashes. FRKZ Dash has additional properties depending on what Seals Bang has active 5D Seal allows Bang to pass through opponents 6D Seal gives the dash some Projectile Inv" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "Shishigami-style Secret Technique: \"Fatal Eruption\" / Daifunka", + "text": "2363214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Values in [] are during OD Minimum damage 15%: 1010 [1374] reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "Shishigami-style Technique: \"Bang's Infinite Chaos-Fist of the Void\" / Ashura", + "text": "236236A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fast Reversal. Since the super is easy to punish, you need to use it with care. It's still a great reversal to beat your opponent's meaties and punish gaps in pressure. The fast start up also allows Bang to use it at spots where Daifunka wouldn't work. Horizontal Hitbox is limited. Extremely high vertical hitbox, making it a great anti air. Normal and OD version count as different moves so they don't trigger SMP. Values in [] are during OD Minimum Damage 25%: 925 [1041] reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "Ultra Technique:\"Hyper Shadowstep Strike\" / Shippugeki", + "text": "236236Dwith all 4 seals H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bang's command grab super that he gets after he obtains all 4 seals from his drive. He automatically tracks the opponents location and after the superflash, warps directly to where they were during the superflash and proceeds to grab them. Since this move always crosses up the opponent, it can sometimes cause the opponent to attack the wrong way, giving Bang a free chance to grab them. It is very useful in neutral for when the opponent commits pretty hard to a button, Bang can immediately grab them and turn the situation into his favor. However, the move has a few shortcomings, as when Bang tries to use it when the opponent is grounded and/or not doing anything during the superflash, when Bang teleports behind them, they can simply jump out and punish Bang with a jump in, or by simply Overdriving through him and land an incredibly painful punish on him. Bang also basically completely overlaps his opponent before actually grabbing them, meaning that sometimes hitboxes from various moves will just hit him before he grabs, even if those moves were being performed in the wrong direction. While opponents have even more limited options against the super in the air, since they cannot double jump out of it, it is still advised to use it with caution because an opponent can simply Overdrive through it, or if they have one, invuln through the grab and retaliate with a DP or a distortion drive, just like with the ground version. Can be used for a few tech traps as well as a sort of reversal, but Bang has better tools for those situations. It is a rather decent tool against Zoners once Bang achieves his seals. Invuln only lasts until after the superflash before it goes active, where Bang is right next to the opponent, almost inside of them. Overdrive version does significantly more damage, as well as leaving Bang a farther distance from the opponent than the normal version. Tracks opponent state and location during superflash, it acts like a grounded throw if the opponent was grounded, air throw if they were airborne. Values in [] are during OD First 3 hits deal 900 damage instead of 1000 if move lands mid-combo Minimum damage 15%×3, 20% [15%×4, 100%×2]: 810 (765) [1920 (1875)] reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "Bang's Dancing Petal Storm", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. On startup, Bang performs a palm thrust on his opponent. If it hits, Bang then throws out a barrage of ninja tools at his opponent before finishing off by tossing a couple of bombs onto the hapless victim. He moves forward during the initial attack giving it slightly more range than its hitbox suggests. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 305 {595+39}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "Shishigami-style Forbidden Technique: \"The Ultimate Bang\"", + "text": "j.6321463214DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Extremely satisfying Astral. Can be combo'd into from5Dairborne hit in the corner or throws reliably. However, the True Bang Way is landing this astral raw either as a wakeup reversal or tricking your opponent to press a button into it. It has a guardpoint all the way until the end of the active frames, so it can be used to stop attacks. Min height TK Astral only hits on crouching Carl, Valkenhayn, Relius, Jubei, Platinum, Jin, Hakumen, Nine, Tager and Susano'o. Can be Kara Canceled into from j.D from Frame 7 to just before active frames. Allows Bang to use the Shadowstrike Jutsu since it's a Drive move. But Pulverizing Blast cannot be used. Has Range and Vector checks, cannot hit someone who is behind him, or more than about half a screen away, regardless of hitboxes. On Guard Point, can cancel into shadowstep On Guard Point, hitstop for Bang and Opponent unchanged Landing recovery can be cancelled into anything" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang", + "title": "Bang", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Frame_Data", + "title": "Frame Data", + "section": "How to Read Frame Data", + "text": "If this is your first time looking at Frame Data, or if you need a better understanding of anything you see within the charts, please refer to thereading guideon Frame Data." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Frame_Data", + "title": "Frame Data", + "section": "Frame Data", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Frame_Data", + "title": "Frame Data", + "section": "Ground Recovery", + "text": "+ A/B/C 1~3F Fully invincible 4~17F Throw invincible, if hit you will be in the air 18~30F Guard possible, if hit will be in crouching position 1~10F can pass through opponent 30F Total Duration + A/B/C 1~10F Fully invincible 11~17F Throw invincible, if hit you will be in the air 18~30F Guard possible, if hit will be in crouching position 1~10F can pass through the opponent 30F Total Duration + A/B/C 1~13F Throw invincible, if hit you will be in the air 14~19F Throw invincible, guard possible, cancellable into any grounded move, if hit will be in standing position Will automatically Quick Tech after lying on the ground for 64 frames 19F Total Duration no direction + A/B/C 1~32F Fully invincible 32F Total Duration" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Frame_Data", + "title": "Frame Data", + "section": "Knockdown Timeline", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Frame_Data", + "title": "Frame Data", + "section": "Air Recovery", + "text": "//+ A/B/C when airborne 1~15F Fully invincible 15F Total Duration A/B/C when landing on the ground 1~32F Fully invincible 32F Total Duration" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Frame_Data", + "title": "Frame Data", + "section": "Overdrive", + "text": "All versions are HBFPT invulnerable for the full activation, and invulnerable to bursts before the screen freeze (frames 1-3) Time is reduced by half when using Guard Cancel Overdrive or Overdrive Cancel Overdrive timer is paused during hitstop and superflash frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Frame_Data", + "title": "Frame Data", + "section": "Burst", + "text": "Air Burst is vulnerable until landing Ends Active Flow and disables it for the rest of the round" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Frame_Data", + "title": "Frame Data", + "section": "Burst Gauge", + "text": "The Burst Gauge is 10,000 units Passive Burst Gain is ×4 during Active Flow. Passive Burst Gain is not paused during hitstop or super flash Burst gained from getting hit: (1-Current ProrationGiven as value between 1 and 0, includes the proration values of the current hit) ×damageThe damage the move actually did× 10 + 100" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Frame_Data", + "title": "Frame Data", + "section": "Barrier Gauge", + "text": "Barrier Gauge is 10,000 units. Each usage of Barrier instantly consumes 100 units. After the first frame of activation, holding Barrier consumes 10 units per frame.Barrier Gauge is not consumed during hitstop, superflash, etc. Barrier Gauge is not consumed during hitstop, superflash, etc. Upon defending an attack, instantly consumes (the raw damage of that attack / 2) units.Consumption usually caps at 500 units per hit - meaning that an attack with damage over 1000 will only consume 500 units.Charged Crush Trigger deals extra 4000 units to Barrier Gauge. Consumption usually caps at 500 units per hit - meaning that an attack with damage over 1000 will only consume 500 units. Charged Crush Trigger deals extra 4000 units to Barrier Gauge. Barrier Gauge starts to recover 124 frames after deactivation at the rate of 16 units every 10 frames.Barrier recovery is not paused during hitstop, superflash, etc. Barrier recovery is not paused during hitstop, superflash, etc. When the Barrier Gauge is depleted, character enters Danger State and Barrier is disabled until Barrier Gauge fully refills (900F). Entering Overdrive stops Barrier Gauge refill, re-enables Barrier, and ends Danger State." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Frame_Data", + "title": "Frame Data", + "section": "Attack Level", + "text": "Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Frame_Data", + "title": "Frame Data", + "section": "Heat Gain Table", + "text": "Heat Gauge is 10,000 units, so 100 units = 1 Heat. Values are truncated after the decimal. Ex: 100.3 becomes 100, 35.8 becomes 35.Thus a move that generates 100.2 units and a move that generate 100.6 units actually generate the same amount of heat (100 units). Thus a move that generates 100.2 units and a move that generate 100.6 units actually generate the same amount of heat (100 units). Attacks that cost Heat (such as Distortion Drives and Crush Triggers) and Exceed Accel do not gain any Heat for the attacker.Hakumen's Specials are the sole exception; they still generates Heat for Hakumen. Hakumen's Specials are the sole exception; they still generates Heat for Hakumen. Using Barrier does not affect Heat Gain. Instant block formula only applies once to each Instant Block input (aka each time you press Back). Remaining hits gain Heat like Normal Block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Frame_Data", + "title": "Frame Data", + "section": "Building Active Flow", + "text": "In order to get Active Flow you must reach10000pwhile performing an action that is anActive Flow Catalyst. This meter resets to zero at the start of each round. When a player reaches 8000p, \"Attention!\" appears on their side of the screen and their burst gauge will begin rotating more rapidly." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Frame_Data", + "title": "Frame Data", + "section": "Miscellaneous Properties", + "text": "This just a table of various values and properties that don't go anywhere else" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "Overview", + "text": "Rachel is ahigh skill-floor/high skill-ceilingcharacter. Her gameplan is a mix betweenstrong zoning/screen controlin neutral andstrong mixup/setplayon offense. Her drive is a unique wind mechanic that can influence not only Rachel's movement and momentum, but her projectiles and even her opponent to a degree. Rachel's Drive lets her summon wind in eight different directions by pressing the drive button while holding any direction (this defaults to a forward gust if no direction is held). These gusts are independent of what Rachel is doing and can be performed while she is doing anything else as long as Rachel isn't in hit or blockstun and isn't performing any tech roll. Wind affects all of Rachel herself, her projectiles and her opponent's position (albeit much less strongly than Rachel is). Due to the ground having friction, players pushed by a gust while airborne will be affected much more strongly than on the ground. Rachel's Overdrive Sylpheed gauge recovers faster. Distortion Drives gain additional animations and properties:Baden Baden Lily raw and minimum damage increased on body and poles.Baden Baden Lily poles do bonus prorate.Tempest Dahlia summons additional projectiles. Baden Baden Lily raw and minimum damage increased on body and poles. Baden Baden Lily poles do bonus prorate. Tempest Dahlia summons additional projectiles." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Chains into itself 3 times Two hit jab that hits crouchers. Slow on whiff. Can gatling/special/jump cancel the first or second hit.5Ais primarily used to extend blockstrings or combos. The two hits are jump cancellable and both can be cancelled into2B. This enables scary mix-ups with5A(1~2)→j.2D~j.Aor2B." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Clashes with Lv1 projectiles Extremely good neutral poke that's jump cancelable on hit or block 5Bcovers a decent amount of space which makes it decent in short-ranged poking and as a counterpoke. It's also one of Rachel's two primary starters for punish combos. It hits all the way to the ground, which make it useful for OTGing and hitting low-profile characters. This normal is a strike projectile, meaning that projectile invulnerable moves will NOT go through it.5Bcan only gatling into2Bonce, requiring you to jump or stop your current blockstring in order to go low again.5Bis a level 2 move, so5B→ 9jc →j.2D→j.Ais not gapless on IB. On clashing with a projectile, gains ability to whiff cancel into any of its usual cancel options" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Go-to fatal tool (cancel into214A665B214Bfor conversions) Spins on CH 5Cis typically used in combos, but is also an excellent starter to punish reversals.5Dis commonly used between both hits of5Cto make combos more consistent. Keep in mind this button is minus on normal hit if not chained into5CC. You should never throw just this button out except on a fatal. Fatal Counter Cancellable into 5CC on frames 15-24" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "5CC", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Blows back on hit and causes sliding knockdown midscreen Wallsticks in the corner Typically used in mid-screen combos to knock the opponent away for either an opportunity to setup or to send someone into the corner. In corner combos, it causes wall stick, allowing Rachel to further extend the combo. This is commonly seen in Rachel's5CCloops. Can also be used as an ender which offers decent okizeme options since it can be special canceled. Maximum Slide duration 30F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Chains into itself 3 times A decent ranged and fast poke. Can chain into itself on whiff and has short recovery which makes it great for DP baiting and tick grabs. Because of Rachel's short crouching hitbox, it can also be used as a situational anti-air. When Rachel's opponent has a lot of moves that guard point or are invincible to projectiles, this is Rachel's go-to poke. Can also OTG characters, so it's a good tool for catching people attempting to late tech or roll." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Clashes with Lv1 projectiles A fast low. Often used as part of Rachel's5B→2Bgatling strings. Like5B,2Bis a strike-projectile and will beat moves with only projectile invuln. Also hits to the ground, but not used as much as2Aor5Bfor OTGing. On clashing with a projectile, gains ability to whiff cancel into any of its usual cancel options" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches high in the air on CH A high risk, high reward move. On one hand, its guardpoint allows Rachel to interrupt your opponent and possibly combo out of it. However, it also comes with several flaws: the guardpoint is not frame 1 and will lose to any meaty, the startup is quite slow, it has poor horizontal range, and is extremely unsafe both on whiff and on block.2Cis also used in a small handful of combos due to its huge damage and excellent proration values (94% P2 with 110% bonus on the first use). On Guard Point, hitstop for Rachel is 0F. Opponent hitstop unchanged Cannot guard against throws and unblockable attacks Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Floats on ground hit 7-12 guard point (Head) An absolutely absurd anti-air with guardpoint instead of head invulnerability. It locks the opponent into whatever jump-in they're taking, meaning this move will more often counterhit than not. It has a great hitbox and can even hit behind Rachel. Its size and fast recovery should not be understated, as this anti-air is extremely easy to use and leads to a ton of damage and easy conversions.6Ais used a lot in combos to either launch the opponent, combo into BBL, or as a means to gatling into4Bto continue combos.6Ahas a lot of untech time on counter hit, allowing Rachel to perform a ground combo instead of an air combo. On normal hit, the most common extender is (5B) →j.C→2D→ 9jc →j.C→6A. It's very stable and works at most heights. A more advanced version is (5B) →j.[C]→j.[C]→j.C→6Ait doesn't require any wind but doesn't work if the opponent is too high. On Guard Point, hitstop for Rachel is 0F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "6B/5BB", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Causes a stagger effect on ground Counter Hit Blows back and wallbounces on air Counter Hit Rachel's longest poke. Great for dealing with people who are reckless with approach, have slow moves or have comparable reach with their pokes. On CH,6Bonly blows back and wall bounces on air Counter Hit. Converting counterhit6Binto a full combo at max range is tricky but in general, you convert grounded CH into a full combo by linking micro dash6B→ jc j.3DB →j.C→ etc. 6Bis jump cancellable so it can also be used to extend combos/pressure if you are too far to hit the opponent with5B. For example,6B→ (9jc →j.2D or j.3D~j.A) or5D~3Cis a 50/50 mix-up. Maximum Slide duration 20F On CH Crumple Duration 30F, Crumple Fall 78F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Rachel hops forward twirling her dress. Continues hitting until Rachel lands, Rachel can use her Drive to control her movement in the air. Each hit that connects, including the first, applies a stacking multiplier of 1.04x (up to 20 times) to6C's base damage of 80; damage starts at 83 and increases with each hit up to the 20th, to a maximum of 175 Applies damage proration on each hit Forces standing on hit Rachel's only plus on block normal, though it needs wind to be plus, and is usually minus if done without it. On block she can gatling intoj.2Corj.C, thoughj.Cwill whiff on crouching opponents.6Cwill continue for as long as Rachel is in the air or until she cancels the move into another. This move's recovery can be avoided by cancelling intoj.Cjust before landing, allowing Rachel to be extremely plus on hit/block (into double-digit frame advantage) with proper timing, though wind is still required to keep6Con top of the opponent for its whole duration. Said wind could also instead be used for other mixups that don't potentially give the opponent over 10 meter from instant blocking, so overall6C's usage as a pressure tool is fairly limited despite being plus on block. Base damage: 80 Each hit (including the first) applies a stacking multiplier of 1.04x to the damage of 6C up to 20 times, giving an effective base damage of 83 and a peak damage of 175 Airborne from frame 9, hits every 3 frames until landing Active frames/number of hits can be altered by external forces Without external forces: 35F active/12 hits, total duration 60F If cancelled into j.C (or any other airborne option without its own landing recovery), adds 4F landing recovery Forces standing on ground hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "4B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Forces crouch Ground bounces on air hit Fatal Counter Hits crouching characters on frame 26 (frame advantage based on this frame) An average standing overhead with above average damage scaling properties.4Bis most commonly used to drag the opponent back to the ground after6A, allowing for Rachel to followup with either5CCor a microdashed5B→6Aif used earlier in combos. Generally used when a Rachel player doesn't feel confident in doing the more optimal6A→236A→663C(1) →214Croute. Fatal Counter Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Corner combo ender Nice low mixup when combined with wind in some situations. Can be held (3[C]) Vacuums on hit Prorates only once 3Cis a common corner combo ender, allowing Rachel to place George, convert a rod into Lotus, or do236B~9Din the corner. Can be used to extend combos by comboing into George, Sword Iris, or launching them with8D.3Cis Rachel's only low outside of2B. Rachel can also move a fair distance with3Cand wind, which can be useful in some aggressive setups after a6B. In pressure, sometimes doing a winded3Ccan be a good low option when Rachel has been pushed farther out to compliment her other overhead option for getting back in (jc →j.2D~j.A). Linking a2Cafter3Con block is a risky frametrap, but works well if your opponent knows Rachel's pressure ends with3C. Use this VERY sparingly or only when you have a rod nearby to cancel it into214C, have meter to RC the2C. Even with meter,2Cwill often whiff, only hitting if the opponent is extremely close to Rachel or pushed a button to extend their hurtbox. If you hold C while performing3C, it will extend and do additional hits. This sees limited use outside of some side swap combos. 3C First hit that connects must be blocked low, remaining hits can be blocked mid Checks for held button on frame 17 Counterhit state ends early, frames 20-21 are active but not CH state 3[C] First hit that connects must be blocked low, remaining hits can be blocked mid Counterhit state ends early, frames 36-37 are active but not CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The input for Rachel's instant overhead isj.2D~j.A. A fast aerial jab that hits overhead.j.Ais a key part of Rachel's 50/50 mix up from5B/5Aas she can force the opponent to guess whether she'll doj.2D~j.Aor2B. It has short recovery, so can also be used for safe-jumps. Performing this instant overhead is most easily done from a blocked5B. To practice this, set the opponent to block everything but to not switch block, then set them as crouching." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of Rachel's two main jump-in normal. Slightly slower, but hits further thanj.Awhich can make it a better jump-in option in most situations. When used in conjunction withj.3Dand followed by aj.C, Rachel can move around halfscreen and easily convert into a deadly blockstring. Does not hit overhead." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Can be held (j.[C]) to make Rachel float EXTREMELY useful in matchups against opponents that like to be airborne j.Cis an amazing air-to-air normal, it is very fast (even faster thanj.B) and boasts a large hitbox located above Rachel on her side. Because of its huge hitbox,j.Cis great for using against opponents above and to either side Rachel in the air. This is a very potent tool against characters who like staying in the air (e.g. Hazama, Arakune). As far as confirms are concerned,j.Chas a ton of untech time on counterhit, allowing Rachel to bring them back to the ground withj.[C]→j.[C]→j.C→6A.j.C→j.2D→ 9jc →j.Ccan be used to drag the opponent to the ground without a counter hit. Even if this move is blocked, the blockstun is great enough that Rachel can often drag them back to the floor with wind to mix them up. Ending an air blockstring with this move will often leave the opponent on the ground, still in blockstun. Cancels into j.[C] (float) on frame 23" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "j.[C]", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Used in some air juggle routes to minimize wind usage Retains some aerial momentum While held, Rachel's falling speed is fixed and does not accelerate on its own. Rachel descends faster the higher up she is. Rachel slowly floats to the ground. After a short delay, Rachel is able to cancel the float into attacks or airdash, or even block while floating. Inputting Barrier after the delay will cancel the float, but if the buttons are already held beforehand then Rachel will be able to Barrier in float. Can block, or cancel into attacks or airdash from frame 10 onwards (including after landing)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Rachel summons a platform beneath her and drops straight down. Hits overhead at the start, but becomes a mid shortly after. j.2Chas different hit properties depending on how fast Rachel is falling when she connects. Level 1 will bring the opponent down with her on an air hit, no special properties on a ground hit. Scales damage much harder than higher levels. Level 2 brings opponents down much faster and groundbounces them, even on ground hit. Level 3 brings opponents down slightly slower than Level 2, but still groundbounces them and has a much longer untechable time. It also forces a Fatal Counter even on a normal hit, and allows for longer combos when used as a starter. Because of how fast Rachel needs to be falling to reach Level 3, it is unlikely for it to ever still be an overhead by the time it connects. j.2Ccan be special canceled on hit, but not on block. Its ground recovery can also be cancelled both normals and specials on hit. On block or whiffs, Rachel will instead be left vulnerable. The hitbox is also smaller than the hurtbox below Rachel, so it can be anti-aired somewhat easily even by attacks without head invuln. Most of the time when you see this normal, it will be a botchedj.236Cinput. j.2Clevel 2 is used in some very advanced combos. It launches the opponent very high which allows Rachel to get either one214Aorj.214Bbefore continuing the combo. j.2C Lv1 First 4 active frames (frames 13-16) hit overhead, remaining active frames hit mid On hit, landing recovery can be cancelled into attacks j.2C Lv2 First 4 active frames (frames 13-16) hit overhead, remaining active frames hit mid On hit, landing recovery can be cancelled into attacks j.2C Lv3 Fatal Counter, forces counter on normal hit Bonus Proration 110% First 4 active frames (frames 13-16) hit overhead, remaining active frames hit mid On hit, landing recovery can be cancelled into attacks" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "Forward Throw", + "text": "5B+Cor4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage (1500) Wall bounces in the corner Relatively short, but decent for tick grabs. Must use wind to combo off of it midscreen unless canceling directly into Astral.7Dis used for the normal mid screen throw combo.5A/5B→ 9jc → Land → Throw is also a potential mix-up tool since people will expect the IOH. Back throw is identical to forward throw, save for the direction it sends the opponent 100% Minimum Damage 1500 The only attack Rachel has where she makes physical contact with the opponent outside of using her wings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage (1500) Ground bounces 100% Minimum Damage 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 1-20 All Invul 180F Heat Gauge Cooldown" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 180F Heat Gauge Cooldown Hard knockdown on air hit 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "Tiny Lobelia", + "text": "236A/B/C(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Maximum 3 Rods on screen at any time A Lobelia (ground version only) has Same Move Prorate When a Lobelia hits the corner, the active frames will refresh, allowing it to hit up to two times Lobelias can be detonated even when airborne, allowing for quick vertical zoning off of Lobelias that remain in the air longer, like236Band236C Rachel launches a Rugby ball-shaped seed that flies in an arc and is completely active unless cancelled out by another projectile or hits the ground. Ground A-C Lobelia travel from shortest distance to longest. In the air, this order is backwards with A air Lobelia travelling the farthest. With both B and C Lobelia, Rachel will be able to take another action while the projectile is still airborne, allowing for her to place Lotus in creative places or throw out multiple Lobelias at once. This means that Rachel gains the ability to create a difficult to pass barrier for the opponent to advance as well as gives Rachel the opportunity to convert the Lobeila into Lotus mid flight. Rachel can extend the distance or change the trajectory of Lobelia by using wind. When Lobelia hits the ground, they will plant a rod where they land. Only three rods can exist at a time and rods will disappear and be replaced by order of oldest to newest. The rods can then be activated with either Sword Iris, Baden Lily, or Lotus, disappearing after one of these actions is taken." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "Lotus Barrel", + "text": "22A(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Best oki tool in the corner Good at controlling space in neutral Increases effect of wind when attached Makes5Dwind home in on the opponent when attached If not attached, will disappear if Rachel is hit If attached stays on for about 7 seconds Aside from activating rods with Sword Iris, Rachel also can turn her rods into Lotus. When activated, the existing rods turn into helicopter bats and home in on the opponent. The bats only travel a short distance. However, the distance/speed travelled can also be enhanced greatly by wind. Lotus do a small amount of damage on hit, but will attach on hit or block. When Lotus are attached, they can also be activated into lightning with Sword Iris while tracking the opponent as well as when they are attached to the opponent, at which point they're essentially homing rods. This makes them extremely useful for punishing someone attempting to out-zone Rachel." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "Sword Iris", + "text": "214C(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Calls a bolt of lightning onto Lotus Barrel and all lightning rods created by Tiny Lobelia, removing them in the process. The lightning extends to the top of the screen and on hit cause the electricution effect, which is essentially just a lot of one-sided hitstop. If there is nothing to conduct the lightning down onto, this move can still be activated, but it does nothing useful, so don't do that. When used appropriately, Sword Iris is very good for stopping approaches, especially from the air, giving Rachel some advanage particularly if they air block it. It can also be used to extend combos or pressure. Because it floats on hit, Rachel can use it as a way to launch opponents without spending wind. Frame advantage calculated off of shortest jump Floats on hit When several rods are struck, scaling will only be applied once, but lightning bolt except one will be affected by this scaling. j.214C Frame advantage calculated off of shortest jump" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "George the 13th", + "text": "214A(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Startup occurs when George arrives at opponent's position George has 750 HealthAll attacks on George deal unscaled damageProjectiles push George away but deal no damage All attacks on George deal unscaled damage Projectiles push George away but deal no damage Decent oki tool Good for controlling ground space and convincing the opponent to move the way you want to Good for covering an approach to start pressure on block Floats on hit Hitboxes disappear extremely quickly on whiff While on screen, George will very slowly follow the opponent. If Rachel uses wind towards the opponent, George will slide forward. If Rachel uses wind away from the opponent, George will walk in place. George provides Rachel with ground control, forcing opponents to take a risk to deal with George or take to the air where Rachel can control the space with Lobelias/Lotus/Sword Iris or stop air approaches with6Aorj.C. If someone commits to killing George, Rachel can take that opportunity to punish them or just summon another one. If George's lightning is blocked. Rachel has time to set up more projectiles or go for mixups with instant overheadj.A. 214A Active frames are how long George stays out in uninterrupted George disappears if: 1. active frames end 2. George attacks 3. George the 13th is summoned again while another is out 4. Rachel gets hit 5. George receives at least 750 damage j.214A Active frames are how long George stays out if uninterrupted Rachel is technically in recovery until landing, but can cancel into all attacks and block from frame 79 (not cancellable into airdash/double jump, but can be cancelled into Barrier Block for a frame to reset to neutral airborne state) George disappears if: 1. active frames end 2. George attacks 3. George the 13th is summoned again while another is out 4. Rachel gets hit 5. George receives at least 750 damage 214A Attack Startup occurs when George arrives at opponent's position While the attack animation plays you are locked out of summoning George again until he finishes and disappears after a short delay" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "Ivy Blossom", + "text": "214B(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Rachel twirls and places a coffin at her feet, which opens instantly upon touching the ground, creating a stationary formation of bats over it. Rather than doing damage in the normal way, the bats can deal damage over time as long as the opponent remains in the cloud. Using wind causes the bat formation to distort in the direction of wind used and deal damage at a greatly increased rate, allowing Rachel to use multiple Ivies per combo. The winded bats will slowly drift back towards their source afterwards. Ivy is not active for very long and will disappear if Rachel is hit. Ivy's most common use is in corner combos, especially after Baden Baden Lily, though it is occasionally used midscreen and in neutral to reduce the opponent to one-touch-kill or to force them to move, though this is usually used in conjunction with lobelias, Lotus, and/or George. Key summon for Rachel's big damage corner combo routes Cannot reduce health below 1 Damage caused by this move does not count as \"hitting\" the opponent in any way, it inflicts no hit or blockstun, cannot be blocked (Except with barrier), ignores all combo scaling and timers and ignores invulnerabilities. Damage is unscaled, maximum damage is capped at 500.Damage is only 3 per frame unless blown by wind, which increases it to 21, 24 or 27 per frame for 60F depending on how many have been used in the current combo Damage is only 3 per frame unless blown by wind, which increases it to 21, 24 or 27 per frame for 60F depending on how many have been used in the current combo Duration capped at 200F, will expire early if damage cap is reached If a new Ivy Blossom is created, the previous one immediately ends. Initial coffin projectile is affected by wind, changing where it lands. j.214B Only possible to perform once in the air" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "Baden Baden Lily", + "text": "632146C(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 15% minimum damage 180F Heat Gauge Cooldown Invincibility starts during superflash Frame advantage for air versions calculated off of shortest jump Sets off any nearby rods set by Tiny Lobelia for additional damageNormal Rods have 15% minimum damage Normal Rods have 15% minimum damage A super version of Sword Iris, a much bigger bolt of lightning strikes any lightning rods and an even bigger one strikes Rachel herself, making the move function even without any lightning rods set. Because Rachel's game is heavily dependent on corner carry, Baden Lily is primarily used in corner combos. Baden Lily hits all the way to the top and bottom of the screen, so if for some reason someone is above you or far below Rachel and hitting buttons for no reason or you catch them at the start of an airdash, it's a potential option as a starter. In Overdrive, stacked rods have bonus proration and a very high amount of minimum damage, making it worth it to spend extra wind to get as many rods stacked before activating it. 632146C Rachel is invul during superflash, but loses invuln 5F before super flash ends Values in [] are during OD 15% minimum damage: 402 [624] 632146C Rod 15% minimum damage: 150 After Rachel's main lightning attack, rods start up in 4F intervals, in order of appearance" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "Tempest Dahlia", + "text": "632146B(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Level of the move is based on the amount of wind stocks at the time of finishing the input Great for regenerating wind. Will regen 2 stocks by the end of the Distortion Minimum damage for Normal versions Lv1: 380 Lv2: 550 Lv3: 590 Lv4: 860 Lv5: 720 Minimum damage for Overdrive versions Lv1: 590 Lv2: 740 Lv3: 1160 Lv4: 1290 Lv5: 1173 Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range Aerial versions have an additional 7F landing recovery Attack levels per projectile: bat and cow = 3, pumpkin = 4, frog = 5 Blockstun per projectile: bat and cow = 16+11, pumpkin = 18+3, frog = 20+3 Tempest's objects start to arc and fall down to the ground shortly after passing by Rachel. However, Tempest's main use is its ability to regenerate 2 stocks of wind, making it great to get back wind when Rachel's running low. Best used with super jump back →632146B. It creates an wall of objects that are difficult to pass. Should the opponent pass them, however, Rachel can still perform actions on falling. The projectiles can also be manipulated using wind, allowing Rachel to blow them downwards to cover herself. 632146B Lv0 Values in [] are during OD Minimum Damage 10%: 240 [360] Air version has 7F landing recovery Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range Shoots 8 Bats [11 Bats, 1 Large Bat] Projectiles shoot in intervals: P(3)P(3)P(3)P(4)P(4)P(4)P(12)P [Projectiles shoot in intervals: P(3)P(3)P(3)P(3)P(3)P(4)P(4)P(4)P(4)P(4)P(12)P] Each P in active frames represents a projectile spawned 632146B Lv1 Values in [] are during OD Minimum Damage 10%: 310 [460] Air version has 7F landing recovery Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range Shoots 10 Bats [14 Bats, 1 Large Bat] Projectiles shoot in intervals: P(3)P(3)P(4)P(4)P(5)P(5)P(6)P(6)P(12)P [Projectiles shoot in intervals P(3)P(3)P(3)P(3)P(4)P(4)P(4)P(4)P(5)P(5)P(5)P(6)P(6)P(12)P] Each P in active frames represents a projectile spawned 632146B Lv2 Values in [] are during OD Minimum Damage 10%: 370 [490] Air version has 7F landing recovery Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range Shoots 11 Bats, 1 Cow [14 Bats, 1 Cow] Projectiles shoot in intervals: P(4)P(4)P(4)P(5)P(5)P(5)P(6)P(6)P(6)P(7)P(11)P [Projectiles shoot in intervals P(3)P(3)P(3)P(4)P(4)P(4)P(5)P(5)P(5)P(6)P(6)P(6)P(10)P(13)P] Each P in active frames represents a projectile spawned 632146B Lv3 Values in [] are during OD Minimum Damage 10%: 450 [510] Air version has 7F landing recovery Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range Shoots 2 Bats, 1 Cow, 2 Bats, 1 Cow, 2 Bats, 1 Cow, 1 Pumpkin [2 Bats, 2 Cows, 2 Bats, 2 Cows, 2 Bats, 4 Cows, 1 Pumpkin] Projectiles shoot in intervals: P(4)P(4)P(5)P(5)P(5)P(6)P(6)P(6)P(15)P [Projectiles shoot in intervals P(3)P(3)P(3)P(4)P(4)P(4)P(4)P(5)P(5)P(5)P(5)P(8)P(8)P(15)P] Each P in active frames represents a projectile spawned 632146B Lv4 Values in [] are during OD Minimum Damage 10%: 570 [900] Air version has 7F landing recovery Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range Shoots 6 Cows, 1 Pumpkin, 1 King Frog [6 Cows, 2 Pumpkins, 1 King Frog] Projectiles shoot in intervals: P(5)P(5)P(5)P(5)P(5)P(5)P(15)P [Projectiles shoot in intervals P(5)P(5)P(5)P(5)P(5)P(5)P(6)P(12)P(15)P] Each P in active frames represents a projectile spawned" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "Gerbera Lute", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. 300/638 Minimum Damage Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 300 {580+58}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "Clownish Calendula", + "text": "2363214CwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 180F Heat Gauge Cooldown 1-55 Guard Point against all attacks 180F Heat Gauge Cooldown On Guard Point, hitstop for Rachel is 0F. Opponent hitstop unchanged Projectile will not interact in any way with any object other than the opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard", + "title": "Rachel Alucard", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Strategy", + "title": "Iron Tager", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Strategy", + "title": "Iron Tager", + "section": "TL;DR (For Beginners)", + "text": "Check thisGuide to Tager Basicsfor whenever you want a more thorough look at Tager's kit. This section takes information from there and condenses it even further. Important Moves 44: Incredibly strong backdash, akin to a reversal in many situations. 5A: Fastest normal and surprisingly large. Can set up command grabs 2A: Low risk antiair j.C: Helps move Tager faster in the air j.2C: Baits anti-airs, amazing punish if you jump over an unsafe attack. j.63214A: Tager's closest approximation to a double jump 4D: Applies magnetism, good way to end blockstrings 5D: Neutral spacing tool, incredible effective range if they're magnetised. 22D: Oki tool, sets magnetism 236B: Useful for approaching zoners and blowing up slow attacks 360A: Fast command throw, especially with good defense 720C: Amazing Command Grab Super for punishing even 1F gaps 41236D: Punishes slow attacks, destroys projectiles, only way to apply magnetism at range Above all else, Tager requires patience, he wants to get close to his opponent but his lack of mobility means he can't close the gap aggressively or evade pressure easily. Due to being a big target and having no meterless reversals, there's no getting around having to learn to block properly and just having to deal with pressure strings, particularly knowing when to Instant Block, Barrier Block and Backdash to create gaps. With good defensive skills he can transition into offense with his command grabs and other callouts, often turning the tide of the round. Most of Tager's combos and grabs lead to Gadget Finger Oki; While not his strongest oki option it still keeps the opponent close, has solid frame advantage, gains respectable heat and applies magnetism. Once he takes the offense, Tager's magnetism plays a big part in his combos and pressure; It extends the range of a lot of his moves, improves many combo routes." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Strategy", + "title": "Iron Tager", + "section": "Blockstrings", + "text": "Tager doesn't have many extensive blockstrings. They're often short and try to find ways to mix in a throw or set up magnetism. Most of the time you'll be fishing for counterhits with5D(still valuable to land on block), ending short strings with4D, or setting up a tick throw. These are some ideas to take and integrate into your game: A basic way to set up magnetism on the opponent. Most strings into6Acan set up magnetism or a command throw. You can optionally insert one or two6Bstomps before the final4Dto vary the timing of any followups. Leaves Tager quite minus, but helps keep him in after5C. You can threaten a sledge followup, back off, or command grab. There is a small reversal gap after5Cso you can also swap236Awith3Cif in range to catch reversal attempts. If they're at full range you can try using5Dto apply magnetism and possibly catch them doing something. Basic setup into a command throw. With magnetism, you can drag them in.360Awon't special cancel, so you need to recover from5Bbefore inputting it." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Strategy", + "title": "Iron Tager", + "section": "2DOki", + "text": "In the corner, Tager can set up air hit 6Bs in order to get a hard knockdown. This route is done off of many corner routes including his corner6C->5Dloop and6C>5D>236Broutes. Afterwards, he can gatling6B>2D. After2D,2Bcatches any rolls or no techs, and lets Tager recover in time to either block DPs, use360A, or5Bto meaty. If2Bpicks up any rolls/no tech attempts, then it loops back into6C>5Dloops with2B>5B>5C>5D. There's variations of this as well; You could just end in6BB,6B>236A, or6BB>22D(explained below). If you've already used236Bin the combo, you can safe jump withj.Binstead. Keep in mind that in order to set up this safe jump, you'll have to cut some filler from your combo. You can even combine this with hitstop OS! You can buffer a5Bin case the2Blands. If the2Bwhiffs it is very likely they have used emergency tech. In that case, you can quickly input a360A/Bto catch them out, then proceed to set up with Gadget Finger!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Strategy", + "title": "Iron Tager", + "section": "Gadget Finger (GF/22D) Oki", + "text": "This is one of Tager's most well known oki options. There are a few major benefits to Gadget Finger oki: Sets up Magnetism Increases Magnetism time if already applied Leaves Tager at +10 (less notable at midscreen) Versatility: GF can be reasonably setup on most confirms. Many of Tager's gimmicky resets also work from this oki:" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Strategy", + "title": "Iron Tager", + "section": "Atomic Collider (AC) Oki", + "text": "Another prominent oki option at midscreen. Atomic Collider generally leads to safejumpj.Bor Gadget Finger. You also have many options if you don't want to go into safejump or GF. If you end on Atomic Collider outright, Tager can... 236Bto catch rollers. 6BBor236Ato catch no/delay techs. 4Dto pull in people who emergency tech and mixup with a5Blow or360A Safejumpj.Bbeats frame 9 reversals or slower, but not frame 9 metered reversals (Bang236236AGuardMidStartup1+(42 Flash)+8Recovery33Advantage-15, Celica632146CGuardAllStartup1+(113 Flash)+8RecoveryUntil L+23LAdvantage-43~-54and Hibiki632146CGuardAllStartup4+(43 Flash)+5RecoveryTotal: 65Advantage-29), as their superflashes cause Tager to land one frame later than he normally would, so be careful." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Strategy", + "title": "Iron Tager", + "section": "Crimson Punisher Oki", + "text": "Crimson punisher is Tager's go-to air combo ender. The following are some options he has from this: 5A>4Dto catch backward rolls. Common option.5A>j.Aand loop back into crimson punisher. 5A>j.Aand loop back into crimson punisher. Meaty delay tech with5Bor360A, for example. Catch no tech with5B. Delay5Bto catch the end of forward roll. This will hit them while they're in crouching state. 5A>4Dis a strong tool for magnetizing the opponent. It works whether or not the opponent is magnetized. Very useful because many people like to try and roll away from Tager. You can combine this with hitstop OS. Hit5A>4Dquickly. If they roll, Tager will combo into4D. If not,5Awill whiff and you have time to react to whatever they did! The rest of the options are relatively cut and dry." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Strategy", + "title": "Iron Tager", + "section": "Tips and Tricks", + "text": "Avoid being predictable! Tager's moveset is extremely powerful, but very committal; getting your moves predicted in advance will get you easily countered. You can create somewhat gimmicky resets by ending combos early at certain points. Depending on how they react, you can reset with an unblockable Atomic Collider or Wedge Catapault. Don't rely too much on using Sledgehammer as a gap closer, it's unsafe on block and easily punishable with crouching moves. Similarly, try to avoid using 2D to approach in neutral situations as it is easily punished. Usej.C,j.2Candj.63214Ato alter your air momentum to make yourself harder to predict in the air. Try not to simply fire Spark Bolt at full screen the instant you have it ready, try to use the threat of having it available to simply approach them. Use IB and IBB to create gaps so that you can command grab them in the middle of their pressure! Tager is particularly good at beating stagger pressure. Learn how to do standing 360 spins. You actually don't need to do a full 360 motion. In layman's terms, you only actually have to input a 270 motion. You can also use grounded specials during jump startup. This means you can input4123678Ato get a standing command grab (360A) without using anything to buffer. Tager's command grabs have a lot of great properties, avoid simply spinning the stick and mashing a button when you're being pressured:They all have a long recovery and can still be counterhit during this time.Only 720C is invulnerable on its first frames, so his other grabs will always lose to correctly timed meaty attacks and frame traps.While you can spin the stick while in blockstun and still block if the blockstring has no gaps, this is not true of low hits; they must be blocked by holding 1 at the moment they connect. (This is also true of overheads, but there are far fewer overheads in tight blockstrings)Every character has ways of baiting throws as part of their pressure; including throw-proof moves, moves that swap sides or back away to safety or just jumping (Including jump cancels) They all have a long recovery and can still be counterhit during this time. Only 720C is invulnerable on its first frames, so his other grabs will always lose to correctly timed meaty attacks and frame traps. While you can spin the stick while in blockstun and still block if the blockstring has no gaps, this is not true of low hits; they must be blocked by holding 1 at the moment they connect. (This is also true of overheads, but there are far fewer overheads in tight blockstrings) Every character has ways of baiting throws as part of their pressure; including throw-proof moves, moves that swap sides or back away to safety or just jumping (Including jump cancels)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Strategy", + "title": "Iron Tager", + "section": "Fighting Tager", + "text": "Jump startup is invulnerable to throws. Certain setups lose to jumping, though Tager can call jump outs with a standing button or Atomic Collider. Certain safejumps do not cover Wedge Catapault attempts, practice and see what works Tager's anti-airs have weak Head Invulnerability, if any, and tend to be quite unsafe if they miss. Low airdash approaches and aerial oki can work well. Be aware of both Tager's heat gauge and his spark bolt availability. Both of these lead to nasty surprises if you aren't aware that Tager has these options! Try not to be predictable yourself, or you'll find yourself eating the same command throws each time.Sometimes this means not teching combos in certain situations or using different wakeup options Sometimes this means not teching combos in certain situations or using different wakeup options" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Strategy", + "title": "Iron Tager", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Starter", + "title": "Mu-12", + "section": "Intro", + "text": "Welcome to the Mu-12 Starter Guide Before reading this page it is advised that one reads the charactersOverviewpage, and for more info theStrategyandCombopages." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Starter", + "title": "Mu-12", + "section": "Quick notes", + "text": "Before reading this page it is advised that one reads the charactersOverviewpage, and for more info theStrategyandCombopages. Specific notation used by Mu players: sod -63214CGuardMidStartup17~39 [40]Recovery22Advantage-10 [-8]. sod(whiff), sodw, sod(w) means whiffing an63214CGuardMidStartup17~39 [40]Recovery22Advantage-10 [-8], usualy used on oki. iku/ikutachi/tachi -63214BGuardAllStartup31Recovery16 (7)Advantage+2. yata -632146DGuardAllStartup5+(90 Flash)+33RecoveryTotal: 52Advantage. Refers to Mu's D super. omo -632146CGuardAllStartup5+(25 Flash)+5Recovery42Advantage-31. Refers to Mu's C super." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Starter", + "title": "Mu-12", + "section": "Use Your Normals!", + "text": "New Mu players often ignore her normals in favour of using her steins, but don't let yourself be fooled! Mu's normals are amazing and a key part of her gameplan in neutral. Knowing when to use her normals and abusing their strengths is key. Ground Normals 2BFast, great range, 0 on block, a lot of gatling options. 5CBig, disjointed, oppressive. 6AMain anti-air, and pretty versatile. These normals are great to enforce Mu's space control, and are very hard to contest for a majority of the cast. When possible, it's advised to use microdash2Binstead of5C, due to its better gatling options and smaller recovery, although don't be scared to press5C. While2Chas a bigger vertical range than6A, it's regarded as a \"high risk high reward\" option (due to its lesser invulnerability frames and bigger recovery); therefore,6Ais often more important in Mu's neutral, as well as working as a solid ground button. Air Normals j.BMain jump-in and crossup. j.CDisjointed air to air and covers massive horizontal space. j.2CSlower, but huge hitbox all purpose normal. DO NOTIADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.j.2C IN NEUTRAL FROM HALF SCREEN AWAY(it's easy to react to and since you lack air options it's going to be anti-aired)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Starter", + "title": "Mu-12", + "section": "Steins in Neutral", + "text": "Probably one of the reasons why one would choose to play Mu, her steins can be a tricky tool to use in neutral, but extremely powerful when used correctly. The objective is to use steins to aid you in space control. A few seconds after they are set Steins will shoot in the direction they are aiming in, which can cover a lot of angles in neutral, provided you don't block anything before they fire (since they become inactive). Setting Steins by themselves in neutral can be risky in a lot of matchups, especially if the opponent has access to a fast-moving fullscreen projectile (e.g.Es), or has long normals that can hit you while setting steins (e.g.Amane). So often using the aforementioned normals is important to be able to set up steins for later use.5C>6C>xDis a safe way to basically set whatever you chose. It's important to know what options Mu wants to do after setting Steins (in neutral): Stein > Jump - Allows Mu to move quickly out of the stein spawn position, especially with a superjump, as well as to set air steins for zoning against slower characters, altho not advised for most matchups. Jumping is useful to let you block after setting a bad stein, or to sandwich yourself and the opponent with a stein, or just generally moving out of the opponent's way to make sure they don't deactivate. Stein >Cnormal - Critical for ground control with the use of5C, and situationaly anti air with2C. Stein > Stein - Extra stein on the screen, risky unless it's off of a6Chit, or the opponent is very far away. Stein > Special - Most situational of the bunch, cancelling into236Acan be useful depending on the matchup, to63214Bwhen you need a quick burst movement option, or even623Cas a last resource option to stop yourself from being hit, altho you usually don't want to need to resort to this. Wich Steins I Should Use?Generally speaking, there is not an \"incorrect\" stein to set at any given scenario; however, you should consider that some steins take longer to cancel than others.4Dis the fastest to cancel, followed by5D,6Dand2Dbeeing the slowest. As for how their position is relevant, it can be relative to your playstyle, where you want to move, where you think your opponent wants to move, whether they are placed charged or uncharged, etc. There're a lot of factors to consider and as said there generally isn't a \"wrong\" choice, so experimentation depending on the matchup is advised. Uncharged VS Charged Steins xDUncharged. x[D]Charged. Uncharged Steins - Are faster and safer to set and spam; however, they only track once while being set, so if the opponent moves their shot probably won't hit. They also have shorter range than charged steins. Useful for when you want a quick set, don't want to rely on the stein shot, but want to quickly use Mu's D specials. Charged Steins - Slow to set but with much bigger reward. Their shot goes fullscreen and has more hitstun/blockstun. They also aim 2 times, upon being set and right before they fire, so they are usually more accurate at pinning the opponent. Always useful regardless of if your neutral gameplan is hard zoning or based around movement. Although hard to set in neutral without a considerable distance, after a6Ctwo charged steins can be safely set. Stein SpecialsAs the title suggests, Mu has 2 specials that interact with her steins, and they both serve different purposes: 236DFires a laser from the newest to oldest Stein then homes in on the opponent. 214DSends all Steins flying in the direction they are aiming. 236D- Very useful for locking down the opponent, use it when they are between steins you have set for massive + frames, recommended to use with at least 2 but preferably 3 or 4 steins. Can also save you from a combo in some situations since it stays on hit. 214D- Controls a lot of space in neutral and leads to big reward on hit, can hit the opponent when they least expect if you have offscreen steins, and stays even on block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Starter", + "title": "Mu-12", + "section": "Hit your opponent! What now?", + "text": "As a new player,2B>5C>6Cis your friend. After the6Cyou have the opportunity to set steins, steins and214D, charged steins, steins and236A, a lot of different options depending on the matchup and your playstyle. Instead of setting steins there's also the option of doing6C>63214Bto get yourself closer. You then can meaty with5C, or run deeper and hit them with2B(altho it does not meaty). If after6Cikutachi they hit the corner, it wallsplats and you get to do a corner ender, so its usualy the preffered option when a bit after midscreen. When closer to an opponent, Mu can confirm into6B, allowing her to do an air combo. An easy one without steins would be2B>5C>6B>2C>Super JumpA higher than normal jump, usualy done in Arcsys games by inputting down followed by jump in quick sucession.> j.C> j.B> dj > j.B> j.C> j.2C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Starter", + "title": "Mu-12", + "section": "Ikutachi", + "text": "63214B\"Abuse responsibly\" - Every single Mu player in unison. Ikutachi is a double edged sword. When used correctly its an extremely powerful tool, but when used poorly its extremely easy to punish. It's a move that is abused by Mu players at every level. Combos Ikutachi is a free sideswitch in combos, using6B>2D>2C>63214B> etc, or6B>2D>2C>6D>6C>63214B(in overdrive). Also a key corner confirm (6C>63214B> dash under >5Cetc). However, a lot of times Mu doesent want to actualy hit it in a combo (it has bad proration). It's very powerful when itwhiffs.6C63214B(whiff) > corner combo are extremely damaging midscreen to corner conversions that give Mu her best oki. Neutral Ikutachi is a very fast burst movement tool, and has practicaly no recovery, after whiffing it Mu can keep moving or press buttons as soon as she lands. Not only that, since it's a special, you can set a stein and Ikutachi to move quickly. When using it like this be careful not to be intercepted, particularly by ground pokes. Ikutachi has 5 frames of landing recovery, which can be canceled into dash or buttons, making her +2 on block letting you run pressure, but if not canceled she is -3(not canceling means doing nothing, backdash, jump or block). Unfortunately, it's -1 when IBd,-6 when not canceled, which at some distances can get you punished by a jab. Pressure Ikutachi shouldnt just be thrown out in pressure, it's 31 frames startup, so pretty reactable as a crossup, can be intercepted by a jab, anti air, or IB. Its strength lies when used in tandem with steins. Steins can make you always + after ikutachi hits, regardless of the opponents response, and also they can hit before you cross up, or after you cross up but before the hit, leading to ambiguous left/right mixups. An example of both things shown in the video, there are other safer ways of setting such thing of." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Starter", + "title": "Mu-12", + "section": "Oki", + "text": "Content taken fromCombo page, for what to do after this please check that pagethis section of the page. The end of Middle C without the proceeding combo. You do this when you're unsure how much time you have left in a combo but want to get setplay. You can also do this off214D, but some adjustments may need to be made - see examples. You're probably better off doing ender A or B. Similar to Ender B, you can replaceSODw with5Cw to check some options while being less minus. This setup is pretty good for how easy it is to perform and also confirm off of. It checks all tech options outside of a precise delayed neutral tech to make the stein whiff, but loses to character specific tools such as Mai flip or low profile attacks. You can do many of the same options as Ender B, such as skippingSODw to jump cancel and take advantage of respect for better mixup. Since you're skipping the middle portion, you don't have 4 steins sitting on top of them for236D, which is the main advantage of Middle C over other routes. You will probably be using this and corner middle C a lot. Double jab starter:2A2A2B5C6CSOD 662B5C6CSOD2665C6B2dl SOD5D3CSOD2DSODw - 2243 214D -> Corner ender C:2B5C3CSOD 662B5C6C5D2C5Djc9j.Cjc8j.Cj.2Cj.4Dj.2C6C214DSOD25D3CSOD2DSODw" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Starter", + "title": "Mu-12", + "section": "Using Meter", + "text": "Using meter might be confusing for new players, which often just sit on it. Spending meter mostly boild down to: Using it for mixups, making yourself safe, winning neutral, or killing. Mixups Mu has acess to powerful mixups with 50 meter, notably using6BGuardMid, HighStartup16Recovery26Advantage-13.6BVS6B(1) > RC >2Bis a true 50/50 mixup that forces your opponent to guess on block. Be careful when using it if they have overdrive because6Bis very succeptible to ODR. Another notable use is with63214CGuardMidStartup17~39 [40]Recovery22Advantage-10 [-8]or6CGuardAllStartup18Recovery42Advantage-27. Both of these moves offer a lot of blockstun and when rapid canceled, its usual to follow with up with a hard to see6B(2) (which also catches their jump startup if they are fuzzy jumping), or into a low if they are predicting this option, like 662Bor3C. Making yourself safe Mu has aDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.in623CGuardAllStartup14Recovery37Advantage-26, on defence with 50 meter, DP > RC is a powerfull + on block option, and on hit can let you combo into5C>6C. Dont rely on it too much tho, because it IS spending meter (wich is an importat resource), and Mu's DP is easely baited. Meter can also be used like this, for example, to make a63214BGuardAllStartup31Recovery16 (7)Advantage+2advantageous on instant block, wich is one of its weaknesses. Winning Neutral Mu can use her resources to win neutral \"for free\" sometimes.632146DGuardAllStartup5+(90 Flash)+33RecoveryTotal: 52Advantagein combination with 3/4 steins is incredibly advantageous and extremely hard to avoid. Using OD in neutral can achieve a simmilar resource, since OD steins are incredibly powerfull at winning neutral. Take note that both these options use resources if you consider to use them or not, or win neutral in other ways. Killing General rule in BBCF, is to not use supers in combos unless they are going to kill, because finishing a combo with a super usualy leads to considerable worse oki, or spending meter one could use for mixups wich lead to higher damage overall. When going for the kill, default to632146CGuardAllStartup5+(25 Flash)+5Recovery42Advantage-31if you have 50 meter." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Starter", + "title": "Mu-12", + "section": "Moves you should stop using", + "text": "Mu has some moves that begginers fall into the trap of using or abusing, but can be punished very hard if you face stronger opponents, let's take a look at why. (Note that this isnt telling you to completely stop using each, they have uses, just to be aware not to abuse them and what their weaknesses are). 5B 6C j.xD 236A 5BGuardMidStartup8Recovery20Advantage-9- For some reason this move has been nerfed almost every version to the point it is now. This move could idealy work as a neutral poke that hits at head level, potentialy catching some jumps. However theres a glaring issue: 20 frames of recovery. For basicaly the same ammount of recovery you could use5CGuardMidStartup12Recovery22Advantage-8, wich has much more range, not to also mention that5B's hitbox can be easely low profiled and is prone to missing or having decreased range against moves that lower the opponent's hurtbox. 5Bis best used as a punish tool against moves between -8 and -11, since the damage you get off of it is slightly higher than2B. It is also used in pressure since its jump cancelable on block, but be carefull because it is very succeptible to ODR. 6CGuardAllStartup18Recovery42Advantage-27- One of begginer's favourite moves, who wouldnt want a fully disjointed half screen normal, that is also a fatal counter! However dont let this fool you, you should NOT use this move in neutral. For starters, 18 frames of startup dont do it any favours, but it has 42 frames of recovery! Whiffing this normal is a death sentence. In most cenarios where you could use a6C, microdash5Cis almost always a better and lower risk option, wich also doesent have the risk of whiffing opponents due to a deadzone. Be also careful gattling into this in pressure, its a natural frametrap from5C, wich is nice, but its very vulerable to ODR, and with those 42 frames of recoverry you are gonna recieve a big punish. With all that said,6Cis one of Mu's most important combo tools, and if you can land it as a fatal counter punish its insane damage. It can also be used against characters setting up projectiles or doing something risky far away from Mu, like againstRachel, but use it with caution. j.xDGuardAllStartup151RecoveryTotal: 43Advantage+18- This move is a very big begginer trap. Begginers will often jump in the air and spam this move like there is no tomorrow, then jump again and use it some more. If you find yourself doing this you will find that it is a very ineffective strategy against more experienced players, that is because air steins leave Mu stationary for too long, so the opponent can close in easely on her, and also they have quite a bit of recovery, so Mu players will cancel it into a jump, however that exausts Mu's air options (since she double jumped already she cant do it again or airdash), wich make her much easier to pin down. Usingj.2Corj.214Dafter using this move to hit people on the ground or baiting anti airs is asking to get air thrown (it will happen), or atleast hit by aj.A(wich most characters can convet into some sort of knockdown). When using Steins in neutralPRIORITY GOES TO GROUND STEINS, since they can be canceled into many more options and are safer. j.xDshould be used tho, but with care. Its great to bait anti airs (jumpj.xD(air stall)j.2C(counter hit)), and is a key part of Mu's zoning patterns (5[D]5[D]j.5[D]j.4[D]j.2C(whiff) for example). 236AGuardAllStartup15RecoveryTotal: 51Advantage-13- Unlike the moves mentioned prior, this move doesen't have anything agregious. Its just incredibly mediocre compared to alot of Mu's other options, so often this move kinda has no use, specialy in alot of matchups, where other tools are prioritized.214Dis also a good \"fireball\" type move wich has much bigger reward, her C normals and Steins offer good space control. The main problem with236Ais, again, long recovery. 51 frames is a lot, and mobile characters can easely weave trough it and pin you down. In oki236Ais used in some legacy setups, however new setups that dont use it are usualy prefered. It also doesent offer much reward." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "Overview", + "text": "Withhigh health,huge damage, andbig buttons, Susano'o is a fan favorite addition toCentralfiction. Susano'o has a wide variety of special moves to aid in combos and neutral. However, all but one of these specials moves are locked at the start of a round. Susano'o's Drive unlocks each of his special moves. He can also \"level up\" these moves for added properties and damage. Despite his seemingly unwieldy Drive, Susano'o has a simple gameplan with low execution requirements. He also boasts the second highest health total in the game, giving him more time each round to get his gameplan going. If all else fails, Susano'o's Overdrive lets him access each of his specials to their maximum capacity for its duration. With that, he can convert even the smallest hits into big damage and unlock numerous specials. Susano'o has eight special moves in total, but starts every round with only the first special move unlocked. Unlocking a special move requires the player to \"highlight\" a locked move and then connecting (hit or block) with a normal Drive move. Each time he lands a hit with a normal move or universal mechanic, a highlight cycles through the eight icons/seals above his Heat Gauge in numerical order. He begins with no icon highlighted, so for example doing5A>5B>5C, would highlight the third icon (MegalithGuardAllStartup20RecoveryTotal 42Advantage+1). Normals that hit more than once will increment the cursor for each hit that connects with the opponent. Looping the cursor past the 8th icon will select the first one again (instead of none). If you connect with a Drive move when no move is highlighted or if the currently highlighted one is unlocked and at max level (If applicable), then that Drive move instead causes the next icon to be highlighted instead, just like a normal non-Drive hit would. Special moves (excluding universal mechanics), Exceed Accels and Distortion Drives do not increment the highlight nor unlock any seals, even if they use theDbutton to activate them. Special moves are available instantly when unlocked and can even be special cancelled from the Drive move that unlocked it. Some special moves can be levelled up by \"unlocking\" them more than once, changing their properties and damage: Sundering ClawsGuardAllStartup15Recovery19Advantage-3has three levels MegalithGuardAllStartup20RecoveryTotal 42Advantage+1has three levels Hunter's FangGuardHigh/Air, AllStartup23Recovery24Advantage-10has two levels" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Your mainstagger pressureThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.tool. It's very slow for a5Abut it hits everyone crouching, is exceptionally plus on block and has a uniquely disjointed hitbox. 5Acannot gatling into itself, but trying to do so makes it a naturalframe trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.thanks to its frame advantage. An amazing move to just throw out in neutral as a counterpoke – you can beatAzrael's236AGuardAllStartup13~23Recovery24Advantage+1,Mai's236AGuardAll[Guard Crush 25/Barrier]Startup5 [8]Recovery20Advantage-4 [-2], stuff a ton of air approaches and due to its tiny 6F of recovery you most likely won't bewhiffAn attack that completely misses the opponent, such as when the opponent is out of range of the attack.punished for it either. Also serves as one of his only jump cancellable normals on block. The strongest aspect of it however is the ability to do completely safemeatiesHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.and easily bait reversals that are 9F or slower, which will get you a lot of respect from a large majority of the cast on their wakeup to abuse as you see fit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of Susano'o's best normals and arguably the best5Bin the game. An amazing neutral tool. Has fantastic speed, active time, reach, potential damage and many options on hit.5Boutranges the majority of similar moves while only being a frame slower than5Aand is quick enough to recover that the move is effectively only punishable on Instant Block (a huge risk considering its vast array of gatlings). This will be one of your go-to buttons in many situations. Similar toRagna's5BGuardMidStartup8Recovery16Advantage-7, the hitbox does not fully extend until frame 11, so bear this in mind when using it at farther ranges. Fortunately,5Bis also slightly disjointed and will most certainly hit at roundstart distance." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Your best non-Counter Hit combo starter in terms of up-front damage and P1/P2 combination. Steps Susanoo forwards noticeably before going active, giving it more reach than it seems. This can be used as a very situational poke and space-control tool in the corner thanks to its long range, covering a higher portion of the screen that5Band6BGuardMidStartup18Recovery10Advantage+4can't quite reach. Not quite as prone to being low profiled as the sprite suggests, but still can be crouched under at its full range. Its startup and lengthy recovery however makes it risky to use in neutral. Otherwise,5Cis a simple combo and blockstring filler. By plinkingCbeforeB, you are able to cancel the startup of5Cinto a throw, giving you a little more throw range than usual (akaraA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.throw). If done in neutral, cancellable on startup into CCCC" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One frame faster than his5Aand neutral on block, making this your actual \"jab\" the way other characters think of it. Great for stagger pressure due to its gatling window and options. It can chain into itself 3 times on whiff, block and hit, which can be useful to mash at the start of the combo to select the seal you want later in the combo." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Unfortunately, Susano'o is saddled with a2Bthat doesn't hit low. While5Bis an overall better poke,2Bdoes have its place in neutral. The hitbox is static unlike5Bso you get its max range immediately. It can be used as a situational anti-air as well as a low profile engage due to its hitbox and Susano'o's lowered hurtbox. Good blockstring filler if you don't want to use your5Bgatlings too early. It still retains Foot property, which allows it to stuff moves likeLitchi's421CGuardAllStartup16~27(37~48)Recovery17Advantage-3 (+1),Hakumen's623AAGuardMidStartup6Recovery16Advantage-4orCarl's236BGuardStartupRecoveryTotal: 39Advantagewith low risk." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Susano'o's dedicated anti-air. A great button owing to its size, startup, pressure applications, recovery and damage potential. A giant and versatile button, albeit finicky to use.2Cdoesn't gain head invulnerability until the active frames begin, when the move isn't likely to hit yet. The second hit, which reaches above him, only comes out on frame 15 and loses its head invuln. That being said, Susano'o does keep his crouching hurtbox from frame 1 to help low profiling air approaches. The forward movement baked into2Calso extends its forward range a bit but, although expanding its hitbox backwards as a leeway, is not impervious to opponents falling right behind him if they don't try to attack him at all. As a result,2Csees the most value against slow air dashes and approaches, but falls off against quick attacks – use it with intention and preemption to increase your chances of success with it. Both of2C's anti-air hits can be be converted into an air combo or6DGuardHighStartup20Recovery26Advantage-14depending on positioning and the unlocked specials, but scoring a Counter Hit on any of them enables you to go straight into a standard ground combo for astronomical damage and maximum regret from your opponent for pressing any button on you, regardless of resources.2Calso facilitates ground-to-air combos very effectively for both extra damage and two hits with which to cycle through seals. In pressure, being jump cancellable on block on both hits gives it a lot of use and makes it fairly safe. The forward movement allows Susano'o to stay in range and has useful gatlings into his jump, overhead and low, making it a good filler normal for blockstrings. Just make sure your opponent can't use Overdrive against it. Crouching hitbox on frame 1 until the active frame Low profiles even lower to the ground on frames 7~9" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Susano'o fires a wisp of dark energy that instantly travels across the screen. 6Ais good for heckling opponents staying at a distance and counterzoning thanks to its speed. A good stop sign to use against opponents who love to buffer jumps or other unsafe neutral skip options after being thrown very far away, like on their wakeup after you bursting for example. Sometimes used in combos when ending one with a midscreen236DGuardAllStartup19Recovery24Advantage-6. Its only gatling is4DGuardStartupRecovery42Advantage, allowing for a seal unlock which will always be safe to do on hit, but is extremely negative when done on block. Make sure to either go for it when you are a whole screen away, doing it in a combo or by confirming your hits when trying this midscreen to avoid getting counter hit. 6Acan destroy Level 1 Projectiles with ease, includingHakumen'sFuumajinsGuardallStartup1RecoveryAdvantage, but will disappear and not connect with the opponent as a result. Due to the hitscan having a Projectile Guard Point on it, enemy projectiles will count as being blocked once. This means this shouldn't be used as an active zoning tool, strikingly so against true zoners likeNuwho can gatling their Drives off it. It has secondary uses as a last resort tool engage tool – you have plenty of time to begin your dash once you land a hit or after using Rapid Cancel, even on block. Just don't get too carried away with it, as it is very easy to punish if they happen to IAD over it or low profile it due to having no vertical coverage, effectively giving them a free Counter Hit punish. Counter Hit state for the entire move Has a projectile Guard Point and thus will remove one hit from any projectile, regardless of level Projectile Guard Point starts on frame 15 and is destroyed upon blocking a projectile (will not reach active frames if a projectile is blocked) The opponent's projectile is considered blocked rather than clashed, so they may be able to cancel their projectile into others Will defeat Strike + Projectile moves however On hit/block, cancellable into 4D on frames 26~37 Maximum Slide duration 12F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The go-to bigFatal Counterpunish starter, a quintessential pressure tool and a very obnoxious normal to throw out from time to time. This attack moves Susano'o forward a sizeable amount and has an impressive frame advantage, making this a key move for Susano'o to stay in his opponent's face since he cannot rely on short dashes. While this will give you great mileage at first, if you abuse it too much, savvy opponents will manage to jump over it and punish or learn its easy Instant Block timing. This still remains a huge risk for his opponents as getting hit in the air will be an outrageously easy convert for Susano'o. Similarly, the generous untech time as well as the very good damage and P2 also make6Bvirtually omnipresent in all of your strongest combos. If the opponent cannot consistently Instant Block, this move will leave a natural frame trap with a5Breset only leaving a 5F gap on normal block. As such, their only escape option is to use an invincible reversal, try to fuzzy jump or to keep blocking. If they can Instant Block it, then you can still make use of your great gatlings and +1 on block situation after it to still exert pressure on them. Remember you have all of your cancel options after just the first hit, as well as having access to late special cancels right before the second hit, so use this occasionally to make timing their counterattacks harder. Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of Susano'o's standing overheads and a good way to check your opponent. Although very reactable, Susano'o still has access to5DGuardMidStartup17Recovery28Advantage-10,2DGuardLowStartup16Recovery22Advantage-10,6DGuardHighStartup20Recovery26Advantage-14and special moves on block to frame trap or reset pressure with. Not only that, but6Cis only -3, meaning you don't have to commit to anything if your prefer to observe your opponent's habits first. 6Chas 20 frames of blockstun on normal block, meaning it is a true blockstring into6D,forcing your opponent to deal with a 20F overheadOpponents who successfully block6Cwill be forced into their standing block animation until they block another normal or blockstun expires; this means6D's initial, higher-reaching hitbox will hit and improve its effective startup.This is similar to an F-Shiki or \"Fuzzy Overhead\".. This creates a50/50A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A \"true 50/50\" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly.situation where your opponent has to guess between a high-low mixup with6Dand2D, which despite the risks, gives very good rewards on a successful hit, without even needing tohit confirmTo perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent.by buffering Crush Trigger or combo-extending specials during the animation. It forces crouching on hit, rendering6Dtoo slow to connect in time for a combo. The hard knockdown it gives on air hits however has a generous untech time, allowing both the aforementioned gatling as well as links into2Aor2Bto work, depending on how high it connected. Very good in combos thanks to its damage, stability and proration. If done from neutral, can cancel startup into Inevitable Calamity (CCCC...) Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Susano'o's quickest low is his sweep, therefore an invaluable mixup tool despite its shortcomings – use it to keep your opponent honest amidst the plethora of overheads at your disposal. Leads to good damage in the corner with specials to back you up, though you will need your Crush Trigger or other tools like236ALv3GuardAllStartup15Recovery19 [12+16L]Advantage-3or236BGuardLow/Air×5, AllStartup18Recovery19+11LAdvantage-15to earn any strong damage from connecting this midscreen. The reward you get on a Counter Hit is nonetheless massive, having a hard knockdown with enough untech time for you to connect6Binto and unlocking any combo-extending specials of your choice. Due to its overall long animation, it sees limited use in neutral, but it can occasionally be utilized as a very long-reaching, low-hitting attack that also puts Susano'o relatively close to the floor against opponents walking backwards or Body invuln lunges." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Phenomenal air normal. A swiss army knife, Susano'o'sj.Amay be slower than average, like his5Aand other air normals, but it makes up for it with its dominance in air neutral. j.Ahas many active frames and a diagonal, disjointed hitbox extending across both hands, hitting deep below Susano'o as well as above and behind him. Moreover, it has an unusually high attack level for a jab, at Level 3. This means it will outright beat many other aerial normals and potentially clash with anti-airs, along with having high blockstun and hitstun. This is Susano'o's main air-to-air option, covering just about every angle Susano'o would need in a pinch and giving him huge Counter Hit damage potential for an air normal. It can also be used in crossup setups or just as a general purpose, quick jump-in. The speed and deep hitbox combined with Susano'o's high blockstun normals (such as6Candj.BGuardHigh/AirStartup10Recovery22Advantage) givej.Aan extra edge: it can be used inF-ShikisSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.to help catch opponents capable of reacting to Susano'o's more conventional mixup tools. When opponents begin guessing high to avoid the mixup,3Ccan be substituted to catch them low. As Susano'o can convert these mixups into damage without spending any extra meter, as well as threaten it in many scenarios, it is a wise choice to abuse it when possible to truly strike terror into opponents and open them to panicking against his offense. Frame advantage on IAD on earliest press: -1 on block, Latest: +16 on block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A great jump-in thanks to its hitbox slanting downwards. Primarly used as an air combo filler to help selecting which seal to unlock. Reaches further thanj.Aand becomes active faster thanj.CGuardHigh/AirStartup12Recovery23Advantage–j.Bis a good middle ground in Susano'o's arsenal of IAD jump-ins, making it easy to start pressure outside of your5Brange while lowering the risks of getting anti-aired. Though it doesn't fare well against opponents higher than Susano'o and might not hit below him if they're too close, its diagonal hitbox and slight disjoint can out-space attacks lacking horizontal reach, making it an obnoxious move to deal with if you consistently hit this at its maximum range. It will also serve as your main safe jump option as well as a niche F-Shiki starter if spaced correctly for a higher reward. Frame advantage on IAD on earliest press: +1 on block, Latest: +16 on block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An absurdly good air button. How you use this move can dictate a lot of the match as many characters have to play around and deal with this move very carefully so as to avoid getting swatted out of the air at any point. It hits both above and below itself at different points and as such covers a gigantic portion of the screen. Simply doing air dashj.Cis a very strong play, as it allows you to get in quite easily from a variety of screen positions while the opponent has to be ready for it. The reward you get on hit against standing or crouching opponents is massive, deterring most characters to interact with this move and giving you free reign to exert pressure on them. Don't abuse it too much however, as your hurtbox extends downwards, making it very easy to anti-air on a good read. In combos, it is a great tool for cycling through seals to get what you want before going intoj.DGuardAllStartup15Recovery21+8LAdvantageto unlock or upgrade a special, so long as the second hit connects, launching the opponent downwards for a soft knockdown. If first hit connects, second hit can be blocked crouching Frame advantage on IAD on earliest press: +9 on block, Latest: +18 on block (applies on both hits)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Your primary way of unlocking seals on hit or on block, though mostly during combos. Gatlings into2DGuardLowStartup16Recovery22Advantage-10and6DGuardHighStartup20Recovery26Advantage-14– and unlike those moves, also has special and OD cancels available on block. Due to its slow startup and long recovery, it is dangerous to use in a blockstring if your opponent has OD or resources. Otherwise, it has good enough pushback to be a decent blockstring ender despite being negative on block – moreso if your opponent likes to barrier. If they start attacking you after blocking it, you can use your special moves to either frame trap them or to safely reset pressure. Also a combo staple thanks to its unlocking properties and wallbouncing on air hits, allowing for unlock loops in the corner. Unlocks the currently highlighted seal on hit or on block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fills a similar niche to3Cas a low-hitting normal, with much more reach, low profiling and risks. Unlocks the currently highlighted seal on hit or on block, though should only be done so mid-combo.2Dcan only cancel into specials and Overdrive on hit, meaning Rapid Cancel is the only way to make it safe on block when going in deep. Even so, when connecting at the very tip or very late into its active frames,2Dbecomes immensely safer through sheer spacing and frame advantage, up to -6 on block. Since its hard knockdown is the same on both regular hits and on Counter Hit, unlocks or other resources like OD and Crush Trigger will be necessary to convert it into anything meaningful. While you can hardly afford to disregard the low options you get, hold onto this one until you know you can catch someone sleeping on it and turn it into something big. Regardless of its utility as a mixup, it makes for a good combo tool later into the round thanks to its hard knockdown enabling you to go into many specials off it without much concern. Keep in mind this move reaches further and low profiles more than3C, which can be a niche but handy tool in a few situations or matchups where you need duck under something and punish said move simultaneously. Unlocks the currently highlighted seal on hit or on block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Susano'o's other standing overhead – longer reach, though slower and more committal. Unlocks the currently highlighted seal on hit or on block. While6Dhas similar shortcomings to2Din its lack of cancels on block, its good range and pushback can also make it a deceptively good overhead, though good spacing or Rapid Cancel will be necessary if you plan to use this in pressure without getting lit up. Beware of Overdrive if your opponent has it, as6D's slow startup and overall long animation makes it for easy pickings. The startup and frame advantage of6Donly applies to standing opponents – crouching opponents can only get hit at 26F. This also mean Susano'o will be -8 on block if the stomp portion of the move has been blocked instead of the high hit. Due to its different knockdown properties on hit, your available routes may differ based on the opponent's position and state: Crumples on standing hit at frame 20. Ground slides on air hit at frame 20.Can launch behind Susano'o when done very close to or behind him. Can launch behind Susano'o when done very close to or behind him. Hard knockdowns on crouching or ground hit at frame 26. This move cancels well into many other useful moves on hit such as Crush Trigger,236ALv3GuardAllStartup15Recovery19 [12+16L]Advantage-3,214BGuardHigh/Air, AllStartup23Recovery24Advantage-10,236BGuardLow/Air×5, AllStartup18Recovery19+11LAdvantage-15or236DGuardAllStartup19Recovery24Advantage-6. As a result, many combos go into this before branching into whatever specific route is available in the situation, making this a staple in your extended combo game. Unlocks the currently highlighted seal on hit or on block 1 hit max Hits crouching opponents on last active frame therefore startup 26, frame adv -8 Maximum Slide duration 15F Crumple Duration 40F, Crumple Fall 28F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "4D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Unlocks or upgrades the currently highlighted seal on the spot. Typically used as a follow-up to6Aon hit and block, or to promptly grab a highlighted icon in neutral if you have a moment. Puts the pressure on your opponent to come towards you while far away since they'll unlikely want to watch you slowly unlock every special move. This will also be your main way of unlocking a seal after hitting3C, whether you don't have any resources to extend your combo or if you used it as a combo ender. Counter Hit state for the entire move Not an attack Unlocks on frame 16" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Your main air combo ender, oki tool and an amazing pressure reset. Unlocks the currently highlighted seal on hit or on block. Has hitboxes all around his body, but short range in all directions compared to his other air normals. You'll use this as an air combo ender more than anything else to unlock seals or tack on damage withoutj.214BLv2GuardAllStartup9Recovery24Advantage-10, as ground-to-air combos give you great control over which seal you want to unlock. The nature of its hitbox also makes it good for the occasional crossup, though it doesn't have the bonus of also hitting high like most air crossups. While it has landing recovery, your frame advantage can range from around -4 to a maximum of +10 on block when done perfectly, which doubles as your overall safest option to unlock seals during pressure with the use of IAD >j.A>j.D, orj.C(2) >j.D. If your opponent isn't comfortable interrupting your air dashes, using this move as a pressure reset will be prove to be very effective. Unlocks the currently highlighted seal on hit or on block Frame advantage on IAD on earliest press: +0 on block, Latest: +10 on block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "Forward Run", + "text": "66 H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll While Susano'o boasts an impressive running speed once he gets going, he is uniquely burdened with a 15 frame delay to his run where he is completely still, before moving forward on frame 16. This startup can still be interrupted by any input (just how running normally can be), but doing so adds no forward momentum to Susano'o. He needs to actually go past the run's startup to gain access to momentum-based mechanics." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches the opponent high in the air. Untech time lasts until the opponent touches the ground, so you can go for a standard grounded combo or jump cancel the throw hit into an air combo ifHunter's Fang Lv2GuardAllStartup9Recovery24Advantage-10is unlocked. 100% minimum damage. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Grabs the opponent and launches them behind, wallbouncing them towards Susano'o. You have to be careful with how close you are to the corner when using this throw, as it can sometimes wallstick the opponent outside of your5Bor6Brange. You can still combo afterwards thankfully by walking up to them and using5C>2C>6D. 100% minimum damage. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches opponent even higher in the air. Just like with his forward throw, the opponent cannot tech until they land. You can follow up with a well-timed6B(1) >6Cto get a ground combo started. 100% minimum damage. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Susano'o usually has to work for his defensive options and this is no exception. The good news is that it shares its animation and hitboxes with the fairly generous5D, so you can use this to get out of a sticky situation if you don't mind spending the meter. Behaves the same as most Counter Assaults. Must be performed during blockstun." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Your number one option to break an opponent's guard. It is fast and moves Susano'o forward, putting him in the ideal range for a2Afollow-up or an untechable throw after an uncharged Guard Crush. Links into6Bon hit, during combos or after a charged Guard Crush. Susano'o has good meter gain and it isn't difficult to incorporate this move during his blockstrings. As a combo extender, it is a useful tool that allows for more flexible control over which seal to unlock next:5D(unlock) >2D/6D>5A+B>6B>6C>6Dguarantees a236BGuardLow/Air×5, AllStartup18Recovery19+11LAdvantage-15unlock you can extend your combo with. Note that a Crush Trigger charged for 30F won't scale your combo damage down compared to an uncharged Crush Trigger, so charge it in combos whenever possible to highly increase your damage, notably after a standing6Dhit or a Fatal Counter6B(1). Behaves the same on block as every other Crush Trigger. Hard Knockdown on ground and air hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "Sundering Claws", + "text": "236AFirst Seal H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Your only available seal at roundstart, a shoulder tackle that both serves as a short burst of movement and a safe early pressure ender. Lv1 Use this as a ground combo ender early into a match for a bit of corner carry as well as a safe jump follow-up with IAD >j.B. Opponents won't be able to punish this without Instant Blocking due to always being -3 regardless of distance travelled, so early on this is your safest cancel at the end of your blockstrings. You can occasionally try to frame trap opponents by delaying it after more negative moves such as3Cor5D, but don't expect to get away with it forever. Lv2 Faster, more active and covers longer distances. A very useful upgrade to have to reposition under opponents who like being in the air, bypassing the risks that come with meeting them when using IAD. Gains the ability to link into2Ain the corner or5Boff a air hit. Be wary as the increased active frames render this move more unsafe against Overdrive. Lv3 236A Lv1 On block, immediately enters recovery animation 236A Lv2 On block, immediately enters recovery animation 236A Lv3 On block, immediately enters recovery animation Only does follow-up hit on hit (not blocked). Values in [] are for follow-up." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "Towering Flame", + "text": "623CSecond Seal H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Arguably your most important unlock – a massive reversal mercifully placed on the second seal icon that strikes the fear of god into most characters pressuring you once you unlock it, entirely changing Susano'o from a \"very easy to pressure character\" to \"risky to pressure for too long\". This move is utterly huge, can catch crossups, is dripping with invuln, does big damage and can lead into 5K+ damage very easily with 100 meter + OD, which isn't as situational as it might sound at first. A fairly strong mixup is to simply walk up to your opponent as they tech and do623C> Rapid Cancel > Throw. This will beat most of the reversals in the game and it will also make anyone using the throw OS get a Throw Reject Miss. If the DP hits, you will whiff throw and still have time to press5B>2Cinto a full air combo as they come down. Reversal Counter Hit state for entire move Projectile property" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "Megalith", + "text": "214AThird Seal H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A fully disjointed burst of energy, typically used as a Fatal Counter frame trap or to extend pressure. Lv1 Very good at helping making certain normals safer to use such as3Cand5D, as well as giving you access to an option with frame advantage from special-cancellable normals that would otherwise lack such an option. In the corner, it also serves as a good combo extender to help you unlock extra seals. However, it has a lot of pushback on Barrier Block and becomes minus on Instant Block, limiting its use as a pressure extender. Moreover, you can only combo off a Fatal Counter at point-blank on crouching opponents with2Aor off a air hit on Lv1. Lv2 Lv2 strangely has a much slower startup than Lv1 but becomes much more plus on block, setting up better frame traps. The hitstun increases significantly as well, allowing links into5Bon hit or5Con air hit. Due to its decreased speed, Lv2 changes Megalith's combo routes significantly, requiring a lot more untech time such as an air hit6Cor6Dto combo into it. If possible, level this up to get the full value out of these newfound routes. Lv3 Basically the same as Lv2, but better since it now Guard Crushes on normal block, with enough time to virtually combo anything from it on a Fatal Counter. It offers a considerable frame advantage on Barrier Block too, guaranteeing your turn. 214A Lv1 Fatal Counter Counter Hit state until 10F after active frames 214A Lv2 Fatal Counter Counter Hit state until 10F after active frames 214A Lv3 Fatal Counter Counter Hit state until 10F after active frames On Guard Crush, frame advantage is +21 Crumple Duration 31F, Crumple Fall 64F On CH Crumple Duration 41F, Crumple Fall 51F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "Hunter's Fang", + "text": "214B(Air OK)Fourth Seal H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A special grounded overhead that serves both as a decent mixup tool and an amazing combo extender. A very important seal to unlockandupgrade. Lv1 The ground version can be used as an overhead starter that leads to huge damage. Thanks to the groundbounce, it will always link into5Bor even2Coff crouching opponents. You can use this during pressure as an unpredictable mixup with meter to back you up or as a high-risk callout against mashes thanks to its Foot invulnerability. The air version can be blocked crouching, but slightly air stalls to bait anti-airs. Serves as an alternative air ender toj.D, trading the unlock for more damage if you need to secure a round. With 100 Heat, the stomp can be Rapid Cancelled to extend the combo with6Bor3C, allowing you to finish an opponent off with a Distortion Drive. Lv2 A monstrous and abusable upgrade. This level-up doubles as a meterless combo extender and an astounding and frightening neutral tool – the massive projectile it creates nearly hits the entire screen vertically and freezes airborne opponents in untech frames until landing on a regular raw hit, leading to ludicrous damage with little to no risk. Even when blocked, you still have plenty of time to trap them into a blockstring until they land. If only the projectile portion connects, Susano'o will not experience hitstop, effectively making this move go from -10 to +1 on block. Just doing a long blockstring ending in5D/3C>214BLv2(P)spaces it far enough for this to occur, far more easily against Barrier Block, giving it yet another use in pressure. This trick can also be used in combos, notably for Susano'o's Staircase route. By hittingj.214BLv2when your opponent is high enough above you, the stomp portion of the move will whiff, bypassing the hitstop and lowering your recovery frames. Depending on how well you spaced it, you can link the projectile hit into3C,5Dor even6Boptimally. 214B Lv1 Airborne from frame 5, second hit occurs on landing 214B Lv2 Airborne from frame 5, second hit occurs on landing Projectile appears 3F after landing, has 8 active frames, 8F hitstop j.214B Lv2 Projectile appears 3F after landing, has 8 active frames, 8F hitstop" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "Dancing Dual Kick", + "text": "236BFifth Seal H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A very important unlock that grants Susano'o easy midscreen combo convertions, giving him a lot of control over which seal he is able to acquire next. While slower on startup and significantly worse on block/whiff than236ALv3, this special only needs to be unlocked once to be used at full power, tacks on a good amount of extra damage and serves as a strong combo extender. The last kick is jump cancellable on hit, allowing you to follow up with any air combo of your choice to unlock more priority seals. Remember to do so during the hitstun, else you will be considered airborne afterwards, eating away one of your jumps. This move's repeated low hits forces opponents to keep holding 1 to block all of them besides the follow-up kick, preventing them from buffering fuzzy jumps or reversals. This allows you to get creative with mixups using Rapid Cancel, notably by throwing them right as the kick is about to come out. Overall a good callout move to use against fuzzy blockers to remind them to keep blocking low, so long you have the meter to make it safe. Just be wary of them Instant Blocking the fifth low hit, as this will let them recover in time to throw you out of your launching hit's animation and defeating Rapid Cancel tick-throws. Stops travelling and skip to the last kick when Susano'o crosses the opponent under" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "Inevitable Calamity", + "text": "MashCSixth Seal H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Susano'o's fastest move and a versatility beast: abare, pressure reset, frame trap, counterpoke, combos, chip damage –CCCCdoes it all. Using this move generates a stationary projectile orb in front of him that hits repeatedly and absorbs other projectiles, continuing longer if you continue to mashC. You can cancel it whenever you like by pressingB+C+D, allowing you to cover holes in pressure and making seal unlocks safer. The awkward input can make it tricky to activate on demand but also activate accidentally (Cmust be pressed at least 4 times within approximately 30F for the move to start), so get into the habit of being disciplined with your inputs. It is -5 on block at earliest when manually cancelled. While its frame advantage doesn't sound like it makes for a reliable pressure reset, the pushback on block combined with the ability to control when the move goes into recovery makes it rather safe. Its blockstun is deceptively short too, making it harder to punish for opponents who are used to your slow blockstring rhythm and high blockstun, especially with6B. Unlocking this move allows for some new combo routings when cancelling it to make it hit once. Mashing for extra hits during combos is best left at the end to force your opponent to tech since the damage scaling gets pretty awful. Mashing C can extend the duration up to 30 hits (90 active frames) Goes from -5 to -7 on block depending on which on the three active frames per tick is cancelled Will always be -7 on block if not cancelled with B+C+D 5C and 6C can be kara-cancelled into this move during their entire startup, making it possible to activate in neutral with good execution Earliest startup in neutral is 12F Earliest on ODR advantage is under the assumption that CCCC is cancelled with B+C+D as early as possible Chip Damage 15%: 85×N Crumple Duration 22F, Crumple Fall 60F On CH Crumple Duration 42F, Crumple Fall 47F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "Splintering Thrust", + "text": "63214CSeventh Seal H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Susano'o's infamous command grab – a very slow, high-risk but untechable throw. Very different from your typical command grab: it has exceptionally long range with a somewhat deceptive animation and comes with an extremely reactable startup. The 30F listed is only true at point blank range, increasing the further away you get.63214Cwill generally lose to other command grabs that have greater reach too, since Susano'o's hitbox is pretty much at touching range when using this move. All things considered,63214Cshines as a surprise mixup tool that can catch conditioned opponents off guard. When rarely used, it can breach through the cracks of theirmental stackHow much focus a player can devote to different strategies in a match. It's common that a player will struggle to do seemingly easy tasks because their mind is trying to focus on multiple things at once., despite its very long startup. Because it can never be throw rejected either, it's also easy to get a meaty hit on your opponent's wakeup, where they will need to buffer a jump, a reversal or Overdrive to avoid it. Very powerful if you do land it since you are guaranteed to corner your opponent with them teching at your feet, with good damage and meter gain. You are in a Counter Hit state for the entirety of the move with crouching recovery however, so be certain your opponent doesn't feel like fuzzy jumping or this will have dire consequences. Can be used very early in combos, primarily right after a standing Counter Hit6Dor a Fatal Counter6B(1). It is possible to keep the combo going after the wall blast with Rapid Cancel, though you can do that meterless thanks toCCCC(1)into5A/2A. Off FC6B(1), the additional hitstun lets you universally combo into2B,2C, or even5Bagainst characters that can get hit by itOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\". Counter Hit state for entire move Crouching state during recovery frames Combo throw, will not cause purple !! marks for any reason, but does not have 100% minimum damage either As a result, it will deal 2160 outside of combos rather than 3600 Only hits standing or crouching opponents, cannot hit opponents airborne or in pre-jump" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "Blade of Judgement", + "text": "236DEighth Seal H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Against zoners, a seal worth unlocking as soon as possible. Great for space control and your best combo tool for extra damage. Pressing buttons while grounded becomes scary for the opponent, as a Counter Hit will wallbounce them directly into Susano'o for a free combo. Because of your newfound ground control, be prepared to deal with air approaches once your opponent sees that you have this." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "Liberating Dagger", + "text": "236236D(Requires Eighth Seal) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A long-ranged reversal Distortion Drive, great for dealing with zoners. A big factor in why Blade of Judgementis such an important unlock. This attack has a huge horizontal hitbox that completely covers the ground, hitting the opponent almost fullscreen. You can use this as a reversal in some situations, as well as easily blow up anyone who tries to use anything unsafe at range. Has better minimum damage than632146DGuardAllStartup5+(40 Flash)+11Recovery40Advantage-23until he has a certain amount of seals, though it is part of his most damaging 100 Heat round ender in Overdrive when Rapid Cancelled into Exceed Accel. Requires Blade of Judgementunlocked. Minimum damage: 1120 [OD: 1400] Values in [] are during OD Only available when Blade of Judgement is unlocked Minimum Damage 40%: 1120 [1400] Reversal Counter Hit state for the entire move Reversal Maximum Slide duration 20F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "Strike of the Possessed God", + "text": "632146D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll General purpose reversal Super that is very easy to combo into and deals great damage for ending rounds with. If the initial attack hits, Susano'o attacks with every unlocked special move in order, barring236ALv1, before finishing off with a beam cannon attack. Therefore, the damage improves with every unlocked seal, although some add much more damage than others. Note that Overdrive does not automatically allow all parts of this move to activate, Susano'o will still only use the special moves that have actually been unlocked. Can be Rapid Cancelled after the first hit for specific combos, the opponent will either be put in stagger or bounced high in the air depending on whether236Ais above Lv1 or if623Cis his only unlock. The final hit can also be Rapid Cancelled and followed with run-up6C>6D> Special if they only have a pixel of health left. If the initial strike finishes the opponent off, the rest of the move is not performed. If not, you're going to be giving them back a lot of Burst gauge due to the damage, so be mindful of that. On raw hit, this move will deal 2428~4622 [OD: 3380~5378] damage. On Counter Hit, will apply the bonus damage to all parts of the move. The minimum damage for each seal and their respective levels are as follows: Initial Strike and final beam cannon: 499 [OD: 765] Sundering Claws: 0 / 75 / 150 Towering Flame: 75 Megalith: 75 / 90 / 105 Hunter's Fang: 120 / 210 Dancing Dual Kick: 180 Inevitable Calamity: 312 Splintering Thrust: 150 Blade of Judgment: 225 [OD: 300] Values in [] are during OD Minimum Damage range: 499 - 1876 [765 - 2217] First hit and final part (beam cannon) have Minimum Damage 10%. All other hits Minimum Damage 15% Performs the following parts only if the matching seal is unlocked. (Final part always activates) P2 only applies to first hit, all other hits have 95% P2 1st part does 0 damage if Lv1, 500 damage if Lv2, 500×2 if Lv3 2nd part does 500 damage iv Lv1 3rd part does 500 damage if Lv1, 600 damage if Lv2, 700 if Lv3 4th part does 100×5, 300 damage if Lv1, 100×5, 900 if Lv2 5th part does 200×6 if Lv1 6th part does 350×6 if Lv1 7th part does 500×2 if Lv1 8th part does 1500 [2000] if Lv1 Final part does 190×21 [190×35] While in OD, every unlocked seal that can be levelled-up will be upgraded to their max level as long as OD stays active during the Super If OD ends mid-Super, the aforementioned seals will then be reverted to their actual level for the remaining hits Reversal Counter Hit state for the entire move Crumple Duration 100F, Crumple Fall 143F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "Collapsing Resentment", + "text": "[2]8Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Unlocks every single seal at Lv1 for the remainder of the round, but will not upgrade any. A very situational Distortion Drive due to its requirement of needing both 50 Heat and Overdrive. Typically used after a knockdown or from a safe distance in neutral due to its long Counter Hit state recovery. Consider this when put at an early disadvantage to try and get back into the game or to get good mileage out of a short Overdrive, helping you unlock matchup-defining seals and adding more to your opponent's mental stack. Input requires any downwards direction to be held for 30F before pressing any upwards direction andD. This is counted in real time and can be done during Overdrive activation as well as other pausing effects, allowing you to use this Super mid-combo. Any jump cancellable move can be used to cancel into[2]8Dusing aTKAn input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input.input, which the 8 input of this move basically does for you. Counter Hit state for entire move Unlocks all Special Attacks to level 1 Will not upgrade any specials Body + Projectile Guard Point On Guard Point, hitstop for Susano'o reduced by 1F. Opponent hitstop unchanged Guard ends 9F before super flash ends Requires any downwards direction to be held for 30F before pressing any upwards direction and D Counted in real time and can be done during Overdrive activation as well as other pausing effects" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "Bloodspiller", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Puts Susano'o into Active Flow if he hasn't already entered it once in the round. Has full invulnerability but cannot be Rapid Cancelled. Deals significantly more damage if Susano'o is already in Active Flow. Difficult to punish on block without a fast, long-reaching poke likeRagna's5BGuardMidStartup8Recovery16Advantage-7orRelius'5BGuardMidStartup8Recovery14Advantage-2due to its pushback. Behaves the same as every other Exceed Accel. Minimum Damage: 315 / 663 Minimum Damage 10%: 315 {604+59} Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "Roar of the Mad King", + "text": "2141236CwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A reversal that has a very strange hitbox stretching to either side of Susano'o, only hitting from very up-close. Combos from pretty much anything. Susano'o's Astral Heat is a realistic and practical way to end a match. Combos directly from: 5B 2B 6B(both hits) 5C 2C(both hits) 6C 3C(second hit) 5D 2D 6D All Throws 214ALv3(on Guard Crush and on hit) 214BLv2 Reversal Counter Hit state for the entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o", + "title": "Susano%27o", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Frame_Data", + "title": "Mai Natsume", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Frame_Data", + "title": "Mai Natsume", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Frame_Data", + "title": "Mai Natsume", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Frame_Data", + "title": "Mai Natsume", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Frame_Data", + "title": "Mai Natsume", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Frame_Data", + "title": "Lambda-11", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Frame_Data", + "title": "Lambda-11", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Frame_Data", + "title": "Lambda-11", + "section": "Drive Moves", + "text": "Values in [] are during OD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Frame_Data", + "title": "Lambda-11", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Frame_Data", + "title": "Lambda-11", + "section": "Revolver Action Table", + "text": "D normals can cancel into every other D normal 5Band2Bare tied together - they can be used a combined total of 2 times per string" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Frame_Data", + "title": "Lambda-11", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Frame_Data", + "title": "Lambda-11", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Strategy", + "title": "Taokaka", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Strategy", + "title": "Taokaka", + "section": "TL;DR (For Beginners)", + "text": "6A: Antiair 2A: Amazing jab 5B: Good button for calling out delay techs 6B: Standing overhead 5C: Grounded poke 3C: Knockdown tool j.C: Air poke j.B: Air to air poke if they're above. j.4D: Resets air options j.236B: Air poke/combo extender Taokaka has immense mobility, solid mixups, and good air pokes. Taokaka's neutral is critical to understand due to her lack of defensive mechanics. In neutral, she plays with a hit and run style. Taokaka has three air options, meaning she can triple jump, air dash twice, or airdash and jump without touching the ground. Triple jumps in particular are useful as a safe option to close the gap for certain matchups. Taokaka's air Driveseachtake up an air option, so she is unable to use an air drive and triple jump, etc. If her opponent jumps into the air, she has great air normals to contest space. While Taokaka has flexible movement options in the air, it's important to mix in grounded approaches using crawl,5C, or simply dash barrier. Taokaka mandates a good neutral game because of her low health and lack of defensive options. She relies on system mechanics like Barrier and Instant Blocking to force people to make risky commitments, or create space so that she can escape back to neutral. Unfortunately, her Counter Assault is lacking because it uses2C's animation. On offense, Taokaka's objective is to use frame traps to force the opponent into taking a risk. With her mobility, Taokaka can suddenly back off and bait out reversals or stronger options. Her2Ain particular is great for resetting pressure because it's fast, hits low, and has great range. It's best to avoid C normals in extended pressure strings because they introduce notable gaps. However, they also lead into Tao's best damage. This means that her C normals are used either as an occasional frame trap, or punish tools." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Strategy", + "title": "Taokaka", + "section": "Blockstrings", + "text": "Taokaka's blockstrings are as freeform as most characters in Blazblue. However, there are many gaps in Taokaka's pressure. This means that Taokaka's pressure, has many natural frame traps, but these gaps lose to fast reversals and Overdrive Raid. As a result, it can be risky to extend pressure for a long time. Depending on the situation, it's best to back off and use the threat of C normals to keep people passive. If these resources are unavailable for the opponent, there are more opportunities for riskier offense. Keep in mind that Taokaka's only jump cancels on block are6Aand5C. These blockstrings show off some safe ways to pressure opponents: 5A>5A>5B A very basic blockstring. This will push the opponent out so that you can jump cancel, hit5C, or go into2Ato reset pressure. 5A>5A>5B>2C A high risk high reward frame trap.2Con CH is very strong, but its slow startup means that you can eat a reversal. 5A>5A>5B>d.6A Technically this loses to some reversals and ODR, but the threat of stopping pressure on5Bwill stop most people. Delaying a6Ais strong because it will jail opponents trying to jump, and if they block it on the ground you can jump cancel. 5A>5A>5B>5C> jc > fallingj.C From5C, you can jump cancel and check for a response. If they're playing passively,j.Cis a solid button to reset pressure. You can also bait out antiairs with triple jump!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Strategy", + "title": "Taokaka", + "section": "Okizeme", + "text": "Most of Taokaka's Okizeme starts from a3Cknockdown. From3C, you have various options 5B 5Bis extremely useful as an OTG to check rolls. 214D 214Dis a solid tool for creating crossups or adjusting position depending on the situation." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Strategy", + "title": "Taokaka", + "section": "Tips and Tricks", + "text": "Attacks Tao can Low Profile Try usingj.4Dto regain air options and continue movement Crawl is useful for avoiding many projectiles" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Strategy", + "title": "Taokaka", + "section": "Fighting Taokaka", + "text": "IB + Reversal/Overdrive is a strong option against Taokaka! Many of her strings actually leave gaps long enough to punish with these tools. Taokaka's Drives use up her air options, so if she double jumps and then uses drive, she's wide open" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Strategy", + "title": "Taokaka", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Overview", + "text": "In the game's lore Nine does not possess a Drive, but knows how to use magic. However this still uses theDbutton in game so in gameplay terms it still works like a Drive. Nine's normal attacks are tuned to specific elements:Afor Water,Bfor Air, andCfor Fire. When her normal attacks hit/are blocked by her opponent, she gains mana for that element (Visualised by glowing coloured \"ribbons\" behind her). PressingDcasts a spell using all Nine's mana. Nine can save up to three mana - getting a fourth will delete the oldest one. Different combinations of mana will give different spells (20 in total!). Each spell is determined by the amount of each mana, not the order they are gained. Nine has two slots: Active and Stock. The Active slot is where she stores her mana, and the Stock slot is a backup slot, where she can store mana from the Active Slot viaSeamoss Gate. Nine's movement is unorthodox: instead of a run or air dashes, she has teleports that can be canceled into a second teleport. While the first teleport can only go forwards or backwards as normal, the second teleport can go up, down, left or right, giving her lots of unique opportunities to move around the opponent. Be aware though, her teleport is only first-frame invulnerable to projectiles only, meaning she can't use it to escape properly timed meaty attacks and frametraps. Nine can use both teleports after her double jump.However, she cannot double jump after using a teleport, even if the first teleport was performed on the ground. However, she cannot double jump after using a teleport, even if the first teleport was performed on the ground. Nine is in Counter Hit recovery during the second teleport. Nine's backdash is unique from other backdashes in that it lacks invul from frame 1. Refer toNine's Frame Data pagefor more details." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Normal Moves", + "text": "All of Nine's 5X normals can cancel into each other, even themselves, so5A→5Aand5B→5Aare possible.No matter the button, there can only betwo5X normals in a string, so5A→5A→5Band5B→5A→5Carenotpossible. No matter the button, there can only betwo5X normals in a string, so5A→5A→5Band5B→5A→5Carenotpossible. All 2X normals can also cancel into each otherLike 5X, there can only betwonormals in a string, regardless of button, so2C→2B→2Cis not possible.5X and 2X normals can be used at any point, but the limitisn't removed, so5A→2C→5Bis possible, but5A→5B→2C→5Bis not. Like 5X, there can only betwonormals in a string, regardless of button, so2C→2B→2Cis not possible. 5X and 2X normals can be used at any point, but the limitisn't removed, so5A→2C→5Bis possible, but5A→5B→2C→5Bis not. Command normals (4X, 6X,3C) follow more traditional rules and have limited gatlings in comparison. All normals are hardcoded not to clash and so cannot clash cancel.This also means they cannot be used to clash with and nullify projectiles, despite being strike-projectile attribute. This also means they cannot be used to clash with and nullify projectiles, despite being strike-projectile attribute." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Possibly best ground poke Cancels into itself once on block and on hit Values in () are when Nine has Blue buff aura (Chip Damage 5%: 36)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Longest reaching ground poke Cancels into itself once on block and on hit Values in () are when Nine has Green buff aura (Chip Damage 5%: 36)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cancels into itself once on block and on hit Values in () are when Nine has Red buff aura (Chip Damage 5%: 36)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cancels into itself once on block and on hit Values in () are when Nine has Blue buff aura (Chip Damage 5%: 33)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cancels into itself once on block and on hit Values in () are when Nine has Green buff aura (Chip Damage 5%: 33)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cancels into itself once on block and on hit Values in () are when Nine has Red buff aura (Chip Damage 5%: 33)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great Anti-Air up close Values in () are when Nine has Blue buff aura (Chip Damage 5%: 54)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Values in () are when Nine has Green buff aura (Chip Damage 5%: 54)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Anti-air option for about round start distance Good option to catch jump outs Values in () are when Nine has Red buff aura (Chip Damage 5%: 54)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "4A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Blocks projectiles, and grants Water Element upon doing so Projectile guard point zone in front of Nine frames 3-11 Values in () are when Nine has Blue buff aura (Chip Damage 5%: 18)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "4B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Blocks projectiles, and grants Wind Element upon doing so Projectile guard point zone in front of Nine frames 3-11 Values in () are when Nine has Green buff aura (Chip Damage 5%: 18)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "4C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Blocks projectiles, and grants Fire element upon doing so Projectile guard point zone in front of Nine frames 3-11 Values in () are when Nine has Red buff aura (Chip Damage 5%: 18)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Ground Combo ender to setup Fairy oki or Uvarovite Sometimes a good round start option A circular carpet of flame. Because of it's ability to give knockdown,3Cis often used as a ground combo ender in order to setup Fairy/[WWF] oki or toss out Uvarovite/[AAF] Values in () are when Nine has Red buff aura (Chip Damage 5%: 45)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great air to air normal up close Values in () are when Nine has Blue buff aura (Chip Damage 5%: 42)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great air to air normal at longer ranges Great air to ground normal in a very specific situation. Values in () are when Nine has Green buff aura (Chip Damage 5%: 42)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Values in () are when Nine has Red buff aura (Chip Damage 5%: 42)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "j.2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Values in () are when Nine has Blue buff aura (Chip Damage 5%: 48)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "j.2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Values in () are when Nine has Green buff aura (Chip Damage 5%: 48)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great jump in normal Values in () are when Nine has Red buff aura (Chip Damage 5%: 48)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Drive Moves", + "text": "All Drive moves are performed by pressingD, and can be used on the ground or in the air. Which move is performed depends on Nine's element slots; refer to theOverviewat the top of the page for more information. All Drive moves spend mana on frame 4." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Everlasting Schorl", + "text": "No Element H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 110% Bonus Proration Crumples on counterhit Very unsafe on block unless special cancelled. Decent punish starter Bonus Proration 110% Counterhit state for entire move On CH Crumple Duration 35F, Crumple Fall 68F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Lapis Lazuli of Lamentation", + "text": "[WxN] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Useful combo tool Causes Freeze State W Values in () are when Nine has Blue buff aura Freeze 36, freeze count 1 Chip Damage 40%: 320 (384) WW Values in () are when Nine has Blue buff aura Freeze 36, freeze count 1 Chip Damage 40%: 400 (480) WWW Values in () are when Nine has Blue buff aura Freeze 36, freeze count 1 Chip Damage 40%: 500 (600)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Emerald of Enmity", + "text": "[AxN] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great anti-zoning spell Goes about 95% full screen A Values in () are when Nine has Green buff aura Maximum Slide duration 40F AA Values in () are when Nine has Green buff aura Maximum Slide duration 40F AAA Values in () are when Nine has Green buff aura Maximum Slide duration 40F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Coral of Catastrophe", + "text": "[FxN] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good for converting Round Start3Cand some3CLow Mixups All versions can cause Fatal Counters. Creates a flaming skull in front of her. For the most part, this spell is only useful to confirm a round start3Cinto a full combo using Coral of Anger [Fx1]. There's also a few specific blockstrings that'll open up an opponent with3Clow that Rubellite of Rage [FxN] will allow you to convert into a full combo. Fatal Counters on successful Counter Hit. F Fatal Counter Values in () are when Nine has Red buff aura FF Fatal Counter Values in () are when Nine has Red buff aura FFF Fatal Counter Values in () are when Nine has Red buff aura" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Heliodor of Humility", + "text": "[WA] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Creates a floating projectile in front of Nine that tracks her position for a set period of time Disappears if it hits the opponent, its own timer runs out (Approximately 3 seconds) or if Nine is hit. Can only have one Heliodor active at a time, deletes any existing Heliodor on frame 4" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Amethyst of Annihilation", + "text": "[WF] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good for resetting pressure Good for hindering approaches Vanishes after 300F if it doesn't hit anything On hit, has a shock effect Fires an electric orb that slowly travels across the screen, slowing as it moves. On hit, leaves the opponent shocked for a period of generous hitstun. Contender for the best fireball in the game, Amethyst is one of Nine's most potent tools. It's large hitbox and generous frame advantage make it difficult to deal with consistently on defense, especially in the corner, often forcing out baitable options like jumps or DPs. In neutral, the majority of the roster will find it difficult to contest with Amethyst at all outside of simply blocking it and allowing Nine to approach. The slow movement combined with the massive hitbox and generous hitstun means random amythest hits in neutral will be common and lead to a short combo with oki. Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Citrine of Change", + "text": "[AF] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good anti-zoning tool Absorbs projectiles that hit it and shoots a thin projectile back at the opponent Disappears after 6 seconds, or if hit by a strike Will push Nine or the opponent as it moves forward if they obstruct its path Mirror can be kicked forward using Crush Trigger and Exceel Accel and will gain a hitbox. Wall bounces on hit AF Citrine mirror appears on frame 14, lasts for 360 frames Nine becomes fully invulnerable for rest of animation if mirror reflects a projectile AF Reflect Attack Startup is from when projectile is blocked Crumple Duration 27F, Crumple Fall 60F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Celestite of the Covenant", + "text": "[WWA] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Sets a gravity field that activates after 2 in-game seconds Once the field activates, the opponent cannot jump while in the field. If they're in the air, they'll be knocked down to the ground with a hard knockdown. This deals no damage and heavily scales any following combo, but is completely unblockable. 5Dsets it on the opponent's location 4Dsets it in front of Nine Only hits airborne opponents" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Taaffeite of Temptation", + "text": "[WWF] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good oki tool Goes away if Nine blocks or gets hit by an attack Summons a fairy to attack the opponent three times. A great spell for oki. Syncing up your blockstring to go with the fairy's 3 consecutive attacks that happen at fixed time intervals is a great way to reset pressure, use a spell, or keep a mixup safe. Nine has three spells you will most commonly use for setplay, especially midscreen Morganite, Uvarovite, and of course, Taaffeite. Fairy is the basic building block that most of Nine's setplay is built off of being both safe and rewarding. Additionally, you can, and often will, use the blockstun from fairy to safely setup another spell, typically one of your other setplay spells, but don't be afraid to experiment! Each P in active frames represents a projectile spawned Each shot is active for up to 120 frames Shots appear on 90F, 148F, and 206F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Andradite of Accord", + "text": "[WAA] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good spell in neutral and blockstrings Holding the D button moves it forward more and delays the explosion. Hold up or down on the stick to move it up and down. Blows back and wall bounces on ground or air hit for easy conversion into a combo Does a good chunk of chip damage on regular block and drains a good amount of barrier on barrier block The orb can be destroyed by the opponent before it explodes.Orb can be destroyed by all attribute attacks except for throws Orb can be destroyed by all attribute attacks except for throws Summons an orb of dark energy that explodes in a + shape. Great spell for neutral. Because it fires a laser beam in all four directions from its core, it's pretty great at controlling space and limiting your opponent's movements. Both vertical and horizontal hits occur simultaneously, every 3 frames Vertical hits deal 300 damage, horizontal hits deal 400 damage When both hit on the same frame, vertical hit is processed first for damage purposes Base damage of all hits on block is 250, chip damage 15%: 37×16 (592)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Uvarovite of Undoing", + "text": "[AAF] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Creates a cloud up above that rains down fire over the area it indicates on the ground. The cloud is placed at a set height above where Nine casts it and can drift left or right to slowly track the opponent before activating. Can cover a larger area when used higher up (with the circle on the ground scaling up accordingly), but can also leave gaps that are safe to stand in when used too high up as it always creates the same number of projectiles fired at the same angles. Uvarovite sees most of its use as an oki tool, or a blockstring tool with its setup covered by fairy. When the fire shower eventually comes down, it'll trap the opponent in blockstun for a long time. This extended blockstun can be used to set up an unblockable or a hard to see mixup. Your second setplay spell, after fairy. Unlike Taafite, Uvarovite has little practical utility midscreen. However, it is one of Nine's most threatening options in the corner, as it can easily be routed into an unblockable with Morganite or a pseudo-infinite blockstring by looping Taafite into Uvarovite into Taafite etc. The strength of Uvarovite is often why being in the corner against Nine can become a \"checkmate\" situation. Uvarovite is much more vulnerable to options like ODR and wakeup reversals than Taaffite is, so it should typically be set up after fairy. Each P in active frames represents a projectile spawned, individual projectiles active until ground Spawns one projectile every 3 frames, 20 total (4 per trajectory, in the cycle of: centre, right, left, far right, far left)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Kunzite of Keep Breaker", + "text": "[WFF] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great combo, mixup and anti-air destroyer tool Launches on ground hit Ground bounces on air hit Creates a large meteorite and drops it on the opponent. Possibly Nine's most useful spell. Kunzite has a lot of great uses. Kunzite is a great spell in combos since the ground bounce it causes will allow you to easily followup with5A/4Aup close or6Cfurther out to keep your combo going. In pressure, Kunzite is a good overhead that can open people up for a full combo. Frame advantage listed is for when used on ground" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Morganite of Malice", + "text": "[AFF] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The first hit to make contact with the opponent will always be a low. So if the first hit whiffs, the second hit will become a low. If the first hit is blocked, the second hit will be a mid. Creates a seed and throws it. When it lands it grows into a vine that travels across the screen and then back again. Tracks the opponent for both hits. Your third and final setplay spell to know, and yet another extremely strong one. Having a projectile that hits low (the low hits will practically always hit meaty, due to the aforementioned properties) is extremely scary. Of course, it leads to unblockable setups, most practically done behind an Uvarovite. It's simple and incredibly effective. Startup when used on ground is 64 If first hit connects, second hit is a mid Maximum Slide duration 17F, 12F Crumple Duration 30F, Crumple Fall 63F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Nephrite of Nullification", + "text": "[WAF] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cannot be regular blocked. MUST be barrier blocked. Drains a good amount of barrier on barrier block Countdown timer goes away if Nine is hit, techs a throw, or if her opponent techs a throw 1500 minimum damage Minimum Damage 20%: 1500 Chip Damage 35%: 525×4 (2100)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Ground Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage Wall bounces midscreen Wall sticks in the corner Minimum Damage 100%: 1500 Crumple Duration 60F, Crumple Fall 63F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Maximum Slide duration 40F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Causes Guard Crush on normal block. Will drain a portion of the Barrier Gauge when Barrier Blocked, and can be charged to drain even more. Launches on air hit. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Crimson Raider", + "text": "214A(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Air combo ender and max damage ground ender Dashes at the opponent while wreathed in flames, creating an explosion on impact. Crimson Raider is typically used an air combo ender in situations where you can bring the opponent back down to the ground with Tanzanite of Torment/[Wx3]. It's also sometimes used in ground enders from Tanzanite of Torment/[Wx3] as well when you want to go for max damage instead. 214A Recovery is on hit/block (whiff) Skips remaining active frames of first hit on hit/block j.214A Recovery is on hit/block (whiff) Skips remaining active frames of first hit on hit/block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Mauvette Roar", + "text": "214B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll On CH, wallbounces at midscreen and wallsplats in the corner." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Navy Pressure", + "text": "214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Performs an overhead punch with Hi no Kagutsuchi's fist at the opponent's position. Has a minimum distance and always appears at the same height (Basically above where a standing opponent would be). Tracks similarly to Hazama's Eternal Coils Projectile Fatal Counter Ground Bounces on Counter Hit Because of it's tracking, Navy Pressure is a great tool to punish an opponent's attempt to do stuff at longer ranges and make them more cautious of doing so in the future. It can also be great in pressure as well to catch people trying to get out of pressure after you've pushed back too far for normals to reach. Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Seamoss Gate", + "text": "236D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Swaps elements in Active and Slot 10F onwards can cancel into 5D, j.D" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Flax Nurture", + "text": "214D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good reversal option Requires an active element for the hitbox and invulnerability to activate Gives an elemental buff depending on her most recent active element. Normals and single-element spells of the corresponding element get 20% increased damage. Normals also become able to deal chip damage, while spells get better proration values. Length of buff varies depending on how much of the element was in the active slot Flax Nurture has invulnerability on start up and is also punishable only on instant block, making it a great option as a reversal. However, it does have its shortcomings as a reversal. The hitbox is lacking vertically in the upper part of the explosion so opponents can jump over it and punish for a full combo as they'll falling down. Can be hitstop OSed on a massive number of buttons due to it's lengthy startup by pressing backdash during what would otherwise be your gatling. For this, Flax Nurture is somewhat weak despite its frame data. Still, having a reversal on a character like Nine is incredibly strong, so it's definitely worth using. 214D Consumes Spell in active slot on frame 22 Nine gets 20% damage boost for ??F to normal attacks and single-element Drive spells that use the same element as her most recent element (Does not have a hitbox or invuln, or provide damage buff if no spell to consume) reversal j.214D Consumes Spell in active slot on frame 22 Nine gets 10% damage boost for ??F to normal attacks that use the same element as her most recent element (Does not have a hitbox or invuln, or provide damage buff if no spell to consume)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Flame Punisher", + "text": "236236A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great to tack on at the end of a combo for more damage to end a round Good anti-zoning tool 720 minimum damage, 1200 during OD A full reversal, but only against projectiles. 236236A First beam Minimum Damage 10%, second beam 20%: 840 First laser is considered one attack with P2: 79, second laser is considered separate attack with P2: 82 236236A OD Followup Minimum Damage 20%: 480" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Cardinal Nova", + "text": "236236B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Gives Nine a random 3 Element spell to both her Active and Stock slots Full Inv 7-11F 600 minimum damage, 750 during OD Values in [] are during OD Only 1 hit on block Minimum Damage 30% [30%, 10%×3]: 600 [750]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Azurite Inferno", + "text": "236236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Reversal Super Great round ender, especially when you have 100 meter Consumes the spells in your Active and Stock Slot Damage increases based on the number of elements in your spells Full Inv 1-18F Nine performs a downward stomp. If it connects, the opponent is crucified on spears and Nine bombards them with arrows of dark energy. On Overdrive, the arrows are bigger and stronger and Nine also finishes the opponent off with pillars of dark energy, similar to her Nephrite spell. The move becomes stronger and flashier depending on the number of elements in your spells, especially if those elements are in your stock slot. Has an incredible base damage at full mana but scales rapidly as it plays out, basically ensuring that the last hit, and the entire overdrive extension, will be at minimum damage even if this attack is performed on its own. -Minimum Damage with no mana: 800 -1 Element in Active Slot = No Change -2 Elements in Active Slot = +100 -3 Elements in Active Slot = +200 -1 Element in Stock Slot = +100 -2 Elements in Stock Slot = +256 -3 Elements in Stock Slot = +490 -Overdrive = +500 With full slots and Overdrive, it has one of the highest minimum damages in the game. Base (800) + 3 Active Elements (200) + 3 Stocked Elements (490) + Overdrive (500) = 1990. Minimum Damage range 800-1490. During OD range is 1300-1990 Consumes all elements in both slots on hit First 3 hits deal 100 , 0×2 and have Minimum Damage 100%, P2 of 84: 100 Next part's damage depends on number of elements in Active Slot: 0-1 Elements: 250×5. 2 Elements: 250×7. 3 Elements: 250×9 (P2 of 79). Minimum Damage 20%: 250/350/450 Second part's damage depends on number of elements in Stock Slot: 0 Elements: 1250×5 (P2 85×5). 1 Element: 1050×6 (P2 89×6). 2 Elements: 630×12(P2 92×12). 3 Elements: 550×18(P2 94×18). Minimum Damage 10%: 625/630/756/990 During OD, adds 250×10 damage with minimum damage 20%: 500 reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Scarlet Vein", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. 300/638 Minimum Damage Lacks strong pushback Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 300 {580+58}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Colorless Void", + "text": "236236DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tracks opponent's location similarly to Navy Pressure Has a minimum distance Nine's Astral. Nine commands her demon, Hi-no-Kagutsuchi, to devour the opponent and ensnare them in a cage of fire. She then rises into the air and summons a large pentagram before calling down scores of meteors to annihilate the opponent. Can be comboed into from a3Cso going for it after bringing the opponent back down to the ground with Tanzanite/[Wx3] is a good place to go for it if you've met the conditions. Combos From... Ground Throws 3C CH214B ...and more! Projectile will not interact in any way with any object other than the opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom", + "title": "Nine the Phantom", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Combos", + "title": "Ragna the Bloodedge", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Combos", + "title": "Ragna the Bloodedge", + "section": "Beginner Combos", + "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Combos", + "title": "Ragna the Bloodedge", + "section": "First Steps", + "text": "... >5C>214A~214D... >5C>2D>623D~236C~214D Lifesteal: 200/250 Where it all begins. Almost every starter will allow Ragna to combo into Hell's Fang and its follow-up for a basic knockdown. At closer distances, he can combo intoDInferno Divider for a little more damage, lifesteal, and better okizeme at the cost of corner carry." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Combos", + "title": "Ragna the Bloodedge", + "section": "Gauntlet Hades Extensions", + "text": "... >6A/air hit5D(1) >214B~delay214D> ...Introduction to combo extensions using Gauntlet Hades.6Awill combo from close range5Band5C, rewarding Ragna for being close to his opponent. Air hit5Dis a bit more specific when it comes to routing as it requires a launch before it can be used. Meaty5Bafter Hell's Fang can catch jumping opponents and easily confirm into Gauntlet Hades using5C>5D(1). Otherwise, Gauntlet Hades is primarily used as an extension during Fatal Counter combos with the extra hitstun. If Gauntlet Hades starts the combo, Ragna can fit two of them into the same combo for increased corner carry by using5B>6A. ... >214B~delay214D>5B>5C> sjc >j.CD> jc >j.CD>j.214C~214D... >214B~delay214D>5B>6A> sjc >j.CD> jc >j.D>j.214C~214D Lifesteal: 500 Spin Kick must be delayed in order for5Bto combo afterwards properly. In the corner, delaying Spin Kick enough will give enough frame advantage to combo into3Cfor Not Over Yet extensions, but that's for later. The first route is always damage optimal, but depending how long the combo was beforehand5B>5Cand the secondj.CDwill drop, necessitating the second route." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Combos", + "title": "Ragna the Bloodedge", + "section": "Anywhere Throw Combo", + "text": "6T > delay214B~delay214D,5B>5C> sjc >j.CD> jc >j.CD>j.214C~214D4T, 665B>5C>5D(1) >214B~delay214D,5B>5C> sjc >j.CD> jc >j.CD>j.214C~214D Lifesteal: 500 It is what it says on the tin. Back throw leads to a little bit more damage with a slightly different combo that should look a little familiar." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Combos", + "title": "Ragna the Bloodedge", + "section": "Basic Corner Combo", + "text": "... >5C>2D>623D~236C~236C,5B>6A> sjc >j.CD> jc >j.D>j.214C~214D Lifesteal: 720 Corner combo that works from any starter. Inferno Divider extensions are typically not worth the effort later on, but this works as a starting point for Ragna's more damaging corner routes." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Combos", + "title": "Ragna the Bloodedge", + "section": "Midscreen Airthrow Combo", + "text": "j.T,5C>5D(1)>214B~dl.214D,5B>5C> sjc >j.CD> jc >j.CD>j.214C~214D Lifesteal: 500 Midscreen air throw combo. It is possible in the corner, but it will most likely sideswap after the air throw and lose the corner." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Combos", + "title": "Ragna the Bloodedge", + "section": "Core Combos", + "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Combos", + "title": "Ragna the Bloodedge", + "section": "B/C Starter Corner Combo", + "text": "5B>5C>2D>236D> dc,2C>5D(1)>214B~214D,5B>6A> sjc >j.CD> jc >j.D>j.214C~214D Lifesteal: 720 This is where things start to get interesting. This combo incorporates a Gauntlet Hades pickup that should look familiar from the basic combo section. While this combo may look a little intimidating, all you're really doing is adding a slight extension to a previously-learned combo. It's also very useful as a dash cancel after236Dis plus on block for a (albeit risky) pressure reset." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Combos", + "title": "Ragna the Bloodedge", + "section": "Corner Throw Combo", + "text": "6T/j.T > (j.)214D,3C> (2D) >22C>236D> dc,2C>6A> sjc >j.CD> jc >j.D>j.214C~214D Lifesteal: 720 Another good combo to learn. Blood Scythe is a favorite move of a lot of Ragna players and this is one of the easiest places to use it. This is also a good introduction to using22Cin combos, as there are some rules around using it.3Cis the easiest way to get the \"down\" state, but there are some other ways.2Dis in parenthesis because it will drop on a couple characters like Taokaka and Izayoi." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Combos", + "title": "Ragna the Bloodedge", + "section": "Midscreen 22C", + "text": "... >3C>22C> dc, 665C> jc >j.CD> jc >j.CD>j.214C~214D Lifesteal: 400 Off close hits (usually punishes), Ragna can sneak in a22Cfor a launch combo. Deals high damage and provides massive corner carry though dash5Ccan be tricky to execute and several hits ofj.214Cmay not connect on every character. This will also work off of Ragna's2Aat close range." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Combos", + "title": "Ragna the Bloodedge", + "section": "Situational 5C", + "text": "CH/CR5C>6C>6D>j.214D,6C>214D,3C> ... Lifesteal: Think about this as an extension to the throw combo. The fun part of this combo is that ground and air Blood Scythe are counted as different moves for SMP purposes, which also means this combo looks sweet." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Combos", + "title": "Ragna the Bloodedge", + "section": "Rapid Cancel Extensions", + "text": "5B>5C>214A~214D> RC, 665C>5D(1)>214B~dl.214D,5B>5C> sjc >j.CD> jc >j.CD>j.214C~214D Lifesteal: 700 Doubles the damage off a stray5Bfor very little effort. This stems quite easily into the unscaled Gauntlet Hades conversion and will net around 4.2K damage from anywhere. 5B>5C>214A~214D> RC,6D>j.214D>3C> ...5B>5C> (3C) >214A> RC, walk3C>22C> dc,5B>5C>5D(1)>214B~dl.214D,5B>2C>6A> sjc >j.D> jc >j.D>j.214C~214D Lifesteal: 500 The first combo is mostly for if you autopilot214A~214Dand still want some damage. Otherwise, the second combo deals a little more damage at the cost of slight distance dependency and intentionality." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Combos", + "title": "Ragna the Bloodedge", + "section": "Specialized Combos", + "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Combos", + "title": "Ragna the Bloodedge", + "section": "Nightkasu", + "text": "~ >214B~dl.214D,5B>5C> 9hjc >j.B>j.C>j.D> 7/8jc >j.D>j.214C(1) > ~ (timing varies)Due to the landing hit ofj.214Ccan whiff at certain ranges, landing only the first hit ofj.214Cwill result in a hard knockdown, which provides more oki options and combo opportunities. The general tip is to make surej.214Cconnects when the opponent is far enough but not to the point thatj.214Ccannot connect. See thenotesfor more details. Nightkasu will not work onRachel,Taokaka,MakotoandNoel." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Combos", + "title": "Ragna the Bloodedge", + "section": "Introductory Combos", + "text": "This beginner section does not go over any Overdrive combos, and that is because Ragna's Overdrive routing can be a bit conditionally overwhelming, and requires more execution than this section should. If you reach the level where you feel you need to learn Overdrive combos, please look further down the page at the Overdrive section." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Combos", + "title": "Ragna the Bloodedge", + "section": "Combo Theory", + "text": "Generally, combos will involve setting up the route in a way to combo into one special, then linking off of that into an air combo that ends in Nightmare Edge (j.214C). Specials that can be continued from include Gauntlet Hades (214B/j.214B), Blood Scythe (214D/j.214D), Not Over Yet (22C), and Dead Spike (236D). In the corner, D Inferno Divider into Straight Punch (623D~236C~236C) can also be combo'd from, though the time spent dropping from such a height often eats up a lot of combo time. Combo enders are usually Nightmare Edge (j.214C), Hell's Fang (214A), andDInferno Divider into Ax Kick (623D~236C~214D). Gauntlet Hades and Blood Scythe usually require some form of launching, which can include6A,6C, and throw. Not Over Yet and Dead Spike usually combo from knockdowns, such as3C,2D, and anti-air5D. In the corner from Long starters, oftentimes two combo filler specials can be done before going to the combo ender. For example, 5B>2C>5C>3C>2D>236D~66,5B>5C>5D(1) >214B~214D,5B>2C>6A> hjc >j.C>j.D> jc >j.D>j.214C~214D Note that while drives and specials are all useful to continue Ragna's combos, any hits with life-steal properties generally have poor damage proration, so it is recommended to use non-life-steal hits early on during a combo. Air combo enders are typically done in one of the following ways: 5B>5C> hjc >j.C>j.D> jc >j.C>j.D> Nightmare Edge or D Inferno Divider -- Generally the most damaging air combo route, but must be done relatively early for5C>j.Cto still connect. 2C>6A> hjc >j.C>j.D> jc >j.D> Nightmare Edge or D Inferno Divider -- Usually done in the corner following a Dead Spike dash cancel. When directly under the opponent,5Band5Ctend to whiff and cross under when attempted. 5B> (2C) >6A> hjc >j.C>j.D> jc >j.D> Nightmare Edge or D Inferno Divider -- This is done when the combo has taken enough time that5B>5Cwill no longer validly combo, which necessitates the6A.6Agives far more untech time, but also heavily prorates the damage of the combo. Generally neither of Ragna's Distortions see much use in combos since they tend to add relatively little damage for the 50 meter cost (the threat of Carnage Scissors as a long-ranged cut through zoning tends to be far more relevant, as well). However, they provide relatively good life steal values when enhanced by Overdrive, for when an Overdrive combo would otherwise not kill - OD Devoured by Darkness (214214D) in particular provides a whopping base 1000 life steal. Ragna can oftentimes use Overdrive Cancel or Rapid Cancel to dramatically increase the damage of a shorter combo (such as5B>5C>214A~214D), though he gets heavily diminishing rewards if the combo has already run most of its time out. The goal in most cases is to achieve around 4000 damage whenever resources are spent, or 5000+ if a combination of two or more of (counter-hit, RC, distortion) happens. Overdrive changes the properties of all of Ragna's life stealing hits, oftentimes giving wall-bounce, ground-bounce, or other properties, along with things such as dash cancel or jump cancel capability. Generally, all life steal hits can be combo'd from, greatly extending possibilities for continuing any route until either the combo timer or Overdrive runs out. Optimization of routes can also be done in either higher damage or higher life steal directions, depending on the situation." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Combos", + "title": "Ragna the Bloodedge", + "section": "Calculating Lifesteal", + "text": "Soul Eater also has a mechanic that increases healing in long combos. A multiplier is applied to a Soul Eater attack's Lifesteal value depending on how many Soul Eater hits have already connected within the same combo: 1st to 5th Soul Eater hit: 100% Lifesteal 6th Soul Eater hit: 110% Lifesteal 7th Soul Eater hit: 120% Lifesteal 8th Soul Eater hit: 130% Lifesteal 9th Soul Eater hit: 140% Lifesteal 10th Soul Eater hit and beyond: 150% Lifesteal Note that the \"Lifesteal\" is simply a heal independent of how much damage an attack actually deals, and does not actually steal life from the opponent or otherwise affect damage. Attacks that have lifesteal are as follows (values in [] are during OD): 5D(2): 100 [150] lifesteal 2D: 100 [150] lifesteal 6D: 100 [150] lifesteal j.D: 100 [150] lifesteal 5A+B(Crush Trigger): [200] lifesteal, only applies during OD 214A~214D: 200 [300] lifesteal 214B~214D: 100 [150] lifesteal 623D: 50×2 [75×2] lifesteal 623C/D~236C~214D: 50 [75] lifesteal 236D: 100 [50×3] lifesteal 214D: 100 [150] lifesteal j.214C~214D: 200 [300] lifesteal 632146D: 300 [200+100×4] lifesteal 214214D: 500 [1000] lifesteal All of these lifesteal values can also be found on each move's overview. You can also use Sydoh'sRagna Lifesteal Calculatorto easily calculate the lifesteal of any combo." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Combos", + "title": "Ragna the Bloodedge", + "section": "Video Examples", + "text": "BBCF2 Ragna Combo Collections Basic Ragna Combos by Meno BBCF2 Combo Routes by platefork Beginner Ragna Routing Guide By Sekiyo" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Combos", + "title": "Ragna the Bloodedge", + "section": "External References", + "text": "CF Ragna Combo Thread Ragna CF bnb bible prototypebyCrothers CF2 Ragna Nightkasu Specific ListbyTongshadow Ragna Nightkasu (Kagura)byBlack Gato Acer RAGNA OTG 5C HJC AIR COMBO TABLEbyBlack Gato Acer" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Combos", + "title": "Ragna the Bloodedge", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Overview", + "text": "Relius is an offensivepuppet characterwith great neutral that easily transitions into strong, safe pressure. His puppet, Ignis, is great for covering Relius and mitigating risks. Ignis creates new combo extensions, pressure opportunities, okizeme, and great space control. Ignis is managed by a specific bar called the IG Bar. Each of her attacks use up part of this meter. Relius needs to be careful with using Ignis, because completely depleting the IG Bar temporarily disables her. Thankfully, Relius's Overdrive helps mitigate this aspect. During Overdrive each of Ignis's attacks improve and the IG bar constantly regenerates. Relius uses the Drive button to summon, command and unsummon Ignis. Ignis is not present at the start of the round and must be summoned in one of various ways to appear on screen, she will also unsummon herself if Relius gets hit by anything. While Ignis is present, Relius has access to many tools to pressure, trap and combo the opponent due to her ability to attack in tandem with Relius's attacks. This ability is limited by the Ignis Gauge (called IG for short), displayed above Relius' heat meter; All of Ignis's attacks consume this gauge. If it depletes completely, Ignis becomes disabled until it recovers to full. This takes about 13 seconds. IG can only normally be regenerated by unsummoning her for at least 3 seconds. Ignis can use her grounded normal drive attacks independent of Relius as long as Relius himself is not in hit or blockstun. This does not apply to specials or distortion drives. After each attack, Ignis stays in her position for a short time before returning to Relius. If she is behind an opponent, she will stay in position slightly longer. Ignis can attack from this position. This allows Ignis to attack from afar or sandwich the opponent between Relius and herself. Ignis can only be hit while she is attacking. She also naturally Guard Points projectiles. If an opponent hits Ignis or Relius while she is summoned, Ignis will stop her attack, desummon, and the IG bar will change to blue. While in this state, the IG Gauge has a delayed recovery. This also occurs if Relius techs a throw or an opponent techs Relius' throw. Relius' Overdrive greatly increases the overall effectiveness of Ignis. Increases Ignis Gauge recovery rate. Unless Ignis is performing an attack, The IG Baralways recovers. This includes times when Relius has Blue IG. Ignis can only be killed if she's hit when there is absolutely no remaining IG. While dead, IG will still replenish rapidly All of Ignis' moves have their recovery cut in half, Each of Relius' Ignis Specials and all Supers receive a buff in some way, dealing more damage, hits, hitstun/untech for more combo options. All Ignis specials cost more, so careless combo routing can result in OD ending with little to no gauge left." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cannot whiff cancel Situational anti-air A standard jab. Small, low damage, but Relius's fastest normal. The height of Relius' jab allows it to be a situational anti-air, but the trade off is that it whiffs on crouching opponents and can often be low profiled. Its animation is hard to differentiate from his throw start-up, so it's useful for tick throws." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great poke 0 on block when spaced One of Relius' best tools in his arsenal. Fast, longest reach, and little recovery to boot. On top of that it is air unblockable. It can easily be confirmed on airhit into2Cfor a full combo, but on ground hit it will either need to be confirmed into3C,6D, or236C> RC to get a good reward.5Bis also capable of catching forward rolls, backward rolls, and even quick wake-up when used with good timing. It does extend Rel's hurtbox a bit but it's well worth it. In CF it was changed to only be fully extended on frame 10, but is now neutral on block due to its faster than average recovery. On the bright side, now that6C>41236Bworks on grounded opponents,5B>6Ccomboing on counter hit makes it an even stronger punish tool!5B>6Cwill also work if the starter of the combo was a fatal, so it can make confirming out of moves like214Bor41236Beasy! Hitbox fully extended on 10" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hits opponents in Hard knockdown (OTGs) An easy move to confirm into, but its shorter range keeps it from being used much outside of combos. The hitbox on it extends from the ground to the \"elbows\" on the arms, and even behind Relius. It be used as a situational anti-air or simply just to stall or space the opponent during blockstrings while Ignis regenerates. It combos into6Con on counter hit, crouching hit, or if the combo started with a fatal; this is especially useful now that6C>41236Bworks on grounded opponents! It OTGs and can even be used to catch quick wake-up, delayed wake-up, and forward rolls. With it being easy to cancel into, ambiguously multi-hit, and having only one less frame of hitstun than6C, it's a good move for cloaking desummons or using riskier things. This move is surprisingly quick to recover, only being -2, and when cancelled into from a jab, there can only ever be a 4f gap between hits regardless of how it's blocked, making it a fairly easy frametrap while also making it hard for the opponent to be pushed beyond5C's bounds. Notably this move doles out a whopping 5F of one-sided hitstop on counter hit, allowing you to bring out Bios before Burst cuts your invuln. This can lead to fairly simple 5K combos anywhere that are largely burst safe before the bulk of their damage is delivered." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cannot whiff cancel A fairly standard crouching jab for its hitbox and damage, although the fact that it is neutral (±0) on block can lead to some interesting stagger pressure situations. Being able to cancel into3C,5B, and2Cgives you your choice of good punishes for your frame traps. Can be used as a situational anti-air as well." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A low with surprisingly long reach. It's commonly confirmed into5Bor6Dat max range. Like5Bit can be used to catch rolls, only2Bhits delay tech as well. Like5Bit will extend your hurtbox. In CF it extends to its full reach over three frames, becoming fully extended on frame 13. Can be used as a situational anti-air as well. CH2Bcan confirm into6Con crouching counter hit. Hitbox fully extended on 13" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Anti-air CH Launches airborne opponent high. This is Relius' primary anti-air. It makes up for smaller vertical reach with great horizontal reach, many active frames, and the ability to jump cancel on block. On airhit,2C>j.[A]is the recommended method to confirm easily. On2Ccounterhit,j.[A]will whiff and upon landing you will be able to confirm into5B. It has many active frames so it can win some trades. Be weary of how you use it in neutral, as the small vertical hitbox and lengthy recovery will result in you eating a painful crouch confirm from opponents that air dash right over you. Consider using4Dor risingj.Ain situations where committing to2Cmay be dangerous. It sees a lot of use in pressure too, so don't be afraid to use2C>6D>j.Cto add variety to your blockstrings. On CH Crumple Duration 30F, Crumple Fall 63F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Overhead Hard knockdown on air hit Forces crouch on hit Vacuums on hit and on block A somewhat slow overhead with a distinguished animation from his other normals. Though mainly used for it's property of yielding hard knockdown in the corner and setting up oki and kill confirms, you can toss it in your pressure as a cheeky mixup to catch opponents that are conditioned to respect Rel's highly oppressive offense for decent reward. Because it forces crouching, it can be confirmed with a delayed6D>5Cmidscreen. Use it sparingly, as opponents desperate to get out of your pressure will actively seek it out and use it as a chance to escape. It's also fairly unsafe without Ignis backing you up, so be mindful if your doll meter usage in this case. Has 110% bonus proration, so it can net solid damage in the corner for on the fly confirms. Because this move causes hard knockdown, reversals requiring a 2[8] input (i.eKaguraCFafGuardMid, All×5Startup9Recovery29+20LAdvantage-45) can't be used safely due to the charge motion forcing either roll or quick getup. Bonus Proration 110% Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Situational anti air Launches on hit This move is key in low IG confirms on standing opponents, or confirming from high air hits that are closeby. it can combo into41236Bmidscreen if spaced right orTKAn input method to perform a special move in the air as fast as possible after you leave the ground. Short for \"Tiger Knee\". For Example: 2369 for a j.236 input.j.236Cin the corner for solo combos. An interesting feature is that on hit it launches the opponent straight upward with little if any pushback. It also has very little pushback on block, so it can be used with2Dfor some cheeky cross-ups. In the corner it is heavily featured in meterless regen routes, and low cost side-swaps, and is really rarely seen intentionally used to anti-air. Because it can jump cancel on block, it at time occupies the same space as2Cin pressure Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches on hit Fatal Counter highest damage single hit Relius attack Primarily a combo tool (usually alongside41236B), but sometimes it's a risky or expensive frametrap component or a way to catch bad jump-outs. Since it can combo on ground hit without any outside help it's a reliable (albeit slow) punish tool. Leads to better damage than3C, so use this if you can help it.6Ccan be looped midscreen with41236B, which lets Relius get great damage. On Fatal hit it can loop even more or confirm into214Cin the corner for better damage, or get a meterless Regen combo. Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Floats on hit Strong counter poking move No longer a primary launcher. This move is mostly used for midscreen knockdown into desummon after41236B. It is still Relius' quickest low and OTG however. On counter hit you can choose to desummon Ignis and pick up with5Cor2Cregardless of what you choose. A new bar of IG is a great asset in a fight so it's something one should weigh against 400+ damage you'll lose for not using5Bin its place in punish or frametrap situations. Fine as a tool to check jump outs or inputs during a blockstring, but this move's very poor P2 should make you think twice about using it to hitconfirm." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hold A to extend the move much longer Not an overhead Another of Relius' most powerful moves. It becomes active quickly and stays that way for a while. It functions best as an air to air, especially when stuffing IAD attempts. Can be confirmed intoj.Bor5B. In aerial blockstrings the hits of this move are so grouped together that it will force the opponent upwards, making for an easy staircase intoj.Bor double jump >j.2D. Because it's got very little hitstop, this is a good means of combatting armored moves likeRachel6AGuardMidStartup13Recovery17Advantage-5since you will not be locked out of a jump cancel. On hit, performs 3 hits and checks for held button on frame 16. If held, returns to frame 7 (first active frame of first hit) up to two times for a total of 6 or 9 hits. (If all of the first 3 hits whiff, automatically attempts 3 more hits but with shortened active frames on hit 6. If any hits connect, reverts to on-hit behaviour and can be extended to 9 hits total as normal.)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good crossup hitbox CFj.Bis still very good. It acts as a usable air to air and it still does its job as a cross-up. New to CF, it floats closer on normal hit and counter hit making it an easier confirm." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A great air to ground move. Relius' hurtbox shrinks frame 1 then doesn't extend until going active, making it a better normal than it may seem. Can be early in a re-jump after2Cto stuff some anti-airs. Great damage/P2 so it's excellent combo fodder." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Summons or desummons Ignis. Has CH recovery Ignis is present on frame 4 when summoned and fully desummoned on frame 29 when being desummoned. Cannot be activated at all if Ignis is performing an action." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "2D(Summon)", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Essentially5D, but crouching Has CH recovery Ignis is present on frame 4 when summoned" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Has CH recovery Pauses Relius's aerial momentumIf Relius is in the middle of an air dash, he will retain his horizontal momentum but immediately start falling If Relius is in the middle of an air dash, he will retain his horizontal momentum but immediately start falling Ignis is present on frame 5 when summoned and fully desummoned on frame 29 when being desummoned." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Active State", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 10,000 units of Ignis Gauge or \"IG\" for short. While active consumes 2 units per frame, or 1.2% per second, unless attacking. Has no collision normally and cannot be hit except while attacking. Ignis active state, where all of her moves may be performed. While active, Ignis will try to float behind Relius, but will have a small delay when following him, this can be a hindrance and a boon, since it will tend to shorten her range when Relius is trying to rush forwards, but can be used to extend it if she is moved forward by one of her own moves and then performs another. Ignis has a different set of normal attacks for being airborne or grounded, however somewhat counterintuitively, this is dependent on ifReliusis airborne or not, even if Ignis doesn't share that state. For example, if Relius jumps and, upon landing, inputs4D, Ignis will still be in the air from the jump but will perform4Dfrom where she is in the air anyway, even though it is not possible to perform that move if Relius is airborne himself. The only move that doesn't conform to this rule is236D, which is a ground or air throw attack depending on if Ignis herself is airborne or grounded when the move begins. While Ignis is not Active she will regenerate health: When desummoned for any reason;Ignis will perform a desummoning animation (10F)She will wait 180F before recovering anythingAfterwards, she will gain 75 IG per frame. Therefore she regenerates fully in (at most) 324 frames normally. Ignis will perform a desummoning animation (10F) She will wait 180F before recovering anything Afterwards, she will gain 75 IG per frame. Therefore she regenerates fully in (at most) 324 frames normally. If desummoned by taking a hit, there will be a second concurrent cooldown of 260F where her bar turns blue and will not renegerate, this timer stops counting down if she is summoned again.Strangely, if Ignis takes another hit while her gauge is still showing blue, the 260F timer will not reset when she is desummoned. However the standard 180F still applies. Strangely, if Ignis takes another hit while her gauge is still showing blue, the 260F timer will not reset when she is desummoned. However the standard 180F still applies. During overdrive:The 180F timer is ignored, Ignis will begin regenerating immediately if desummoned manuallyThe 260F time still applies as normal.Ignis gains 50 additional IG per frame while desummoned, even when her bar is blue. The 180F timer is ignored, Ignis will begin regenerating immediately if desummoned manually The 260F time still applies as normal. Ignis gains 50 additional IG per frame while desummoned, even when her bar is blue. Startup and Recovery values are for Ignis' own summon animations after any event triggers her to appear or disappear." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Disabled State", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Ignis' dead state caused by not paying attention to how much IG you're using. This is something you universally want to avoid since she regenerates much more slowly when disabled than normally. UnlikeCarl'sNirvana, Ignis doesn't take damage from the opponent hitting her, so letting her get into this state is much more avoidable and solely on you if it happens. Regenerates 15 IG per frame, or 75 per frame in Overdrive After fully regenerating, Ignis unsummons herself with an unskippable 100F animation and can be summoned as normal thereafter. The entire process therefore takes 776F normally or 234F in overdrive Ignis only enters this stateaftercompleting a move that cost more than her remaining IG, (Including if it was interrupted). Her health will not go negative if you do this. Values in [] are during OD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 20% Ignis Bar. Second hit vaccums opponent towards Ignis on hit and on block. Guard points all attacks; attacking Ignis during this move will not desummon her Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 13% Ignis Bar. Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "4D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 10% Ignis Bar Air unblockable Wall bounces in the corner CH untech lasts long enough to bring the opponent very low to the ground 110% Bonus Proration Values in [] are during OD Bonus Proration 110% On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "j.6/2/8D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 10% Ignis Bar. Pauses Relius's air momentum similarly toj.D. Jump cancellable on hit/block Ignis lunges forward and slashes at an angle based on which direction you are holding. Attacks faster if she makes contact before the full lunge. Unlike the grounded drive moves, this move functions more like a normal attack for Relius; it gets cancelled into from other air normals, Relius himself has an animation that lasts 36 frames if allowed to fully play out and if Ignis hits or is blocked, Relius can jump and special cancel like other air normals. This move cannot be performed unless Ignis is present and otherwise not busy doing something else. This is more similar to howLitchi'sstaff normals work than Relius' other drive moves. This move is a cheap way to mobilize Ignis and dominate space. Can also be used to clean up any projectiles while airborne. Relius can use the jump cancel to stay safe or convert the hit into a small combo. If Ignis is already nearby this move becomes insanely quick, with 16 frames for a large attack that can occur fullscreen. With Ignis' natural ability to absorb projectiles this move is perfect for interfering with opponents setting up far away from you. Similar toj.D, it can be used to halt momentum, initiate a glide from an airdash, and bait or dodge moves. When used from an air backdash the effective space covered increases and when used with a forward airdash the effective range shrinks. j.6D This is the move you'll use the most in combos and moves Ignis forwards the most.j.6Dcan also be used to position Ignis forward from Relius. This move has a lot of base damage despite their speed, low cost, and relative safety, so clipping the opponent with a few of these can really add up over time. After this move is blocked or hits, Ignis can continue to harass the opponent with4D,2D,214A,214Cor a glide into anotherj.6Dallowing Relius to potentially pave his way in. j.2DIgnis descends on the foe, mincing the opponent with her claws. This move has all the uses and nuances ofj.6D, but travels a little less horizontally. Additionally, it can be used to send Ignis lower, to set-up 50/50s, and to punish bad throw rejects or pokes. When accompanied by dash-jumps or airdashes it can be used for cross-ups as well. j.8D Can be used in some of the same ways asj.6Dandj.2D, but most of the utility is lost due to its angle; it's mostly combo fodder. It can be used to put Ignis higher up, and can also be used to lock opponents back down at times when4Dwon't connect. It's also the best way to initiate a glide from an airdash while keeping Ignis summoned without putting her in harms way. j.6D Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 36 j.2D Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 36 j.8D Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 36" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Ground Bounces Relius' can now follow-up his throws with41236Bletting him get 2.5K~3K damage for very cheap! in the corner you can follow into236C~214Aor236C>4Dfor more damage! Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Ground bounce into hard knockdown Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Blows opponent away on hit similarly to other Counter Assaults Along with Rapid Cancels, this is what your meter should primarily be spent on. With Relius' defense not being the greatest, and the versatility and potential gain to momentum offered by counter assault being great it's a valuable asset. On CH,214Acan meaty an opponent's neutral tech. If nothing else this move buys time to regenerate Ignis's IG and also summon her to get back into a favourable position." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches opponent on air hit Relius gets especially favored by quick Crush Trigger, because with Ignis on guardcrush it can be confirmed into6D>6C>41236Beven midscreen! No additional set-up required! On guardcrush, quick CT can be confirmed into a throw for 3K or more. On hit it can still be confirmed into6C>41236B. Quick CT still reduces the full amount of barrier as well! The downside is that CT no longer ignores character combo rate. In solo combos CT can also be used to knockdown from6Cand even set-up safejumps. A charged CT can be completely covered with a single Relius normal and6Dwith key timing, and CT also has enough blockstun to allow one to slip another6Din before the opponent escapes blockstun. It's entirely possible to put an opponent in danger state and then guard crush them gaplessly with Relius as a result. Charged guardcrush has enough time to be followed up with5D>665Bor throw which allowing for regen combos, or with214Cwhich hits for massive damage. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Led Ley", + "text": "236A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Retains some horizontal momentum but otherwise does not move. 4F of CH recovery Disables Relius' collision during the invuln frames. Opponents using foward-moving moves can find themselves passing through Relius, Matador style. 1~31F of invulnerability to all things but Throws. 4~14F of Burst invulnerability. The invulnerability window is autotimed such that if Relius Special cancels into this move during the same hitstop that his opponent bursts, the burst will miss. Can pass through opponent 1-31 Counterhit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Gad Leis", + "text": "41236B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Vacuums opponent towards Relius on second hit Relius' only somewhat safe special that chips Fatal Counter Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Id Lauger", + "text": "236C(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launcher Special cancellable on hit Largely disjointed, but extremely risky to throw out on uncertain terms. Lauger is where a lot of Relius' damage comes from, outside of combos it doesn't really have a purpose except for punishing moves that cover themselves in actives (IE:Arakune'sSpider DistortionGuardMidStartup5+(28 Flash)+2Recovery33Advantage-122 [-176].) What makes the move special is the follow-ups Ignis provides. In the corner, both236Candj.236Ccan be combo'd to and from with proper timing.2C> TKj.236Cwill work with the air version, but the grounded version usually needs to be followed up by Ignis. The ground and air versions are treated as separate moves for SMP, but combos will use two or even three of each. 236C If Ignis is available, can cancel into Ignis Followups on hit (not on block) j.236C If Ignis is available, can cancel into Ignis Followups on hit (not on block)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Id Haas", + "text": "214Aafter Id Lauger H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 10% Ignis Bar Costs 20% Ignis Bar in OD. Causes sliding knockdown in OD Ignis tackles her opponent. Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 36 on the ground, 45 in the air Maximum Slide duration 25F [40F]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Id Naiads", + "text": "214Bafter Id Lauger H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 10% Ignis Bar Costs 40% in OD Causes Ground Bounce in OD Will teleport Ignis to opponent, even if she is unsummoned P2 only applies once Number of hits depends on how high the opponent is at the start. Ignis appears above the opponent and drills them into the ground. Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 43 on the ground, 45 in the air" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Id Zain", + "text": "214Cafter Id Lauger H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 20% Ignis Gauge Costs 40% Ignis Gauge in OD In OD, launches the opponent back towards Relius. Ignis appears behind her opponent and sends them spiraling back toward Relius. Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 48 on the ground, 51 in the air" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Val Lanto", + "text": "214A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 10% Ignis Bar Costs 20% unsummoned Costs 30% Ignis Bar in OD. In OD, it's faster, Blows opponent back, and ground slides longer Causes sliding knockdown A fireball of sorts. This move has a grand effect for a small cost, but commits you to a lot of duration on Relius. +3 at point blank summoned, and +6 at the same ranges summoned, this move becomes even more advantageous as Ignis travels. This is hard to take advantage of at midrange since both on hit and block the blowback on this attack is extreme. To follow up with even665Bon block, you have to be within a couple character lengths; which is fine as it is often used from buttons to frametrap and cloak5D. Spaced well, a good few reversals in the style of Ragna623Cget locked in hitstop hitting Ignis, and allow Relius to recover in time to block. On counter hit this move may be followed up into a punishing combo even midscreen. While you as Relius are somewhere between + and very + on block, Ignis is - to the point where she will pretty consistently be punished. Ignis being punished isn't always a bad thing though, you gain heat when she's hit, and the opponent commits themselves to the start-up and the hitstop of a move making you even more +, to the point where you can punish them if you use the correct option. If you find you cannot keep Ignis out at neutral, please consider using5Dorj.Dto call her and using Ignis' aerial normals to mobilize her instead. In the corner, pushback is transferred to the attacker, which is Ignis, so you are more fully able to take advantage of the + frames the move generates. Additionally you become able to follow-up the move on normal hit with665Bor662Cinto 4K, making the option considerably more oppressive. 214A Withdrawn Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 39 Startup listed assumes Ignis is not already out. If ignis is out, then startup reduced by 3F Maximum Slide duration 25F [40F] 214A Deployed Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 39 Startup listed assumes Ignis is not already out. If ignis is out, then startup reduced by 3F Maximum Slide duration 25F [40F]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Val Lyra", + "text": "214B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 15% Ignis Bar if summoned Costs 30% Ignis Bar if unsummoned or in OD Fatal Counter Launches on air hit Launches in OD on all hits, untechable until opponent hits ground 214B Withdrawn Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 36 Fatal Counter Crumple Duration 28F, Crumple Fall 63F On CH Crumple Duration 43F, Crumple Fall 73F 214B Deployed Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 36 Fatal Counter Crumple Duration 28F, Crumple Fall 63F On CH Crumple Duration 43F, Crumple Fall 73F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Val Tus", + "text": "214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 15% Ignis Bar when summoned, Costs 30% Ignis Bar when unsummoned or in OD. In OD, travels farther, blows opponent back, and wall sticks in the corner. Ignis rushes fowards and attacks three times. Before attacking, Ignis will move until she reaches her opponent or moves the max distance. 214C Withdrawn Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 36 214C Deployed Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 36" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Bel Lafino", + "text": "j.214B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Completely Halts air momentum OD version tracks opponent Hard knockdown on hit Relius sends Ignis after his opponent. j.214B Withdrawn Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 45 j.214B Deployed Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 45" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Geara Lugia", + "text": "22A/B/C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Each version attacks relative to Relius's position Can appear offscreen if too close to the wall. With correct spacing it can still hit an opponent but be very hard to see. Geara Lugia has three different positions based on the button strength used. While the overall duration of each move is the same, each one goes active at different stages of the move, giving each version different uses outside of just position. The closest to Relius and the slowest to go active. Used in oki after3Cand6Aand as a combo after4D. Often times4Dwill run out of untech and the addition of22Acan bring the opponent low enough for Relius to3Cthem to guarantee the knockdown and tack on a little extra damage. Thanks to its very short recovery it can be followed up by5Beven if it hits on the earliest frame. It even can go into moves like2Cor236Con later frames. Its long startup makes a terrible move to throw out without consideration. Appears slightly farther than22A. It can make use as meaty after anId NaiadsGuardAllStartup37Recovery33 [11]Advantageknockdown along with2Dcatching non-teching enemies, though this can be done largely with a simple run up5Bin most cases. With the suspect start-up and recovery on the move and how easy it is to jump over, it is a more than risky idea to use it to stuff approaches. 22A there is a 16f gap between the end of earliest ODR and the active frames of 22A" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Geara Kaas", + "text": "236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 20% IG if summoned Costs 40% IG if unsummoned, Costs 30% IG in OD. In OD, Ignis moves faster; the attack also has more hits with less base damage. Has two versions, if Ignis is grounded or below 150,000 units above the ground, she will perform a ground throw (Dropping to the ground if needed). If airborne, she will move horizontally forwards in the air and perform an air throw instead. (150,000 units is about where Ignis' toes are about level with Relius' waist when he is stood on the floor) 236D Withdrawn Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 45 If Ignis is airborne, then this attack is an air throw Drill hits are considered one attack with P2: 60 Crumple Duration 27F, Crumple Fall 60F 236D Deployed Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 45 If Ignis is airborne, then this attack is an air throw Drill hits are considered one attack with P2: 60 Crumple Duration 27F, Crumple Fall 60F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Geara Nose", + "text": "214D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 15% IG summoned, 30% unsummoned Costs 35% IG in OD Summoned version Ground bounces Attacks much faster when unsummoned and forces crouching on hit. Ignis rises then pounces on the opponent with an overhead attack. The version that happens when Ignis is unsummoned has the unfortunate properties of being a slow overhead that also is too fast for Relus to recover and mix anything with himself. Sadly this version of the move is essnetially useless, particularly given its high IG cost, for any situation you might use this move Relius has a better option in a different move. 214D Withdrawn Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 36 214D Deployed Values in [] are during OD On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 36" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Req Vinum", + "text": "2363214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Reversal super. Is considered a projectile. OD version restands opponent. Laughable minimum damage (20%) 320 [560 during OD] A short ranged attack with a hitbox very close to the floor. On hit, inflicts only mediocre damage, but Relius recovers fully whilst it is still hitting the opponent, so it sets up easy followup combos. This is Relius' only reversal attack outside of Astral. It's slow and therefore vulnerable to option select jabs, doesn't have much height, and loses invuln to all but throws so it has a tendency to trade, but on hit it has a rather sizable reward in letting you sideswap and use a follow-up of your choice. The move is a high level projectile, so its hitstop is independent of Relius and will lock an opponent down for 30f on block, and this means an opponent who blocks this move while meatying with a projectile of their own may find themselves unable to follow-up the punish or even be at a frame disadvantage. While Ignis is out, Relius may opt to cover this move with2Dor6Dsince Ignis is actionable during the attack. Req Vinum when used, even midcombo midscreen can allow Relius to unsummon and continue a combo for an Ignis regen. The OD version does more damage and restands the opponent allowing for an unblockable setup after it. You can also use this for double or triple supers. Only does 1 hit on block/whiff Values in [] are during OD Minimum Damage 20%: 320 [560] reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Vol Tedo", + "text": "632146D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Ignis rushes forwards with a blockable punch that explodes. Ignis has super armor throughout the animation, and Relius is invulnerable from the superflash until the end of the active frames. Cannot be followed up without a rapid cancel but it has reasonable minimum damage and is easy to hit with, making this move commonly used as a combo ender. Ignis will move towards the opponent up to about two-thirds of the screen away before attacking, making the startup longer the further away the opponent is from her. Relius' animation on block/whiff is always the same duration, also making the move safer when used from further away. If unsummoned, Ignis will appear behind Relius before the move initiates but if she is already summoned she will perform the move from her position, so tricks like corner4D>632146D, CHj.6D>632146Dor OD214A>632146Dare possible from fullscreen. +12 if opponent emergency techs immediately on hit. Minimum damage: 840 OD: 1060 Costs 10% IG Startup varies based on distance to opponent Minimum Damage 20%: 840 [1060] Crumple Duration 200F, Crumple Fall 233F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Duo Bios", + "text": "236236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Ignis is fully invincible, and cannot be desummoned by hitting Relius. Ignis ignores all sources of hitstop except her own hits, and Relius' own superflashes, while attacking. Minimum damage: 60*10, 200 OD minimum damage: 60*3, 30*16, 60*2, 200 Costs 20% IG Relius has 10+14F duration on this attack. Summons Ignis in front of Relius for a flurry of hits while Relius himself is free to move and do what he wants. Fully armored and takes no damage from hits unlikeCarl'ssimilar distortionGuardAllStartup10+(40 Flash)+18Recovery48Advantage. It has quite a few uses, from creating a wall to trap a dying opponent behind at neutral, to locking an opponent down for mix-up to just hard countering a counter assault or standing burst. CH5Cand CH2Ccan combo into it on ground hit for some good, damaging, burst safe confirms. If you find that you need to stretch that last bit of Ignis to finish an opponent, or if you just see that your opponent has run out of air options or put themselves in a situation where you can trade with this move and win, you may as well throw it out there. While the move is happening you can do high/low mix-ups for the first eight hits, cross-ups using jumps orLed LeyGuardStartupRecoveryTotal 35Advantage, or frame traps/throws during the last three hits. It's worth noting that Ignis will not stop for anything short of Relius being hit by an EA, hitting his own EA and some cinematic distortions. Because of this it is possible to combo a burst into the last hit of Bios into3C>632146Dto close a match out. Also keep in mind that as long as Relius is not in hitstun when the move ends Ignis will stay summoned even after this move is finished. Many characters can backdash, take a hit and then airtech to escape when they see the move. However, Relius can jump up and cover this without much issue. Characters with DPs can DP clash the move until it's over for safety as well. New to CF is the fact that the last three hits will combo without counter hit even if they're airborne! Strangely this move will advance even during the superflash of Vinum and OD, so it's possible to lock an opponent into it if they do something risky in or around it. With all that said, if your opponent does avoid Ignis, there is no way to stop her attacking, she will not turn around, nor can her attacks ever damage someone on the wrong side of her (even if the hitboxes overlap). Therefore you will be without Ignis to defend yourself if this happens. 236236D Frame Adv listed is when opponent blocks until there is a hole in Ignis's attacks ] after blocking 8 hits Active frames are 3 (12) 3 (12) 3 (9) 3 (12) 3 (12) 3 (12) 3 (9) 6 (23) 5 (26) 5 (38) 6 Minimum Damage 20%: 800 On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 24 236236D OD Frame Adv listed is when opponent blocks until there is a hole in Ignis's attacks after blocking 21 hits Active frames are 3 (12) 3 (12) 3 (14) 4 (4) 2 (6) 4 (4) 3 (6) 4 (4) 3 (10) 1 {(4) 1}×9 (4) 6 (9) 6 (23) 5 (26) 5 (38) 6 Minimum Damage 20%: 1100 On Guard Point, hitstop for Ignis is 7F. Opponent hitstop unchanged Relius has total animation 24" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Zera Varius", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. 306/649 Minimum Damage IG Bar will still regenerate during the long animation Relius can move Ignis during the animation Varius has a long range even among EAs, but it lacks a good vertical hitbox so it can be jumped over and punished. Relius doesn't get any worthwhile oki from this. Onecanuse6D>2Dto get oki on a neutral teching opponent if Ignis is out during Varius, however that's 33% IG for pretty poor oki. The moment Zera Varius hits, Ignis ceases benefitting from OD in any capacity, so watch her IG bar going into this move or she may die. Relius's EA has a strange property where it will desummon Ignis with Blue IG if she is performing Duo Bios. If IG is depleted, Ignis will immediately become disabled instead. Currently it is thought to be RNG when done with Red Bar IG. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 306 {440+44}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Puppeteer's Altar", + "text": "214214DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Requires Ignis to be active Ignis appears in front of Relius and captures the enemy. This move is long reaching, invincible for Relius, but armored for Ignis, and punishable if blocked or whiffed. However, the astral is still very useful to Relius as it can be performed on most of his combos or any string into2C, or6C. When performed, if Ignis is hit by a physical attack the opponent will be occasionally be stuck to her until she finishes her animation, nullifying the safe qualities of certain set-ups. Be careful, as a rapid cancel, or a cancel into an invincible or evasive move may save a stuck opponent. A couple of solid ways to combo into astral are6D>6C>214214Dor Launcher >41236B>5B>2C>214214D. Other Ways to Combo Into This Include: 3C 6C Ground throws Air hit2C ...And more!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover", + "title": "Relius Clover", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes", + "title": "Patch Notes", + "section": "Intro", + "text": "Arcade update info:http://www.blazblue.jp/cf/ac/info.html(Japanese) Console update info:http://www.blazblue.jp/cf/cs/info.php(Japanese)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes", + "title": "Patch Notes", + "section": "References", + "text": "↑https://twitter.com/ArcSystemWorksU/status/1467950363462434817" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Frame_Data", + "title": "Hazama", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Frame_Data", + "title": "Hazama", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Frame_Data", + "title": "Hazama", + "section": "System Data", + "text": "Forward dash can be canceled into attacks and Barrier Block at any point" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Frame_Data", + "title": "Hazama", + "section": "Drive Moves", + "text": "All D Normals have the following:During Overdrive Drive attacks use the values in []On hit/block, Hazama immediately enters recoverySame Move Proration will apply to any repeated chain usage (5D > 5D for example) During Overdrive Drive attacks use the values in [] On hit/block, Hazama immediately enters recovery Same Move Proration will apply to any repeated chain usage (5D > 5D for example) All of Hazama's Drive moves add 200% heat meter gain to the combo. Maximum of 2 stocks. 1 Stock is consumed upon using either A, B, C, or D cancels. Launching a chain does not consume a stock. Hazama will regain 2 stocks on any chain hit.Hazama will not gain stocks if the chain is blocked. Hazama will not gain stocks if the chain is blocked. There is a complex internal timer to regain both stocks:While grounded, the timer is 150F long.The timer counts at half the speed while Hazama is airborne and cannot count beyond 60% of the total time needed to refill.Both stocks are regained at the same time when the timer is filled and this does not change if you currently have 0 or 1 stocks remaining.The timer is reset every time a stock is used.The timer does not count upwards at all while Hazama is in hitstun. While grounded, the timer is 150F long. The timer counts at half the speed while Hazama is airborne and cannot count beyond 60% of the total time needed to refill. Both stocks are regained at the same time when the timer is filled and this does not change if you currently have 0 or 1 stocks remaining. The timer is reset every time a stock is used. The timer does not count upwards at all while Hazama is in hitstun. During Overdrive: For every 10 frames inside the ring, the life-stealing ring takes 20 health from the opponent and heals 25 health for himself. The life-stealing ring cannot kill the opponent. No health will be stolen (nor will be healed) if opponent's HP is at 1." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Frame_Data", + "title": "Hazama", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Frame_Data", + "title": "Hazama", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Frame_Data", + "title": "Hazama", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "Overview", + "text": "Hibiki is a new addition to Blazblue's roster as of Central Fiction. He is arushdowncharacter boasting a great run speed, one of the best low profiles in the game, and solid anti-zoning tools. He also has good damage (especially in Overdrive), solid oki, and great air normals. Hibiki is also a verybeginner friendlycharacter. He has a low execution barrier, a simple gameplan, and his tools are relatively straightforward. Hibiki's drive allows him to use a shadow clone in a tandem attack. Pressing the D button will send out a clone to attack the opponent. Each of Hibiki's Drive attacks have a \"fakeout\" version where Hibiki sends out a clone, and a \"real\" version where the real Hibiki shoots forward to perform the attack. Both versions have similar properties on hit and block. To assist in the misdirection effect, the game's camera will not readjust for Hibiki's change in position until the clone has disappeared. Hibiki's Drive serves a multitude of purposes e.g combo filler, pressure resets, zoning, and antizoning. While somewhat gimmicky, he can also use his Drive to misdirect his opponents with clones." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Pressure starter, very good because it's low enough to the ground that it hits crouchers as well. Frame advantage isn't too great, but it's a good way to set up tick throws and TRM's." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Limited to 2 uses of5BBper gatling sequence 5Bis jump cancellable on block,5BBis only jump cancellable on hit Leaves something to be desired as a poke, given its short range: luckily5B(first hit) is jump cancellable on block: so you can reset pressure that way. Has use in hitconfirming, and can be used for pressure as both5Band5BBare only -4 and can be late chained to5Cor6A. 5BBmoves Hibiki forward slightly. It is also your only gatling into4Bbesides5A/2A. 5BGatling options:6A,5BB,5C,2C,6C,3C,5D,2D,6D,3D" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Decent poke given its okay range, at least compared to most of Hibiki's other ground normals. Leads to big damage when used as a punish or when delay canceled into as a frame trap during pressure." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Same story as5A, good for stagger pressure and tick throws. Has a notable phantom hitbox past Hibiki's hand." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good for catching no techs Great low profile Limited to one use per gatling sequence Mostly used as a combo tool, but in instances where you need to catch people not neutral teching right away, you can do dash2Bfor your oki to pick them up for a quick blue beat combo. 2BBadvances Hibiki slightly forward. It is mostly just used as a combo tool, but because2Bmoves Hibiki's hurtbox very low to the ground, there is a good oki setup where you dash2BBas a cross under when an opponent neutral techs for a left/right mixup. Additionally2BBhas some utility in regards to low profiling, and can low profile moves like Jin's5Cand various counter assaults. 2BGatling options:6A,2BB,5C,2C,3C,5D,2D,6D,3D" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good anti-air Head invul frames 8-16 CH leaves opponent in untech until landing. Hibiki's anti-air. It doesn't have much vertical reach but it does a good job of shrinking Hibiki's hurtbox down below the attack's hitbox, and has a nice chunk of head invul during the startup and active frames. On counter hit and regular hit, you'll usually combo into236A~B, but the extra untech time on counter hit makes it work at more ranges." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Useful pressure tool Staggers on CH Hard knockdown on air hit Limited to 1 usage per gatling sequence 6Ais mostly used as a combo tool. In particular, in combo routes where you don't want to go into an air juggle just yet from6BB, you can cancel into6Ato knock the opponent down and then OTG. In pressure,6Ais good for both frame trapping the opponent and staying in longer, especially vs. barrier. It moves Hibiki forwards and leaves him at only -1, with delay cancel options using special cancel and3C. Not only that, but the long startup and good CH effect make it a good delay cancel as well. On CH Crumple Duration 36F, Crumple Fall 69F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Low and throw invul frame 5-19. Looks like an overhead, but isn't. Limited to 16Bper gatling 5BB>6Bis a natural frame trap and catches mashers. It also has good low and throw invuln. Outside of blockstrings,6Bfeatures in Hibiki's more damaging combos. It causes untech time on the ground. Unfortunately the horizontal hitbox is lacking, so landing6Bcan be finicky depending on the character. 6BB Ground bounces Gatlings into5B, and everything else6Bgatlings into. A staple of Hibiki's crouch confirms. Mostly combo filler. It pops the opponent up for either an air combo,6C, or2C> d6.D. 6BGatling options:6A,6BB,5C,2C,3C,5D,2D,6D,3D 6B Airborne from frame 5, hit occurs on landing Invuln lasts until end of active frames Startup/invuln can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fatal Counter Great Combo Starter for Punishes Makes Hibiki Airborne from frame 11 onwards Recovers in midair Whiffs crouching opponents All Hits are special cancellable Because of its ability to both force Fatal Counter on Counter Hit and launch the opponent by blowing them back,6Cis an amazing starter for punishing high recovery moves. It leads to big damage from both midscreen and the corner. Aside from this, it's used for Hibiki's advanced BnBs at midscreen and some corner combos. At midscreen,6C(1) >236A~Bis a common combo tool, and in the corner6Ccombos intoj.6D> djc >j.3D. Fatal Counter All hits whiff on crouch Airborne from frame 17" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "4B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good Overhead One use per Gatling Sequence Causes grounded untech for 33F Hibiki's standing overhead. It's also used in some combos against airborne opponents because of its ground untech. 4BBis mostly just used to hitconfirm a4Boverhead mixup. Be wary,4B>4BBwill always leave a reversal gap if4Bis instant blocked even on fastest possible input. 4BGatling options:6A,4BB,5C,2C,3C,5D,2D,6D,3D 4B Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Decent ground poke Soft knockdown on hit, hard knockdown on CH 3Cis mostly just used as a combo tool to sweep an opponent off their feet. However, it can be a decent poke because of its ability to lead to big damage with an Overdrive or Rapid Cancel." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.BB Counterhit state ends early, frames 10-14 are still active but not CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great poke in neutral Great for safe jumps Ideal for crossup jump-ins j.Cis probably Hibiki's best button. It's great for poking opponents air to air as well as against grounded opponents when done from a well spaced instant air dash or falling down from a jump. First 3 Active Frames can hit crossup" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "5/6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good for controlling ground space 5Dsends a shadow clone forward to attack. Although not your typical fireball, the shadow clone's charge forward attack covers a lot of ground space and can be used to hinder ground approaches much like a fireball. Can confirm stray clone pokes into Nue (632146D) to get knockdown. Sometimes good for resetting pressure Sometimes good for approaching in neutral Unlike5Dwhich sends a shadow forward,6Dhas Hibiki himself go forward for the attack. This can be great for resetting pressure if your opponent isn't expecting6Dover5Din a blockstring. It also nicely compliments the use of5Dto control ground space in neutral as a way to sneak in closing the gap between you and your opponent. 5D Values in [] are during OD 6D Values in [] are during OD Crumple Duration 30, Crumple Fall 63F On CH Crumple Duration 40F, Crumple Fall 73F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "2/3D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fatal Counter Projectile invul frame 4 until Hibiki reappears The version that has the shadow clone attack. While2Dusually doesn't see much use over3D, it can be useful in matchups against characters that are slower and have more limited movement options as a way to hinder their ability to move forward on the ground. It works especially well in these cases when combined with5Dto control space and6Dto slip in approaches. Great anti-zoning tool Fatal Counter Projectile invul frame 4 until Hibiki reappears 2D Bonus Proration 110% Fatal Counter Values in [] are during OD Airborne from frame 4, summons clone on landing Startup/total frames can be altered by external forces 3D Bonus Proration 110% Fatal Counter Values in [] are during OD Airborne from frame 4,becomes full invuln 1 frame after landing Teleports and is airborne again 13 [4] frames after landing, invuln ends 4 [2] frames later Startup can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "j.5D/j.6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll CH causes untech until opponent lands on the groundCH ver causes wallbounce if opponent collides with wall, though opponent can tech quickly after CH ver causes wallbounce if opponent collides with wall, though opponent can tech quickly after OD versionj.Dwallbounces on hit Can be good to control space air to air but it is somewhat awkward for this purpose. CH ver causes untech until opponent lands on the groundDoes not cause wall bounce like CHj.D Does not cause wall bounce like CHj.D Good for escaping situations where you are at risk of being anti-aired ODj.6Dwallbounces on hit Great follow-up for air-throw that can transition (if done at simple jump height) into a combo finishing in an Izuna reset. j.5D Values in [] are during OD j.6D Values in [] are during OD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "j.2/3D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good alternate way of hindering approaches Can whiff cancel the second half of the recovery into air normals Version that sends the shadow clone out. When used at the right angle,j.2Dis good in neutral to hinder approaches from both the ground and air. If you space it particularly right, you can even usej.Cwhen you're falling back down to the ground to catch people trying to approach Hibiki after the shadow clone has disappeared. Good for escaping situations where you are at risk of getting anti-aired Similar toj.6D,j.3Dcan be used to escape situations where you find yourself above the opponent with no more air options and at risk of being anti-aired. The difference is thatj.3Dwill bring you back down to the ground closer to the opponent than had you usedj.6D. This can better for you depending on the situation and matchup, or it could be worse. Judge the situation and decide which one to use accordingly. j.2D Can cancel into j.A, j.B or j.C during last 13F of air recovery Values in [] are during OD j.3D Values in [] are during OD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100% (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100% (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100% (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Charged version sees occasional use in high damage combos, but the uncharged version can also be used in midscreen combos to slightly increase the damage. Hard KD on air hit. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "Soaring Kick", + "text": "236A(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Ground version can cancel into followups 15 frames into the animation. Air version 11 frames into the animation Leaves you in CH state for entire duration 236A Can cancel into followups from frame 15 Airborne from frame 5, recovery until landing j.236A Can cancel into followups from frame 11" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "Piercing Feather", + "text": "Aduring Soaring Kick (Grounded) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The startup is deceptively long. The recovery of this move can be canceled into aerial attacks, allowing Hibiki to remain plus and continue offense afterwards, but not too plus due to retaining the landing recovery imposed by236A. Fastest possible236A~Aconnects on frame 38 Effectively +11 on block, using earliest possible cancel Can cancel into normals and specials from frame 34 Landing recovery carried on from 236A, carries onto any attack cancelled into from this move without its own landing recovery" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "Piercing Muzzle-blade", + "text": "j.214AorAduring Soaring Kick (Airborne) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Air Combo Ender" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "Thrashing Claw", + "text": "Bduring Soaring Kick H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fastest possible236A~Bis 26f startup Sometimes a good Overhead mixup Ground Bounces Can delay followup for better (but still punishable) frame disadvantage, up to -8" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "Pulverizing Fin", + "text": "Cduring Soaring Kick H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great Combo Ender for bigger combos Throw invul frame 1 into active frames Hibiki’s Izuna Drop. Deals 120% of its normal damage if the drop starts above 2,000,000 units" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "Catastrophic Strike", + "text": "Dduring Soaring Kick H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 236A~D On Guard Point, hitstop for Hibiki is 2F. Opponent hitstop is 19F Hibiki cancels into Catastrophic Strike (Ground Attack) when opponent is standing/crouching, otherwise Catastrophic Strike (Air Attack) 236A~D Attack Fatal Counter Max. 3 hits If hit 5 or 6 is the first to connect, does an extra 3 spins" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "Dual Wing Smash", + "text": "214Aor214Bor214A/B~D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 214A- Dual Wing Smash: Heaven Sometimes a good overhead mixup Ground bounces 214Ais sometimes a good overhead mixup to go for when you've been pushed out too far in a blockstring. On hit, it'll ground bounce the opponent and allow you to convert it into a full combo by juggling with2C. Can get better frame advantage by having opponent late stand block it or using it from farther away for a meatier connect, up to +1 on block. It's somewhat gimmicky, however, because an opponent can jump out or reversal both versions on reaction. This move will also whiff at closer ranges on shorter characters outright. 214B- Dual Wing Smash: Earth Sometimes a good low mixup Launches the opponent 214Bcan sometimes be a good low mixup either when you've been pushed out too far. It launches on hit and be converted into a full combo that can do upwards of 4K damage meterless, depending on screen positioning. The startup frames are longer than Dual Wing Smash: Heaven, though. This means that an opponent can fuzzy guard (switch blocks with specific timing) in order to block both versions. They can also jump out on reaction or reversal if they believe you won't do the feint.214Bis 0 on block, so it can lead to an awkward scramble situation if blocked. It can also be made plus if it hits meaty, if you find a reasonable situation to set it up. 214A/B~D- Dual Wing Smash: Void 214A Airborne from frame 5 214B Airborne from frame 5 214A/B~D Recovery/invuln listed are from beginning of 214A/B, and is the same regardless of feint input/cancel timing Invuln ends on frame 25 but is regained from beginning of feint" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "Soaring Slash", + "text": "214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Midscreen combo ender for basic combos Corner combo extender Soaring Slash is most commonly used in more basic combos as an ender. The frame advantage from Soaring Slash combo enders also allows you to go for a safe jump withj.C. However in the corner, Soaring Slash instead serves as a combo extender since you'll remain close to the opponent and have enough frame advantage to juggle them to keep the combo going. Enters 20F recovery immediately on block Recovery on whiff is 22F Crumple Duration 27F, Crumple Fall 60F On CH Crumple Duration 31F, Crumple Fall 64F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "Soaring Slash: Revolution", + "text": "214D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Sometimes good for left/right mixups Good for side swap combos Launches opponent Hibiki dashes towards the opponent with the same animation as Soaring Slash. If he's close enough to his opponent, he'll appear behind them and launch them into the air. You can use this as a risky left/right mixup with Soaring slash. It's very unsafe on block so you'll generally want 50 meter to rapid cancel and stay safe. Having 50 meter will also make Soaring Slash: Revolution a more valid mixup. While there's no real reason for an opponent to expect you to use Soaring Slash without 50 meter, Soaring Slash > Rapid Cancel > Reset Pressure is a valid option when you do have 50 meter so the opponent, making the opponent have to look out for Soaring Slash and Soaring Slash: Revolution equally. Be sparing in its use though, as it can be easily option selected. Detects opponent in range from frames 11~22, startup after detection 22F If out of range, does not attack and enters 23F recovery (Total: 45F) First 11 frames after detection are All invuln (at fastest startup, frames 12~22)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "Double Wing Cyclone", + "text": "623C(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Reversal Multi Hitting Hibiki's DP. Double Wing Cyclone is a good defensive option to go for on wakeup when used strategically. Double Wing Cyclone's hitbox completely envelops Hibiki, making it effective against crossups, however it doesn't have much horizontal or vertical reach so you need to take this into account in choosing good places and situations to use this as a reversal. If you have 50 meter to rapid cancel it, Double Wing Cyclone can also be useful in pressure to allow you to go for a 50/50 between an instantj.Cor2BB. This special leaves you airborne very quickly so the faster you RC it, the quicker you can threaten either option. 623C First hit that connects must be Barrier Blocked in the air, following hits can be blocked normally Airborne from frame 9, standing from frame 20 reversal j.623C Standing from frame 18" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "Shadow Dance \"Hidden Phoenix\"", + "text": "632146C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hibiki throws a long ranged projectile that triggers a cinematic followup attack if it hits. Great combo ender to end a round, high minimum damage Can sometimes be a good anti-zoning tool Full invul frame 1 into the active frames Minimum damage: 960 OD: 1260 Hidden Phoenix sees most of its use as a combo ender when you need the damage to close out a round. The overdrive version in particular is really good for this. In combo with a Fatal Counter starter and sufficient meter, you can link the overdrive version into the normal version for extra damage or style. Values in [] are during OD Minimum Damage 20%: 960 [1260] Second hit onwards only applies P2 once reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "Black Thunder \"Nue\"", + "text": "632146D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good Anti-Zoning distortion Minimum damage: 800 OD: 1050 Nue teleports Hibiki above an opponent before coming down on them with a downward strike. The teleport makes it great for dodging projectiles and ranged attacks while the downward strike portion is great for punishing the opponent. Very unsafe on block though so use sparingly or only if you have 50 meter to rapid cancel. Additionally, if you have an additional 50 meter, you can rapid cancel Nue on hit to convert it into a small combo to get some extra damage out of it. Values in [] are during OD Hibiki is vulnerable during super flash for 4F Minimum Damage 40% [25%]: 800 [1050] Active for 5 frames against a grounded opponent Hits most standing/crouching opponents on last active frame, listed frame advantage assumes this Has extended recovery animation (123F) on hit only" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "Mark: \"Purification\"", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. 295/626 Minimum Damage Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 295 {571+55}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "Divine Nightfall: Raven", + "text": "222DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Full invul frame 1 into active frames Hibiki swings both of his swords forward creating a shadow pillar in front of him. If it connects with the opponent they will be shrouded in darkness and assailed by Hibiki and a clone. Very practical because of how easily you can combo into it. Here's some examples: 3C 6BB All throws Anything that causes long untech time (e.g6A, Air Hit6B,4B, etc.) 236A~B(if done early enough)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki", + "title": "Hibiki", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "Beginner Combos", + "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "Baby Steps", + "text": "... >5C>236B,22C... >5C>3C>236BStaple for hits beyond pogo range, which vary by character, meaning you'll use this route more vs some characters than others. 22Ccan be cut for a Hard Knockdown, or for characters (oropponents) you'd rather face in neutral than run pressure on, as well as granting plenty of time to draw an item. The normal full beginner BNB combo, (...) >3C>236B,22C, was omitted for beginners due to character specifics. 3C>236B,22Cleads to character specific interactions resulting in22Cwhiffs. This is due to236Bconnecting after3Cat varying times between characters, causing22Cto whiff on Normal Starters like5Aand2A(long-term, this leads to22CRC drops). Additionally, even off Long Starters such as5B,2Band5C, various characters may cause22Cto whiff at various ranges.Taokakaat far ranges, as well asAzrael,Nine, andEsat a closer range." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "Pogo Extensions", + "text": "... >3C>236A~BBBPogo Loops! Must be closer to the opponent than the previous combo. dl.3Ccan help combo from surprise air hits. For236A~BBB, a slight delay is required between each B Rekka in a consistent rhythm for a clean combo. Pogo Ranges vary by character, and then additional factors can further affect the distance Pogo may combo off the opponent. For example, a delay after236Abefore theBBBRekka helps connect at a longer range againstHakumen. Some characters may be comboed farther with236A~ABB(without Rekka delay):Noel,Arakune,Nu,Tsubaki,Mu,Valkenhayn,Azrael,Susanoo, andEs.Tagermay additionally be comboed from even further away with236A~BAB. Tager(Farthest)HazamaTerumi TaokakaLitchiHakumenRelius RagnaBangNuMuValkenhaynIzayoiAmaneAzraelKaguraLambdaNineNaotoIzanamiSusanooJubei JinNoelRachelTsubakiMakotoPlatinumBulletKokonoeCelicaHibikiEsMai Arakune(Closest)Carl Note: Details about Character Ranges\"Farthest\" = 0 Steps from Round Start\"Very Far\" = 1 Steps from Round Start\"Far\" = 2 Steps from Round Start\"Mid\" = 3 Steps from Round Start\"Close\" = 4 Steps from Round Start\"Very Close\" = 5 Steps from Round Start\"Closest\" = 6 Steps from Round Start ... (66) >6A>6C> dl.j.236A~BBB,3C> (dl.)236B... (66) >6A>6C> dl.j.236A~BBB,3C>236A~BCAj.236Ashould be delayed so that Platinum ends up higher than her opponent. Once again, theBBBPogo Rekka requires slight delays between each hit in a consistent rhythm to cleanly combo.236Bmay need to be delayed to avoid side switch. 66 before6Aoptionally allows for an easy side switch to bring the combo back around to the corner. Celicaeffectivelyrequiresboth Platinum's height to be higher than hers, and a slightly faster press on the final Rekka. ... >6C>j.632146C... > (j.)236A~BBB,6A>j.C> jc >j.C>j.632146C... >j.236A~BBB, (66)3C>632146CSome simple ways to route into super off this combo to start off with. After6A, more buttons can be fit before super especially with a super jump, but how many can be fit in must be eyeballed off height. Jin,Bang,Relius,Bullet,Izanami, andJubeirequire663C>632146C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "Anti-Air Combos", + "text": "6A>6C> dl.j.236A~BAB,6A>6C> dl.j.236A~BBB,3C> (dl.)236B6A>6C> dl.j.236A~BAB,6A>6C> dl.j.236A~BBB,3C>236A~BCABABis encouraged to not side switch here, orBBBPogo if you want to. Hits that first connect in the air often lead intoairPogo side switching withBBBRekka. 2C, (5D,) dl.6A>6C> dl.j.236A~BAB,6A>6C> dl.j.236A~BBB,3C> (dl.)236B2C, (5D,) dl.6A>6C> dl.j.236A~BAB,6A>6C> dl.j.236A~BBB,3C>236A~BCACrouching Anti-Air! And sometimes a crossup Anti-Air, but not always... 5DItem Draw helps frame kill the timing, draws an item when you have none, and has better frame advantage on block. ... >j.B>j.236A~AAA... >j.B>j.C>j.236A~AAAIn a game with air movement and air stalls like this, Air to Airs can end up preferred over Anti-Airs depending on matchup and opponent. Depending on height,j.B>j.Cmay not reach. Double Jump Cancels into morej.B(andj.C, if it permits) can create the appropriate height." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "Basic Throw Combo", + "text": "6T >214B, (5D,)236C,665C>6A>6C> dl.j.236A~BBB,3C> (dl.)236B6T >214B, (5D,)236C,665C>6A>6C> dl.j.236A~BBB,3C>236A~BCA214BBubble locks out burst, leading to 2110 unburstable damage after236C. 236Ccan side switch, however this is character specific, and changes for Back Throws.While somewhat tight to perform, you can avoid this guaranteed by microwalking backward before236Cvs every character. On the other hand, if youwantto side switch, a microwalk forward will cause236Cto side switch universally. RagnaNoelRachelArakuneBangMakotoPlatinum JinTaokakaTagerLitchiCarlHakumenNuTsubakiHazamaMuValkenhaynReliusIzayoiAmaneBulletAzraelKaguraKokonoeTerumiCelicaLambdaHibikiNineNaotoIzanamiSusanooEsMaiJubei RagnaJinRachelTaokakaTagerLitchiArakuneBangCarlHakumenHazamaMuMakotoValkenhaynPlatinumIzayoiAmaneBulletAzraelKaguraKokonoeTerumiCelicaLambdaHibiki(Whiff)NineNaotoIzanamiSusanooEsMaiJubei(Whiff) NoelNuTsubakiRelius 6T >214B,j.632146C214Bis unburstable, leading into even more unburstable damage from this combo into super." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "Basic Air Throw Combo", + "text": "j.T (>j.236A),665C>6A>6C> dl.j.236A~BBB,3C> (dl.)236Bj.T, (j.236A,)665C>6A>6C> dl.j.236A~BBB,3C>236A~BCA665Cmust be performed after landing, so the timing will vary based on the height of the air throw (you can eyeball it!) j.236Aallows for a very easy to perform side switch, and frame kills. j.T >j.632146Cj.T >5C>j.632146CSpecial Cancellable moves are often also Super Cancellable. However, it's possible for the opponent to fall out of Cure Dot Typhoon range, so Air Throw must be cancelled intoj.632146Cquickly. Be ready when Air Throwing for a chance to finish rounds." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "Basic Corner Combo", + "text": "... >3C>236B,3C>236B,5C>6A>6C> dl.j.236A~BBB,3C> (dl.)236B... >3C>236B,3C>236B,5C>6A>6C> dl.j.236A~BBB,3C>236A~BCACorner combo from any starter.3C>236Bremains a staple for those hits in or close to corner in the future. 3C>236Bconnects at different timings between characters even point blank, due to hurtbox adjustments varying after3Cknockdown between characters. This leads to236Bconnecting later, slightly varying link buffers and microdashes. When spaced, the distance between characters continues to vary but is more intuitive and easy to react to. ... >236B,5C>6A> sjc >j.B>j.C> jc >j.B>j.C>j.632146CEasiest way for Platinum to route into super available. Staple for combos long-term." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "Tech Catch Combos", + "text": "2A>5C> jc >j.C>j.236A~BBB,6A>6C> dl.j.236A~BBB,3C> (dl.)236B2A>5C> jc >j.C>j.236A~BBB,6A>6C> dl.j.236A~BBB,3C>236A~BCAIntroduction to catching techs as Platinum. Not much different than other characters.2Awill primarily be used after236Bas an ender in corner, catching forward rolls or no tech option when appropriately timed. Against forward rolls,2Amay connect when the invulnerability has run out but the opponent has already switched sides out of the corner, requiring you to react and jump cancel to the other side. Hurtboxes on rolls in this game vary by character, paired with Platinum's stubby2Acan lead to whiffs on varied roll timings.Walking backward before pressing2Acan help maintain consistency, such as againstNu. 6C> dl.j.C,6A>6C> dl.j.236A~BBB,6A>6C> dl.j.236A~BBB,3C> (dl.)236B6C> dl.j.C,6A>6C> dl.j.236A~BBB,6A>6C> dl.j.236A~BBB,3C>236A~BCAEasy to setup tech catch after236A~BCAender. Catches all forward rolls and no tech, but most of the time will lose to reversals faster than 17F. Beware accidental blue beats off shorter combos as well as slight delay techs on longer combos (you can delay6Cto get around these). Continues into long-term usage after236Bender despite 6C Oki's flaws, as a method to catch rolls and meaty when outside the range of Plat's2Aforward roll catch." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "Core Combos", + "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "Swallow Moon Extension", + "text": "5B>5C>3C>236A~BBB, (66)6A>6C>j.236C>j.C,66A>6C> dl.j.236A~BBB,3C> (dl.)236B5B>5C>3C>236A~BBB,6A>6C>j.236C>j.C,66A>6C> dl.j.236A~BBB,3C>236A~BCAStandard combo extension to squeeze out damage, when item drawing is unnecessary. Requires long starters off normals. Shines at enhancing damage off item hits such as bombs, missiles, presents, strange starters such as6C, or OTG hits like236C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "Standard Corner Combo", + "text": "... >3C>236B,665C>2C, (dl.)236C, dl.5C>6A>6C> dl.j.236A~BBB,3C>236B... >3C>236B,665C>2C, (dl.)236C, dl.5C>6A>6C> dl.j.236A~BBB,3C>236A~BCACorner combo optimization for routing into236BorBCAenders as opposed to236Cenders.Delaying5Cafter236Cis optional, but can create a more stable height for finishing the combo. Which charactersneeda (dl.)236Cis character specific.In most cases, delaying works even if the combo functions with an instant236C, except forArakune. RagnaTaokakaLitchiArakuneBangHakumenHazamaPlatinumAzraelTerumi JinNoelRachelTagerCarlNuTsubakiMuMakotoValkenhaynReliusIzayoiAmaneBulletKaguraKokonoeCelicaLambdaHibikiNineNaotoIzanamiSusanooEsMaiJubei" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "Item Draw Combo", + "text": "5A>5C>3C>236A~BBB,2C>5D,66A>6C> dl.j.236A~BBB,3C> (dl.)236B5A>5C>3C>236A~BBB,2C>5D,66A>6C> dl.j.236A~BBB,3C>236A~BCA5B>5C>3C>236A~BBB,2C>5D,66A>6C>j.236C>j.C,66A>6C> dl.j.236A~BBB,3C> (dl.)236B5B>5C>3C>236A~BBB,2C>5D,66A>6C>j.236C>j.C,66A>6C> dl.j.236A~BBB,3C>236A~BCAPrimary way to draw items while still ending with236BorBCAenders. Combo must be shortened for Normal Starters. Drops on some timings againstRachel,Carl, orIzanami, and when adjusting toCelica'sBBBRekka timing. 5A>5C>3C>236B,665C>2C>5D,6A>6C> dl.j.236A~BBB,3C>236B5A>5C>3C>236B,665C>2C>5D,6A>6C> dl.j.236A~BBB,3C>236A~BCA5B>5C>3C>236B,665C>2C> (dl.)236C, dl.5C>2C>5D,6A>6C> dl.j.236A~BBB,3C> (dl.)236B5B>5C>3C>236B,665C>2C> (dl.)236C, dl.5C>2C>5D,6A>6C> dl.j.236A~BBB,3C>236A~BCACorner version. Combo must be shortened for Normal Starters. As mentioned, this combo leads to a somewhat annoying height for item draw combos that can cause3C> (dl.)236Bender to whiff on characters such asHakumenorNaoto. dl.5Cafter (dl.)236Cand dl.j.236Aafter6Cstabilizes the height." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "Counter Hit Punish", + "text": "5C>236C,665C>6A>6C>j.236C>j.C,66A>6C> dl.j.236A~BBB,3C> (dl.)236B5C>236C,665C>6A>6C>j.236C>j.C,66A>6C> dl.j.236A~BBB,3C>236A~BCA5C>236C,665C>2C>5D,66A>6C>j.236C>j.C,66A>6C> dl.j.236A~BBB,3C> (dl.)236B5C>236C,665C>2C>5D,66A>6C>j.236C>j.C,66A>6C> dl.j.236A~BBB,3C>236A~BCAAs mentioned, this Counter Hit Punish only connects on standing opponents, whiffing on crouchers. Additionally, it's not a reactable confirm, as236Cmust come out quickly. Save this for guaranteed CHs or counterpoke reads beyond3C>236APogo range. 5Bmay be used in place of5Cat further distances, useful in niche scenarios against Counter Hit punishable moves that may be used in neutral such asTerumi's6CGuardAllStartup13Recovery31Advantage-14,Naoto'sEnDPGuardMid, All [Mid]Startup9Recovery38+16[29+16]Advantage-45 [-28], andJubei'sDrivesGuardAllStartup16Recovery33 {26}Advantage. However, at max range,236Cis too slow. Bullet,Hibiki, andEswhiff point blank, requiring some distance to connect the combo. For example, after blocking Es'DPGuardAllStartup13Recovery32+12 (28)Advantage-34, walking back is required to punish into5C>236C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "Heart Car Ender", + "text": "... >3C>236A~BBB, (66)6A>6C> dl.j.236A~BBB,66A>2C>214C, (5D,)236C... >3C>236A~BBB, (66)6A>6C> dl.j.236A~BBB,66A>2C>214C, (5D,)2C> dl.236CSmall adjustment to the beginner Pogo Loops, ending the combo in a heart car ender instead. Short combos may allow for6A>236C. If the combo ends in corner,2C> dl.236Callows for more damage and frame advantage, without side switching. Very effective for setting up the incredibly strong Swallow Moon Oki, however this is tough to execute." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "Ground to Air Combos", + "text": "(...) >5C> sjc >j.C>j.236A~BAB,6A>6C>j.236C>j.C,66A>6C> dl.j.236A~BBB,3C> (dl.)236B(...) >5C> sjc >j.C>j.236A~BAB,6A>6C>j.236C>j.C,66A>6C> dl.j.236A~BBB,3C>236A~BCA(...) >5C> sjc >j.C>j.236A~BAB>6A>6C> dl.j.236A~BBB,66A>2C>214C, (5D,)2C> dl.236CConsistent confirm for close range surprise air hits.BABcan be substituted forBBBto side switch. Super jumping with 1 > 9 as opposed to 2 > 9 can help avoid accidental TKj.C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "Air Hit Combos", + "text": "j.B/j.C(CH) >5C> sjc >j.C>j.236A~BAB,6A>6C>j.236C>j.C,66A>6C> dl.j.236A~BBB,3C> (dl.)236Bj.B/j.C(CH) > sj >j.B>j.236A~BAB,6A>6C>j.236C>j.C,66A>6C> dl.j.236A~BBB,3C> (dl.)236BConfirms for falling air hits, landing just as the opponent is in Counter Hit state above you.5Creaches low and risingj.Breaches if they're too high. Hakumen,MuAzrael, andHibikihave their air hurtbox adjust to essentially \"dodge\" out of the way of air pogo rekkas later into their animations. This results in the combo dropping around the second or third rekka if there is too much pogo delay, where other characters still get hit. j.B/j.C(CH) > j.66 > (j.B>)j.C>j.236A~BAB,6A>6C>j.236C>j.C,66A>6C> dl.j.236A~BBB,3C> (dl.)236Bj.B/j.C(CH) > jc >j.B>j.236A~BAB,6A>6C>j.236C>j.C,66A>6C> dl.j.236A~BBB,3C> (dl.)236BConfirms for rising air hits, rising up with stronger buttons and landing a reactable Counter Hit. Air Dash connects opponents equal to Platinum's height, while another jump catchers higher opponents. Hakumen,MuAzrael, andHibikihave their air hurtbox adjust to essentially \"dodge\" out of the way of air pogo rekkas later into their animations. This results in the combo dropping around the second or third rekka if there is too much pogo delay, where other characters still get hit. j.66 >j.B>j.C>j.236A~BAB,6A>6C>j.236C>j.C,66A>6C> dl.j.236A~BBB,3C> (dl.)236BConfirms for Air to Air Air Dashj.Bhits, connecting against opponents roughly equal height to Platinum." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "22C RC", + "text": "(...) >3C>236B,22C(RC),665C>6A>6C>j.236C>j.C,66A>6C> dl.j.236A~BBB,3C> (dl.)236B(...) >3C>236B,22C(RC),665C>6A>6C>j.236C>j.C,66A>6C> dl.j.236A~BBB,3C>236A~BCAThe very first BNB is still relevant. For combos beyond Pogo range, this is a staple, and alternative to ODc or MJ combos. As with the normal beginner BNB combo, (...) >3C>236B,22Cis character specific. 3C>236B,22Cleads to character specific interactions resulting in22Cwhiffs. This is due to236Bconnecting after3Cat varying times between characters, causing22Cto whiff on Normal Starters like5Aand2A. Additionally, even off Long Starters such as5B,2Band5C, various characters may cause22Cto whiff at various ranges.Taokakaat far ranges, as well asAzrael,Nine, andEsat a closer range." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "Other Starters", + "text": "6A>6C>j.236C>j.C,66A>6C>j.236C>j.C,66A>6C> dl.j.236A~BBB,66A>2C>214C, (5D,)236C6A>6C>j.236C>j.C,66A>6C>j.236C>j.C,66A>6C> dl.j.236A~BBB,3C> (dl.)236B6A>6C>j.236C>j.C,66A>6C>j.236C>j.C,66A>6C> dl.j.236A~BBB,3C>236A~BCAStabilization to the beginner Anti-Air routing, allowing consistent confirms at the majority of ranges6Awill Anti-Air in the game.Forj.236C>j.C, you should cancel intoj.236Crelatively early so Platinum connectsj.Clow and then lands shortly after. If a side switch is desired, routing intoj.236A~BBBas a replacement for the firstj.236Cof the loops will suffice. If the combo ends in corner,236Cmay be replaced with2C> dl.236Cfor more damage and frame advantage. 6C> dl.j.C,66A>6C>j.236C>j.C,66A>6C> dl.j.236A~BBB,66A>2C>214C,5D,236C6C> dl.j.C,66A>6C>j.236C>j.C,66A>6C>j.236C>j.C,66A>6C> dl.j.236A~BBB,3C> (dl.)236B6C> dl.j.C,66A>6C>j.236C>j.C,66A>6C>j.236C>j.C,66A>6C> dl.j.236A~BBB,3C>236A~BCAStandard routing. On some air hits,6Crequires a jump cancel and an adjusted combo.If the combo ends in corner,236Cmay be replaced with2C> dl.236Cfor more damage and frame advantage. Makoto,Bullet, andIzanamirequire a different6C> dl.j.Ctiming on Fatal Counter, which may be easier withj.236C>j.Cor simply opting for aj.C> jc >j.Cinstead. 2C, (5D,) dl.3C>236A~BAC,3C>236B,665C>6A>6C> dl.j.236A~BBB,3C> (dl.)236B2C, (5D,) dl.3C>236A~BAC,3C>236B,665C>6A>6C> dl.j.236A~BBB,3C>236A~BCA2CCH, (5D,) 663C>236B,665C>2C, (dl.)236C, dl.5C>6A>6C> dl.j.236A~BBB,3C> (dl.)236B2CCH, (5D,) 663C>236B,665C>2C, (dl.)236C, dl.5C>6A>6C> dl.j.236A~BBB,3C>236A~BCA2Cconfirms in corner. CH allows for more optimal combos, as it delays Pogo in the combo, which prorates it heavily." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "Specialized Combos", + "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "236A~BCA Combo", + "text": "5B>5C>3C>236A~BCA, (66)3C>236B,665C,6A6C> dl.j.236A~BBB,3C> (dl.)236B5B>5C>3C>236A~BCA, (66)3C>236B,665C,6A6C> dl.j.236A~BBB,3C>236A~BCA5B>5C>3C>236A~BCA, (66)3C>236B, (66)3C>236B, (66)6A>2C>214C, (5D,)2C> dl.236CThe optimization of this combo cannot be understated, significantly improving Platinum's damage and oki. BCARekka Timing varies based on distance and character. Additionally, the strictness of certain routings (such as the double3C>236Brouting for midscreen) varies based on character, some characters more strict than others. Hakumenrequires unique timing at far ranges, and a delay on the initialBRekka Pogo helps increase the combo range. At farther ranges, instantly pressingBCon the Rekka followed by a large delay onARekka is required. On standard timing,CRekka whiffs." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "236A~BAC Combo", + "text": "5B>5C>3C>236A~BAC, (66)3C>236B,665C,6A6C> dl.j.236A~BBB,3C> (dl.)236B5B>5C>3C>236A~BAC, (66)3C>236B,665C,6A6C> dl.j.236A~BBB,3C>236A~BAC}5B>5C>3C>236A~BAC, (66)3C>236B, (66)3C>236B, (66)6A>2C>214C, (5D,)2C> dl.236CThe side switch variant of the previous combo, essentially just the same combo in reverse." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "5B Max Range Air Hit", + "text": "5B>6A> IAD >j.B>j.236A~BAB,6A>6C>j.236C>j.C,66A>6C> dl.j.236A~BBB,3C> (dl.)236B5B>6A> IAD >j.B>j.236A~BAB,3C>236B,5C>6A>6C> dl.j.236A~BBB,3C> (dl.)236B5Bcombo5Cfollowup range. Note that it's sometimes preferable to6Asuper jump cancel instead, where IAD whiffs under opponents. Hurtbox adjustment after being airhit by6Avaries greatly, so some characters have a very limited closer range distance for a6Ato connect to be able to convert, while others may be more generous. Azrael RagnaTagerLitchiBangHakumenNuHazamaMuValkenhaynPlatinumReliusIzayoiAmaneBulletKaguraKokonoeTerumiLambdaHibikiNineNaotoSusanooEsMaiJubei JinNoelRachelTaokakaCarlArakuneTsubakiMakotoCelicaIzanami" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "6A Optimal Combo", + "text": "6A>6C>j.236C>j.C,66A>6B>663C>236B,663C>236B,66A>2C>214C, (5D,)2C> dl.236C6A>6C>j.236C>j.C,66A>6B>663C>236B,663C>236B,665C>6A>6C, dl.j.236A~BBB,3C> (dl.)236B6A>6C>j.236C>j.C,66A>6B>663C>236B,663C>236B,665C>6A>6C, dl.j.236A~BBB,3C>236A~BCARequires6Ato connect close to the opponent. Harder variant of the normal6Arouting. 6A>6C>j.236C>j.C,66A>6B>663C>236B,665C>6A>6B,6A>6C>j.236C> Drift Downback >j.DBombGuardAllStartup19RecoveryTotal: 40Advantage6A>6C>j.236C>j.C,66A>6B>663C>236B,665C>6A>6C> dl.22C,665C>6A>6C>j.236C(Drift Downback) >j.DCatGuardAllStartup16Recovery20+4LAdvantage,3C>5DCatGuardAllStartup11Recovery20Advantage-11>214C6A>6C>j.236C>j.C,66A>6B>663C>236B,665C>6A>6C> dl.22C,5C>6A>6C>j.236C(Drift Downback) >j.DPanGuardHigh/AirStartup15Recovery20Advantage,214CIncredibly effective combo, as it opens better oki opportunities with items and can be performed about halfway midscreen. The236Bprovides access to routing into her best oki setups, normally unavailable on6Aconfirms but made possible through6B. 6A>6C>j.236C>j.C,66A> IAD >j.B>j.236A~BAB,6A>6C>j.236A~BBB>3C> (dl.)236B6A> IAD >j.B>j.236A~BAB,6A>6C>j.236C>j.C,66A>6C>j.236A~BBB,3C> (dl.)236BConfirms at the max ranges for6Ahits, where it's recognized thatj.236Awon't connect through the other routings. As with before,BABmay be replaced withBBBto side switch. 6A> IAD is a niche combo seeing use when Anti-Airing extended hurtboxes, such as Platinum's ownj.CGuardHigh/AirStartup12Recovery13+4LAdvantage, very commonlyAmane'sj.BGuardAllStartup14Recovery20Advantage, or rarely evenRagnaj.CGuardHigh/AirStartup12Recovery32Advantage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "Items", + "text": "Piko Hammer is an item that can extend conversions past normal. 5Dis comboable on air hit or ground counterhit. j.Dhas an interesting quirk where its hitstun increases the higher you use it from. At level 1 height, which is about normal jump height, it will only allow a236Bor22Cspecial cancel. At level 2 height, which is about super jump height, it will allow a5Cto link. At level 3 height, which is about super jump + double jump height, it will allow214Bbubble to combo. Level 3 height can be achieved in nearly any combo by doing6A> sjc >j.B>j.C> jc >j.C>j.D The powered up version is significantly bigger, which can turn impossible conversions into explosive damage.j.Dalso becomes comboable at any height. Hammer is also Platinum's strongest filler in Overdrive. Magical Bat is best in combos to be looped in the corner. As a starter midscreen, non-counterhit, meterless it can only combo into236Con the ground, or236Ain the air.With meter,236236Dcan be buffered to grant a very short combo on non-CH, allowing a link into66A. Midscreen Counterhits may link into dash5Cor3Cinto a route of your choice.The combo will be very short, so securing a knockdown is most preferable. The corner is where this item shines. Its wallsplat property allows platinum to cancel into bubbles or Swallow Moon to continue the combo. If done high enough, platinum can land to secure a knockdown or extend the combo further.In overdrive, looping bat can add great damage to any combo. The powered up version boasts greater damage and untechable time. Magical Cat Hammer will most likely serve as a starter due to its role in neutral. On normal hit it can combo into22Cor236B. If you are close enough,236Acan combo. On counterhit, both air and ground,5C,3Cor another5Dcan all be linked. For ground combos, dash5Dcan be used to extend combos from236B, allowing you to reach the corner. If you manage to launch the opponent, such as with6C, you can do6Aintoj.Dthen pick them up OTG with a5C. This is height dependent, but you should try to keep Platinum as low as possible with your opponent as high as possible. This can lead into damaging loops. The powered up version holds no difference, however it leads to character specific combos due to the longer range its main hitbox is. Magical Frying Pan is an item that serves as combo glue. It serves as a good starter due to its spin state or ground bounce allowing for easy conversions. In the middle of a combo5Dcan serve as a potent relaunch on air hit to extend combos, andj.Dalways ground bounces allowing for easy conversions. Ground hit5Deasily links into5Bor3C. Both air hit5Dandj.Dalways combos from and into6Aand5Callowing a route of your choice. Air hit5Dalso combos into bubble which may be preferable. The powered up version has larger untechable time, a larger hitbox, and can serve as one of Platinum's best starters due to its Fatal Counter property. Magical Missile serves as a combo extender or starter. As a starter, you can follow up with a6AAf you're close enough,j.C, or3C. If you launch them using214D, you can get the above easier. After a3C, launching missile will allow you to get a good conversion from distances you normally can't and allow you to have 2 missiles for oki afterwards. Depending on distance this could be3Cinto236Aor236B If the opponent is in a bubble, you can launch all the missles with214Dto juggle them upwards. On fatal hit, this can be paired with236C, this will bring them back down to the missiles and juggle them a second time. The powered up version boasts huge untechable time, allowing it combo into itself fullscreen, and also be used in air combos, typically afterj.C. The time is significant enough that you can land and extend with3C. It's difficult to get more than one missile late into a combo. Magical Bomb serves as a decent starter from neutral or to squeeze some more damage from a bubble ender. You can generally combo into bombs from6Aor bubbles. To combo out of bombs, you can follow up withj.Cor6Cdepending on height and distance. Releasing all three bombs with214Dadds a large amount of damage to any combo. This can be followed up with a delay236C. Due to how high bombs send an opponent, they can be used to create burst safe combos by simply just launching more bombs. The powered up version does not differ but should be noted the damage gained is substantially greater. Presents are great combo extenders and are a serviceable starter. Generally you will want to hit people into presents using236B,236C, or a Pogo ender. Present hits can combo'd into nearly anyCnormal depending on distance or236C It is possible to combo presents into themselves however this is generally only applicable in overdrive or with the powered up version. Mid-combo it is best set up while the opponent is trapped in a bubble using214Dand then using236Cor Pogo to hit them back down into it. Note that you have to already have presents equipped to have enough time, as well as not being too late into a combo. The powered up version is easier to combo into since they don't disappear when Platinum is hit, but they are harder to combo off of due to their increased launch height. Magical Boomerang is great for leading into a larger conversion. As a starter, it will inflict spin state on ground hit or launch on air hit allowing for easy follow ups into larger combos. The launch property can be used to extend combos such as in a long range3Cwhere Pogo will not connect. If it is not too late in a combo, you can use it in the air after aj.Cto juggle them, land, and relaunch them to continue the combo. This will likely cost you losing it, however. If your opponent is in a bubble and its not too late in a combo, you can send the boomerang forward and hit them down into it using236Callowing for an easy2Cor6Cextension. The powered up version has larger untechable time and, due to its tracking capabilities, allows it to hit on returning shots more often. This also has the bonus of causing you to lose it less often mid combo." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "Bubble Oki", + "text": "Bubble Oki is a staple of Platinum's setplay and gameplan, for further details see thestrategy pagefor more. Routing into Bubble Oki depends heavily on starter, item, and character. Certain characters are capable of blue beating Bubble Oki, thus creating a different RPS around the situation. RagnaRachelTaokakaTagerLitchiArakuneBangHakumenTsubakiValkenhaynAzraelKaguraCelicaNineNaotoIzanamiSusanooMaiJubei JinCarlHazamaReliusTerumiEs NoelNuMuMakotoPlatinumIzayoiAmaneBulletKokonoeLambdaHibiki 5A>5C>3C>236B,5C>6A>6C> dl.j.236A~BBB,3C>214C5C>3C>236B,665C>2C> (dl.)236C,5C>6A>6C> dl.j.236A~BBB,3C>214CThis requires the combo timer to have not yet reached -10F hitstun, thus the combos must be shorter and less optimized. At -10F hitstun, the opponent can air tech and block (or get hit from a gimmicky reset) by214CBubble. Platinum ends up at minimum around +6 on instant E-Tech (depending on 3C heights), but decently spaced away without a663C. 5A>5C>3C>236B,665C>2C> (dl.)236C,5C>6A>6C> dl.j.236A~BBB,3C>5D>214C5A>5C>3C>236B,5C>6A>6C>22C,5C>6A>6C>j.236C> Drift Downback >j.D,3C>5D>214CThis routing cannot be air teched unless the combo timer has been completely ran out, allowing for optimal damage and Bubble Oki. Platinum ends up at minimum around +8 on instant E-Tech (depending on 3C heights), but far away without a663C. 5A>5C>3C>236B,5C>6A>6C>22C,5C>6A>6C>j.236C> Drift Downback >j.D,214C5C>3C>236B,665C>2C> (dl.)236C,5C>6A>6C>22C,5C>6A>6C>j.236C> Drift Downback >j.D,214CThis routing cannot be air teched unless the combo timer has been completely ran out, allowing for optimal damage and Bubble Oki. Platinum ends up at maximum around +4 on instant E-Tech, but is up close to threaten2ALow, Throw, andj.D PanGuardHigh/AirStartup15Recovery20Advantage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "Bomb Oki", + "text": "Bomb Oki is one of Platinum's strongest setplay setups, and one of the best usages for bombs available. Routing into Bomb Oki is fairly consistent across starter, with minimal character specifics. 5A>5C>3C>236B,3C>236B,665C>6A>6B,6A>6C>j.236C> Drift Downback >j.DBomb Oki setups generally rely on the opponent being unable to air tech out of the setup, allowing the bomb to fall on E-Tech and providing punishing and safe ways to catch rolls and delay tech. Platinum can safe jab/jump, late airdash/empty low/throw, or heavily punish jump. 6A>6Bautomatically sets up the correct height to prevent air tech and helps minimize sacrifices to damage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "Combo List", + "text": "These combos do not require items. Any combo with (5D>) allows you to draw an item in that spot, provided you do not have an item equipped." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "Item Combos", + "text": "Combo routes involving various items. Though these combos are not strictly necessary, these combos will have various benefits such as increased damage, corner carry, better oki, and cycling items." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "Video Examples", + "text": "2.0 COMBOS BBCF2 Platinum combo collections" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Combos", + "title": "Platinum the Trinity", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Strategy", + "title": "Celica A. Mercury", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Strategy", + "title": "Celica A. Mercury", + "section": "TL;DR (For Beginners)", + "text": "Important Moves 5A: Jab, hits crouchers 6A: Overhead 6B: Antiair 5B: Primary Poke 6D: Good for hard knockdown j.C: Air to air j.B: Jump-in attack 236B: Fireball 236C: Reversal Celica is a beginner friendly character. Her defining factor is her Drive. Celica must balance her Recovery Cap between recoverable health and her enhanced specials. In general, it's often good for Celica to opt for enhanced specials, because she can still increase her blue health after using an enhanced special. While Celica's health recovery is useful, she loses out on oki if she decides to go for it, so care must be taken when choosing enders. You can also opt to cancel a drive ender with236Bin order to gain blue health with decent oki. In neutral, Celica has good pokes like5Bandj.Cto keep opponents at bay. She can also space out with236B; if her opponent tries to jump in, her6Bis a great antiair. If she faces pressure, Celica's main reversal is her236C. However, it is not invulnerable against throws so she's still forced to try and jump against characters with command grabs. Her backdash is also useful for this because it's fast and covers a decent distance. On offense, her pressure is rather limited. She relies on staggers and the threat of big damage from hits like enhanced214Bto keep her opponent from disrespecting her. She also has her6Ato function as another overhead." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Strategy", + "title": "Celica A. Mercury", + "section": "Blockstrings", + "text": "Like many Blazblue characters, Celica's blockstrings aren't set in stone. She lacks safe special cancels. As a result, she relies on stagger pressure. Stagger pressure works by delaying gatlings. This introduces gaps that are long enough to let the opponentstartan attack, but short enough that your gatling will still stuff it and counterhit them. Stagger pressure is useful to make opponents scared of counter attacking. Once they play more passively, you can microdash and2Ato reset pressure!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Strategy", + "title": "Celica A. Mercury", + "section": "Okizeme", + "text": "Celica's oki is relatively standard for Blazblue. On hard knockdowns she can catch rolls with2Aor2B. One of the most common ways for her to get a hard knockdown by using3C>6D.3Cwill float the opponent so that6Dwill cause hard knockdown. It's a relatively easy gatling that fits into most of Celica's combos. Safe Jumps Celica usually uses herj.Bin order to safe jump. The most common setup is3C>2D>236B." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Strategy", + "title": "Celica A. Mercury", + "section": "Tips and Tricks", + "text": "Use214Cto blow up projectiles at midscreen 632146Ais very strong for recovering health If you want to end a combo with a drive ender without going into the healing, cancel it into236B." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Strategy", + "title": "Celica A. Mercury", + "section": "Fighting Celica", + "text": "Celica has many gaps in her pressure. Fast reversals are a good way of calling out resets. Celica's reversal still loses to throws. Because it guardpoints, you can also RC if you hit her during startup! Blocking Drives is a strong option. They're very negative on block, and she has no safe special cancels 214Bloses to Foot property moves. You can mash2Aor throw!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Strategy", + "title": "Celica A. Mercury", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Starter", + "title": "Amane Nishiki", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Starter", + "title": "Amane Nishiki", + "section": "Overview", + "text": "Pick Amane if you like: Strong runaway and zoning in neutral with versatile, floaty mobility, huge buttons and great anti airs. Strong okizeme and a unique pressure game with tons of options, possibilities and room for creativity. Highly rewarding win condition that can lead to huge combos and/or checkmate situations. Avoid Amane if you dislike: Having little traditional mixup. Amane punishes turtling and impatience, but can rarely force an opening before reaching level 3. Getting whiff punished or ODR'd because of the lengthy recovery, deadzones, or both, on a majority of your attacks. Relying on having 50 Heat to get out of many defensive situations due to lackluster abare and slow movement speed." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Starter", + "title": "Amane Nishiki", + "section": "Neutral", + "text": "5BTall, fast, versatile attack. 2CLong-range low with decent reward behind it. 5CLow commitment, higher hitting2C. 236DSpiral gain in neutral and harrass tool. 6AMassive and easy-to-use anti-air. Amane's groundgame mainly revolves around harrassing the opponent with your superior reach and passively increasing your Spiral gauge with Hariken stance, while preventing their approaches at close range, before you are made to block. At a longer range, yourCnormals are your best friends; they are very quick harrass tools for their range, and both5Cand2Ccan lead to combos or pressure with Zettou. Their main glaring flaw is their massvive deadzones, which can be greatly abused by quick-moving characters with good jumps, or fast, low-profile runs. Thankfully, Amane is well-equipped to prevent approaches at closer ranges, and doing so is vital, as his ability to escape strong offense is significantly worse. Putting up a wall with236D~Acan temporarily prevent ground approaches and give you a moment to breathe, but it does inhibit your ability to raise your Spiral Gauge for the time being. Some more immediate responses are5B, a very versatile poke that can stuff IAD, as well as runs, and6A, an absolutely massive anti-air with good invulnerability and strong reward on most hits. j.BMassive, multihit jumpin. j.CAerialCpoke. j.2BAnti-anti air and movement tool. j.AClose range air-to-air. Amane is without a doubt at his most powerful midair. Here, he can use both versions of Zettou to reposition very freely, since they do not consume an air option. Between the hops, you havej.Cas your most versatile airborneCnormal, whilej.Bcan be used as a very powerful landing attack due to its enormous range and easy conversion into pressure due to a reverse beat toj.A. Use this, and its higher hitbox, to air to air opponents that are closer to you and convert into a knockdown from any height. However, withj.B's surprisingly large hurtbox, you must often cover your landings with other options.j.2Bis easily your most powerful air normal due to its ability to alter your movement, and beat or clash with dedicated anti air options very consistently. Use it against anti airs to delay your attack and whiff punish the opponent on the anti air, and to quickly get back to the ground to restore your air actions." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Frame_Data", + "title": "Bullet", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Frame_Data", + "title": "Bullet", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Frame_Data", + "title": "Bullet", + "section": "System Data", + "text": "Can cancel Forward Dash into attacks at any point Can cancel Forward Dash into jump during 1~9F Can cancel Forward Dash into Barrier Block during 1~6F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Frame_Data", + "title": "Bullet", + "section": "Drive Moves", + "text": "Bullet starts each round with the Lock On Lv0. All Drive normals can be charged. All Drive normals increase the Lock-On level by 1 on hit. R* - Can only be canceled on block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Frame_Data", + "title": "Bullet", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Frame_Data", + "title": "Bullet", + "section": "Revolver Action Table", + "text": "Bullet's command throws (360B, 720A) are not included in Special/Super cancels" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Frame_Data", + "title": "Bullet", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Frame_Data", + "title": "Bullet", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Overview", + "text": "Makoto is Blazblue's resident boxer. She's abeginner friendly rushdown characterwith relatively basic tools for getting in and dealing damage. Once she gets in, she has fast and varied tools to do relentless pressure, requiring good guesses from her opponent to break out of, with bad guesses getting severely punished. Makoto's Drive is primarily a combo tool; She charges punches of increasing strength with each level having different utility, making it a tool capable of strong stagger pressure. Her Overdrive cranks it up a notch to improve her damage, basically turning any stray hit into at least a decent combo, often much more. Even when on the defence, as long as she's being pressured at close range, she has access to many ways to defend herself. Makoto concentrates a large amount of energy in her fists for extremely powerful punches. All of her Drive moves have 3 levels - holding down the D button charges the move from Level 1 to Level 3 and back down to Level 1 if held too long before cancelling the move entirely. Releasing the button executes her Drive for that particular level, although Makoto will always wait until the end of that charge level before attacking. For example, a level 15Dwill always have the same startup no matter how early or late you release D during the level 1 window. The length of time you need to hold varies with each move, so you'll need to learn to feel how long to hold each one when learning Makoto's combos Level 1 drive moves are the weakest, however they come out the quickest, meaning some combos need to use this level. Level 1 and 2 Drive moves can cancel into specials, allowing different combo routes and increasing usefulness in blockstrings. All Level 3 Moves are Fatal Counters Level 3 moves often blow the opponent away All of Makoto's Drive moves automatically become Level G no matter how charged they are. This gives them increased damage and histun and removes the need to charge them up (although charging is still possible), allowing for some new combos. Level G moves are usually comparable to level 3 with the startup time of a level 1 move, although some Drive moves gain further beneficial properties beyond that. Additional properties are added to her special moves, such as wallbounce properties (noted below)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An exceptionally quick jab that whiffs on crouching opponents. It can be used alongside2Ato set upTRMor throwing off opponents trying to Instant Block. It reaches farther than2A, so it can be used as a niche anti-air, but it doesn't have any proper head invulnerability." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of Makoto's all-around best normals. It has good range, quick start-up, and propels her forward. It's great for spacing, pressure, and combo filler. Because of its P1 proration, fast speed, and reach, this is Makoto's best counter-hit combo starter. It can be used to punish whiffed or blockedDPsDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.or EAs, or any move with a long recovery. 5Bis also air unblockable.6A>5Bis a strong anti-air string that hits people who only barrier one hit of a blocked antiair Note: If you land a5Bat max range it will only combo into5Dor214A~C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of the few5C's that's faster than5Bwith an added bonus of being fully disjointed on the first active frame, which allows it to beat many jabs in close range situations. It's very minus on block, but also has a generous cancel window. Makoto's main issue with this move in pressure is her mixup options become significantly weaker, as her access to lows drops dramatically. Gatling options:6B,5CC,2C,6C,3C,5D,2D 5CC 5CCis only available after5Con hit or block. It provides easy and safe hitconfirms after5Cand discourages mashing. It puts the opponent in more blockstun than5C, which allows for airtight214A~Cmixup if you have meter. 5CCgatlings into6Bfor an overhead with a 4-frame gap, but does not gatling into2B, leaving3Cas your only low option afterwards, making it suceptible to fuzzy blocking. The move can be input atanypart of5C's recovery after5Chits, making it useful as a frametrap (This cancel window is 5F longer than her other options). At -3,5CCis weak to Instant Block. It becomes -6 on IB which many characters can punish, and canceling into6Band214A>Cbecomes more vulnerable to reversals.5CCis +3 on Guard Cancel Overdrive, but many of the cancel options (5D,2D,214A~C,6B,41236C) are very weak to Guard Cancel Overdrive, so be careful when canceling on block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Makoto's actual jab, just 1 frame slower than5Abut 1 frame faster than mostabareAn attack during the opponent's pressure, intended to interrupt it.tools. This makes it useful in scrambles where Makoto is -1 or 0, since she can either trade or punish mashing opponents. Its fast startup also makes it useful for whiff punishing extended hurtboxes, though this typically nets poor reward. This is the only point in pressure where Makoto has access to both her6Boverhead and2Blow. It's also useful for stagger pressure and setting upTRMalongside5A. Followup whiff canceled jabs have 5 frames of startup instead of 6 Values in [] are for followup 2As" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Makoto's only viable low for mix-up. It chains into5Cfor hitconfirms, which can be a problem as2B>5CCdoes not work at absolute maximum range. In pressure, it can be used to enforce high/low mixups.2B>5CC>214A~A,2Bis a great way to open up opponents, since many will expect6Bafter the reset, but it can be mashed out of. 2BcanOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"to pick up opponents after a hard knockdown (such as after her air throw) or opponents that don't Emergency Tech." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Makoto's launcher.2Chas great P1 proration, but has very slow start-up, a very obvious animation, and hits mid, making it incredibly easy to react to. However, it is extremely useful in combos since it can launch opponents off the floor, allowing for many moves to follow it up. This move also has head invuln that goes active on the 12th frame and is reasonably low profile before that, useful for certain situations where6Awould get baited/meatied." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This is Makoto's go-to anti-air, with frame 5 head invuln. The animation propels her forward slightly, which can be either good or bad - it's bad when it results in6Awhiffing. However it performs decently for this function and beats or trades with a lot of strong air attacks. It has some surprising usefulness in other roles as well.5B>6A>5Bis a decent block string and can be staggered at any point. It can also gatling into her overhead,6B, which many players are not used to seeing or reacting to. Can be jump canceled on block, however its horizontal hitbox is short and it tends to whiff after barrier blocks." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A very important grounded overhead. It's one of the fastest in the games with a subtle animation, and it can be done quite late into blockstrings, but it's hamstrung by Makoto's poor access to lows. It can cancel into5CC,6A, or214A~Cin order to combo. Forces crouching on hit 110% Bonus Proration and ground bounces opponent on aerial hit, allowing you to combo. Bonus Proration 110% Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 6Cmoves Makoto far forward and, although it's very unsafe on block, it can be canceled into5Dor214A~Cfor a frame trap that catches jabs on normal block. It's best to use it this way by staggering it after a blocked5C. These are both weak to ODR, and uncancelled 6C still leaves Makoto -2 on ODR. 6Calso launches the opponent very far, so it's useful for getting the opponent closer to the corner." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "3C", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 3Chas head and body invuln, as well as a low profile hitbox, so it can go under a lot of attacks including most reversals. However, its long startup makes it difficult to land on reaction and unreliable as a prediction, so be mindful of using it. It provides hard knockdown on counter hit, so it's a high-risk high-reward callout. 3Cis neutral on normal block, so a followup2Acan be used to catch opponents mashing on block. 3Ccan also be feinted by holdingC, shortening the move's duration while retaining the invuln, making it useful occasionally as a command dash and it's her closest thing to a projectile invulnerable approach tool due to its low profile. 110% Bonus proration 3C Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Her basic air jab. The hitbox on it is decent and goes mostly horizontal, making it somewhat useful at interrupting air approaches. Useful, but nothing to write home about." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This is one of Makoto's trademark attacks. It covers the area straight above Makoto and stuns for a very long time on counter hit. Helps tremendously in match-ups against floaty airborne characters like Arakune." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.C This attack's diagonally downward hitbox makes this her go-to air-to-ground attack. The hitbox is pretty piddly and will lose to pretty much every anti-air, so use it wisely. Gatling options:j.B,j.CC j.CC" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Makoto bounces in the air and falls on her opponent. This move halts all air momentum, making it useful for baiting anti-airs. It also has extremely long stagger on counter hit, allowing for easy followups. On block, Makoto recovers in time to usej.C, but this loses to fast anti-airs (9f gap on normal block, 13f gap on IB). On hit/block, Makoto bounces upwards with recovery 10F Crumple Duration 24F, Crumple Fall 57F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "5D", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Level 1/2: essentially operate the same way Level 3: Blows the opponent away, Fatal Counters, Hard knockdown. Level G works essentially the same as Level 3. Air unblockable Strong straight forward punch.5Dmoves Makoto forward quite a distance which gives it a very long range in spite of the actual hitbox of the move. Level 3 is used in combos a lot. Level 1 and 2 can be special canceled to use in pressure. You can't combo after Level 35Dunless you are close to the corner or have meter for a Rapid Cancel, but after a corner hit you can start a corner combo based on combo proration (e.g2A/2B). 5D Lv1 Startup is fastest possible, can be extended by holding button Slowest possible startup is 35, max hold cancels move without attacking (total animation 42F) On CH Crumple Duration 54F, Crumple Fall 78F 5D Lv2 Startup is fastest possible, can be extended by holding button past Lv3 Slowest possible startup is 29 On CH Crumple Duration 58F, Crumple Fall 81F 5D Lv3 Fatal Counter Maximum Slide duration 12F 5D LvG Fatal Counter Maximum Slide duration 15F Max hold ends move without attacking (total animation 42F)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "2D", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches opponent Level 3 Fatal Counters In OD, has much longer untech time Air unblockable Makoto does a step forward then delivers a strong uppercut. Causes a fatal counter at level 3.2Dis a combo tool and can also be used in pressure since Level 1 and 2 are both special cancelable.. Level 32Dlaunches the opponent high enough that you can combo after it with2Cor just an aerial combo. Level 1 and 2 can be used in combos with a strong enough starter (e.g5B). 2D Lv1 Startup is fastest possible, can be extended by holding button Slowest possible startup is 39, max hold cancels move without attacking (total animation 53F) 2D Lv2 Startup is fastest possible, can be extended by holding button past Lv3 Slowest possible startup is 33 2D Lv3 Fatal Counter 2D LvG Fatal Counter Max hold cancels move without attacking (total animation 53F)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "j.D", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Halts air momentum until it recovers. Wall bounces at Level 3 Level G version works essentially the same as Level 3 Makoto propels herself forward using her tail to do a strong punch in the air. You can combo intoj.Dfromj.B.j.Dis a combo tool with no real use in neutral. It also halts air momentum, so if you're desperate to avoid an attack you can use it to stop yourself. j.D Lv1 Startup is fastest possible, can be extended by holding button Slowest possible startup is 37, max hold cancels move without attacking (recovers airborne + landing recovery, total animation 52F) Landing recovery applies if move reaches frame 4 j.D Lv2 Startup is fastest possible, can be extended by holding button past Lv3 Slowest possible startup is 33 Landing recovery applies if move reaches frame 4 Maximum Slide duration 10F j.D Lv3 Fatal Counter Landing recovery applies if move reaches frame 4 j.D LvG Fatal Counter Max hold cancels move without attacking (recovers airborne + landing recovery, total animation 52F) Landing recovery applies if move reaches frame 4" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Causes hard knockdown Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Makoto's counter assault has the same animation as her6Cand launches the opponent a good distance away. It's decent as a counter assault, but nothing special." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Comet Cannon", + "text": "236A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Oki tool Projectile remains active for 38F after recovery Can cancel into Break Shot frames 22~34 Projectile re-hits every 6 frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Break Shot", + "text": "Dduring236A(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Each level punches the Comet with increasing distance Level G version wall bounces Optional follow up after Comet Cannon where Makoto punches the orb launching it straight forward, turning it from a 3 hit oki tool to a more regular projectile attack. Both the punch and the projectile can hit and cause decent damage with good scaling, making it useful in various combos. 236A~D Lv1 Data listed as Strike / Projectile Startup is fastest possible, can be extended by holding button Slowest possible startup (max hold) is 46 / 47, total animation 66F Frame advantage listed assumes opponent blocks both the strike and projectile Frame advantage on-block for projectile only (strike whiffs): -2 236A~D Lv2 Data listed as Strike / Projectile Startup is fastest possible, can be extended by holding button past Lv3 Slowest possible startup is 38 / 39, total animation 58F Frame advantage listed assumes opponent blocks both the strike and projectile Frame advantage on-block for projectile only (strike whiffs): 0 236A~D Lv3 Data listed as Strike / Projectile Fatal Counter Startup is fastest possible, can be extended by holding button Slowest possible startup is 31 / 32, total animation 51F Frame advantage listed assumes opponent blocks both the strike and projectile Frame advantage on-block for projectile only (strike whiffs): +2 236A~D LvG Data listed as Strike / Projectile Fatal Counter Startup is fastest possible, can be extended by holding button Slowest possible startup is 47 / 50, total animation 67F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Shooting Star", + "text": "236B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Makoto slides back and forth with a strong punch to the guts. Has amazing corner carry. It looks like an awful move in isolation, since it is unsafe on block and has very long startup, is susceptible to being option-selected against, and lacks the flexibility of the more iconic back-swing blows. However, it synergizes with her other reversals well; many options that low profile or hit low naturally beat623Cand214Dbut lose to Shooting star. Unsafe on block, but can be spaced out of punishment range of some characters. In matchups like vs Susanoo or Ragna, however, this move is always an enormous risk. Frame 1 Foot and throw invuln. Can punish low/throw mixups cleanly. Full invuln kicks in early enough to trap DP mashing during Makoto's pressure. CH wallbounce midscreen and wall splats in corner. Can be used to beat slow reversal supers after the flash, or make Exceel Accels whiff and automatically punish." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Corona Upper", + "text": "623C(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Meterless reversal Low profilable Combo tool in overdrive or for high damage weak okizeme routes. Makoto's meterless reversal and one of the fastest ones in the game to go active. It does have its shortcomings, however; It has very short range, relatively little invulnerability and is also trivially easy to low profile for many characters. Overall it's one of the riskiest reversals in the game. However, it can be very useful when used in combination with Instant Blocking and can defeat certain Safe Jump setups that other characters cannot. Like all similar moves, Makoto is in a counterhit state during its lengthy recovery, so if you miss or get blocked without heat to Rapid Cancel, expect to die. Also, be careful of moves with disjointed hitboxes, however, as these can hit you from a distance outside of Corona Upper's range. Air Version 623C Airborne from frame 11 On hit, cancellable into 623C~D frames 23~39 reversal j.623C On hit, cancellable into 623C~D frames 14~30" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Meteor Dive", + "text": "Dduring623C/j.623C(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Follow up after Corona Upper that dunks them down to the ground and ends the combo. Sadly, it's is only available if Corona Upper hits, meaning you can't use this to make a blocked or whiffed Corona Upper safer in any way. Each level does increasing damage, but doesn't gain new properties, so you should almost always go for level 3. During Overdrive, this move ground bounces the opponent and this turns it into fantastic combo filler due to its amazing damage and scaling values. 623C~D Lv1 Startup is fastest possible, can be extended by holding button Slowest possible startup (max hold) is 51 623C~D Lv2 Startup is fastest possible, can be extended by holding button past Lv3 Slowest possible startup is 35 623C~D Lv3 Fatal Counter 623C~D LvG Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Asteroid Vision A", + "text": "214A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A key move for approaching and combos, Makoto dashes with 2 illusions with 3 different arcs to confuse the enemy with no visual difference between the versions until Makoto reveals herself; the button pressed determines which arc the real Makoto will take. The illusions will last for the duration of the move, so using an attack will immediately dispel the illusions. The A version also boasts a very large variety of possible followups and as such is used in pressuring and combos alike, mastering all the possible options and when to use them is key to learning Makoto. Different followups by pressingA/B/C/Dor236B. All are possible on hit, block or whiff. Shares a visual animation with theB/Cversions of this move until Makoto does something or the move ends. The fakes have no collision with the opponent, but Makoto herself does. Your opponent will always try to face the real Makoto for blocking/inputting moves and the camera will track based on the real position of Makoto. Can cancel into 214A~C from frame 6 Can cancel into 214A~D or 236B from frame 8 Can cancel into 214A~B from frame 10 Can cancel into 214A~A from frame 12, or automatically cancels after 35 frames (listed recovery includes automatic cancel)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Break", + "text": "214A~A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fastest possible 214A~A is 11+11 (22F total)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Eclipse Turn", + "text": "214A~B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Can pass through opponent frames 1~17 Fastest possible 214A~B is 9+21 (30F total)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Infinite Rush", + "text": "214A~C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Makoto reveals herself and does two punches, then an uppercut. Basically forms the first part of a variable Rekka chain; leads to many follow ups, but you can only cancel into them from the second punch. Can be used as a frame-trap but is extremely unsafe on block. Followups occur after the second hit (frame 21) Fastest possible 214A~C startup is 5+9 (14)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Cosmic Ray", + "text": "214A~D(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Lv 3 can be up to +4 on block depending on how late it connects Startup based on earliest possible charge Lv 3 and Level G versions Fatal CounterFatal Counter causes ground slide on air hit Fatal Counter causes ground slide on air hit Lv G version causes ground slide on air hit All Levels have foot invuln on startup. Makoto slows down during the charge 214A~D Lv1 Startup is fastest possible not including 214A~D cancel time (fastest startup from start of 214A is 22), can be extended by holding button Slowest possible startup (max hold) is 36 214A~D Lv2 Startup is fastest possible not including 214A~D cancel time (fastest startup from start of 214A is 24), can be extended by holding button past Lv3 Slowest possible startup is 29 214A~D Lv3 Startup can be extended by holding button (fastest startup from start of 214A is 27) Fatal Counter 214A~D LvG Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Mars Chopper", + "text": "214A~C~A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Follow up to Rush. An extremely fast but telegraphed and low reward overhead punch that leaves you at a slight disadvantage if blocked, but is +2 on hit. Functions very similar to Jin6A, where it is a harassment tool until Makoto gains 50 meter, at which point it becomes a powerful mixup option. Forces crouching on hit Can't be combo'd after on normal conditions - you need to Rapid Cancel or get a counter hit. On CH it links into2A5B. Natural frame trap from rush. Hits 4f later than the low option to rush, so it can be pattern-blocked by a skilled opponent. Punishable by a privileged few members of the cast on IB. Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Star Gazer", + "text": "214A~C~B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Low followup from rush that complements Mars Chopper. Gives a decent knockdown on normal hit and a combo on RC with RC > 5C. Causes untech on CH. You can combo after it on CH with5B,5C, etc. Only -1 on block and is neutral on barrier block. Even on block Makoto can swing5Avs characters with weak jabs or5Cvs pokes that extend hurtboxes before activating. She can also attempt to re-pressure withj.CC. If it is instant blocked, however, Makoto has to block or try something very high risk. The knockdown is weaker than Infinite rush, so its not really a good choice for hit-confirming long range 5Bs with." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Infinite Rush (Continued)", + "text": "214A~C~C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Combo ender. After pressingCfor the first part of Infinite Rush, the button must be released and pressed again to get this move to come out. With an RC, can be cancelled on any hit, making it harder to predict your followup pressure. Technically part of 214A~C (additional hits occur if C is held)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Lander Blow", + "text": "214A~C~D(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Lv3 and LvG versions Fatal CounterStaggers on Fatal Staggers on Fatal Extremely short recovery on Lv3 and LvG 214A~C~D Lv1 Startup is fastest possible, can be extended by holding button Slowest possible startup (max hold) is 34 214A~C~D Lv2 Startup is fastest possible, can be extended by holding button past Lv3 Slowest possible startup is 30 On CH Crumple Duration 58F, Crumple Fall 81F 214A~C~D Lv3 Fatal Counter On CH Crumple Duration 65F, Crumple Fall 84F 214A~C~D LvG Fatal Counter On CH Crumple Duration 65F, Crumple Fall 84F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Asteroid Vision B/C", + "text": "214B/C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll TheBandCversions let Makoto cancel into air normals except that PressingDcancels into Lightning Arrow instead ofj.D. Shares a visual animation with the A version of this move until Makoto does something or the move ends. A key move for approaching, Makoto dashes with 2 illusions with 3 different arcs to confuse the enemy with no visual difference between the versions until Makoto reveals herself; the button pressed determines which arc the real Makoto will take. The illusions will last for the duration of the move, so using an attack will immediately dispel the illusions. The B and C versions are used to do aerial approaches or escapes or to ambiguously approach airborne opponents, for example theBversion can set up crossups withj.2C, and occasionally theCversion can be used to bait a fake crossup. During combos this move is only really used during overdrive to set up Lightning Arrow bounces. However, during pressure this can be instead of a jump cancel since Makoto has very few jump cancellable normals on block, but every normal can be special cancelled. This is not as nice as an actual jump cancel since you lack the ability to block or to use any air options. Asteroid VisionB Asteroid VisionC Any air normal (Exceptj.D) D-Lightning Arrow 214B Can cancel into j.A, j.B, j.C, j.2C or 214B/C~D from frame 13 Airborne from frame 5 Applies 4 frames of landing recovery to moves used after (that do not have their own landing recovery) 214C Can cancel into j.A, j.B, j.C, j.2C or 214B/C~D from frame 13 Airborne from frame 5 Applies 4 frames of landing recovery to moves used after (that do not have their own landing recovery)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Lightning Arrow", + "text": "Dduring214B/C(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Startup based on earliest possible charge Lv3 and LvG versions Fatal CounterLv2, 3, and LvG versions ground bounce on CH Lv2, 3, and LvG versions ground bounce on CH Reduces gravity during the charge Uses the same sprites as Meteor Dive, but with a much smaller hitbox. Both are different moves for Same Move Proration purposes. 214B/C~D Lv1 Startup is fastest possible not including 214B/C~D cancel time (startup from start of 214B/C is 34), can be extended by holding button Max hold causes Makoto to land before attacking 214B/C~D Lv2 Startup is fastest possible not including 214B/C~D cancel time (startup from start of 214B/C is 34), can be extended by holding button past Lv3 Slowest possible startup is 32 214B/C~D Lv3 Fatal Counter 214B/C~D LvG Fatal Counter Max hold causes Makoto to land before attacking" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Sirius Jolt", + "text": "41236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An unblockable(?) special which can just be thrown out in blockstrings(??) that mysteriously can be blocked(???) low(????) while not technically being a low hit. This move sounds like absolute nonsense on paper but works similarly to Naoto's Phantom Pain; a mixup choice that is always available but is unsafe and reactable. In practice it is generally just used for combos but it has niche uses in calling out guardpoint reversals. Unblockable if the opponent is in a standing state, meaning it will penetrate Body guard points unless your opponent is also in a crouching or air state or the guard point blocks unblockables. Body and full invulnerability work as normal Wall bounces at midscreen, wall splats in corner Typically used in situations where you would expect the opponent to stand up to block6Blike after blocked6Aor blocked5CC. It has a slow startup though and can be mashed out of so be careful. Values in () are when hitting standing opponent" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Space Counter", + "text": "214D>D(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A two part move. The first is a first-frame guard point stance that isalsoa very short ranged strike that does zero damage and restands air opponents. If the guard point blocks anything or if the strike hits, you can pressDto start charging the second part of the move. This means you can just simply holdDfrom inputting the stance to start charging asap or pressDlater on to either delay the attack slightly or make it easier to time a level 3 charge. The window to perform the followup attack is between frames 14 and 26 (inclusive), so holdingDto charge the counter asap will ensure there's no gap between the guard point ending and the invulnerability of the followup punch taking effect. The punch itself causes a crumple stun state and swaps sides, but the followups are a bit capricious. Usually what will happen is that the intial zero damage hit will hit your opponent and start the combo (even if the guard point blocks something), leading to mediocre damage, however if you somehow manage to start the combo with the followup hit only, particularly if it counterhits, then you can unleash Makoto's highest damage combos due to the amazing damage, scaling and fatal counter property (on level 3). Due to the first hit restanding your opponent, so there's mileage in using the restand property of the initial hit to quickly end a previous combo and go for a new one with the follow up hit when they're not expecting it. The usecases of this move as a parry are rather specific, it's blessed with frame a frame 1 guardpoint so it can be used as a reversal of a sort... but only against Body attribute moves and there's a considerable gap between the guardpoint and the charged attack, so it loses to a lot of moves without your opponent even trying to bait it. Makoto does just have a meterless reversal if you want something more reliable, but if the stars align and you catch someone autopiloting their blockstrings so you get the followup punch to land as a fatal starter, enjoy absolutely destroying your opponent. The initial strike will ignore hurtboxes of opponents that have Body guard point; the attack will not hit or be blocked and no attribute invulnerability effect appears. This causes it not to trigger parries, including itself. Makoto cannot special cancel her normals into the parry Startup listed based on earliest possible charge Level 1/2 only combo on Counter hit 214D On Guard Point, hitstop for Makoto is 0F. Opponent hitstop unchanged Cancellable into 214D~D followup on hit, or frames 14~26 after an attack is blocked Hitbox will not interact with guard point 214D~D Lv1 Startup is fastest possible, can be extended by holding button Slowest possible startup is 41 Immediately enters recovery on hit/block 214D~D Lv2 Startup is fastest possible, can be extended by holding button past Lv3 Slowest possible startup is 27 Immediately enters recovery on hit/block 214D~D Lv3 Fatal Counter Immediately enters recovery on hit/block 214D~D LvG Fatal Counter Immediately enters recovery on hit block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Big Bang Smash", + "text": "632146D(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Makoto's Distortion that's used at the end of Overdrive combos. The range is affected by level, with Level 3/G hitting almost fullscreen. It's unsafe if blocked up close, but it can be used in neutral for fullscreen punishes. It's not good as a reversal due to the long startup after superflash. Only the projectile actually has a hitbox. Hitbox viewers show that Makoto has one as well, but it is disabled. 180F Heat Gauge Cooldown Startup based on earliest possible charge Fatal Counter Minimum damage: 450 / 550 / 650, OD: 750 632146D Lv1 / 2 / 3 Values are Lv 1 / Lv 2 / Lv 3 Minimum Damage 25%: 450 / 550 / 650 632146D LvG Minimum Damage 25%: 750" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Particle Flare", + "text": "236236D>D>D(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Press and hold D to charge each hit in the sequence. You can begin holding from the moment the previous punch hits. Failing to press D at all in time will prevent the next attack in the sequence starting. First two parts cannot reduce opponent's health below 1hp. Minimum damage: 180*2 360 (720), 200*2 400 (800), 220*2 600 (1040) OD: 240, 4x28, 120, 800 (1272) 236236D Values are Lv 1 / Lv 2 / Lv 3 Makoto immediately enters recovery on block On Whiff, recovery is 78 Minimum Damage 20%: 180 reversal Lv 3 has Fatal Counter Crumple Duration 80F, Crumple Fall 63F 236236D LvG Makoto immediately enters recovery on block On Whiff, recovery is 78 Fatal Counter Crumple Duration 80F, Crumple Fall 63F Minimum Damage 20%: 240 236236D~D Fatal Counter Values are Lv 1 / Lv 2 / Lv 3 Minimum Damage 20%: 180/200/220 236236D~D LvG Fatal Counter Minimum Damage 20%: 232 236236D~D~D Fatal Counter Values are Lv 1 / Lv 2 / Lv 3 Minimum Damage 20%: 360/440/600 236236D~D~D LvG Fatal Counter Minimum Damage 20%: 800" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Cygnus Combination", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. 310/666 Minimum Damage Great pushback Sends the opponent fullscreen. Makoto uppercuts her opponent and smashes them around. The initial hit has a great vertical hitbox that can catch jumps. Makoto also moves forward during the uppercut, meaning it'll hit from farther than expected. The horizontal hitbox itself is lacking, however, so if an opponent jumps it can possibly whiff entirely. The pushback on this EA is great, meaning Makoto is generally safe unless it whiffs or is instant blocked." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Planet Crusher", + "text": "2363214DwhenAstral Conditionsare met (Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll After charging, Makoto rushes forward. When Makoto gets close to her opponent (300,000 units horizontally) she begins the actual punch which has 5F startup. If this doesn't happen after 28F, Makoto doesn't attack and does a 7F skidding animation to recover. Level Determines speed and therefore maximum distance she will travel. Level G behaves like Level 3 version. Screen freeze ends once Gauge begins decreasing. If overcharged back down to level 1, or if she has to dash more than 10F before starting the attack then Makoto loses her invulnerability. Effectively means it's a reversal at close range, but not otherwise. Average Astral in the grand scheme of things. Has decent confirms so it sees some use to close out games. Combos from: 2D(Level 3). Requires Level 1/2 Astral at midscreen. j.D(Lv2 and above) Both Ground throwsFor forward throw, do B+C>214A~A>2363214C. The Asteroid Vision cancel is quite strict. In the corner, you can go directly into Astral. For forward throw, do B+C>214A~A>2363214C. The Asteroid Vision cancel is quite strict. In the corner, you can go directly into Astral. 6Aair CH" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto", + "title": "Makoto", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Starter", + "title": "Nine the Phantom", + "section": "Intro", + "text": "You should pick Nine if You like having incredible neutral and space control You like having reliable anti-airs with good reward You like having strong oki and unblockable setups You want a meterless reversal with only a small resource cost You want freeform gatling combinations allowing for flexible pressure You should avoid Nine if You struggle with memorizing spell combinations You dislike unorthodox movement or need a normal dash for things such as dashblocking" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Starter", + "title": "Nine the Phantom", + "section": "Drive Mechanic", + "text": "In the game's lore Nine does not possess a Drive, but knows how to use magic. However this still uses theDbutton in game so in gameplay terms, it still works like a Drive. Nine's normal attacks are tuned to specific elements:Afor Water,Bfor Air, andCfor Fire. When her normal attacks hit/are blocked by her opponent, she gains mana for that element (Visualised by glowing coloured \"ribbons\" behind her). PressingDcasts a spell using all Nine's mana. Nine can save up to three mana - getting a fourth will delete the oldest one. Different combinations of mana will give different spells (20 in total!). Each spell is determined by the amount of each mana, not the order they are gained. Nine has two slots: Active and Stock. The Active slot is where she stores her mana, and the Stock slot is a backup slot, where she can store mana from the Active Slot viaSeamoss GateGuardStartupRecoveryTotal 23Advantage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Starter", + "title": "Nine the Phantom", + "section": "Key Moves", + "text": "Normals 4A,4B,4CJabs, abare, and pressure tools allowing for safe sequence enders.4Ais the fastest to recover and smallest,4Breachest the furthest horizontally and4Chas the best hitbox overall. 2A,2B,2C, and3CLows mostly just used in blockstrings for spell building.3Cis an exception, being a good grounded poke choice. 5A,5B,5CGrounded pokes, pressure tools, generally versatile moves.5Bis longest and slowest to recover,5Cis the middleground,5Ais smallest and fastest. 6A,6B,6CAnti-airs without head invulnverability.6Acovers above you,6Ccovers in front of you,6Bcovers the middleground. j.A,j.B,j.CAir-to-airs. j.2A,j.2B,j.2CAir-to-ground moves. Usage of these will be covered in the Neutral, Defense, and Offense sections Specials 214B, Mauvette Roar. Your only head invulnerable anti-air, only combos on CH. 214C, Navy Pressure Tracking projectile overhead with a deadzone in front of Nine. Used in unblockables. Fatals on CH. 214D, Flax Nurture. Your meterless reversal. Comes out with a spell in the active slot. Flax Nurture without a spell. No invulnerability, were you even paying attention? Supers 236236A, Flame Punisher. Fullscreen punish and 50 meter combo ender. 236236C, Azurite Inferno. 50 meter reversal, consuming both spell slots for a damage bonus. 236236D, Colorless Void. Astral Finish with some pretty decent comboability. A shockingly practical way to close out a round you were going to win anyways. WFF, Kunzite/Rock. Fast overhead and combo tool, +6 on block. WWF, Taaffeite/Fairy. Spell to use at the end of a combo for easy pressure. WF, Amethyst/Orb. +7 projectile, stays on screen for 5 seconds unless hit. WWW, Tanzanite/Freeze. Combo tool, freezes like Jin's Drive. 236D, Seeamoss Gate. Not a spell, but important for spell management. Swaps active and stock spell slots." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Starter", + "title": "Nine the Phantom", + "section": "Preface", + "text": "These combos may have \"Ender\" listed. This means you can use any of the following. Grants you a Fairy[WWF], this is the most, and arguably best spell for okizeme. Grants you a Uvarorite (a.k.a Meteors / Rain)[AAF]. Grants you a Kunzite (a.k.a Rock)[WFF], mainly you will use it for Distortion super enders. You can236Dinstead to save it for using Kunzite[WFF]on your pressure. Optimal 50% meter ender, input it as236D236C. 100% meter ender,j.Conj.C>3Chas to be very late. Input236236Cright after236236Brecovery ends." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Starter", + "title": "Nine the Phantom", + "section": "Beginner Combos", + "text": "4A/5A>5C>3C>5D[WFF] >5A>9sjc.A>j.2A>j.D[WWW] > fallingj.A>5A>3CA simple way to get damage as Nine while setting up her Fairy [WWF] okizeme, while it does less damage than214ABnB, this offers an easier timing, more consistency than214Awhen done close, making it a strong route of choice even at high levels of play. Common starters include:2A, or any sequence that ends in anAnormal >5C>3C. If you want even more consistency, you can microwalk after the5D[WFF] and then5A Note that after the5A, it has to be jump cancelled via super/high forward jump(2 > 9)input, otherwise, thej.2Awon't connect. This is a rule of thumb that applies to all Nine Combos. Throw >5A>9sj.A>j.2A>j.D[WWW] > EnderWorks both midscreen and corner and both airthrow and ground throw. 5B>214A> RC >5A>6A> sjcj.2A>j.D[WWW] > Ender5Bis a long range ground poke that you will use a lot, it's Nine's longest button on the ground. 5Bcancels into itself once whether on block or hit, so you can do5B>5B>214Aand the combo will work too. A basic metered combo in order to convert off a5B." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Starter", + "title": "Nine the Phantom", + "section": "The Nine BnB", + "text": "4A/5A>5C>3C>5D[WFF] >6C> delay214A>4C>5A>6A>j.2A>j.D[WWW] > EnderThe Main Nine BnB that every player of the character should learn (or atleast bother to try). If you're at point blank do one of the beginner combos above instead of this one. While in the video is performed4A>6Aafter214A, and you can do it if you want, it is prefered to do4C>5A>6Ainstead, since4Chas a bigger hitbox, making the pickup more consistent. 4A/5A>5C>3C>5D[WFF] >6C>214A>4C>5A>6A>9sj.2A>j.D[WWW] > EnderSame as the previous combo, but with no delay on the214A, which allows the sideswitch. 3C>5D[F] x1-3 >9sj.A>j.2C>j.D[WF] > land (5A) >9sj.A>j.2A>j.D[WWW] > EnderWhile3Cis a sort of a niche button used mainly in combos since there's is better low guard options, you can use this button at roundstart, counterpoking and low profile certain air approaches. [F] x1-3means you can use any charges of Fire spell for confirm from3C, whether 1 or 3, the more charges you have, the easier is to confirm afterwards. 3C>5D[F] x1-3 >9sj.A>j.2C>j.D[WF] > 66 >j.2A>5A>6A>j.2A>j.D[WWW] > Ender66j.2Aafterj.D[WA]can be a tricky link. [F] x1-3means you can use any charges of Fire spell for confirm from3C, whether 1 or 3, the more charges you have, the easier is to confirm afterwards. For more information on Nine's BnB, check hercombo page." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Starter", + "title": "Nine the Phantom", + "section": "Anti Air", + "text": "6A>j.A>j.C(jc)j.C>j.D[WFF] > fallingj.A>6A>9sjc.2A>j.D[WWW] > EnderApplying the things we already known with the past combos, this is an easy anti air confirm. 6Ahas a lot of vertical reach, and is one of Nine's main grounded antiairs. 6B>j.Aj.C(jc)j.C>j.D[WFF] > fallingj.A>6A>9sjc.2A>j.D[WWW] > Ender6Bis the tool for when opponent are right above you. Same as the previous route, but now adding aj.A. 6C>9sjc.A>j.2C>j.D[WFF] > fallingj.A>6A>9sjc.2A>j.D[WWW] > EnderWhile6Ahas a great amount of vertical reach,6Chas the horizontal reach, useful for catching jumpy opponents and for covering angled-air approaches. Its high hit stun makes easy confirm into a combo off it. 214BCH >5A>6A>sj.2A>j.D[WWW] > EnderA basic confirm off214Bon counter hit. While214Bis a niche tool because of another options like6A, it can't be dismissed or not used, it's her only move with head invulnerability and covers the best the vertical range among other options. On counter hit will make opponent bounce, and in the corner will make the opponent wall splat." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Starter", + "title": "Nine the Phantom", + "section": "Okizeme", + "text": "After a3Cknockdown into Fairy or Meteor, you can use any of your buttons to force your opponent to endure more pressure. Superjumpj.2Bcatches back rolls after a Fairy knockdown midscreen. If forced to route into an air ladder into aerial Crimson Raider, use the air ladder to build Fairy or Meteor and cast it as soon as possible. You should be able to continue from there similarly." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Starter", + "title": "Nine the Phantom", + "section": "Working around existing mana", + "text": "Sometimes you'll find you have an extra spell after a combo, or an extra spell in your stock slot you might want to take advantage of. You have a few options for this. Using different normal sequences Spells aren't built by order of mana, but by amount.WFFworks with any combonation of oneWmana and twoFmana. If I already have oneFmana, I could use a string such as5A>3C>5D[WFF]for Rock. Seamoss Gate You can trade slots with this, allowing you to use previously stored mana. An example of this is having aFmana after BnB in your stock slot. Using Seamoss Gate, you can set up Rock easier, only requiring anotherFmana and aWmana. Use a different spell" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Starter", + "title": "Nine the Phantom", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Combos", + "title": "Taokaka", + "section": "Intro", + "text": "There's quite a bit to say on Tao combo theory which would not quite fit on this dustloop page, which is why we recommend you look over this document here :Tao Practical-Optimal document. Her theory will be described more in-depth here so you can actually come up with optimal/near-optimal combos on your own. For her oki we will redirect you overthis documentwhich explains the reasoning on what option to pick based on conditioning etc. For any further questions that might be unanswered we also invite you over to thetao discordwhere we will be more than happy to answer your questions. When learning to execute Tao's combos it's helpful to understand that theDrive buttonneeds to be canceled as it hits, and if that cancel window feels arbitrary at first it might be because each Drive input (5D, J.2D,4D, etc) has it's own differentstartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.. So if timings feel a bit tight or weird I recommend focusing on each of them separately until the timing makes sense and it all becomes second nature. Another helpful piece of information is that Drive cancel in the air has differentrecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.depending on if it touches the ground midway or not, so a difference in height might make or break certain routes. Of course, that is already taken into account in the combos listed here, but knowing might save you a few head scratches later on when you try to improvise. Aside from that, there's nothing else to explain that can help you internalize it all faster, so get cracking on training mode. Others resources: BBCF Taokaka Combos and Moreby ???; Combo doc that breaks down the structure of combos into pieces and gives general advice on how to connect them, if that works better for you. Also includes some ideas for pressure gatlings and punishes. Combo Compendiumby Cryo; lists combos for basically all starters along with damage values, briefly talking about where each tool is commonly applied. Taokaka Combosby Capablanca/Gato; talks about CF relevant changes and what they allow, gives video examples of some applications and also lists basic combo routes." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Combos", + "title": "Taokaka", + "section": "Basic Combos", + "text": "This is a list of the most basic confirms you should learn to immediately start playing the character. If you're having trouble with any combo listed below I advise looking at thebasic combos videofor reference." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Combos", + "title": "Taokaka", + "section": "Air to Air", + "text": "Vital in confirming A2A attempts in full is estimating the relative height at which you will make contact, how close you will be and how many jumps you still have. If you have less than two jumps available and aren't in range for immediate J.2Dwhen you hit them you can still get some damage in but won't hitconfirm into a clean conversion." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Combos", + "title": "Taokaka", + "section": "Common problems", + "text": "How do I punish risky moves like DPs? Ideallythis, but if you're unsure if there's enough time for 2C you can go 2B > 6C on counter hit. J.2D misses: usually happens during 2D~6 > J.D~6 > J.C > j.2D if you're not high enough before J.2D (or if you do Drive~B Cancel too early). One way to solve being too low is trying to delay J.D a little so 2D~6 momentum will shoot you higher while the enemy gets lower. You have to be aware though that if you overdo it you'll get too close and maybe cross some characters after J.2D, which might ruin the rest of your combo. J.236[B](x5) drops: against some characters (like Platinum or sometimes Rachel) if you superjump cancel after 2B > 6A into J.236[B] one of the hits might miss because of their hurtbox. You can change the timing slightly or go for adifferent comboentirely to solve this. J.8D misses: against Kokonoe (or other slim characters if you're not precise enough) j.8D after J.4D~C might miss when midscreen. One solution is changing it to J.4D~C > j.B > j.8D~6 > j.2D~B while the rest of the combo remains the same. J.C/5C won't connect in the corner when going for 5D~6 > J.C > J.D~B > 5C: some characters' sliding hurtboxes won't get hit by J.C if you're directly above them (Jin) or won't catch them when you're high enough that Drive~B cancel recovers airborne (Kokonoe, Jubei) which messes up the combo. If you value the corner carry change J.C > J.D~B to a deep J.2B > J.D~A, otherwise go for another route. If you're already in the corner, 5D~C > J.C still works on Jin." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Combos", + "title": "Taokaka", + "section": "Basic OD Combos", + "text": "Taokaka's Overdrive combos can revolve around a few simple loops and end in Distortion Drive, Exceed Accel, a reset or whatever else you want. Important: whenever you feel the need to use5Bafter activating OD remember to delay the next button a little, otherwise the clone's5Bmight hit immediately after the button Taokaka herself cancelled into, overwriting a heavier hitstun with a light one which can cause the clone's next button to drop. Usually happens when the combo was already scaled by that point or from a weak starter." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Combos", + "title": "Taokaka", + "section": "Situational", + "text": "For now I invite you to be avisual learnerand pick what looks useful to you." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Combos", + "title": "Taokaka", + "section": "Sideswitch", + "text": "Combos for when you have your back against the corner and it's better to just go 180°. There are more variations but these should teach you the concept so you can extrapolate to other combos relative to combo time and possibilities. Go with what feels more comfortable for you." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Combos", + "title": "Taokaka", + "section": "Unconventional/Counter Hit Starters", + "text": "Your go-to punishes or occasional lucky hits. A good one to learn is this optimized corner route: 5D~6 or5D~C> J.C> J.5D~B> land >6A> back jump > (delay) J.236[B](x5) > land >6C>4D~B>2B>6A> sjc > J.236[B](x5) > J.2D~B>3C This gives around 4000 damage meterless and works from many good starters, such as: Crouching or counter hit2B/5C>6C>5D~6 > ... Air hit or counter hit6A>6C>5D~6 > ... 3Cor J.C/2C/5C>3C>236A(1)~5D~6 > ... J.236[B]Wallsplat >6C>5D~C> ... CH6C>6C>5D~6 > ... 5Ditself" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Combos", + "title": "Taokaka", + "section": "Astral Heat Routes", + "text": "Normally, when you land a throw or a2B/5C/3Cstarter on the corner and they are under 35% life you should be able to kill with meter and don't really need Astral (you can kill even Tager with a5Bstarter punish). But since Taokaka doesn’t fit two supers in a combo to close rounds when she has full meter and some practical confirms or routes might not break 35% life even if you throw all resources at the end, knowing routes that will kill from weaker starters when Astral requirements are met is not a bad idea. Going into Astral from weaker starters can be a pain, but consistent routes exist. Any combo listed below that works from a2Astarter also works from stronger starters if you feel inclined to go for them. Tips: The minimal input for Astral can be [4]28Dor [1]28D, going through '2' differentiates Astral from Trick Edge. When done back to back, the directional influence used to control Trick Edge's angle out of the wall helps charging Astral. Like with Trick Edge, what dictates the wall Tao goes to isn't necessarily the jump input used for the Astral command itself, but the direction on input buffer as she leaves the ground. So to make sure Tao gets to the wall in front of her it's best to hold '9' or '6' until you see her moving, as letting go of controls too soon and inputting neutral defaults to the wall on her back regardless of what came before. Max delay: Jin, Noel, Taokaka, Litchi, Tsubaki, Hazama, Valk, Platinum, Es, Azrael, Kagura, Kokonoe, Terumi, Naoto Special cases(*): these characters don't get hit by Trick Edge easily and it's more consistent to cancel into TE after a single hit of the second juggle =22C(x2)(x1), then walk under towards the corner for the Taunt(1) >AH This list is not meant to be extensive, just to showcase relevant possibilities. Here are a few examples of routes against characters not encompassed by previous variations or whose specific versions might have easier application." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Combos", + "title": "Taokaka", + "section": "Using Overdrive", + "text": "Good reasons to consider using Overdrive for Astral routes: combos are easier, work even midscreen and have burst lock, so if the opponent has Burst and/or you don’t have a lot of OD time to extend the combo, going for Astral might be the best idea. But excluding those, in most cases your consistent go-to damage dealer might save you mental resources and spare you of a costly and embarrassing drop. Unless stated otherwise, all combos work with minimum OD time (at full life)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Combos", + "title": "Taokaka", + "section": "External References", + "text": "Combo Doc" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Combos", + "title": "Taokaka", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "Overview", + "text": "Crimson is the system that handles Curse Meter. Each of Arakune's Drive attacks build up a certain amount of curse. Drive Attacks build up curse on hit or on block for half the normal amount. 236d (cloud) and 22x (spiders) also build up Curse. If Arakune has any Curse gauge built up, Arakune's opponent will be cursed immediately on activation, starting the Curse gauge's depletion. While in Overdrive, the Curse gauge depletes at half the usual rate extending the time the opponent spends cursed - however, if Overdrive was used to activate Curse it will deplete at the normal rate instead. Additionally, if the opponent is not cursed, all Drive moves and Zero Vector's Curse clouds each build twice as much gauge. As with all Overdrives, Arakune's Distortion Drives are buffed, applying more hits and dealing more damage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Your bread and butter grounded confirm and overall fastest normal. Hits crouchers but can get low profiled by a few 2As. Your best grounded button and one of the best Jabs in the game in general due to the reward it leads on hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A good move to confirm hits against airborne opponents. Occasionally useful for its large active frame window. On block reverse gatling into5Acan act as a frametrap, but usually only used for5B→5Dor5B→4Bfor a frametrap or as a combo filler. Late gatling to5A. Jump cancel available only on hit. Can only hit 3 times per use, advantage depends when the last hit occurs. Max 3 hits Counterhit state ends immediately on third hit that connects Cancellable (on hit/block/whiff) into 5A frames 22~27" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A weird anti-air button. A little too slow to catch most instant air dashes on reaction but makes up for it by being almost completely Head invulnerable for the duration. A great callout to specific moves or to prevent standard jump ins but needs either a read or good reactions, so that the opponent can't just land and2Apunish. Do not rely on it as you would with other anti-airs." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Your farthest reaching low and a good poke. Tied for slowest2Ain the game however, so don't go mashing it in pressure." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A short reaching but fast low, and the closest Arakune has to a more conventional2A. Useful as a low profile to catch some aerial approaches (such as Rachel 5B → j2DA). A quicker but riskier anti-air than5Cas it has no invul. Hits behind Arakune (1[A]BBBBB crossup OS). Low profiles extremely well. Can gatling into itself OR5Bonce, cancelling into itself can be done on whiff. Whiff cancellable into itself from frame 10 (3rd active frame) Counterhit state ends early, frames 10-11 are active but not CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A far traveling but unsafe low approach. Good for whiff punishes and scooping people up during curse confirms. Gets significantly safer if the opponent blocks only the very end of the move. Only leads to6Dmidscreen without Rapid pre-curse. If spaced correctly it becomes + and gets more combo routes. Please don't try it, as any non sleeping opponent will just let you whiff and kill you. Does 5 hits max in 6F intervals Only first hit is a low" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Arakune's standard overhead. Gatlings into2Bfor an airtight high to low mixup, and can be jump canceled, making it amazing on block. Also frequently used to end curse combos due to its hard knockdown and vacuum. Knocks down on air hit. Enables some mean fuzzy setups on block. Can be used to pull opponents out of the corner slightly so that you can side swap with a dash cancel. Vacuums on hit or block Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Moves Arakune forward if used after 5A Grounded pre-curse combo staple, knocks opponents away. Useful for its guard point vs Body attribute attacks when used alone, but risky as it can't be jump cancelled on block. One of Arakunes best combo enders due to the knockback, gatlings and it being a hard knockdown. Maximum Slide duration 10F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "4B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One more mixup tool in a character bristling with mixups, this is extra rude to anyone who watches your model too closely due to its more subtle startup animation, particularly during curse or bring partially invisible. Viable as a pre-curse starter, good combo filler. Jump cancelable on block. Go wild. Second part of the animation has no hitbox, can't be used to check tech rolls. Vacuums on hit Crumple Duration 29F, Crumple Fall 60F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Arakune's rekka chain. Sees extensive use inside curse combos, but leads to little pre-curse without rapid cancel. The new ability to hold C to continue makes negative edging in curse combos much easier as you no longer have to incorporate the C bug into the combo until the rekka completes. Impractical pre-curse overhead. Combo Staple in Curse. If the opponent blocks it prepare to eat a free5Bpunish since6CChas a rather big gap. You may hold C to automatically continue to the next followup. On counterhit or air hit, you may stop after the 2nd hit of Arakune's rekka to combo into5A→6Bfor curse. Follow up #1 from6C. Fruitful for its cross-up reset, not too good for anything else other than combo filler. Don't continue to the 3rd hit unless you're already hitting them, as it has worse frame advantage than the 2nd hit and no additional properties. 6C Airborne from frame 7, invuln ends on landing Cancellable into 6CC from frame 38, until landing 6CC Cancellable into 6CCC frames 25~31 6CCC Airborne from frame 13, hit occurs on landing" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A teleporting low that tracks to the opponent. Max range roughly 1/3rd screen. Be careful when using it as a punish as it will lose to anything with an active hitbox. This move interacts strangely with crossups, allowing for some unexpected sideswap setups. As a starter can combo into214Band will always combo into CT. Massively unsafe on block but can be special canceled into 214X teleports. Try it against Hazama chain-jumpins. Tracks opponent" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Your primary air to air confirm. Good for keeping the opponent locked down and blocking. Only 1 active frame with no whiffcancel hurts the usability for air exchanges a lot, considering its tied with airthrow, which has better reward, priority and a much better hitbox. Can cancel vertical movement from air dash by holding 4 while inputting this move. Jump cancelable on block on a character with 2 air actions and a 5F airdash. Do your worst." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Arakune's primary air to ground starter and all around most used move. Extremely effective for pinning down an opponent for pressure or to punish an unsafe move from the air for a combo. You can fall onto opponents directly from an instant air dash by holding 4 while doingj.Bfor a 28f frame overhead, or to cover your retreat from an airdash back. Can cancel vertical movement from airdash by holding 4 while inputting this move. Rising j.B hits all characters at some point during crouching blockstun except for Celica, Naoto and Mai for a 16F overhead. Note that it causes soft knockdowns, soj.B→j.Ais needed to confirm on airborne opponents quite a lot. First hit that connects must be blocked high, remaining hits can be blocked mid" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Spikes the opponent to the ground for hard knockdown. A staple of nearly every pre-curse combo for its ability to combo intoj.Dand loop. IADj.Ccan still be an effective cross-up when used sparingly however. Fatal starter hard knockdowns on hit and lets you do even j.C j.C j.C j.C etc. Propels Arakune in the direction he is vertically moving, not an instant overhead option. Can cancel vertical movement from airdash by holding 4 while inputting this move and as such is used to fall faster than normally after IAD. Bounces Arakune in place on hit, but can be directed left or right with 4 or 6 upon hit. Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "j.6A/B/C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Air to air confirm and combo filler. With high execution, it's good for pressure. Great for closing distance air to air and for mixing up your approach and fall timing. Versions differentiate in active, recovery frames and distance traveled, A being the shortest, and C being the longest. Additionally a great way to dissuade your opponent from jumping. Whiffs on most crouchers. Landing recovery applies if the move reaches frame 5" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "j.2A/B/C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Arakune's dive attacks. Pops Arakune upwards a bit before beginning the vertical dive. Good for juking the opponent when you're otherwise out of air movement options or just getting to the ground quicker. First few startup frames let you ignore landing recovery, meaning that a properly timed j2X on hit into another j2X cancel lets you act a lot faster. J2A is able to steal the corner due to how it shrinks Arakune's collision box. Doesn't have a hitbox until Arakune is falling properly, so it cannot be used to hit opponents above him. Can cancel into each other on hit, but not into the same dive twice. Hits overhead on grounded opponents but unsafe on block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "Drive Moves", + "text": "Arakune is one of the characters who rely heavily on their Drive effects. Arakune's play is set into two different phases, pre-Curse and Curse. During pre-Curse, the goal is to curse the opponent, so it is essential to include or end your combos with a D attack (or a special attack that can serve as an equivalent) to gain curse meter. The curse gauge is set at 0 at the start of every round and has a maximum capacity of 6000." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Incredibly active, but don't whiff this unless you yearn for death. A relatively safe way to tax a blocking opponent with curse meter due to its jump cancel and huge pushback on block.5B5Dhas a 1F gap on normal block. On hit can lead to3Cor iad jX/tk j6X on grounded opponents or jD on launched opponents outside of corner for combo continuation. Knocks away, Wallsplats in corner. 1500 Curse on hit, 750 on block During OD, 3000 Curse on hit, 1500 on block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "1D/2D/3D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 99% of uses are in the corner 236236C starter full curse route. Still marginally useful as a grounded zoning tool to prevent run-ins when used intelligently. The location of the spawned bug can be changed to be closer or farther from Arakune depending on the direction held. (1Dis identical to the location ofj.D,2Dhits betweenj.Dandj.3D, and3Dhits at the location ofj.3D. Seej.Dchart below) Only the bug that leaps out of the ground has a hitbox, the first projectile does not. 1500 Curse on hit, 750 on block During OD, 3000 Curse on hit, 1500 on block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Headbutt that spawns a downward drifting, curse building bell bug in midair. If jump cancelled with good timing can loop between the bell bug hitting,j.D, and back to itself. Jump too early and the projectile will not spawn however. Mostly useless as a Fatal Counter. Bell bug itself can be extremely useful as both an oki tool and as a zoning tool. Especially useful in certain matchups, such as against short stepdash characters that rely on air dashes to gap close. 6D Fatal Counter Projectile is spawned on frame 16, first visible on frame 18 6D Bug Listed startup is from beginning of 6D, startup from projectile spawn is 23 (21 from first visible) 1500 Curse on hit, 750 on block During OD, 3000 Curse on hit, 1500 on block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "j.xD", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll If opponent is not currently cursed, Gives 1500F Curse on hit, 750F on block (Both values are doubled if in overdrive) Can be aimed in any of 5 different locations on the ground relative to Arakune's position based on input (j.4/1/2/3/6/5D), making it great for both combo extension and sniping the opponent. On hit, knocks the opponent up into the air for a combo. When used as a starter can combo into itself at different ranges with good timing. Secretly the input is actually j.D~direction. Gatling options:j.6A,j.2A,j.6B,j.2B,j.6C,j.2C,j.D 1500 Curse on hit, 750 on block During OD, 3000 Curse on hit, 1500 on block Landing recovery applies if move reaches frame 4" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "Curse Bugs", + "text": "Once the curse gauge reaches 100%, it's time to summon bugs, these bugs change the entire scope of Arakune's combo potential, creating a variety of options off of the simplest hits. Although powerful, in curse you are not invincible. All bugs vanish if Arakune takes a hit, and there is a cool down between summoning of the same bug. The fun stops when the Curse gauge depletes. Uninterrupted curse expires after 10 seconds. Do what you can during that time, with good execution, you'll be happy about the outcome. Each bug is summoned by releasing it's corresponding button (A, B, C, D). Hold left or right during release to alter the bugs horizontal summoning position/trajectory. (See individual bug sections below for alternate trajectories.) Tip: Bug trajectory is independent of distance to Arakune, use screen landmarks such as lifebars and heat gauges to keep track of bug paths while moving." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "ABug", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A small bug that drops in an arc from the top of the screen before bouncing once and disappearing. The fastest to summon of all the curse bugs, A bug can be re-summoned as soon as it bounces or hits the opponent, allowing for there to be up to 2 on the screen simultaneously. It's best used to lock down an opponent who gets away during curse, or to set up an airtight blockstring on a stationary opponent in order to start curse mixup.5A→5A→ \"A Bug\" hit is an infinite, airtight, curse blockstring. Vacuums towards Arakune on hit and block, regardless of original direction. Massive hit/blockstop means this little bug has insane blockstun. Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "BBug", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A fast traveling bug that shoots up from the ground and away from Arakune at a 45 degree angle. Great for controlling air space and punishing opponents who attempt to retreat or roll during curse. Its multiple hits make it ideal for confirming a hit before moving into curse combos but scaled the damage quite hard. Re-summonable roughly one second after leaving the top of the screen. Pushes opponent away from Arakune on hit and block, regardless of original direction. Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "CBug", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A large bell bug sprouts from the ground in front of Arakune before breaching the surface and jumping in a wide arc towards him. Slow startup but impossible to avoid in most curse mixup situations. This bug forces you to barrier block Arakune correctly or be guard crushed and immediately put in a curse combo. Enables very mean invisible teleport crossups, and is a staple in curse combos for its ability to freeze the opponent in hitstop to allow for further combos with D Bug and Arakune's normals. Re-summonable roughly one second after disappearing. Note that C Bug will always jump towards the direction that Arakune was in when it was originally summoned, not the direction Arakune is when it finishes burrowing and jumps. However, it will always move the opponent towards Arakune on hit or block regardless of which direction it jumps. Extreme vacuum effect towards Arakune on hit or block, regardless of original direction. Lengthy Hitstop. Bonus Proration 110% Crumple Duration 27F, Crumple Fall 60F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "DBug", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The reason why curse deals so much damage. A wriggling larvae tumbles down from the ceiling and momentarily buries itself in the ground before bursting upwards as a mighty moth. Curves and slows very slightly as it falls. The falling portion of the attack (generally called \"D Bug 1\") is multihit and the main source of combo damage inside of curse. The rising portion of the attack (generally called \"D Bug 2\") launches. Technically re-summonable almost instantly after leaving the screen, but as it travels the full height of the field it has a functional cooldown of about one second. Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "Ground Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A lot more useful for Arakune than for most because of C Bug's guard crush properties. While an uncharged Crush Trigger barely makes a dent in a barrier gauge, a charged one will deplete it by half. This makes Crush Trigger a very good trump card against anyone who runs low on barrier gauge mid-curse. Lock them down with A and B bugs and hit them with a fully charged Crush Trigger, depleting their barrier and making the next C bug unblockable. Additionally, against anyone not paying attention enough, Crush Trigger leads directly into5A→6Bfor full curse, a rude surprise. Is independently useful as a combo extension after3Cin situations where214Bwould whiff, allowing you to finish a pre-curse combo. Can sideswitch on airborne oppnents (5C CT). Hard KD on air hit. 5A+B Crumple Duration 50, Crumple Fall 83 5[A+B] Crumple Duration 50, Crumple Fall 83" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "Equals Zero", + "text": "236B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 30F recovery is shorter than the recovery of some other things, like throw or5D, so special cancelling into this move can make them recover faster. Invisibility on demand (sort of)! This move is often overlooked, but it's hard to understate its usefulness when used properly. Makes blocking an already difficult to block character a nightmare that few escape from when in curse. Out of curse it's an effective way to play keepaway while keeping the opponent somewhat uncertain of your exact positioning and so less able to strike back with precision. Invisibility hasno maximum durationand only expires when: Arakune is hit or blocks an attack of any kind Arakune's physical attack hits or is blocked Arakune's projectiles do not count for the sake of dispelling invisibility, which means that the following attacks do not break stealth: All curse bugs j.D 2D 6D's bell bug 22X spiders Zero Vector curse clouds If p then q command teleports' catch grab F of G Distortion Drive and F Equals Distortion Drive" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "Permutation, N, R", + "text": "22A/B/C(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The \"spider move\". Arakune summons a giant spider to hit the opponent. The button used only affects where the spider is summoned. A great move for punishing opponents who refuse to approach, or who are too predictable in their techs/rolls. Even on block this gives a normal Drive move's worth of curse so it's an extremely good option for risk free oki on neutral tech. Attempting this at close range for anything other than an air stall is asking for bad news however. Of note: the spider's hitbox does not go away until it begins to move back upward in full. Don't run headlong into a stationary spider at the end of its web. Don't do it. It's embarrassing. Spiders can be summoned at the two edges of the screen and dead center depending on the button used. You may cancel a spider's descent at any time with another spider. You may not use the same spider more than once in air. 22A/B/C 2000 Curse on hit, 1000 on block During OD, 3000 Curse on hit, 2000 on block Starting height of projectile is based on camera position j.22A/B/C 2000 Curse on hit, 1000 on block During OD, 3000 Curse on hit, 2000 on block Starting height of projectile is based on camera position" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "Y-Two Dash", + "text": "j.236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An enormous multihit aerial move that travels in an arc, Y-Two Dash is a combo staple during curse. It makes for consistent conversion from the air into C and D Bug as well as a continuation from the launch of D Bug's 2nd hit, allowing combos to flow from Y-Two Dash to bugs and from bugs back to Y-Two Dash. Outside of curse it's a good way to end an air combo if you can't confirm into a curse building combo in time as it gives emergency tech knockdown for oki. It's technically a quite large overhead, though it's seldom seen used as one." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "Zero Vector", + "text": "236D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Summons a noxious cloud at random that builds curse meter for as long as the opponent is within it. There are three types of curse cloud, each with their own behavior and rate of curse meter gain, but only one may be active at any given time. If a cloud is already out, guaranteed to be a different type from last time. Type A is a round cloud formation that slowly homes in on the opponent. It's the most generally useful of the clouds, but builds curse the slowest. Adds 20F of curse time for each frame opponent is in the cloud. (40F during Overdrive). Builds from empty to full curse in 5 seconds. Type B is a ring shaped cloud that follows Arakune's movements. It can be used offensively with teleports and dashes to try to force the cloud over the opponent, but is at its most useful on corner oki where the opponent is forced to remain inside the cloud during blockstun. Adds 40F of curse time for each frame opponent is in the cloud. (80F during Overdrive). Builds from empty to full curse in 2.5 seconds. 236D Cloud lasts for 15 seconds, dissapears if Arakune blocks or gets hit When a second cloud is summoned, second cloud is guaranteed to be a different type from first First cloud disappears if second cloud summoned j.236D Cloud lasts for 15 seconds When a second cloud is summoned, second cloud is guaranteed to be a different type from first First cloud disappears if second cloud summoned" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "a±b", + "text": "236Dduring Curse (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The slow cloud, one of the most powerful specials in the whole game. Can only be summoned in curse. Slowly homes in on the opponent before attaching to their character on contact. Once attached all horizontal movement from the opponent is reduced to roughly 1/3rd of normal horizontal distance and travel speedINCLUDING ROLLS. You can still jump and use any vertical components of special movements normally while slowed (such as Mai's 214 command backjump or Rachel's Wind), but any horizontal movement in such a move will be fully affected. Horizontal movement includes things like runs, walks, air dashes,Jin's Ice CarGuardLowStartup17Recovery19+7LAdvantage-10, Bullet'sDrive attacksGuardAllStartup30~??Recovery14Advantage-5, Mai's236 command dashGuardStartupRecovery28Advantage, Nu'sAct ParserGuardStartupRecovery41Advantage, Izayoi'sB and C version Mirage ThrusterGuardStartupRecovery41Advantage, and even teleport dashes such asAzrael'sGuardStartupRecovery20FAdvantageand Arakune's himself. It mostly does not affect moves that teleport with a set position in mind rather than a direction of travel, such as Bang'sfour seal Distortion DriveGuardThrowStartup19+(60 Flash)+3RecoveryGround: 28Air: Until L+14Advantage, Izayoi'sD version Mirage Thruster teleportGuardStartupRecovery31Advantage, orArakune's screen wrap.GuardStartupRecoveryTotal: 47Advantage(With the somewhat odd exception of Kokonoe'sGraviton teleport,GuardStartupRecovery33Advantagewhich barely moves her at all when slowed) 236D Curse Cloud lasts until Curse ends or Arakune is hit j.236D Curse Cloud lasts until Curse ends or Arakune is hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "If p then q", + "text": "214A/B/C(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Arakune's feint movements; All of these have Arakune perform a motion that looks like some other movement or attack before teleporting to a new location. They do not send a \"fake\" Arakune to do the false motion. All teleport motions can temporarily place Arakune off the side of the screen, causing a turnaround for a few frames, however none of them are able to squeeze between a fully cornered player at the end of the move, so will switch back afterwards if they collide with the other player and onlyj214Cforces to block a sideswitch on a fully cornered opponent. Arakune jumps forward to the top of his jump arc before teleporting down to the ground just behind his normal jump landing position. One of the better versions for raw movement, but no strike invuln. A great way to cross up opponents in curse setups. If done in the corner, you will return to your original side, but the first frame of input you have will have reversed controls! so be careful. Arakune starts his walk forward animation for a second or so before teleporting back to the position you started in. Fantastic for baiting opponent reactions and punishing as it looks exactly like moving forward to continue stagger pressure and has by far the most generous invul window of the teleports. Fairly safe as long as the opponent has to block Negating \"p\" afterwards, a good special to cancel to if you cannot jump cancel a string. Combo staple after3C. Arakune fakes the animation for6Dbefore teleporting to the position the bell bug would normally spawn. Invul as soon as Arakune starts to dissolve. Do after the 5th hit of2Cif you're a complete maniac. If you do this at a cornered opponent, you will appear above them with sides reversed, but if you just land, you will return to the original side. Costs an air option Same as grounded214Abut in air. Arakune jumps forward before teleporting to the ground, travels the same horizontal distance as a grounded jump. Arakune fakes the animation forj.Dbefore teleporting to the ground behind him. Pre-curse air combo staple as you have perfect control over where Negating P comes out since Arakune doesn't move before teleporting. j.214A Costs an air option j.214B Costs an air option j.214C Costs an air option" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "Negating \"p\"", + "text": "Near opponent during If p then q H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A blockable projectile spider that appears after teleports if the opponent is close enough to Arakune's departure. If the spider hits, the opponent is cocooned and hoisted up to the top of the screen. Equally useful as a combo tool and as a free punish for those who get too eager to rush you while teleporting. This moves properties are identical no matter which teleport was used to create it, but some teleports are able to use it much better than others (Ground and air214Bare especially good for it). No matter how close to teching the opponent is the cocoon will always finish reaching the top of the screen before they are allowed to airtech. They will always be able to tech once it reaches the top, even on a Fatal Counter, so tag a curse building spider on the end of it if you can't follow up with a proper combo before they reach the apex of the stage. Alternatively, you can take the time they're in the cocoon to position yourself, set up clouds, or turn invisible; sometimes a better use of time if you weren't able to follow with a combo to build full curse meter. Activation is automatic, triggered by a distance check between Arakune and the target's origins.Distance is 130,000 vertical and horizontal for most characters, horizontal distance is 160,000 for Tager and 152,000 for Susano'o. This is only slightly larger than the distance two players can physically collide. Distance is 130,000 vertical and horizontal for most characters, horizontal distance is 160,000 for Tager and 152,000 for Susano'o. This is only slightly larger than the distance two players can physically collide. Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "Wall Teleport", + "text": "j.44/66 against a wall H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of Arakune's primary getaway options when under pressure. Lets you teleport from one side of the screen to the other as long as you can jump into one edge of the screen (does not have to be the full on corner of the stage, just the full stretch of the screen at the time). This often puts opponents in a pickle, as if they get too close to you without locking you down, you escape; and if they hover near the middle of the screen to try and cover your exit, you're free to zone them. Savvy opponents won't let you get away with this for too long however, as teleport has a fairly lengthy duration, not including the time spent jumping back to reach the wall. Actually takes the corner from the opponent away frame 2. Costs an air option" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "F-Inverse", + "text": "236236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Arakune's only reversal. Arakune morphs into a gargantuan tarantula before firing a massive laser above him, Arakune's body also has a hitbox which launches opponents upwards and inwards into the laser itself, allowing it to hit even on grounded opponents. \"Spider Laser\" is the Distortion you're going to see out of Arakune the most often as it's definitely his most widely useful. It's his only source of true reversal outside of Counter Assault and Burst, and it has a fairly impressive startup time for punishing those trying to smother you on wakeup or push their luck on blockstrings. It's also the only Distortion he has that's realistically capable of tacking on extra damage after a combo, and can be chained into itself if you have 100% heat. It's not uncommon to see rounds end in Curse > Laser > (OD) Laser to clinch. Pre-curse F-Inverse can lead to full curse in the corner (5D→j.D→6D→j.C→j.D), and 100% curse midscreen (6D→j.D→j.C→j.2D→ IAD →j.C→j.2D). Since it's your only DP most opponents will be scouting for it, and if blocked without enough heat to Rapid Cancel they'll have all the time in the world to punish you with the most severe Fatal Counter combo they can perform; therefore abusing the threat of this reversal can be just as important as actually using it. With 50% heat and an opponent conditioned to respect it, your opportunities to escape pressure expand greatly. Funnily enough, since both the laser and the body portion of the attack are considered their own hitboxes and are active through the entirety of the move, you can end up surprising some people by scooping them right back into the super when they run in to punish. To avoid this, all they have to do is remember to block the body hit before attempting their real punish, so don't count on it. The Overdrive version of F-Inverse has more hits, a wider laser hitbox, and allows left and right movement at triple the speed. Try not to let the increased size and movement speed throw off your combo in the rare instances you OD super and still need to combo. Can move left and right slightly while active. 236236C Values in [] are during OD Minimum Damage 12%: 76 reversal 236236C Laser Values in [] are during OD Minimum Damage 12%: 735 [1113]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "F of G", + "text": "j.214214D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Arakune summons a massive swarm of bees from the ground, stinging and cursing anything and anyone on their way up off the top of the screen. The amount of hits this move does is somewhat variable, but it hits the most (24 hits) right in the very center of the move. Further towards the edges the opponent will be hit by less and less bees, often in multiples of 4, down to a typical range of 12-16 hits. Each hit gives 500F curse meter, so while it's rare to see someone be hit for less than 12 hits, it is not impossible to get caught in F of G and escape uncursed. On block the bees do significantly less, typically 1/3rd curse meter in the very center and a little less than 1/4th around the edges. In neutral this super is a very poor choice, as 35 frames after superflash is plenty of time for your opponent to dash out of the super's radius and punish you for the attempt. Instead, this super is best used as a fullscreen 100% curse punish and way to start pressure. Additionally this super shines as a re-curse option. Pop this in corner after your curse combo ends and the opponent will have to start their new lease on life at a sizeable curse meter deficit right off the bat. Do it right with a cloud on the field or catch them trying to mash something and you might just get a free re-curse for your trouble. The Overdrive version produces double the number of active bees, but they are spread over a wider area, so it won't deal double the number of hits. Both versions produce the same number ofvisiblebees (and in the same positions), but in the normal version half of them don't actually have a hitbox. Hitting Arakune while active will cancel the bees. Values in [] are during OD Spawns a bug [2 bugs] every 3 frames, 24 times Each bug is active for ?? frames Minimum Damage 10%: 384 [768]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "F equals", + "text": "236236Dduring Curse (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Arakune does his best moth call and summons a massive flying bug which takes continuous, multihit passes across the screen until curse ends. When summoned the curse gauge turns from its usual red hue to a royal purple as an indicator that the moth is active. Hitting Arakune will stop the bug from starting another pass until the combo ends, butwon'tstop it from finishing the bombing run it's already on, making the usual tactic of \"CA Arakune to stop the bugs\" largely useless against F equals. This lets you get away with increasingly unsafe mixups and approaches as long as the bug can cover you after the retaliation should the attempt fail. You can summon two Mothras if you are crazy enough to invest the heat. As good as that sounds though, realistically this super is rarely used. Arakune can already avoid pretty much any counterplay given enough execution and it's hard to justify the 50 meter and time in curse spent summoning the super over just starting a regular curse mixup, as in most cases combos involving the F equals moth do about the same or less overall damage than a standard curse combo while taking substantially more curse time to finish. You also often can't complete your standard combos while the moth is active as it will break up D Bug's launch if timed inopportunely. In theory you can use the super to get more windows for resets, but that's also more opportunities to fail. Generally, just being in curse normally with 50 unspent heat is more efficient use of your curse time. It's not all bad news though. For being what this super is it's unquestionably Fun™ to use, and an amazing way to swag on your opponent. And in situations where you don't need a full combo to kill, this super is pound for pound your best way to spend 50 heat in order to get more chances to connect with your opponent while in curse. Pop overdrive if you have it to start the super with even the smallest windows of curse and have Mothra cover both your approach and your retreat should you fail. In Overdrive Mothra loses the 8 hit cap per pass and becomes capable of multihitting as many times as the opponent is still in the hitbox. Usually this means 10-11, but in ideal scenarios it can be pushed to 15+. Additonally by simply Overdriving you give yourself more time in curse, meaning the super stays active longer. Without Overdrive you can expect 3-4 passes from F equals when called early. With it you can get up to 6. You're usually better off saving your heat for something else. Bug starts travel in the direction Arakune is facing. 236236D Only available during curse Values in [] are during Overdrive Bug lasts as long as Curse is active Bug attacks again 30F? after leaving screen Minimum Damage 0% j.236236D Only available during curse Values in [] are during Overdrive Bug lasts as long as Curse is active Bug attacks again 30F? after leaving screen Minimum Damage 0%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "n Factorial", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Swaps sides. Foot attribute, unlike most other Exceed Accels. Otherwise behaves the same as every other Exceed Accel. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during AF Minimum Damage 10%: 298 {570+57}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "N-Infinity", + "text": "64641236D(Air OK) whenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune", + "title": "Arakune", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Guard", + "text": "Guarding, commonly known as Blocking, is the fundamental form of defense in fighting games. Most special and supers moves also inflict a small percentage of their damage (in this game, 5%) through guard. This is known as chip damage. When a player guards, they are put into a state known asblockstunduring which their ability to act is mostly taken away. During blockstun,Counter Assault,Overdrive Cancelcan be used during blockstun, if the resources are present. Guarding an attack also pushes the defender back. This phenomenon is calledpushback. The amount of pushback varies by attack, though generally the higher theAttack Level, the more pushback. Some attacks even pull in the defender instead of pushing them back (known asvaccum)! When the defender guard a strike in the corner, pushback is applied to the attacker instead, making sure that the net pushback both characters experience is the same regardless of corner. This corner effect does not apply to projectiles, but does apply to strikes done by partner characters like Carl's puppet Nirvana. During blockstun the defender will automatically block other attacks regardless of what direction the defender holds until blockstun ends! This effect is known asBlock Carryoverand lets the defender more easily prepare reversal inputs and more safely inputInstant Blocks. Block carryover ends immediately when blockstun ends, even if it's only a one frame gap Block carryover works even when the opponent switches sides. Defenders must still block correctly - low attacks must be blocked low, and high attacks must be blocked highHold any downward direction to block low. All other directions will block high. Hold any downward direction to block low. All other directions will block high. Some attacks cannot be guarded against. These generally fall into three categories: throws, Guard Crushes and unblockables. Throws are proximity based attacks which cannot be guarded against. Guard Crushes are special strikes that puts opponent on a special state on a normal block where they cannot perform any action. Guard Crushes can be prevented by Barrier. Unblockables are special strikes which hit opponents even if they guard. Unblockables, such asHakumen'sYukikazeGuardUnblockableStartup1+(36 Flash)+43Recovery39Advantage, must be avoided in some way other than guarding. A throw is not blockable A red guard crushing effect will appear if you tried to block an unblockable strike There is also another class of unblockable attacks that exist by hitting a grounded opponent with high+low attacks at the same time. Because they can not block both high+low at once, they are guaranteed to get hit. There is no icon to show when this unblockable happens, though there is an exclamation mark showing that they blocked \"incorrectly\".CarlandNineboth have setups into these types of unblockables." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Grounded Guard", + "text": "Hold 4 or 1 While Grounded There are 2 types of ground guard: standing guard and crouching guard. Standing guard will block high and mid attacks, crouching guard will block mid and low attacks. If you guard incorrectly you will get hit. A yellow \"!\" will appear over your character if you incorrectly guard a low, and a red \"!\" for incorrectly blocking a high. Remember, you cannot block against throws, and some attacks are unblockable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Airborne Guard", + "text": "Hold Any Backwards Direction While Airborne There is no high-low blocking in the air, making it a common place for defenders to go to avoid blocking ground-based high/low/throw mixup. That's not to say that being airborne is a fail-safe defensive posture; getting airborne is a risk since jumps have a bit ofvulnerable startupand you need to deal with air throws, crossups, and air unblockable attacks. There is also 2 frames more blockstun when blocking in the air. Landing while in air blockstun will replace any remaining air blockstun with ground blockstun! Many ground based attacks are air unblockable. Typically all of a character's grounded normal moves except5Aand2Aare air unblockable. Air unblockable attacks can still be air blocked usingBarrier. A cyan colored exclamation mark will appear when hit by an air unblockable attack. As a general rule of thumb, use Air Barrier Block if the opponent is attacking you from the ground. By default, Special Moves, Distortion Drives and Astral Heats can be blocked in the air normally, but exceptions apply. In the frame data, an attack that isNOTair unblockable will have their Guard values listed asAll. Note that this is not the same asMid, as these attacks are air unblockable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Cross-up Protection", + "text": "Blocking can be difficult since the opponent can do tricks to swap sides. However, there is slight leniency to give players time to switch blocking direction: the first 3 frames after the opponent swap sides (not necessarily in blockstun), they will still block attacks from the opposite direction even if they are holding forward direction (with respect to opponent)! All other rules for blocking still apply, such as needing to correctly block high/low." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Guard Bonus", + "text": "When a character is in blockstun for over 6 seconds with almost no gaps in between (at most 6 frame gaps are allowed), they will automatically begin Instant Blocking all attacks and the HUD will display a \"Guard Bonus\" message." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Instant Block", + "text": "Begin Guard Right Before An Attack Connects (8 Frame Window) Instant Blocking is a more powerful, advanced form of blocking. On successful Instant Block, your character will flash white. If you mistime an Instant Block, you are unable to instant block again for 20 frames; this prevents mashing IB. Recover from blockstun 3F faster (6F for air IB); Gain extra 1% static Heat from blocking; Reduces the amount of pushback, leaving you closer to the opponent. A successful IB will give you more room to either escape pressure or abare out of block strings. Instant Blocking fast multi-hitting attacks (such asNu's6CGuardMid×2,All×6Startup22Recovery24Advantage-3) will Instant Block every hit within the 8F window. In these instances, you will only gain additional Heat once for each time you input block. Instant Blocking does not reduce chip damage, nor does it allow you to make \"illegal\" guards: you still must guard high/low correctly, and air IB will not guard air unblockable attacks. Note that you can Instant Block without leaving a crouching stance by switching your directional input from 1 (down back) to 2 (down neutral) and back to 1. This gives you the benefits of Instant Block without the risk of getting clipped by a true string of lows. However, you will still need to input 4 (neutral back) to instant block overheads." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Barrier", + "text": "While Guarding, holdA+B Barrier is a crucial defensive mechanic which, like Instant Blocking, is an enhanced form of blocking. This comes at the cost of spending Barrier Gauge while active, but provides a suite of benefits, such as negating chip damage and increasing pushback on block. Activating Barrier for a moment spends very little of its Gauge, and deactivating it has no recovery. This makes it the go-to option in most defensive situations and it can be used liberally in any given match. Keep in mind that you must still block high/low attacks correctly when using Barrier. Barrier is often used to end an opponent's offense sooner by pushing them out of attack range. An advanced strategy is to make the opponent's attack miss by pushing them away with Barrier, then counter attack while the opponent is still recovering from their whiffed attack! Note, however, that Barrier and Instant Barrier (described below) do not get any increased pushback against projectiles - you will receive the same pushback as though you had blocked them normally. Holding back +A+Bwill put you character into blocking posture and prevent walking backwards even when there's nothing to block. This is true even when the Barrier Gauge is empty. ConsumesBarrier Gaugewhile buttons are heldEmptying the Barrier Gauge will disable Barrier and put you inDanger State Emptying the Barrier Gauge will disable Barrier and put you inDanger State Can air Barrier to guard almost all air unblockable strikes Prevents chip damage Increases pushbackThis pushback is split between attacker and defender (if one is cornered, then the other experiences the full pushback distance) This pushback is split between attacker and defender (if one is cornered, then the other experiences the full pushback distance) Increases blockstun by 1F PreventsGuard CrushUsing Barrier against Crush Trigger will drain a significant portion of the Barrier Gauge Using Barrier against Crush Trigger will drain a significant portion of the Barrier Gauge" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Instant Barrier", + "text": "Instant Blockwhile holdingA+B It's possible to do both Instant Block and Barrier Block at the same time! In addition to getting the benefits of both, there is one difference: pushback is even more than Barrier Block! This makes it even more useful for pushing the opponent away to escape pressure. Increases pushback (slightly more than Barrier Block) Decreases blockstun by 2F (5F in the Air) Has all other properies of Instant Block and Barrier" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Guard Crush", + "text": "Some attacks cause a guard crush state on block where the defender is stuck in a reeling animation and can not block. This is often a prime time to start a combo! Guard Crush can be prevented by using Barrier while guarding them. AllCrush Triggershave this property, as well as some other special attacks likePlatinum'sHammer itemGuardGuard Break 37/BarrierStartup16Recovery17Advantage+6. Getting Guard Crushed while standing or crouching will put the opponent in a standing state or crouching state respectively. Air Guard Crush will pop the defender upwards, and will end upon landing if still in Guard Crush state. The amount of time guard crushed depends on the move used. The Guard Crush can be considered the first hit of a combo that does 0 damage with P1 80%, P2 100%, so ideally combo into an attack with a high P2 value. Additionally, throws cannot be escaped, and since throws have 100%minimum damage, characters with command throws can take advantage of guard crushes this way." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Walking", + "text": "[4] or [6] while on the ground Walking is the most basic form of movement by holdingor. Characters will continue to walk so long as their player holds down the directional input. 1 and 3 are not valid walk inputs. Each character has a unique walk speed for both forwards and backwards. One of the main advantages to walking is that it provides fine grain control over one's positioning. By contrast, jumps lock the player into a fixed arc, and runs maintain momentum for a time after the player releases their input. Because walks can be canceled immediately, they allow the user to block freely after forwards movement, which running on its own does not allow. Another advantage is that walks are usually silent. Without an associated audio cue, walks can be hard to react to. When holding [4] to walk backwards, characters will stop moving and switch to a blocking posture if their opponent initates an attack while up close. There are exceptions to this, command throws, projectiles and non-attacking moves tend not to trigger this behaviour. Also this effect is not necessary to actually block, if you're visibly walking backwards when an attack lands, you'll still attempt to block it, subject to the usual rules about what can and cannot be blocked." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Running", + "text": "6[6] while on the ground Running is conceptually similar to walking, but faster and with some negative trade-offs.Akin to walking, each character has their ownrunning speed and acceleration. Some characters—such asTager—cannot run at all. Other characters have special alternatives to running. A list of these special cases can be found below. Although running requires two consecutive6inputs, the player can shift their forwards input into a3input so long as they maintain a constant forwards input. The player character will continue to run so long as a valid run input is held. If the player releases the run input and does not cancel the run into another action, they will perform arun skidanimation.Runs will sometimes maintain momentum when canceled into another action, and other times can have their momentum negated. Seeherefor more details. Also note that a run willnotoccur if the second6input is preceded by a3. E.g. inputting 6536 will not initiate a run, but 6356 will. This prevents running accidentally during certain special inputs, such as 236236. The run skid animation is a state characters enter when their run is ended without canceling into another action. Each character has their ownrun skid speed.This state is cancelable into most actions, but has a major restriction. During the run skid animation, the player cannot guard. This limitation can be avoided by using a technique known asBrake. Brake cancels the run skid animation by using Barrier for a short period of time." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Backdash", + "text": "44 while on the ground Backdashes are movement options which provide a quick burst of backwards movement with some invulnerability. Most characters have full invulnerability, whileHakumen'sandNine'sare only invulnerable to Throws and Projectiles respectively in exchange for other properties. Each character's backdash has its ownframe data and physics. The invulnerability for backdashes begins on the first frame of their animation. This means that backdashes can be used to avoid attacks with good timing. Backdashes travel a fixed distance at a set speed, are not cancelable—except forHakumen,Jubei, andNine—and are completely vulnerable for some period in the latter portion of their animation. For these reasons, they are not always preferable to backwardswalking." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Jumping", + "text": "Any Upward Direction while on the ground Jumping is the most basic way to put one's player character into the air.Players can jump while on the ground, or while in the air. When a character jumps, they are locked into a fixed arc which is determined by the direction of the jump input combined with any momentum they have at the time of the jump. Each character has their ownjump physics. These determine the speed, height, and duration of their jumps. Before the character becomes airborne, there is a shortPrejumpAnimation with some limitations, explained in its respective section. After a player jumps, they take on the airborne property, which affects what moves they can use, as well as how they receive incoming hit effects. During the first airborne frame, characters can only guard and not attack. This is only a factor when calculating the fastest input forInstant Air Specials.Most characters can jump two times before returning to the ground under normal circumstances." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "High Jump", + "text": "Any Downward Direction > Any Upward Direction while on the ground High Jumping (aka super jump) travels higher vertically than standard jumping. It can be done by going from neutral, then tapping any downward direction (), then tapping any upward direction (). Pressingwill change which direction you high jump, just like normal jumping. During a High Jump, characters will automatically turn to face the opponent if you jump over them. It is always best to mix up the two types of jumps to keep your opponent on their toes depending on the situation." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Prejump", + "text": "Jumps and High Jumps are not instantaneous - before going airborne, characters will enter a standing state called prejump, where they can not block, but are invincible to throws and Bursts. Characters have different amount of prejump frames, but the rule of thumb is that the heavier/slower the character is, the longer the prejump. Most characters have 4 frames of prejump, but exact values can be found in each character's frame data. It is actually possible to cancel prejump into Specials and Supers, though for most characters is not used very often. The reason for this is that attacks that involve an Up input, such asKagura'sDragon's AscentGuardMidStartup13Recovery20+12LAdvantage-18([2]8B) orTagerGigantic Tager DriverGuardThrowStartup6Recovery29 (Miss), 44 (Hit)Advantage(360A) can be used without going through hoops to hide the jump input (such as whiffing moves beforehand). It also allows players to be slightly sloppy with their inputs and still get specials (ex2369Ainstead of236A)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Air Dash", + "text": "j.44 or j.66 Air Dashes are the near universal burst movement option while airborne. Most characters can air dash one time before returning to the ground. Other characters cannot air dash at all. For a breakdown of these rules, seethe air options explanation. When a character air dashes, they travel at a speedspecific to themfor a time period specific to them. Each character's air dashhas their own startuptime. The player character is not actionable for a period of time after the air dash begins. To air dash as soon as possible from a grounded state, players use a technique known asInstant Air Dash." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Air Options", + "text": "Air Options conceptually represent the amount of times a character can jump or dash while in the air without returning to the ground. Most characters have 1 air option; exceptions are listed below. Characters can only regain air options by touching the ground." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Landing Recovery", + "text": "Landing from the air has recovery. This recovery comes in 2 kinds: Standard Landing Recovery and Special Landing Recovery. It is worth noting that the frame before actually landing is considered grounded. Meaning during this frame, getting hit will result in ground hitstun and ground throws can hit. Whenever the player lands from being in the air, they experience landing recovery. During the first 5 frames of landing the following actions are disabled: forward/backward walk, all jumps, and backdash All other actions are available immediately on landing - notably attacking, guarding, run, and forward dash Runs and attacks can be buffered before landing thanks toAdvanced Input. Performing an allowed action will enable all actions, so it is possible to land, run for 1F, then jump (easier said than done, of course)! Some airborne moves, such asJin'sair HishoukenGuardAllStartup20RecoveryTotal: 49+8LAdvantage, will apply unactionable landing recovery which overrides the standard landing recovery. This recovery does not have a unique animation, and the length of time the character is unactionable depends on the move used. This is noted in the+(X)Lpart of the frame data, where X is the length of such type of recovery. Some moves that apply this special landing recovery may have their animation end and be able to recover while still airborne, or simply cancelled into another action. The special landing recovery will still apply when the character lands, unless they are hit or they override it with another move that also applies special landing recovery or has its own unique landing animation. A landing animation is different from special landing recovery since it is still considered part of the same move. This means the landing animation could still retain things like cancel options or counter-hit recovery from an earlier part of the move." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Ground Rolling", + "text": "Direction +A/B/Cwhen laying on the ground When knocked down players can... ...Neutral Tech, Roll, or Quick Tech Unlike most other 2D fighting games, BBCF characters are vulnerable when they are lying on the ground but can roll in different directions to escape an approaching opponent. + A/B/C 1~3F Fully invincible 4~17F Throw invincible, if hit you will be in the air 18~30F Guard possible, if hit will be in crouching position 1~10F can pass through opponent 30F Total Duration + A/B/C 1~10F Fully invincible 11~17F Throw invincible, if hit you will be in the air 18~30F Guard possible, if hit will be in crouching position 1~10F can pass through the opponent 30F Total Duration + A/B/C 1~13F Throw invincible, if hit you will be in the air 14~19F Throw invincible, guard possible, cancellable into any grounded move, if hit will be in standing position Will automatically Quick Tech after lying on the ground for 64 frames 19F Total Duration no direction + A/B/C 1~32F Fully invincible 32F Total Duration In general, the options from least risky to most risky are: Neutral Tech > Back Roll > Forward Roll > Quick Tech. Though each has it's uses for different situations - especially the rolls for positioning." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Crumple Recovery", + "text": "A/B/CDuring Crumple State Some attacks place the opponent in a crumple state such asJin'sSekkajinGuardAllStartup8Recovery29Advantage-13. The crumple state is vulnerable to attacks and after a period of time they will fall to the ground if they do not recover. The amount of time before Crumple Recovery is available depends on the attack and whether it was counter hit. Crumple recovery takes 8 frames. If you are attacked during the recovery, you will automatically block the attack high/low as appropriate. However, if you are thrown during frames 6-8 of recovery, you will be considered out of hitstun (for the purpose of differentiating between green and purple throws). If you are thrown by a command throw during frames 6-8, it will be inescapable, so watch out!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Air Recovery", + "text": "Direction +A/B/CAfter Leaving Untechable State Air Recovery (also known as Air Ukemi) is useful for getting out of the opponent's combo and regain control of your character as soon as possible. Hold Left/Right/Neutral to recover in that direction. Usually, defenders want to recover immediately, but attackers can take advantage of this behavior by setting up a mixup that defenders will be forced to block when they recover. A common counter to this tactic is to delay recovering in order to throw off the opponent's mixup timing, but this carries some risk; the attacker can simply hit the defender before they recover andcontinue the combo! //+ A/B/C when airborne 1~15F Fully invincible 15F Total Duration A/B/C when landing on the ground 1~32F Fully invincible 32F Total Duration" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Emergency Tech", + "text": "A/B/CRight Before Touching the Ground Emergency Tech is basically a Neutral Tech immediately on landing. There is an 8F window to Emergency Tech on landing, after which you are knocked down for a minimum 15F. The opponent can hit you during this time and continue the combo, though the HUD will show that the combo was invalid (since you could have escaped earlier). Most players should Emergency Tech when given the opportunity, and only delay when taking a calculated risk. The following time table shows a character's options and status when hitting the ground." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Disabling Emergency Tech", + "text": "Certain moves likeHakumen's5CGuardMidStartup14Recovery20Advantage-3on air hit do a hard knockdown, which prevents Emergency Teching and force them to a knockdown state for a set amount of time (varies by move). Hard Knockdowns are often used to extend combos, or set up unique okizeme situations. As a general rule, attacks that slam down the opponent inflict Hard Knockdown, as do all3Cs on Counter Hit. In training mode, attacks with the Hard Knockdown property turn theUkemiTo recover from a knockdown or air hitstun state, usually by pressing a button. This is a common action found in games like BlazBlue and Guilty Gear.Window red." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Throws", + "text": "Throws are proximity based attacks which the opponent cannotguardagainst. In order to throw an opponent, a few conditions must be met: The players must be in a similar grounded or airborne state.To throw a grounded opponent, the attacker must also be grounded.To throw an airborne opponent, the attacker must also be airborne.Exceptions do apply: for example,Naoto'sPhantom PainGuardUnblockable (120)Startup15 [5]Recovery28Advantagehits standing and airbornebutnot crouching opponents. To throw a grounded opponent, the attacker must also be grounded. To throw an airborne opponent, the attacker must also be airborne. Exceptions do apply: for example,Naoto'sPhantom PainGuardUnblockable (120)Startup15 [5]Recovery28Advantagehits standing and airbornebutnot crouching opponents. The defender must not have throw invulnerability.The defendercanbe thrown in hitstun or blockstun unlike in most other fighting game, but it will result in apurple throw. The defendercanbe thrown in hitstun or blockstun unlike in most other fighting game, but it will result in apurple throw. The defender must be within the throw's range (see below). If all of the conditions are met, then the attacker can hit the opponent with a throw." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Normal Throws", + "text": "B+CWithin close proximity of an opponent (Air OK) To perform a forward throw, press neutral or forward+B+C while standing on the ground. To perform a back throw, press+B+Cwhile standing on the ground. To perform an air throw, pressB+Cwhile airborne. All normal throws, no matter the character, have the following properties: H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100% Counter hit recovery Minimum Damage 100% Counter hit recovery Can only hit targets up to 60 pixels below attacker However they do vary in terms of cancel options and how the opponent is affected by the attack. Every normal throw can be followed up in some way with a combo." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Special Move Throws", + "text": "Some special moves have the throw property.Tager'sGigantic Tager DriverGuardThrowStartup6Recovery29 (Miss), 44 (Hit)AdvantageandHazama'sBloody FangsGuardThrow(90)Startup12Recovery31Advantageare two examples of such throws. Special moves like this fall into two categories: These feature the same 100% minimum damage as normal throws, but cannot normally be broken (There is no green ! marks) and they typically have other unique properties, such as higher damage, more start-up, and additional hit effects. However, there are restrictions in place: just like with normal throws, if you use a command throw while an enemy is in hitstun or blockstun (or 6 frames immediately after either), apurple throwoccurs, which is escapable. Combo Throws are attacks that generally behave like throws, but can be comboed into. These can be distinguished by how they do not incur Purple !! marks if used in a combo or during blockstun, can Counter Hit the opponent instead of Throw Counter, and do not have 100% fixed damage.Tager'sAtomic ColliderGuardAir UnblockableStartup17~60Recovery19AdvantageandHibiki'sPulverizing FinGuardThrow(180)Startup6RecoveryUntil L+15Advantageare examples of such moves. Technically not throws but are often mistaken for them, these are blockable strikes that go into a throw animation on hit, such asRagna'sDevoured By DarknessGuardAll [Unblockable]Startup13+(30 Flash)+12Recovery55Advantage-39andBullet'sCutting SheerGuardAllStartup14Recovery38Advantage-23." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Priority of Strike vs Throw vs Command Throw", + "text": "When two strikes hit each other, either a clash or trade occurs, but what happens when throws are added to the mix? Throw vs Strike or Any Throw vs Command Throw:The character withPrioritywill lose. Normal Throw vs. Normal Throw:The character with Priority will be thrown and immediatelybreak the throw." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Throw Reject", + "text": "InputThrowWhile Being Thrown (Window Varies) To break a throw, pressB+Cwithing the tech window. The throw break timing windows depend on the context: Green Throwis when using a normal throw under normal circumstances and will show a green exclamation mark. Green throws have a15frame throw break window. Purple Throwhappens when throwing an opponent when they are in blockstun or hitstun (plus 6 frames immediately after either). This is shown by the 2 big purple exclamation marks above the defender. Purple throws have a27frame throw break window.Command throws that are usually untechable will allow you to tech if you are thrown under the circumstances that will trigger a Purple throw.Comboable throws are never techable. Command throws that are usually untechable will allow you to tech if you are thrown under the circumstances that will trigger a Purple throw. Comboable throws are never techable. Ragna rejecting a normal throw. A Green (normal) Throw and a Purple Throw (throw during hitstun/blockstun) Tager's command throw can not be rejected unless it is during blockstun/hitstun. After a successful throw reject, the attacker is pushed back about half a screen length and the defender remains stationary, and return to neutral state. Neither side will gain frame advantage after a throw break. Throw reject animation is fully invincible and lasts 28F for both attacker and defender. In the air, the player pushed back will also be pushed up slightly, but start falling sooner; meaning they will hit the ground first if the reject was high up, but not if low to the ground.Characters will retain whatever air options they had left before the throw was attempted. Characters will retain whatever air options they had left before the throw was attempted. The throw reject itself counts as an attack that deals zero damage to the player originally attempting the throw. Therefore projectiles, status effects etc. that end if the attacker gets hit will also end if their opponent throw rejects them." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Throw Counter", + "text": "Throw Counters happens when thrown while incounter hit state. For example, getting thrown out of an attack with a lot of startup will not let you attempt a throw break. A big red X and the HUD will show \"Throw Counter\". This can prevent you from breaking a throw even if that throw would have otherwise been purple! Throw Counters usually do not gain the bonus 10% damage. Comboable throws however, do." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Throw Reject Miss", + "text": "If you input a Throw Reject before getting thrown, then then throw reject will be locked out for 30 frames, even if it was a Purple throw! The game will show big red X over the exclamation mark, and the HUD will show \"Throw Reject Miss\". If the throw whiff animation appears, you will be in Throw Reject Miss state from 17~30F, starting from the frame where the throw is inputted. If the throw whiff animation does not appear (such as attempting a throw break while in blockstun), you will be in Throw Reject Miss state from 4~30F, start from the frame where an attempt to break the throw is inputted. InputtingB+Cagain while still in throw reject state will just reset the miss state back to 30F. In addition, pressingBandCat the same time in any situations (e.g.A+B+Cfor executing an RC; ukemi and rolling usingB+C; etc.) will also place the character into the Throw Reject Miss state. Throw Reject Miss exists to stop players from rapidly mashing throw inputs to preemptively break throws, as well as to render some powerful throw reject Option Selects harder to execute. Tricking the opponent into attempting a Throw Reject early, then actually throwing them is a common offensive technique in high-level play." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Crush Trigger", + "text": "5A+B(Chargeable). Costs 25Heat. Crush Triggers are attacks that willGuard Crushthe opponent unless they useBarrier! The amount of time they are Guard Crushed depends on whether the Crush Trigger was charged, with an uncharged guard crush giving about 7 frames to attack the opponent, while a charged guard crush gives over 30 frames! Crush Triggers qualify as Special Attacks, which adds to their utility as a mix-up tool; since most normal attacks can be special-cancelled, players can cancel into a Crush Trigger as well. Crush Triggers drain a portion of the opponent'sBarrier Gaugeif they are Barrier Blocked. The amount of Barrier drained depends on whether it was charged or not, with an uncharged Crush Trigger draining about a quarter of a bar, while a charged one drains a little under half of a bar. Crush Triggers are also very useful mid-combo. On ground hit, they will universally inflict a lengthycrumplewhich forces stand and gives ample time to continue your combo. On air hit, some character's Crush Triggers force a hard knockdown, some ground bounce, others float the opponent very high. Whatever the case, they are all useful to help extend combos and deal more damage! Finally, Guard points will block Crush Triggers and consume no barrier when doing so." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Cancels", + "text": "There are many types of cancels. A cancel is the act of interrupting the current action and starting a different one. While most cancels are available on hit/block, some are available on whiff, some are only available on hit, and a rare few are even only available on block!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Rapid Cancel", + "text": "A+B+CAfter Attack Touches Opponent (Air OK). Costs 50Heat. Rapid Cancels immediately cancel any attack that does not whiff (in other words, any attack that touches the opponent) and bring yourself back into a neutral state. These cancels are very powerful for making new frame traps, new combos, or making attacks safe. Even projectiles can be RCed after they touch the opponent! There are very few attacks that can not Rapid Canceled, mainly the cinematic parts of attacks and supers." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Counter Assault", + "text": "6A+BDuring Ground Blockstun. Costs 50Heat. Counter Assaults are one of the few options available to a defender during blockstun. They are invincible attacks that do zero damage, but blow the opponent away, and are useful for escaping an enemy's offensive pressure. Every character's Counter Assault is unique, but they share many similarities: Invincible startup Does zero damage Combos including a Counter Assault can not kill the opponent, no matter how much damage is dealtThey will always survive with at least 1 HP remaining. They will always survive with at least 1 HP remaining. Heat Cooldownfor 180 frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Special Attack", + "text": "Motion Input +A/B/C/D Special attacks are fancier attacks that have special properties such as invincibility or unique movement. Special attacks typically do 5% of their base damage aschip damageon block unless the opponent usesBarrier. Each character's special attacks are unique and are explained in more detail in each character's page." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Distortion Drive", + "text": "Motion Input +A/B/C/D. Costs 50Heat. Distortion Drives (commonly referred to as supers) are an even stronger version of Special attacks that deal large amounts of damage or have other special properties like invincibility or powering up the character. Each character's supers are unique and are explained in more detail in each character's page. There are some common features: All Distortion Drives have a brief moment where they pause time during startup (with a small number of exceptions), called thesuperflash. Opponents can buffer movesduring this timewhich makes them generally poor moves to throw out at neutral since it's very easy to react to them. After the Heat is used, the player will enter 180F ofHeat Gauge Cooldown. Immediately following the super flash, the opponentcannot burstif they are already in hitstun. All hits of a Distortion Drive attack also disable Burst on hit. Distortion Drives are often excellent combo enders due to havingminimum damage. Finishing a round with a Distortion Drive is declared as a Distortion Finish, this is purely a cosmetic effect." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Astral Heat", + "text": "Character Specific Input when conditions are met Astral Heats are fancy super attacks that will instantly defeat the opponent on hit! Astrals require the following conditions: You have 100 Heat - consumed when Astral is used. You are on match point (if you win this round, you win the match) Opponent's health is below 35% at start of the combo. Due to these restrictions, Astrals are typically only used as fancy finishing attacks at the ends of combos as there are often more practical and safe ways to use that Heat. AstralsCANbe used in a combo if you build up the 100 Heat by the time you wish to use your Astral. Astral Heats are Burst invulnerable throughout their startup, in addition to any other invulnerability they might have; Most Astrals Heats are also fully invulnerable until at least the super flash." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Burst", + "text": "5A+B+C+Dwhile getting hit (Air OK). Costs fullBurst Gauge. Bursts are a special type of attack in BlazBlue; they do no damage, are invincible until recovery, and are only available while getting hit. Bursts are useful to interrupt the opponent's combo, thus preventing some damage. Be wary - if an opponent anticipates your Burst, they can stop their attack early and punish your recovery. Additionally, Bursting immediately ends Active Flow and disables it for the rest of the round. Uniquely, bursting ignores (almost) all kinds of attribute invulnerability and guard points. Outside of some niche cases, the only way to defend against a Burst is with a standard guard or evading it." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Disabling Burst", + "text": "Burst is temporarily disabled under the following conditions: Getting hit by a Throw attribute move, Distortion Drive, or Astral Heat as well as some additional moves, noted in the frame data; The opponent activating any move with a super-flash pause (Distortions, Astral heats and Overdrive); Being in hitstun while the opponent is inOverdrive, including if they activate their Overdrive after hitting you; Getting hit by a Burst orCounter Assault; And, of course, in any state that would activate the Overdrive instead. The Burst Gauge will be crossed out when Burst is unavailable. Burst will be re-enabled after recovering or when none of the above conditions are true." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Active Flow", + "text": "Repeatedly performing multiple offensive actions will put your character in Active Flow. When you are close to entering Active Flow, the HUD will show \"Attention\". Active Flow lasts for approximately 840 frames (14 seconds). This timer does not count down during Overdrive. During Active Flow: All attacks gain a 10% damage boost. Burst regeneration speed increases by a factor of four. Exceed Acceldamage approximately doubles. Active Flow won't always be available: Active Flow is only available once per round. Using a Burst immediately ends Active Flow and disables it for the rest of the round. This tableshows how to build Active Flow, but the gist of it is attacking will gradually build Active Flow, and hitting the opponent will trigger Active Flow." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Negative Penalty", + "text": "In order to encourage aggressive play, Blazblue penalizes players for spending too much time moving away from the other player and not attacking by inflicting Negative Penalty on them. During Negative Penalty, the player experiences various effects: All Barrier meter is lost, causing them to enter Danger State. Barrier Gauge does not begin regenerating until Negative Penalty ends, drastically extending the time players will be without Barrier. The opponent is forced into Active Flow, even if they have used their Burst or already entered Active Flow that round, further increasing the bonus damage. The opponent's Active Flow timer does not count down during Negative Penalty and is reset to the maximum duration. Negative Penalty lasts for approximately 8 seconds Unlike the Guilty Gear games, Negative Penalty doesnotaffect your heat meter in any way. When nearing Negative Penalty your character will flash red and the HUD will show \"Negative Warning\". Use that as a sign to stop running away! If you don't immediately start attacking at this point, even doing nothing will cause Negative Penalty! The formula used by the game is complex but broadly speaking characters have a hidden Negative Penalty Gauge that is maxed out at the start of a round that decreases and increases based on how fast you manually move towards or away from the opponent and for how long. Preciselyhowyou move is irrelevant unless you're in hitstun, for example, running forwards under your opponent will count towards getting negative penalty if you keep running away from them after switching sides, and walking backwards when you're against a wall is no different to standing still. During hitstun, the hidden negative penalty meter will not change due to movement at all until you recover. Because of this, repeatedly backdashing as your opponent tries to approach is by far the quickest way to get Negative Penalty. Characters have different resistances to getting negative penalty, with characters designed to be more long ranged or defensive being more resistant than characters with more aggressive gameplans. Negative penalty progress can be very quickly reversed by landing hits on your opponent, so generally speaking, even hanging back and only using long ranged attacks won't be penalised. Because of this, Negative Penalty basically never appears in games where both players are playing even vaguely seriously, so it's best not to worry about it." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Heat Gauge", + "text": "The Heat Gauge is like a traditional \"super meter\" in other fighting games. Heat is used to performRapid Cancels,Distortions Drives,Counter Assaults, etc. The Heat Gauge resets to empty at the start of each round so it's best to use all your Heat before the round is over if you can. Heat Gauge is 10,000 units, so 100 units = 1 Heat. Values are truncated after the decimal. Ex: 100.3 becomes 100, 35.8 becomes 35.Thus a move that generates 100.2 units and a move that generate 100.6 units actually generate the same amount of heat (100 units). Thus a move that generates 100.2 units and a move that generate 100.6 units actually generate the same amount of heat (100 units). Attacks that cost Heat (such as Distortion Drives and Crush Triggers) and Exceed Accel do not gain any Heat for the attacker.Hakumen's Specials are the sole exception; they still generates Heat for Hakumen. Hakumen's Specials are the sole exception; they still generates Heat for Hakumen. Using Barrier does not affect Heat Gain. Instant block formula only applies once to each Instant Block input (aka each time you press Back). Remaining hits gain Heat like Normal Block. Based on this, we can note some basic facts: Heat gained from hitting the opponent/getting hit is directly proportional to damage.As a quick rule of thumb, dealing 2000 damage will earn 14 Heat, while taking 2000 damage will earn 8 Heat. As a quick rule of thumb, dealing 2000 damage will earn 14 Heat, while taking 2000 damage will earn 8 Heat. Instant Blocking many individual attacks gives a lot of Heat. This is especially useful in long predictable blockstrings, giving defenders more resources to retaliate with in the future." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Heat Cooldown", + "text": "After using the Heat Gauge, characters gain 75% less Heat andAuto Heat Gaintemporarily pauses. The cooldown is usually 180F and the countdown is in real time - it even counts down during the super flash for moves that caused it in the first place! If a new Heat Cooldown is started, itcompletely overridesthe previous value, even if the new one is shorter than the existing one. So moves with shorter Heat Cooldown can be used to override longer durations. Some attacks have shorter or longer cooldowns, such asHakumen'sKishuuGuardStartupRecovery18Advantage(30F) andMugenGuardStartupRecovery16+(90 Flash)+30Advantage(360F)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Automatic Heat Gain", + "text": "When a character has under 35% health (visually the Health Gauge turns orange), they will slowly gain Heat automatically! Hakumen's meter will gain at a faster rate when he goes under 35% health. Character gain 11 Heat Units per 10 frames: they get 1 Heat per frame, and at each 10th frame, they get 2 Heat instead. Auto Heat Gain istemporarily disabledafter using an attack that costs Heat like Crush Trigger and supers." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Burst Gauge", + "text": "The Burst Gauge is needed for two options:OverdriveandBurst. Both cost a full Burst Gauge. Characters start the match with a full Burst Gauge and its status carries over between rounds, so Bursting at the end of a round means starting the next round with an empty Burst Gauge. Ending a round while Overdrive is active will set the Burst gauge to 30% full. The Burst Gauge does not refill during Exceed Accel or powered up Distortion Drives, so using either right before Overdrive ends will keep the gauge at 30% until the attack has finished playout out. The number in the middle of the Burst Gauge is an approximate percentage (in 10% increments) of how full the gauge is. The Burst Gauge is 10,000 units Passive Burst Gain is ×4 during Active Flow. Passive Burst Gain is not paused during hitstop or super flash Burst gained from getting hit: (1-Current ProrationGiven as value between 1 and 0, includes the proration values of the current hit) ×damageThe damage the move actually did× 10 + 100 From this, we can infer a few things: While Burst Gain scales with damage, it goes up as combos progress in comparison to the added damage (in fact, quadratic with respect to the products of proration). Moves that scale badly give back more Burst meter. Moves that take advantage ofMinimum Damagewhile the combo is scaling heavily can give back a lot of Burst. Therefore, using an unnecessarily Distortion Drive to close a round might not be the best for Burst economy. Burst Gain from taking damage doesnotget multiplied during Active Flow." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Barrier Gauge", + "text": "The Barrier Gauge is consumed to performBarrier. Barrier Gauge is 10,000 units. Each usage of Barrier instantly consumes 100 units. After the first frame of activation, holding Barrier consumes 10 units per frame.Barrier Gauge is not consumed during hitstop, superflash, etc. Barrier Gauge is not consumed during hitstop, superflash, etc. Upon defending an attack, instantly consumes (the raw damage of that attack / 2) units.Consumption usually caps at 500 units per hit - meaning that an attack with damage over 1000 will only consume 500 units.Charged Crush Trigger deals extra 4000 units to Barrier Gauge. Consumption usually caps at 500 units per hit - meaning that an attack with damage over 1000 will only consume 500 units. Charged Crush Trigger deals extra 4000 units to Barrier Gauge. Barrier Gauge starts to recover 124 frames after deactivation at the rate of 16 units every 10 frames.Barrier recovery is not paused during hitstop, superflash, etc. Barrier recovery is not paused during hitstop, superflash, etc. When the Barrier Gauge is depleted, character enters Danger State and Barrier is disabled until Barrier Gauge fully refills (900F). Entering Overdrive stops Barrier Gauge refill, re-enables Barrier, and ends Danger State. Negative Penaltycompletely drains the Barrier Gauge and prevents it from regenerating until Negative Penalty is over, forcingDanger Stateto last much longer than normal! Some attacks will ignore the \"half-raw damage rule\": such attack will usually require Barrier or it will not be blockable. For example,Terumi'sScreeches of the CondemnedGuardGuard Break/Barrier [Unblockable]Startup9+(27 Flash)+18RecoveryTotal 103Advantage0(Jarin Renshouga) deals extra 4000 barrier damage twice." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Danger State", + "text": "When characters completely drain theirBarrier Gauge, they enter Danger State. During Danger State, characters take 20% more damage. Danger State ends when either the Barrier Gauge refills, or they activateOverdrive." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Overdrive", + "text": "5A+B+C+D(Air OK). Costs fullBurst Gauge. Overdrive temporarily powers a character's Drive in a unique way. Ex:Ragna'sOverdrive enhances his life-stealing abilities, whileJin'senhances his Freeze abilities. All versions are HBFPT invulnerable for the full activation, and invulnerable to bursts before the screen freeze (frames 1-3) The startup invincibility makes it useful as a reversal if not in hitstun (otherwise, you will get aBurst). Round timer is paused while Overdrive is active. Active Flow timer is also paused, essentially extending Active Flow Most Drives and Distortion Drives gain additional properties during Overdrive, see each character page for details.As a general rule, they are more damaging and easier to use in combos. As a general rule, they are more damaging and easier to use in combos. Opponentscannot burstduring your Overdrive; they can still activate Overdrive Gain access toExceed Accel RemovesDanger Stateand regains Barrier equal to the amount of time spent in Danger State Refunds 30% Burst Gauge when Overdrive ends Time is reduced by half when using Guard Cancel Overdrive or Overdrive Cancel Overdrive timer is paused during hitstop and superflash frames For most moves that benefit from Overdrive, it only matters that they areactivatedduring Overdrive to get their benefits, even if Overdrive expires part way through the move. Distortion Drives and Exceed Accels activated during Overdrive cause some passive effects to persist until the move ends (Such as the round timer being frozen, or Hazama's lifesteal ring)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Overdrive Cancel", + "text": "You can cancel into Overdrive almost anytime you can cancel into a special move. While this is indeed very powerful, cancelling into Overdrive cuts Overdrive time by half, so use it wisely! Overdrive Cancels can be used mid-combo to make a combo unburstable and increase damage. Since lots of moves can cancel into Overdrive and it activates very quickly (3+3), it can be used as a pseudoRapid Cancel. When cancelling into Overdrive: Start-up is 3+3, the fastest of all activation times The HUD will show \"Cancel Over Drive!\" Overdrive time is halved There is no way to get a neutral Overdrive activation mid-combo. If the opponent is in hitstun, then any Overdrive activation will be an Overdrive Cancel. Yes, Rapid Canceling an attack and then activating Overdrive will still be an Overdrive Cancel! Overdrive Cancels are also great for beating Bursts! If you counter-hit an opponent with an attack that's greater than Attack Level 2, the additional hitstop from the counter hit will increase the opponent's Burst startup, making it slower than an Overdrive Cancel! Confirming a counter-hit into an Overdrive Cancel will negate the risk of a Burst: if the opponent Bursts, the Overdrive Cancel will either invuln through it, or allow you to block it on reaction." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Guard Cancel Overdrive", + "text": "While in blockstun, activate Overdrive to cancel out all blockstun! This is a potent way to turn the tables on an attacking opponent! Guard Cancel Overdrive has a long startup of 3+23, but the sheer threat of canceling blockstun into an attack makes this a strong option. When scouting opportunities to use Guard Cancel Overdrive, look for the opponent's attacks that have lots of recovery and then punish them with Guard Cancel Overdrive! Conversely, avoid using this after blocking attacks with short recovery, since the opponent will recover during Overdrive's startup, leaving you in a disadvantageous situation. When using Guard Cancel Overdrive: Start-up is 3+23 and is fully invincible. The HUD will show \"Over Drive Raid!\" Overdrive time is halved." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Exceed Accel", + "text": "5A+B+C+DDuringOverdrive Exceed Accels are a cinematic super only available duringOverdrivethat does not cost any resources, but immediately ends Overdrive on use. Can be done immediately after activating Overdrive by continuing to hold all 4 buttons during Overdrive's super freeze. Startup is 20 frames when done at neutral Startup is 10 frames when done immediately after Overdrive activation or as a cancel from another attack.This means that a neutral Overdrive > Exceed Excel effectively has startup 3+23 and Guard Cancel Overdrive > Exceed Excel has startup 2+33 This means that a neutral Overdrive > Exceed Excel effectively has startup 3+23 and Guard Cancel Overdrive > Exceed Excel has startup 2+33 After successfully hitting the opponent with Exceed Accel, puts you inActive Flow. Characters may only enter Active Flow once per round, so using Exceed Accel will not place you into Active Flow a second time. Damage is about 2000 damage normally (with Minimum Damage about 300), but approximately doubles during Active Flow. Cannot inflict Counter Hits, so never get the 10% damage bonus from these. Cannot cause clashes. Exceed Accels are negative on block (-10 for all characters except Nu-13); however, not all Exceed Accels are equally punishable due to pushback. An opponentcanuse Guard Cancel Overdrive on reaction to blocking an EA, allowing them to escape and punish the recovery. Be careful!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Attack Level", + "text": "Most attacks in the game deal standardized amounts of hitstun, blockstun, etc. based on their Attack Level. Some moves override these standard values, which will be noted in the frame data. In addition to these exceptions, some attacks knock the enemy into the air, wallbounce, crumple, etc. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Counter Hit", + "text": "A counter hit (CH) occurs when hitting the opponent when they are in Counter Hit state. The opponent will flash red, the HUD will show \"Counter\" and the announcer will say \"Counter\". On Counter Hit, the attack does 10% more damage and the opponent suffers more hitstun, air untechable time, and hitstop giving more time to hit confirm, as well as allowing CH specific combos. Additionally some attacks gain new properties on a counter hit like Wallbounce or Hard Knockdown. All attacks are in CH state during an attack's startup and active time. Most attacks are not in counter hit state during recovery, but there are exceptions: All normal throws Most command throws All Counter Assaults All Exceed Accels All Astral heats Moves with invulnerable or guard point startups. Some other moves, noted in frame data. Throwing an opponent who is in counterhit state will be aThrow Counter, and they will be unable to break the throw (Even if it would be apurple throw). Throw Counters do not gain any additional histun, damage or other special properties." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Fatal Counter", + "text": "Some attacks have the Fatal Counter property. Counter Hitting the opponent with these attacks will cause a Fatal Counter, which gives all subsequent attacks in the combo 3 frames of additional hitstun / untechable state. This leads to combos that cannot normally be done and also offsets the effect of hitstun decay, allowing combos to continue longer than normal. The announcer will say \"fatal\" and the words \"Fatal Counter\" will appear on the HUD when a Fatal Counter happens. Every character has at least one move that causes a Fatal Counter instead of a normal Counter Hit. A very small number of moves can force Fatal Counter even on a normal hit (even mid-combo!). Fatal Counter does not stack with itself, so doing two Fatals in one combo still only adds 3 frames instead of 6." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Counter Hit Carry", + "text": "Most multi-hit attacks have a property where if the first hit is a counter hit, then the remaining hits are also counter hit. This is known as Counter Hit Carry. Thanks to this property, hit confirming multi-hit attacks is easier and opens up additional combo opprotunities as well. Moves with Counter Hit Carry also grants the bonus damage that CH normally confers. However, note that the additional hitstop the opponent incurs on counter hit does not carry over to the followup hits with Counter Hit Carry. This means that even with Counter Hit Carry, some combos are still only possible on the first hit of an attack. Counter Hit Carry only applies to moves that multi-hit regardless of hitting, blocking or missing. Moves that have automatic followups that activate only when the first part hits (like throws, Exceed Accels and various other special moves)usuallydo not carry counter damage or hitstun." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Attack Attributes", + "text": "Each attack in the game has an attribute. There are three main types of attributes that correspond to each type of attack:strike,projectileandthrow. There are also the less frequently useddollandburstattributes. These attributes interact with each other to trigger certain effects like invincibility and guard point. Burst itself The pre-superflash frames ofOverdrive activation Pre-jumpframes (Although onlyTagerhas enough pre-jump to fully avoid a burst this way) Astral Heat, if it has any invulnerability (noted separately if the Burst invuln timing/duration is different from other invuln)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Attribute Invincibility", + "text": "An attack that hits autoguard is considered \"blocked\" and the attacker retains all \"cancel on block\" options, unlike invincibility. Conversely, if a move still has active frames when normal invincibility ends, the move will hit, however for Guard Point, once a move is blocked by it, that hit is consumed even if it would otherwise remain active after the guard ends (each hit of a multihit attack needs to be blocked by a guard point individually, as normal). Prevents all chip damage Cannot be guard crushedCan guard aCrush Triggerwithout consuming Barrier. Can guard aCrush Triggerwithout consuming Barrier. Is treated the same as blocking an attack for the purposes of Heat gain for both players. Can change the blockstop duration, for one or both characters." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Hurtbox Invincibility", + "text": "Hurtbox invincibility is when parts of the character's \"body\" (i.e., their hurtbox) disappears. This type of invincibility isnotfrom attribute invincibility and is purely a matter of hitbox/hurtbox positioning. Certain actions remove or shrink parts of a character's hurtbox, so they cannot be hit by an attack, even if their body appears to occupy that space. An extreme example isNu'sAct ParcerGuardStartupRecovery41Advantagecommand dash: Nu crouches down while dashing forward but her hurtbox shrinks down below her knees, allowing her to dash through everything but attacks towards the ground. This phenomenon of dodging under an attack by lowering hurtboxes is commonly known as \"low profile\". This phenomenon is explained in more detailhere. In Blazblue Dustloop pages,Hurtbox Invincibility does not count as invincibility(unlike in Guilty Gear Pages), hence it is not listed in the invul section of the frame data. Nevertheless, notable cases of low profile moves and their interactions may be noted on character pages and move overviews." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mechanics", + "title": "Mechanics", + "section": "Clash", + "text": "For multi-stage attack chains that repeat the same input, the next attack in the chain will be chosen instead of performing the first move in the chain when clash cancelling. For example, ifTsubakiclashes using her5BGuardMidStartup10Recovery17Advantage-5and you press5Bagain,5BBGuardMidStartup11Recovery19Advantage-8will be performed instead of5B." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Matchups", + "title": "Kagura Mutsuki", + "section": "Intro", + "text": "Replay Theateris a great resource to find matchup footage. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree. !!This page was only set up, feel free to write down your advise!! This section on the Kagura Dustloop is meant to help you get a general idea, about how to deal with specific characters. It is not a strict rule book to follow.The best way to improve at a Matchup is generally to play it a bunch and then look for yourself which situations against any given character give you the most trouble and find solutions yourself or ask in the Community." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Matchups", + "title": "Kagura Mutsuki", + "section": "Amane Nishiki", + "text": "No Content yet" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Matchups", + "title": "Kagura Mutsuki", + "section": "Arakune", + "text": "Arakune is a slippery Character, with weird tools and lots of Movement Options, who tries to run away and convert a stray hit into curse, securing his wincondition. During Curse he can cover the entire screen with bugs and run safe uncontestable mixups with great reward on hit. Your usual Gameplan of trying to keep him out with2CGuardMidStartup16Recovery23Advantage-9,j.CGuardHigh/AirStartup13Recovery24Advantageand orbs works alright, but staying too passive will get you into curse and opened up during it, as Arakune is very evasive and has strong ranged options. As such it is important to maneuver around his many traps and knowing when to engage and snipe him for big damage. Generally you want to evade most of Arakunes attacks, as blocking moves that inflict curse (D and some specials) build towards his Win Condition. During Neutral you have to be aware of his movement options and many traps.He will mostly hover in the air, mixing his movement up with his fast forward attackingj.6A/B/CGuardAllStartup11Recovery12/13/14+7LAdvantage, his downward attackingj.2A/B/CGuardHigh/AirStartup21Recovery20Advantage, his downward arced airdash, hisj.214A/B/CGuardStartupRecoveryTotal: 51Advantageteleports and the occasionalj.236CGuardHigh/AirStartup11RecoveryUntil L+11Advantage. In Addition he will usej.22A/B/CGuardAllStartup28RecoveryTotal: 57Advantageto spawn a spider on 3 different locations that build up curse on block or hit or usej.236DGuardStartup28RecoveryTotal: 33+3LAdvantageto spawn a cloud that will not hit you but build up curse while you are in it, as such it should be avoided at all cost. It has 3 different patterns, one that follows him, one that follows you and one that hovers around the air at a fixed height. The Cloud that follows you is the most troublesome, as you have to constantly evade it, but the one that follows him is also very effective as he can teleport away to let it cover big chunks of the stage, as it takes time to catch up to him. The Pattern that stays in the Air is the least worrisome, as you can afford to not jump, since Kagura generally prefers not to air-to-air his opponents anyway. Lastly he can usej.DGuardAllStartup28RecoveryTotal: Until L+7Advantageto summon a bug on the ground in 5 different locations. You can generally jump away, and sometimes get a6D~CWyvernGuardAllStartup13~18Recovery26Advantage-11Punish, if Arakune is low enough to the ground. Arakune has good air buttons to catch opponents below him, however this is less of an Issue, due to Kaguras huge vertical range on attacks such as6CGuardMidStartup22Recovery29Advantage-10,5D~CGuardMidStartup17Recovery34Advantage-16and Fafnir. If Arakune is on the ground, his options are more limited. He maintains his ability to teleport away and both his forward and backdash leave him invulnerable for quite a while, but can be punished. He can try to zone you with6DGuardMidStartup38RecoveryTotal: 48Advantageand ocassionally2DGuardAllStartup36RecoveryTotal 46Advantage+9, summon a cloud with236DGuardStartup33RecoveryTotal: 39Advantageor try to get a surprise hit with the far forward moving low2CGuardLow, All×4Startup12Recovery14Advantage-16. All of the Projectile attempts can be beaten by6D~CWyvernGuardAllStartup13~18Recovery26Advantage-11, when he is on the ground. Upclose he can go into short pressure strings and try to mix you up with6AGuardHighStartup25Recovery15Advantage0andThrowGuardThrow(70)Startup7Recovery23Advantage, but will most likely back out fairly quickly, as he is not build to mix you up, but build curse instead. Since Arakune lacks a traditional invincible reversal, he has a tough time getting out of your pressure and has to rely on hisReversal Super 236236CGuardMidStartup5+(28 Flash)+2Recovery33Advantage-122 [-176], general movement options or teleporting out with214A/B/CGuardStartupRecoveryTotal: 53Advantage, so try to stay unpredictable and call these options out. On Defense you can generally block low and react to his Overhead6AGuardHighStartup25Recovery15Advantage0by mashing2AGuardAllStartup7Recovery10Advantage-1/5AGuardAllStartup5Recovery9Advantage±0/5BGuardLowStartup8Recovery11Advantage±0/6BGuardMidStartup9Recovery21Advantage-8,ThrowGuardThrow(70)Startup7Recovery23AdvantageorC-fafnirGuardMid, All×5Startup9Recovery29+20LAdvantage-45. If you block it, it is still his turn, so you have to block low afterwards. The occasional Overhead6CGuardHighStartup27Recovery14+19LAdvantage-16evades2AGuardAllStartup7Recovery10Advantage-1and5BGuardLowStartup8Recovery11Advantage±0, but5AGuardAllStartup5Recovery9Advantage±0/6BGuardMidStartup9Recovery21Advantage-8and eitherBGuardMidStartup13Recovery20+12LAdvantage-18/C-fafnirGuardMid, All×5Startup9Recovery29+20LAdvantage-45still work. On Block you can generally take your turn back, but that can be risky as he can go into up to 2 follow ups.Generally speaking you want to evade all the moves that can inflict curse at all cost. If you block to many of them or he opens you up to get a full curse combo and he achieves curse, you have to stay patient and block to the best of your ability, as his bugs cover essentially the entire screen and will stuff any attempt at neutral. He will most likely make himself transparent using236BGuardStartupRecoveryTotal: 30Advantageat some point, making it even harder to see his left/right/high/low/throw mixup. On top of that hisC BugGuardGuard Break 35/BarrierStartup55RecoveryAdvantageandCrush TriggerGuardGuard Break 32/BarrierStartup20Recovery25Advantage0guardcrush and lead into full combos, so it is advised to use Barrier Guard when cursed. Generally speaking you don't want to Burst during Curse, as you will most likely get opened up after it, so it is better to use it when he is trying to build up curse, or keep it to seal the round when you get a hit. SimiliarilyC-fafnirGuardMid, All×5Startup9Recovery29+20LAdvantage-45is also very risky. If you are hit during curse, be wary of resets, as those can lead into even more damage, or worse a re-curse if the reset happened after curse ran out mid-combo. Arakunes win Condition is not to mix you up, but apply curseduring Curse Arakune can summon Bugs that cover the entire screen during Curse Arakune can summon Bugs that cover the entire screen Arakune gains curse on block and hitIf you get opened up that leads into full curse most of the timeTry to avoid all Attacks that inflict Curse (5DGuardMidStartup17Recovery33Advantage-34,6DGuardMidStartup38RecoveryTotal: 48Advantage,2DGuardAllStartup36RecoveryTotal 46Advantage+9,j.DGuardAllStartup28RecoveryTotal: Until L+7Advantage,236DGuardStartup33RecoveryTotal: 39Advantage,22A/B/CGuardAllStartup43RecoveryTotal: 48Advantage,j.214214DGuardAllStartup10+(33 Flash)+25RecoveryTotal: Until L+32Advantage)Snipe him when he overcommits on any of those moves If you get opened up that leads into full curse most of the time Try to avoid all Attacks that inflict Curse (5DGuardMidStartup17Recovery33Advantage-34,6DGuardMidStartup38RecoveryTotal: 48Advantage,2DGuardAllStartup36RecoveryTotal 46Advantage+9,j.DGuardAllStartup28RecoveryTotal: Until L+7Advantage,236DGuardStartup33RecoveryTotal: 39Advantage,22A/B/CGuardAllStartup43RecoveryTotal: 48Advantage,j.214214DGuardAllStartup10+(33 Flash)+25RecoveryTotal: Until L+32Advantage) Snipe him when he overcommits on any of those moves Arakune will generally use the air to flee from youHe has lots of options to mixup his movement in the air (j.6A/B/CGuardAllStartup11Recovery12/13/14+7LAdvantage,j.2A/B/CGuardHigh/AirStartup21Recovery20Advantage,j.236CGuardHigh/AirStartup11RecoveryUntil L+11Advantage,j.214A/B/CGuardStartupRecoveryTotal: 51Advantage)He has lots of options to attack air to ground (j.BGuardHigh/AirStartup10Recovery21Advantage,j.CGuardHigh/AirStartup12Recovery20Advantage-5,j.DGuardAllStartup28RecoveryTotal: Until L+7Advantage,j.22A/B/CGuardAllStartup28RecoveryTotal: 57Advantage)Stay patient and find the right spots to snipe him out of the air He has lots of options to mixup his movement in the air (j.6A/B/CGuardAllStartup11Recovery12/13/14+7LAdvantage,j.2A/B/CGuardHigh/AirStartup21Recovery20Advantage,j.236CGuardHigh/AirStartup11RecoveryUntil L+11Advantage,j.214A/B/CGuardStartupRecoveryTotal: 51Advantage) He has lots of options to attack air to ground (j.BGuardHigh/AirStartup10Recovery21Advantage,j.CGuardHigh/AirStartup12Recovery20Advantage-5,j.DGuardAllStartup28RecoveryTotal: Until L+7Advantage,j.22A/B/CGuardAllStartup28RecoveryTotal: 57Advantage) Stay patient and find the right spots to snipe him out of the air Play around his Teleport Dashes and214A/B/CGuardStartupRecoveryTotal: 53AdvantageTeleports on your offense Dealing with Curse:Give your best to block his left/right/high/low/throw mixup.Use Barrier Guard to prevent getting Guardcrushed byCrush TriggerGuardGuard Break 32/BarrierStartup20Recovery25Advantage0andC BugGuardGuard Break 35/BarrierStartup55RecoveryAdvantageBe wary of Resets, especially when Arakune ran out of curse midcomboDon't burst, as you will most likely get mixed up againinstead Use Burst while he builds up curse, or save OD to finish him off Give your best to block his left/right/high/low/throw mixup.Use Barrier Guard to prevent getting Guardcrushed byCrush TriggerGuardGuard Break 32/BarrierStartup20Recovery25Advantage0andC BugGuardGuard Break 35/BarrierStartup55RecoveryAdvantageBe wary of Resets, especially when Arakune ran out of curse midcombo Use Barrier Guard to prevent getting Guardcrushed byCrush TriggerGuardGuard Break 32/BarrierStartup20Recovery25Advantage0andC BugGuardGuard Break 35/BarrierStartup55RecoveryAdvantage Be wary of Resets, especially when Arakune ran out of curse midcombo Don't burst, as you will most likely get mixed up againinstead Use Burst while he builds up curse, or save OD to finish him off instead Use Burst while he builds up curse, or save OD to finish him off 25f Overhead Can gatling from his low2AGuardLowStartup10Recovery11Advantage-1 Don't mash on block, as he can gatling into the low2BGuardLowStartup8Recovery11Advantage-1and other Moves 2AGuardAllStartup7Recovery10Advantage-1/5AGuardAllStartup5Recovery9Advantage±0/5BGuardLowStartup8Recovery11Advantage±0/6BGuardMidStartup9Recovery21Advantage-8Mash,C-fafnirGuardMid, All×5Startup9Recovery29+20LAdvantage-45orThrowGuardThrow(70)Startup7Recovery23Advantagecan beat it 27f Overhead Can gatling from his low2BGuardLowStartup8Recovery11Advantage-1 Punishing can be risky as it can rekka into6CCGuardMidStartup21Recovery25Advantage-8and6CCCGuardMidStartup21Recovery25Advantage-8you can take your turn back after any rekka you can take your turn back after any rekka 5AGuardAllStartup5Recovery9Advantage±0/6BGuardMidStartup9Recovery21Advantage-8Mash orBGuardMidStartup13Recovery20+12LAdvantage-18/C-fafnirGuardMid, All×5Startup9Recovery29+20LAdvantage-45can beat it Tracks your position on the screen(Arakune looks like this during it)GuardAllStartup10+(33 Flash)+25RecoveryTotal: Until L+32Advantage fills half curse meter on block, and puts you into curse on hit Dash / IAD /6D~CGuardAllStartup13~18Recovery26Advantage-11out post superflash and punish The reason you have to block during Curse C BugGuardGuard Break 35/BarrierStartup55RecoveryAdvantageGuardcrushes pick a god and pray Has a hitbox, but is mostly a movement tool due to short recovery the version used determines distance traveled can be used about 2-3 times after a jump Dive Attack with 3 angles usually used when Arakune is out of air options Very active Aerial Multihit 3 different angles Gives Arakune curse on block or hit can be use in the air and on the ground 3 different distances can be canceled into different version of each other Gives Arakune curse on block or hit 5 different distances Air to ground Poke Wyvern through when done low enough otherwise try to dodge and make up ground / punish Ground Teleports, with a feint The Dot marks the final position All Teleports have some invul tricky to predict creates ahitboxGuardAllStartup13RecoveryAdvantage, if you stand at the teleport destination Air Teleports, with a feint The Dot marks the final position All Teleports have some invul tricky to predict creates ahitboxGuardAllStartup13RecoveryAdvantage, if you stand at the teleport destination Summons a Cloud that builds curse upon Contact replaces currently active cloud ground / Air ok has 3 Patterns: Homing Cloud- Is slowly homing towards you- most annoying one, needs constant movement- builds curse the slowest-> Hunt Arakune down Pet Cloud- Follows Arakune with a slight delay- he can teleport to make it move towards you- medium curse build-> Keep Arakune out Roaming Cloud- worst cloud, arakune will resummon- tracks you horizontally, but not vertically- builds curse the fastest-> simply avoid jumping-> punish Arakune on resummon Arakune has a cursed hurtbox: confirms feel generally a bit less consistent (ie. he is prone to fall out of midscreen air/ground pick up: ...6BGuardMidStartup9Recovery21Advantage-8,5CGuardMidStartup19Recovery23Advantage-4,6D~CGuardAllStartup13~18Recovery26Advantage-11) ...6CGuardMidStartup22Recovery29Advantage-10>6D~AGuardAllStartup26~35Recovery20Advantage-6>2D~AGuardHigh/AirStartup20Recovery41Advantage-27>A-orbGuardAllStartup18RecoveryTotal: 36Advantage-3>2CGuardMidStartup16Recovery23Advantage-9>2D~AGuardHigh/AirStartup20Recovery41Advantage-27>5D~CGuardMidStartup17Recovery34Advantage-16does not work, you have to leave out the stabilizing A-orb It is also a small blessing in the form of (semi-) exclusive routing:" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Matchups", + "title": "Kagura Mutsuki", + "section": "Es", + "text": "No Content yet" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Matchups", + "title": "Kagura Mutsuki", + "section": "Jin Kisaragi", + "text": "No Content yet" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Matchups", + "title": "Kagura Mutsuki", + "section": "Mai Natsume", + "text": "No Content yet" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Matchups", + "title": "Kagura Mutsuki", + "section": "Noel Vermillion", + "text": "Noel is a speedy character with good buttons and call-out tools, but low reward on hit, as well as noticable lag on her callout tools, generally skewing the risk reward in your favor. Your usual Gameplan of trying to keep her out with2CGuardMidStartup16Recovery23Advantage-9andj.CGuardHigh/AirStartup13Recovery24Advantageworks quite well, but Orbs are a bit less useful than in most matchups, as she can often stuff you with a well spaced236AGuardAllStartup27RecoveryTotal: 51Advantage0/BGuardAllStartup29RecoveryTotal: 51Advantage+2optic barrel. DuringneutralWhen neither player is in an advantageous position in terms of stage position.andpressureTo attack the opponent continuously and leave little room for counter attacks.you have to be aware of her callout tools: the body invul4DGuardAllStartup25 [20]Recovery37 [12]Advantage-25 [0], the foot / low invul2DGuardAllStartup26Recovery2+34 [2+15]Advantage-20 [-1], the projectile and partly body invul6DGuardLowStartup27~39Recovery44 [25]Advantage-27 [-8]and the air-to ground attackj.DGuardAllStartup16RecoveryUntil L+31[Until L+12]Advantage-25 [-6], which invitesrpsRock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive.afterwards.4DGuardAllStartup25 [20]Recovery37 [12]Advantage-25 [0]loses to lows (2BGuardLowStartup10Recovery14Advantage-3),2DGuardAllStartup26Recovery2+34 [2+15]Advantage-20 [-1]loses to high hitting mids (5AGuardAllStartup5Recovery9Advantage±0,6BGuardMidStartup9Recovery21Advantage-8),6DGuardLowStartup27~39Recovery44 [25]Advantage-27 [-8]loses to attacks low to the ground (2AGuardAllStartup7Recovery10Advantage-1,2CGuardMidStartup16Recovery23Advantage-9),j.DGuardAllStartup16RecoveryUntil L+31[Until L+12]Advantage-25 [-6]loses toB-fafGuardMidStartup13Recovery20+12LAdvantage-18. Since Noel lacks a traditionaldpDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion./ Invincible Reversal, she has a tough time getting out of your pressure and has to rely onrpsRock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive.with herDrives, so try to stay unpredictable and don't overextend. On Defense you can generally block low and react to heroverheadAn attack that the opponent must block high.6BGuardHighStartup26Recovery18Advantage-6by mashing2AGuardAllStartup7Recovery10Advantage-1/5AGuardAllStartup5Recovery9Advantage±0,ThrowGuardThrow(70)Startup7Recovery23AdvantageorC-fafnirGuardMid, All×5Startup9Recovery29+20LAdvantage-45. Keep in mind that she can onlygatlingThe special category of cancels that describe how each character can cancel normals into other normals and specials.into her6BGuardHighStartup26Recovery18Advantage-6from mids, making it easier to react. Be careful about mashing, as she can call these out with aframe trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.into5DGuardAllStartup23 [17]Recovery37 [18]Advantage-24 [-5]or with any of her regular call out tools. Once she is in her drive remember to default to blocking high, as her only low duringDrive6DGuardLowStartup27~39Recovery44 [25]Advantage-27 [-8](27f) is way slower than heroverheadAn attack that the opponent must block high.d.6BGuardHighStartup16Recovery44 [25]Advantage-28 [-9](16f). Mashing is generally risky, since many of herdriveattacks inviterpsRock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive.. She can only use up to 4driveattacks in succession, so she has to end with aspecialA type of attack that requires a command like 236A. These attacks typically special effects that normal attacks do not have such as chip damage, invincibility, etc.,rapid cancelA mechanic that makes it possible to cancel any move on block or hit at the cost of 50 meter.or go for some form ofpressureTo attack the opponent continuously and leave little room for counter attacks.reset. She can also not use the samedrivein succession, making it easier to block it out. You have the range advantage, use itj.CGuardHigh/AirStartup13Recovery24Advantage,2CGuardMidStartup16Recovery23Advantage-9and5CGuardMidStartup19Recovery23Advantage-4are your friendsOrbs are a bit riskier than usual due to236B Optic BarrelGuardAllStartup29RecoveryTotal: 51Advantage+2 j.CGuardHigh/AirStartup13Recovery24Advantage,2CGuardMidStartup16Recovery23Advantage-9and5CGuardMidStartup19Recovery23Advantage-4are your friends Orbs are a bit riskier than usual due to236B Optic BarrelGuardAllStartup29RecoveryTotal: 51Advantage+2 Play around Noels Callout tools:4DGuardAllStartup25 [20]Recovery37 [12]Advantage-25 [0],2DGuardAllStartup26Recovery2+34 [2+15]Advantage-20 [-1],6DGuardLowStartup27~39Recovery44 [25]Advantage-27 [-8],j.DGuardAllStartup16RecoveryUntil L+31[Until L+12]Advantage-25 [-6]4DGuardAllStartup25 [20]Recovery37 [12]Advantage-25 [0]beats mids, loses to lows2DGuardAllStartup26Recovery2+34 [2+15]Advantage-20 [-1]beats lows, loses to mids that hit high enough6DGuardLowStartup27~39Recovery44 [25]Advantage-27 [-8]beats projectiles, is quite laggyj.DGuardAllStartup16RecoveryUntil L+31[Until L+12]Advantage-25 [-6]can beat grounded buttons, but loses to Fafnir 4DGuardAllStartup25 [20]Recovery37 [12]Advantage-25 [0]beats mids, loses to lows 2DGuardAllStartup26Recovery2+34 [2+15]Advantage-20 [-1]beats lows, loses to mids that hit high enough 6DGuardLowStartup27~39Recovery44 [25]Advantage-27 [-8]beats projectiles, is quite laggy j.DGuardAllStartup16RecoveryUntil L+31[Until L+12]Advantage-25 [-6]can beat grounded buttons, but loses to Fafnir Block high during her drive pressured.6BGuardHighStartup16Recovery44 [25]Advantage-28 [-9]is a 16f overhead,6DGuardLowStartup27~39Recovery44 [25]Advantage-27 [-8]a 27f low d.6BGuardHighStartup16Recovery44 [25]Advantage-28 [-9]is a 16f overhead,6DGuardLowStartup27~39Recovery44 [25]Advantage-27 [-8]a 27f low she can only use 4drivesin a row until she needs to end or use a specialblocking it out is an option blocking it out is an option she can't use the samedrivein succession Noels onlyoverheadAn attack that the opponent must block high.outside of Drive Can only gatling from mids 2AGuardAllStartup7Recovery10Advantage-1/5AGuardAllStartup5Recovery9Advantage±0Mash,C-fafnirGuardMid, All×5Startup9Recovery29+20LAdvantage-45orThrowGuardThrow(70)Startup7Recovery23Advantagecan beat it Hits low, has body & projectile Invul can cross up when noel is close to you the only low during her drive pressure, slower than her overhead in drive can be beaten by2AGuardAllStartup7Recovery10Advantage-1/5BGuardLowStartup8Recovery11Advantage±0/2BGuardLowStartup10Recovery14Advantage-3/2CGuardMidStartup16Recovery23Advantage-9/3CGuardLowStartup14Recovery23Advantage-9 Body Invulnerable use lows (5B/2BGuardLowStartup10Recovery14Advantage-3/3CGuardLowStartup14Recovery23Advantage-9) to call it out during your drive pressure5D~AHydraGuardMidStartup19Recovery31Advantage-14can beat it, but timing is strict Jumps over lows (5BGuardLowStartup8Recovery11Advantage±0/2BGuardLowStartup10Recovery14Advantage-3) and attacks with a low hitbox (2AGuardAllStartup7Recovery10Advantage-1/2CGuardMidStartup16Recovery23Advantage-9). Can be beaten by5AGuardAllStartup5Recovery9Advantage±0/6BGuardMidStartup9Recovery21Advantage-8 Beats most grounded moves loses againstB-FafnirGuardMidStartup13Recovery20+12LAdvantage-18 Her fastest overhead Can only be used during drive strings or after a landingj.CGuardHigh/AirStartup13Recovery24Advantage block High during Noelsdriveson default to deal with this move is +0 on block, but can be cancelled intodrives mashing afterwards is dangerous Crossup duringDrive -4 ends the chain, you can take your turn back (unless they spend 50 meter torapid cancelA mechanic that makes it possible to cancel any move on block or hit at the cost of 50 meter.) interruptible by2AGuardAllStartup7Recovery10Advantage-1/5AGuardAllStartup5Recovery9Advantage±0/5BGuardLowStartup8Recovery11Advantage±0/6BGuardMidStartup9Recovery21Advantage-8/C-FafnirGuardMid, All×5Startup9Recovery29+20LAdvantage-45 Invincible Reversal during Drive if you mash out of her drive pressure too often she might use this to stuff that Command grab that only hits standing opponents Be ready to crouch this and punish handsomely Her Projectile only has 2 ranges TheB-Versionmakes it difficult to use orbs 6D~CWyvernGuardAllStartup13~18Recovery26Advantage-11it on prediction" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Matchups", + "title": "Kagura Mutsuki", + "section": "Ragna the Bloodedge", + "text": "Ragna is a character who excels at mid-range, with excellent pokes (most notably5BGuardMidStartup8Recovery16Advantage-7), good frame data and good damage all around. As such he dominates the neutral game and it is difficult to get in and run your offense. Your best bet is to try and keep him away withj.CGuardHigh/AirStartup13Recovery24Advantage, orbs and2CGuardMidStartup16Recovery23Advantage-9, as Kagura has a slight range advantage and an actual projectile. These options are not reactionary and quite risky, as he can quickly close the gap and punish.As a less commital option you can Counter-Poke his5BGuardMidStartup8Recovery16Advantage-7with your5BGuardLowStartup8Recovery11Advantage±0and get a full combo if you can hit confirm.6D~CWyvernGuardAllStartup13~18Recovery26Advantage-11is especially risky in neutral as it gets beaten by Ragnas214A Hell's FangGuardAllStartup15Recovery26Advantage-4or623C Inferno DividerGuardMidStartup9Recovery39Advantage-28. On offense you have to be extra careful to not overextend, as Ragna has an easier time than most characters to punish risky attacks such as2D~AVritraGuardHigh/AirStartup20Recovery41Advantage-27. Try to play around Ragnas overdrive anddpDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion., as both can be used to shut downpressureTo attack the opponent continuously and leave little room for counter attacks.using6BGuardMidStartup9Recovery21Advantage-8,C-NormalsandDrive attacks. Overdrive Punishes will hurt a lot, as Ragna has quite high damage himself. You can try to bait his overdrive by going intoDrive attacksand cancelling it with4DGuardStartupRecovery21Advantage, this will keep you safe and gets rid of a very important ressource for them at the cost of giving up your turn. Even though neutral is a bit rough we can win on defense, due to Ragnas low health and generally reactable mixup.B-FafnirGuardMidStartup13Recovery20+12LAdvantage-18is a good tool, to stuff jump ins, airdashes,214B Gauntlet HadesGuardHigh/AirStartup20Recovery28Advantage-12and214D Blood ScytheGuardAllStartup37Recovery15Advantage+3 [+7], whereasC-FafnirGuardMid, All×5Startup9Recovery29+20LAdvantage-45can deal with his overhead6BGuardHighStartup24Recovery19Advantage-6, his236D DeathspikeGuardAllStartup26RecoveryTotal: 57Advantage-1 [+9]and other pressure resets. Be careful of getting baited and be wary when Ragna has meter torapid cancelA mechanic that makes it possible to cancel any move on block or hit at the cost of 50 meter.in order to make specials safe and enhance his mix after them. Ragna dominates mid-range You have a slight range advantage and an actual projectile As usualj.CGuardHigh/AirStartup13Recovery24Advantage,2CGuardMidStartup16Recovery23Advantage-9andA-orbGuardAllStartup18RecoveryTotal: 36Advantage-3are good tools in neutral Be especially careful when using Drives, as Ragna is good at punishing them B-FafnirGuardMidStartup13Recovery20+12LAdvantage-18against jump ins, airdashes,214B Gauntlet HadesGuardHigh/AirStartup20Recovery28Advantage-12and214D Blood ScytheGuardAllStartup37Recovery15Advantage+3 [+7] C-FafnirGuardMid, All×5Startup9Recovery29+20LAdvantage-45when they use the overhead6BGuardHighStartup24Recovery19Advantage-6or they try to reset pressure Play around Overdrive and rapid cancel, as Ragna hits hard Ragnas go to poke and punish Counterpoke with5BGuardLowStartup8Recovery11Advantage±0and confirm to5BBGuardMidStartup9Recovery21Advantage-8on hit. Try to outrange with a preemptive2CGuardMidStartup16Recovery23Advantage-9 Overhead, can gatling into2DGuardLowStartup17Recovery23Advantage-6(low) or6DGuardMidStartup21Recovery14+16LAdvantage-12(mid) >j.DGuardHigh/AirStartup13 [11]Recovery20+3LAdvantage(high) Can gatling from the low2BGuardLowStartup9Recovery15Advantage-3 Interceipt withC-FafnirGuardMid, All×5Startup9Recovery29+20LAdvantage-45, if charge available Overhead that Ragna can almost always use, has a designated follow up (214DGuardAllStartup9RecoveryUntil L+12Advantage) Ideally interceipt first attack withB-FafnirGuardMidStartup13Recovery20+12LAdvantage-18or5AGuardAllStartup5Recovery9Advantage±0, as rapid cancel can extend Ragnas Pressure. Otherwise block the first attack and duck the follow up There is a mixup whether the opponent goes for the follow up, punishes differ Grounded version has a high jump arc and is plus, so stay patient afterwards Aerial version covers lots of space horizontally and is minus, so you can punish when spaced incorrectly. IdeallyB-FafnirGuardMidStartup13Recovery20+12LAdvantage-18both the grounded and aerial version. Pressure reset with plus frames Jump out If you are close enough you canC-FafnirGuardMid, All×5Startup9Recovery29+20LAdvantage-45as well safe on block except for instant block has a designated follow up (214DGuardAllStartup19Recovery35Advantage-19) C-FafnirGuardMid, All×5Startup9Recovery29+20LAdvantage-45after first hit, if they try to frame tap you by delaying the follow up. Reversal Super that travels about 80% of the Screen be careful when throwing out orbs and Ragna has 50 Meter Normally just a damage super, but becomes unblockable when Ragna is in Overdrive Ragna has above average height and does not fall out any of your BnBs. In Fact several combos are more lenient on him and often don't require a Microdash where other characters do. (eg. ...B-Faf>6B>Kad>66>3C>2D~B>ender)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Matchups", + "title": "Kagura Mutsuki", + "section": "Relius Clover", + "text": "No Content yet" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Matchups", + "title": "Kagura Mutsuki", + "section": "Susano'o", + "text": "No Content yet" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Matchups", + "title": "Kagura Mutsuki", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Strategy", + "title": "Hibiki Kohaku", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Strategy", + "title": "Hibiki Kohaku", + "section": "General Tactics", + "text": "Check the tutorial below for an idea on how Hibiki functions. This was made in CF1 so it doesn't cover a few CF2 specifics, but it's an amazing introduction to the character. Important Moves 236A~C: Combo ender, damage reset, and call out tool in neutral. 2C: Antiair 5C/3C: Go-to midscreen pokes. j.C: Amazing jump-in option. j.BB: Go-to air to air poke. 5D/6D: Great moves for keeping opponents on their toes.6Dis great for suddenly approaching people, but only when mixed in well with5D. 2BB: Amazing low profile. Good filler for blockstrings and combos. 3D: Solid antizoning tool." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Strategy", + "title": "Hibiki Kohaku", + "section": "Blockstrings", + "text": "Like many characters in Blazblue, Hibiki's blockstrings are very freeform and will change to suit your needs. These are some basic blockstrings that'll get you started and confirm into combos without too much trouble. 5BB>6BB>6A/5C>3C A common part of Hibiki blockstrings.5BB>6Bis a builtin frame trap.6BB>6Ais another frame trap, while6BB>5Cis a true blockstring. Loses to Instant block DP and Overdrive. 5BB>6D>5BB>4BB>2BB> X This string is an example of gatling limits on Hibiki's normals. The6Dis a pressure reset. After4BB, you can't gatling into5BBbecause you've used it twice in the sequence, so you have to use another button like2BBinstead. This also means you can't combo into6Bif4BBlands. This sequence gets blown up by mashing. 5A> microdash >5A>5A> X A quick example of microdashing in pressure as Hibiki. Hibiki's5Ais very useful as a stagger tool because it hits crouchers. Very useful for opponents using Barrier trying to keep you out. On instant barrier, you'll have to dash up farther. This will cause you to get hit by certain 2As, or your opponent will escape. 5BB>2BB>5BB>6BB>5C>3C An example of the blockstrings you can get if your opponent doesn't actively use Barrier and Instant Barrier. If your opponent uses these tools properly, you'll get pushed outveryquickly." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Strategy", + "title": "Hibiki Kohaku", + "section": "Okizeme", + "text": "214CSafejump 214Cis a Hibiki's primary combo ender for setting up midscreen oki. AnyBorCnormal that leaves Hibiki grounded can combo into214Cand grants the same Oki. Of particular note is the easy hitconfirm of ... >3C>214C. Additionally, anytime 236A~Bor j.236A~B(low to the ground) can be combo'd into you can followup iwht214C. At midscreen, you can use a214Cender and then input > 669 >j.Cin order to safejump and catch rolls. The key is timing thej.Cwhen Hibiki is low to the ground and can catch both roll directions. This requires some practice in training mode to get used to the timing. Izuna Drop >5C>6C In general, Izuna drop leads to decent oki. In the corner, you can use this oki specifically.5Ccatches all techs aside from emergency tech, and you can hitstop OS6Cso that it'll only come out if5Clands. From this situation, you can input a high damage confirm such as5C>6C>j.6D> jc.3D>6B>5D>6D>4B>3C>214C>5B>5C>2C>236A~C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Strategy", + "title": "Hibiki Kohaku", + "section": "Tips and Tricks", + "text": "Use DP > RC! After the rapid cancel, you canj.Cor land and2Bto create a 50/50 for your opponent if they block it. Try using3Dto close in on zoners! It's plus on block, so you can usually take your turn even if they block it. Use 236AC as a reset on opponents teching in the air. It deals great damage, unscaled. Use Nue (632146D) to call out other Distortion Drives or slow projectiles at full screen. Use microdashes to continue pressure against Barrier and Instant Barrier. Fake people out at midscreen with 5Ds, and then use6Dto suddenly close in on them" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Strategy", + "title": "Hibiki Kohaku", + "section": "Fighting Hibiki", + "text": "Barrier Blocking (especially IBB, though riskier) is an easy way to make Hibiki's offense difficult to run. Extra buttons to push on block and run stagger pressure means extra buttons to push away with barrier. This will force him to entertain different options to continue pressure with jump cancels, oddball specials, spending resources on things like DP RC, etc. A lot of things he'll use to work around this like microdashing back in, as well as gatlings into6B,4B,6D, and6Aare susceptible to reversals, and sometimes mashing as well. Making Hibiki be the respectful one on his own offense can go a very long way. While it is important to identify good windows of opportunity to contest Hibiki's blockstring pressure, be mindful of a staggered3Cif you're in range. It might not be a fatal counter, but aside from6Cand the unusual236A~D, CH3Cis one of his best starters. It's worth knowing that Hibiki cannot cancel his first of a pair of B normals into the first of another. For example, he cannot do5B>4B, though he can do5BB>4Bor5Bwait4B. Additionally,5B(B)is the only B normal he can gatling into a second time. Similarly, Hibiki can only do each standing drive once in a single blockstring, so if you block5Dand the same startup animation occurs, it will be6Dand you can stuff it. While jump back barrier is a relatively safe answer to most of his pressure options, Hibiki would love for you to do that and236A~Cyou for it, especially if he has at least 40 meter. Hibiki has a lot of ways to reset the opponent for tremendous damage, usually with his air unblockable command grab Izuna Drop:236A~C. A solid rule of thumb is to avoid holding tech during combos - while you might not get out of combos that you should of, sometimes taking extra damage and having to deal with tough okizeme, if Hibiki catches you out of the air with236A~Cand ends up with 50 meter, you can eat at least an extra 4000 damage. This is a threat he poses in neutral as well - the recovery is long and the commitment is high, but a predictable air approach can cost you half your health bar. Another option Hibiki has for resetting is using RC after the first hit of214C. This leaves you standing, and you don't have to press tech to get reset. weak to mashing and reversals, but of course, reversals can be baited. Another big reason to not hold tech is one of Hibiki's common enders,214C. IADj.C, or ideally 669 fallingj.C, is a safejump when timed appropriately, that will hit meaty, block most reversals, and catch rolls. delay tech in place is one of the best options against this to avoid a safejump or combo from attempting to roll. If they're consistently doing the 669 version, they retain their air action and can air dash low to the ground on top of you. with proper timing, this can also result in a similar safejump against delay tech, so other options should be considered if and when the Hibiki starts to play around delay tech. Another good reason to delay tech is the run up2BB, which will cross under instant tech. delay tech will get hit by this, and depending on the scaling, Hibiki can cap it off with air buttons intoj.214A, but that scenario is far better than eating an entire extra combo off the cross under. Hibiki has a lot of oddball moves, drives and specials, where a similar animation is shared by pairs and he's either bluffing or teleporting in. Many of these options are too slow and have answers that are too ubiquitous to be ran as legitimate mix by themselves - here are a few. Against214Cand214D, you can instant block under the assumption that it's214C- if it is,mostcharacters can5Aor2Apunish. If it's not, you have plenty of time to OD, mash, or reversal (or block and punish, but with 50 meter he can make it safe). Against214Aand214B, you can fuzzy jump back barrier, blocking214Aand jumping over214Bto come down and punish. Of course, if Hibiki conditions you to do this before even committing to the move, he can236A~Cyou for it. Hibiki can also RC immediately at the start of623C. It's front-loaded meter spending, but on block, it is a genuine 50/50, even as a wake up option against your okizeme. If you knock him down and he has 50 meter, consider going out of your way to make it whiff. Ultimately, these are still viable in that anything Hibiki can present to load up on your mental stack is valuable. A savvy Hibiki will pepper in these more \"gimmicky\" options and raw236A~C's in conjunction with disciplined stagger pressure and a strong strike/throw game, which is the making of an exceptional offense. Additional miscellaneous details: While Hibiki's2Cmay autocorrect sometimes, it doesn't cover the area above and behind him too well." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Strategy", + "title": "Hibiki Kohaku", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Strategy", + "title": "Kagura Mutsuki", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Strategy", + "title": "Kagura Mutsuki", + "section": "General Tactics", + "text": "Kagura tends to play as the defender against characters who have less range than him. This also applies to characters that can't deal with his long ranged normals. You can throw out[4]6A/Borbs,2C, and5Cto cover the ground. Keep a charge for[2]8B(Fafnir) or aim for a preemptive6Cor5Aas your anti-airs. If the aggressor has a projectile, use6D~C(Wyvern) to blow them up. Make them think about their approaches. Once you have gotten the hit, keep the pressure going. Kagura has many options using his Drive stance, however many of them are escapable using jump back barrier blocking. Conditioning your opponent tonotjump is key when locking them down. If they are caught trying to jump out, make sure they pay for it. Against zoners and characters with full screen options, Kagura is suddenly the aggressor. Patience is key. Wait for your opportunity to strike.6D~Cis a common way to break through, but it's also risky if the opponent is looking out for it. You can throw out orbs to cover your approach, or just throw out hitboxes. The opponent needs to decide to either block it, avoid it, or use a character specific option. Either way, this gives Kagura time to approach. The goal from here is to reach an effective range. Staying in range ofCnormals can work, but they're still slow so sometimes Kagura needs to get closer. At this range, it will be common that they will try to either move back to the corner, or jump towards you. Keep your options in mind and the matchup you're playing. Do not get impatient. Once you are in, make it count. Alternatively, you can opt to play scrappier. Kagura has above-average health that can be used to take some level of risk. Playing riskier against low damage zoners may also be effective. It only takes one hit for Kagura to even up the damage by forcing his way in. Though it is risky, the trade off can be beneficial if played correctly." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Strategy", + "title": "Kagura Mutsuki", + "section": "Blockstrings", + "text": "This is one of Kagura's weaker traits, since a lot of his normals are negative or have gaps between them. 5BB>3C A true blockstring, however most follow ups after3Care unsafe e.g. a drive or a special. The only special cancel from3Cis[2]8B/C, which is very unsafe. 2A>2B>5B(whiff) 5Bwhiff helps you recover much quicker than2Bnormally. You can also reset pressure if the opponent is conditioned or unaware. 2A>2B>5BB Another true blockstring, but it's more so to check if someone is trying to jump out. If they're trying to jump out then5BBwill either hit them outright or they'll suddenly stand tech.5BBhas a long stagger window so you can catch people out. 2A>5BB>[4]6A This is -1 on block, but a common blockstring. Good against characters who cannot contest at6B's range. 5BB>5C/2C There is a gap between5BB>5Cand2C, however, if it is blocked, it with push back is far enough for Kagura to either stance cancel>4Dor throw a[4]6A. You can also throw in6D~Cor5D~Ato see if they are pressing a button." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Strategy", + "title": "Kagura Mutsuki", + "section": "Okizeme", + "text": "The most common midscreen ender for oki is2D~Binto a slightly delayed[4]6Aorb: Forces block on emergency tech. Neutral tech avoids the orb, while leaving you time to set up a meaty. Stuffs immediate forward roll or quick getup. Can forward roll or quick getup after the orb has passed them. Can back roll immediately, but will be forced to block the orb, leaving you time to chase down with6B,6D~Cor an IAD. Can do a delayed back roll a little after the orb has passed over them. For slow DPs (Azrael, Nine, etc), you can hitstop OS with2A> 4AB or5B> 5AB. This is a common OS that many characters can do. On block or hit, Kagura will cancel from2A>5B. For5B, it'll cancel into5BBon hit or block. If2Aor5Bwhiffs, Kagura will go into barrier." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Strategy", + "title": "Kagura Mutsuki", + "section": "Choosing an Oki Route", + "text": "Adding[2]8C>j.[8]2Conto the end of midscreen combos will do more damage, but will leave opponents much further away, effectively resetting to neutral. [2]8B>j.[8]2Cvs[2]8C>j.[8]2C In the corner, consider which of the two you want to end the combo with. They both lead into hard knockdowns, however, ending a combo with[2]8Bgives you more time to set up your next mixup.[2]8Cdoes more damage and pushes you further away from the opponent which can allow you to place a[4]6Aorb. Alternatively, ending a corner combo with2D~Ballows Kagura to set up a[4]Borb without worrying about getting hit by a reversal. He will recover in time before they can input it. This also includes fast DPs like Ragna's623CGuardMidStartup9Recovery39Advantage-28or reversal supers like Izanami's236236BGuardAllStartup4+(30 Flash)+3Recovery32Advantage-17." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Strategy", + "title": "Kagura Mutsuki", + "section": "Safe Jump", + "text": "Kagura uses hisj.Bin order to safe jump. This also catches rolls." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Strategy", + "title": "Kagura Mutsuki", + "section": "Tips and Tricks", + "text": "6D~C>5D~Btick throw: In certain situations, you can get this set up if you have conditioned your opponent not to press a button after6D~C. To do this, slightly delay5D~B. Avoiding Drive getting thrown after2D~B: It is common for someone to instant block2D~Band throw the follow up drive (2D~B>5D~Abeing the most common one). There's a few ways to avoid this, kara throw is one of them.1.2D~B>6D~C: This is the risky one, because depending on the character, it may or may not work.2.2D~B>4DDor2D~B> Nothing: This was cancel the drive or you do nothing. Unfortunately, these options are not safe and leave you at disadvantage.3.2D~B>5D~B> Purple throw: Disclaimer: THIS ONLY WORKS IF THEY INSTANT BLOCK. Because instant block reduces pushblock, Kagura is close enough to do5D~Bafter2D~B. This will lead to a purple throw, and this can lead to one or two things. They either tech it and you return back to neutral, or they get Throw Reject Miss because they were mashing throw. Though this is not a common answer, it can catch people unexpectedly, and additionally prevents Kagura from only losing momentum. This only works if the opponent knows to IB2D~Bhowever and should not be used as an answer every time. 1.2D~B>6D~C: This is the risky one, because depending on the character, it may or may not work. 2.2D~B>4DDor2D~B> Nothing: This was cancel the drive or you do nothing. Unfortunately, these options are not safe and leave you at disadvantage. 3.2D~B>5D~B> Purple throw: Disclaimer: THIS ONLY WORKS IF THEY INSTANT BLOCK. Because instant block reduces pushblock, Kagura is close enough to do5D~Bafter2D~B. This will lead to a purple throw, and this can lead to one or two things. They either tech it and you return back to neutral, or they get Throw Reject Miss because they were mashing throw. Though this is not a common answer, it can catch people unexpectedly, and additionally prevents Kagura from only losing momentum. This only works if the opponent knows to IB2D~Bhowever and should not be used as an answer every time. j.[8]2C(Kadamos):6B>j.[8]2Cis one of the most common set ups, but make sure to mix it up.IAD >j.B>j.[8]2C: Another common one since it acts as a double overhead.IAD >j.B> whiffj.A>j.[8]2C: If done correctly, you can get a meterless confirm, depending on the height it is done at.2A/5A/5B,j.[8]2C: Stagger the special cancel instead of jump cancelling immediately. This is actually a decent tool since Kadamos is airborne, which crushes lows and throws. On Counter Hit, you get a confirm off of this.2D~A(blocked) >j.[8]2C: Overdrive-specific string using Kagura's ability to special cancel drives on block in Overdrive. 6B>j.[8]2Cis one of the most common set ups, but make sure to mix it up. IAD >j.B>j.[8]2C: Another common one since it acts as a double overhead. IAD >j.B> whiffj.A>j.[8]2C: If done correctly, you can get a meterless confirm, depending on the height it is done at. 2A/5A/5B,j.[8]2C: Stagger the special cancel instead of jump cancelling immediately. This is actually a decent tool since Kadamos is airborne, which crushes lows and throws. On Counter Hit, you get a confirm off of this. 2D~A(blocked) >j.[8]2C: Overdrive-specific string using Kagura's ability to special cancel drives on block in Overdrive. Untechable throw: Kagura has the ability to force an untechable throw with only 25 meter. It only works in the corner, but the most common off of6B,2C,5C, and6C. The reason this works is because crush triggers negate any block push back. With this2C> blocked Crush Trigger > Throw becomes untechable. 2Dlow profile: It is not commonly known that Kagura's2Dcan low profile stuff. He is counted as crouching since it will avoid Naoto's214A~8AGuardUnblockable (120)Startup15 [5]Recovery28Advantage. It can sometimes go under jump-ins as well and you can catch people with an unexpected2D~Aupon landing." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Strategy", + "title": "Kagura Mutsuki", + "section": "Fighting Kagura", + "text": "One of Kagura's weakness is his neutral. Characters like Nu, Lambda, and Nine easily zone him out due to him being slow and out ranges him. For other characters, the most common way to deal with Kagura is jump back barrier when he goes into Drive stance. The other way is to use Overdrive. All of Kagura's drives have start up, so waiting for him to commit and overdrive through his stances. If Kagura is crouching DO NOT JUMP AT HIM. He is a charge character. However, keep in mind that his2Calso goes very far. Having a good read on when he will wait, or press2Cwill ultimately decide how well you will do against him. Hard knockdown on Kagura is the bane of his existence. Because of how the BB system works, teching has 4 options being roll forward, neutral tech, down tech, and back roll. Rolling and down teching both can be hit off the ground, which means neutral tech is the only way to avoid this. Here is the problem. Neutral tech after a hard knockdown means you have to not be inputting any direction except up. Kagura's reversal revolves around holding down. This forces Kagura to either risk getting hit out of the other three tech option, or give up his reversal to neutral tech. He can always do normal tech >j.[8]2C, however this is a risk on the Kagura since it loses to meaties. Dealing with each drive 5D~A: This move lacks a low guard point. Either up back barrier because it is air unblockable, hit it low, or Overdrive through it. 5D~B: This is his command grab. Up back it. You can't tech command grabs. OD is also an option. 5D~C: This is air unblockable and not commonly used in a block string. It is mostly used for anti airs. 6D~C: Wyvern goes through projectiles, but can be low profiled easily. It also has a hurtbox on the end of the weapon but I would not recommend risking a trade with it. You can also OD it. 6D~B: This has some invul and crosses up. Jump out of it because it is slow or overdrive through it. It can also be delayed DP'd. This move also has an awful tendency to leave a lingering hurtbox where Kagura was which leads to him getting hit from behind. 6D~A: This move has upper body invul (A LOT OF IT). You can try and up back it, but it will sometimes catch jump start up. OD through it. 2D~C: You cannot up back this because attempting to cause people to get hit low. OD through the second hit because it's still slow. 2D~B: IBing the second hit makes this even more negative afterwards. ODing through it is risky because if you block a single hit, he can always go into another stance. 2D~A: This is the overhead. It beats lows and throws. Upback or Overdrive through it. It's really slow, but catches people because he is crouching during2Dstance." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Strategy", + "title": "Kagura Mutsuki", + "section": "External References", + "text": "Kagura Pressure Guide Kagura Safejump Corner Routes" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Strategy", + "title": "Kagura Mutsuki", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Starter", + "title": "Celica A. Mercury", + "section": "Intro", + "text": "The goal of this page is to provide new Celica players with a foundation to build further knowledge and ideas upon, or for anyone to just pick the character and start having some fun. It does not include exhaustive explanations of common combos or strategies, or even each move the character has. Check the dedicated pages for each topic, including the main Overview page, to really start learning (once those pages are updated)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Starter", + "title": "Celica A. Mercury", + "section": "Buttons To Press In Neutral", + "text": "5BGuardMidStartup10Recovery16Advantage-4: Main grounded poke, best used when approaching. Confirm into5CGuardMidStartup13Recovery17Advantage-4>214CGuardAllStartup15Recovery26 (29)Advantage-4for a knockdown at far ranges, or2CGuardMidStartup14Recovery17Advantage-1>5DGuardMidStartup11Recovery33Advantage-17when close to convert into a full combo. 6BGuardMidStartup12Recovery23Advantage-9: Anti-air, great when used both offensively or defensively. Confirm into2Cand then jump cancel on hit for a reliable combo conversion, or safety on block. 236BGuardAllStartup18RecoveryTotal: 46Advantage-6: Fireball that knocks down, best used around its maximum range. Gives ample time on hit to close the distance and start pressure. j.CGuardHigh/AirStartup12Recovery23Advantage: Long-range air button, best used aggressively from a dash jump as an air-to-air approach, or defensively while falling from a normal jump as a low recovery counterpoke. j.BGuardHigh/AirStartup9Recovery16Advantage: Main jump-in/IAD approach button. Confirm withj.Cfor a reliable combo/pressure starter." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Starter", + "title": "Celica A. Mercury", + "section": "What To Do If You Hit Them", + "text": "Confirm normal hits by going up the attack buttons in order, starting from whichever button hit:A>B>C>D. Assuming you're not at full health, cancel into214BGuardHighStartup25Recovery24 [16]Advantage-10 [-2]to launch, then do6CGuardMidStartup21Recovery20Advantage-2to launch them again, then finish the combo somehow. A stable way to do decent damage and end in a knockdown after a launch:6B>2C> jump,j.B>j.C> jump,j.B>j.C>j.214AGuardAllStartup15Recovery20Advantage If youarestill at full health... great job! Just keep mashingDor something. Once you've knocked them down, press2AGuardAllStartup6Recovery11Advantage-2or2BGuardLowStartup9Recovery14Advantage-3on their wakeup." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Starter", + "title": "Celica A. Mercury", + "section": "What To Press If They Block", + "text": "2A>2B>2Cis a simple blockstring that keeps opponents close and ends on your safest button, setting you up for stagger resets or tick throws. It also contains a low and an automatic frame trap, so it's a good start for keeping people respectful. 5Band6Bare both jump cancellable on block, so you can use them when spaced further out to go for an instant air dash to reset pressure and put you back up close. 2B,3CGuardLowStartup13Recovery25Advantage-11,2DGuardLowStartup19Recovery29Advantage-17and2DDGuardLowStartup9Recovery33Advantage-17are your lows. All of them other than2Bcan be quite risky, so they're best used more carefully in targetting specific defensive behaviours. 6AGuardHigh, LowStartup24Recovery20Advantage-8and214Bare your overheads.6Ais unsafe and only reliably leads into combos in the corner. It can only be cancelled into from otherAbuttons, so it's only useful when your opponent is respecting your pressure.214Bis either unsafe and leads to nothing normally, or safe and leads to a full combo when enhanced. It's a special move, so it can be cancelled into after almost anything, so vary your strings and don't get too predictable with it." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Starter", + "title": "Celica A. Mercury", + "section": "What's Next For A New Player?", + "text": "Make your neutral wins more impactful by learning and practicing proper combos and confirms from your common hits, and how to cover different wakeup options after each combo to maintain an advantage. Understand your pressure options and the purpose of each of them (e.g. delaying cancels and the implications of doing so, how to target different defensive options) to make your advantage matter. Develop your neutral and defense by playing the game against people, picking up on how other characters function and general player behaviours, and combining that with a deeper understanding of your character and options to develop counterplay to your opponent's options in key situations. In other words: This character is as basic as it gets. Get good, and good luck!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Starter", + "title": "Celica A. Mercury", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "Overview", + "text": "Noel is a rushdown character that makes up for her short range with fast dashes and invulnerable options with her drive that can be used for hard reads. Once close to her opponent, Noel boasts a variety of good pressure normals like her5Athat hits on crouching opponents, a self-cancelable2Band a2Cthat is + on block, as well as a varied array of jump cancelable normals, that can lead to a mixup using a Drive Land Cancel (DLC). Her unique drive, although risky, allows for Noel to call out certain moves like reversals while keeping her offense, and in the right scenarios allows her to turn a defensive position into an offensive one. While Noel is an easy character to get into at first, it is very easy to hit a progress wall due to the unorthodox nature of her tools, odd confirms, character-specific combos and bad habits that can be gained out of the misuse of drive, therefore it's important to not play Noel like a standard rushdown character. Noel's Drives function as a kind of temporary mode switch. Her Drive normals are a set of moves that behave just like normal moves, however all normal cancel options from these Drive moves are replaced with different chain revolver moves that have their own properties: Noel may cancel any chain revolver move into any other chain revolver move, even if it misses entirely, with the exception that she may not cancel any move into itself.Inputs for chain revolver cancels can be used from the first active frame of each move, but the cancel only happens at some point into the recovery of that move. There is often a reasonably wide window to delay these cancels as well. Inputs for chain revolver cancels can be used from the first active frame of each move, but the cancel only happens at some point into the recovery of that move. There is often a reasonably wide window to delay these cancels as well. Noel is limited to 4 normal commands after the initial drive starter. Attempts to perform more will be ignored, but she may still perform a special cancel at this point. If chain revolver ends without a special or distortion cancel, Noel performs a short reload animation before being able to perform any other commands again. During Chain Revolver, Noel can cancel into any special and distortion drive move she previously had access to, as well as 3 special moves exclusive this state: Spring Raid, Bloom Trigger, and Assault Through. Noel is in a counterhit state throughout, including during her reload animation. Only the opening drive move may be overdrive cancelled. Since Rapid cancels instantly return a character to neutral, they also immediately end the Chain Revolver state. Generally speaking, Noel's drive allows for very flexible pressure strings, as there is no fixed order to what moves she uses and a long cancel window to stagger moves out if desired. However given her lengthy recovery if she is forced to reload and that all special cancels are negative on block, ultimately Noel needs to either take risks during drive pressure or lose the initiative if her pressure is successfully defended. Activating Noel's Overdrive has numerous positive effects: The usual improved damage to all Distortion Drives that every character gets. Faster startup speed for drive moves and no reload animation if Noel doesn't input anything, making her drive moves considerably safer on block, (Although not always entirely safe). Bloom Trigger (d.236D) hits more than twice. Assault Through (d.214D) has faster startup and short invisibility before going active. Spring Raid (d.623D) has increased untech time allowing for combos. Thor (j.236236D) allows Noel to recover in the air after the missiles fire." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Noel's staple pressure starter. Can hit crouching opponents. Good button to startstagger pressureThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.and set uptick throwA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.s. This normal is especially useful against those who are trying to keep you out withbarrier blockA special type of blocking in BlazBlue that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource. It also increases blockstun by 1 frame., as the low pushback and decent frame data allows for stagger pressure with micro dashes. Despite the short range, this normal has a large enough vertical hitbox to roll catch everyone in the corner with the exception ofEs,Hibiki, andJubei. Cancels into itself up to 3 times, even on whiff. Jump and throw cancellable on hit or block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Noel's main poke used for spacing andneutralWhen neither player is in an advantageous position in terms of stage position.. Can be easilylow profileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.'d. Noel will want to use this along with5Cin neutral to confirm mid to max range hits into Chamber Shot, or3Con crouching opponents. At closer ranges it can be confirmed into6Aand on counter hit it also combos into3Cand5D.5Bbeing only -2 on block while also having a large cancel window and a wide variety of options on block means that it is also decent forstagger pressureThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.. Jump and throw cancellable on hit or block. Whiffs at max range on some crouching characters." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A large poke with deceptive reach.5Cis Noel's primary tool to punish with a counter hit. Overall,5Cis your go to punish starter in most situations, which can lead to very damaging combos potentially up to 8K depending on conditions met and resources at your disposal. On a normal hit it will combo into3Con crouching opponents. On a counter hit it also leads into damaging combos through5D,6B>5D, or214A. It can be used in neutral as the hitboxes on5Care better and larger than5B. It is however slower, so Noel must space herself out appropriately to use it. Note that it also does not have significant vertical reach above her so it can also be easily jumped over. Be warned that the muzzle flash visual effect is random, leading this move to be visually deceptive as it may give off the impression that5Cis larger than it really is. Jump cancellable on hit. Throw cancellable on hit or block. Flare clashes with projectiles. Can now sometimes miss if it hits offscreen in corners or if certain characters are within a very close proximity to Noel during the animation. (Inside of the space between Noel and Noel's muzzle flash)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Noel's crouching jab and her most versatile button. 2Ahaving naturalframe trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s into both5Cand2Cfor high reward while also having the ability to throw cancel means that this button is excellent as a pressure starter and forstagger pressureThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.. It is also a decent defensive button, as being one of the faster2As with 6F startup and having longer range than5Alets Noel have the ability to challenge pressure that most characters wouldn't be able to otherwise. The only major downside with this button is that the hurtbox is much larger than the hitbox, which can often cause Noel to trade unfavorably with other characters. Cancels into itself 3 times. Throw cancellable on hit or block. Faster than average2A." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A low hitting jab. Effectively a second2A. This move is slightly longer than2A, but a tad shorter than5Bwhich makes it decent low attack, and is best used as combo orblock stringA series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense.filler forframe trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s. It also sees some use inneutralWhen neither player is in an advantageous position in terms of stage position.and against certain character's reversals on wakeup likeAzrael'sPanzer StrikeGuardMid, AllStartup18Recovery30AdvantageorMakoto'sCorona UpperGuardMidStartup9Recovery28+17Advantage-42since it makes Noel's hurtbox relatively short and allow her tolow profileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.. Can be repeated twice per string. Being able to whiff cancel and having relatively low recovery allows Noel to also bait out twitch reactions in a similar manner to5Abut with a much better reward and less risk. For example,5B>2B(w) on block comes in at -4, but it allows Noel to make her pressure much more threatening and less linear with proper reads and conditioning. Limit 2 uses per gatling sequence. Throw cancellable on hit or block. Whiff cancellable into itself." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A slow low that hits twice and is plus on block. Noel's main crouchinghit confirmTo perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent.and roll catch button in the corner. 2Citself is mostly used forblock stringA series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense.s forframe trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s or combo filler. If used early in a block string, it can be very strong due to it having +1 frame advantage, but due to its pushback it is often hard to capitalize on. Thankfully since BBCF2.0,2Chas enoughhitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun.to always combo into3Con a crouching hit as long as Noel didn't press too many buttons before. This button also acts as one of the ways Noel can catch roll attempts in the corner. One of the main setups to do this is to end a combo with withj.214C>j.2Cand then do2C>2A. Ideally,2Cwill catch forward rolls and on neutral tech2Awill let NoelmeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.her opponent. Interestingly enough, if the opponent instant blocks the first hit of2C, the game will visually indicate that the second hit of2Cwas automatically instant blocked due to there being no gap in between both hits. However, unless the opponent manually inputs an instant block on the second hit, Noel will still maintain her +1 frame advantage despite the game showing that she should be negative instead of plus. Clashes with projectiles. Second hit must be manuallyinstant blockA special type of blocking done by inputting a block immediately before blocking an attack. Usually improves frame data against blocked moves or gives more meter than a normal block or both.'d for frame advantage to decrease." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Noel's sad excuse for an anti-air. While6A's head invulnerability kicks in early, it only lasts for one frame during its active frames meaning that Noel has to be on point to properly anti-air her opponent with this move. The weak head invulnerability combined with6A's poor hitboxes often means that Noel can't challenge common disjointed jump ins from other characters such asRagna'sj.CGuardHigh/AirStartup12Recovery32Advantage,Jin'sj.CGuardHigh/AirStartup10Recovery20+4LAdvantage,Nine'sj.2CGuardHigh/AirStartup17RecoveryUntil LAdvantageand so on without heavy risk. To add on top of that, the recovery of this move significant and exposes Noel to common anti-air baits such as delayed double jumping. If Noel does not land6Aon the opponent whether it be due bad spacing, having the wrong read, or even just being unlucky with the hitboxes, it is very likely that she will get whiff punished. On the other hand, it's not a good idea to neglect this move, since if used well it can be an asset. At the end of the day it is still her most reliable anti-air and can work often given enough practice using it. It is also a decent move to use on block in pressure due to having a wide variety of options on block such as jump cancelling,5B,5C, or2C. Notably, Noel canreverse beatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.from both5Band2Bto do strings such as5B>6A>2Cto throw the opponent off. It isn't that bad as ahit confirmTo perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent.either, as it is her main way to combo standing opponents midscreen. Frames 6-11 head invulnerable. Jump and throw cancellable on hit or block. Launches on hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Noel's only standing overhead outside of drive. Pretty average as overheads go and is telegraphed, but has above average scaling compared to other characters', leading to good meterless damage. Noel can also gatling into6Bfrom a large amount of normals which can make it harder for the opponent to react to. If blocked, Noel will have to play RPS to continue her pressure: going into drives will enable further mixups,6B→5Dis the quickest, though it has a 7f gap that can be mashed. Her other drives have larger gaps, although the invul will kick in by the time the opponent can press, making it much riskier for them to do so. Other ways to discourage mashing is cancelling into3Cwhich naturally frametraps and has good reward with its fatal property, although it's not recommended without RC due to heavy frame disadvantage. Another cancel option is236Cwhich is gapless on normal block, and can be delayed to frametrap. Relatively safe if Noel was pushed out beforehand, but can also be punished if at close range. Advances Noel forward; useful for kara throws. Forces crouching on hit. Hard knockdown on air hit. Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A two hit move that acts as Noel's main combo filler and as an alternativereversalTo perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.punish. While it goes active quickly and has loads of active frames, it is horribly punishable if blocked (Opponents can simply duck under the second hit and freely punish). Noel will mainly use this move only to link parts of her combos together both in midscreen and corner. In certain cases, it may be preferable to use this move as a reversal punish over5Cwhen the opponent uses reversals where they end up crouching such asJin'sRehhyouGuardMidStartup13Recovery49Advantage-33. In these cases, use counter hit6C>214Aor counter hit6C>6B>5Dfor a damaging punish. Overall,6Cis Noel's secondary go to punish starter behind5Cin the event she needs a standing confirm. It is possible to delay cancel the second hit into2Cor throw as a gimmick to open her opponents up similar to older versions of the game but the window to do so now is very small. Second hit of6Ccan't hit crouching. Causes crumple stun on counter hit, forcing them to stand, allowing the followup to always hit. Second hit is jump cancellable on block or hit. Throw cancellable on block or hit. On CH Crumple Duration 25F, Crumple Fall 58F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A long range slide attack where Noel low-profiles to an extreme amount. A high risk-reward move for beating pokes in midrange, since it always inflicts a hard KD for combos. It's very committal, and not your standard3Cfor scoring simple KDs or launching, which Noel instead uses236Cfor. It can only be combod into from CH or crouch, and is used like this to launch crouching opponents since Noel has better routes for CH punishes. Its normally best to use this withrapid cancelA mechanic that makes it possible to cancel any move on block or hit at the cost of 50 meter.to help back it up since its very unsafe on block and guarantees a free punish for the opponent otherwise. It shares a lot with6Dwhich is also a slide attack that can be used to low-profile moves such asLambda's5DGuardAllStartup15RecoveryTotal: 48Advantageor orTsubaki'sLux MactoGuardAllStartup13RecoveryTotal: 47Advantage-7.3Cis much faster and has better reward, particularly if you can land a fatal, but the hurtbox extends as it goes active which hurts its ability as a Fatal and is easy to whiff punish. In contrast,6Dis a lot slower, but low-profiles much earier at frame 3 and has actual invul to beat buttons that reach all the way to the floor, it also has cancels to make it safe on block or to act against whiff punishes. Hard KD Begins to low-profile f1, then further on f10-18. Only possible to cancel into22BGuardAllStartup11Recovery15Advantage-5or22CGuardAllStartup17 (5)Recovery22Advantage-7on hit. Fatal CounterA more powerful version of a Counter Hit in the BlazBlue series that only occurs if certain moves counter hit the opponent. Fatal counter adds 3f of hitstun to every move in the combo. Some moves forces fatal counter and do not require a counter hit.s. Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A short jab in the air that hits below Noel. Her main up close air-to-air tool. Decent at baitingThrow Reject MissA state in which it is not possible to tech throws. It lasts for a few frames after a throw tech attempt.in the air. Due to its speed, it can be used as an alternativeabareAn attack during the opponent's pressure, intended to interrupt it.anti-air while rising to challenge opponents directly above her or to preemptively catch jumping attacks that6Awould not be able to reach. It's also the best jump-in overhead Noel has in terms of hitbox, though its damage potential is weak. The downward hitbox also allows Noel to use it for jump-inF-ShikiSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.mix ups. Jump and throw cancellable on hit or block. Cancels into itself infinitely on hit or block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A horizontal swipe that hits in front of Noel in the air. Has a back hitbox that enablescrossupAttacking your opponent after changing which horizontal side you are on, typically by jumping over them.mixups when jumping in on her opponent from up close. It can be used preemptively while rising as anabareAn attack during the opponent's pressure, intended to interrupt it.to beat out or trade with some air normals when spaced well enough as it is her most disjointed air normal. Additionally, the ability toreverse beatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.intoj.Aenables Noel to keep her opponent blocking ifj.Bis blocked and allows for baiting an airthrow reject missA state in which it is not possible to tech throws. It lasts for a few frames after a throw tech attempt.. The only real problem is that when used this way, the continued momentum makes it tricky to convert the hit into a full combo. Generally, this move sees more use to add stability in air to ground routes in some combos in the corner leading intoj.Dor into herRevolver BlastGuardAllStartup10RecoveryUntil L+8LAdvantageknockdown. As a jump in,j.Bis okay butj.Ctends to be better despite being able to be blocked mid. The reason for this is thatj.B's hitboxes do not reach that far down vertically so Noel will often have to delayj.Blong enough for her to fall on to the opponent which gives them more time to react. If the overhead is desired, it is more common to see Noel first jump withj.Cthen reverse beat intoj.Bon block to get a weakF-ShikiSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.overhead sincej.Citself is not. It is also used occasionally to set up aDrive Landing Cancelintod.6Bon the way down offensively for a very fast overhead attempt if it is blocked. Jump and throw cancellable on hit or block. Reverse beats intoj.A." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A slow multi-hit normal with disjoints that hits mid. Noel's strongest air normal. The hitbox onj.Cis relatively decent and when spaced well it can be used to combat her opponents in the air. Likej.Bit can be used preemptively to meet opponents with a considerably sized hitbox on the way up but it tends to be a bit on the slower side so it can be beaten when used reactively. If Noel lands a counter hit, theuntechable timeMinimal hitstun before teching is possible.is large enough for Noel to land and use5Cto continue the combo. It is also Noel's main normal to jump in with. Note that it is not anoverheadAn attack that the opponent must block high.so it is often the case that Noel will want toreverse beatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.into eitherj.Aorj.Bto hit them overhead. Often used in conjunction withDrive Landing Cancelintod.6Bfor an overhead on the way down. Reverse beats intoj.Aorj.B." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A diagonal hitting gun flare in the air. A staple part of Noel's corner combos and nicheneutralWhen neither player is in an advantageous position in terms of stage position.tool. Overall,j.2Cdoesn't really see much use outside of corner combos. It is a key component of her cornerBnBA staple combo that is simple yet effective.as it allows her to route into her combo enders. It also sees use in her more optimized routes, usually near the beginning of a combo after5Cas it leads into some of Noel's highest damaging confirms. In neutral, Noel can use this as a unusual spacing tool when combined with an air dash or a second jump after it recovers in the air for some tricky footwork. Another way to use it is to preemptively go into it while falling down onto the opponent to simulate a jump in attempt.j.2C's recoil effect after it recovers helps halt her position in the air for a moment which can be used as a way to dodge an opponent's initial anti air attempt. After that, she can continue falling or air dash back in for a potential punish after. Bounces against the wall in the corner, allowing forj.2C> air dash >j.2C Causes asoft knockdownA knockdown that puts the character into a state that may allow the character to get up off the ground earlier than a Hard Knockdown, giving the offender less options for continuing offense.state on hit. Floats the opponent on hit against a ground opponent. 110% Bonus Proration Bonus Proration 110% Landing recovery only applies if move reaches active frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Noel's only drive starter with no invincibility. Also her fastest drive move to start drivepressureTo attack the opponent continuously and leave little room for counter attacks.. 5Dis Noel's main way to enter drive without leaving a massive gap during her pressure. Note however that while it is her fastest way to enter drive, there will always be at least a five frame gap between any previous button and this one, and if known it can be abused in the opponent's favor. It also serves as a nicheokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.tool in certain setups. When used against a knocked down opponent in the corner, it will catch all rolls for a decent amount of damage. Additionally, itfatal counterA more powerful version of a Counter Hit in the BlazBlue series that only occurs if certain moves counter hit the opponent. Fatal counter adds 3f of hitstun to every move in the combo. Some moves forces fatal counter and do not require a counter hit.s and is her main way to punish the opponent outside of5Cand6C. It will force the opponent to stand up and then fall into a crumple state which allows Noel to route into a significant amount of damage. The only major downside is that it is clunky to use as a punish due to its significantstartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.. In Overdrive,5Dbecomes faster. This allows Noel to make most pressure strings leading into5Dgapless and allows Noel to combo5Cinto5Don standing hit. Also note that the muzzle flare effect is random just like5C. Fatal Counters. Forces Crumple stun into Hard KD on CH. Values in [] are during OD Fatal Counter Cancellable into Drive attacks and specials/CT/EA on frames 31-38 [25-32] On CH Crumple Duration 63F, Crumple Fall 62F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A slow forward moving hop with foot invulnerability. An alternative drivepressureTo attack the opponent continuously and leave little room for counter attacks.starter usually only seen in combos. Because2Dmoves forward a decent amount, Noel can be use it as an alternative to5Dto re-enter back into range to start drive pressure after being being push backed on block. With meter, Noel can also use this move to force a50/50A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A \"true 50/50\" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly.by usingrapid cancelA mechanic that makes it possible to cancel any move on block or hit at the cost of 50 meter.into either a high withd.6BusingDrive Landing Cancelor a low with2B. The tradeoff with this is that2Dis a lot slower than5D, which leaves a bigger gap for Noel's opponent to either jump out of pressure or even challenge her for attempting to enter drive. Note that since it has head property, Noel's opponents can useanti-airA grounded attack that hits the opponent out of the airs or even throw out large pokes to stop Noel in her tracks. Due to its large foot invulnerability and forward leap, it sometimes sees use inneutralWhen neither player is in an advantageous position in terms of stage position.or as anabareAn attack during the opponent's pressure, intended to interrupt it.tool against opponents who use a lot of lows or throws. In some very rare cases, it can also be used to clash with projectiles. More generally however, Noel will find herself using the other version of this move,d.2Dwithd.5Bfor corner combos that end in aRevolver BlastGuardAllStartup10RecoveryUntil L+8LAdvantageknockdown. Frame 4-till landing frames foot invulnerable. Forces crouching on hit. Values in [] are during OD Forces crouching on ground hit Airborne from frame 11, invuln ends on landing Airborne recovery/invuln duration can be altered by external forces Cancellable into Drive attacks and specials/CT/EA on frames 41-48 (5-12 frames after landing)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A slow sweep with body and projectile invulnerability that moves Noel forward. A situational tool with a variety of uses. Although it's a bit on the slow side, Noel can use6Dto dodge a considerable amount of projectile or body based attacks while covering ground. This makes6Dan effective tool in certain situations againstzonerA character in a fighting game who's primary gameplan is to stay far away keep distance from their opponent. The two main sub-archetypes are projectile zoners and spacers.s and the body and projectile invulnerability on the move also makes it as a situationally useful counter poke inneutralWhen neither player is in an advantageous position in terms of stage position.. It is also one of the three choices for Noel to start drivepressureTo attack the opponent continuously and leave little room for counter attacks.. However, this one is the weakest out of the three due it being the slowest to the point where the opponent is able to easilyfuzzy jumpA form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws.the gap.5Dis generally better for both catching fuzzy jumps due to having a decent horizontal hitbox and catchingmashTo press button(s) rapidly without little thought.ing with it having the fastest startup.2Dalso is generally the better button to close the gap if Noel desires to initiate drive pressure up close due to it also being situationally decent at catching fuzzy jump. Due to its invulnerability, Noel can also utilize6Das a reversal to call out bad pressure, but4Dusually ends up being the better button for this purpose. It losing out invulnerability two frames before it becomes active usually means that very active or well timed buttons can beat6D. Frame 1 hurtbox lowers to below crouchingFrame 3 onwards lowers very close to the floor. Frame 3 onwards lowers very close to the floor. Frame 4-2F before active body and projectile invulnerable. Hard KD on ground hit. Values in [] are during OD Startup from detecting nearby opponent is 21F, begins detection from frame 6 Cancellable into Drive attacks and specials/CT/EA on frames 3-14 of recovery" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "4D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Frame 1-31 body and projectile invulnerable Crumple stuns on hit. CH forces crumple stun into hard KD. Values in [] are during OD Cancellable into Drive attacks and specials/CT/EA on frames 29-40 [24-35] Crumple Duration 28F, Crumple Fall 61F On CH Crumple Duration 56F, Crumple Fall 51F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Ground bounces on hit. Hard Kd on hit. Can't cancel into air specialsCan cancel into ground moves upon landing Can cancel into ground moves upon landing Makes Noel rise during the startup Increased forward momentum in OD, allows for crossups If performed very low to the ground, Noel will land almost immediately, cancelling this move, but leaving Noel in the Chain Revolver state. This allows her to quickly transition into other Chain Revolver moves with little warning such as d.6B. A fantastic jump in move. With Body invul that starts early and lasts for 12 frames, combined with lengthy actives, Noel’sj.Dcan and will beat most anti airs in the game. It's a great button for establishing respect as the threat of it can make opponents relucatant to challenge her doing jump resets mid-pressure as to beat it requires risky callouts. On block, it can't be cancelled until she lands on the ground which leaves quite a sizeable gap where the opponent can counter attack. Although, unless Noel was very high in the air, she has time to go into Drives and play further mindgames with the invul RPS. With 50 meter, the risk-reward turns significantly into her favor as she can do623Dthat's fully invul and leads to a combo on hit, or RC on reaction if blocked. Values in [] are during OD Cancellable into Drive attacks and specials/CT/EA on frames 1-9 of landing" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "d.5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fatal Counters The quickest normal in Noel's drive state, and really fast overall. Since it moves her forward, hits on both sides and slightly upwards, it can be decent to press in neutral scrambles while in Drive. In pressure,d.5Acan be delayed for a long time and still frametrap 5f jabs to fish for fatal counters, and gets especially good reward in the corner. Values in [] are during OD Fatal Counter Cancellable into Drive attacks and specials/CT/EA on frames 10-21" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "d.6Aord.4A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches on ground hit. Values in [] are during OD Cancellable into Drive attacks and specials/CT/EA on frames 20-27" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "d.5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Wall bounces on air hit. Values in [] are during OD Cancellable into Drive attacks and specials/CT/EA on frames 22-27 Maximum Slide duration 10F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "d.6Bord.4B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Ground bounces on air hit 110% Bonus Proration added Values in [] are during OD Forces crouching on hit Bonus Proration 110% Cancellable into Drive attacks and specials/CT/EA on frames 23-32" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "d.5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Noel takes a step forward and a deceptively small gun flare erupts from Bolverk. Only used as combo filler. d.5Cis usually only seen in combos due to having the largest the second largest base damage and decentprorationA method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount.out of all of Noel's drive normals. Also sees some situational use as ablock stringA series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense.filler due to it having low push back. Crumple stuns on CH Values in [] are during OD Cancellable into Drive attacks and specials/CT/EA on frames 26-35 On CH Crumple Duration 64F, Crumple Fall 54F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "d.6Cord.4C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Used only as combo/blockstring filler. Has a ridiculous amount of blockstun, which makes it able to true blocktring into any of her other drive normals. The absurd blockstun also allows her to Crush Trigger with only about a 3 frame gap. You can use this move to attempt a pressure reset in drive by allowing the reload frames to occur and follow up with5Aor2Asince the reload frames are much faster. Vacuums on contact Deals minor chip damage Values in [] are during OD Cancellable into Drive attacks and specials/CT/EA on frames 58-61 Chip Damage 5%: 7×9" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "d.5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Values in [] are during OD Cancellable into Drive attacks and specials/CT/EA on frames 24-31 [20-27]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "d.2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Frame 4 - till landing Foot Invul. Values in [] are during OD Forces crouching on ground hit Airborne from frame 11, invuln ends on landing Airborne recovery/invuln duration can be altered by external forces Cancellable into Drive attacks and specials/CT/EA on frames 41-48 (5-12 frames after landing) Cancellable into j.214C and j.236236D on hit/block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "d.6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The follow up version of6D. Skips the dash and has much faster startup as its a mixup tool rather than a neutral one. This is the main button that will open up opponents during pressure, along with baiting CA or DPs as it retains Body invul. It also has better P2 than regular6D, making it a stronger starter despite the less chain revovler options. When close enough, it will crossup, so the opponent has to look for left/right mixups, this can often be done with thej.Dlanding cancel — alongside the usual 50/50 Noel has there. Asd.6Dis slower than her overheads during Drive pressure, this means the opponent has to high block by default. This allows Noel to do a 50/50 from any button in drive when she has 50 meter due to the threat ofd.6B. Hard KD on ground hit Low-profiles frames 2~6 {2~16} Values in [] are during OD Values in {} are when close enough to pass through opponent {Can pass through opponent 4-13F} Cancellable into Drive attacks and specials/CT/EA on frames 3-14 of recovery" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "d.4D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5-28F Body & Projectile Invul. Values in [] are during OD Cancellable into Drive attacks and specials/CT/EA on frames 29-42 [24-37] Crumple Duration 28F, Crumple Fall 61F On CH Crumple Duration 56F, Crumple Fall 51F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "Bloom Trigger", + "text": "d.236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Wallbounces midscreeen & in the corner First hit causes stagger, 2nd hit causes blowback effect Noel's normal drive ender for midscreen combos. On the offensive, this is usually used to help push back an opponent on block to make enough space to escape back into neutral, but is punishable on Instant Block. It can also decently set up a safe jump attempt as a follow up midscreen by IAD intoj.Cas long as the opponent neutral techs into this situation. However, the opponent can roll tech out of the safe jump attempt, which Noel cannot answer to outside of just chasing them afterwards. In overdrive Bloom Trigger is usable in corner combos with a prerequisite of a little bit of height to your juggle. Values in [] are during OD Crumple Duration 31F, Crumple Fall 64F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "Assault Through", + "text": "d.214D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 1-18F Fully Invul. Causes blowback ground slide effect on air normal hit Causes blowback wallbounce effect on Counter Hit Assault Through is a drive special that is occasionally used as a method to produce corner push in midscreen to corner combos, help put the opponent back in the corner in specific corner combos, and lastly help setup22Bcorner oki as it provides a hard sliding knockdown state for the setup. It can be used as a weak crossup, though it gives you no real advantage on hit or on block. On CH it wallbounces leading to a decent combo. This move is mainly used to punish opponents who are attempting to punish Noel whiffing drive outside of combo use, the goal is for this to counter hit overall. Values in [] are during OD Can pass through opponent 1-18 Maximum Slide duration 30F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "Type III: Spring Raid", + "text": "d.623D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 1-10F Fully Invuln. Can be used in combos meterless & without counter hit Spring Raid is mostly used in corner combos to help maximize Noel's corner damage overall. Can be used in combos midscreen as well but is less prominently used there as opposed to the corner. It is also a somewhat decent way to potentially CH then opponent from trying to hit you on the way down from something likej.Dbut its risky so be careful not to find yourself in this situation often. Can also be used as an answer to when your opponent activates their overdrive or some slow reversal during your drive pressure, but it's a big risk. Remember you can still whiff-cancel into this. Airborne from frame 9" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage (1500) Minimum Damage 100%: 1500 Maximum Slide duration 15F Crumple Duration 35F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage Minimum Damage 100%: 1500 Maximum Slide duration 15F Crumple Duration 35F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Frames 1-20 Fully Invul. 180F Heat Gauge Cooldown." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Possible to charge. Hard KD on air hit. 180F Heat Gauge Cooldown. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "Dash Cancel", + "text": "66 after specific moves H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Used instead of Noels's normal forward dash whenever you input 66 during moves that allow dash cancels. Only possible after22Con hit or236A/Bon hit, block, or whiff." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "Type XI: Optic Barrel", + "text": "236Aor236B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Noel \"fires her gun\", creating an explosion a set distance away from her.236Ahits about half a screen away, missing behind normal-size characters at round start distance236Bhits at basically the maximum distance both characters can be from each other. Both versions are dash cancellable on hit, block or whiff at the same time, but theBversion hits slightly later. Earliest possible dash cancel from236Ais -1 on block, allowing2Ato at worst trade against characters whose fastest buttons to hit crouching characters are 7-frame startup. 236A Can dash cancel frames 31-35 236B Can dash cancel frames 31-35" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "Type XVII: Chamber Shot", + "text": "236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Causes a launch effect similar to Noel's6Aon hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "Type XIII: Revolver Blast", + "text": "j.214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Noel's air ender to end air combos. Essential to Noel's corner combos (i.e.d.5B>d.2D) to increase overall combo damage. Midscreen it isn't that great of an ender as the opponent is able to just roll out after due to recovery and spacing after the follow up attackj.2C. Due to this its mainly just used in corner combos. Noel's air ender to end air combos. Can also be used to create a big hitbox around her during it's animation to potentially hit incoming opponents who approach her by Tiger Kneeing its input close to the ground. The multiple hits can also be used situationally to clash kill multihit projectiles. Knockdown distance afterj.2Cfollow up is closer to Noel midscreenFollow up has a hard knockdown opposed to defaultj.2C Follow up has a hard knockdown opposed to defaultj.2C j.214C Only applies landing recovery if move reaches frame 25 Cancellable into followup frames 28-30 on hit only" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "Type IX: Muzzle Flitter", + "text": "214A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Combo throw, can hit enemies in hitstun without incurring purple exclaimation marks. Can only grab standing opponents Minimum Damage 50%: 1000 Airborne from frame 13" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "Type VI: Flash Suppressor", + "text": "22Bor22Con downed opponent H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 200% Heat Gain Both versions can only be used if the opponent has already been knocked down once in the combo. 22B Hold B for more shots 22Bis used as a combo extender in some cases. Is also used as a combo ender to set up Noel's22Boki, since it gives a hard knockdown. Can be chained into theCversion by hittingCwhile holding downB, which is useful when a faster startup or different timing is required in a combo. Can be held as long as shots keep hitting, but Noel will continue to be pushed back until it starts whiffing, and the move can no longer be extended after a total of 5 shots fail to hit. Scales damage with every hit, so unless using it as an ender there is little reason to let it go that long anyway. 22C Dash cancellable Ground bounces 22B Checks for held B or C button on 3rd frame of recovery (frame 15) If B is held, returns to frame 9, hits every 7 frames If C is held, cancels into 22C (fast version) Check is disabled if 5 hits are whiffed/blocked 22C Values in () are when cancelled into from 22B Dash cancellable on frames 21-29 (9-17)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "Zero Gun: Fenrir", + "text": "632146D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Noel rams her gun forward, sprays a stream of bullets while gradually aiming upwards and, if the initial gun ram hit, finishes off with a final shot with big damage. Comes out extremely quickly overall. Noel's main reversal super. It's extremely fast and the guardpoint is negligible as the hitstop is one-sided— opponents can rarely RC it, let alone jump upback. It's more reliable than CA or4D, but is punishable on block. 632146D Clean Hit On Guard Point, hitstop for Noel is 0F. Opponent hitstop unchanged Values in [] are during OD First and last hit have Minimum Damage 20%, other hits 10%: 920 [1070] guardpoint reversal Crumple Duration 36F, Crumple Fall 64F 632146D On Block Each P in active frames represents a projectile spawned Minimum Damage 10%: 720 On Guard Point, hitstop for Noel is 0F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "Bullet Storm > Zero Gun: Thor", + "text": "j.236236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Noel Pauses in midair, fires a stream of bullets from both pistols diagonally downwards before launching a rocket. Overall, Thor is a super that is normally used to either stack a lot of damage upfront for a strong 4- 5k combo (mostly in corners), midscreen counter hit OD combos that use OD Thor for up to 5K, or to tack on damage to close out a round. It is also sometimes used to counter anti air attempts in some situations but is risky depending on the opponent's character. You can combo Thor into Fenrir as a double super ender for corner combos. 1-4F Fully Invul. Invincibility disappears after super flash 15% minimum damage (Normal: 710 OD: 895) 180F Heat Gauge Cooldown Last hit is airdash cancellable in Overdrive Values in [] are during OD Each P in active frames represents a projectile spawned All hits except final hit have Minimum Damage 10%, final hit 20%: 710 [1027] Bullets fire in 4F intervals, Rocket fires 41F after final bullet" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "Zero Gun: Sleipnir", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. 296/618 Minimum Damage Good Pushback Repositions both Noel & opponent about 1/3rd of the stage (Half stage instead if Noel is in corner) Positions Noel & opponent about the same distance as Optic Barrel A version range from each other afterwards. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 296 {574+44} Maximum Slide duration 40F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "Valkyrie Veil", + "text": "236236CwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Activates on successful guard point Hit will not interact with guard point" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "Valkyrie Veil (Classic Noel)", + "text": "214214CwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Only available to Hat Noel *Damage can range from 3550 to 4420, depending on the opponent's total hp" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel", + "title": "Noel", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Resources", + "title": "Mai Natsume", + "section": "Intro", + "text": "This page is Mai Natsume's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Resources", + "title": "Mai Natsume", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Resources", + "title": "Mai Natsume", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Mai Character Breakdown VOD by Kcin Video Playlists Including Mai Tech and Combos" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Resources", + "title": "Mai Natsume", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Resources", + "title": "Mai Natsume", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Resources", + "title": "Mai Natsume", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "Overview", + "text": "Kokonoe is awell-rounded characterwith a variety of tools. She has traps to set upstrong setplay and mixups, alongside great normals to control space. These benefits are all backed up with strong damage and great corner carry. Kokonoe's Drive lets her use Gravitons to push and pull both herself and her opponent in order to catch opponents off guard or reposition herself. In the right hands, Kokonoe can dismantle any character with superior neutral tools and stellar setplay. Kokonoe's Drive summons a Graviton onto the field that attracts the opponent and some of Kokonoe's own projectiles towards it like a magnet. While the opponent isn't in hitstun, they are pulled towards it reasonably gently, whereas they're pulled towards it with triple the force while in hitstun. Kokonoe herself is not normally affected by the Graviton, although some moves use its location to change their properties. The most notable change it causes is to Kokonoe's Flame Cage (214A/B/C), which gains the ability to change its trajectory. When a Graviton is summoned, it will stay on the field until either it expires after a specific duration, Kokonoe activates it with236D/withdraws it with214D, Kokonoe activates various other moves, or the opponent manages to land a hit on Kokonoe. Only one Graviton can be on the field at a time. The first two icons represent the Banishing Ray (22A/B) and Flame Cage (214A/B/C) readiness since you can only have one of each move out on the field at a time. When the respective move is visible on the screen the icon for it will turn grey. You can use the move again when icon lights back up. Kokonoe's Overdrive strengthens her Gravitons immensely: The pull of her Gravitons is doubled. This lets her to do something like3C>5D>5B>5C> Solid Wheel (which isn't possible with a normal Graviton). Her projectiles such as Flame Cage, Flaming Belobog, and Solid Wheel are pulled in much quicker compared to regular Gravitons.However the stronger pull messes with most of Kokonoe's non-OD combos that use Gravitons so keep that in mind. However the stronger pull messes with most of Kokonoe's non-OD combos that use Gravitons so keep that in mind. Her Gravitons deal more damage than normal (they still require the opponent to be in hitstun). Gravitons recharge at five times the the rate when there is no active, double rate when there is. Also, the recharge timer does not get reset whenever she uses a Graviton in a combo. It is slower than her standard overdrive recharge rate, but she can still get one or two back after doing a combo with them. This essentially allows Kokonoe to replenish her Graviton stock while dealing damage. Gravitons stay out for much longer while in Overdrive (6 seconds compared to the usual 4 outside of OD)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Kokonoe's jab and her fastest normal. Despite not having much range, it can be a good combo starter as Kokonoe can still get the same oki from her B starters with5Ajust for a little less damage. Hits Crouching." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll No foot hurtbox frame 5~10 Great for pressure On Crouching opponents, it can be immediately linked into2Cfor more damage Technically loses the low hurtbox for a short while, allowing for some evasion Very damaging combo starter 5Bis a great tool for pressure because of all the possible options on block: It's jump cancelable on block so you can go for a quickj.2Coverhead from it if you have 50 meter to Rapid Cancel to convert it into a full combo or stay safe. You can jump cancel and do a fallingj.Bto attempt to reset pressure or retreat with an instant air backdash. You could also opt to just normal cancel it into2Bor5Cand go from there. Asyet another option,you can take advantage of the fact5Bmoves Kokonoe forward and you have so many options from it for the opponent to look out for to just reset pressure instead. With all these possibilities,5Bcan be a powerful tool if you use it wisely." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Staple ground combo ender in the corner Great combo piece Jump Cancellable on hit Crumples the opponent on Counter Hit, causes wall bounce on aerial opponents on Counter Hit as well You are guaranteed stupid damage if you land this as a CH When you're in the corner or end a combo in the corner,5Cis a great ground combo ender because you can special cancel into either Banishing Ray or Flame Cage for oki. Also,5Cis a great combo piece when air juggling an opponent because its ability to blow an airborne opponent away fullscreen combined with either Broken Bunker or IADj.B>j.Cadds a lot of corner carry to your combos. This is also your go to starter for Counter Hit combos as the P1 on this move is crazy, against moves that are horribly negative on block, this move will make sure that they feel the pain for doing something stupid when they eat a 7-9K combo. On CH Crumple Duration 58F, Crumple Fall 81F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Can be linked into itself along with5Aup to three times Kokonoe's second fastest standing normal Like many 2As, Kokonoe's2Ais great for pressure. In particular, it's great for catching no techs and in blockstrings where you don't want to commit too heavily to anything because your opponent has burst for Overdrive Raid It's also possibly Kokonoe's best ground poke. Decent range, quick start up and recovery make it the best alternative to use compared to a lot of her other ground normals. This move will usually be your alternative go to move for punishing moves for moves that are too far for5Ato punish, as her5A/2Astarter combos are interchangeable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hits twice Main low mixup option Since2Adoesn't hit low, Kokonoe has to rely on2Bfor mixing lows in pressure. It has a bit more range than2Aso it's good in some instances to poke your way out of pressure or poke in neutral. Additionally, both hits of2Bare cancellable, making it a staple part of Kokonoe's pressure as she can choose to cancel the first hit or let both hits rock." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Causes the opponent to spin on hit Jump Cancellable on hit Mostly used in specific grounded combo routes. In blockstrings, it can be used to safely put down Flame Cage or Banishing Rays thanks to it being +1 on block and the pushback it does on block and barrier. Be wary, its slow startup can lead to opponents DPing you before you even get the chance to hit them with2C. Fatal Counter can allow Kokonoe to loop2C>5Con the opponent for corner carry. Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "6A", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good anti-air Can be Kara-Cancelled into throw to give it better range Charged version will launch grounded opponents on hit and has more hitstun while dealing more damage On confirmed hit you can immediately chain into6C>j.8D>j.236Borj.B>j.2C>j.2D Kokonoe's anti-air. Has great vertical reach but not much horizontal reach though. Best used in situations where the opponent has to commit to their jump in. If you hold down the A button, you'll be able to delay her anti-air which can be useful against empty jumps and low air dashes as Kokonoe retains the head invincibility while charging. Invincibility lasts until end of active frames Values in [] are at Max charge [110% Bonus Proration]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "6B", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good overhead Second hit of6Bwill force crouch on the opponent Fully charged6Bwill cause a ground bounce on standing opponents. However, it also has a unique property where the first hit of6[B]will cause a hard knockdown on aerial opponents Kokonoe's only ground overhead. Can be gatling'd into by5Aor2Ainto6B. Uncharged6Bis a great overhead to open opponents up with, especially when combined with Kokonoe's oki tools. The charged version of6Bis mostly only good for some combos. Similar to Mu, you can Rapid Cancel the first hit of6Binto2B, however unlike Mu, Kokonoe gets the benefit of having both hits of her6Bhitting high instead of just the second hit being a overhead. Values in [] are at Max charge [110% Bonus Proration] Second hit forces crouching on hit Airborne from frame 30 [48], second hit occurs on landing Cannot be Drive/special cancelled while airborne Gap between hits can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Kokonoe's second and somewhat situational anti-air Will leave Kokonoe airborne on hit (i.e. using this move counts as Kokonoe using her jump), meaning that she can use her double jump as a safe jump on block. Naturally combos intoj.2C Keeps Kokonoe's momentum if she does this during a run High reward on hit, and jump cancellable on block so you can make it safe Mostly just used in air juggle combos but in some cases, it is a great starter because of the multitude of options it brings to the table. It's foot invuln allows Kokonoe to beat out opponents who try to mash against it, its ability to jump cancel on block gives Kokonoe a safe jump in pressure and the momentum it keeps after a run can allow Kokonoe to link back into5Aor5Bdepending on the opponent's positioning (Fatal Counter ensures that Kokonoe can always link back into5B). Damage wise, it depends on whether or not Kokonoe chooses to go for a corner carry combo. If she does, then you're looking at about 3-3.3K worth of damage. If she opts to go for a damaging route, then that damage gets bumped up to around 4.5K meterless with its damage only getting higher with meter. Fatal Counter Airborne from frame 7, after active Kokonoe is in recovery until landing Airborne recovery duration can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good ground poke Long range low mixup Good combo piece 3C(2) will always trip the opponent and vacuums Counter Hit3Cwill cause a hard knockdown Deadzone between Kokonoe and the clamp Can be used for oki Disjoint on 2nd hit As a long reaching & vacuuming low, it is useful in blockstrings where you've been pushed out far enough for opponents to attempt to jump out or take their turn.3Cis great in combos because of its ability to vacuum and sweep the opponent. Like most sweeps, Kokonoe's is a low hitting ground poke with great horizontal, but poor vertical reach. It can be called out and punished with IAD options so do not be predictable and to space it well to minimize chances of getting punished. It is a very good sweep, but still a sweep." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great air to air normal Hits 6 times, all hits are cancellable One of the only two normals Kokonoe can't Drive Cancel on block, and the only button Koko can't Drive Cancel at all (i.e. she can't doj.A(1)>j.XD). However, she can still Activate and Deactivate if there's a Graviton out Kokonoe'sj.Ahas a faster startup, a wide hitbox and is multi-hitting, making it for air to air battles and jump ins. However, the low hitstun and awkward upwards pull thatj.Ahas can make confirming off of it more of a nuisance than anything (especially off of an airdash). Despite this, it's still Kokonoe's best answer for immediate air-to-air approaches thanks to its 7F startup and the damage and carry you get can be pretty decent. First hit that connects with opponent deals 220 damage and hits overhead, remaining hits deal 110 and hit mid" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good air to air normal. While it lacksj.A's great hitbox, it is a better starter for combos. When combined with a low to the ground air dash, it can be a pretty good jump in as well. It's also good sometimes in attempting to reset pressure from a5Bjump cancel. You'll want to really pick and choose when you do this though because againj.Bis lacking in vertical reach and is easily beaten by anti-airs and in some cases, quick picks" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good air corner combo ender Wall bounces on hit Will cause crumple with Counter Hit just like5Con grounded opponents Like withj.A, it can only be Drive Cancelled on hit, but can still cancel into236D/214Dif there's a Graviton already out On hit or whiff, Kokonoe's air momentum is stalled and is pushed backwards A good \"Get off me\" button when Kokonoe is being chased in the air. Its large hitbox makes it threatening to challenge if Kokonoe is air backdashing. The reward she gets off ofj.Cgives her an air-to-air corner carry combo sincej.Csends the opponent fullscreen. In all instances at midscreen, you will always follow-up an air to airj.Cwithj.9D. As an air-to-ground button however, it's basically5Cin the air but lacks in its ability to convert off of it. Your only option isj.2Cbut it only combos if you're close to the opponent and even then, you can't really do much unless you spend resources, do it in the corner, or land a Counter Hitj.C. In blockstrings,j.Ccan either continue blockstrings or end them depending on whether or not Kokonoe has a Graviton out: If Kokonoe does have a Graviton out, you can use Solid Wheel as a means to continue your pressure and get yourself back down to the ground safely. Usingj.2Cas a gatling would be safer here since you can simply activate the Graviton to push them away or use it as a means to do airdashj.B. If Kokonoe doesn't have a Graviton out, your only option without meter is to do nothing since you can't Drive cancel this move on block. The massive pushbackj.Chas makes this move practically unpunishable unless the opponent instant blocks it up close, but even then it can still be hard to punish it properly. Cancelling it shortens the pushback and leaves Kokonoe open to a lot of punishes so be careful. Like with its grounded brother5C, it's good in the corner as an ender for some air combo routes that'll allow you to setup Flame Cage oki guided by a Graviton. A little trick to know: The stalled air momentum fromj.Ccan be useful for Kokonoe to keep herself airborne high in the air if she tries to time out the opponent. The trick to it is that you fling yourself high into the air using236D>236Band then mashj.Cto stall for as long as possible. This works even better with meter as you can use Super Ball to cover your fall. On CH Crumple Duration 54F, Crumple Fall 78F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good for a quick, rewarding overhead Sometimes good for a poke Ground bounces on hit j.2Cis mainly used as a quick overhead, either on wakeup or jump canceling a normal since when TK'd it's 22F. In order to convert it into a full combo there are a few options. Rapid Cancel and do fallingj.B. Have a Graviton setup and activate it to give you enough time to land and pick up the combo. Use it during Banishing Ray oki, which will put the opponent in more than enough hitstun to let you land and pick up the combo. Utilize j2C > j5D > jA routes (character specific, and somewhat difficult to execute consistently). Overdrive Cancels into fallingj.B(1)>j.2Cwhich will allow Kokonoe to land and pick them up with5B. Landing it as a Fatal Counter which can let you doj.2C>j.D>j.236D. Ideally, you want to use this move if you have something to back yourself up with asj.2Csuffers from forced landing recovery when used (Kokonoe can special cancelj.2Con block, but the only specials she can use in the air are Flame Cage and Solid Wheel which are ineffective, and summoning a Graviton afterj.2Cleaves a gap that the opponent can use to anti-air Kokonoe). Flame Cage and Banishing Rays B can give Kokonoe enough time to doj.2C>5Aon block. If she has a Graviton on top of them at midscreen, she doj.2C>j.236Dto push the opponent away from her. If Kokonoe lands this as an air to air move or if she's close enough to the ground, she can linkj.2Cinto5Afor a combo.j.2C>j.214214Aalso works too since the timing for it is very lenient (just make sure that you're close to the opponent). Fatal Counter Landing recovery applied only if move reaches active frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "Drive Moves", + "text": "Kokonoe will always start out the round with 9 Gravitons in stock and they will replenish themselves whenever there isn't a active Graviton out on the field. If Kokonoe doesn't have any Gravitons left in reserve, then she cannot use her Drive moves until she gets back at least one Graviton." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "Summon Graviton", + "text": "Direction +D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Summons a Graviton in the desired location, pulling opponents towards it.The effects and pull of the graviton is complicated, see the table below if you really want to know the detail. The short answer is that hitstun triples their pull and overdrive doubles it, multiplicatively. The effects and pull of the graviton is complicated, see the table below if you really want to know the detail. The short answer is that hitstun triples their pull and overdrive doubles it, multiplicatively. Consumes one Graviton stock. Remains active for 240 frames normally or 360 ifactivatedduring Overdrive. Gravitons that are already present are not affected by Kokonoe activating or running out of overdrive. Recovery is partially cancellable into attacks or jump. Will replace existing Graviton if there's one out already. Disappears if its time expires, is activated with236D, deactivated with214D, if Kokonoe uses Black Hole, or if the opponent lands a hit on Kokonoe. Gravitons can not be interacted with by the opponent while active (They cannot be attacked or shot down with projectiles, for example). The location in which the Graviton is summoned, when holding a direction, is dependent on the edges of the screen, rather than Kokonoe's position. Inversely, when input without holding a direction, the Graviton will be placed directly in front of Kokonoe, regardless of screen position (even if she is off screen)when5dorj5dare used too close to the corner, the graviton will always spawn close to the wall as possible, pulling them directly into the wallVersions with a sideways direction are placed slightly inwards from the edge of the screen, even if the camera is currently zoomed out. This allows them to pull the opponent out of the corner slightlyVersions 1, 2 and 3 are always placed on the bottom of the screenVersions 4 and 6 are always placed directly in the middle of the far edges of the screenVersions 7, 8 and 9 are placed at the top of where the camera is showing, even if that places it high in the sky.Versions 2 and 8 are always placed horizontally in the middle, even if Kokonoe is at the side of the screen. when5dorj5dare used too close to the corner, the graviton will always spawn close to the wall as possible, pulling them directly into the wall Versions with a sideways direction are placed slightly inwards from the edge of the screen, even if the camera is currently zoomed out. This allows them to pull the opponent out of the corner slightly Versions 1, 2 and 3 are always placed on the bottom of the screen Versions 4 and 6 are always placed directly in the middle of the far edges of the screen Versions 7, 8 and 9 are placed at the top of where the camera is showing, even if that places it high in the sky. Versions 2 and 8 are always placed horizontally in the middle, even if Kokonoe is at the side of the screen. Gravitons are used to mess with your opponent's spacing when they try to approach you, forcing them to try to keep themselves in which will result in more openings to capitalize on. They're also the main part of your combos and oki, as the full cancellability can let Kokonoe reverse beat back into her normals she's already used up. Giving her unique options on what routes she can do while setting up for pressure. Numbers in brackets are for Overdrive Gravitons Note that there is Character-specific gravity when players are not in hitstun. If a player is in hitstun or guardstun it is fixed at -2000. Subtract or add this value depending on whether the opponent is above or below the graviton For reference, 5,000 horiztontal velocity is a slow walking speed. Graviton appears on frame 15 Counterhit state up to frame 17 Cancellable into attacks or jump from frame 24 Gravitons attract with a constant horizontal velocity of 5000 for grounded opponents, 3000 for airborne ones." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "Activate Graviton", + "text": "236D(Air OK)orDuring a Special Move~D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Activates the placed Graviton, quickly pushing the opponent away or striking them.Can only hit an opponent already in hitstunIf it hits the opponent, they are knocked back slightly on the ground and knocked upwards mostly vertically if in the air.If this move doesn't hit, this move pushes the opponent away from the gravitron with a lot of force that doesn't change with distance. The push they get is based solely is which side of the graviton they were on and if they were above or below it. Can only hit an opponent already in hitstun If it hits the opponent, they are knocked back slightly on the ground and knocked upwards mostly vertically if in the air. If this move doesn't hit, this move pushes the opponent away from the gravitron with a lot of force that doesn't change with distance. The push they get is based solely is which side of the graviton they were on and if they were above or below it. Consumes one Graviton Stock. Like with Summon Graviton, Activate Graviton is fully cancellable. D button can be held down to delay the activation which allows Kokonoe to act freely while doing so. Great for baiting out approaches and for doing combos. However, if she's hit while blocking and holding down the D button, then the activation will cancel out and the Graviton will disappear. Can only be done if Kokonoe has a Graviton out and there's at least one Graviton left in reserve. If Kokonoe doesn't have any Gravitons left after summoning, then236Dwill be unavailable for usage. Once you activate a Graviton, you'll be put on a cooldown until the Graviton disappears. Primarily used as a means of controlling space, as it forces the opponent away from the Graviton at a high speed. However, this move only strikes the opponent if they are in hitstun, and as such, cannot be used as a starter. Kokonoe can activate a Graviton while doing a special move. This allows various combo routes, conversions off of any stray Gravitons and the ability to use them to quickly push someone into a trap. The timings for when Kokonoe can do Special Move~Dare listed below: Armament No.2 \"Broken Bunker Assault v2.21\"236A/[A]: When Kokonoe makes contact with the opponent. Armament No.9 \"Aerial Powerdrive: Solid Wheel v3.37\"236B: While Kokonoe is spinning around. Armament No.3 \"Absolute Zero v4.32\"236C: While the ice gun is active. Armament No.4α \"Flame Cage v1.43\" Activate214A/B/C: As soon as Kokonoe launches the fireball. Armament No.5 \"Banishing Rays v3.10\"22A/B: Once Kokonoe plants the lightning rod down. Armament No.6 \"Planar Haze v1.24\"22C: While Kokonoe is teleporting. Values in [] are during OD Only attacks when opponent is in hitstun Pushes opponent away from Gravitron with a force of 50000 horizontally and 30000 vertically." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "Retrieve Graviton", + "text": "214D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Disables the Graviton on the field Does not consume a Graviton Stock Takes off 120F recharge time for your next stock. (Excess recharge reduction doesn't count towards the next one) Unlike236D, you can summon a Graviton immediately after deactivating your current one. This move can be great if you're low on Gravitons and you don't want to waste the current one you have, since deactivating a Graviton will shorten the recharge time between stocks. Faster Recharge" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "Forward Throw", + "text": "B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Wall Bounces opponents. Will guarantee Kokonoe corner carry + oki depending on the Graviton's placement. Can lead to huge damage with Overdrive. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches upwards. Causes Wall Bounce in corner. Kokonoe's back throw. You can follow up with9D>236D>66>5B>6A>6C>5B>5C>3C(1)>236Afor a decent carry or5D>3C(1)>236[A]~D>Bunker Loops for oki at midscreen. A neat little novelty to know is that youcancombo off of Kokonoe's Back Throw without using a Graviton. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Wall Bounces. Can be awkward to convert off of due to the angle Kokonoe launches them at midscreen. Kokonoe's air throw. The combo you can get off of it depends on how high the opponent was when you grabbed them (EX: You can do Air Throw>j.3D>Land>66>3C(1)>236[A]~D>Bunker Loops at a low height), but it's still a good tool to use to catch people if they're being obvious with their jump outs. A little tip to help with converting off of it at midscreen: If you doj.Aafter cancelling out of a Graviton, you land on the ground much sooner than if you had fallen after Drive Cancelling. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Wall Bounces the opponent midscreen. Wall Splats the opponent in the corner. Despite being a bat, this willNOThit projectiles back at the opponent. Makes a fun crowd cheer on hit. Mostly good for extending a few particular combos to squeeze out a bit more damage when you're in a tight situation and need to try and kill the opponent quickly. 5A+B Maximum Slide duration 15F 5[A+B] Maximum Slide duration 15F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "Armament No.2 \"Broken Bunker Assault v2.21\"", + "text": "236A(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Alternate ground combo ender Bunker bomb from the charged version can be good for oki Bunker Bomb will explode three seconds after being placed on the opponent, but will disappear if Kokonoe is hit clean or forced to block, similar to Flame Cage Landing236[A]on a standing opponent will put them in a crumple state, where as landing it on an aerial opponent will cause them to ground bounce. Both can be followed up with5Aright after but grounded opponents will require you to land it as a Counter Hit or to Rapid Cancel Bunker to combo out of it. Typically just a combo tool but for ground combos that have gone on a bit too long or leave you just a little bit too far from the corner, it can also be used as a combo ender. In pressure, if you have 50 meter and you absolutely don't want to let your opponent return to neutral, Broken Bunker > Rapid Cancel is great for closing the gap and resetting pressure. 236A Crumple Duration 29F, Crumple Fall 62F On CH Crumple Duration 39F, Crumple Fall 81F 236[A] Crumple Duration 29F, Crumple Fall 62F On CH Crumple Duration 39F, Crumple Fall 81F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "Armament No.9 \"Aerial Powerdrive: Solid Wheel v3.37\"", + "text": "236B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good combo tool Tracks to an active Graviton if there is one on the field Can only be done once in the air. After that, Kokonoe must land before she can use it again Usually this move is used as combo filler for Kokonoe's midair combos, but if you have a Graviton out that's close to the opponent, you can use it in a blockstring that will leave you +5 once Solid Wheel finishes." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "Armament No.3 \"Absolute Zero v4.32\"", + "text": "236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Deals massive chip and barrier damage Can lead to some devastating ice resets with 50 meter Will automatically go into Crime of Greed after the minigun if Kokonoe has 50 meter Kokonoe pulls out an ice gun and freezes the opponent before firing a barrage of bullets at them with a minigun. If Kokonoe has 50 meter, then Crime of Greed will automatically trigger right after the minigun. As a combo ender, you want to save this for when you have 50 meter to close out the round as the bullets can scale hard and don't really offer much advantage outside of pushing the opponent away from you midscreen. And despite the chip and barrier it does to your opponent's guard, it's ill advised to use it in blockstrings as barrier blocking will push you a good deal away from the opponent. 236C Freezes for 120. Freeze Count 5 On hit, immediately goes into Followup Attack Chip Damage 10%: 60×31 236C Followup Attack Startup listed is based on time between opponent getting hit and first bullet appearing Each P in active frames represents a projectile spawned Bullets hit in groups of 2 On hit and with 50 Heat, goes into followup Crime of Greed afterwards Maximum Slide duration 20F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "Armament No.4α \"Flame Cage v1.43\"", + "text": "214A/B/C(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great neutral tool for covering an approach Great oki tool Can track towards or be pushed away from Gravitons Appears orange when Kokonoe is player 1, Blue when she is player 2. If a Graviton is summoned then the fireball will gain the ability to bounce off surfaces Can only have one fireball out at a time, if Kokonoe already has a fireball out (Be it Flame Cage or Super Fireball), then she cannot use it again until it disappears A very key special in Kokonoe's toolset. Flame Cage is active for a very long time. If you can manage to create the space to get it out and use a Graviton to guide it where you need it, it can be a very powerful tool to cover an approach in neutral and lock them down for pressure. A Version has it land in front of Kokonoe. B Version has it land about 1/2 of a screen length. C Version has it land almost an entire screen length away. j.214X Landing recovery applies when move reaches frame 16" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "Armament No.5 \"Banishing Rays v3.10\"", + "text": "22A/B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll For both moves, Kokonoe sets a lightning trap in front of her that creates a vertical pillar of lightning when activated that extends as high as the arena with no travel time. After using this move, it must completely finish activating before Kokonoe can use it again. The trap and its projectile immediately deactivates if Kokonoe is hit (But not if she blocks). Attack version: Activates immediately Sometimes good for ending a blockstring Decent combo starter Kokonoe's third anti-air tool The A version of Banishing Rays is mostly just used for some combo routes. However, in a few rare occasions, it can also be used to end a blockstring. Can be used as an anti-crossup device due to the hitbox extending vertically for the entire screen and is reasonably wide. But even with that utility the reward on hit can be lacking compared to her other Anti-Airs, unless you're fearing a cross-up its better to use6Aor6Calthough it does hit higher, with infinite vertical range, it has a niche in certain MUs Trap version: Will not activate unless an opponent is within its proximity or after a long time of idling 22B Begins detecting nearby opponents from frame 49 Startup from detecting opponent 22F Goes off automatically on frame 139" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "Armament No.6 \"Planar Haze v1.24\"", + "text": "22C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good left/right mixup tool Will teleport to a Graviton if you have an active one on the screen. Otherwise, Kokonoe will teleport about one character distance before reappearing. Planar Haze's Graviton position tracking lasts until the Graviton fully despawns NOTa reversal but it can however, be used to bait out other reversals When combined with either Banishing Rays or Flame Cage oki, Planar Haze can be a great left/right mixup to open opponents up. It's also sometimes good in neutral to relocate to a Graviton you have placed, which will allow you to escape some situations such as big gaps in blockstrings." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "Armament No.4β \"Pyro: Flaming Belobog v2.73\"", + "text": "214214A/B/C(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The button used determines the arc of the projectile and how far Kokonoe steps forward:A Version has it land in front of Kokonoe while keeping Kokonoe slightly in place.B Version has it land about 1/2 of a screen length and will move Kokonoe about one character distance.C Version has it land almost an entire screen length away and will move Kokonoe about two character distances. A Version has it land in front of Kokonoe while keeping Kokonoe slightly in place. B Version has it land about 1/2 of a screen length and will move Kokonoe about one character distance. C Version has it land almost an entire screen length away and will move Kokonoe about two character distances. Remains active even if Kokonoe takes damage. Great combo extender Will track to or be pushed away by Gravitons Flaming Belobog (AKA Super Fireball) is essentially a super version of flame cage with an added physical strike, only one can exist at the same time. This is Kokonoe's only real reversal along with her Exceed Accel and even then you need to be aware you cannot use it if you have another Flame Cage projectile active. Fortunately it Leads to a full combo on hit because of the amount of hitstun it has and is difficult to punish due to the projectile not expiring if Kokonoe gets hit (Although not impossible for characters who can weave in some projectile invulnerable moves into their combos). For similar reasons, it can also be a good combo extender if you need one and have 50 meter. The A version is generally the best of the three versions reversal wise and combo wise because it comes right down in front of Kokonoe and can be used to disrupt the opponent's combo on you, which will force them to either stop comboing you to block the fireball, or risk taking the hit which either way can allow you to escape pressure. However, the B and C versions can be good for catching opponents who were attempting to space out the A version. Another benefit to using the B and C versions are Super Fireball resets. Because of how fast the B and C versions launch, the opponent ends up falling out of the fireball when they're hit by it unlike the A version. When set up properly, Super Fireball can be used as a dangerous mix-up tool which can lead to some very high and disgusting mix-ups as the giant fireball masks both Kokonoe and her opponent's sprites. 214214A Values in [] are during OD Minimum Damage 15% [20%]: 187 [250] Projectile spawned on frame 13 (active from frame 27) reversal 214214B Values in [] are during OD Minimum Damage 15% [20%]: 187 [250] Projectile spawned on frame 16 (active from frame 30) reversal 214214C Values in [] are during OD Minimum Damage 15% [20%]: 187 [250] Projectile spawned on frame 19 (active from frame 33) reversal j.214214X Values in [] are during OD Minimum Damage 15% [20%]: 187 [250] Projectile spawned on frame 9 (active from frame 23) 214214X Fireball Values in [] are during OD Minimum Damage 15%: 648 [972] 214214X Reflected Fireball Values in [] are during OD Minimum Damage 15%: 225 [300]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "Armament No.7 \"Jamming Dark v1.65\"", + "text": "632146D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Kokonoe summons a black hole about half a screen in front of her. The black hole pulls opponents strongly into it, teleporting them up above the stage before being dropped back down after a short, but random amount of time. The black hole will be positioned offscreen if too close to the corner, unless in Overdrive. Like with Kokonoe's Gravitons, the Overdrive version of the black hole will also pull more strongly. Black Hole fundamentally functions as a reset tool, typically to guarantee a kill combo and end the round. Despite being unblockable, Black Hole sees little use in practice because of the numerous conditions required to connect it and difficulty spacing it effectively. For the same meter cost, you have access to the much simpler, stable and reliable Absolute Zero (ice) resets. However, in OD it will stop at the corner, which can let it relive its glory days of Chronophantasma, even then, it is a heavily scaled combo Damage is dealt to the opponent upon impact with the floor, and this damage cannot end the round, instead leaving the opponent on 1 HP. The opponent can also emergency tech on hitting the ground, so to capitalize on the damage of Black Hole itself, you must combo on the exact frame the opponent touches the ground. This presents difficulties due to the fact that the timing the opponent will land is randomized in a fairly wide range. If Black Hole whiffs, Kokonoe is incredibly vulnerable to the opponent's punish of choice, and before it even gets the chance to whiff, this move will be hit by most any projectile, even low to the ground projectiles likeBullet's236Aprojectile Due to the above, Black Hole is overall strongest in situations where you need to guarantee the reset, can set it up effectively and do not need the extra 1200 damage to kill. Numbers in brackets are for Overdrive Note that there is Character-specific gravity when players are not in hitstun, but in hitstun or guardstun, it is fixed at -2000. Subtract or add this value depending on whether the opponent is above or below the graviton Values in [] are during OD Attracts with an X velocity of 8,000 and Y acceleration of 8,000 Attraction is 50% stronger in overdrive and tripled if the opponent is in hitstun Minimum Damage 100%: 1200 [1800] On hit, opponent is dropped a delay of 3 random 1-50F rolls added together Airborne starting from middle of superflash, 12 frames landing recovery" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "Armament No.8 \"Crime of Greed v1.00\"", + "text": "Automatic after236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Activates automatically after236Cif Kokonoe has 50% heat or more after that move completes. Can be prevented with a Rapid cancel. 1000 Minimum damage normally, 1200 in Overdrive. Crime of Greed is typically used at the end of a combo to end a round because of how easy it is to combo into, as well as the good minimum damage it'll add to the combo. For the OD version, you'll need to Overdrive cancel into it (For example, Kokonoe can do3C(1)>ODC>3C(1)>236Con an airborne opponent which will work if she has less than 80% Health or do Super Fireball A>5D>Overdrive Cancel>236Cwhen below 50% Health) if you want to get the extra damage since Absolute Zero's animation takes way too long to finish and Overdrive will more than likely end before you get to OD Crime of Greed. Values in [] are during OD Minimum Damage 100%: 1000 [1200]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "Armament No.00 \"Dreadnought Destroyer\"", + "text": "64641236C(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Kokonoe summons a giant Mecha-Tager to fire a beam that covers the entire screen. Generally, Dreadnought Destroyer is often overlooked for Golden Tager because of its damage scaling compared to its Overdrive version. You can get the same amount of damage from ending a combo with Flaming Belobog>5D>Absolute Zero than setting up for Dreadnought Destroyer. However, if you really want to go for this move and you don't have Overdrive to do Golden Tager instead, a simple confirm into it would be6A>6C>j.64641236C. Other than that, don't use this. Costs 100 Heat, Consumes 50 at the start, then 50 just before the beam fires. Hold C to delay firing; During this time spinning the stick will add extra damage without changing the charge time. Without spins, will deal 30 hits without charge, 58 at full charge. Spinning can bring the number of hits over 100 reasonably easily. Each spin only requires all four cardinal directions in order (or all four diagonals) to count. The direction does not matter, so do whichever way you can spin fastest.Base number of hits is 30Every 35F of charge held adds 4 hits up to 7 timesEvery spin input during the charge time adds another 4 hitsSpins can only be performed while the startup is being delayed by holding C. Base number of hits is 30 Every 35F of charge held adds 4 hits up to 7 times Every spin input during the charge time adds another 4 hits Spins can only be performed while the startup is being delayed by holding C. Cannot be charged in midair, but will give 38 hits instead of 30 If Kokonoe is hit while she's charging, it'll cancel out the animation and will only consume 50 meter instead of 100 Also fully invincible from second superflash until Laser disappears Hold button for up to 58 hits Spin stick while holding button for max duration for additional hits Base Damage depends on number of hits. 1st-19th: 300. 20th-39th: 260. 40th-59th: 220. 60th-79th: 180. 80th-99th: 140. 100th+: 100 1st-59th hit have Minimum Damage 5% 60th hit onwards have Minimum Damage 20%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "Armament No.01 \"Super Dreadnought Exterminator\"", + "text": "64641236Cduring Overdrive (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Kokonoe summons a giant Golden Mecha-Tager to fire a beam that covers the entire screen. NowTHISis a good use of 100 meter right here. You want to talk about complete and utter despair? Then this is the super you're looking for. Golden Tager has the power to obliterate your opponent's life lead no matter how big. To put it simply, this is Kokonoe's comeback Distortion. There are two ways of comboing into Golden Tager that require you knowing how much time you'll get off of an Overdrive Cancel: 6A>64641236Cis the simpler ender of the two and can guarantee you 6-7K worth of damage (8K if Kokonoe uses certain starters). The amount of time you'll need for this ranges from 2:50sec (80% HP) to 3:25sec (50% HP) 6A>5D>236[D]~64641236[C]~]D[~]C[ is the harder ender, but in exchange for a higher learning curve, Kokonoe gains access to her highest damaging combos which usually lead to 8-10K worth of damage. In order to do these combos, you must be below 34% HP because these require the full four seconds off of the Overdrive Cancel (There do exist GT combos that involve5D>236D>GT routes when Koko is at full health) On top of being highly damaging, Kokonoe can combo into this move off of almost anything for a huge amount of damage, meaning that any random confirm can spell death to your opponent. In the rarest cases, you can also use Golden Tager to chip out your opponent as a fully charged blast from GT will deal enough damage to wipe out your opponent's barrier gauge from full followed by a good chunk of their health on block. This is a risky move to do however, if they do survive the blast, they'll not only be given a ton of meter, but potentially their burst back as well. Certain characters with projectile guard point such as: Azrael's Growler Tager's B Sledgehammer Kagura's Sky Dragon Strike (Wyvern) Can armour through GT's blast, while invuln supers that go through or teleport behind someone such as: Both Jin and Hakumen's Yukikaze Bang's Hyper Shadowstep Strike Can be used to get themselves behind Kokonoe and simply wait for GT to end to punish her (This is also risky for if they use a move with a disjointed hurtbox, it'll pull them into the laser beam) so keep this in mind. Keep in mind that in order to do these combos, Kokonoe must hold back using any meter and Overdrive, both are which very valuable resources to Kokonoe as she does not possess a meterless reversal. However, being able to completely delete health bars off of a random confirm and making your opponent wonder why she has something like this is worth holding back those resources. Costs 100 heat; 50 up front and 50 more when the beam fires. Hold C to delay firing; During this time spinning the stick will add extra damage without changing the charge time. Without spins, will deal 30 hits without charge, 58 at full charge. Spinning can bring the number of hits over 100 reasonably easily.Base number of hits is 58Every 35F of charge held adds 8 hits up to 9 timesEvery spin input during the charge time adds another 16 hits and is limited only by the game's ability to read inputs fast enough. Base number of hits is 58 Every 35F of charge held adds 8 hits up to 9 times Every spin input during the charge time adds another 16 hits and is limited only by the game's ability to read inputs fast enough. Cannot be charged in midair, does 80 hits instead. Kokonoe is fully invincible after the second super flash The highest damaging super in both Kokonoe's arsenal and in the game Will force active flow if it hasn't already activated this round. If Kokonoe is hit while she's charging, it'll cancel out the animation and will only consume 50 meter instead of 100 On hit, Golden Tager will cause wallsplat. Whereas on block, they will stay in their current position and take a tremendous amount of chip Has a nice gold paintjob Also fully invincible from second superflash until Laser disappears Hold button for up to 58 hits Spin stick while holding button for max duration for additional hits Base Damage depends on number of hits. 1st-19th: 300. 20th-39th: 260. 40th-59th: 220. 60th+: 180 1st-59th hit have Minimum Damage 5% 60th hit onward have Minimum Damage 20% This results in a Minimum damage of: 1587, 7887 if charged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "Armament No.11 \"Full Metal Heavy Weapon v2.05\"", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. Normal version will send the opponent midscreen while the Active Flow Version will send them fullscreen 294/602 Minimum Damage Kokonoe punches forward during startup. On hit, Kokonoe proceeds to bring the full artillery, to finally apply excessive electric shocks to the opponent. Puts Kokonoe in Active Flow if she hasn't been in it already. Full Metal Artillery is a rather peculiar Exceed Accel. Being an Exceed Accel, it gives Kokonoe another reversal option to use in the event that she doesn’t have enough meter for Super Fireball or Counter Assault. The universal minimum damage given to Exceed Accels in CF2 meant that you’re no longer dealing next to no damage when tacking this on at the end of a long combo, making it a better option to end combos with than before. If you have no meter,6Bis your best option as it can easily combo into her EA from an Overdrive Cancel with both hits. Air juggle5Ccan combo into it while in the corner. With meter, Kokonoe can use this as a way to add some extra damage after Super Fireball A>5D>Overdrive Cancel>EA as an unburstable alternative to Absolute Zero. With low health, Kokonoe can actually do triple super combos by doing Super Fireball A>5D>Overdrive Cancel>236C>Crime of Greed>EA. The long animations that both versions of her EA possess also makes it a great way to waste your opponent’s time based resources (Such as their own OD or Installs). However, there are some drawbacks to Kokonoe’s EA. The biggest one being that no matter which version you land,you and your opponent will always return to midscreen once the animation ends regardless of screen positioning.This combined with you barely recovering before your opponent means that any sort of mix-up after Koko’s EA is nonexistent, and any sort of trap or Graviton placement afterwards will leave you minus and even punishable if the opponent has a fast enough move or projectile. You’ll want to avoid using this if you want to keep your opponent in the corner, especially in match-ups where Kokonoe struggles against in neutral. Full Metal scales pretty harshly if used at the end of a long combo. The missiles and the big explosion at the end are typically the ones that'll tack on the extra damage, but the electrocution part of the EA can end up doingzero damagedepending on the combo itself. Her EA does lunge her forward a good distance (around close to round start), but the hitbox is rather short and lacks any sort of vertical range, making it susceptible to whiffing against jump ins and with certain combos. Coupling this with the little pushback on block, the above mentioned, and whole telegraphed problems OD>EA comes with, it can make using this less rewarding especially when compared to Super Fireball. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 294 {586+16}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "Armament No.99 \"Final Apocalypse\" Ultimate Impact", + "text": "720DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Command grab You drop a goddamn meteor on their heads It's hype as hell Kokonoe's impossible-to-combo Astral. Should she land the grab, Kokonoe will do a flurry of punches to the opponent before kicking them into a giant magnet and summoning a giant meteor to destroy them and most of the planet." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe", + "title": "Kokonoe", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Resources", + "title": "Ragna the Bloodedge", + "section": "Intro", + "text": "This page is Ragna the Bloodedge's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Resources", + "title": "Ragna the Bloodedge", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here. Ragna Lifesteal Calculatorby Sydoh Ragna Spreadsheet Tables(Blockstring Gap Table) by Sydoh Japanese Name: ラグナ=ザ=ブラッドエッジ Japanese Wiki Japanese BBS Arcade Profile Dan Rankings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Resources", + "title": "Ragna the Bloodedge", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Resources", + "title": "Ragna the Bloodedge", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Resources", + "title": "Ragna the Bloodedge", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Resources", + "title": "Ragna the Bloodedge", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Overview", + "text": "Soul Eater allows Ragna to heal when dealing damage with certain attacks. This offsets Ragna's low starting health, giving him the potential to have one of the highest effective health pools in the game. How much a given Soul Eater attack heals is based on its \"Lifesteal\" value (noted on each relevant move), and attacks with Soul Eater also deal chip damage equal to their Lifesteal value. Soul Eater will trigger on both damage on hit and chip damage, meaning Ragna will heal against normal block but not Barrier Block (which prevents chip damage). Soul Eater also has a mechanic that increases healing in long combos. A multiplier is applied to a Soul Eater attack's Lifesteal value depending on how many Soul Eater hits have already connected within the same combo: 1st to 5th Soul Eater hit: 100% Lifesteal 6th Soul Eater hit: 110% Lifesteal 7th Soul Eater hit: 120% Lifesteal 8th Soul Eater hit: 130% Lifesteal 9th Soul Eater hit: 140% Lifesteal 10th Soul Eater hit and beyond: 150% Lifesteal The following list out the changes for Unlimited Ragna: Health increases from 10000 to 15000. Combo rate increases from 60% to 70%. Has now faster movements and can double airdash.Initial dash velocity increases from 16000 to 19200.Air dash velocity increases.Ragna will continue accelerate after dashing. Initial dash velocity increases from 16000 to 19200. Air dash velocity increases. Ragna will continue accelerate after dashing. Now has 3 air movement actions, meaning:Can now triple jump.Can now double airdash.Can jump after dash or dashafter jump. Can now triple jump. Can now double airdash. Can jump after dash or dashafter jump. C moves now lifesteals and counts in the Soul Eater count. Has constant Overdrive activated, meaning all his moves are automatically the Overdrive ones. Fixed amount of Overdrive time regardless of health (600F)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "5A", + "text": "Although the start-up is fast,5Aonly sees somewhat occasional use. Frames 5-7. Unlimited Changes Whiffs on all characters' crouching hitboxes, except Tager (while in hitstun). Jump cancelable on hit or block. Throw cancelable on hit or block. Can late chain. Staple standing jab that is faster than most5A's by 1 frame. Because of the fact that5Awhiffs on every character's crouching hitbox, it's not very effective as a pressure tool. However, it is particularly useful as an anti-air because of its quick 5-frame start-up and high hitbox. Combos netted from this are generally weaker than combos from6A, but out of the two,5Ais safer for two reasons: its quick recovery makes it hard to punish and it's cancelable into other normals. You'll want to use this for a quick anti-air poke or if a twitch reaction is required, reserving the other for the hard callouts. Gatling options:5A,2A,6A,5B,2B,6B,5C,2C,6C,3C,5D,2D,6D" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "5B", + "text": "Unlimited Changes Hurtbox fully extends on frame 8, hitbox fully extends on frame 10. Can late chain. Ragna's standard and most used poke,5Bwill be your go-to button in many situations. Often the start of his pressure, but it is safer to use primarily as a footsie tool. However,5Balone often does not merit a lot of damage when used as a footsie, requiring other resources to maximize the reward off a maximum distance hit. While5Bis a powerful tool, it is important to be aware of its relatively long recovery, and make careful use of it in neutral. Some characters can also low-profile5Bat longer ranges, such asIzanamiwith her2BGuardLowStartup9Recovery24Advantage-16, which is something to be very wary of in certain matchups. 5Bcan be used as an anti-air due to its speed, hitbox, and property of being air unblockable. As a starter, the move also leads into respectable damage. However,5B's hitbox is at the tip of Ragna's leg and mainly around his foot, so the most efficient use would be to check the opponent's aerial approach, such as against opponents who jump without dashing a lot. Keep in mind that because Ragna's attack hitbox overlaps his character hurtbox, a trade or even a counter will likely happen. Ragna's throw-box is also pushed forwards, so be careful with your spacing when trying to use it to beat them. Combos into6Dor Gauntlet Hades on Counter Hit, the former for max damage punishes at close range and the latter for max range conversions. Even without a Counter Hit, max range5Bcan be hit confirmed into Overdrive. With the proper combo route, the ensuing Overdrive combo can result in over 4000 damage that provides a respectable amount of corner carry as well. Gatling options:6A,2B,5C,2C,3C,5D,2D,6D Hitbox fully extends on frame 10" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "5C", + "text": "Unlimited Changes Lifesteal: 100 both on hit and on block C moves are a common move in Ragna's combo and strings. With all his move getting Soul Eater property, this very greatly improves his healing cap. Jump cancelable on hit. Can late chain. Ragna's longest range poke which when used at maximum range is extremely hard to punish, even with Instant Block.5C's hitbox has a slight disjoint towards the end of it, which can be used to punish active moves or assist you in footsies. Ragna also pulls his hurtbox back considerably as soon as the active frames end, making5Cvery hard to whiff punish when spaced correctly. In some ways,5Bis better than5C, and vice versa.5Bis quicker, has plenty of Revolver Action options, and can be used as an anti-air, but its long recovery coupled with its shorter range provides more risk.5Chas longer range, a disjointed hitbox, and is harder to whiff punish (if spaced correctly), but it is slower, has limited Revolver Action options, and is more vulnerable to air options. Deciding between the two in various situations will require an understanding of the opponent's available options. 5Cis Ragna's 2nd highest damage starter, only slightly behind5D(1). However,5Cis generally preferred over5D(1)as your go-to Counter Hit punisher, as it has more versatile combo routing, and5D(1)only leads to good damage if you spend Heat. Combos into6Con crouching hit or Counter Hit, allowing for high damage meterless combos that work even if it connected near max range. Counter Hit5Ccombos into6Dat close range and leads to extreme damage, so use this route to punish whiffed or blocked reversals. Be careful when using5Cas combo filler, as it has very little vertical range on its hitbox, making it whiff easily on airborne opponents. This will commonly occur after landing an air hit5Bwhen the opponent is too high for5Cto connect, and you must instead route straight into5D(1). Sometimes including slight delays may allow5Cto land in these situations. Gatling options:6A,2C,6C,3C,5D,2D,6D Lifesteal: 100" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "2A", + "text": "Unlimited Changes Throw cancelable on hit or block. Can late chain. The ±0 frame advantage as well as the ability to cancel into a throw makes this move a dangerous pressure tool when used correctly. It can also be used for many frame trap setups, one of the most common being2A>2C, leaving Ragna plus on block if he guessed wrong and allowing him to re-engage. The key feature to the pressure ability of2Ais its ability to slightly late chain into itself and other moves. The late chain into itself allows less predictable blockstrings, which is incredibly useful when facing opponents with limited defensive options. The additional ability to cancel into throw also allows Throw Reject Miss setups. Gatling options:5A,2A,6A,5B,2B,6B,5C,2C,6C,3C,5D,2D,6D" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "2B", + "text": "Unlimited Changes Can late chain, although time window is smaller. In terms of pressure,2Bis not quite as effective as2A, but it is one of the most useful tools in mix-up. However, chains into and from2Btend to have gaps where the opponent can reversal, so be wary of how often you're using it. A common chain that serves as not only a safe option to go to, but also a good way to hit confirm into a combo when2Blands is2B>5B. If canceled on the earliest frame possible, this string has no gaps for the opponent to exploit, even when2Bis instant blocked. Gatling options:6A,5B,6B,5C,2C,3C,5D,2D,6D" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "2C", + "text": "Unlimited Changes Lifesteal: 100 both on hit and on block Crumples opponent on Counter Hit. Plus on normal block, but negative on Instant Block. The +1 frame advantage and 13f recovery makes2Ca very popular move for Ragna players, and for good reason too. This is Ragna's only normal that is plus on block, making it his easiest and safest access to plus frames. Additionally, because of its fast recovery, if you space2Cto whiff, you can potentially reset pressure against an unwary opponent. This is risky versus characters that can match your range and speed, and not overly abusable, as you are quite minus. Regardless, if2Cis used properly, you can utilize effective guessing games with the opponent. Also because of its fast recovery,2Cis extremely safe against Overdrive, and you are likely plus if you whiff through it. On Counter Hit, Ragna can combo directly into any of his grounded normals or specials, giving a plethora of route options (focus on damage, Heat Gain, lifesteal, side switch mid-combo etc.). For combo routes that don't require an immediate special cancel, the high hitstop and hitstun makes it easy to hit confirm. Gatling options:6A,6B,5C,6C,3C,5D,2D,6D Lifesteal: 100" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "6A", + "text": "Unlimited Changes Startup increases from 12 to 13. Slight increase on startup, no actual impact. Head invincible on frames 4~13. Higher hitbox during later active frames. Jump cancelable on hit. Launches opponent on hit. The slow start-up of this move makes it easily disrespectable by many moves that change the opponent's aerial momentum. Moreover, because of its small hitbox, heavy recovery, and limited cancel options (into only Drives and specials), it is very easy to bait and punish, and should be reserved for hard reads on aerial approaches. It is generally preferable to use5Ato anti-air with Ragna, but if the opponent is coming down on you with a big, active air normal, you'll have to rely on6A's head invulnerability to do the trick. If6Ais blocked, its cancel options are extremely limited, with most options being unsafe (e.g. Hell's Fang, Gauntlet Hades) or disrespectable (e.g.6D, Blood Scythe, Dead Spike).5Dis your safest option, but even this can be unsafe, as the opponent can backdash the second hit at proper ranges and whiff punish. Just like with knowing when to use5Band5C, knowing when to use6Aover5A(and sometimes not using it at all) really depends on the situation and the nuances of the matchup. Be sure to study the matchup when deciding on using this. Using6Ain combos is the most stable way of getting damage on standing characters. However, it has very poor horizontal range, so the move should only be used in situations where you know it will hit. It also has somewhat poor damage scaling so avoid using it if better scaling launchers are available (like6C,3Cinto Not Over Yet or Overdrive Cancel, etc.) Gatling options:5D,2D,6D" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "6B", + "text": "Unlimited Changes Hitstun decreases from 19 to 16 This breaks some strings like the common6B>6D, so6B>2Dor5Dbecomes the alternative when in combos. Forces crouching state on ground hit. Cannot emergency tech on air hit. Bonus 110% proration. Ragna's normal overhead is among some of the slower and more obvious overheads in the game. Moreover, as6Blacks any Revolver Action intoCnormals, it doesn't have a completely safe blockstring. Due to these limited cancels and the weaknesses among them, using6Bshould be handled with care and not thrown out too frequently. Mix things up with Ragna's other options instead of defaulting to this and/or Gauntlet Hades as to make them more vulnerable to Ragna's offense and potentially enable big Counter Hits with stagger pressure. If6Bis blocked, almost every Revolver Action option after is either unsafe (e.g.6A, Hell's Fang, Gauntlet Hades), or easy to disrespect (e.g. Blood Scythe, Dead Spike).6B>5Dis the hardest cancel option to punish, as it only punishable on Instant Block, but this will end Ragna's turn. Going for6Dwill allow him to maintain his offense, however this is a risky option as6Dis very vulnerable to mashing (on Instant Block), reversals, and Overdrive Raids. The bonus damage proration that applies the first time6Bis used in a combo, along with its knockdown on air hit, makes this attack incredibly powerful in combos. However, using it almost always requires either a Counter Hit, Rapid Cancel, or Overdrive, so it is usually reserved for heavy punishes. Gatling options:6A,5D,2D,6D Bonus Proration: 110% Forces crouching on ground hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "6C", + "text": "Unlimited Changes Lifesteal: 2*100 both on hit and on block Hits twice. Second hit is jump cancelable on hit or block. Second hit launches and pulls the opponent on hit. Combo filler launcher for high damage routes. The main purpose of6Cis to maximize damage on crouching opponents, generally by canceling the second hit into Gauntlet Hades mid-screen or into Blood Scythe in the corner. Although it's a low, the first hit's mix-up potential is not very high due to limited cancel options on block. The second hit is jump cancelable, which can enable some silly pressure options or make the move safe should it be blocked. Gatling options:5D,6D Lifesteal: 100*2" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "3C", + "text": "Unlimited Changes Hard knockdowns on both normal and counter hits. 3Cnow has revert back to it's CS1 counterpart where it is untechable onanyhit, making it extremely easy to confirm into. If you didn't cancel3Cinto anything that is comboable afterwards, you can still do2B>5Bpickup to continue. Jump cancelable on hit or block. Knocks the opponent down on hit. Staple launcher at close range to route into Not Over Yet or when Heat is available for Rapid Cancels and Overdrive Cancels, leading into higher damage than either6Aor6C. The knockdown is greatly extended on Counter Hit, giving Ragna both stronger and easier to execute combo routes than what Not Over Yet provides. One particular route (which sadly isn't universal) makes him Burst-safe after the initial hit by jump canceling, air blocking, then usingj.Cbefore touching the ground. 3Cproves to be a very strong tool for okizeme thanks to its ability to give Ragna a safe-jump set-up, for which you must slightly delay your jump after hitting3C. However, this is limited by Ragna's combo routes as3Ccannot be used to end mid-screen combos (at least not without losing out on damage and corner carry) and cannot be performed after every corner combo. The few cases where3Cokizeme can be performed are after Dead Spike > Dash Cancel, Blood Scythe, and intentionally whiffing the landing hit of Nightmare Edge (also known as 'Nightkasu'). However, these options often cut combo potential decently early, and as a result will miss out on damage, Heat Gain, and Lifesteal, so you must decide if oki or damage is more important based on your current situation. Dead Spike is the most viable option in the corner, as there are many combo routes that will allow you to route to Dead Spike late and only give up a Hell's Fang orDInferno Divider, the loss of which is negligible when considering3C's significantly better oki (although sometimes22Coki in the corner is preferable over3C). Blood Scythe is generally not useful for3Coki, as you must end your combo significantly early, giving up more damage than the oki is worth. Nightkasu is a viable option midscreen and in the corner, and usually doesn't involve giving up very much damage, but has a ton of character specifics and is difficult to correctly route into for much of the cast. If you know how to perform Nightkasu on the character you're fighting, it is often worth it to do it (especially if they have a DP) and take the better oki that it provides. Double/triple overhead → jump, delayed air dashj.C>j.D> Aerial Gauntlet Hades Low → Empty jump,2B/3C/6C Throw → Empty jump, Forward/Back Throw Safe jump → Jump,j.Borj.C Gatling options:2D Hard knockdowns" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "j.A", + "text": "Unlimited Changes Jump cancelable on hit or block. A simple aerial jab,j.Ashould be your go-to air-to-air. It's great for checking airborne opponents, and easily hit confirmable because of being infinitely self-cancelable, letting you get reliable knockdowns from it. Should they block it, you can easily jail them with repeatedj.As, or even attempt aTRMpurple throw mixup, to bait out throwOption Selectattempts. As the hitbox is only on his arm this move will NOT hit opponents in or beneath Ragna. Gatling options:j.A,j.B,j.C,j.D" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "j.B", + "text": "Unlimited Changes Jump cancelable on hit or block. The hitbox behind Ragna's foot serves as a great cross-up tool. Moreover, there are a high number of active frames, making it a good safe jump move as well. Against certain aerial approaches,j.Bcan also be used; at worst, you will trade. Gatling options:j.C,j.D" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "j.C", + "text": "Unlimited Changes Lifesteal: 100 both on hit and on block Jump cancelable on hit or block. This move has a huge hitbox below Ragna, so it is useful as an approach on grounded opponents.j.Cis also hard to stuff with moves that are quick but lack any sort of invincibility (e.g. Ragna's5A). Against most matchups, you will most likely stay grounded for the majority of the match, but in the few cases where you're in the air,j.Cwill serve as your main weapon. Gatling options:j.D Lifesteal: 100" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "5D", + "text": "Unlimited Changes Properties defaults to Overdrive version. Second hit has even larger hitbox compared to regular Overdrive ones. Hits twice. Second hit knocks the opponent down on air hit. Fatal Counter property on Counter Hit. Lifesteal: 100 5Dis an important combo part, so much so that it is used in almost every combo in Ragna's arsenal. The first hit allows him to combo into Gauntlet Hades while the second hit goes into Dead Spike or Not Over Yet. Most Fatal Counter combo routes require an immediate special cancel, usually into either Blood Scythe or Crush Trigger, resulting in massive damage. The only routes that can be hit confirmed (i.e. both hits of5Dconnect) are either a grounded hit into Gauntlet Hades or an air hit into Not Over Yet or Dead Spike, both of which provide much more modest damage. Due to this, Fatal Counter5Dsees more use in punishes where the first hit is guaranteed to be a Counter Hit. Doesn't see much use in pressure or neutral, though note that this move is somewhat safe compared to past iterations thanks to its high pushback on block, so if used either at the end of a blockstring or at certain spacings most characters should struggle to punish it despite its poor frame advantage. It can also be used as a high risk, high reward anti-air thanks to its high vertical hitbox, resulting in 3.5k to 4k damage without a Counter Hit and 4k to 4.5k damage with one. Its still safe on air Barrier Guard but very punishable on whiff, so try to only use it once the opponent has exhausted their air actions. Hits twice. Second hit gains a larger hitbox. Second hit ground bounces into knockdown on hit. Dash cancelable on hit or block.Frame advantage after earliest Dash Cancel: -2 Frame advantage after earliest Dash Cancel: -2 Fatal Counter property on Counter Hit. Lifesteal: 150 The Overdrive version's properties allow the second hit to combo into any of Ragna's normals or special moves, save for6Dwhich only works on Counter Hit. Keep in mind that the first hit will not combo into the second at the end of heavily prorated combos. Gatling options: None Lifesteal: 100, 150 Fatal Counter Frame advantage after earliest Dash Cancel: -2" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "2D", + "text": "Unlimited Changes Properties defaults to Overdrive version. Knocks the opponent down on hit. Launches into knockdown on Counter Hit. Lifesteal: 100 As a footsie,2D's range is second only to5C, but its practicality only applies to certain situations. The hurtbox does not extend past the hitbox, so against Distortion Drives that have long active frames, you can use2Dfor a free, decent combo. The move is also very safe when spaced correctly, so it acts as a good blockstring finisher. Canceling into this move from a Level 4 normal or less will leave a gap on regular block, so be careful when going into this move at close range. In combos,2Dis very useful thanks to its hard knockdown on hit. At close range mid-screen or at any range in the corner, it's possible to combo2Dinto Dead Spike and into a full combo. The launch on Counter Hit gives Ragna new combo routes, usually into5Cmid-screen or into6Din the corner. Gains larger hitbox. Dash cancelable on hit or block.Frame advantage after earliest Dash Cancel: -2 Frame advantage after earliest Dash Cancel: -2 Knocks the opponent down on hit. Launches into knockdown on Counter Hit. Lifesteal: 150 This version's higher hitstun and its dash cancel property gives it much more flexible pressure and combo potential. However,2Ddoesn't see much use in optimal Overdrive combos due to its mediocre damage scaling and follow-up options in comparison to Ragna's other Drives and specials, notably5Dand Hell's Fang. Be wary of the move's hitboxes, since they barely rise above the flor, contrary to the animation. Gatling options: None Lifesteal: 150 Frame advantage after earliest Dash Cancel: -2" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "6D", + "text": "Unlimited Changes Properties defaults to Overdrive version. Foot attribute invincible on frames 4~20. 6D→j.Dis +10 minimum. Jump cancelable on hit or block. Crumples opponent on grounded hit. Fatal Counter property on Counter Hit. Bonus 110% proration. Lifesteal: 100 A good pressure tool that leads to Ragna's more ambiguous mix-up situations, yet6Ddoes have some big weaknesses. Any move that cancels into it will always have a gap, making it very vulnerable to reversals, so be careful about using it too frequently or in the same spot multiple times. Additionally,6Dcan be easily Overdrive'd through, leaving you in massive amounts of recovery, allowing your opponent to get a hefty punish combo. For combos,6Dis used to optimize the damage of Counter Hit starter combos as the bonus proration greatly increases combo damage while draining health (which is rare as most Soul Eater attacks usually harm a combo's damage scaling). Also used in corner combos after a launcher to combo into air Blood Scythe. The stun on grounded Counter Hit allows Ragna to combo into essentially any attack so routes off of it are very flexible. 6Dalso has foot invulnerability from frame 4 up until the last frame before becoming active. It also becomes airborne after frame 4, thus it can also go through grounded throws. As a result, this move can be used against players who tend to use lows or throws as a wake-up option or mix-up. Almost every unsafe low can be punished with a correctly timed6D. 6D→ delayj.Dallows for a couple of mindgames, thanks to its incredibly short landing recovery. Overheads, lows, and throws can be performed from6D.The overheadis fromj.D. There is absolutely no gap between6Dandj.D, even on Instant Block, no matter how late you performj.D(unless you land beforej.Dcomes out), so if you are close enough when6Dlands, the overhead is almost guaranteed. The only timej.Dcan whiff is when6Dhits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even ifj.Ddoes not hit, due to the frame advantage. Note that if the opponent blocksj.D, you are quite plus, and can dash back in to pressure reset.The lowis performed slightly differently. To perform the low, usej.Djust before landing, so that you land before it becomes active so it will whiff, then input2B. Note that when whiffingj.Dat the earliest possible time, Ragna is +1, so most character's fastest moves will stuff out any mix-up attempt. Your best bet for landing2Bin this situation is to condition the opponent to block high after6D(usingj.D), and then surprise them with2B. You can also frame trap them with2Aafter whiffingj.Dto condition them to block, and once they're respecting you start mixing up from there.The throwis similar to performing the low, but it is riskier. To perform the throw, usej.Djust before landing so it will whiff, then input throw. The hitbox on throw is very small, so any sort of barrier or spacing will cause the throw to miss. You can utilize a kara throw (5B~C) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely. The overheadis fromj.D. There is absolutely no gap between6Dandj.D, even on Instant Block, no matter how late you performj.D(unless you land beforej.Dcomes out), so if you are close enough when6Dlands, the overhead is almost guaranteed. The only timej.Dcan whiff is when6Dhits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even ifj.Ddoes not hit, due to the frame advantage. Note that if the opponent blocksj.D, you are quite plus, and can dash back in to pressure reset. The lowis performed slightly differently. To perform the low, usej.Djust before landing, so that you land before it becomes active so it will whiff, then input2B. Note that when whiffingj.Dat the earliest possible time, Ragna is +1, so most character's fastest moves will stuff out any mix-up attempt. Your best bet for landing2Bin this situation is to condition the opponent to block high after6D(usingj.D), and then surprise them with2B. You can also frame trap them with2Aafter whiffingj.Dto condition them to block, and once they're respecting you start mixing up from there. The throwis similar to performing the low, but it is riskier. To perform the throw, usej.Djust before landing so it will whiff, then input throw. The hitbox on throw is very small, so any sort of barrier or spacing will cause the throw to miss. You can utilize a kara throw (5B~C) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely. Foot attribute invincible on frames 4~20. Gains larger hitbox (and smaller hurtbox). Launches opponent high into the air on air hit. Jump cancelable on hit or block. Crumples opponent on grounded hit. Fatal Counter property on Counter Hit. Bonus 110% proration. Lifesteal: 150 Outside of combos,6Din Overdrive functions roughly the same. It launches the opponent much higher on air hit compared to normal6D, and has more untechable time. Sees some use in Overdrive combos, often to combo into staircase in the corner. Gatling options:j.D Lifesteal: 150 15~37F in the air Bonus Proration: 110% Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "j.D", + "text": "Unlimited Changes Properties defaults to Overdrive version. Jump cancelable on hit or block. Launches opponent on Counter Hit. Lifesteal: 100 This is Ragna's only air normal that hits above him, so it's a decent option as an air-to-air when your opponent is higher than you, made even better by the high counter hit hitstun. However, your options on block are rather limited, and it is quite slow, so it may be more prudent to wait for the opponent to lose height, then contest them withj.A,6A, or air throw, rather than try to snipe them withj.D. However,j.Dis one of Ragna's go-to air combo parts as the high hitstun allows for more potential follow-ups thanj.C, even very late into a combo. The move's lifesteal also makes it useful to gain a bit of life and increase the Soul Eater rate. While the poor damage scaling makes it a sub-optimal choice at the beginning of a combo, by the end the damage loss is negligible and the lifesteal becomes more worthwhile. Gains larger hitbox. Has faster startup. Notably more hitstun. Jump cancelable on hit or block. Launches opponent on Counter Hit. Lifesteal: 150 In Overdrivej.Dhas faster startup, a larger hitbox, and quite a bit more hitstun, making it a much more viable neutral and combo tool. This even allows it to combo into itself. At the end of longer combos, you can combo into Blood Scythe withj.D. Gatling options: None Lifesteal: 150" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Forward Throw", + "text": "5B+C Unlimited Changes Lifesteal: 100 Launches opponent on hit. 100% minimum damage: 1500 Keep in mind that throws do not have huge hitboxes, so you will have to be considerably close to the opponent in order to land the throw. The throw range can be extended by kara canceling from5B(input as5B~C). For combo routes, use Gauntlet Hades mid-screen, Blood Scythe in the corner. 100% minimum damage: 1500 Lifesteal: 100" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Back Throw", + "text": "4B+C Unlimited Changes Launches opponent on hit. 100% minimum damage: 1500 Keep in mind that throws do not have huge hitboxes, so you will have to be considerably close to the opponent in order to land the throw. The throw range can be extended by kara canceling from5B(input as5B~C). For combo routes, use dash5B>5C>5D(1)> Gauntlet Hades mid-screen, Blood Scythe in the corner. 100% minimum damage: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Air Throw", + "text": "j.B+C Unlimited Changes Wall bounces opponent on hit. 100% minimum damage: 1500 This is Ragna's main move to keep opponents grounded. In order to condition the opponent to stop jumping out of Ragna's comfort zone, you will sometimes need to hard punish the opponent, and the best way to do that is to air throw. For combo routes, use5C>5D(1)> Gauntlet Hades or3C> Not Over Yet > dc > 665Cmid-screen, air Blood Scythe in the corner. 100% minimum damage: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking Unlimited Changes 180F Heat Gauge Cooldown. Knocks opponent away on hit. One of the better Counter Assaults in the game as it uses5B's animation and hitbox. However, be careful as the attack may whiff if the opponent is too close, leaving Ragna open to be punished. It can also be low profiled fairly easily, just like5Bitself, so watch out for moves likeJin2BGuardLowStartup9Recovery15Advantage-3,Izanami2BGuardLowStartup9Recovery24Advantage-16, andBullet2BGuardLowStartup9Recovery18Advantage-6. 180F Heat Gauge Cooldown" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Crush Trigger", + "text": "5A+B(Chargeable) Unlimited Changes Follows Overdrive version. Uncharged version now has Long starter rating. 180F Heat Gauge Cooldown. Guard breaks on regular block, drains Barrier on Barrier Guard. Can be charged. Charged version improves frame advantage on guard break, drains more Barrier, improves proration and starter value. Crumples opponent on standing hit. Knocks the opponent down on air hit. Lifesteal: 200. Only triggers on hit or guard break when in Overdrive. Ragna's Crush Trigger has relatively mediocre range making it difficult to use in longer blockstrings. Guard breaking an opponent with the uncharged version can only lead into a full combo in the corner, and even then Ragna must be at close range and start with5A/2A, or throw at point blank range. A charged guard break allows Ragna to start a punish combo with any grounded normal and all specials except Blood Scythe. The uncharged version actually negatively impacts a combo's final damage and eats up a good chunk of hitstun, thus resulting in the combo ending prematurely. The charged version meanwhile greatly increases a combo's damage and opens up new routes. Can be combo'd into from a normal hit6Cand Not Over Yet (corner only), air hit5D, and Counter Hit6A,3C,5D,6D,j.D, and grounded Gauntlet Hades. A grounded charged hit leads into any grounded normal or special that isn't Blood Scythe, with6D,6C, and5Cusually being the optimal follow-ups. Using this move when the opponent is higher in the air will result in longer untechable, allowing moves with slower start-up to combo properly, such as6C. Remember that Ragna generally prefers to save Heat for Rapid Cancels as it makes his DP safer to use and improves his damage off footsies and mix-ups without the need of Counter Hits or Overdrive. Thus, try not to use Crush Trigger unless a huge damage opportunity presents itself or if the ensuing combo would win the round. 5A+B: Lifesteal: 200 180F Heat Gauge Cooldown
5[A+B]: Lifesteal: 200 180F Heat Gauge Cooldown" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Taunt", + "text": "AP Unlimited Changes Not an attack taunt. 100% minimum mental damage. Use this to demoralize your opponent. Ragna can get a guaranteed taunt mid-combo with 100 Heat by doing Devoured by Darkness > Rapid Cancel > Taunt >DInferno Divider." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Dash Cancel", + "text": "66 after specific moves Unlimited Changes Used instead of Ragna's normal forward dash whenever you input 66 during moves that allow dash cancels. Only possible after22Con hit or Dead Spike on hit, block, or whiff. Possible after5D,2D, Hell's Fang, and Nightmare Edge during Overdrive. An important part of Ragna's pressure and combos, allowing various moves to be followed up. However, be aware that this is not like a regular dash. Ragna will run for a fixed duration during which hecan be counterhitandis unable to do anythinguntil the end of the dash, meaning there are instances where using this mindlessly during pressure will get you severely punished." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Hell's Fang", + "text": "214A File:BBCF Ragna Hell& File:BBCF Ragna Hell& File:BBCF Ragna Hell& Unlimited Changes Crumples opponent on Counter Hit. When the attack connects, recovery begins immediately. Hell's Fang travels about half screen and is safe on block, making it one of Ragna's easiest methods of approaching opponents. However, it can be punished if the opponent Instant Blocks, so its use in neutral is questionable without 50 Heat to Rapid Cancel. Even then, it can be easily beaten by disjointed normals, projectiles, or jumping to make it whiff, so it should be reserved for hard callouts in neutral. This move is more often used to end combos when corner carry is needed or to continue combos via a Rapid Cancel. It can also be used as a frametrap when you've exhausted all other options (such as ending a blockstring on2D), and combining this with a Rapid Cancel makes for an extremely safe and powerful pressure reset. Just remember that it's risky to use without Heat to Rapid Cancel, due to the aformentioned punish if the opponent Instant Blocks. Combos into5B,2C, or5Con Counter Hit. 27F hitstun on grounded hit 28~46F cancelable into Additional Attack Immediately enters recovery animation on block or hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Additional Attack (Hell's Fang)", + "text": "214Dafter Hell's Fang File:BBCF Ragna Additional Attack (Hell& Unlimited Changes Follows Overdrive version. Launches opponent on hit. 200% Heat Gain. Lifesteal: 200 Main grounded combo ender. If Rapid Canceled, this move can be followed up with dash5Bor dash5Cmid-screen, though it is generally more optimal to cancel the first part of Hell's Fang for better damage. Wall bounces opponent on hit. Dash cancelable on hit or block.Frame advantage after earliest Dash Cancel: -4 Frame advantage after earliest Dash Cancel: -4 200% Heat Gain. Lifesteal: 300 The Overdrive version is dash cancelable on hit or block and wall bounces on hit, letting you extend combos from anywhere on the screen. Follow-up options become more limited if used against an airborne opponent in the corner, but3Cor5Dshould still connect properly in this situation. Lifesteal: 300 200% Heat Gain Frame advantage after earliest Dash Cancel: -4" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Gauntlet Hades", + "text": "214B(Air OK) Unlimited Changes Untechable decreases from 30 to 28. The decreased untech doesn't affect much, as you mostly still use its follow-up. Ground version stuns grounded opponents on hit. Ground version hits grounded opponents on frame 24. Air version launches opponent on hit. Air version hits grounded opponents on frame 18 at minimum height, frame 23 starting from neutral. Air version is -9 on block at minimum height. Somewhat slow overhead used for high/low mix-ups whenever6Bisn't a viable option (such as after5Bwhich cannot gatling into it). Higher damage starter than6Bthat has higher mix-up potential with Rapid Cancels but is unsafe on block and has only one also unsafe cancel option (Spin Kick). The ground version puts Ragna into an airborne state, useful for beating throws and some lows. The air version can be used for a triple overhead mix after an Instant Air Dashj.C>j.D. When performing Aerial Gauntlet Hades at minimum height, it hits grounded opponents on its 18th frame; however, when doing this as quickly as possible from the ground, because of 4 frame jump start-up + 1 forced air frame of inaction after jumping, the earliest it can hit is frame 23. This makes its use over the grounded version as a mix-up quite niche. Used as a combo part in nearly every non-Overdrive mid-screen combo and many corner combos. On Counter Hit, the stun of the ground version is greatly extended and can combo into every grounded normal and special except Blood Scythe. 214B: 30~41F cancelable into Spin Kick 12~41F in the air Hits crouching Ragna on 24F (frame advantage based on this frame)
j.214B: 24F~until landing cancelable into Spin Kick" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Spin Kick", + "text": "214Dafter Gauntlet Hades Unlimited Changes Follows Overdrive version. Cannot hit crouch state. Launches opponent on hit. Lifesteal: 100 Gauntlet Hades follow-up used to juggle opponents for a combo extension. Must be delayed to enable follow-ups with the exact timing depending on the opponent's height from the ground and how far hitstun has decayed. Often used after launching the opponent with6A,6C, or a throw. While safe on block, it should never be used in blockstrings as crouching forces it to whiff which allows the opponent to punish it with just about any attack. Cannot hit crouch state. Jump cancelable on hit or block. Launches opponent high into the air on hit. Lifesteal: 150 In Overdrive, Spin Kick has much more combo potential thanks to its increased launch height, hitstun, and jump cancel, granting much more damage, lifesteal, and corner carry. Often used at the end of combos to combo into Devoured by Darkness midscreen. Lifesteal: 150 Launches opponents on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Inferno Divider", + "text": "623C/D(Air OK) Unlimited Changes Follows Overdrive version. Lifesteal: 75 on both hit, all versions. 623D: Damage remains 600*2 instead of 660*2, and is fully invul 1-11. As D version is now also frame 1 DP, Ragna now has an extremely rewarding DP that can deal at least 4k. Hits twice. Launches the opponent on any hit. Ground version is fully invulnerable on frames 1~13. Air version is fully invulnerable on frames 1~9. Ragna's meterless DP. TheCversion of this move is a fully invulnerable reversal that can be used to exploit holes in an opponent's pressure, anti-air obvious approaches, or interrupt unsafe okizeme on wake-up. Highly punishable on block or whiff, so mostly stick to using it when you know it will work or if 50 heat is available for a Rapid Cancel and there is something to hit (either the opponent themselves or something like Carl and Relius' puppets). Using it as a call-out has terrible risk/reward for Ragna, but it's also good to keep your opponent wary of all your options and not over-respect them, so this is an option you should use sparingly but also not ignore completely. Rapid Canceling the first hit leaves Ragna on the ground with good frame advantage while canceling the second hit leaves him airborne, setting-up a potential high-low mix-up. Has a short combo length property and atrocious damage scaling as a starter, so a successful hit will give extremely low damage even with Heat or Overdrive. Launches significantly higher on Counter Hit. Lacks invulnerability of any kind. Lifesteal: 50×2 [75×2] TheDversion has no invulnerability whatsoever but it deals more damage, has better proration, has more range (due to moving you farther forward), and steals life. The fast start-up and high launch on Counter Hit means it can be used as a risky starter, though it leans more towardsextremelyhigh risk and only moderate reward. Generally used as a combo ender mid-screen and as a combo part when approaching the corner or while Overdrive is active. With 50 Heat, Instant Airdashj.623D> Rapid Cancel is a fast crossup mid that is difficult to react to. It can be difficult to apply due to Ragna's limited on-block jump cancels, but use it when the opponent isn't expecting it and it can be a deadly tool. Be wary that this technique can be called out by some low-profile moves, such asIzanami2BGuardLowStartup9Recovery24Advantage-16, which will makej.623Dwhiff, leaving Ragna open for a massive punish. 623C: Lifesteal: 75*2 14~34F cancelable into Uppercut 12~41F in the air Counter Hit state for entire move
j.623C: Lifesteal: 75*2 10~30F cancelable into Uppercut Counter Hit state for entire move
623D: Lifesteal: 75×2 12~32F cancelable into Uppercut 10~49F in the air Counter Hit state for entire move
j.623D: Lifesteal: 75×2 12~32F cancelable into Uppercut Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Uppercut", + "text": "236Cafter Inferno Divider Unlimited Changes Puts opponents into a spin state on hit. Can only be canceled into on hit. Follow-up to Inferno Divider. Leads into either Straight Punch for corner carry mid-screen, combo extension in the corner or Ax Kick for okizeme with no resources or a combo extension in Overdrive. Can whiff after Inferno Divider if it connected in unusual circumstances, such as hitting an opponent's extended hitbox at max range or if Inferno Divider caught an opponent attempting to do a cross-up, so don't autopilot into this when using Inferno Divider as a reversal, since it has rather bad recovery 15~25F cancelable into Straight Punch or Ax Kick" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Straight Punch", + "text": "236Cafter Uppercut Unlimited Changes Knocks opponent away on hit. Wall sticks in corner. Ragna's Straight Punch can only be used after Uppercut, so it's exclusively utilized in combos. Use it mid-screen for corner carry (at the cost of oki) or for extending combos when approaching the corner. The wall stick has a short duration and the entire sequence from Inferno Divider burns a good portion of the combo timer, limiting this route's potential. However, it's a good option to keep in mind if you're just close enough to the corner for the wall stick but not close enough for other options. Like before, while this move has a good hitbox, it can still miss at unusual angles." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Ax Kick", + "text": "214Dafter Uppercut Unlimited Changes Follows Overdrive version. Knocks the opponent down on hit. Lifesteal: 50 Inferno Divider rekka ender used to gain decent okizeme and good damage anywhere on the screen. Strong combo ender mid-screen but is somewhat lacking in the corner where both Hell's Fang and Nightmare Edge grant stronger okizeme. Ground bounces on hit. Lets Ragna act before touching the ground. Lifesteal: 75 The Overdrive version can be used as a combo extender, often followed up with Gauntlet Hades or Blood Scythe for high damage and lifesteal. Lifesteal: 75" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Dead Spike", + "text": "236D Unlimited Changes Life steal: 150 on hit and block One of the major changes, Dead Spike now reverts back to the CS version where he summons a large Dead Spike that doesn't move. Slightly negative on block so it is not your best pressure options, but with Dash Cancel it becomes at best +2, which is good enough for continuing pressuring and baiting stuffs. Moves like2D,3Calways leads to this move with no problems. Unfortunately itself doesn't lead to anything except the follow-up on normal hit; on counter hit you can follow by5C. Dash cancel/Follow up input available from frame 28 to 45; Earliest Dash cancel/Follow comes out at frame 33." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Dead Spike Follow-up", + "text": "236Dafter Dead Spike Unlimited Added Life steal: 150 on hit and block Wall bounces, in corner Wall sticks. Ragna does a Hell's Fang follow-up but has huge hitbox. In midscreen, with Dead Spike starting with a knockdown (3C> DS for example) or a raw counter hit you will have enough height to combo into5B>5Cand afterwards. Be careful that on low combo time this can completely whiff and you will feel bad. In the corner it wall sticks, allows for any kind of attacks you can imagine. Do note that Dead Spike into this isnota true block string, so do not use this to pressure anyone that has invincible moves. Follow up input available from frame 9 to 58; Earliest Follow-up comes out at frame 46." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Dead Spike Follow-up 2", + "text": "236Dafter Dead Spike Follow-up Unlimited Added Life steal: 200 on hit and block Guard Breaks if not Barriered. Wall Sticks in the corner, Wall Bounce anywhere else. Ragna does the final hit of Seed Of Tartarus that travels about three-quarters of the screen. Despite it Guard Breaks, it is so negative on block that you might as well forget it; even if it breaks, you can't follow-up unless you are in the very corner, or use 50 meter to RC or do supers. Just don't swing unless in combos. On hit it causesmassivewall bounce (wall stick) and untech, allow for a variety of follow-ups, such as5Cor supers." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Blood Scythe", + "text": "214D(Air OK) Unlimited Changes Follows Overdrive version. All the invincibility is removed. Ground slides the opponent on hit. Air version is -4 when TK'd. Fatal Counter property on Counter Hit (ground version only). Lifesteal: 100 Jump attack that is advantageous on block. The grounded version is Ragna's slowest attack, which makes it easy for opponents to react to and punish with an anti-air. However, it can catch opponents off guard if the opponent was expecting to jump over Dead Spike instead. Deals high damage and has good scaling making it a strong combo part. Note that it's slow start-up means only a few moves can combo into it such as normal hit6Cand throw, Counter Hit6A,2C,3C, and2D, or Fatal Counter5D. After it hits, follow up with dash5Cmid-screen or3Cinto Not Over Yet in the corner. The air version has faster start-up and travels further forward but is usually unsafe on block and is less rewarding on hit. Aerial Blood Scythe is safe on normal block at minimum height, making it a fairly safe option when spaced well. Used in neutral to move quickly through the air and catch opponents who constantly jump. In combos, its used to convert stray air hits near the corner into a full combo, usually3Cinto Not Over Yet, though only if the opponent was hit at Aerial Blood Scythe's max vertical range. Ground bounces the opponent on hit. Ground version gains more blockstun. Air version is -4 on block at best. Fatal Counter property on Counter Hit (ground version only). Lifesteal: 150 In Overdrive, Blood Scythe ground bounces which allows for full combo extensions, even at mid-screen. The ground version gains stronger follow-ups while also being much easier to combo into thanks to5D's ground bounce. The air version can be used to end highly scaled air combos with Carnage Scissors. 214D: Lifesteal: 150 5~46F in the air Fatal Counter
j.214D: Lifesteal: 100 150" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Belial Edge", + "text": "j.214C Unlimited Added Life steal: 100, only once on any hits Replaces Nightmare Edge. A return of good ol' Ragna moves, where Ragna does a sliding down sword attack that deals multiple hits and float them. Now no more weird behaviors on some weird angles; if you hit in any place in the air, it will always get the final hit (the spin). Combos from any Air C/Dattacks or you can doj.214Cfrom6A. After the spin, you can do5Cor5B, depend on combo time." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Not Over Yet", + "text": "22Cnear downed opponent Unlimited Changes Can only be used when the opponent is knocked down. Ground slides the opponent on hit. Wall splats the opponent in the corner. Dash cancelable on hit. Special cancelable on hit. Ragna picks up a downed opponent and punches them away. Versatile combo part with good damage and excellent scaling. Used in almost every corner combo thanks to its high hitstun, wall splat, and myriad cancel options. If hitstun hasn't decayed much, a dash cancel can be used to follow it up with a micro-dash5Cjump cancel combo mid-screen or with a5Bjuggle in the corner. It can also go into Dead Spike for a combo extension in the corner even if done fairly late into a combo. The special cancel makes this a strong tool at the end of long combos as it can go into most of Ragna's best combo enders, notably all his Distortion Drives save for Devoured by Darkness. 2nd hit has 0% Heat Gain" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Carnage Scissors", + "text": "632146D Unlimited Changes Follows Overdrive version. Lifesteal: 100, 200, 100*4 180F Heat Gauge Cooldown. Fully invincible on frames 1~18. First hit stuns grounded opponents, ground bounces airborne opponents. Follow-up attack hits once, launches opponent away. Follow-up doesn't occur on whiff. HoldDto prevent the follow-up from happening.First hit whenDbutton is held is -20 on block, which is also the actionable gap between the two hits for the opponent. First hit whenDbutton is held is -20 on block, which is also the actionable gap between the two hits for the opponent. Somehow an anti air 20% minimum damage: 890 Lifesteal: 300 Ragna dashes forward up to 80% of the screen before slashing his sword, which he follows-up with a Soul Eater enhanced strike, if the initial attack hit or was blocked. Fast, far reaching, and highly damaging super used to close out rounds and can be tacked on to the end of just about any combo. Start-up invincibility allows Ragna to go through projectiles and long range pokes, which is good considering how he struggles to deal with zoning. It can be used as a reversal, but it's generally better to Rapid Cancel Inferno Divider instead so that Ragna isn't punishable on block. On a grounded Counter Hit, the initial hit's stun lasts long enough for Ragna to get a full combo if the follow-up is canceled by holdingD. Its okizeme is comparable to Hell's Fang, being somewhat poor mid-screen but quite good in the corner. Frame advantage improves the higher the opponent was in the air before the attack hit such that it can potentially provide safe-jump oki. 180F Heat Gauge Cooldown. Fully invincible on frames 1~18. First hit stuns grounded opponents, ground bounces airborne opponents. Follow-up attack hits 5 times, launches opponent away. Follow-up doesn't occur on whiff. HoldDto prevent the follow-up from happening.First hit whenDbutton is held is -20 on block, which is also the actionable gap between the two hits for the opponent. First hit whenDbutton is held is -20 on block, which is also the actionable gap between the two hits for the opponent. 20% minimum damage: 1146 Lifesteal: 200+100×4 In Overdrive, Carnage Scissors deals 4 more hits and launches opponents higher, allowing Ragna to combo into5A,5B, orDInferno Divider in the corner depending on the opponent's height from the ground. The extra Soul Eater hits gives the following combo extremely high lifesteal, perfect for staging a comeback. This should be done as early into a combo as possible to maximize damage and preserve hitstun for more Drive attacks. 20% minimum damage: 1146 Lifesteal: 100, 200, 100×4 Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger) Start-up after super freeze varies based on distance from opponent Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Devoured by Darkness", + "text": "214214D Unlimited Changes Follows Overdrive version. Has150P1. Lifesteal increases to 2000. The doubled lifesteal will allow Ragna to survive much longer, if they managed to land any hit. Also the horrendously high P1 means you can use this move as a starter and RC to get a 50% boosted damage combo. Definitely not pratical, and it is mostly for the memes if any. 180F Heat Gauge Cooldown. Fully invincible on frames 1~16. Hits only once on block. Final hit launches opponents away on hit. Only the final hit counts towards Soul Eater progression. 25% minimum damage: 1000 Lifesteal: 500 Ragna grabs the opponent and steals their vitality before launching them away. Has higher damage than Carnage Scissors but also has much slower start-up and shorter range, making it difficult to use as a combo ender. In fully optimized combos, the extra attacks that can be added before Carnage Scissors means it will always out damage and steal more life than non-Overdrive routes using Devoured by Darkness. The start-up invulnerability doesn't last until the active frames, so it should not be used as a reversal, as a wide variety of attacks can interrupt on reaction. 180F Heat Gauge Cooldown. Fully invincible on frames 1~16. First hit is unblockable. Final hit launches opponents away on hit. Only the final hit counts towards Soul Eater progression. 25% minimum damage: 1250 Lifesteal: 1000 The Overdrive version is where this move shines, as the high hitstun of Overdrive attacks allows Devoured by Darkness to be used at the end of highly scaled combos, beating out Carnage Scissors in terms of damage and lifesteal. This is Ragna's de-facto Overdrive combo ender so use it whenever doing so would end the round or give him enough health to turn the tides of a match. Devoured by Darkness also becomes unblockable in Overdrive, though it can still be interrupted if used predictably. To setup a guaranteed unblockable hit, use (OD) Dead Spike, Rapid Cancel the first hit, then activate Devoured by Darkness, trapping the opponent in blockstun until it connects. Note that this costs 100 Heat and Overdrive, and can still be beaten by Counter Assaults and Overdrive Raids on reaction to the super flash, so your opponent must have under 50 meter and no Overdrive in order to execute this. Still, under the right circumstances it can be a powerful checkmate tool to close out the round. 25% minimum damage: 1250 Lifesteal: 2000 Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "EX Hell's Fang", + "text": "236236A Unlimited Added 1F hitstop on initial 5 hits Minimal damage: 80*n + 1000 Newly added into Unlimited version, Ragna rushes to his opponent and if it hits, grab them into the blood hand and crushes them. Has slightly better damage overall but no lifesteal, making it quite bad as an ender compared to Carnage Scissors and other supers. On fewer preceeding hits however, it has better damage than Scissors. Combos from almost everything with enough height as it is active after the superflash ends, except a complete knockdown." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "EX Inferno Divider", + "text": "236236C Unlimited Added Life steal: 200, 50*14 20% minimal damage: 1600 Ragna does the first hit of Astral; if it hits, he launches the opponents with a long Inferno Divider elevator. Very excellent minimal and lifesteal, makes it the better supers in the arsenal. Also connects from almost all attacks. Also serves you as a reversal since it's invincible on startup, but you are better off to keep this 50 heat for an Inferno Divider RC, unless you sure that it will hit and kill and wants anti-burst." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Seed of Tartarus", + "text": "A+B+C+Dduring Overdrive Unlimited Changes EA is back to its CF1 counterpart, where it is relatively safe but has no minimum damage. Behaves the same as every other Exceed Accel. 10% minimum damage: 305 {643} Ragna performs a head splitter on the opponent (the same animation as 5D's second hit). If it hits, he will activate his scythe and release three crimson waves, blowing the opponent away. Used on defense or in neutral as a fast and powerful reversal that is much harder to punish than Inferno Divider. Buffering it after an Overdrive Raid can allow Ragna to punish the opponent for using attacks that rely on long blockstun or cancels to stay safe, most typically character'sCbuttons. Note that while this move has a large amount of push back on block, it is still unsafe and cannot be Rapid Canceled, so with 50 Heat you are usually better off usingCInferno Divider. However, some characters with stubby or slow buttons can have a tough time punishing EA on block, so consider using it more against these characters. The frame advantage on hit depends on Ragna's screen position and whether or not he is in Active Flow. The longer it takes for the opponent to reach the corner, the greater the advantage. Thus, Ragna is plus when he is cornered, is even at mid-screen, and is negative if the opponent is cornered. The Active Flow version is better as it is even on hit against a cornered opponent and plus everywhere else. The low minimum damage of the regular version makes it a sub-optimal combo ender in nearly every combo, both in terms of damage and okizeme, so only use it if it will win the round. The Active Flow version is actually useful as it deals good damage for no Heat cost. It's especially powerful if Ragna has other resources ready, such as having control of the corner, a Counter Hit starter, high Overdrive time, and/or some spare Heat (notably for a charged Crush Trigger or after a corner (OD) Carnage Scissors >5Aor5Blink). Values in [] are when canceled into or immediately after activating OD Values in {} are during Active Flow No minimum damage" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Black Onslaught", + "text": "2141236C Unlimited Changes 180F Heat Gauge Cooldown. Fully invincible on frames 1~19. Hits only once on block. Opponent leaves hitstop 6 frames before Ragna on block. 100% minimum damage: 30000 Ragna does an uppercut with his sword, followed by multiple scythe slashes on hit. Fast start-up and fairly long range makes this very easy to combo into. Can be used as a risky all-or-nothing reversal thanks to its start-up invulnerability, but this is not recommended as you have far safer reversal options with 100 Heat. Instantly grants Ragna victory on hit, preventing opponents from making a comeback after surviving a combo that even with 100 Heat couldn't K.O. them (like starting a combo with5Aor2A) or to send them home with their Burst. 180F Heat Gauge Cooldown Counter Hit state for entire move 100% minimum damage: 30000" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited", + "title": "Ragna the Bloodedge", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "Overview", + "text": "Litchi Faye Ling is a versatile character with tools for oppressive neutral, scary mixups, and looping okizeme utilising her staff, Mantenbou. Broadly speaking, Litchi has two \"modes\", one where her staff is floating behind her, and the other where it is placed on the ground, with each mode almost completely changing her Normals and Specials. While she has her staff, Litchi's normals tend to be slower overall but have huge range and better damage, while without her staff her moves tend to be quicker and either shorter ranged or lunges at the opponent, she also gains access to more special moves overall, with many of them specifically interacting with her placed staff in some way. The staff itself is controlled with the Drive button. It can be placed and launched with various Drive moves and also then recalled in various ways to switch between the two modes while also functioning as a projectile. Many of Litchi's combos and strategies require fluidly switching between each mode and thus a deep understanding of Litchi's very large set of moves is essential to playing as Litchi well. Litchi's Drive is a mode changing mechanic that allows her to switch between fighting with Mantenbou, her staff, and placing it on the ground to fight empty-handed. Litchi has access to different attacks when she is switching between these two modes. In general, when she has Mantenbou,normally written as m in combo notation, Litchi has increased range, but her attacks are slower and she has less mixup/pressure options. The opposite is true when she's empty-handed,normally written as e in combo notation. Litchi starts every match with Mantenbou equipped. If Mantenbou is not set, pressing the Drive button will set it onto the ground. Litchi has two ways of setting down Mantenbou:Vertically(5Dset) andHorizontally(2Dset). Depending on the set, Mantenbou will fly at different angles. Certain attacks will automatically place it in a specific set. If Litchi is empty-handed, she can change between Mantenbou being set horizontally or vertically at any time by usingKote Gaeshi(623D/421D). Once Mantenbou is set, pressing the Drive button will launch it in the direction of Litchi's opponentrelative to when it was set. Litchi can recalculate the launch direction with the following specials: 623DGuardStartupRecovery16Advantage/421DGuardStartupRecovery16Advantage(These also change staff set/mode) 63214BGuardAllStartup45RecoveryTotal: 64(42+15L)Advantage+4/63214CGuardStartupRecovery59 (42+15L)Advantage 63214A~BGuardAllStartup11Recovery9+11LAdvantage-7 63214A~CGuardHigh/AirStartup17Recovery4+11LAdvantage0 Getting hit while Mantenbou is in motion (includes delaying a launch) For a basic visual reference, every time Mantenbou wiggles, it has recalculated its direction. Litchi can also hold the Drive button for a short time to delay the launch. This aids Litchi in pressure extensions, oki, and mid-combo adjustments. Litchi is fully actionable while delaying the launch, and when she's delaying the launch or Mantenbou is in motion, several different things can happen to it: If Litchi is hit, Mantenbou will immediately stop its attack and plant itself in front of her. This will recalculate its direction. If you recover in time, Mantenbou can be relaunched forward as it falls. If Litchi blocks, Mantenbou will immediately stop its attack and return to her. It will auto-equip once it reaches her. While traveling, it stays in a floating state which allows for it to be relaunched forward. If Mantenbou clashes with a projectile, it will lose its hitbox but travel the rest of its path as normal. For a video explanation on Litchi's Drive, check theStrategy Section. Mantenbou returns if it was set and follows Litchi around the screen, constantly spinning (no hitbox) in circles behind her. During Overdrive, Mantenbou acts independently from Litchi— except for when she's in blockstun or hitstun, being guard crushed, or teching. While Overdrive is active, Litchi is always empty-handed. When Overdrive ends, Litchi automatically equips Mantenbou. Mantenbou is controlled by pressing any direction + Drive. It will briefly pause, grow in size while spinning rapidly, then thrust in that direction. Only the thrust has a hitbox. After an attack, Mantenbou will briefly stay in place before returning to Litchi. Doing another attack before it returns will do it from its current position, allowing players to send Mantenbou out far distances or sandwich the opponent between it and Litchi. All normals (Except6C) gatling into all other normals, normal throw and jump. 2B and 2C may only be used twice in any string." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "Normals and Specials", + "text": "Mantenbou moves are indicated with ‘m‘ whilst Empty-handed moves are indicated with ‘e‘." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll AllAnormals except6Aare the same regardless of whether Matenbou is equipped or not. 5Ais Litchi's quickest normal, but it also whiffs on most crouching characters, making it a poor choice for a mashable button up close. Where this button shines is in being among the better anti-air jabs in the game. It's especially good at swatting instant airdashes, with its speed and hitbox making up for the lack of head invulnerability. Confirms into5Bm →214Bm for a full combo on air hit, or directly into214Bm on air counter hit. Unfortunately, if the opponent is too high for5B, and you don't have a counter hit, your only option to combo off this isj.A. Chains into itself 3 times. Whiffs on all crouchers except for Relius, Hakumen, Tager." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll These two moves are cornerstones of Litchi's gameplan, used in neutral, pressure, combos, oki, and as one of her mainOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"s. Which characters this move can OTG is determined by whether they are face-up or face-down on the knockdown.Face-Down (such as after6CeGuardMid, High/AirStartup11Recovery7+6LAdvantage+1): Cannot hitPlatinum,Izanami,Izayoi,NaotoandAmane.Face-Up (such as delay teching afterTsubameGuardMid×3, AllStartup11RecoveryTotal: 58Advantage-21): Cannot hitIzayoiandAmane. Face-Down (such as after6CeGuardMid, High/AirStartup11Recovery7+6LAdvantage+1): Cannot hitPlatinum,Izanami,Izayoi,NaotoandAmane. Face-Up (such as delay teching afterTsubameGuardMid×3, AllStartup11RecoveryTotal: 58Advantage-21): Cannot hitIzayoiandAmane. Both versions can jump cancel 5Bm This is Litchi's best ground poke and counterpoke, boasting huge range, a massive disjoint, and strong cancel options on hit or block. This is THE button that you hit to stop people rushing you down when trying to set staff in neutral, though be careful not to get whiff punished for overuse. It deals good damage in combos and leads to excellent damage as a punish, comboing into6CmGuardMidStartup23Recovery27Advantage-5on counterhit. It also serves as a key tool in her limited staffed pressure. At a basic level, the high counterhit reward makes a delayed5Bm a big threat from simple jab pressure. But the real reason that it's so crucial is because it's Litchi's only saffed normal that can be jump-cancelled on block. This property gives her her an extra level of safety against defensive OD that her other staffed normals lack, meaning opponents are less likely to OD and mixups out of this normal are stronger for it. Litchi can use the jump cancel to retreat back to neutral, attempt to continue pressure with jump resets, or go for something like IADj.2DGuardAll, LowStartup17Recovery8Advantage+7. It also gatlings into her grounded overheads / lows or6DGuardMidStartup15Recovery17Advantage+3. Extends Mantenbou forwardOther Mantenbou normals (i.e6Am and4Bm) will have extended range if pressed after this. Gatling Options:6Am,2Bm,6Bm,4Bm,5Cm,2Cm,6Cm,3Cm,5Dm,2Dm,6Dm,4Dm 5Be Empty-handed Litchi's best normal. It's good for pressure, catching rolls in the corner, and (though short) is one of her best pokes due to the speed, range and low recovery. Of special note is the ability for5Be toreverse beatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.into2Afor a gapless blockstring even on instant block. This is a fantastic pressure sequence often used to fill time before returning staff hits." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Cm Grounded combo filler and risky blockstring option. Its nature as a C buttom limits its gatlings, but the options it has are fine for combos, and it boasts fantastic damage and proration. Unfortunately, while the options it has are fine enough for pressure, both it and its aggressive cancels (3C,4D, and6D) are very weak to GCOD. But, if it is blocked, its heavy blockstun makes a cancel to2Dsafe on normal block (-5), and cancels can be performed from either hit to throw off your opponent. Due to the aforementioned risks, this is really only worth attempting if they don't have burst. In combos, it's mostly used in an alternative BnB starter,5Bm >5C(1) >3C>214B..., but it has some niche uses in other routes. It can hit the whole cast OTG after a hard knockdown, which mostly comes up after air throw, CH41236Cor3C, or from certain oki routes that can buffer a6Ce to hit after staff has already returned. Do notuse this as a poke; despite its size, it does nothing in neutral better than5Bm. Extends Mantenbou forwardOther Mantenbou normals (i.e6Am and4Bm) will have extended range if pressed after this. Gatling Options:3Cm,5Dm,2Dm,6Dm,4Dm 5Ce A strange button, having high counterhit reward but offering little else, it's a bit of a rare sight in her pressure. It has almost no use outside of frametrapping, as despite the forwards movement it has significant pushback on block and horrible frame advantage. Thankfully, it has access to some of Litchi's most versatile cancels in jump and staff launch to bail her out if blocked. If successful, the lengthy crumple gives enough time to jump cancel and combo into a fallingj.C. Unfortunately, this isn't actually that helpful in her general pressure structure, as a returning staff can cut the crumple duration short. Poor gatlings to normals also limit this move as a combo tool, although it does deal more damage than5Be where it can be used. Jump cancellable. Crumples on counterhit 5Ce On CH Crumple Duration 54F, Crumple Fall 78F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A standard 7-frame jab with above-average frame advantage. Good forGCODsafe stagger pressure, jab throw TRM attempts, mashing out of pressure, and roll catching. Of special note is the ability for5Be toreverse beatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.into2Afor a gapless blockstring even on instant block. This is a fantastic pressure sequence often used to fill time before returning staff hits. Chains into itself 3 times. Does not hit opponents off the ground. This means that it will only punish the opponent's tech options if they actually commit to one." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Low profile on both versions 2Bm An extremely long low-hitting poke with a low hit- and hurtbox to match. At 17f,2Bm is rather slow, but it is still Litchi's fastest low with Mantenbou equipped, and boasts uniquely high hitstun compared to other2Bs. It can be difficult to combo on standing opponents, being limited to6Bm,4Bm and6Dm, and can leave mashable gaps if done in pressure. However, in exchange for these shortcomings, Litchi's2Bm has more hitstun than other charater's2Bs, and its range is excellent. When spaced, Litchi has access to a long range mixup with2Bm →6Am or2Bm →3C. This is by far the most common application of her Mantenbou extension mechanic. While2B's gatlings may not be the greatest for combos, they do have some useful applications in pressure. The6A/3Cmixup uses two moves with 20f or more startup, so a little mental stacking can go a long way. The3Cm low option will catch anyone trying to fuzzy jump if normal blocked. It will also meaty an immediate Overdrive Raid and is disjointed enough to be quite safe to DPs, though it will be punished by horizontal reversals likeCarnage ScissorsGuardAllStartup9+(40 Flash)+4~12Recovery58Advantage-43 [-40]orJustice PhorizorGuardAllStartup1+(88 Flash)+6Recovery49Advantage-39. IttsuuGuardLow/AirStartup21~56Recovery40(Total: 52~87 {54})Advantage-2cancels can be useful as a low-commitment special to make opponents antsy. 4Dcan be used for an alternative overhead and made safe with spacing, though it has less range that6Am. And finally, one of the most effective ways to make your opponent forget about the mixup is to surprise them with a completely differentRPSRock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive.game using6D(see the move for details!). Due to the large deadzone from extending staff so far forwards, Litchi must be spaced for6Ato hit. The minimum range is around the tip of her kicking foot, while the maximum range to meterlessly convert is approximately where the white part of the extended staff ends. Extends Mantenbou forwardOther Mantenbou normals (i.e6Am and4Bm) will have extended range if pressed after this. Gatling Options:6Am,6Bm,4Bm,6Cm,3Cm,5Dm,2Dm,6Dm,4Dm 2Be Finally, a somewhat fast low!2Ce is your only cancel that will combo off this on standing at range, since5Be will whiff. It mostly sees use in combos as the low option in a mixup, or as an OTG after6Ce on characters that5Bwill not hit grounded. It can fill a similar role to2Cin pressure, with a few trade-offs and quirks. Both are a natural 1-frame gap from2A, but while2C's strength lies in its forwards movement and jump cancel,2B's claim to fame is a gatling to5B, one of Litchi's best pressure buttons. This allows her to go for a frametrap with2A>2B, gatling back to5B, and route into whatever fits the situation best on hit or block. Compared to2C, it hits low, which can be useful for catching upbacks and fuzzy jumps. Bear in mind, though, that5Band2Bcan be used acombinedtotal of twice per string. The unfortunate truth is that outside of mixups,2Breally is just riding the coattails of its more successful brother, and if5Bhas already been used,2Bis much less attractive than2Cand it's alluring jump cancel. 2Bm Hitbox connected to Litchi active frames 17-18, hitbox connected to staff active frames 17-20" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 2Cm Launching normal used to combo into214B,6D(1) >214B, or41236Adepending on spacing and screen position. On CH, dash up to the opponent and5Bm instead of cancelling. Mostly a combo tool, but fills a valuable niche in pressure. Delaying2Cm is Litchi's preferred frametrap from her incredible5Bm. Despite the subpar proration,2Cm is far more stable than5Cm on air hits (such as catching afuzzy jumpA form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws.) and far easier to confirm counterhits with thanks to the frankly comical CH launch height. 2Cm shares many of the weaknesses of5Cm, being highly punishable with OD, and it moves her forwards instead of pushing the opponent out. In exchange, it has more gatlings --- including a natural 1-frame gap into5Cm -- and lets Litchi continue her staffed pressure RPS. As with other Mantenbou normals, it extends the staff forward, though since Litchi moves forwards herself, it can sometimes make gatlings out of it behave strangely. Launches on hit. Launch height dramatically increased on counterhit. Extends Mantenbou forwardOther Mantenbou normals (i.e6Am and4Bm) will have extended range if pressed after this. Gatling Options:5Cm,6Cm,3Cm,5Dm,2Dm,6Dm,4Dm 2Ce Common staffless filler that gives time to confirm your opponent is standing before going into6Ce. Sometimes used for its forwards movement on far away opponents; dash2Ce >6Ccan reach where6Calone couldn't, but this is usually avoided if possible. Also sees use in pressure for its forwards movement, natural 1-frame gap from5A/2A, and jump cancellability, making it one of her safest and most versatile options outside of2Aand5Be chains despite the middling gatlings. Jump cancellable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Both versions ground bounce on air hit. 6Am The first of Litchi's staffed overheads.6Am is a few frames slower than4Dand lacks any invuln, but uses Mantenbou's extension mechanic to allow Litchi to use it in more unexpected ways. Litchi can attempt high/low mixups from much longer range than most using6Aafter moves like2Bm, or by rapid cancelling her other moves that extend staff, such as41236Cfor a quick low into high. Extends Mantenbou forwardOther Mantenbou normals (i.e6Am and4Bm) will have extended range if pressed after this.Litchi recovers before Mantenbou fully returns to her Litchi recovers before Mantenbou fully returns to her Gatling Options:4Bm 6Ae An amazing overhead. It's fast and only -2 on block. It can special or drive cancel for a full combo, or be used during setplay to let the returning Mantenbou make you plus. 6Ae Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "6B", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 6Bm A very long poke that's good in neutral, although it can below-profiledWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.by most of the cast simply crouching. It's relatively safe on block and functions as a high reward frame trap with6Cm. If the button is held, a feint version6Bwill be done which can be used for reducing the recovery of other buttons like4Bm for pressure resets or throws. Extends Mantenbou forwardOther Mantenbou normals (i.e6Am and4Bm) will have extended range if pressed after this.Slightly reduces range if done after a dash. Slightly reduces range if done after a dash. Can only jump/special cancel on hit Wall bounces in the corner on air-hit Gatling Options:6Cm 6Be Exclusively a pressure tool. It has poor gatlings for combos, and2Ce is a better way to close distance mid-combo on a grounded opponent. The6Battack combos from5Be while also leaving a 1-frame gap on normal block, making it a decent frametrap to vary your pressure. Weirdly worse than6Bm on block, but makes up for it with an added jump cancel on block and better gatlings. The6[B]feint can be used in all the typical ways a feint can, for ambiguous pressure resets or sneaking throws. Can jump cancel. 6Bm Hitbox attached to Litchi active frames 17-20, hitbox attached to staff active frames 17-22" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 6Cm A frame trap, combo tool, and Litchi's best starter. It's also fine on block because you can cancel into5Dm or2Dm on any of the four hits. Notably, cancelling into2Dleaves Litchi at +1 on normal block, though the high pushback can make it difficult get much use out of the advantage. Launches opponent away on air hit Causes spin-fall state on hitUntechable CH air-hit. Untechable CH air-hit. Gatling Options:5Dm,2Dm 6Ce Amazingcombo filler. This is used in basically every combo since it has bonus 110% proration the first time it's used. It's also a standing-only confirm off most staffless ground normals. It's used to allow you to recall the staff via6C(1)e >5[D]in thisroute, which is the primary route you will be using with Litchi. Despite the second hit being a plus-on-block overhead, using this move for pressure is at best a total knowledge check. It has a 9f gap on normal block between the hits in addition to whiffing on crouching opponents. Litchi also becomes airborne before the second hit goes active, preventing any possible mixup with a delayed236AGuardLow/AirStartup11Recovery20Advantage-6 (-4). Second hit will hard knockdown on ground hitWill soft knockdown on air hit. Will soft knockdown on air hit. 6Cm Fatal Counter 6Ce Bonus Proration 110% Airborne from frame 23 Crumple Duration 29F, Crumple Fall 60F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "4B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 4B A crouching anti-air with a standing input, essentially, as her hurtbox significantly shrinks during the startup to offset the late invul (Litchi will still be in a standing state if she is hit out of this move). Has amazing vertical range and a hitbox that can catch crossups. Slower than5A, and less horizontal reach thanRen ChanGuardAllStartup14RecoveryTotal: 45Advantage-15, but is better in cases where invul is needed, such as beating out disjointed jump-ins or escaping corner pressure. Hurtbox lowers frame 1, then goes below crouching height on frame 3. 4Bm exclusive:Uses staff position, which extends the range if used after an attack that moves the staff, and shortens it if done with dash momentum. Used to combo after spaced2Bor6A.Launches on ground hit. Uses staff position, which extends the range if used after an attack that moves the staff, and shortens it if done with dash momentum. Used to combo after spaced2Bor6A. Launches on ground hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 3Cm A huge normal with lengthy active frames. It's one of Litchi's better staffed lows because it can lead to establishing staffless pressure by doing3Cm →2Dm →2[D]e on hit. It can also cancel into41236Cfor a double low that will lead to full combos in the corner via3Cm →41236C→5A→5Bm →214B→ ... Hard knockdown on counter hit. Can be followed up by doing2Bm →4B→ ... or even2Dm →5De → 66 →j.B→C→ Delay →j.Bm → ... Extends Mantenbou forwardMoves that use the staff's location (i.e6Am and4Bm) have extended horizontal range. In the case of this move it doesn't mean much since you need to RC to extend the range of relevant moves.. Gatling Options:5Dm,2Dm 3Ce A low sweep that's used for pressure and combos. In highly scaled combos,3Ce is used in place of the second6Cin Litchi'sBnB enderfor its lower total duration. It serves as an alternative low to2Bin pressure and mixups, trading speed and gatlings for better proration and starter rating. It has a niche use in okizeme as a way to call out to people who don't emergency tech after623D. Midscreen, 663Ce which will blue beat opponents who don't tech, and if they do, Litchi is neutral on whiff. In the corner, you'll stay slightly plus on whiff, as long as you don't microdash. If they get hit, the backwards movement in the recovery will push you too far out for them to roll through, but it's generally better to do 445[D]e5Be whiff in the corner instead. Shifts Litchi backwards during recovery." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.Ais an extremely good, low commitment, anti air when done rising. While it doesn't lead to any damage or setups, it's still a powerful option to contest opponents above you. It also sees use as a cancel option afterj.Bm to make Litchi more plus. Chains into itself indefinitely on block and on hit. Jump cancellable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.Bm An extremely good air to air, and decent air to ground with an above average crossup hitbox. Leads to full combos if you counter hit them close enough to the ground. Also combos intoj.Dm for a low damage knockdown that launches them away from you. Recovers quick enough that you can do it rising as another anti-air. j.Be" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.Cm A dedicated air to air with high reward on counter hit near the corner, though the air-to-ground hitbox can be poor, and combined with the slow startup and landing recovery means it carries some risk. Blows back the opponent on CHWall bounces in the corner Wall bounces in the corner j.Ce" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "5/2Dm", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Dm Sets Mantenbouvertically. It's useful in pressure if your opponent is jumping out of horizontal set, but placing it is a little slower. 2Dm 5Dm Staff is planted on 9 2Dm Staff is planted on 9" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "6Dm", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This sets Mantenbouhorizontally. It's a multi-hit, advancing normal which leaves Litchi +3 on block. The staff is only set on the second hit, but only the first hit is special cancellable, thefeore Litchi uses her Mantenbou Special moves to cancel into and doing so prevents the staff from being set by this move. This is a great tool for pressure and combos. For example, Litchi can potentially reset pressure twice: once with the plus frames, and then again by doing a partially charged5De. In midscreen combos, it pushes her in range for214Bm or623Dm, while in corner combos it's her go-to move for horizontal sets. Since Litchi can't special cancel the second hit, so the opponent can Instant Block to force a 0-on-block situation, where Litchi will usually trade or lose due to her 7-frame 2A. To discourage this, the first hit can be cancelled into41236Cm, which allows Litchi to call out her opponent. Stance cancel to take advantage of attempted instant blocks with throw, delay to frame trap mashers with a Fatal, or simply let the hit go for an airtight low. Another option is6D(1) > CT, which will guard crush IB attempts, though this is best used sparingly. Wall-splats in the corner Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "4Dm", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A low crushing overhead. This sets Mantenbouvertically. It's fast and is even plus when spaced which makes it difficult to punish. On hit, it groundslides for easy pickups combos that have great corner carry . E.x:4Dm → Dash →3Ce →421C→ ... Although the invul is frame 16, Litchi's hurtbox disappears on her lower half frame 1 which can give it defensive use a reversal against foot property meaties. It's good for routes if used after a CH or2Cm in the corner, and its airborne state enables tricky mixups with RC such as4Dm →j.Athat retain good pressure on block, and don't mess up combos on hit. No lower body hurtbox frames 1~37. Bonus Proration 110% Airborne from frame 22 Maximum Slide duration 30F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "j.Dm", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The infamous Litchij.Dm; stops Litchi in the air and then launches her upwards and backwards slightly while launching the staff as a projectile at a steep downward angle, setting Mantenbouhorizontallyas it lands. This move is one of Litchi's primary ways to annoy the opponent, as it is extremely difficult for some characters to punish. It beats anti airs since it is a projectile that moves Litchi back, and allows Litchi to attempt to frame trap the opponent withj.De after the initial projectile.j.De can even beat attempts at doing attempts at grounded anti airs against Litchi later if you hold off on the initial frame trap. The best way for the opponent to deal with this is to respect the initial frame trap, then attempt to do rising anti air options like airthrow. Litchi is still not defenseless against this if you do not attempt to frame trap the opponent, because she can flip to the staff withj.63214A/B/Ce or set it to Vertical set viaj.623De then launch to anti air the opponent. Thankfully for the opponent, Litchi gets almost no reward outside of frustration, because the damage is low and it leads to no combos. Despite this, it is still a critical part of Litchi's neutral as a low commitment zoning tool. Cancels all air momentum On CH Crumple Duration 25F, Crumple Fall 58F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "j.2Dm", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Stops Litchi's air momentum and then drops her straight downwards with an active hitbox on the staff, setting the staffverticallyas she lands and kicking backwards with a low attack. A good crossup that leaves Litchi plus if blocked, with Mantenbou right next to the opponent to allow for Litchi's powerful staff plus421[C]mixup. On hit, Litchi can either combo normally or side swap to retain corner if you vacuumed them out of it to cross them up. There is a gap if the opponent instant blocks the first hit, which can let the opponent reversal out. If the second hit whiffs, Litchi is very negative, so be careful when you use this. Cancels air momentum once it becomes active. Second attack hits exclusively behind her and vacuums the opponent towards her on hit and block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "5/2/6[6]/j.De", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches the staff; SeeStaff Launchfor more info on what the staff itself actually does.5De is usually the launch of choice after6C(1) because it's an easier input. HoldingDwill delay the launch untilDis released while allowing Litchi to perform other actions as normal. In all cases, if the staff is held, it will go active 2F afterDis released 5D If not held, Staff is active on frame 9. +1 on block if the staff hits on the first possible frame. 2D If not held, Staff is active on frame 10. +2 on block if the staff hits on the first possible frame. 6[6]D A Staff Launch that Litchi can only use after running for over 12 frames. This does not use blazblue's 5f buffer window, so doing this immediately is a 1f link. While Litchi has no dedicated animation for this (She just carries on running), she is locked into the running animation for 12F when first pressingDand this cannot be cancelled into anything (Although the staff itself may be released at any point or just held even longer). IfDis pressed on frame 13 and not held, frame 14 is the earliest possible active frame. +10 on block if the staff hits on the first possible frame. j.D A somewhat safe anti anti-air with Horizontal set or frame trap if used afterj.Dm. Has significant landing recovery, so be careful using this. If not held, Staff is active on frame 12. Cancels all air momentum. 5De If not held, staff is active on frame 9 Animation is 48F total, but cancellable into any action from frame 21 2De If not held, staff is active on frame 10 Animation is 30F total, but cancellable into any action from frame 21 6[6]De The earliest possible frame you can press drive is frame 13 The earliest possible active frame is frame 14 j.De Animation is 30F total, but cancellable into any action from frame 27" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "Staff Launch", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Vertical Set Amazing for pressure due to having two hits. However, its arc quickly becomes too high to hit a crouching opponent if they're not near the initial launch. Also great for covering air space. It's more threatening when returning, as it's much easier for Litchi to get a full combo on opponent that gets hit by returning staff. Unlike Horizontal set, it doesn't launch standing opponents, so it's preferable to use for crossup421[C]. In the corner, it's even better for pressure because it's significantly more difficult to avoid, and the second hit will vacuum the opponent out of the corner to enable crossups via jumping over the opponent. Moves that set the staff in Vertical/5DMode 5Dm 4Dm j.2Dm 214B/Cm 623De Horizontal Set Generally not as good as Vertical Set due to only having a single hit, but not without its strengths. This is the preferred set for midscreen pressure due to its low angle preventing whiffs on crouchers. However, Litchi's strong corner carry and powerful corner offense means you should be playing midscreen as little as possible. Regardless of screen position, if you've conditioned your opponent to respect a delayed launch, it can still generate a large amount of frame advantage for Litchi. On hit, it launches even grounded opponents, which is great for some combos, but makes it unusable in crossup421[C]okizeme. Extremely powerful tool to annoy the opponent with in neutral. When used fullscreen, it only takes 20~ frames to hit an opponent in the other corner, as well as covering the entire ground area while it's active, which can incentivize punishable air approaches. Has some utility in oki, as it will not hit the opponent on the ground until after the combo timer resets, while still catching rolls and meatying neutral tech, but isn't great because it's extremely difficult to combo from these setups. If you have a 2D set on okizeme, it's likely best to go for a41236Dsetup. Moves that set the staff in Horizontal/2DMode 2Dm 6Dm j.Dm 421De 632146Cm~D If the staff is at the corner, it will not travel off screen. The staff must be blocked relative to Litchi. Even if it comes from behind, hold away from her to block it. If Litchi is hit while this is active, it deactivates and is launched upwards and backwards, returning to the same set orientation. If Litchi blocks, the staff will stop dead and then return to Litchi. The launch direction of the staff is calculated when it is set, so even if Litchi or her Opponent swap sides with the staff, it will still go in the same direction when launched had they not done so. Certain special moves listed below will recalculate this launch direction without needing to recall the staff." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Universal mixup tool that leads to average damage. Can be impactful in situations where you don't have the opportunity to set up staff. Functions the same as every other throw. Special cancelable Counter hit recovery Kara throw:6B~C Minimum Damage 100%: 1500 Crumple Duration 35F, Crumple Fall 63F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "Backwards Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Foward throw, but backwards. Launches the opponent higher in the air than forward throw, but can be followed up the same way. Functions the same as every other throw. Special cancelable Counter hit recovery Kara throw:6B~C Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Airthrows are extremely powerful offensive anti airs. Use this. Functions the same as every other throw. Counter hit recovery Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "Counter Assault", + "text": "When blocking6A+B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A somewhat above average crush trigger. Like her throw, Litchi doesn't really need this with staff placed because of her strong character specific mixup options. However, you can use held staff to confirm off uncharged crush trigger without corner, which makes it better than most. Hard KD on air hit. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "Backdash", + "text": "44 H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Litchi's backdash can be used to escape pressure or avoid meaties with normals that do not have the range to catch the recovery midscreen. Since it is airborne, getting hit can be awkward for your opponent to combo, but if they manage to confirm it will likely lead to higher damage. Can cancel into 447 on frame 18. Airborne 1-15f Can cancel into 447 on frame 18." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "Additional Back Step", + "text": "447 H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A second backdash if they failed to punish your first one. The invulnerability is small, but Litchi can cancel into a very low forward air dash from it. This is useful for surprising opponents that after your backdash withj.Corj.B. You should always cancel this with something, as it has much higher recovery if you don't cancel into normals before landing. Available on frame 18 of Backdash. Can cancel into forward airdash, air normals/throw, Riichi and Kote Gaeshi during frames 20-34. Can cancel into air normals, air throw, forward air dash, 63214A/B/C or 623/421D from frames 20-34" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "Straight Through (Itsuu)", + "text": "41236A/B/Cm (Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A delayable stance attack, with each button determining the angle the staff is launched at. You can holdA/B/Cto delay the attack, or pressDwhile holding the button to cancel the attack with 14 frames of recovery. The fastest possible Itsuu~Dis 26 frames. Litchi has no way to be plus or even neutral from an Itsuu cancel, with the best possible advantage being -6 from6D(1). Provides guard point until the frame you stop holding the button (Frame 12 at the earliest). The move also cancels on its own if held for the maximum amount of time, with only 6 frames of non-guardpoint recovery. All versions of the stance are at least -26 onGCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption thatboth players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.However, you can hold the stance to try and meaty them, or cancel withDto be +0 instead. All versions extend the staff forwardMoves that use the staff's location (i.e6Am and4Bm) have extended horizontal range. In the case of this move it doesn't mean much since you need to RC to extend the range of relevant moves.. If fully held, has 6F recovery instead of attacking. The staff also counts as placed for the first frame after recovering from this, so you can link5De despite having Mantenbou equipped. It uses the last staff placement, or Horizontal set if the staff has not been placed yet. All versions are always -2 on normal block, regardless of what active frame they hit on. One of Litchi's anti airs. Good for controlling space above Litchi aggressively due to being completely disjointed and having high reward on counter hit, but is fairly slow. Very nice as a read for people jumping out of your corner pressure, as it wallbounces in the corner for a full combo without counter hit. Counter hit wall bounces midscreen. A slow, but very long poke to control space on the ground. It needs to be RC'd to combo from, but is harder to avoid than41236C. An extremely long range low that's unpunishable on normal block, and even on IB most of the time. Itsuu C is a strong frame trap with high reward on Fatal Counter, leading toOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"combos. In the corner, it can lead to full combos on normal hit via linking5A. Fatal Counter. Causes hard knockdown on counter hit. Example pickups: dash5Cm/(2Bm >4Bm) >214B... Can rapid cancel to take advantage of the extended staff range and combo with6Am. 41236Am Values in {} are for max hold Move ends without attacking held for max duration (up to frame 48), total animation 54F On Guard Point, hitstop for Litchi is 11F. Opponent hitstop is 11F Enters 40F recovery immediately on hit/block Can be cancelled into 41236X~D frame 13 to frame 48, or until button release Attack startup from button release 7F 41236Bm Values in {} are for max hold Move ends without attacking held for max duration (up to frame 48), total animation 54F On Guard Point, hitstop for Litchi is 11F. Opponent hitstop is 11F Enters 40F recovery immediately on hit/block Can be cancelled into 41236X~D frame 13 to frame 48, or until button release Attack startup from button release 7F 41236Cm Values in {} are for max hold Fatal Counter Move ends without attacking held for max duration (up to frame 48), total animation 54F On Guard Point, hitstop for Litchi is 11F. Opponent hitstop is 11F Enters 40F recovery immediately on hit/block Can be cancelled into 41236X~D frame 13 to frame 48, or until button release Attack startup from button release 9F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "Ren Chan", + "text": "214B/Cm H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Litchi flicks Mantenbou forward in an arc, placing itvertically. If Litchi is hit, the staff's attack is deactivated and is launched upwards and backwards, but still lands in a vertical set. 214Bm Amazing. It covers an enormous amount of space for the speed and has ridiculous hitstun on air hit, leading to full combos even on relatively high hits and combos at any height if it counter hits. The sheer convertibility makes this probably Litchi's best anti air, despite the lack of head attribute invulnerability. The massive hitstun on airborne opponents makes this move a combo staple, setting staff and giving plenty of time to follow up with whatever you like. It's also a great way to establish pressure in neutral or reset pressure when spaced, as it can be plus when meaty. This lets Litchi frame trap the opponent with an instant Staff Launch, or exploit a knowledgeable opponent and use that threat to delay the Launch instead. Sets Mantenbou a little over 1/2 screen from Litchi. 214Cm Awful. While theBversion is often considered one of Litchi's best moves, theCversion is undoubtedly one of her worst. The further set often makes it harder to work with the placed staff, the higher arc covers a much less useful space, and it requires specific routing just to try to use it in combos. Being over twice as slow as theBversion hurts it in every regard and twists the +1 frame advantage into a cruel joke. If you forget that Ren Chan has two versions, the quality of your Litchi will not change. Sets Mantenbou at about a full screen distance away" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "Tsubame Gaeshi", + "text": "623Dm H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tsubame Gaeshi is Litchi's DP with good speed and an amazing hitbox that goes all around and high above her. It carries the opponent to the top of the screen and scores a knockdown shortly after. However, it can only be used with Mantenbou equipped, only works while groundedand cannot be Rapid Cancelled,making it less useful as a meterless reversal move than others. For combos, it's Litchi's go-to ender for knockdowns, leaving Litchi at considerable advantage with the staff placed on top of them, but with Litchi at some distance away. At midscreen, she struggles to prevent the opponent from rolling away, but in the corner, she can safely meaty the opponent and check rolls by doing623Dm 445[D]e with neutral techs being covered by releasing the staff early. If the opponent doesn't, you can continue holding the staff and press5Be buffer5CeCombo on roll, make sure to continue holding[D]:5Be5Ce sjc9j.BCej.236Ce4Bm214Bm236Be63214Ae~B6Ce15[D]6Ce2 dl236Be236Ce4Be623Dmto check rolls. Once the opponent respects this, you can start doing421[C]e plus5]D[for an unreactable crossup. If your opponent is low, it also allows Litchi to combo into supers trivially anywhere on the screen. Midscreen, you can combo623D,6428C. In the corner, you can do623D,6C(1)e > v.632146D, with the option to dump resources by continuing into IABDj.Cw > OD >6428C, EA for 2215 minimum damage. Note that these routes should only be done if they're going to kill, as none of Litchi's supers lead to good okizeme, and nothing near the pressure she gets from just stopping after Tsubame Gaeshi. Being able to convert after it in the corner also makes it niche combo filler, but this isn't used much thanks to its terrible scaling. The staff is considered a new projectile after reappearing and will be activeeven if Litchi is already in hitstun, but will disappear if she's hit after this. If the opponent goes for a punish too late, the second hit can punish the opponent instead - This only occurs if Litchi would be able to recover and block anyway, however, as the projectile is inactive if Litchi is in hitstun or blockstun. Sets Mantenbouvertically. If jumped over, will left/right unblockable the opponent. 3rd hit is a Mid for first 2F, then can be blocked All reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "Three Dragons", + "text": "236A/B/Ce H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Litchi's Rekka series, each move can be cancelled into any of the other moves, but no move may be repeated in the same chain. The third move used in the rekka will gain additional buffs, such as an increased attack level, hitstop, and stun, making it slightly safer on block. On hit, all three can cancel into all versions ofReachor Four Winds Third special used will have very high stop on hit. Three Dragons: White (Haku) Litchi's special low. Usually used as combo filler after214Bm, but also has use as a character specific combo extender when used as the last hit of the sequence, as Litchi can do 665Be to extend after it. Also good for frame trapping after236Ce, since it's safe on block. The only move of this set that must be performed grounded, so be sure to allow the move you used beforehand to land before trying this. -7 onGCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption thatboth players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. Three Dragons: Green (Hatsu) Litchi's primary combo extender. Has enough hitstun to perform Riichi A, land on the staff and continue with the B followup, which is the basis of almost all Litchi combos. Also lets Litchi combo off air hit 6Ce2 and j.Ce because the air version is extremely fast. Cannot be cancelled into anything if this move misses and only recovers when Litchi lands., making it very painful if this misses, especially if performed in the air. Three Dragons: Red (Chun) 236Ae Values in () are on hit when used as third 236X in a string Can only be used once per string Cancellable into 236B/C on hit/block, or 63214A/B/C and 41236D on hit only 236Be Values in () are on hit when used as third 236X in a string Can only be used once per string (shared with j.236B) Cancellable into 236A/C on hit/block, or 63214A/B/C and 41236D on hit only Airborne from frame 6 j.236Be Values in () are on hit when used as third 236X in a string Can only be used once per string (shared with 236B) Cancellable into 236A/C on hit/block, or 63214A/B/C and 41236D on hit only 236Ce Values in () are on hit when used as third 236X in a string Can only be used once per string (shared with j.236C) Cancellable into 236A/B on hit/block, or 63214A/B/C (until landing) and 41236D on hit only j.236Ce Values in () are on hit when used as third 236X in a string Can only be used once per string (shared with 236C) Cancellable into 236B/C on hit/block, or 63214A/B/C (until landing) and 41236D on hit only" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "Unarmed Lunge (Kanchan)", + "text": "421Ce (Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Litchi dashes forward for a lunging palm attack. Holding the button will extend the dash, and allow Litchi to instead dash past the opponent for a powered-up crossup version of the attack. Normal Version A powerful defensive or anti poke option due to the early body invulnerability, characters that mostly rely on body attribute moves like Mai can struggle to deal with this. Mostly combo filler near the corner, but it has utility as a pressure tool with staff or rapid cancel to make Litchi plus. The first two hits also have very little hitstop, so Rapid Cancelling the first hit and throwing can give Litchi an abrupt way to get into range to throw. Blows the opponent back. Wall bounces in the corner or on counter hit. Crossup Version An extremely powerful crossup move because Litchi can release vertical staff just before or after she crosses them up with this for an unreactable left/right mixup. Also plus on block, but generally not useful for this because your opponent will naturally instant block this by reacting and changing block direction. Also a hilarious defensive option, as unlike the uncharged version the fact it slides behind the opponent can let it beat moves that aren't body attribute by getting behind the opponent before they go active. Fatal Counters Wall bounces midscreen. In-game command list says 623C, which does not work Values in () are for crossup version (requires held button) Hold button to extend dash up to 11 additional frames If held, detects nearby opponents from frame 12 After detecting opponent, can pass through opponent and performs crossup version, startup after detection 25F If not in range to perform crossup, startup from button release 4F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "Reach (Riichi)", + "text": "63214Ae/Be/Ce (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Litchi attempts to jump towards her set staff and does one of three things depending on the button presesed. If she can't reach the staff due to being out of range or obstructed in some way, she will land on the floor with a painful 15F of forced landing recovery. All three moves use the same leaping animation at the start, meaning it won't be clear to your opponent which move you've chosen until you reach the staff. Because this can be used in the air and doesn't consume any air options, it can be used as an evasion tool in various situations. Can only be used when the staff is set and not doing anything. Recovery in brackets is if Litchi misses the staff. After using any version of Reach, none of them may be used until Litchi lands. Full counterhit state during the jump, including during landing recovery if she misses. Reach: Last Chance (Riichi) Litchi jumps to the staff and then balances on top of it, with various moves possible afterwards. Primarily combo filler with theBfollowup, but sometimes useful for mobility. TheCfollowup also is surprisingly good on block and can cross over the opponent. See next move card for followups. Has a shorter range than the other two versions to reach the staff (Since she needs to reach the top of it) Can airdash off of the staff with 66/44. Can jump off of the staff. Drops from the staff with 2. Reach: Robbing the Kong (Riichi B) Litchi jumps to the staff and kicks it towards her opponent (Checked at the moment she reaches the staff) in a small arc as a projectile in basically the same way as Ren Chan. A great way to take advantage of the opponent's respect in neutral since it's very plus and can leave the staff next to them. Maintains the staff's current set. Staff remains active if Litchi is hit after it is launched. Reach: Kong on Kong (Riichi C) 63214Ae Can pass through opponent until reaching staff/ground Recovery in () is if Litchi does not reach staff Airborne from frame 3 Drop from staff by pressing any downward direction (1F recovery) 63214Be Can pass through opponent until reaching staff/ground Recovery in () is if Litchi misses the staff 38F to reach staff + 7F to launch staff Airborne from frame 3, recovery until landing 63214Ce Can pass through opponent until reaching staff + 16 (or landing) Recovery in () is if Litchi does not reach staff 39F to reach staff + 20F dash from staff" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "Reach: Last Chance followups", + "text": "Reach: Last Chance~X H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Once atop the staff, Litchi has various moves she can perform: Dismount (2) Dismounting by pressing 2 takes 1 frame and leaves Litchi airborne and moving downwards, essentially adding all of Litchi's air normals to the set of moves she can perform when stood on the staff. Litchi will also dismount automatically after 180 Frames of doing nothing. Air Option (66, 44, 7/8/9) Litchi is able to double jump and airdash from the staff just like during a normal jump, provided she hasn't already used one since she last touched the floor. These movement options function exactly the same as normal, so they carry all of the uses and risks normally associated with them. One Shot (Ippatsu A) (Abutton) Does a kick diagonally downwards that launches her opponent upwards and towards Litchi with a surprising amount of untech time. While it can be used as a poke while atop the staff, has a jump cancel and even combos into itself, the only time you'll really use this is to combo into astral. This is the only move that does not dismount Litchi from the staff. Three Dragons: Green (Ippatsu B) (Bbutton) Great for combos. Despite its name, it's not part of the Three Dragons rekka, so Litchi can't cancel this into anything, but this lets Litchi fall to the ground and pick up with5Be or6Ce. Also, since it's not part of this series, it counts separately for Same Move Proration. If you do want to use the full Rekka series, input manually as you normally would; the act of pressing 2 when doing 236 will dismount from the staff and then you can do the air version of this move. Recalculates launch direction Three Dragons: Red (Ippatsu C) (Cbutton) Not really seen in combos and like before, cannot be cancelled into anything and has its own Same Move Proration, but it's a nice attack to use after leaping to the staff in neutral since it can cross the opponent up and is +0 at absolute worst. Recalculates Staff launch direction Robbing a Quad (Ippatsu D) (Dbutton) Litchi Drops to the floor and kicks backwards, making this a tool mostly used in a specific corner routing. Used in some of Litchi's highest damaging combos with manual staff release timings, but only useful if the opponent is near enough to the corner for214Bm set to be facing towards the corner rather than away, since itdoes not recalculate launch direction.Not useful as a pressure tool, as leaping to the staff is slow and it's difficult to face the right way for the second hit to leave you plus. On paper this can be used as a low to mix in with the overhead attack above, but both moves need your opponent to be in a different position to connect, so it's a gimmick mixup at best. Nine Gates of Heaven(46D) 63214Ae~A Can pass through opponent while on staff Cancellable into jump, drop from staff or Astral on hit/block 63214Ae~B Can pass through opponent 63214Ae~D Can pass through opponent until 5th frame after landing" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "The Four Winds (Shinshin)", + "text": "41236De H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll After a lengthy startup animation, the staff turns into a buzzsaw(?) and flies towards your opponent. This move can be though of as a alternative, more situational staff launch. It has much longer startup and shorter range than launching normally, but comes with some useful upsides as well. It's also a great move for mental pressure. Using it just to remind your opponent that you have the option is one of the many ways that Litchi can chip away at their confidence and bait rash decisions in neutral. Unlike a normal launch, Shinshin remains active even if Litchi blocks or is hit. She can still be hit out of the startup, though. Ignores launch direction, always flies towards the opponent's current position. Will not move off screen in the corner. The staff needs to be fully set and not doing anything else to perform this move. The staff returns to Litchi after performing this move. Vertical Set A powerful anti air if you can get it out. It covers a large area, and if it hits the opponent it leads to a full combo since it's untechable until touching the ground. It can be used to chase down opponents who like to jump out of your pressure, though due to the startup, it's best to have a little space when going for this. After a spaced214Bis one example that covers an opponent jumping or one who respects your plus frames. Do be careful about opponents jumping forwards - if the staff can't reach them in time, or if it goes the wrong way, you'll need to antiair them yourself. Even if staff goes the right way, quick movement options may let them land in time to pressure you with staff whiffing over their head. Use judiciously. Horizontal Set A useful neutral option when the staff would launch away from the opponent. It can be used to skip correcting launch direction and put out a hitbox instead of taking a bad recall and waiting for the return or trying to find time to both Kote and recall. It has lower range than recalling, but if your goal is to get staff back quickly, this may actually work in your favor. The straight-line trajectory presents a more immediate threat than the vertical set's curved path, though both serve the purpose of occupying space and returning your staff to you. It can be used as a blockstring option, but being twice as slow as staff launch makes it difficult. Even if your opponent respects you enough to get it out, the buzzsaw moves slowly, and blockstring pushback can easily cause hits to whiff. It's usually better to just take a delayed recall once your opponent is blocking. In spite of the listed frame advantage, it sees much less use in setplay than you may expect. This is because setting it up usually requires both the corner and a sacrifice in damage. Even if you do land the hit, the horizontal version is, unfortunately, much less combo-friendly than the vertical, since an opponent who gets hit in the air (such as from falling into it) can air tech out to escape instead of being dragged up to fall to their doom. Also, since getting hitOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"puts you airborne, opponents delay teching can cause the same air hitscramblesAn unexpected situation in a match in which both players \"scramble\" to react and gain advantage. Often occurs after a combo drops.instead of your expected oki. Standard vertical set okizeme afterTsubameGuardMid×3, AllStartup11RecoveryTotal: 58Advantage-21is powerful enough that it isn't typically worth sacrificing damage and risking air techscramblesAn unexpected situation in a match in which both players \"scramble\" to react and gain advantage. Often occurs after a combo drops.. 41236De Vertical onBlock advantage is if the opponent blocks a single hit on the ground on frame 44" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "Kote Gaeshi", + "text": "623De /421De (air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A move that adjusts a set staff's position slightly and can be used to switch whether it is in horizontal or vertical set. If done in the air it also halts her momentum, so it can be done as a stall. It also recalculates the direction of staff launch to the opponent's positionat the time Kote Gaeshi was inputted, instead of when Mantenbou was originally set, making this useful for zoning. Whenever you input623D, make sure you actually know which state Litchi is in, lest you accidentally use Tsubame Gaeshi and get punished, or accidentally try to make your staff hop forwards when you meant to use your reversal. Staff must be fully set and not doing anything to use this move. Cannot be special cancelled into. 623D The staff hops forward. Sets the staff to Vertical Set. Air version hops farther forwards 421D The staff hops backward. Sets the staff to Horizontal Set. Air version hops farther backwards" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "All Green (Ryuuiisou)", + "text": "6428C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Creates a huge pillar of flame in from of Litchi. In OD, the pillar rises to the very top of the screen before slamming back down, similarly to623D, but with a more delayed falling hit. Mostly used as OD combo filler into any ender of your choice, commonly632146Cor EA. With a long enough OD timer, it can be used midcombo into more loops before one of these enders. While the main utility of this super lies in the OD version, there are a few use cases for the normal one that shouldn't be overlooked. The most common is kill confirms. It will link midscreen after the final hit of623D. In the corner, it will whiff from point blank, so opt for623D,6C(1)e >v.632146Dinstead. Note that if you have 100 meter to start, you can instant air backdash and land to link this super afterv.632146D. Since Litchi's supers can only be done grounded, some players like to whiff aj.Ce out of this backdash to help with timing. In either case, should your opponent survive, they will tech out in the air, so it should only be used when you're certain it will kill. This super is actually one of Litchi's best punishes on a baited Counter Assault. The pushback of the CA can give her the right spacing, and with the heavily increased untech on counterhit, Litchi can punish with6428C, dash5Bm >214Binto her BnB for huge damage and great corner carry. Note that this super is only a Normal starter, not Long, and it does have poor proration as a starter, but that matters little when you're starting off by blasting them with 2200 damage. Similarly to the previous use case, Ryuuiisou can be used as a mid-range callout thanks to an interesting quirk: while it isn't technically invulnerable until it goes active, the flame is guaranteed to appear once the superflash happens, and with the previously mentioned untech time, this results in a very favorable trade that can often be picked up into the same combo. Do be aware of the considerable deadzone, making it very questionable as an emergency reversal at close range. Minimum damage: 800 OD: 1002 Minimum Damage 20% [15%]: 400 [1002]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "All Terminals (Chinroutou)", + "text": "632146C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Autocombo Distortion drive with two variants depending on whether Litchi has her staff. While both versions deal the same damage, the staff-equipped version leaves them close while the staffless version blows them away. Holding D during the staff-equipped version of the move sets the staff in Horizontal mode and uses the staffless ender instead. One of your more damaging supers to end combos with and boasts the best minimum damage, but is difficult to actually combo into compared to Vertical632146De or6428C. Also a underwhelming reversal super with awful vertical range, average horizontal range and hampered with a superflash that occurs right at the beginning of its startup, making it more easy to react to than other distortion drives and prone to getting kara-barriered by your opponent. Still useful since Litchi doesn't always have access to her meterless reversal and it lacks the deadzone of All Green. The Staffless ender is generally less preferred since doesn't lead to anything except for doing a fullscreen meaty with horizontal set. It hits all tech options and meaties neutral tech, then leads to absolutely nothing, but sometimes one more hit is all you need. Minimum damage: 975 OD: 1222 With Staff equipped, hold D to plant staff Minimum Damage 15%: 975 [1110] reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "Thirteen Orphans (Kokushi)", + "text": "632146De H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll All Versions Requires the staff to be set and not doing anything. Staff returns to Litchi afterwards Technically invulnerable on the frame prior to superflash, but the invuln ends during superflash meaning Litchi is effectively vulnerable on that frame. The staff attack will not be interrupted if hit on this frame. The staff's attacks will not be paused by Litchi's own superflashes. If Litchi activates Overdrive during this move, the staff's attacks will continue briefly during the freeze before abruptly ending as the staff goes into the Overdrive state. Due to how Litchi's overdrive works, there is no Overdrive version of this move. Vertical SetMantenbou turns into a spinning top that rises upwards, hitting repeatedly on the way. An amazing super that's great for ending combos in the corner and as a plus on block reversal if Litchi is near a vertical set staff. Stays on hit and activates during the invulnerability, so Litchi will trade and win with almost anything, except for low profiles and throws. On counter hit it also lets Litchi run under to steal the corner and still combo due to being fully untechable. Also used inLitchi's double super setups623Dm6C1e632146De IABDj.Cw OD6428Cdl EAfor 2215 minimum damage in the corner. Minimum damage: 910 Horizontal SetMantenbou turns into a Doll of sorts and rushes forwards with a series of punches, not unlike Carl's Rhapsody Of Memories or Relius' Duo Bios. A great lockdown super if you can get the opponent to block it. It has extremely long startup which makes setups involving this super often either gimmicks or requiring a sacrifice in damage for okizeme. Unlike the other doll lockdown supers, will track the opponent horizontally and doesn't have a hurtbox. Stays on hit. Minimum damage: 780 632146De Vertical Minimum Damage 20%: 910 situational reversal 632146De Horizontal Active Frames 2(6)2(8)2(8)2(8)2(6)2(8)2(8)2(8)2(6)2(8)2(8)2(8)2 Minimum Damage 20%: 780" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "The Great Wheel", + "text": "Direction +Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Litchi overdrive overrides the state of Mantenbou into a special state where Mantenbou stays with Litchi at all times and can do a medium ranged attack in any direction by pressing D in that direction, if no direction is given, the staff will try to angle directly at Litchi's opponent. This attack can be done whenever Litchi isn't in hitstun or guardstun. Litchi herself has access to her non-staff moveset, excluding all moves that normally interact with the staff. Litchi also gains the ability to cancel any normal (Except6C) into any other normal, air throw or jump, with the exception that2Band2Cmay only be used twice in any given string of cancels. Given how drastically this changes how Litchi's entire combo theory works, players must learn Overdrive specific combos due to the new possibilities, but also that most standard combos will no longer work. Amazing for pressure since it can enable infinite airtight high/low mixup blockstrings, or unreactable left/right mixups with staff and421[C]. Sadly, Overdrive is too valuable to use it this way frequently since the blockstrings are still vulnerable to counter assault or your opponents Overdrive. startup/active/recovery values are for the staff - Litchi is free to move Minimum Damage 0%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "Crimson Peacock", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Universal reversal with a poor vertical hitbox. Somewhat useful in the corner because it will swap sides. Also used as the ender to her double super combos for extreme damage, and is likely to have active flow due to spending 100 meter. Behaves the same as every other Exceed Accel. 303/606 Minimum Damage Leaves Litchi in Staffed Mode Swaps sides Everybody just calls it \"EA,\" but for the sake of completeness, this move is likely named after the unofficial \"Beni Kujaku\" yakuman. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 293 {551+55}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "Nine Gates of Heaven", + "text": "Last Chance >46DwhenAstral Conditionsare metor34123646Din Overdrive whenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Litchi leaps off the screen and performs a dive kick from offscreen at extreme speed but a shallow angle, covering most of the screen. Litchi will aim her dive kick based on where she was horizontally when she activated it, although it's honestly difficult to miss anyone who is in hitstun at the time. While it is one of the slower Astrals and has the awkward requirement of needing Litchi to be on the staff or in overdrive, it does enjoy full invulnerability and a very short startup after the flash, making it hard to react to (Although somewhat easy to see coming due to needing to be on the staff) and good for punishing attempts to attack her while she's stood there. Despite the requirements appearing high, Litchi's combo structure lets her combo into it without much trouble. You can combo into it from63214Ae~Afollowup. Hold 6 to make Litchi attack from the other side of the screen. Not a crossup, but is required to combo into astral off63214Ae~Ain the corner. Hold D to delay the kick. Awful recovery of over a second if she doesn't hit. Is a massive Hail Mary play in Neutral as a result. Similar to her Exceed Accel, you will only ever hear this move called \"Astral.\" But for the sake of completeness, it's named after the \"chuuren poutou\" yakuman. Example Combo 5Bm >2C>6D(1) > dl.214B,236A~236B~63214A~A,46D" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi", + "title": "Litchi", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Intro", + "text": "Replay Theateris a great resource to find matchup footage. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree. Content here can be considered incomplete until expertise is given." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Matchups", + "text": "Please note: This section is awork in progress, and still requires more information covering the entire cast." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Amane Nishiki", + "text": "Amane Nishiki" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Arakune", + "text": "Arakune" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Azrael", + "text": "Azrael" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Bang Shishigami", + "text": "Bang Shishigami" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Bullet", + "text": "Bullet" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Carl Clover", + "text": "Carl Clover" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Celica A. Mercury", + "text": "Celica A. Mercury" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Es", + "text": "Es(Guide written by Betadood)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "• The strongest tool she has is her projectiles. You don't really want to overcommit to anything until Es uses up both her projectiles or if she has waited too long for a delayed second projectile. A well timed bloodscythe can also get you in past a projectile. • Once that's out of the way you need to keep in mind her reach with5C3Cj.Bandj.C. Her C normals have a lot of recovery so she will probably spend some time in the air trying to poke withj.Bj.Corj.236A/B. She has decent anti airs with6Band2Cso approaching from the ground will be much easier. Barrier braking just out of her optimal ranges will keep her on her toes and keep you within range to whiff punish a potential5C/3C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "• Some things to keep in mind: Es loses all of her on screen drive projectiles if she blocks, techs a throw, or gets hit. She also loses her214Dif she techs a throw or gets hit. • Her DP is slow enough to OS through so on knockdowns you shouldn't have to worry actually getting hit by it. But it's still something to keep in mind as she can RC on second hit and be safe at most ranges, potentially escaping out of the corner as well. Pretty standard stuff besides that as far as your offensive game is concerned." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "• Es doesn't have too many safe pressure options/mixups during blockstrings. Some examples are no jump cancels besides her5Aand2C, 236 specials punishable on close range/IB, options like6A/214A/2C/5D/2D/ can all be punished by OD/ODr. In general to keep herself safe she has to structure her pressure in very basic ways to not risk eating a lot of damage which leads to never really opening the opponent up. • If she does open you up she can convert into to decent knockdowns in the corner though. Stuff like usingj.Dender to setup into aj.C/2Bmixup is good but unfortunately for her you have one of the best DPs in the game. Still, if she can condition her opponent into respecting her knockdowns then she has access to some good pressure and mixup opportunities. The hard part is getting that knockdown in the first place." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "• Es' best strength is her strong neutral game and you basically match her there. While her aerial game is better and she has access to projectiles your better ground game is more than enough to make up for those differences. She deals with the same problems during pressure/mixup Ragna suffers from only much worse. And she generally has a harder time on defense than you would due to Ragna's better pressure options combined with her slow DP. As long as you can play the neutral game right you shouldn't have to worry much about this matchup." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Hakumen", + "text": "Hakumen" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Hazama", + "text": "Hazama" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Hibiki Kohaku", + "text": "Hibiki Kohaku" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Iron Tager", + "text": "Iron Tager" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Izanami", + "text": "Izanami(Guide written by Betadood)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "• Round start depends on the Izanami player but most of the time they try and go for a backdash so a microdash5B/5Ccould be a solid option. Jump forward barrier is also great since you haven't really committed to anything yet and can just read the situation. • Neutral game is rough but you can make her scared of spending too much time in D mode/in the air with214Aj.214Bandj.214D. These also get you in on block if you have 50 meter so it's worth going for even if she's not in stance. I wouldn't spend too much time in the air though, her air mobility is better and her anti air is extremely good. • I find it easier to approach from the ground with5B/5C/214Aand go for the occasional IAD.j.C/TK.j.214B. You just have to be really patient and wait for some kind of opening after she use one of her drive/magtama moves. • If she ribcages in neutral get prepared to start jumping and teching those throw attempts. It's annoying to deal with but if you can manage to keep away from her the ribcage is going to waste a lot of if not all of her barrier. Watch out for the manual decast and get ready to punish her." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "• On offense utilize crush triggers! Even if she ends up blocking them they're still reducing her ability to use ribcage. Be careful about using the charged versions if Izanami still has her burst though, they are very telegraphed and will most likely be overdrived through. • Don't let her backdash away from you on midscreen knockdowns. Layering a microdash5Cfrom a2A/Bis a good option to try and catch backdashes if you don't want her pushing buttons on wakeup. If she's backdashing during gaps in pressure try chasing her down with236D/214A. • Once you get her to the corner it's pretty standard stuff as far as your pressure goes. Just play it standard and don't leave any gaps for her to use OD through. And always keep in mind if she has 50 meter or not for a reversal attempt." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "• Midscreen knockdown situations aren't too bad but then again she rarely gets them in the first place due to her massive corner carry. If it does happen though she's going to have to keep in mind of your DP without setting up ribcage first. • Winding up in the corner is basically her win condition so be extra cautious about your positioning. Save your bursts for when she gets that first corner knockdown. If you do end up in the corner without your burst though your reactions need to be on point due to her numerous offensive options. Fuzzy jumping is a solid option if you think she wants to go for a command throw, otherwise you just have to weather the storm and try to barrier her out. It's worth noting that if she has little to no barrier left a DP>RC can take away her ribcage and get you back into the fight." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "• It's definitely a tough matchup. You have a lot of long range normals/specials to try and take her down during the neutral game while she has lots of options to keep you out with her drive and anti airs. Both characters get a lot of momentum once they get their corner knockdown but Izanami definitely benefits more. Like many of the S tiers this is another matchup where you just have to play patiently in neutral and wait for your opening." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Izayoi", + "text": "Izayoi" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Jin Kisaragi", + "text": "Jin Kisaragi(Guide written by Betadood)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "• Round start can go either way. As Ragna your5Bis a terrific round start but Jin could potentially go for a3Cto punish. It’s more of a callout for Jin though and not something he can reliably open up with unlike your5B. Most Jins will just stick to walking back to punish a potential whiffed5Bor go for jumping options. • The neutral phase is what’s going to decide the match. Playing primarily at mid range, both characters are trying to accomplish similar goals. Find an opening to move in on the opponent while also countering any attempts they make trying to move in. It’s a very back and forth neutral game for every tool one character has the other will have a similar answer. • Layer your neutral game with lots of barrier braking/neutral jumps/pacing back and forth etc. You don’t want to give away your true intentions on how you want to move in, while also being ready to counter any sudden movement from Jin. Sticking to a ground game while using IAD to punish whiffed normals/specials would be a good plan to stick to. • If you have 50 meter make sure you keep Jin in check from using his projectile with632146D. Just don’t try and punish a236Dfrom Jin unless you are close enough, the projectile invul will run out before you can actually punish him. • Jin’s2Creaches very high so I wouldn’t recommend going for too manyj.214Cattempts." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "• Keep in mind potential gaps in your pressure that Jin will try to create with IBs. It’s a fine line you have to walk. Too much respect and Jin can just IB and press buttons, but without enough respect you’ll just get DPd. Cycle your offense options to remain from becoming too predictable. • Both of Jin’s DPs have the same startup (13F) so a well timed meaty2Acan bait out both options. • Jin’s counter super will punish your safejump attempts so don’t go for these as often if at all once he gets 50 meter." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "• You generally don’t want to try and GCOD Jin’s pressure due to his numerous jump cancels/ safe ways to end pressure. Use IBs to create gaps to threaten him with a potential623C/2A/632146D. I wouldn’t advise going for2Aoften though, Jin has numerous frame traps and great reward on CH. • Jin has more options once he gets 25 meter, primarily with236Dandj.214D. If he uses a236Duse GCOD>EA or632146Dif you are close enough.j.214Dfastest possible startup is 22f so watch out for potential jump cancels into it. • Be careful if he has 50 meter. Jin’s will go for more 6As once they have the meter to combo off of them. And while less common some Jin players like to go for high low mixups after a blocked214B. • Ice resets are potentially round ending, especially when combined with OD. Do your best to not get hit by them but you might want to save your burst for these situations." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "• This is a very close matchup, only a little in Jin’s favor due to him being able to play a more balanced style compared to Ragna’s need to be close to his opponents. Be sure to pay close attention to Jin’s meter to know what options he has at any given time. The neutral game is what will decide the match." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Jubei", + "text": "Jubei" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Kagura Mutsuki", + "text": "Kagura Mutsuki" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Kokonoe", + "text": "Kokonoe" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Lambda-11", + "text": "Lambda-11" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Litchi Faye Ling", + "text": "Litchi Faye Ling" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Mai Natsume", + "text": "Mai Natsume" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Makoto Nanaya", + "text": "Makoto Nanaya" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Mu-12", + "text": "Mu-12" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Naoto Kurogane", + "text": "Naoto Kurogane" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Nine the Phantom", + "text": "Nine the Phantom(Guide written by Betadood)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "• Neutral game is what's going to make or break you in this matchup. You have a lot of range to try and work your way in but one wrong move and she just dashed away/punished you. Her buttons also have great range but are just slow enough on recovery that you can get a whiff punish, or at the very least force her to block and let you get in. • Nine is going to try and bait you into pushing higher recovery buttons during neutral by using her dashes. Use low commitment options like5Afor anti air,5Bfor poking, andj.Afor air to air situations. Go for higher recovery moves like5C,6A, or5Donce she has used up all of her movement options. It's worth noting that5Dis a great tool to catch Nine's that use their second dash to move into the air. It's active enough that if she uses her second dash poorly she'll end up right on top of the5D. Not as safe as going for a5Aanti air but still worth going for if you think you have the read. • If you have 50 meter you can play around with much more tools. Things like214A,j.214D, andj.214Bcan be used to close the gap during neutral while632146Dcan net you a nice punish on some of her longer startup spells. You could also try going for something more explosive like a TK.j.214Bto cover a huge amount of the screen at once or go for a214Dwith it’s invul to close the gap . Try not to rely on these options too much though as they're not a substitute for proper neutral game. You want to use them just sparingly enough to put the fear in Nine. • Her options to control the screen from the ground or air are both very solid so there really isn't a preferred method of trying to get in. Keep her on her toes by trying to attack from the ground and air equally while also applying barrier braking/neutral jumps to try and catch her overcommitting." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "• Once you get in range she's going to try and push you out with barrier until she can use one of her defensive options. Try sticking to mostly A and B normals for your pressure and get ready to punish/chase down her backdash attempts. Make sure you use236Dsparingly, all of her 4 normals can be used to eat the deadspike. You can try and go for a214Aafter you get pushed out to try and catch her backdashing. Use when you have 50 meter to keep it safe or get a nice reward on hit. • On knockdowns you want to meaty her so she can't get away with backdashes on wakeup. This can get more annoying midscreen, especially if she has meter for her faster reversal. If she doesn't though just make sure you watch out for and punish her meterless DP with an instant block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "• Pay attention to what spell she is currently building towards. Kunzite is a fast overhead but it is telegraphed thanks to spell combinations. Keep her in check by using632146Dto go through Kunzite or any other longer startup spells she will try and throw at you. Preferably while she's on the ground for a better punish on counterhit. • Barrier/IB barrier helps to escape from pressure midscreen but Nine's range is so large I wouldn't really use it until you're at least a 5Bs length away. With any luck you might be able to get her to whiff a3Cby catching her off guard with the IB. • Most of the time Nine is going to be out of range to try and go for a DP/GCOD. Save your bursts for when you need to deal some damage/get some life back or for when you're stuck in the corner. • Be mindful of when she freezes you mid combo for a potential reset. Just block low and get ready to react to a Kunzite. It’s risky but if you want to hard callout the reset with the right timing you can214Dthrough the Kunzite reset." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "• It's a tough one, probably around bottom 3 matchups for Ragna. She has further range than you and doesn't have to commit nearly as hard during neutral. Her offensive pressure doesn't generally allow for system mechanics to work on her thanks to said range. And to top it all off her defensive mechanics make sure you play with no holes in your offense. The neutral game is stilted, but if you can get her to the corner you can work your offensive game much easier. If I were to prioritize any matchup a player should learn first in BBCF it would definitely be Nine due to the sheer number of players who main/sub her." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Noel Vermillion", + "text": "Noel Vermillion" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Nu-13", + "text": "Nu-13" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Platinum the Trinity", + "text": "Platinum the Trinity" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Rachel Alucard", + "text": "Rachel Alucard" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Ragna the Bloodedge", + "text": "Ragna the Bloodedge" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Relius Clover", + "text": "Relius Clover" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Susano'o", + "text": "Susano'o" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Taokaka", + "text": "Taokaka" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Tsubaki", + "text": "Tsubaki Yayoi" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Valkenhayn R. Hellsing", + "text": "Valkenhayn R. Hellsing" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Yuuki Terumi", + "text": "Yuuki Terumi" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Matchups", + "title": "Ragna the Bloodedge", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "Overview", + "text": "Noel is a rushdown character that makes up for her short range with fast dashes and invulnerable options with her drive that can be used for hard reads. Once close to her opponent, Noel boasts a variety of good pressure normals like her5Athat hits on crouching opponents, a self-cancelable2Band a2Cthat is + on block, as well as a varied array of jump cancelable normals, that can lead to a mixup using a Drive Land Cancel (DLC). Her unique drive, although risky, allows for Noel to call out certain moves like reversals while keeping her offense, and in the right scenarios allows her to turn a defensive position into an offensive one. While Noel is an easy character to get into at first, it is very easy to hit a progress wall due to the unorthodox nature of her tools, odd confirms, character-specific combos and bad habits that can be gained out of the misuse of drive, therefore it's important to not play Noel like a standard rushdown character. Noel's Drives function as a kind of temporary mode switch. Her Drive normals are a set of moves that behave just like normal moves, however all normal cancel options from these Drive moves are replaced with different chain revolver moves that have their own properties: Noel may cancel any chain revolver move into any other chain revolver move, even if it misses entirely, with the exception that she may not cancel any move into itself.Inputs for chain revolver cancels can be used from the first active frame of each move, but the cancel only happens at some point into the recovery of that move. There is often a reasonably wide window to delay these cancels as well. Inputs for chain revolver cancels can be used from the first active frame of each move, but the cancel only happens at some point into the recovery of that move. There is often a reasonably wide window to delay these cancels as well. Noel is limited to 4 normal commands after the initial drive starter. Attempts to perform more will be ignored, but she may still perform a special cancel at this point. If chain revolver ends without a special or distortion cancel, Noel performs a short reload animation before being able to perform any other commands again. During Chain Revolver, Noel can cancel into any special and distortion drive move she previously had access to, as well as 3 special moves exclusive this state: Spring Raid, Bloom Trigger, and Assault Through. Noel is in a counterhit state throughout, including during her reload animation. Only the opening drive move may be overdrive cancelled. Since Rapid cancels instantly return a character to neutral, they also immediately end the Chain Revolver state. Generally speaking, Noel's drive allows for very flexible pressure strings, as there is no fixed order to what moves she uses and a long cancel window to stagger moves out if desired. However given her lengthy recovery if she is forced to reload and that all special cancels are negative on block, ultimately Noel needs to either take risks during drive pressure or lose the initiative if her pressure is successfully defended. Activating Noel's Overdrive has numerous positive effects: The usual improved damage to all Distortion Drives that every character gets. Faster startup speed for drive moves and no reload animation if Noel doesn't input anything, making her drive moves considerably safer on block, (Although not always entirely safe). Bloom Trigger (d.236D) hits more than twice. Assault Through (d.214D) has faster startup and short invisibility before going active. Spring Raid (d.623D) has increased untech time allowing for combos. Thor (j.236236D) allows Noel to recover in the air after the missiles fire." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Noel's staple pressure starter. Can hit crouching opponents. Good button to startstagger pressureThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.and set uptick throwA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.s. This normal is especially useful against those who are trying to keep you out withbarrier blockA special type of blocking in BlazBlue that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource. It also increases blockstun by 1 frame., as the low pushback and decent frame data allows for stagger pressure with micro dashes. Despite the short range, this normal has a large enough vertical hitbox to roll catch everyone in the corner with the exception ofEs,Hibiki, andJubei. Cancels into itself up to 3 times, even on whiff. Jump and throw cancellable on hit or block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Noel's main poke used for spacing andneutralWhen neither player is in an advantageous position in terms of stage position.. Can be easilylow profileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.'d. Noel will want to use this along with5Cin neutral to confirm mid to max range hits into Chamber Shot, or3Con crouching opponents. At closer ranges it can be confirmed into6Aand on counter hit it also combos into3Cand5D.5Bbeing only -2 on block while also having a large cancel window and a wide variety of options on block means that it is also decent forstagger pressureThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.. Jump and throw cancellable on hit or block. Whiffs at max range on some crouching characters." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A large poke with deceptive reach.5Cis Noel's primary tool to punish with a counter hit. Overall,5Cis your go to punish starter in most situations, which can lead to very damaging combos potentially up to 8K depending on conditions met and resources at your disposal. On a normal hit it will combo into3Con crouching opponents. On a counter hit it also leads into damaging combos through5D,6B>5D, or214A. It can be used in neutral as the hitboxes on5Care better and larger than5B. It is however slower, so Noel must space herself out appropriately to use it. Note that it also does not have significant vertical reach above her so it can also be easily jumped over. Be warned that the muzzle flash visual effect is random, leading this move to be visually deceptive as it may give off the impression that5Cis larger than it really is. Jump cancellable on hit. Throw cancellable on hit or block. Flare clashes with projectiles. Can now sometimes miss if it hits offscreen in corners or if certain characters are within a very close proximity to Noel during the animation. (Inside of the space between Noel and Noel's muzzle flash)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Noel's crouching jab and her most versatile button. 2Ahaving naturalframe trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s into both5Cand2Cfor high reward while also having the ability to throw cancel means that this button is excellent as a pressure starter and forstagger pressureThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.. It is also a decent defensive button, as being one of the faster2As with 6F startup and having longer range than5Alets Noel have the ability to challenge pressure that most characters wouldn't be able to otherwise. The only major downside with this button is that the hurtbox is much larger than the hitbox, which can often cause Noel to trade unfavorably with other characters. Cancels into itself 3 times. Throw cancellable on hit or block. Faster than average2A." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A low hitting jab. Effectively a second2A. This move is slightly longer than2A, but a tad shorter than5Bwhich makes it decent low attack, and is best used as combo orblock stringA series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense.filler forframe trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s. It also sees some use inneutralWhen neither player is in an advantageous position in terms of stage position.and against certain character's reversals on wakeup likeAzrael'sPanzer StrikeGuardMid, AllStartup18Recovery30AdvantageorMakoto'sCorona UpperGuardMidStartup9Recovery28+17Advantage-42since it makes Noel's hurtbox relatively short and allow her tolow profileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.. Can be repeated twice per string. Being able to whiff cancel and having relatively low recovery allows Noel to also bait out twitch reactions in a similar manner to5Abut with a much better reward and less risk. For example,5B>2B(w) on block comes in at -4, but it allows Noel to make her pressure much more threatening and less linear with proper reads and conditioning. Limit 2 uses per gatling sequence. Throw cancellable on hit or block. Whiff cancellable into itself." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A slow low that hits twice and is plus on block. Noel's main crouchinghit confirmTo perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent.and roll catch button in the corner. 2Citself is mostly used forblock stringA series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense.s forframe trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s or combo filler. If used early in a block string, it can be very strong due to it having +1 frame advantage, but due to its pushback it is often hard to capitalize on. Thankfully since BBCF2.0,2Chas enoughhitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun.to always combo into3Con a crouching hit as long as Noel didn't press too many buttons before. This button also acts as one of the ways Noel can catch roll attempts in the corner. One of the main setups to do this is to end a combo with withj.214C>j.2Cand then do2C>2A. Ideally,2Cwill catch forward rolls and on neutral tech2Awill let NoelmeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.her opponent. Interestingly enough, if the opponent instant blocks the first hit of2C, the game will visually indicate that the second hit of2Cwas automatically instant blocked due to there being no gap in between both hits. However, unless the opponent manually inputs an instant block on the second hit, Noel will still maintain her +1 frame advantage despite the game showing that she should be negative instead of plus. Clashes with projectiles. Second hit must be manuallyinstant blockA special type of blocking done by inputting a block immediately before blocking an attack. Usually improves frame data against blocked moves or gives more meter than a normal block or both.'d for frame advantage to decrease." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Noel's sad excuse for an anti-air. While6A's head invulnerability kicks in early, it only lasts for one frame during its active frames meaning that Noel has to be on point to properly anti-air her opponent with this move. The weak head invulnerability combined with6A's poor hitboxes often means that Noel can't challenge common disjointed jump ins from other characters such asRagna'sj.CGuardHigh/AirStartup12Recovery32Advantage,Jin'sj.CGuardHigh/AirStartup10Recovery20+4LAdvantage,Nine'sj.2CGuardHigh/AirStartup17RecoveryUntil LAdvantageand so on without heavy risk. To add on top of that, the recovery of this move significant and exposes Noel to common anti-air baits such as delayed double jumping. If Noel does not land6Aon the opponent whether it be due bad spacing, having the wrong read, or even just being unlucky with the hitboxes, it is very likely that she will get whiff punished. On the other hand, it's not a good idea to neglect this move, since if used well it can be an asset. At the end of the day it is still her most reliable anti-air and can work often given enough practice using it. It is also a decent move to use on block in pressure due to having a wide variety of options on block such as jump cancelling,5B,5C, or2C. Notably, Noel canreverse beatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.from both5Band2Bto do strings such as5B>6A>2Cto throw the opponent off. It isn't that bad as ahit confirmTo perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent.either, as it is her main way to combo standing opponents midscreen. Frames 6-11 head invulnerable. Jump and throw cancellable on hit or block. Launches on hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Noel's only standing overhead outside of drive. Pretty average as overheads go and is telegraphed, but has above average scaling compared to other characters', leading to good meterless damage. Noel can also gatling into6Bfrom a large amount of normals which can make it harder for the opponent to react to. If blocked, Noel will have to play RPS to continue her pressure: going into drives will enable further mixups,6B→5Dis the quickest, though it has a 7f gap that can be mashed. Her other drives have larger gaps, although the invul will kick in by the time the opponent can press, making it much riskier for them to do so. Other ways to discourage mashing is cancelling into3Cwhich naturally frametraps and has good reward with its fatal property, although it's not recommended without RC due to heavy frame disadvantage. Another cancel option is236Cwhich is gapless on normal block, and can be delayed to frametrap. Relatively safe if Noel was pushed out beforehand, but can also be punished if at close range. Advances Noel forward; useful for kara throws. Forces crouching on hit. Hard knockdown on air hit. Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A two hit move that acts as Noel's main combo filler and as an alternativereversalTo perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.punish. While it goes active quickly and has loads of active frames, it is horribly punishable if blocked (Opponents can simply duck under the second hit and freely punish). Noel will mainly use this move only to link parts of her combos together both in midscreen and corner. In certain cases, it may be preferable to use this move as a reversal punish over5Cwhen the opponent uses reversals where they end up crouching such asJin'sRehhyouGuardMidStartup13Recovery49Advantage-33. In these cases, use counter hit6C>214Aor counter hit6C>6B>5Dfor a damaging punish. Overall,6Cis Noel's secondary go to punish starter behind5Cin the event she needs a standing confirm. It is possible to delay cancel the second hit into2Cor throw as a gimmick to open her opponents up similar to older versions of the game but the window to do so now is very small. Second hit of6Ccan't hit crouching. Causes crumple stun on counter hit, forcing them to stand, allowing the followup to always hit. Second hit is jump cancellable on block or hit. Throw cancellable on block or hit. On CH Crumple Duration 25F, Crumple Fall 58F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A long range slide attack where Noel low-profiles to an extreme amount. A high risk-reward move for beating pokes in midrange, since it always inflicts a hard KD for combos. It's very committal, and not your standard3Cfor scoring simple KDs or launching, which Noel instead uses236Cfor. It can only be combod into from CH or crouch, and is used like this to launch crouching opponents since Noel has better routes for CH punishes. Its normally best to use this withrapid cancelA mechanic that makes it possible to cancel any move on block or hit at the cost of 50 meter.to help back it up since its very unsafe on block and guarantees a free punish for the opponent otherwise. It shares a lot with6Dwhich is also a slide attack that can be used to low-profile moves such asLambda's5DGuardAllStartup15RecoveryTotal: 48Advantageor orTsubaki'sLux MactoGuardAllStartup13RecoveryTotal: 47Advantage-7.3Cis much faster and has better reward, particularly if you can land a fatal, but the hurtbox extends as it goes active which hurts its ability as a Fatal and is easy to whiff punish. In contrast,6Dis a lot slower, but low-profiles much earier at frame 3 and has actual invul to beat buttons that reach all the way to the floor, it also has cancels to make it safe on block or to act against whiff punishes. Hard KD Begins to low-profile f1, then further on f10-18. Only possible to cancel into22BGuardAllStartup11Recovery15Advantage-5or22CGuardAllStartup17 (5)Recovery22Advantage-7on hit. Fatal CounterA more powerful version of a Counter Hit in the BlazBlue series that only occurs if certain moves counter hit the opponent. Fatal counter adds 3f of hitstun to every move in the combo. Some moves forces fatal counter and do not require a counter hit.s. Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A short jab in the air that hits below Noel. Her main up close air-to-air tool. Decent at baitingThrow Reject MissA state in which it is not possible to tech throws. It lasts for a few frames after a throw tech attempt.in the air. Due to its speed, it can be used as an alternativeabareAn attack during the opponent's pressure, intended to interrupt it.anti-air while rising to challenge opponents directly above her or to preemptively catch jumping attacks that6Awould not be able to reach. It's also the best jump-in overhead Noel has in terms of hitbox, though its damage potential is weak. The downward hitbox also allows Noel to use it for jump-inF-ShikiSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.mix ups. Jump and throw cancellable on hit or block. Cancels into itself infinitely on hit or block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A horizontal swipe that hits in front of Noel in the air. Has a back hitbox that enablescrossupAttacking your opponent after changing which horizontal side you are on, typically by jumping over them.mixups when jumping in on her opponent from up close. It can be used preemptively while rising as anabareAn attack during the opponent's pressure, intended to interrupt it.to beat out or trade with some air normals when spaced well enough as it is her most disjointed air normal. Additionally, the ability toreverse beatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.intoj.Aenables Noel to keep her opponent blocking ifj.Bis blocked and allows for baiting an airthrow reject missA state in which it is not possible to tech throws. It lasts for a few frames after a throw tech attempt.. The only real problem is that when used this way, the continued momentum makes it tricky to convert the hit into a full combo. Generally, this move sees more use to add stability in air to ground routes in some combos in the corner leading intoj.Dor into herRevolver BlastGuardAllStartup10RecoveryUntil L+8LAdvantageknockdown. As a jump in,j.Bis okay butj.Ctends to be better despite being able to be blocked mid. The reason for this is thatj.B's hitboxes do not reach that far down vertically so Noel will often have to delayj.Blong enough for her to fall on to the opponent which gives them more time to react. If the overhead is desired, it is more common to see Noel first jump withj.Cthen reverse beat intoj.Bon block to get a weakF-ShikiSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.overhead sincej.Citself is not. It is also used occasionally to set up aDrive Landing Cancelintod.6Bon the way down offensively for a very fast overhead attempt if it is blocked. Jump and throw cancellable on hit or block. Reverse beats intoj.A." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A slow multi-hit normal with disjoints that hits mid. Noel's strongest air normal. The hitbox onj.Cis relatively decent and when spaced well it can be used to combat her opponents in the air. Likej.Bit can be used preemptively to meet opponents with a considerably sized hitbox on the way up but it tends to be a bit on the slower side so it can be beaten when used reactively. If Noel lands a counter hit, theuntechable timeMinimal hitstun before teching is possible.is large enough for Noel to land and use5Cto continue the combo. It is also Noel's main normal to jump in with. Note that it is not anoverheadAn attack that the opponent must block high.so it is often the case that Noel will want toreverse beatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.into eitherj.Aorj.Bto hit them overhead. Often used in conjunction withDrive Landing Cancelintod.6Bfor an overhead on the way down. Reverse beats intoj.Aorj.B." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A diagonal hitting gun flare in the air. A staple part of Noel's corner combos and nicheneutralWhen neither player is in an advantageous position in terms of stage position.tool. Overall,j.2Cdoesn't really see much use outside of corner combos. It is a key component of her cornerBnBA staple combo that is simple yet effective.as it allows her to route into her combo enders. It also sees use in her more optimized routes, usually near the beginning of a combo after5Cas it leads into some of Noel's highest damaging confirms. In neutral, Noel can use this as a unusual spacing tool when combined with an air dash or a second jump after it recovers in the air for some tricky footwork. Another way to use it is to preemptively go into it while falling down onto the opponent to simulate a jump in attempt.j.2C's recoil effect after it recovers helps halt her position in the air for a moment which can be used as a way to dodge an opponent's initial anti air attempt. After that, she can continue falling or air dash back in for a potential punish after. Bounces against the wall in the corner, allowing forj.2C> air dash >j.2C Causes asoft knockdownA knockdown that puts the character into a state that may allow the character to get up off the ground earlier than a Hard Knockdown, giving the offender less options for continuing offense.state on hit. Floats the opponent on hit against a ground opponent. 110% Bonus Proration Bonus Proration 110% Landing recovery only applies if move reaches active frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Noel's only drive starter with no invincibility. Also her fastest drive move to start drivepressureTo attack the opponent continuously and leave little room for counter attacks.. 5Dis Noel's main way to enter drive without leaving a massive gap during her pressure. Note however that while it is her fastest way to enter drive, there will always be at least a five frame gap between any previous button and this one, and if known it can be abused in the opponent's favor. It also serves as a nicheokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.tool in certain setups. When used against a knocked down opponent in the corner, it will catch all rolls for a decent amount of damage. Additionally, itfatal counterA more powerful version of a Counter Hit in the BlazBlue series that only occurs if certain moves counter hit the opponent. Fatal counter adds 3f of hitstun to every move in the combo. Some moves forces fatal counter and do not require a counter hit.s and is her main way to punish the opponent outside of5Cand6C. It will force the opponent to stand up and then fall into a crumple state which allows Noel to route into a significant amount of damage. The only major downside is that it is clunky to use as a punish due to its significantstartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.. In Overdrive,5Dbecomes faster. This allows Noel to make most pressure strings leading into5Dgapless and allows Noel to combo5Cinto5Don standing hit. Also note that the muzzle flare effect is random just like5C. Fatal Counters. Forces Crumple stun into Hard KD on CH. Values in [] are during OD Fatal Counter Cancellable into Drive attacks and specials/CT/EA on frames 31-38 [25-32] On CH Crumple Duration 63F, Crumple Fall 62F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A slow forward moving hop with foot invulnerability. An alternative drivepressureTo attack the opponent continuously and leave little room for counter attacks.starter usually only seen in combos. Because2Dmoves forward a decent amount, Noel can be use it as an alternative to5Dto re-enter back into range to start drive pressure after being being push backed on block. With meter, Noel can also use this move to force a50/50A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A \"true 50/50\" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly.by usingrapid cancelA mechanic that makes it possible to cancel any move on block or hit at the cost of 50 meter.into either a high withd.6BusingDrive Landing Cancelor a low with2B. The tradeoff with this is that2Dis a lot slower than5D, which leaves a bigger gap for Noel's opponent to either jump out of pressure or even challenge her for attempting to enter drive. Note that since it has head property, Noel's opponents can useanti-airA grounded attack that hits the opponent out of the airs or even throw out large pokes to stop Noel in her tracks. Due to its large foot invulnerability and forward leap, it sometimes sees use inneutralWhen neither player is in an advantageous position in terms of stage position.or as anabareAn attack during the opponent's pressure, intended to interrupt it.tool against opponents who use a lot of lows or throws. In some very rare cases, it can also be used to clash with projectiles. More generally however, Noel will find herself using the other version of this move,d.2Dwithd.5Bfor corner combos that end in aRevolver BlastGuardAllStartup10RecoveryUntil L+8LAdvantageknockdown. Frame 4-till landing frames foot invulnerable. Forces crouching on hit. Values in [] are during OD Forces crouching on ground hit Airborne from frame 11, invuln ends on landing Airborne recovery/invuln duration can be altered by external forces Cancellable into Drive attacks and specials/CT/EA on frames 41-48 (5-12 frames after landing)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A slow sweep with body and projectile invulnerability that moves Noel forward. A situational tool with a variety of uses. Although it's a bit on the slow side, Noel can use6Dto dodge a considerable amount of projectile or body based attacks while covering ground. This makes6Dan effective tool in certain situations againstzonerA character in a fighting game who's primary gameplan is to stay far away keep distance from their opponent. The two main sub-archetypes are projectile zoners and spacers.s and the body and projectile invulnerability on the move also makes it as a situationally useful counter poke inneutralWhen neither player is in an advantageous position in terms of stage position.. It is also one of the three choices for Noel to start drivepressureTo attack the opponent continuously and leave little room for counter attacks.. However, this one is the weakest out of the three due it being the slowest to the point where the opponent is able to easilyfuzzy jumpA form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws.the gap.5Dis generally better for both catching fuzzy jumps due to having a decent horizontal hitbox and catchingmashTo press button(s) rapidly without little thought.ing with it having the fastest startup.2Dalso is generally the better button to close the gap if Noel desires to initiate drive pressure up close due to it also being situationally decent at catching fuzzy jump. Due to its invulnerability, Noel can also utilize6Das a reversal to call out bad pressure, but4Dusually ends up being the better button for this purpose. It losing out invulnerability two frames before it becomes active usually means that very active or well timed buttons can beat6D. Frame 1 hurtbox lowers to below crouchingFrame 3 onwards lowers very close to the floor. Frame 3 onwards lowers very close to the floor. Frame 4-2F before active body and projectile invulnerable. Hard KD on ground hit. Values in [] are during OD Startup from detecting nearby opponent is 21F, begins detection from frame 6 Cancellable into Drive attacks and specials/CT/EA on frames 3-14 of recovery" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "4D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Frame 1-31 body and projectile invulnerable Crumple stuns on hit. CH forces crumple stun into hard KD. Values in [] are during OD Cancellable into Drive attacks and specials/CT/EA on frames 29-40 [24-35] Crumple Duration 28F, Crumple Fall 61F On CH Crumple Duration 56F, Crumple Fall 51F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Ground bounces on hit. Hard Kd on hit. Can't cancel into air specialsCan cancel into ground moves upon landing Can cancel into ground moves upon landing Makes Noel rise during the startup Increased forward momentum in OD, allows for crossups If performed very low to the ground, Noel will land almost immediately, cancelling this move, but leaving Noel in the Chain Revolver state. This allows her to quickly transition into other Chain Revolver moves with little warning such as d.6B. A fantastic jump in move. With Body invul that starts early and lasts for 12 frames, combined with lengthy actives, Noel’sj.Dcan and will beat most anti airs in the game. It's a great button for establishing respect as the threat of it can make opponents relucatant to challenge her doing jump resets mid-pressure as to beat it requires risky callouts. On block, it can't be cancelled until she lands on the ground which leaves quite a sizeable gap where the opponent can counter attack. Although, unless Noel was very high in the air, she has time to go into Drives and play further mindgames with the invul RPS. With 50 meter, the risk-reward turns significantly into her favor as she can do623Dthat's fully invul and leads to a combo on hit, or RC on reaction if blocked. Values in [] are during OD Cancellable into Drive attacks and specials/CT/EA on frames 1-9 of landing" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "d.5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fatal Counters The quickest normal in Noel's drive state, and really fast overall. Since it moves her forward, hits on both sides and slightly upwards, it can be decent to press in neutral scrambles while in Drive. In pressure,d.5Acan be delayed for a long time and still frametrap 5f jabs to fish for fatal counters, and gets especially good reward in the corner. Values in [] are during OD Fatal Counter Cancellable into Drive attacks and specials/CT/EA on frames 10-21" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "d.6Aord.4A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches on ground hit. Values in [] are during OD Cancellable into Drive attacks and specials/CT/EA on frames 20-27" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "d.5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Wall bounces on air hit. Values in [] are during OD Cancellable into Drive attacks and specials/CT/EA on frames 22-27 Maximum Slide duration 10F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "d.6Bord.4B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Ground bounces on air hit 110% Bonus Proration added Values in [] are during OD Forces crouching on hit Bonus Proration 110% Cancellable into Drive attacks and specials/CT/EA on frames 23-32" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "d.5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Noel takes a step forward and a deceptively small gun flare erupts from Bolverk. Only used as combo filler. d.5Cis usually only seen in combos due to having the largest the second largest base damage and decentprorationA method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount.out of all of Noel's drive normals. Also sees some situational use as ablock stringA series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense.filler due to it having low push back. Crumple stuns on CH Values in [] are during OD Cancellable into Drive attacks and specials/CT/EA on frames 26-35 On CH Crumple Duration 64F, Crumple Fall 54F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "d.6Cord.4C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Used only as combo/blockstring filler. Has a ridiculous amount of blockstun, which makes it able to true blocktring into any of her other drive normals. The absurd blockstun also allows her to Crush Trigger with only about a 3 frame gap. You can use this move to attempt a pressure reset in drive by allowing the reload frames to occur and follow up with5Aor2Asince the reload frames are much faster. Vacuums on contact Deals minor chip damage Values in [] are during OD Cancellable into Drive attacks and specials/CT/EA on frames 58-61 Chip Damage 5%: 7×9" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "d.5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Values in [] are during OD Cancellable into Drive attacks and specials/CT/EA on frames 24-31 [20-27]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "d.2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Frame 4 - till landing Foot Invul. Values in [] are during OD Forces crouching on ground hit Airborne from frame 11, invuln ends on landing Airborne recovery/invuln duration can be altered by external forces Cancellable into Drive attacks and specials/CT/EA on frames 41-48 (5-12 frames after landing) Cancellable into j.214C and j.236236D on hit/block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "d.6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The follow up version of6D. Skips the dash and has much faster startup as its a mixup tool rather than a neutral one. This is the main button that will open up opponents during pressure, along with baiting CA or DPs as it retains Body invul. It also has better P2 than regular6D, making it a stronger starter despite the less chain revovler options. When close enough, it will crossup, so the opponent has to look for left/right mixups, this can often be done with thej.Dlanding cancel — alongside the usual 50/50 Noel has there. Asd.6Dis slower than her overheads during Drive pressure, this means the opponent has to high block by default. This allows Noel to do a 50/50 from any button in drive when she has 50 meter due to the threat ofd.6B. Hard KD on ground hit Low-profiles frames 2~6 {2~16} Values in [] are during OD Values in {} are when close enough to pass through opponent {Can pass through opponent 4-13F} Cancellable into Drive attacks and specials/CT/EA on frames 3-14 of recovery" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "d.4D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5-28F Body & Projectile Invul. Values in [] are during OD Cancellable into Drive attacks and specials/CT/EA on frames 29-42 [24-37] Crumple Duration 28F, Crumple Fall 61F On CH Crumple Duration 56F, Crumple Fall 51F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "Bloom Trigger", + "text": "d.236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Wallbounces midscreeen & in the corner First hit causes stagger, 2nd hit causes blowback effect Noel's normal drive ender for midscreen combos. On the offensive, this is usually used to help push back an opponent on block to make enough space to escape back into neutral, but is punishable on Instant Block. It can also decently set up a safe jump attempt as a follow up midscreen by IAD intoj.Cas long as the opponent neutral techs into this situation. However, the opponent can roll tech out of the safe jump attempt, which Noel cannot answer to outside of just chasing them afterwards. In overdrive Bloom Trigger is usable in corner combos with a prerequisite of a little bit of height to your juggle. Values in [] are during OD Crumple Duration 31F, Crumple Fall 64F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "Assault Through", + "text": "d.214D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 1-18F Fully Invul. Causes blowback ground slide effect on air normal hit Causes blowback wallbounce effect on Counter Hit Assault Through is a drive special that is occasionally used as a method to produce corner push in midscreen to corner combos, help put the opponent back in the corner in specific corner combos, and lastly help setup22Bcorner oki as it provides a hard sliding knockdown state for the setup. It can be used as a weak crossup, though it gives you no real advantage on hit or on block. On CH it wallbounces leading to a decent combo. This move is mainly used to punish opponents who are attempting to punish Noel whiffing drive outside of combo use, the goal is for this to counter hit overall. Values in [] are during OD Can pass through opponent 1-18 Maximum Slide duration 30F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "Type III: Spring Raid", + "text": "d.623D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 1-10F Fully Invuln. Can be used in combos meterless & without counter hit Spring Raid is mostly used in corner combos to help maximize Noel's corner damage overall. Can be used in combos midscreen as well but is less prominently used there as opposed to the corner. It is also a somewhat decent way to potentially CH then opponent from trying to hit you on the way down from something likej.Dbut its risky so be careful not to find yourself in this situation often. Can also be used as an answer to when your opponent activates their overdrive or some slow reversal during your drive pressure, but it's a big risk. Remember you can still whiff-cancel into this. Airborne from frame 9" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage (1500) Minimum Damage 100%: 1500 Maximum Slide duration 15F Crumple Duration 35F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage Minimum Damage 100%: 1500 Maximum Slide duration 15F Crumple Duration 35F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Frames 1-20 Fully Invul. 180F Heat Gauge Cooldown." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Possible to charge. Hard KD on air hit. 180F Heat Gauge Cooldown. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "Dash Cancel", + "text": "66 after specific moves H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Used instead of Noels's normal forward dash whenever you input 66 during moves that allow dash cancels. Only possible after22Con hit or236A/Bon hit, block, or whiff." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "Type XI: Optic Barrel", + "text": "236Aor236B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Noel \"fires her gun\", creating an explosion a set distance away from her.236Ahits about half a screen away, missing behind normal-size characters at round start distance236Bhits at basically the maximum distance both characters can be from each other. Both versions are dash cancellable on hit, block or whiff at the same time, but theBversion hits slightly later. Earliest possible dash cancel from236Ais -1 on block, allowing2Ato at worst trade against characters whose fastest buttons to hit crouching characters are 7-frame startup. 236A Can dash cancel frames 31-35 236B Can dash cancel frames 31-35" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "Type XVII: Chamber Shot", + "text": "236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Causes a launch effect similar to Noel's6Aon hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "Type XIII: Revolver Blast", + "text": "j.214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Noel's air ender to end air combos. Essential to Noel's corner combos (i.e.d.5B>d.2D) to increase overall combo damage. Midscreen it isn't that great of an ender as the opponent is able to just roll out after due to recovery and spacing after the follow up attackj.2C. Due to this its mainly just used in corner combos. Noel's air ender to end air combos. Can also be used to create a big hitbox around her during it's animation to potentially hit incoming opponents who approach her by Tiger Kneeing its input close to the ground. The multiple hits can also be used situationally to clash kill multihit projectiles. Knockdown distance afterj.2Cfollow up is closer to Noel midscreenFollow up has a hard knockdown opposed to defaultj.2C Follow up has a hard knockdown opposed to defaultj.2C j.214C Only applies landing recovery if move reaches frame 25 Cancellable into followup frames 28-30 on hit only" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "Type IX: Muzzle Flitter", + "text": "214A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Combo throw, can hit enemies in hitstun without incurring purple exclaimation marks. Can only grab standing opponents Minimum Damage 50%: 1000 Airborne from frame 13" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "Type VI: Flash Suppressor", + "text": "22Bor22Con downed opponent H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 200% Heat Gain Both versions can only be used if the opponent has already been knocked down once in the combo. 22B Hold B for more shots 22Bis used as a combo extender in some cases. Is also used as a combo ender to set up Noel's22Boki, since it gives a hard knockdown. Can be chained into theCversion by hittingCwhile holding downB, which is useful when a faster startup or different timing is required in a combo. Can be held as long as shots keep hitting, but Noel will continue to be pushed back until it starts whiffing, and the move can no longer be extended after a total of 5 shots fail to hit. Scales damage with every hit, so unless using it as an ender there is little reason to let it go that long anyway. 22C Dash cancellable Ground bounces 22B Checks for held B or C button on 3rd frame of recovery (frame 15) If B is held, returns to frame 9, hits every 7 frames If C is held, cancels into 22C (fast version) Check is disabled if 5 hits are whiffed/blocked 22C Values in () are when cancelled into from 22B Dash cancellable on frames 21-29 (9-17)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "Zero Gun: Fenrir", + "text": "632146D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Noel rams her gun forward, sprays a stream of bullets while gradually aiming upwards and, if the initial gun ram hit, finishes off with a final shot with big damage. Comes out extremely quickly overall. Noel's main reversal super. It's extremely fast and the guardpoint is negligible as the hitstop is one-sided— opponents can rarely RC it, let alone jump upback. It's more reliable than CA or4D, but is punishable on block. 632146D Clean Hit On Guard Point, hitstop for Noel is 0F. Opponent hitstop unchanged Values in [] are during OD First and last hit have Minimum Damage 20%, other hits 10%: 920 [1070] guardpoint reversal Crumple Duration 36F, Crumple Fall 64F 632146D On Block Each P in active frames represents a projectile spawned Minimum Damage 10%: 720 On Guard Point, hitstop for Noel is 0F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "Bullet Storm > Zero Gun: Thor", + "text": "j.236236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Noel Pauses in midair, fires a stream of bullets from both pistols diagonally downwards before launching a rocket. Overall, Thor is a super that is normally used to either stack a lot of damage upfront for a strong 4- 5k combo (mostly in corners), midscreen counter hit OD combos that use OD Thor for up to 5K, or to tack on damage to close out a round. It is also sometimes used to counter anti air attempts in some situations but is risky depending on the opponent's character. You can combo Thor into Fenrir as a double super ender for corner combos. 1-4F Fully Invul. Invincibility disappears after super flash 15% minimum damage (Normal: 710 OD: 895) 180F Heat Gauge Cooldown Last hit is airdash cancellable in Overdrive Values in [] are during OD Each P in active frames represents a projectile spawned All hits except final hit have Minimum Damage 10%, final hit 20%: 710 [1027] Bullets fire in 4F intervals, Rocket fires 41F after final bullet" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "Zero Gun: Sleipnir", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. 296/618 Minimum Damage Good Pushback Repositions both Noel & opponent about 1/3rd of the stage (Half stage instead if Noel is in corner) Positions Noel & opponent about the same distance as Optic Barrel A version range from each other afterwards. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 296 {574+44} Maximum Slide duration 40F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "Valkyrie Veil", + "text": "236236CwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Activates on successful guard point Hit will not interact with guard point" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "Valkyrie Veil (Classic Noel)", + "text": "214214CwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Only available to Hat Noel *Damage can range from 3550 to 4420, depending on the opponent's total hp" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion", + "title": "Noel Vermillion", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Intro", + "text": "Replay Theateris a great resource to find matchup footage. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree. Please feel free to make edits, but include edit summaries and sources where applicable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Amane Nishiki", + "text": "Amane's long pressure sequences and high chip damage, as well as his range and burst safe combos make this matchup extremely difficult for Tager. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Arakune", + "text": "This Matchup is extremely difficult for Tager due to his limited options to deal with Curse and Arakune's various mixups and surprisingly good movement. If Tager manages to lock Arakune down, he'll probably get blown up due to Tager's damage and Arakune's very low health. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Azrael", + "text": "A match-up that can go either way. Both characters have strong close-range offense and powerful corner pressure. Azrael has better neutral and mobility, but his need to get close to Tager is exactly what Tager wants. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "Azrael relies a lot on small amounts of plus frames and small gaps to make sure you respect his pressure. Abuse IB 360A on moves +3 or less to keep the Azrael second guessing on offense." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Bang Shishigami", + "text": "Tager's tools struggle against Bang's speed, and Tager often has a hard time getting out of pressure without getting mixed. However, if Bang makes a mistake, Tager can blow him up due to his high damage and Bang's relatively low health. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "• Bang's Neutral Game is much better than Tager's due to his faster speed and mobility options, he can quickly turn a poke into a combo. However, his normals are smaller than yours, especially compared to your5D, which is disjointed and hard to punish due to how far it pushes the opponent on block, so despite its slow speed, nailing this on a Bang trying to approach is very useful. • Bang will usually try to bait reactions out of you with his two air dashes and his other unique options in order to hit you during recovery, so be sure to not be too predictable or overcommit too often. Less rewarding but safer options can often be better than high risk but high reward options like2Afor low air approaches or5Ato check approaches rather than623Cas an anti-air or5Cto check approaches." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "• If you manage to get Bang on the back foot, you want to lock him down with magnetism and/or the corner to keep him from getting away so he can't start his mixup game." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Bullet", + "text": "Bullet's aggressive rushdown/grappled hybrid gameplay means she'll often be in Tager's face, which is what both of them want. The match is largely decided by who gets going first. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Carl Clover", + "text": "A lot of Tager's options can be shut down by Nirvana, and a good Carl will almost never let Tager get in. If Tager manages to make his way in, Carl is most likely dead, as rare as it is. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Celica A. Mercury", + "text": "Celica's lack of mixup potential and poor Oki gives a patient Tager player an advantage over the much squishier Celica, though if you get conditioned, Celica and pull out some surprises. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "Has a \"Murakumo Unit\" sliding back dash to avoid Tager's pressure" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "Her buttons and safe midrange pressure are quite difficult to deal with. Be wary of her divekicks as even thou they are very punishable, she will rapid to restart her pressure. Her drive moves are very limited and punishable on reaction and with instant barrier." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Es", + "text": "Es's long normals and projectiles can be annoying for Tager, but a patient Neutral game and well timed uses of Spark Bolt can turn a match around. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Hakumen", + "text": "Hakumen and Tager both get big punishes off mistakes, and while Hakumen has better mobility and high damage, even on Tager, Tager's command grabs bypass Hakumen's counters, and his Magnetism forces Hakumen to get close, which can be difficult for him. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Hazama", + "text": "Hazama's Ouroboros chains means he rarely has to commit to a mistake, and can entirely ignore Tager's Magnetism with them, but if he runs out, Tager can quickly put turn things around. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Hibiki Kohaku", + "text": "Hibiki is a Ninja type character that's hard for Tager to lock down, but is slightly squishier than Bang. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Izanami", + "text": "Izanami is an extremely hard matchup for Tager, Ribcage prevents Spark Bolt from wall bouncing, and Float prevents Magnetism from working normally. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Izayoi", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Jin Kisaragi", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Jubei", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Kagura Mutsuki", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Kokonoe", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Lambda-11", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "Be very cautious on barrier block usage. Stay close as possible to Lambda by walking her down." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "B-sledge on Lambda's overhead drive move. Use the threat of spark bolt to deter the Lambda player from throwing out more swords. To deter Lambda from using her leaping reversal, hard reading into B-sledge armors or using an 360c air driver punishes Lambda." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "When pressured full screen, find gaps to start charging sparkbolt meter to begin your offense," + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Litchi Faye Ling", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Mai Natsume", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Makoto Nanaya", + "text": "Makoto's stubby buttons and lack of ranged options means she'll often be where Tager wants her to be. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Mu-12", + "text": "Mu's zoning and setplay usually prevent Tager from being able to approach, and her reversal can completely ruin Tager's offense. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Naoto Kurogane", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Nine the Phantom", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Noel Vermillion", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "When holding spark bolt, be very cautious of Noel's using her 6D/4D to avoid the spark bolt by dodging it and punish you." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Nu-13", + "text": "The classic Grappler vs Zoner matchup. Nu has very little issue in keeping Tager away, but is very squishy and crumples under pressure. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Platinum the Trinity", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Rachel Alucard", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Ragna the Bloodedge", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Relius Clover", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Susano'o", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Taokaka", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Tsubaki Yayoi", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Valkenhayn R. Hellsing", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "Be wary of getting into situations where you block Valk's wolf form mix as they are very hard to react. It is possible to IB 360 gaps if you guess correctly the first time." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Yuuki Terumi", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Matchups", + "title": "Iron Tager", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Combos", + "title": "Makoto Nanaya", + "section": "Intro", + "text": "This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.Consider helping rewrite it." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Combos", + "title": "Makoto Nanaya", + "section": "Combo List", + "text": "For more combos, check thisMakoto Combo DocorDustloop forum All Drive moves are assumed Level 3 (e.g5Drefers to level 35D). Otherwise, drives with parentheses specify the level drive attacks e.g2D(lv2)refers to2Dlevel 2." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Combos", + "title": "Makoto Nanaya", + "section": "Midscreen", + "text": "[ The most basic combo that will never fail you, as long as you dont ask too much of it. Gives good okizeme and can be pushed a little for damage. However, because of its limited followups outside the corner, its usually better to only do this combo from2Astarters, especially if you did a long gatling chain before hitconfirming like2A2A2B5B5C5CC. On ground hit it is just always better to do214A~C~Cfor the extra damage and heat gain. Works on air hit, but214A~C~Cwill drop depending on the character. Can be followed up up with5Cin the corner. [ This is one combo that can be adjusted to be as hard or easy as you want it to be. 5CC>2D(lv2) >236A>6A>2D(lv3) is Makoto's foundational launcher package and is mandatory to learn and hit every time.236A>6Ais a link;236Ahas a bit of recovery thus the6Ahas to be delayed. The link is relatively lenient and can be mashed. After this it is possible to go into an air combo by linking5CCor6Aand jump cancelling for an easy combo, or by linking6Bfor an intermediate or hard combo. Beginner-to-intermediate players can cut the combo slightly short and not lose out on much damage. The expandable table below lists the variations. This combo does NOT work on air hit. [ The basic BnB drops on air hit, but this combo uses the same confirmation string and works on airborne hits instead. For non-attribute antiairs like5A, routing into6A2D(lv3) is also an option; that choice is better for hitting opponents higher up but worse for damage and ease of hitconfirm. Just like the basic BnB, it can be adjusted to reduce the level of difficulty by removing the 214AC665Bpackage. Does NOT work on ground hit. The first microdash can be omitted based on character and distance. If the first microdash 66B is skipped, any later 6Bs must have a microdash." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Combos", + "title": "Makoto Nanaya", + "section": "Corner", + "text": "For Orb Oki, a microdash before the236Ais needed for proper spacing. This can be input with2366A, but will be notated with 66 >236Ain the combos below." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Combos", + "title": "Makoto Nanaya", + "section": "Combo Theory", + "text": "Variations on combo enders Air Combos Corner Combos" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Combos", + "title": "Makoto Nanaya", + "section": "Video Examples", + "text": "Midscreen Corner Counter Hits Midscreen crouching confirm Corner crouching confirm" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Combos", + "title": "Makoto Nanaya", + "section": "External References", + "text": "Dustloop Forum combos" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Combos", + "title": "Makoto Nanaya", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Strategy", + "title": "Susano%27o", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Strategy", + "title": "Susano%27o", + "section": "Key Moves", + "text": "5ABuddha's Palm 5BWill do your taxes for you 2CFor anti-airing above and in front of you 6B\"FATAL!\" j.CMassive air-to-ground approach Use this jab for stagger pressure,tick throwsA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.andcounterpokingAn attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk.. +3 on block Jump cancellable on hit/block Disjointed hitbox Its low recovery also allows for safemeatiesHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.that can bait 9F reversals, making it a valuableokiShort for \"Okizeme\"Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.tool. It's a bit slow however, so consider mashing out of pressure with the faster2AGuardAllStartup7Recovery10Advantage±0instead. Additionally,j.AGuardHigh/AirStartup8Recovery15Advantageis your best air-to-air up-close. Great for punishes, combo starters as well as your main approach tool for various reasons. Excellent range and speed Easy pressure starter on block Easy combo starter on hit You can press5Bon roundstart and the vast majority of the cast will need to play around it to not get hit. You can also use it as a poke to contest space by pressing it back to back against cornered opponents to deter them from jumping out or attacking you. Your main anti-air. Slower head invuln than average but still a goodnormalA type of attack that is performed by pressing a single button, and possibly a single held stick direction.overall. Hits twice, both hits being jump cancellable on hit/block Moves him forward to stay at pressure /mixupTo perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.range Can sometimes hit behind Susano'o against standing opponents While5Acan be used as a stop sign for low air approaches,2Ccan cover the area above Susano'o. Helow profilesWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.quite a bit right before the move's active frames, compensating for his late invuln frames against opponents falling down on him in a way. As an anti-air however, use this preemptively rather than reactively to make the most out of it. An amazing pressure tool thanks to its forward movement, frame advantage on block and frame trap gatlings. Fatal Counter, making it his best Counter Hit starter Hits twice, both hits being +4 on block with no gaps in-between Lenient gatling window for specials, allowing for late cancels If your opponent doesn't know how to IB,5B>6Bcan basically lock them in the corner forever. Can also be used as a normal to press in neutral thanks to its great range and low recovery, making it hard to punish for the great rewards it gives on hit. If you don't know what to press when pressuring someone, use this. A huge air button for air-to-ground approaches that can circumvent Susano'o's run delay with the use of IADs. Hits twice Second hit reaches far below, sometimes punishing anti-air attempts when done very high up Towering Flame (623C)Meterless reversal Hunter's Fang (214B)Block this overhead Dancing Dual Kick (236B)This will catch theirfuzzy jumpA form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws. Blade of Judgement (236D)ZonersA character in a fighting game who's primary gameplan is to stay far away keep distance from their opponent. The two main sub-archetypes are projectile zoners and spacers.beware A meterless DP that will save your life on defense more than once. Due to most of the cast having some kind of up-close pressure game, you should almost always unlock this first. Huge hitbox with long active frames Hits all around Susano'o, stopping cross-ups Great damage booster in combos Keep in mind this DP has a ProjectileattributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.H- HeadB- BodyC- ChestF- FootP- Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2T- Throw, meaning it is weak against projectiles-invuln moves and will clash with other projectiles, making the hitbox disappear. It can still beRapid CancelledA mechanic that makes it possible to cancel any move on block or hit at the cost of 50 meter.(A+B+C) on hit/block to make it safer or to combo afterwards however. A risky overhead with good reward on hit. Make sure to have 50 meter toRCRapid Cancelas it's very unsafe on block. Otherwise a good combo tool. Only an overhead with the grounded version Air version is Guard All and serves as a combo filler only Slightly halts your air momentum for air stalling Has the same properties as Lv1, but comes with an extra colossal pillar that can swat anyone out of the skies – upgrading Hunter's Fangtransforms it into an incredible neutral tool, especially when using the air version so that the pillar comes out faster. Spacing this move correctly so that only the pillar hits will also make you +1 on block, serving as a great pressure reset and frame trap tool for those who still think you're punishable. Even easier to do against Barrier Block. Main combo special, allowing for extra damage and more unlocks midscreen. It's unsafe on block so always have some meter to RC if you used it as a low mid-pressure. Hits low five times, catching anyone who will attempt to jump or block high. Easy combo extender anywhere on the screen Fantastic corner carry If you already have DP unlocked, this should be your second biggest priority seal when starting out." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Strategy", + "title": "Susano%27o", + "section": "Situational Moves", + "text": "5CPretty good poke 2BNiche anti-air 3CCatch them walking back 2DRisky low profile j.BSometimes better thanj.C A slow but huge normal that covers a vertical area that5Band6Bcan't reach. High vertical and horizontal reach Safe on block when spaced-out and special cancellable Good disjoint Can beat some midrange IAD attempts when used preemptively and serves as a great space-control tool in the corner against jump-happy opponents. On air hit, follow up with2Cup-close or hjc.j.Bat max range. A good normal to throw out in neutral against characters with long-ranged air pokes. Low profiles to an extent Slightly disjointed Not a low, but has foot property You can win against moves that extend their hurtbox downwards and normally outrange Susano'o's2C, likeJin'sj.CGuardHigh/AirStartup10Recovery20+4LAdvantage,Celica'sj.CGuardHigh/AirStartup12Recovery23AdvantageorNine'sj.BGuardHigh/AirStartup10RecoveryUntil LAdvantagefor example. Also good to throw out sometimes against Body invuln neutral skips such asLitchi's421CGuardAllStartup16~27(37~48)Recovery17Advantage-3 (+1),Hakumen's623AAGuardMidStartup6Recovery16Advantage-4orCarl's236BGuardStartupRecoveryTotal: 39Advantageto name a few. While this move will be your main low-hitting threat that will keep your opponent in crouch block during pressure, it does have its use in neutral. Slightly low profiles Hits low twice Special cancellable on block A very niche but useful normal against opponents who like to walk when repositioning in your effective range, especially when walking back. Getting a Counter Hit will also give you a6Blink, which can lead to ludicrous damage. A very risky all-in tool that, while needing to be Rapid Cancelled on block, can be used in some very specific situations. Farthest horizontal reach out of all his normals Low profiles the most once active, even more than3C Hard Knockdown on hit You want to use this when rushing in trying to low profile a move while also punishing it. If you have236Bor OD available, you can easily get big damage or end the round off a clean hit. Very powerful jump-in. While it has slightly less reach and damage than its popular counterpartj.C, it does have a few advantages of its own. Hits faster, therefore becomes harder to react to Safer when spaced-out Slightly disjointed Sundering Claws (236A)Repositioning tool Megalith (214A)An Instant Blocker's nightmare Inevitable Calamity (CCCC)Probably your most valuable seal Very matchup-dependent seal when used in neutral, serving more as a quick movement tool to go under characters reliant on high jump-ins likeNine. Offers grounded mobility whenever going air-to-air is too dangerous Goes even further at Lv2+ You can use it to quickly create distance away from the corner against jump-happy opponents or to punish moves that not even2Dcan reach (or if Swordisn't unlocked). A good pressure reset when used sparingly, serving as a great disruptor in your blockstrings' rhythm. +1 on block Fatal Counter Fully disjointed A very annoying seal for Instant Blockers. Using this right before the second hit of6B(or even3C) hits can open up people due to the sudden delay, effectively resetting your pressure against them. Keep in mind that despite its Fatal properties, you cannot start a combo with it on Lv1, even on crouchers. Much slower than Lv1, losing its effectiveness at throwing IBers off. It instead becomes a pure and raw pressure reset that can only be contested with long pokes. +8 on block Slower startup, but allows combos on hit Use5Bon hit and up-close to start a combo. Again, don't be too obvious with this since you're fully vulnerable during its lengthy startup. A better Lv2 in terms of damage, frame advantage and rewards on regular block or Counter Hit. +12 on block and must be barriered Guard Crushes on regular block Same startup and crumples on hit On a Fatal starter or on Guard Crush, you can use6Bto start a combo. A monster of a seal in terms of versatility. Ambiguous pressure reset, despite being -5 on block Can be held to deny any punish attempts Fully disjointed Combo starter on Counter Hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Strategy", + "title": "Susano%27o", + "section": "CCCC(1)", + "text": "Depending on your preferred controller or layout, you have multiple ways to cancel Orb (CCCCGuardAllStartup6Recovery20Advantage-7): HoldB+D, MashC(or MashB+C+D) 5 times:If you're playing on stick or keyboard/hitbox, this is the best way to do it. On a pad however, it might be much harder to execute. HoldD, MashB+C5 times:Very easy to do and risk-free if you have a throw macro, but limits you to only using it after aDmove if done mid-pressure. MashC4 times, PressA+B+C+Don activation:Needs a bit more discipline on your OD macro timing, but allows you to try this anywhere during pressure. Careful not to get hit as you cancel however, it WILL make you Burst. You can use Orb(1)as a safe pressure ender. Since it is only -5 on block when cancelled correctly, using it right after an unsafe normal like5Dallows you to safely unlock any important seal mid-pressure (like DPfor example) without having to commit to anything afterwards. The pushback is also very high against Barrier Blocking, acting as an even safer return to neutral if you let it rip for a few hits. However, the true strength of this seal comes from its comically low blockstun compared to Susano'o's other big buttons. In fact, your opponent will be so used to your5Astaggers and6B's slow rhythm that having this instantaneous taser will mess up their timing when trying to take their turn back. That's where its role as a \"pressure reset\" comes in. Pressing5Bright after Orb(1)can allow you to keep your pressure going or even better, score a Counter Hit starter if the opponent messed up their counterattack timing, which will happen a fair amount. The counterplay to Orb(1)is to IB it, which reduces the pushback and makes Susano'o punishable at -8. Savvy opponents will react and counterattack, but you can prevent that by not cancelling it and keeping mashingC, messing up their timing once again and giving you a Counter Hit starter if they still decide to press a button against it. In addition to being able to end pressure safely, this seal can likewise punish opponents trying to take their turn back too quickly, most commonly after6Bor3C. With a small delay, you can fish for counter hits and get a damaging combo from it. Additionally, its ability to cancel both5Cand6C's startup into it makes it possible to bait defensive Overdrive attempts against those normally unsafe normals. This will make you safe after its activation while also wasting their precious resource, since they won't get the huge punish they were hoping for. Unlocking Orbgives you access to a 6F mash, which in certain situations is very handy to have. It is however very committal to use due to the tricky input – you will find it most efficient when buffered on wakeup or during blockstun so that it comes out the moment you can act. In moments like these, your chances of getting a Counter Hit are very high, granting you the ability to link it into5Bor even6Band get a combo started. Keep in mind you should only use Orb(1)if you're betting on getting a Counter Hit, as it can only be as fast as -4 on a regular hit (-2 on crouching hit) – starting pressure on them instead is a much better option in that situation. Midscreen, Orb(1)is mostly use after an air5Dhit as a whiff to shorten the recovery of the previous move, allowing you to follow up with5Cand repeating the combo over and over (also known as Orb loops)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Strategy", + "title": "Susano%27o", + "section": "Movement", + "text": "Being larger than your average joe, Susano'o needs to wait 15F for his run to start. Tricks like usingrunning momentumorBarrier Brakeare still possible, but require you to go past the run startup first. Once he gets started, he bolts forward, allowing to either chase escaping opponents or to run under airborne threats thanks to him slightly leaning forward doing so. Susano'o also possesses great air movement that you should definitely start incorporating into your gameplan if you want to succeed: Instant air dashes(or IAD) are an essential option to cover short distances in a short amount of time. Along with his massive air normals, Susano'o can take his turn and force the opponent to block if they weren't ready or in a right position to anti-air. It also allows him to beat pokes lacking vertical reach – you can regulate your height by slightly delaying your air dash, increasing your chances of getting in against bigger pokes. High jumpis very useful when you are against the corner. Along with air dashing once you reach its apex, there isn't much your opponent can do to stop you from returning to neutral apart from retaliating with a high jump of their own as a read. When used along with IAD, this option allows you to go over certain counterpokes (or even anti-airs), making it even stronger than your regular IADs. Run-up high jumppropels you extremely far, most likely behind your opponent where they cannot contest with an anti-air or grounded normal on your landing. You still have another air action of your choice to reposition yourself or to bait certain anti-airs with a lengthy recovery. Instant double jumpcan be confusing for your opponent due to the jumping animations blending together. You will instantly rise further, leading to your opponent mistiming their anti-air and allowing for a punish on the way down depending on their recovery time." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Strategy", + "title": "Susano%27o", + "section": "Pressure", + "text": "Basic pressure to catch any mashing. When starting stagger pressure, you will be relying on5Amost of the time – using it back to back creates a 5F gap on regular block, which naturally creates frame traps. Some characters can trade with you if they use a 5F jab of their own or if they IB, so consider hitting them with2Aor a delayed5Bto cover both of those options. Be careful to not be too hasty when pressing5A, as you are vulnerable topushbackWhen an attacking player hits their opponent, they are pushed backwards by a small amount. This is the most common form of infinite combo/blockstring prevention system.. If you do one or two5As back to back, you can just walk back in with no issues. If you do more or if your opponent uses Barrier, you will either have to dash back in or to use an IAD (if you want tolow crushA move that avoids low attacks. The move might pull your hurtbox up a bit so it avoids attacks that are low to the ground. In games with attack attributes such as Blazblue this is done with Foot attribute invulnerability.their abare). Make sure to use both options to show that you can cover any mash attempts from your opponent. Be creative with how you use5A, as breaking your flowchart can be confusing against opponents with good observation skills. Create a pattern, then break it or mix them up once they become too comfortable blocking. Common frame traps: 5A>5A>5A(5F) 5A>2A>5A(4F) 5A> dl.5B(+1F) 5A>6B(5F) Another reason5Astagger pressure is so terrifying is due to each press threatening for a tick-throw to follow. Susano's strike-throw pressure is very effective in any situation and will open up just about most opponents as long as you aren't too obvious with when to go for it. The fear of the throw will sometimes make them panic and act recklessly on defense, which is what you're looking to punish. Susano'o can alsokara cancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.his5CGuardMidStartup17Recovery18Advantage-5into a throw by plinking it withBto extend his throw range and catch his opponent off guard, thinking they're safe from being grabbed. Sometimes you can run-in Barrier then use a delayed throw to mess up their tech timing, or you can dash-in with5A>5A> dl.[5C]~B. While regular throws also completely halt your dash momentum, kara throws will carry that momentum slightly thanks to5C's startup still being affected by it. Note that kara throws won’t come out if5Cis part of a gatling, so make sure to add a delay after5A. Some players will useBarrier + Throw OSto both Barrier Block attacks and tech your throws on the same frame, making it a powerfulOSA technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations.against meaty or immediate throws. However, when done too early, they will be put in aThrow Reject MissA state in which it is not possible to tech throws. It lasts for a few frames after a throw tech attempt.state for a bit of time, meaning the next throw they get caught by will be untechable. Keep staggering them or delay the timing of your throw to bait their Barrier OS, then proceed to walk up to them and grab them after seeing their Barrier flashing. This should beat opponents who happen to suspiciously tech every meaty throw you do on them. Common tick-throw/TRM setups: 5A> dl.5B+C 2A> dl.5B+C 66 > [1A+B] > dl.5B+C IAD > dl.j.A>j.C(whiff) > dl.5B+C You will be coming back to this button a lot during pressure. It extensively moves Susano'o forward during both hits, reducing the effectiveness of Barrier Block's pushback. Furthermore, it acts as a pressure reset due to being +4 on regular block, meaning your opponent will need to either IB, IBB or use a reversal to have any chance of dealing with what comes next. As a stagger tool,6Bcan gatling into3Cor5D. While they are both gapless on regular block, most people will be IB/IBBing the second hit, meaning mashes will give you a hefty Counter Hit starter, both options being very damaging. You also have the possibility to delay those gatlings against normal blocking, though it's usually better to reset pressure against that. Common frame traps (on Instant Block): 6B> dl.3C(+1F) 6B>5D(2F) 6B>214ALv1(5F) As a pressure reset,6Bis more of an RPS than a pure pressure reset tool when IB/IBB'd. Your more common follow-ups are either: 2Ato go under any 5F jab that whiffs on crouchers, or to punish any 7F mashes (doesn't reach against Barrier Block or IBB) 5Bto catch anyone jumping out or backdashing Jumping forward/IAD to reset pressure with less commitment Going for a common frame trap to commit against fast mashes On normal block, the RPS is heavily in your favor – the opponent will either have to keep blocking or to use a reversal.6Bis a very common spot for people to use reversals on, as you being so plus means you are more likely to attack again and get hit by it, not to mention both hits are gapless, so they can buffer a reversal after each hit in case you RC at any point. That's where3Ccomes in, as that gatling is always gapless and the lows will easily catch any DP input attempt that are being buffered. What's more, nothing stops you to just press6Band block to observe how your opponent reacts. Due to this RPS being often responded to with reversals, blocking will allow you to punish any reckless attempts from your opponent. Using RC after the first hit to then block is also very effective as a hard read against people who useCounter AssaultAn attack in Blazblue that is only possible while in blockstun that has invincibility and is used to stop the opponent's pressure.between your hits. Your best friend against any respectful or hesitating opponent. If they are standing, IAD >j.A>j.Dis very hard to react to at midrange and puts you low enough to the ground to be +10 on block upon landing while also unlocking a seal. During5Astagger pressure midscreen, you can IAD to cross your opponent up and hit them withj.Dto be around +4 on block or more, while also having a chance to start a damaging combo if they don't block the right way, thanks to it being a Long starter. If you decide to jump forward mid-pressure after5Aor2C, you can usej.Don the way down to punish them for blocking too much and still be heavily plus on block. If they're conditioned to block standing to preemptively block your jump cancel normals, use this to your advantage with jump cancelj.C(2) > dl.j.D, which only works against standing opponents but locks them in more blockstun, preventing any anti-air usage that isn't invuln frame 1 until you safely land. They can still anti-air you before yourj.C(2) connects, however." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Strategy", + "title": "Susano%27o", + "section": "Mixups", + "text": "Apart fromF-ShikisSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.and fuzzy overheads, everything Susano'o does is reactable. Yes, everything. People will IBB6B, people will block6Cand6D, people will tech your throws...And that’s okay! The truth is, Susano'o's mixup game relies on heavy conditioning,mental stackHow much focus a player can devote to different strategies in a match. It's common that a player will struggle to do seemingly easy tasks because their mind is trying to focus on multiple things at once.and fear from his opponent. While his basic tools carry risk due to being punishable on block or withOverdriveA universal install that freeze the timer and makes combo unburstable. Each character gets unique perks during their overdrives., the reward he gets from hitting a single overhead thanks to his damage and snowballing potential is insanely high. Your opponent knows this and you can use that knowledge against them by overwhelming them with the amount of tools at your disposal, even without seals. As long as you don't panic on offense against aturtlePlaying overwhelmingly defensively, with as few offensive risks as possible. Players who turtle will largely prefer blocking, putting up strong defense with powerful, pre-emptive pokes or projectiles, and in general will almost never instigate an offensive attack.that's tough to crack, you will do just fine. Of course, this doesn't mean you should be overthinking against everyone you fight – test the waters with basic options first and use what works on them. 6CSlow but potent 6DWill surprise more than one j.AFor F-Shikis 5A+B(Crush Trigger)Quick Guard Crush 214ALv3Slow Guard Crush 63214CThe Almighty God Press 25F of startup with a straightforward animation, so expect people to block this consistently when used as a gatling. You will find more success using it during stagger pressure, as a meaty overhead on their wakeup or as they fall down on you if you managed to make them block in the air. On block, you are only -3. Your opponent could still counterattack if you decide to reset pressure with it, but remember you still have access to a plethora of gatlings with more committal mix or frame traps with the help of seals. This will deter most people to start pressure on you without thinking twice. A bit slower, but the animation and deceptively long range of this move will open up many unsuspecting crouchers, especially at max range where it's harder to punish on block. Hits standing opponents on frame 20 Hits crouching opponents on frame 26 This is especially important, as6Cwill force your opponent to stand block, locking them in 20F of blockstun. It can gatling into6Dto make them block a 20F overhead instead of a 26F one, which is extremely powerful for the risk-reward it gives. This also gives you access to a true50/50A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A \"true 50/50\" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly.with the help of2Dbeing a 16F low, which you can delay slightly. The counterplay is to either IB6Cto reduce the blockstun or to use universal defensive mechanics like CA or OD. Make sure tohit confirmTo perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent.6Cbefore using6D, as using it on hit instead of on block willNOTmake this a combo, but a reset. If your opponent blocks6Dand you don't RC, you're giving your opponent a free punish on you. If you don't feel ready to hit confirm yet, use5Das a substitute gatling for the time being, granted you have seals like214ALv1+orCCCCto help you make it safe. Your most reliable air normal for F-Shikis (or fuzzies). Interchangeable withj.Bwith a bit of distance for more reach, better damage and longer combos, but doesn't work if you're too close. As a quick explanation, F-Shikis are instant overheads that are only possible against an opponent locked in standing blockstun. If they hold 1 to crouch block while being stuck, they will be considered crouch blocking despite being standing, meaning fast overheads like rising jump normals will connect and open them up. On hit, you can follow up withj.C(2) > dl.j.Din order to start a combo afterwards: 5B>3C...(fromj.A) 5B>5C...(fromj.B) Fallingj.Aandj.Bneed to be blocked high and generate a good amount of blockstun, making a re-jump possible to fuzzy your opponent.j.Cmight sound like the easiest way to setup a fuzzy thanks to its two hits, but it has very high pushback against Barrier Block so you won't likely be in range for it anymore, not to mention the second hit can be blocked crouching when the first one connects. You need to cancel your landing recovery frames with a microdash in order to re-jump before the standing blockstun expires. Susano'o's dash may have a delay, but the startup animation also works to cancel it, so no worries. The input to cancel your landing recovery before the re-jump will be669. Once they start blocking high a lot more,3Cwill catch them low for another potentially damaging combo. Common F-Shiki setups: IAD >j.A> dl.j.B> 669 >j.A>j.C(2) > dl.j.D Fallingj.B> 669 >j.A>j.C(2) > dl.j.D 6C(blocked) > RC/OD >j.A>j.C(2) > dl.j.D A 20F Guard Crush that costs 25 meter, which isn't that much for the reward it gives all things considered. It's very fast, gatlings from almost every normal on block and moves you forward quite a bit, putting you at the perfect position to either follow up your Guard Crush with2Aor an untechable throw. It's also ±0 on Barrier Block, meaning you still get to work on area denial if they can't reach you. You can also charge your Crush Trigger for 30F to massively increase the duration of the Guard Crush for an easy6Bfollow-up. It's a lot more reactable as a result, but removes 50% of the opponent's Barrier Gauge if they block it with Barrier. Acts more as a pressure reset than a mixup tool, but using this option for the first time might catch some people off guard due to its usually sparse usage. Use it at any level between6B(1) and6B(2) to mess up your opponent's IB timing, which will sometimes hit them as a low-damaging poke you can resume pressure on. You can also use this during short pressure strings to wear your opponent's Barrier Gauge down in hopes of them panicking and forcing them to make a mistake. Do not abuse this too much, as on Lv2+ the startup can be easily interrupted off a hard read, leading to a CH starter on you. As a frame trap however, it can Fatal Counter opponents who messed up their abare timing. An extremely high-risk command grab. Do not be predictable with this or you will be eating a disastrous CH crouching punish. 30F of startup at point-blank, even more from a distance Travels quite far during its active frames Untechable no matter what, can only be avoided by jumping Leads to very good damage with RC, although it is possible to get a combo going meterless thanks toCCCC(1). You will mostly use this on heavily conditioned opponents who want to stay blocking on the ground. As a more niche application, you can use it as they wake up for a meaty grab, as well as to punish air moves with a bit of non-cancellable landing recovery. Keep in mind the element of surprise is mandatory for this command grab to connect." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Strategy", + "title": "Susano%27o", + "section": "236BRC Setups", + "text": "While your main use for GV (236BGuardLow/Air×5, AllStartup18Recovery19+11LAdvantage-15) will be to extend combos and unlock more seals, having 50 meter opens up mixup opportunities during pressure and blockstrings that most people aren't always aware of. You can find a video example of some of these setupshere. Being -15 on block, the reasonable thing to do against GVfor your opponent would be to simply block the last hit and check if you would use RC to keep the pressure going. However, right before the very last hit connects, you can Rapid Cancel and pressB+Cto surprise them with a throw. This is the most basic and common use of this setup, meaning lots of people will simply tech the throw and return to neutral. A more niche application for this setup, albeit a bit harder to execute. The last hit of GVputs you airborne after the hitstop, meaning a delayed Rapid Cancel puts you at the perfect position for an instant overhead withj.B. The timing is a bit tricky and requires some practice to get right, but it's a very powerful mixup tool against opponents who are looking to tech the potential RC throw. It's also possible to air dashj.Bto slightly delay it in order to either punish them for mashing2Aor to follow up with an emptyj.Cinto throw. A similar setup from the previous one that forces the opponent to guess another 50/50 with RC air dashj.A>j.B> 669 >j.A>j.C(2) > dl.j.D. All of these options get beaten by IBing the fifth hit and throwing you right before the last kick connects. If your opponent knows about this, you can beat them at their own game by using RC earlier into6C, or by simply doing RC backdash right as they want to throw you, which you can easily whiff punish with5Bfor example." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Strategy", + "title": "Susano%27o", + "section": "63214CSetups", + "text": "While mostly used as a risky gimmick or last resort trick, it is technically possible to force your opponent into an \"unblockable\" situation with the help of God Press (63214CGuardThrow (70)Startup30Recovery37Advantage) being an untechable throw. Be aware that in most situations, these setups are either overly expensive, inconsistent or unoptimal. These are mostly available if you don't mind overspending on resources and need to open someone up really badly to end a match for example, just note that these can be countered with universal mechanics. This section is mostly for trivia and knowledge purposes. Unblockable setups and resets take an unnecessary amount of resources and luck that are almost never worth attempting in a serious match. You can try them in casuals, but do not include them in your actual gameplan if you wish to nurture good habits. The closest you can get to a checkmate unblockable setup, rightfully so due to it costing all of your resources for guaranteed damage. Thanks to its very high blockstun and blockstop, Sword Super can lock the opponent long enough in their blocking animation for you to Rapid Cancel and use God Presswith no gaps in-between. No possibility of jumping out or to use a reversal against it either. You have a 10F window to perform the RC > God Pressafter Sword Super gets blocked, which is only true when done fully up-close – remember that God Press's startup increases as you get further away from the opponent, so getting pushed away by Barrier beforehand can make the setup more prone to failing if you didn't buffer your inputs fast enough: 236236D>632A+B+C.14C(Rapid Cancel on the frame the move connects) They can Guard Cancel Overdrive through after blocking Sword Super, but you can prevent this by either using an Overdrive of your own prior to lock them out or by making sure they already used it before. As such,Counter Assault is the only way for your opponent to avoid the incomingGod Press– either check their meter beforehand or pray that they don't know, as getting interrupted means you lose your advatangeous position, 100 Heat and Overdrive all together. Works in a similar fashion to the236236DRC setup, but only costs 50 Heat. Both Sandkick Lv3 (214A) and Sword Super have the same amount of blockstun, but the former has less blockstop, meaning you only have a 3F window to finish your God Pressmotion input once Sandkick Lv3connects: 214ALv3 >632A+B+C.14C(Rapid Cancel on the frame the move connects) Unlike unblockable setups that are used to open an opponent up, resets require you to get a hit in first. These are more impractical (and slightly dishonest) ways to make use of God Press's damage and corner carry. These come with slightly less risks as they don't really require resources to use, though you will get infinitely more value out of doing a full combo than resetting them thanks to more consistent damage and unlocked seals. Again, not worth to try and go for if you wish to improve, but interesting to know about. A setup that mostly gets value early in rounds if you happen to both have Orb (CCCC) and God Pressunlocked. The key to this setup is the lengthy Crumple state Counter Hit Orb(1)forces the opponent into. By the time they flash and enter their recovery animation, they are locked out of buffering jumps (especially if they are holding Barrier to recover), guarenteeing God Pressto connect if you were close enough. To illustrate, roundstart distance is the maximum you can expect this to work, not to mention needing frame perfect execution to pull off at that range. Make sure you are close enough to them after Orb(1)hits to make this easy and consistent. The biggest strength of this setup is that it forces the opponent to Overdrive if they want to avoid it, which is easier said than done – they will waste Burst if they press during their Crumple state, meaning their timing needs to be on point, right as they recover, if they want to punish you. This is both a knowledge and execution check, although it is uncommon to find an opportunity to set it up. The opponent is put in a similar situation, Sandkick Lv3's Crumple stun on top of Fatal Counter6B's additional 3F of hitstun allow for God Pressto link right as they recover. A much more common starter, although rarely worth to go for it considering the incredible value you get out of any Fatal starter with a full combo, damage and unlock-wise." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Strategy", + "title": "Susano%27o", + "section": "Oki Setups", + "text": "Your main safe jump setup will be236ALv1into IADj.B, allowing you to maintain oki pressure outside of your usual meaty5A. Sometimes interchangeable withj.Cin situations where you need the extra range, though doesn't reach downwards as fast. Alternatively, pressing6Bright after the tackle will both meaty your opponent on wakeup and bait reversals against a selection of characters with DPs that are 13F or slower, notablyJin,Izayoi,AzraelorEs. Safe jumping is also possible when ending a combo with a high hit623Cor214BLv1. Another more niche option you can get right after using Swordin the corner is9j.A>j.B>j.C> 8jc > Fallingj.B. If you do this correctly, you should be able to bait reversals while also catching quick techs and getting a5Bor2Cpick-up based on how low to the ground you were. Similarly, you can check people not teching after a corner5Dair hit with8j.A> Fallingj.B, which can be visualizedhere.Note that 7j.Aalso works against bigger characters. 2Awill be your main roll catch normal for any kind of teching that involves the opponent laying very close to you. It will catch forward, backward and quick techs alike, leading to good damage and oki thanks to effortlessly picking up into5B>6B>6C>6D. For that reason, this will also be your most practical quick teching and roll catching tool in the corner. Trying to catch rolls midscreen is a little tricker and committal. Forward rolls can still be caught with2A. Opponents teching backwards however will either require you to use6Bif they are still relatively close or run-up5Bif they were knocked down a bit further away like after a236ALv1or Lv2. When catching a back roll after an airj.Doki, make sure to either run-up or slightly delay5Beven when they are nearby, as being too early when make the move active during the opponent's invuln frames.6Bcircumvents this issue thanks to its slow startup and forward movement, but is not recommended against smaller characters likeCarlwho are more evasive while teching. It will still work against the vast majority of the cast, however. Susano'o will sometimes have enough frame advantage on oki to start running and crouch under E-teching opponents for a cheeky cross-under that can both confuse them and disrupt DP inputs. To do so, you will have to start running, then quicklytapandreleasecrouch Barrier Block (1A+B) while holding 1 to let yourself slide under them. By being thorough enough with your running momentum and quick enough with your Barrier release, Susano'o will slither under the opponent's teching animation. This is also much easier to reproduce with2Cthanks to its much more prominent low profiling although riskier to do, seeing that being too early will make the meaty hit whiff, leaving you vulnerable to punishes from any perceptive opponent.2Cis also the only possible option against big bodies likeTagerorHakumen. The most common ways to set up a cross-under are right after a236ALv3,214BLv1or a high hitj.Cair combo ender. If the opponent likes to delay tech,j.Dair combo ender becomes available as a possible cross-under situation as well. More advanced setups are availablehere, but aren't necessarily universal. Perharps you might have noticed the opponent you are currently fighting doesn't try to E-tech. Instead, they choose to wait, delay their wakeup timing, whether it is to assess your oki habits or to see if you can cover other wakeup options. While this works well if you tend to autopilot meaties like5A,6Cor throw, you can counteract that strategy by picking them off the ground and extending your combo to unlock an additional seal or two. The most common Blue Beat setup is...2D>236ALv1 >5B. If they delay their wakeup,5Bwill hit them OTG, which you can pick up with5Cinto an air combo for an unlock of your choice. You can get similar results with236ALv1 >6B, though it is more character-specific based on which characters it can reach. Example Blue Beat combos: 5B>5C>5D>2D>236ALv1 >5B(Blue Beat) >5C> hjc.j.B>j.A>j.C(1) > jc.j.B>j.C>j.D(Midscreen) 5B>5C>5D>2D>236ALv1 >6B(Blue Beat) >5D> dl.623C>5B>2C> hjc.j.B>j.C(1) > jc.j.B>j.C>j.D(Midscreen) 5B>5C>5D>2D>236ALv1 >6B(Blue Beat) >5D>CCCC(1) >5B>5C> hjc.j.B>j.A>j.C(1) > jc.j.B>j.C>j.D(Back to corner, requires Orb) 5B>5C>5D>2D>236ALv1 >6B(1) (Blue Beat) >236D>5B>2C>6D>236B> hjc.j.C(1) > jc.j.B>j.C>j.D(Midscreen, requires Sword) You can find a video example of these comboshere.You can also check who can get hit by either5Bor6Bwith the drop down list below." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Strategy", + "title": "Susano%27o", + "section": "Tips & Tricks", + "text": "Due to your usual pressure being filled with gaps, you are left open to reversals. Characters who have access to reversals will make it very clear they don't like being staggered and will gladly take the risk of using a DP to make you lose momentum. Consequently, you need to assess what kind of player you are facing - are you fighting a player confident in their defense, patiently waiting for you to commit? Or are you fighting a player who obnoxiously wants to get their turn back no matter what? If you're fighting the dreaded number 2, then you need to pinpoint where do they attempt to blow you up for taking your turn. The most common spots will be on your plus frames, notably: On their wakeup After blocking meaty5A After blocking6B Experiment and start blocking after doing these. If they keep blocking, resume your pressure. Take control of your space with repeated5Bto threaten a potential6Bgatling – having a gap on normal block, they might be prone to use a reversal there, which you can bait by just doing empty5Bover and over while blocking in-between. Burst is more unpredicatable and heavily player-dependent, however you can get a good feeling of the possibility of a Burst based on their patience and their character. Zoners and neutral monsters likeNu,Mu,LitchiorIzanamiare more likely use Burst to make you lose momentum and to put you back at their effective range, meaning you will need to endure their onslaught before getting back in again. Other characters with low health likeRagnawill use Burst because they quite literally lose in two interactions. Meanwhile, other characters likeHakumenfind so much value out of their Overdrive that you will rarely see them Burst unless they know it will lose them the game if they don't. If you feel a Burst is definitely coming, emphasize on jump cancellable normals like5A,5B,5C,2Cas well as other air normals, so that you can jump back at any point during the combo. Make sure to hold 7 throughout the duration jump in case they delay their burst. After a forward throw for example, you can use5B>5Cand jump cancel block from either hits - if they don't use Burst, do an air combo or reset to neutral. Using236B's jump cancel, you can hold 4 after your high jump forward, just as a security measure. Getting a Counter Hit, more commonly with FC6B, will sometimes be met with a Burst for obvious reasons. If you have Overdrive available, you can waste theirs by using it right as the hit connects – the additional hitstop from the Counter Hit/Fatal Counter will slightly delay the Burst, meaning you will be able to simply hold 4 and block it once the superflash ends. Same premise as baiting a Burst, although Counter Assaults will happen the most in-between your6Bhits. Use Rapid Cancel after the first hit is blocked, then wait. It's a hard read, but will definitely make people think twice before waiting for that specific move to get out of pressure. To bait Counter Assaults during5Astaggers, simply jump cancel and block from time to time. Option Selects are a way to get multiple outcomes with a unique series of inputs based on the situation you are in. While universal option selects likeHitstop OSorBarrier + Throw OSall apply to Susano'o, he does have a few OSes that he particularly makes lots of use out of: 5A>4B Susano'o's most used OS. Also known as meaty5A, it is used to check reversals that are 9F or slower on oki. When done on block,5Bwill come out – on whiff like against reversals, Susano'o will block. Other variations include5A>1Bto crouch block and get2B, or5A>4A+Bto get Barrier Block instead. 1A+B A Barrier OS used while blocking pressure to check for cross-ups. When input with the opponent in front of Susano'o, you will just be Barrier Blocking – when crossed-up,2Bwill come out. Mostly used against characters with fast cross-ups likeCarlandAzrael. 421A+B+C A variant of the previous Barrier OS used while blocking pressure to check for cross-ups. When input with the opponent in front of Susano'o, you will just be Barrier Blocking – when crossed-up, DPwill come out. Used just like the previous OS. IADj.Bsafe jump A variant of Hitstop OS, allowing you to buffer commands whilst in yourj.Banimation. The blockstop generated from the opponent blocking on wakeup will delay your landing, making any buffered inputs not come out so you can start pressure like normal. If they attempt to use a reversal on wakeup however, you can buffer a DP of your own, beating theirs thanks to your superior invuln frames – useful in case you want to deny a Rapid Cancel. The circumstances of a throw break are similar to that of a roundstart, with a lot more space between both you and the opponent, meaning5Bwill not reach if they decide to stay back. Conversely, due to bringing a ±0 situation for both the aggressor and the defender, any offensive action on their part will most likely extend their hurtbox enough for you to connect5Band come out as the victor regardless. In the events you are fighting the mirror or are at risk of trading with a strong poke likeRagna's5BGuardMidStartup8Recovery16Advantage-7, you can use your fast and disjointed5Ato safely win the interaction. In contrast, you can take advantage of5C/6B's slow startup and reach to punish your opponent's counterpoke in case they like using theirs. There will be conditions where pressing any grounded normal, no matter the disjoint, will lose you the scramble: projectiles. Tools likeNu's5DGuardAllStartup15RecoveryTotal 48Advantage-12 [-4]will win no matter what. Thankfully, you can punish with IADj.C, allowing you to both go above the projectile and hit her during recovery frames. Against stronger pokes likeNine's5BGuardAllStartup12Recovery21Advantage-10, jump back and instantly air dash instead." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Strategy", + "title": "Susano%27o", + "section": "Fighting Susano'o", + "text": "Susano'o is a midrange bully with amazing buttons to carry his neutral game. However, he lacks any kind of grounded snappy movement to get into his effective range, meaning he will for the most part be reliant on air approaches like IADs when trying to close the gap. If you cannot contest his buttons, try to stay away and force him to use IAD >j.Cto anti-air him. Most players WILL fall for that bait. From far away, like after a burst, he can use (6A>)4Dfor an emergency unlock.IAD completely beats6A, allowing for fast approaches against him.4Dhas a very long CH recovery, so rush at him if you blocked6Aat midrange to punish him. IAD completely beats6A, allowing for fast approaches against him. 4Dhas a very long CH recovery, so rush at him if you blocked6Aat midrange to punish him. 5Band6Black vertical reach, meaning you can respectively IAD and jump > delay air dash over them. Having a slow startup on his run, you can react to it and already prepare an answer for whatever engage Susano'o has in store. Along with what was said above, use his telegraphed movement against him by punishing accordingly. In the few situations where he prefers to use236Ato move, blocking it will give you your turn if he cannot use RC or in more extreme cases, DP. Watch his cursor position: if it's highlighting a key seal like DP, chances are he will try to unlock it mid-pressure or from afar. Preventing Susano'o from unlocking his DPwill make defense range from bad to absolutehellfor him depending on the MU. Bursting right as he uses aDnormal to unlock it mid-combo can be good if your character performs well from afar. DPis considered a projectile, meaning it can clash with other projectiles and deny him the ability to RC. Take the time to check what each of his seals are for, as they all have a different use that makes them scary once unlocked. Susano'o's pressure may seem scary at first glance due to his ridiculous damage, but in reality it is full of gaps and will hardly open up a solid defense. Focus on IBBing his5Astagger pressure to push him further away, forcing him to use his key normals to stay in your face. Once he commits with5B, you can expect him to use his slow gatlings like5Cor6B, which you can reversal through. If you don't have a reversal, this is not an issue either – IB creates even bigger gaps, allowing for fuzzy jumps to escape his already loose pressure strings, notably during5Astagger. If you have Overdrive available, you can punish Susano'o for overextending his pressure: Look for anyCorDnormals to ODR through, all granting you a free punish combo. 6Bis very tricky to punish on ODR due to the second hit, so feel free to use EA against it if you're unsure. All of his seals are weak to OD to some extent, the more active ones needing EA and the single hit ones usually being punishable for a combo. 6B. The +4 on block menace... that is until you Instant Block it and it becomes +1. IBing iscrucialagainst6B, as not doing so will put you in an endless pressure loop if you don't have access to a reversal. Take note that Susano'o'sfastest normalGuardAllStartup7Recovery10Advantage±0is 7F and that button loses to both IBB and jumping out. The most gorillas of Susano'o players will test your patience with repeated5B>6Bwith no thought put into it, meaning that if you know the following principles, you can turn the tables on them: IB the second hit if you want to contest the following5Bwith a 7F mash or faster. IBB the second hit to push him away from his5A/2Arange, allowing you to jump away or whiff punish him on a read if you have the range. Both6Bhits are gapless, meaning you can buffer a reversal or fuzzy jump while blocking both hits and prevent him to use late gatlings or RC shenanigans. Susano'o's grounded overheads are slow enough to block on reaction. If you struggle with that, feel free to block high most of the time as his lows not only force him to end pressure early, but the reward he gets off a hit is tragically low early on. When it comes to F-Shikis, Barrier Blocking and IBB are extremely strong against Susano'o's due to him getting pushed out of his range. If hisj.C(2) orj.Dwhiffs, that's your cue to take your turn back. You can also IB to create a gap right on his fallingj.A/j.B, allowing you to duck under the fuzzy and giving you room to escape or anti-air. Fallingj.Cis as a fuzzy setup is fake, you can crouch block the second hit if the first hit is blocked, rendering the setup null and void. 236Bmixups likeRC > Throwcan be avoided by IBing the 5th hit, creating a large enough gap to CH grab him before the last kick connects. Unless you are one of the lucky few with a 7F reversal, avoid mindlessly using a DP on wakeup against Susano'o – his5Acan bait them out with minimal effort. Wait a bit longer, like during stagger pressure or after6Bif you don't see him trying to bait anything most of the time. Of course, using IB and having 50 Heat to spare always helps. Overall, a good defense and well-educated risks will do wonders against Susano'o at any levels. React to his slow overheads Always Instant Block6B Don't force scrambles you can't win" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Strategy", + "title": "Susano%27o", + "section": "External References", + "text": "General Doc by Hutch Offense Doc by Fame96 Mixup Doc by Hi_Im_Sunfish" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Strategy", + "title": "Susano%27o", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Frame_Data", + "title": "Azrael", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Frame_Data", + "title": "Azrael", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Frame_Data", + "title": "Azrael", + "section": "System Data", + "text": "Can cancel Forward Dash into jump at any point Can cancel Forward Dash into Barrier Block during 1~6F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Frame_Data", + "title": "Azrael", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Frame_Data", + "title": "Azrael", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Frame_Data", + "title": "Azrael", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Combos", + "title": "Arakune", + "section": "Intro", + "text": "This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.Consider helping rewrite it." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Combos", + "title": "Arakune", + "section": "For Beginners", + "text": "These are key combo pieces for Arakune's combos in general: Important Arakune combo piece. This route is essential for doing the BnB and other combos that includes this. Superjumping after6B, delayingj.6Dand the IAD, and doing 3 hits ofj.Bmakes the route more consistent overall. It is critical to hold 4 while doingj.Cin order to fast fall. Another important Arakune combo piece. This route is essential for doing the BnB and other combos that includes this. Afterj.Carakune bounces into a direction if you hold 4 or 6, 6 for sideswitch (more consistent than 5), 4 for sameside. Yet another important Arakune combo piece. This route is essential for doing the BnB and other combos that includes this. When doing6D, you must wait for the bug to first be summoned and then do jump cancel intoj.3D. Arakune combo ender. This is the most used and desired combo ender for Arakune as it enables his nasty mixup. As soon as 100 curse is reached, you want to end the combo with this. ReleasingBbug so it does not hit is desired, as it results in more damage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Combos", + "title": "Arakune", + "section": "Combo Theory", + "text": "Due to the nature of Arakune's gameplan, combo theory is largely divided into two main segments: pre-curse and curse. Pre-curse your goal is to confirm any hit you land into a combo that yields 100% curse, then knock them down for a mixup into a more damaging post curse combo. Due to damage scaling on pre-curse combos, resetting immediately into a mixup as soon as you've reached 100% curse is the ideal use of your limited curse time. Typically this will consist of knocking them down out of the air with6A, setting up bugs, the slow cloud, and invisibility on their wakeup with the intent to force them to block your oppressive in-curse mixup options for a reset into a high damage curse combo. Mixup options from this point are numerous and incredibly freeform. It won't be possible to make a comprehensive list of mixup options here, but almost anything you can think of that forces the opponent to block a high, low, or crossup while blocking bugs is the goal.CBug tends to be the star of the show here for both its high blockstun and ability to guard crush anyone who is not barrier blocking. Keep in mind if you cross the opponent's barrier block up, they will no longer be using barrier, and can be guard crushed byCbug. Once you've opened up their guard successfully you can transition to a highly damaging curse combo, and if remaining curse time allows, another reset. The typical curse combo will flow from Arakune's moves toC+Dbug and back a few times, meaning the individual components of each curse combo in betweenC+Dbug cycles are fairly modular and freely interchangeable with each other. When curse time is almost up, Arakune typically transitions into either F-Inverse (Spider Laser) for damage or a hard knockdown and setting up clouds and spiders to attempt a re-curse. Important Concepts: Air Dashes and Falling Aerials:Arakune's airdash momentum can be converted into a falling trajectory by holding back (4) on the stick while doing a standard aerial (j.A,j.B,j.C) or barrier block. This can be done at any point in the airdash and is a key part of both his neutral and his BnB combo. For his BnB combo specifically, you will want thej.Cto be the point you input the 4 motion to start the fall. Negative Edging:The act of holding down a button and getting an action on release (rather than on press) is commonly called Negative Edging. Arakune's bug summoning while in curse functions as a Negative Edge input. If you've never played a character with prominent amounts of Negative Edging before, the concept will feel entirely alien to your fingers. That's normal; start by practicing never releasing the buttons to break the habit of normal press and release, then move on to making your fingers release the buttons again at the desired timing. It will take a while to get used to, but once you have the muscle memory it will start to stick. 5Bto5A:Unlike most other characters in Blazblue, Arakune's5Bcan link back to5A. The timing on it is fairly late after the5Banimation starts finishing, around when he pulls his \"drill\" back into his body. It won't buffer like a traditional gatling, but the timing is not too precise once you know it's there. Important to know for confirming2Binto full curse meterless. Dive Cancelling:On hit, Arakune's dive attacks (j.2A/B/C) have a significant amount of landing recovery. The landing recovery can be cancelled by inputting another dive after hitting the opponent but right before you land. If done correctly, the game will treat you landing as the cancelling of the startup of the next dive rather than the landing recovery of the first dive, allowing you to act much sooner. For this to work, you must input a different dive than the one you want to cancel (i.e. if you hit withj.2A, you must cancel withj.2Borj.2Cand vice versa). Some (but not most) combos require dive cancels in order to work properly." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Combos", + "title": "Arakune", + "section": "5A>6Broutes", + "text": "Starter >6B> jc >j.6D> dj IAD >j.B>j.4C~4/6 >j.5D>6D> delay jc >j.3D> jc >j.6B>j.236[C]~[D]> ]6CD[ >6[A]>236[B]6Bis Arakune's main way of launching a grounded opponent. It is recommended that you superjump after6B, delayj.6Dand the double jump IAD as much as possible, andj.Bshould be 3 hits. All of these make the combo more consistent to do across the cast. You can choose sides by tapping 4 or 6. This combo is more consistent when using the sideswap version. Some of the cast requires more precise execution to do this on, and in some rare cases the combo drops on6D,as the6Dbug whiffs." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Combos", + "title": "Arakune", + "section": "5Croutes", + "text": "On Counter Hit you can do6Binto the BnB. A lot of these combos depend on how high the 5C hit, so you have to choose sometimes on the fly the confirm you need to do. 5C>6D> delay jc >j.3D>6D> delay jc >j.3D> jc >j.6B>j.236[C]~[D]> ]6CD[ >236D>6[A]>236[B]Easy5Ccombo. 5C> jc > (j.Aor small delay) >j.B>j.C>j.5D>j.214B>22B> sj >j.B>j.C>j.5D>j.6A> jc >j.C>j.5D>j.6B>j.236[C]~[D]> ]6CD[ >236D>6[A]>236[B]Normal5Ccombo. Delayingj.6Ais recommended soj.6Bwill connect at the end of the combo. Jump cancelling forward is recommended inj.6A> jc >j.Cto make the combo work on smaller characters. 5C> jc >j.A> (j.A) >j.C>j.2A/B>6D> delay jc >j.3D>6D> delay jc >j.3D> jc >j.6B>j.236[C]~[D]> ]6CD[ >236D>6[A]>236[B]Character specific dive conversion. Superjump cancel would help with reaching the opponent. Dive cancel is recommend" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Combos", + "title": "Arakune", + "section": "3Croutes", + "text": "3C>214B> sj9 >j.B>j.C~4/6 >j.5D>6D> delay jc >j.3D> jc >j.C>j.5D>j.6B>j.236[C]~[D]> ]6CD[ >236D>6[A]>236[B]Standard3Ccombo." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Combos", + "title": "Arakune", + "section": "2Broutes", + "text": "2B>5B> jc >j.A>j.B>j.C>j.5D>j.214B>22B> sj >j.B>j.C>j.5D>j.6A> jc9 >j.C>j.D>j.6B>j.236[C]~[D]> ]6CD[ >236D>6[A]>236[B]Combo for2Bif it is used as an anti air or to catch rolls or no tech state." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Combos", + "title": "Arakune", + "section": "j.6A/B/Croutes", + "text": "Air to Airj.6A/B/C> dj >j.A>j.A>j.B>j.C>j.5D>6D>j.3D> jc > (j.B) >j.C>j.5D>j.6A>j.236[C]~[D]> ]6CD[ >236D>6[A]>236[B] Air to Airj.6A/B/C> dj >j.A>j.A>j.B>j.C>j.5D>6B>j.6D> IAD >j.B>j.4C~4/6 >j.5D>6D> delay sj9 >j.6B>j.236[C]~[D]> ]6CD[ >236D>6[A]>236[B] Air to Airj.6A/B/C> dj >j.A>j.B>j.C>j.2D> delay >j.5D▷6D>j.3D> jc >j.6B>j.236[C]~[D]> ]6CD[ >236D>6[A]>236[B] Air to Airj.6A/B/C> dj >j.A>j.B>j.C>j.214214D>236[D]>6[A]>236[B]Does not seem like it works." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Combos", + "title": "Arakune", + "section": "j.xDroutes", + "text": "j.6D> delay >j.3D▷j.B>j.C>j.5D>j.6A> jc >j.C>j.5D>j.6B>j.236[C]~[D]> ]6C[D][ ▷236D>6[A]>236[B]For thej.6Bto hit more consistently you should delay thej.6A." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Combos", + "title": "Arakune", + "section": "j.2A/B/Croutes", + "text": "j.2A/B/C>5A>6B> jc >j.6D> dj IAD >j.B>j.4C~4/6 >j.5D>6D> delay jc >j.3D> jc >j.6B>j.236[C]~[D]> ]6CD[ >236D>6[A]>236[B]Same as the BnB, all things apply to this combo too." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Combos", + "title": "Arakune", + "section": "Air throw routes", + "text": "Air throw > delay >6B> ...Only possible when low enough to the ground, same as the BnB. Air throw > delay > airdash >j.C>j.2A/B>6D> delay jc >j.3D>6D> delay jc >j.3D> jc >j.6B>j.236[C]~[D]> ]6CD[ >236D>6[A]>236[B]Combo using dive, dive cancel is recommended. Which dive is used depends on the character. Air throw > delay >j.5D>6D> delay jc >j.3D> jc >j.C>j.5D>j.6B>j.236[C]~[D]> ]6CD[ >236D>6[A]>236[B]Deceivingly difficult conversion, as the delay forj.5Dis character and height specific." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Combos", + "title": "Arakune", + "section": "236236Croutes", + "text": "236236C>6D> delay jc >j.3D> jc > (j.B) >j.C>j.D>j.6B>j.236CSimple236236Ccombo. If anything more is attempted afterj.236Cthe combo drops. 236236C> delay >6D> delay jc >j.3D> jc >j.B(1) >j.C>j.2D> jc > IAD >j.C>j.2DVery difficult236236Ccombo that leads to full curse. If anything more is attempted afterj.2Dthe combo drops." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Combos", + "title": "Arakune", + "section": "Pre-Curse Corner", + "text": "Most midscreen combos work as normal in the corner with the exception that any references to ]5X[ bugs should be changed to ]6X[,22Bchanged to22C, andj.Dchanged toj.2D. j.6Dandj.3Dare similar in the corner." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Combos", + "title": "Arakune", + "section": "5A>6Broutes", + "text": "Starter >5A>6B> jc >j.3D>6D> delay jc >j.3D>6D> delay jc >j.6B>j.236[C]~[D]> ]6CD[ >236D>6[A]>236[B]Easy6Bcombo." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Combos", + "title": "Arakune", + "section": "2Croutes", + "text": "(5A>5B) >2C> delay >6D> delay >6B>j.6D>6D> jc > Bell Bug Hit >j.B>j.C>j.2D>j.6B>j.236[C]~[D]> ]6CD[ >236D>6[A]>236[B]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Combos", + "title": "Arakune", + "section": "3Croutes", + "text": "3C>214B>22C>6A>5C>6D> delay jc > Bell Bug Hit >j.B>j.C>j.2D>j.6A>j.C>j.2D>j.6B>j.236[C]~[D]> ]6CD[ >236D>6[A]>236[B]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Combos", + "title": "Arakune", + "section": "j.2Aroutes", + "text": "j.2A>6B>j.3D>6D> jc >j.B>j.C>j.2D>6D> jc >j.B>j.C>j.2D>6D> jc >j.C>j.2D>j.6B>j.236[C]~[D]> ]6CD[ >236D>6[A]>236[B]Dive combo withj.Bfiller for more damage" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Combos", + "title": "Arakune", + "section": "j.6A/B/Croutes", + "text": "j.6A/B/C> (j.A) >j.C>j.2B>6D>6B>j.3D▷6D> delay jc > Bell Bug Hit >j.B>j.C>j.2D>j.6B>j.236[C]~[D]> ]6CD[ >236D>6[A]>236[B]Dive cancelling is recommended but not required." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Combos", + "title": "Arakune", + "section": "236236Croutes", + "text": "236236C>5D>1D>6D> delay jc > Bell Bug Hit >j.C>j.2D>j.6B>j.236[C]Attempting to do anything more afterj.236Cmakes the combo drop. 236236C>5D>j.6D>6D> delay jc > Bell Bug Hit >j.C>j.2D>j.6B>j.236[C]Attempting to do anything more afterj.236Cmakes the combo drop." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Combos", + "title": "Arakune", + "section": "Curse", + "text": "These are combo pieces for Arakune's combos in curse: Dbug or Launcher >j.236[C]~[D]> ]6CD[ >6[A]>236[B]Very common way to combo with Arakune in curse OD and Meter Dump at the end of the combo Easy combo extension in curse. Combo to do when curse has ended but curse is locked out Combo to do when curse has ended but curse is locked out Combo to do when curse has ended but curse is locked out Combo to do when curse has ended but curse is locked out" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Combos", + "title": "Arakune", + "section": "Video Examples", + "text": "Unspeakable Evil CMV; features practical demonstrations of the most common pre-curse combos as well as mixup examples BBCF2 ARAKUNE combo collections Playlist by Receita Federal with arakune combos" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Combos", + "title": "Arakune", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Intro", + "text": "Content here can be considered incomplete until expertise is given." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Matchups", + "text": "This page is a work in progress. However, there already exists a resource that covers Naoto's matchups. TheNaoto matchup chartincludes matchup information written by several high level Naoto players under the \"MU resumees\" page. Work is being made to export information from this resource to Dustloop. Neutral/defense/offense for all matchups will be very lackluster for the time being as it's a WIP. Remember that the numbers on the matchup chart should not be used as an excuse for losing a difficult matchup, use the chart as a resource to learn." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Amane", + "text": "Naoto's movement allows him to get into Amane's blind spot frequently. While catching him in neutral is hard thanks to his great movement, his defensive options can appear to be lackluster with no meterless reversal. If he hits Naoto it will hurt, since it will allow him to gain drill levels. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "• Most of his C normals have big deadzones at midrange. Abusing these deadzones force him to use shorter-ranged options like5BGuardMidStartup11Recovery25Advantage-10and1CGuardLow/AirStartup17Recovery29Advantage-14that have a lot of recovery, opening up whiff punish opportunities. • You can jump over crouch Cs and crouch under stand Cs •j.BGuardAllStartup14Recovery20Advantageis huge but extends hurtbox. You can hit him out of it with anti-airs if you're fast enough. • Beware ofj.2BGuardAllStartup16Recovery21Advantage's delay. If they use it a lot you might want to forego 2C for antiairs. • Remember his air options. Air hop does not use up an air action. With a grounded hop he still has an aerial hop left. •623CGuardUnblockableStartup25RecoveryTotal: 60Advantageis an unblockable AA, similar to Pain." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "• Hard to bait his CA with jumps, as it has a pretty high hitbox • Amane has no meterless reversal • Try to stuff fuzzy jumps from him, it's his best defensive option" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "• Some moves like 5B and 5D are very susceptible to Guard Cancel Overdrive. • Unlike other characters you really don't want to block vs. Amane for very long, as his pressure does a lot of chip and increases his drill level. You can call out fwd hop resets with Pain. En623D can hit back hops that try to bait reversals. Don't just take stance cancels resets, challenge him if he gets predictable. • Barrier is good for pushing out and evading chip. Instant Barrier is especially good, e.g. vs. his drive moves. • Meaty 6D is a risky but extremely rewarding oki option for Amane, melting a third of your barrier gauge or doing absurd amounts of chip while giving Amane a free lvl 3. Fwd roll can CH punish it, but Amane has several good roll catches. If you see it coming while emergency teching, you can 623D or super." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Arakune", + "text": "Naoto loses around 1k to 2k of average damage due to Arakune's hitbox and he likes to be and cover spaces which Naoto can't contest. The MU boils down to not allow him to play and lock him down, in the process Naoto will have to play patiently, avoid projectiles, be aware of the curse meter and snipe him out of the air whenever possible. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Azrael", + "text": "Another even match up. In this case, Naoto has the edge on movement and can punish Azrael's movement options, in a committal way, as well as low profile his DP naturally with 2A (a stapple pressure button). Azrael however, has great anti-air options against Naoto, his DP can hit at the right spot to punish j.[D] attempts, and he also inch his way in on Naoto to run his pressure. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Bang", + "text": "Bang's defensive options can be all shut down by Naoto's 5AA; this and his lack of a reliable anti-air favor Naoto's pressure heavily. His D nails can be his best tool to control neutral, so Naoto must take this into account when approaching. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Bullet", + "text": "Her lack of movement give Naoto the edge on neutral and allows him to control the pace of the match. One cannot forget her damage output if she gets heat levels, so Naoto has to keep her in check with enSpecials or aggressive movement. Her bad DP also allows our pressure to be more threatening Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• o ==C" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Carl", + "text": "Chipping away the doll's life is an important factor in this MU to limit Carl's options. Once Naoto gets in Carl will have to commit to his options to get him off since he can catch him with lows. Separating the doll from Carl might open more opportunities to catch him in neutral. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==C" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Celica", + "text": "Celica's neutral buttons are great for keeping Naoto away, her projectile can also be somewhat annoying since it slows down at the end, locking the opponent up if he decides to block. Her anti-air is also great for stopping reckless IAD and her stager pressure doesn't fall behind. However, her big hurtboxes give Naoto a lot of opportunities to stop her gameplan and her armored reversal can be stuffed by the correct use of sway. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==E" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Es", + "text": "Similar to Jin, she has all the tools to control the flow of the match, however, her bigger moves come with a lot of recovery frames, making her punishable if she misses or punishable with the use of IB in between her block strings. Her projectile game becomes risky if Naoto has access to 50 heat since now enSmasher could punish her if Naoto reacts accordingly. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==H" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Hakumen", + "text": "Both have options to call out the other. Hakumen's neutral control is better thanks to his bigger buttons and Naoto can be forced to get in thanks to his passive meter build. Naoto's movement allows him to get in Hakumen and force him to make defensive decisions. Since both are hard hitters the match could end at any moment Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==H" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Hazama", + "text": "Hazama's chain allows him to control the neutral game and have great mobility, but Naoto has options to move around them in the same way that Hazama has ways to punish those approaches. Once Hazama runs out of chains he is forced to play more passively; giving Naoto a good chance to run his pressure and approach in neutral. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==H" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Hibiki", + "text": "Hibiki has great air buttons and can get a safe jump from almost every interaction. His pressure is great too, but has a definite end point which allow Naoto to gain his turn back; his mix-ups as well can be strong but if blocked most of them are punishable on block. He also struggles with his anti-air game, allowing Naoto to mix things ups with j.D or j.[D] if he so desires. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==I" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Izanami", + "text": "Unlike a lot of the cast, Naoto has the ability to eat up Izanami's ribcage with enDP, but even then it can still be a dangerous strategy if it's used without RC. The same principle applies to the use of Sway since it can be stuffed by her 2B, but it is a tool that must not be ignored. The MU can become a constant cat and mouse game thanks to her movement. It has to be played patiently, pushing Izanami' slowly but surely to the corner to force her to make an approach to scape and making the most of out of each situation. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==I" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Izayoi", + "text": "Izayoi's movement and pressure game are really good and can make Naoto have a hard time. Naoto has tools like enSway or enKaid to keep her from gaining more free stocks than usual; he can even punish her with good movement, but one has to go get the idea that she will get stocks eventually no matter what. Naoto has to rely on basic defensive options to keep her off Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==J" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Jin", + "text": "Jin has a great control on the neutral game, be it air to air or on the ground making it hard for Naoto to get in. His pressure can also be scary and decide a round with the correct reads. This is another MU were patience is key. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==J" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Jubei", + "text": "Jubei's movement is very good giving Naoto a hard time trying to catch him. However the risk reward is not in Jubei's favor due to his forced crouch state; this gives Naoto access to his most damaging routes. Jubei also lacks any real reversal, making Naoto a big threat on pressure. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==K" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Kagura", + "text": "While Kagura can control and threaten the neutral game, his options are highly committal due to the recovery on all of 'em, which Naoto can take advantage of. Kagura can also discourage air approaches thanks to his flash kick. Naoto will have to use safe jumps or hard knockdowns (ex. close enKaid) to make him lose his charge on wake up. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==K" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Kokonoe", + "text": "Kokonoe's set-play can be incredibly strong since she can cover all of Naoto's defensive options or even force left-right mix-ups; her neutral control with gravitons and 3C can make Naoto's approaches daunting. enKaid and enRekka can punish reckless graviton placements; mixing these options with air approaches against her can allow Naoto to move around the screen contesting Kokonoe's options. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==L" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Lambda-11", + "text": "Similar to Nu. Lambda however, has tools to pressure better midscreen and up close, giving her a better neutral game in comparison to Nu. Her reward is still not great and, since her 2D is not a low, Sway becomes a bigger threat, if used correctly in conjunction with his enSpecials and enSmasher he can beat any option Lambda has Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==L" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Litchi", + "text": "Litchi's neutral control far excels Naoto's. Her movement also makes it tricky to catch her and take a turn off of her. This MU has to be played patiently and preferably grounded, keeping her from placing the staff with no risks with tools such as enKaid. Naoto also has to be aware of the staff placement, since its position dictates the projectile's trajectory and he also has to take advantage if he catches her without a staff to run his pressure. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==M" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Mai", + "text": "It's important for Naoto to base his pressure around 5A to cover her flip on wake up (or as a means to escape pressure) and both of her supers as reversals. Naoto cannot play recklessly either, since her buttons are way bigger and do a great job at stopping him on his feet. Sway can help navigate through her projectile or even punish her on landing. Jump blocking her dives is also a way safer way to secure a punish on her instead of attempting an anti-air if Mai has been using said option in the match. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "• 236C (air thrust) is very punishable on block, usually at least -18 • Same goes for jD, less - but still just as punishable (-7 to -14, usually, more minus the higher up she is). • You guessed it - j214X air dives also become punishable if you block them jumping! Around -9 to -11." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==M" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Makoto", + "text": "Both are trying to run the same offensive game, however Naoto's drive gives him the edge in the match up and he can also call out her orb projectile with enKaid. Naoto can also OS a lot of her offensive and wake up options, limiting her even further. Her damage can rival that of Naoto's with OD and 50 heat from any hit, so one must beware of such thing. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==M" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Mu-12", + "text": "Once she gets her orb game going the neutral game becomes challenging, she has good buttons to keep him at bay so playing recklessly is discouraged. Challenging with enSpecials reckless orb set ups is also necessary and also keeping her DP in mind, since it works well in close range, were Naoto likes to be. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==N" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Naoto", + "text": "\"Do you not know that in a race all the runners run, but only one gets the prize? Run in such a way as to get the prize.\" - Corinthians 9:24 Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==N" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Nine", + "text": "Nine has the ability to control neutral at all times and will punish any Naoto attempting to force his way in. Naoto's movement can allow him to position himself in a way that will also let him punish Nine's options or be in a safe position. With this in mind, telegraphed teleports can be punished. She also has a lot of recovery on her normals, making a good read on a 5/2X normal threatening. The existance of Sway can allow Naoto to avoid any obvious use of Kunzite and even punish it in the correct situations. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==N" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Noel", + "text": "Naoto's tools allow him to have a response to most of Noel's neutral buttons or straight up shutting them down, forcing her to commit or take risks in neutral. This paired up with her low damage output and weak pressure in comparison to Naoto, gives him the edge. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==N" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Nu-13", + "text": "enKaid, enSway and enSmasher allow Naoto to control Nu's Drive usage and making her play more passively. Her gravity seed can limit our movement and make approaching her a bit harder, but her pressure is not as threatening as Naoto's and her lack of reversal options make Naoto's game even stronger. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==P" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Platinum", + "text": "Abusing her poor defensive options and keeping an eye on her items to adapt in the neutral game are key points to keep in mind. Naoto should aim to play and work around her 5B and 3C. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==R" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Rachel", + "text": "Rachel controls neutral and pollutes the screen with many hazards. Naoto has to somewhat brute force his way in with enRekka, enKaid, and good movement. One has to be cautious since her reward of straight hits rivals or surpasses Naoto's (corner carry, keep away, damage, etc.). Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==R" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Ragna", + "text": "The match up is heavily neutral dependent. Ragna has better neutral buttons than Naoto, but Naoto can move around those buttons thanks to his movement and he can even punish them with the correct spacing. Naoto also has the advantage on the damage side, but Ragna does not fall behind. Play patiently and don't be afraid of contesting neutral agains't him. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==R" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Relius", + "text": "Similar to the Carl match up, but here it's easier to chip the doll's life. But also, just like in the Carl match up, Naoto has to be aware of Relius defensive options since he can get huge rewards of them, from counter assaults to his dodge. He also lacks a real reversal so once Naoto gets in, it's difficult for him to get him off without spending resources. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==S" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Susano'o", + "text": "Naoto has to make good use of his movement and pressure to maneuver around Susano'os neutral game. He is dependant on his seals to become more threatening, this means that if Naoto manages to lock him down before he has any defensive seal unlocked, he has low chances of getting out without losing life in the process due to his slow buttons. Naoto also has to challenge Susano'os reset attempts every now and again to discourage him from over extending. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==T" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Tager", + "text": "Well spaced drives and good use of Sway can disable Tager's entire gameplan. Tager's threat of a command grab cannot be ignored, so Naoto will have to recognize when to disengage and return to neutral and keep on an eye on his sparkbolt meter. Naoto's fuzzy is a great tool on this MU since it can be comboed meterless on Tager. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==T" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Taokaka", + "text": "Taokaka's air movement makes her really tricky to catch and her pressure can be overwhelming, but she lacks a reversal and her average damage is really low. This makes the risk reward Naoto's favored on most interactions. She can crawl under some Naoto's buttons on the correct spacing, so Naoto will have to be on the look out and adapt his pressure if necessary Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==T" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Terumi", + "text": "While Terumi has the mobility and range to compete with Naoto, the reward he gets from those interactions is not comparable to Naoto's. His lack of defensive options doesn't help him either. His pressure game is pretty solid, but it can be IB'd or barrier blocked if he over extends too much to the point where he will need to spend meter to be threatening. He will probably rob a couple of rounds, but this is still inconsistent. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==T" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Tsubaki", + "text": "She has strong pressure resets and if she has some meter or stocks she may be able to swing more in neutral. Her big damage is dependant on her meter and stocks and she also has good neutral control. IB'ing her pressure allows Naoto to create more opportunities to punish her. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "• ==V" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Valkenhayn", + "text": "The grounded approach against his human form is Naoto favored. Naoto can keep Valk away with his air buttons or snipe him out of it with charged drives. Making him waste meter while he is in wolf form by playing a keep away game can make his upcoming mix-up game shorter/weaker, so it's an important factor. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Neutral", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Offense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Closing Thoughts", + "text": "•" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Matchups", + "title": "Naoto Kurogane", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Okizeme", + "title": "Bang Shishigami", + "section": "Currently a WIP. Feel free to add!", + "text": "This page does not list Okizeme in order of execution, for now OkizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.for Bang is not as concrete as it is the rest of the cast. Without some trickier inputs, Bang can’t get a safe jump or oki that locks the opponent down without spending resource. Generally, you’ll have to manage whether you want to spend nails on oki or not." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Okizeme", + "title": "Bang Shishigami", + "section": "662A", + "text": "The most standard form of Oki. Used after3Cand623Cmost commonly, but as a baseline it’s used whenever you want to catch rolls. The ‘66’ is not a microdash, you have to hold it for a specific amount of time or else you’ll get a blue beat if2Alands. If timed correctly, you can get a red beat on roll, however it still combos with blue beat when proration/combo scaling is still low (5A>5B>2B>3C> 662Afor example) To combo off the2A, the most reliable route is5B>6C> jump cancelj.D>j.236C/(j.22aj.Bj.C)..." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Okizeme", + "title": "Bang Shishigami", + "section": "...2C> ...", + "text": "Ending a combo with2Cgives plenty of options, some good and some gimmicks. Usually you would end in2Cin the corner, setting up a bumper or Explosion nail (j.236B), but it can be used midscreen occasionally. The most used oki is the bumper, but there is a lot of variety so it will have it's own section. 2Cender is usually achieved by doing a standard 4 hit combo in midscreen5A>5B>2B>2C) or after ...623Bin corner." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Okizeme", + "title": "Bang Shishigami", + "section": "...214x (Bumper set up)", + "text": "This is the most common set up from2Cender. There a lot of different bumper set ups currently known, all with different placements and positionings for different oki's." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Strategy", + "title": "Hazama", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Strategy", + "title": "Hazama", + "section": "Introduction", + "text": "Hazama is a rather interesting member of the BlazBlue cast. At first, he doesn't appear all that threatening, having stubby normals, little defensive options, and a heavy reliance on a resource for movement. However, if one goes and expects an easy win, they couldn't be more wrong. Hazama carries a powerful array of tools at his disposal to confuse and destroy the opponent, from his amazing normals to his variety of useful specials. Good damage and/or corner carry can be attained from virtually any good hit that is taken advantage of. His Overdrive is by far one of the best in the game, giving him the ability to life drain, a fast and fully invulnerable reversal, and heavily strengthening his chains. Hazama is an open character that can be played by anybody. He has many different tools and tricks to facilitate different playstyles. With his Ouroboros Drive and follow-ups, Hazama can move across the stage for keep-away, go about zoning and keep the opponent at bay, or use it to approach and pressure an opponent. Special thanks to the authors ofBible of the Blessed Snek: Hazama (BB-CF2)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Strategy", + "title": "Hazama", + "section": "Neutral", + "text": "When partaking in neutral, there is no default way to play neutral with Hazama because of his Drive’s versatility. During neutral, Hazama will need to control the pace of the match with Ouroboros whether through zoning out the opponent, quickly approaching them, or playing keep away. The first thing Hazama players will need to know when approaching neutral is understanding how his chains work, along with adapting to what the opponent does." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Strategy", + "title": "Hazama", + "section": "Chains and Their Followups", + "text": "Through Ouroboros, Hazama is able to cover many angles around himself to restrict the opponent. In general: 5D, J.6D, J.4D, and a low altitude J.5Drestrict an opponent’s ground movement; 4D,6D, J.5D, and J.8Dlimit an aerial opponent. But just by using chains, Hazama commits himself to that option. What he is able to afterward is to use one of the four Drive follow-ups, special cancel it, wait for it to recoil back to him. Each has its pros and cons, so you must have a reason for using each. This uses a stock but is able to be done when a chain whiffs, hits or is blocked. Each follow-up grants Hazama a strong option in either movement or space control. The A follow-up is useful for the latter option. The B follow-up provides an evasive move to avoid anti-airs and other moves. The C follow-up is good for sudden approaches, especially if the opponent is expecting the usual D follow-up. Lastly, the D follow-up is Hazama’s primary method of moving, being able to zoom to all over the stage, along with approaching an opponent. This can only be done when chains land a hit or are blocked, but the action does not use up a stock. By doing this, Hazama can use a different move to react to what the opponent does. A notable example is canceling a blocked air chain into Jameijin (J.214B) in order to bait out an anti-air. If the bait works, Hazama can use5Dupon landing to hit the recovering opponent. Perhaps the riskiest choice, due to the large amount of recovery that Drive moves hold. While this does not use up a chain stock, Hazama is left vulnerable if a chain whiffs or the opponent blocks at a close enough range. This option should be used very sparingly, and only if you are completely comfortable in the belief that the opponent will not rush you down while you are recovering. You will be vulnerable for significantly longer than you would be if you simply recall the chain, making calculated use of this option absolutely necessary. Also bring to mind that without stocks Hazama cannot use any of his follow-ups (although he can still special cancel blocked chains), which significantly limits his mobility and forces him to have to recover if the chain whiffs. Because of this, keeping an eye on Hazama's stocks is essential for his neutral. Players must also make sure to not stick to using only one tool for his neutral, because each option can be bested if the opponent is diligent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Strategy", + "title": "Hazama", + "section": "Movements without Chain", + "text": "Compared to Ouroboros’ options, Hazama's universal movement options are lacking. His airdashes are short-ranged but move rather quickly. His walk and dash speed are decent, but having a step-dash, instead of a regular dash, limits him in rushing down an opponent. However, note that he still has usage of Dash Brake, letting him be able to move quickly and safely. A Hazama player should also get used to Super-jumping and Air Barrier Blocking. And like using chains, the player shouldn’t become predictable while using these mechanics." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Strategy", + "title": "Hazama", + "section": "Poking", + "text": "Due to Hazama's lack of mid-range non-Drive normals, he doesn't have much to use in poking. A player’s main options in non-Drive poking normals are2Band3C, each having pros and cons. While both shrink Hazama’s overall hurtbox and3Clacks a big hurtbox under its hitbox,2Bis faster and has much less recovery. However, landing a3Ccan bring much more reward than2B, especially if you happen to land a Counter Hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Strategy", + "title": "Hazama", + "section": "Common Chain Options", + "text": "For neutral movement, popular options include: j.5D j.6D j.4DD(superdash) It's critical to mix up approaches. If you only use5DD>j.Bto approach, you will get very predictable and will eat an anti-air every time. Please note that many of the followups listed below apply to Hazama's other chains in some fashion. Hazama's chains are one of the most flexible parts of his kit, so don't be afraid to get creative and try entirely different followups. If the chain hits: No Cancel: Leaves you with the least frame advantage, but works on whiff and doesn't spend a stock. Useful against opponents who can't punish this at long range. 214D~D: On a blocked chain, you can perform a stance cancel (cancel into stance and then end stance) to shorten the recovery time. This does not cost any stocks. In the air, you can opt forj.214Binstead. If the chain whiffs, thengood luck to you. You should wait before checking the stock count. 5Dcan be replaced by other chains. Below are some examples; again, Hazama's chains are one of the most flexible parts of his kit, so don't be afraid to get creative and try entirely different followups. 5D~A: A standard response to an opponent blocking5D. 5D~D>whiffj.214Bcancels the approach and returns to Neutral. This can bait large anti-airs like your own2Cand responds with your poke, though it is not the best option. 5D~D>j.B: A standard approach. Loses to all anti-airs, should they time it well. 5D~D> Air Throw: If they try to jump after your chain hits, you can throw them. This is useful for opponent who chicken blocks a lot. 5D~D>j.2C(hit/whiff): A pretty good high/low guess and can block immediately after landing.An earlierj.2Cgives whiff which can be followed by3Cfor a low, or punish any anti-air. If whiffed, this will lose to jump attacks that has large enough hitbox, such as Ragna'sj.C.A laterj.2Cis a high. Loses to most anti-airs, as usual.Onj.2Chit, can jump cancel toj.4D, which can caught opponents off guard and start a combo. An earlierj.2Cgives whiff which can be followed by3Cfor a low, or punish any anti-air. If whiffed, this will lose to jump attacks that has large enough hitbox, such as Ragna'sj.C. A laterj.2Cis a high. Loses to most anti-airs, as usual. Onj.2Chit, can jump cancel toj.4D, which can caught opponents off guard and start a combo. 5D~D>j.A(hit/whiff): Not as good asj.2Cas a high, but it is faster and relatively safer. 5D~B: A built-in anti-air bait. You can mostly replace the D followup ideas with5D~Band they'll still work. Remember that you have to wait longer before cancelling into an air normal than the other followups. 5D~C: Sideswap, can bait certain anti-airs or a mistimed ones. Since it positions you high, most casts cannot do sideswap OS (1AB) to punish this move. In general, all the options above will not win against5A, or a jump awayj.A. Committing 2 Stocks is a big gamble as if noting is done, you will lose chains for the following 150F until you can move again. Corresponding, these options are far greater and flexible: j.5D~D>j.6D. This is your first example that can bait outallanti-airs after the firstj.5D~D. They can jump away of course, but: j.5D~D>j.4DD> Air Throw >5/2Ais another scary option. Jump aways will be caught, and if Air Throw misses,5/2Awill come out.Ifj.4D~D(non-superdash) is used, Air Throw will become landing Throw. Ifj.4D~D(non-superdash) is used, Air Throw will become landing Throw. If they read your mind, of course they can anti-air or5/2Ayour second chain. But then you can use all options above to do a second round of guessing, for example to useB-follow-up to bait the second anti-air." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Strategy", + "title": "Hazama", + "section": "Pressure", + "text": "Hazama's pressure, for the most part, is structured around his normals.236Cis also a strong option. Though it may not lead to much damage, it's unreactable and encourages your opponent to try and jump.5B,2B,6A/6Bare great buttons for pressure.5Bis +2 on block, so you can microdash it to reset pressure and call out mashes.2Bis a solid low, and6Ais a strong overhead that combos into Hotenjin (236236B).6Bis also a great button to throw in the mix. It naturally staggers, hits low, and is +1 on block. If opponents actively use Barrier and Instant Barrier,3Cis a good option to hit if your opponent believes you'll end pressure earlier. Stance is not as strong in Hazama's pressure, but against conditioned opponents it has its use. It starts RPS between214D~Aand 214~C, and it gives him access to his command grab super. A common way to enter stance up close is to use214B. Although Hazama doesn't get strong damage off of the unenhanced A and C followups, he still exerts solid pressure. The C followup is also great because it will still beat out or clash with most reversals. Lastly, Hazama can use his command grab super from stance. This option is less popular because most people will fuzzy jump once they see stance, but it can catch people off guard." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Strategy", + "title": "Hazama", + "section": "Meter management", + "text": "Meter usage varies by character and even more by players. Hazama has many good ways to spend meter, so you'll have to weigh your options when making a decision. Here are some of the major ways you might spend meter. Crush Trigger: Used in combos (after3C) where a kill is needed but not enough meter is available for Houtenjin/Rekkazan. Hazama does have sufficient tools to open the opponent up, so he don't need to use this to guard break, but it may catch an opponent by surprise. Jayoku Houtenjin (236236B): Combo filler. In OD, a situational reversal. Mizuchi Rekkazan (632146C): Combo ender, or a situational callout tool to close a round. Orochi Burensou: Fast command grab frequently used to kill or assert pressure from stance Counter Assault: A great option to create space and end someone's pressure. One of Hazama's few defensive tools outside of Overdrive. Rapid Cancels: Just like any other character, Hazama uses RC to make himself safe, bait bursts, extend combos in tricky situations, or create new mixups." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Strategy", + "title": "Hazama", + "section": "Frame traps", + "text": "While tiny frame traps are not the most useful in BB considering IB and barrier will fluctuate the frame data, it is still good to know your options. 2A/5A>2C 5C>6C 2B>236A 2B>214B 5A>3C 5C>6C 5D>214B(close range) 5D>236A(close range) 2A/5A>214B 2A/5A>236A" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Strategy", + "title": "Hazama", + "section": "String", + "text": "Most of Hazama's blockstrings end in either3C>236A,5B,6C, or214B~44. A general idea of these strings are: 3C>236Ais a common blockstring ender because it pushes Hazama away from his opponent so they can't counterattack. Some opponents like to mash, in which case (665B)*n may be more useful. Others may rely on barrier, in which case3C>236Areach may be useful. If you want to focus more on resetting pressure and baiting a response from an opponent,5Bis your best friend.5B's a common pressure reset because it's very fast and +2 on block. You can use these plus frames to make opponents anxious, and then start slipping in staggers to catch mash attempts. 2A>5B>3C>236A A common pressure string to space out an opponent far enough for Hazama to safely reset to neutral. 2A>5B>5C>5D> :5D~D>j.A. Using 5DD into jump allows you to continue pressuring, although it can't hit crouching and loses to mashing. So you would mix with:(dl).236A. This resets to neutral, but can caught mashing, and on CH Jabaki can lead to good damage.5D~D>j.2Cis a sideswap high and hits crouching (of course it can be mashed out). Withj.4Dthis leads to good damage also.5D~Ais also an option if you want to bait DP or OD. 5D~D>j.A. Using 5DD into jump allows you to continue pressuring, although it can't hit crouching and loses to mashing. So you would mix with: (dl).236A. This resets to neutral, but can caught mashing, and on CH Jabaki can lead to good damage. 5D~D>j.2Cis a sideswap high and hits crouching (of course it can be mashed out). Withj.4Dthis leads to good damage also. 5D~Ais also an option if you want to bait DP or OD. 2A>5B>5C>6C Another common pressure string to space out opponents.5C>6Cis also a frame trap that will call out mash attempts. 2A>2B>214B~ 214Bis a solid special to end pressure on because it leaves you in stance, and you can use uncharged followups. Below is a comparison between the stance follow-ups: * means that you lose only if 214B is Instant Blocked. Only standard throws are considered here. Below is a list of the reversals that Zaniega doesn’t beat: Susano’o’s Towering Flame (623C) Litchi’s Tsubame Gaeshi (623D[M]) Nine’s Flax Nurture (214D) Nu 13’s True Impreza (ABCD during OD)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Strategy", + "title": "Hazama", + "section": "Mixup", + "text": "2A, (dash) Throw2A>2C2A>2Bplaceholder text" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Strategy", + "title": "Hazama", + "section": "Okizeme", + "text": "There are several options when it comes to Okizeme: 2A is you safest bet. It doesn't do anything fancy, but it ensures that your pressure is there. dash 2B. With dash this catches the back roll, while without it catches the front roll. IAD j.2C This is Hazama's safejump. You can call out rolls with it at midscreen, but they can block. Mostly used after 214B~C; note that you should adjust your distance by using either 66C or 44C, to maximize the chance that j.2C will catch both rolls. 214B This is a great way to call out rolls and quick rise in the corner. Leaves you in stance for followup combos or mixups. 4D~C This can be used after a close knockdown such as Jameijin. This serves as a sideswap mix depend on your distance from the opponent, close distance will result in sideswap while further will stay at the same side. This oki can be faked out with4D~A, which can be used to open your opponent up with a low from the front. Loses to rolls." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Strategy", + "title": "Hazama", + "section": "Defense", + "text": "Hazama hasnoresource-less reversal moves, so his best option on Defense is tosimply block. IBs and IBBs are extremely useful for pushing out an opponent. Hazama's counter assault is also a useful defensive tool. You can use it to get people off of you and then use chains to navigate back to neutral, or potentially set up stance. Here are Hazama's reversal options: EA (ABCD in OD, 1~22 All) is the second most reliable reversal option, and is the only reversal that does not rely on meter. But most of the time you will save it and instead use... Houtenjin (236236B, 1~4 All in OD): More or less only sees use as a reversal in OD. Houtenjin has several benefits over Hazama's EA. The hitbox is massive, and you can followup afterwards. Unfortunately, it costs meter, and it's much less safe. You can use this to disrespect some pressure strings. Guard cancel OD into Houtenjin can punish any move within 24F, which is enough for most specials and big normals. While it isn't a reversal, Counter Assault is also a popular defensive option. The hitbox on it is solid and it usually ends an opponent's pressure outright. However, it is important to not be predictable with counter assault. Like many other counter assaults, it can be baited with a jump cancel, or by the opponent poking and simply blocking afterwards. Watch for jump cancellable normals and ways your opponent likes to reset pressure. Finally, another non-reversal but useful-as-a-reversal move is632146D~D. It is very situational, but can caught opponent off guard." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Strategy", + "title": "Hazama", + "section": "Tips and Tricks", + "text": "Keep track of your stocks and your position. Getting caught up close without stocks is dangerous because of your limited movement.Hitting an opponent in a chain's deadzone is generally a waste Hitting an opponent in a chain's deadzone is generally a waste You can usej.8D~D>j.4D~Dto fling yourself out of the corner and reset to neutral. It'll fling you out of range of most characters.If you don't have two stocks, you can use super jump >j.8D~Bto escape some positions instead. It's slower, but about as effective. If you don't have two stocks, you can use super jump >j.8D~Bto escape some positions instead. It's slower, but about as effective. Hazama's Overdrive is extremely powerful. Consider using burst less and leaning into Overdrive more. Don't jump in every time with chains. Instead, you can stay in the same position or jumparoundyour opponent to reposition. You can use214B~66Bto catch fuzzy jumps 214D~Cbeats most reversals." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Strategy", + "title": "Hazama", + "section": "Fighting Hazama", + "text": "Once Hazama has used up his chains, it's your time to approach! Without chains, Hazama's mobility is very limited. Additionally, he needs to stand on the ground for at least 3 seconds to recover stocks. Hazama's defensive options are lackluster. Once you're in, he's usually forced to rely on system mechanics. If you see stance, you can fuzzy jump and barrier to deal with most stance followups. If you air IB, you may be able toj.Aany followups after the stance followup. Instant Barrier is a strong option against Hazama's5B. It will push him out while making it 0 on block. Try using less committal anti-airs like most 5As. It'll beat out some approaches and still give you time to watch Hazama in case he changes his movement. Try experimenting at playing outside5Brange, and inside his3Cand236Arange. Hazama struggles against characters with strong buttons at this spacing." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Strategy", + "title": "Hazama", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Strategy", + "title": "Litchi Faye Ling", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Strategy", + "title": "Litchi Faye Ling", + "section": "TL;DR (For Beginners)", + "text": "Important Moves 4B: Antiair, very limited horizontal range 6A: Standing overhead 6C[m]: Fatal Counter, and big punish tool. 5B[m]: Great poke in Staffed Mode 2B[e]: Good Staffless poke 623D[m]: Litchi's DP. 623D[e]/421D[e]: Moves the staff and changes its set 632146C: Reversal Super/ Super ender Litchi is a very strong character with plenty of complex tools. She can feel very overwhelming as you learn more and more about her tools. However, you can simplify her gameplan to a degree to make learning her easier. In neutral, Litchi's plan is to stay within reach such that she can poke with a Staff normal (e.g5B[m]), or launch the staff and use it start pressure. If she's not in range to start pressure, she can still launch it in whichever set to cover space. Generally speaking, she can sit at midrange until she finds an opening. WHile In pressure, Litchi's goal ultimately is to use both modes in order to run mixups and wait for her opponent to crack. While staffed,6Ais a solid button to threaten overheads from above. She can also use her other buttons to cut off escapes and condition opponents to sit still. Staffless, she has many mixups at her disposal. She can plant the staff near her (e.g with6D[m]), and use it to either cover her mixups, or combo from them. Alternatively, she can move the staff for better positioning. On defense, Litchi can play keepaway with her staff normals, or use staff launches to cover space. Alternatively, she can use her mobility tools like63214Ain order to play for better positionings. Moves likej.Dare especially great for backing off and making it hard for your opponent to land a hit. Litchi leaves a huge amount of room for experimentation, so feel free to explore with different styles and gameplay ideas." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Strategy", + "title": "Litchi Faye Ling", + "section": "Drive Mechanics (In Depth)", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Strategy", + "title": "Litchi Faye Ling", + "section": "OD usage", + "text": "Litchi has one of the best OD's in the game for pressure for the following reasons: Litchi can cover herself with the staff without setting it. She can repeat this until she opens the opponent up. She also gains more angles to cover with the staff. Reverse Beats and staff open up new mixup and pressure ideas. Reverse gatling can also make Litchi's pressure much safer. It's somewhat easy to convert combos with. During OD Pressure, if you have the opponent blocking, you want to use your new gatling routes and cover gaps with a5Dor3Dwhile you run mixups or even do something such as3D>421C>5Din order to cross the opponent up while safely maintaining pressure. The staff is rather slow so you often need to move it preemptively. For those familiar with other game series like Under-Night or Melty Blood, Litchi's Reverse Beats essentially work the same way. For those unfamiliar, reverse beats mean that you can use normals with large blockstun (like C normals), and then cancel into an A normal. This reduces the total recovery for some attacks and can make Litchi plus in certain situations. You can mess around with cancelling into different normals to change up your mixup timing. For example, you can do5A>5B>5C>6Ato catch someone completely by surprise. During OD combos, Litchi's main goal is mainly use6C[2] in her combos as much as possible (for proration) and use her Exceed Accel or All Terminals as an ender. In her more advanced combos, mostly those with longer OD durations, you want to combo from X > All Green > X > All Terminal/Exceed Accel for maximum damage. One of the most notable weaknesses in the form, somewhat ironically, is the staff. She has a much harder time catching opponents because she can't cover space by launching the staff as normal nor using staff normals." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Strategy", + "title": "Litchi Faye Ling", + "section": "Staffed", + "text": "Litchi's blockstrings are much less complex in Staffed mode, but she can still frame trap opponents and call out certain moves. 5B[m] >2C[m] 5B>2Cis one of the Litchi's few true blockstrings in Staffed mode. 2B[m] >3C[m]/6A[m] 3Cwill catch opponents fuzzy jumping. Paired with6A, and you also some form of High/Low mix 5B[m] >5C[m] >41236B A useful frame trap to keep opponents from contesting. Still loses to2Amash and most lows, however." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Strategy", + "title": "Litchi Faye Ling", + "section": "Staffless", + "text": "While Blazblue is already quite freeform with blockstrings, Litchi can kick it up a notch in Staffless Mode. Depending on the staff's location, set/mode, and direction, Litchi can switch up her blockstrings greatly. Do NOT copy these exactly. It is up to the player to gauge positioning, their needs, and the overall game state to switch up blockstrings. These are meant to give ideas of how Litchi can structure pressure with a few common situations. 2A>2A>5B>2B>5C>3C A basic blockstring that'll push you out to keep you safe, but lacks mixup and won't let you keep up pressure. (With staff set)2A>5B>6A> D > (microdash) >2B>5B>3C A basic example of how launching the staff can cover your mixups. (With staff set far away)2A>2A>5B>5C>63214A An example of using Reach/Riichi in order to jump away after a blockstring. (With staff in delayed launch, set in Vertical/5DMode)5B[e] >6A[e] > ]D[ (During6Astartup) >2A[e] > delay2A[e] > (Staff 2) An example of covering6Astartup with staff launch. Vertical Mode's second hit is particularly good for keeping opponents trapped at midscreen." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Strategy", + "title": "Litchi Faye Ling", + "section": "Okizeme", + "text": "Litchi often wants to end her combos with a staff set like6D/623Din order to run her mixups. While very few (if any) of Litchi's oki options cover every tech, even her basic oki setups are very strong. On oki, you typically want to input [D] to start the delay launch. From there, you can run in and2Ato check opponents, or run basic mixups with2B[e] and6A[e]. You can also mix in throw. A particularly nice throw mixups is launching the staff, then throwing them right before or right after the staff hits. Depending on your timing, you can catch them off guard and throw them, or bait Throw OS and TRM them." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Strategy", + "title": "Litchi Faye Ling", + "section": "Tsubame Gaeshi (DP) oki", + "text": "Leads to safe jump Can start delay launch and2Ato check rolls DP is a strong combo ender for Litchi as it grants her a knockdown and a Vertical/5Dstaff set. This lets her cover a variety of options through oki and makes many of her mixups safer (Video Example Here). You can also safe jump andj.B, catch delay techs, or start the delay launch and use it for pressure." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Strategy", + "title": "Litchi Faye Ling", + "section": "Video Resources", + "text": "A VOD featuring an Introduction to Litchi(About an hour and a half long) A series of VODs by ZakOneStar featuring Tips, Tricks, and Visual Examples for Litchi players of all skill levelsPart 1Part 2Part 3 Part 1 Part 2 Part 3" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Strategy", + "title": "Litchi Faye Ling", + "section": "Tips and Tricks", + "text": "Litchi has a ton of tech dumps out there. Some of the tech from the first list may be outdated, but they're both useful if you're looking for something to put in the back pocketCF Tech Dump From UriA compilation of CF2 Tech CF Tech Dump From Uri A compilation of CF2 Tech Try to memorize the staff's speed when it launches. This will make it easier to figure out when to release it in combos and pressure. Litchi requires Negative Edge. If you're playing on pad, consider setting \"D\" to a bumper to make it easier to delay staff launches and move. Try using Kote to reposition staff and change sets. j.D[m] is great for air stalling and calling out anti-airs. Use 63214X for mobility and throwing off your opponent!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Strategy", + "title": "Litchi Faye Ling", + "section": "Fighting Litchi", + "text": "Watch the staff. As \"obvious\" as that may sound, it's complicated and necessary for defense and neutralIf the staff wiggles, it's adjusted it's direction.Memorize Litchi's staff sets. It's helpful for figuring out what her oki will look like. If the staff wiggles, it's adjusted it's direction. Memorize Litchi's staff sets. It's helpful for figuring out what her oki will look like. Litchi's staffed pressure is quite limited. Abuse that and escape! Characters with big reversals can challenge certain frame traps. If the staff is far from Litchi, she can't make much use of it. Try and play aggressive! Switch sides with the staff to force Litchi to adjust! If Litchi activates OD, you can actually run away without much trouble. Ways to Challenge Litchi staff placement(by Uri)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Strategy", + "title": "Litchi Faye Ling", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Resources", + "title": "Rachel Alucard", + "section": "Intro", + "text": "This page is Rachel Alucard's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Resources", + "title": "Rachel Alucard", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here. Rachel Guide by player Rachel's Husband Rachel Beginner's Guide by RurouniLoneWof Japanese Name: レイチェル=アルカード Japanese Wiki Japanese BBS Arcade Profile Dan Rankings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Resources", + "title": "Rachel Alucard", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Character Video Thread" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Resources", + "title": "Rachel Alucard", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Resources", + "title": "Rachel Alucard", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Resources", + "title": "Rachel Alucard", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Combos", + "title": "Bang Shishigami", + "section": "Intro", + "text": "This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.Consider helping rewrite it." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Combos", + "title": "Bang Shishigami", + "section": "Things to consider/remember when learning combos", + "text": "1. Most combos have Instant Air Dashes (IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.). A lot of IAD’s. You’ll have to get used to his movement if you want to pull off his optimal combos. Don’t worry about failing, because once you get his movement, he is one of the most fun characters to play. Just don’t give up too soon, we all had a rough time first learning his movements and combos. 2. His crouching combos midscreen suck. He may be the only character who gets worse confirms from hits on crouching opponents. At least he gets full combos in the corner, and he does have 2/3 basic enders midscreen. …3C> 662AThe dash2Ais a specific, and tight timing, but gets you a combo extentionIf the opponent doesn't tech or they roll away, they get hit by2Aand Bang can combo them again (2A>5B>6C> jcj.D> etc)It’s hisokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., but all it really does is force the opponent to tech The dash2Ais a specific, and tight timing, but gets you a combo extentionIf the opponent doesn't tech or they roll away, they get hit by2Aand Bang can combo them again (2A>5B>6C> jcj.D> etc) If the opponent doesn't tech or they roll away, they get hit by2Aand Bang can combo them again (2A>5B>6C> jcj.D> etc) It’s hisokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., but all it really does is force the opponent to tech 2C>214DSets up a bumper midscreenHard to utilise, so not recommended. Sets up a bumper midscreen Hard to utilise, so not recommended. 2C>623BShould really only be done near corner, so you can combo off it (maybe) Should really only be done near corner, so you can combo off it (maybe) 3. Nail management is important. It likely won’t be too apparent at beginner levels, but managing nails in combos can be difficult if you wasted too many in neutral. Like all characters, good neutral benefits good combos. Especially on recourse dependent character like bang with high damage (Like bang). 4. Overdrive is hard to use early on. There aren’t really any OD BnBs except for mashing a bunch of drives and dash cancelling them into each other. Don’t worry about it, bang can do a lot without OD (but learn it once you feel you’re ready/learned fundamentals and a couple other stuff) 5. There are a good few microdashes in bangs combos. These are basically just dash inputs done really fast then cancelled into a button. It takes practice, but can be buffered mostly. 6. There’s tons of delays between attacks. Just get ready to get used to it. 7. If you want to combo from6A, go with6A>5Binto theBroutes. Skip the2B. 8. A lot of thej.236C> 665Cusually requires a delay on thej.236C. This delay doesn’t work on some characters, so you’ll have to mess around with timings and characters a bit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Combos", + "title": "Bang Shishigami", + "section": "Important Combo Pieces", + "text": "These are key combo pieces for Bang's combos in general: Important Bang combo piece, also known as poison nail route. This route is essential for doing the BnB and other combos that includes this. The delay betweenj.2Candj.236varies on the character and Bang's height compared to the opponent's. Another important Bang combo piece. This route is essential for doing the BnB and other combos that includes this. At high prorations, this becomes a 2F link due to the input priority of the game. A very important routing off6C> jcj.D, since it uses less nails and can help you save them for later. Does less damage, but sometimes you want to save nails for neutral (matchup dependent)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Combos", + "title": "Bang Shishigami", + "section": "Beginner combos", + "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple Most of Bangs optimal combos, or even just his BnB's, are hard to do. Since that's the case, you should know some basic routes to start out. Note: Combos ending in jcj.B>j.C> jcj.B>j.C>j.2Cwon’t work on some characters. In that case, skip the secondj.C. 5A>5B>2B>3C/2CThe most basic of basic combos. Also your combo on crouching opponents! 6C whiffs on crouching opponents, so you'll have to settle for this (in midscreen, at least). After2C, you can either set up a bumper (e.g Slight Delay214D) or head into623Bif you're near the corner. Otherwise just end in3C, so you can catch roll with 662Aafterwords (Don't worry about it too much, but you'll have to learn 662Aeventually) 5A>5B>2B>6C>j.D>5B>2B> jcj.B>j.C> jcj.B> (j.C>)j.2C/j.623BA very basic route against standing opponents. If you don't know where to start and are tired of crouch confirms doing no damage, here's a good place to start 5A>5B>2B>6C>j.D>j.236C> 665C>5D> jcj.B>j.C> jcj.B> (j.C) >j.2C/j.623BSimilar combo to the on above but including the 'Microdash'. Microdashing is something you'll want to do as Bang, since it opens you to further combo extension, corner carry, damage and seals" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Combos", + "title": "Bang Shishigami", + "section": "BnB's", + "text": "5A>5B>2B>6C> IADj.C> (Delay)j.2C>5A>5B>6C> jcj.D>j.22A(buffered duringj.D) >j.B>j.C> 9j.B>j.C> IAD > (j.C>)j.2CThe nailess BnB. Culmination of what you've learned so far plus a bit extra, which should hopefully accustom you to delaying your attacks mid combo. More information once you get to the midscreen section, where this combo'll pop up again 5A>5B>2B>6C> (Delay) IADj.C>j.2C>j.236A> 665A>5B>6C> jcj.D> > (Delay)j.236C> 665C>5D> (j.C) >)j.2CThe BnB you've been working towards this entire time. More information in the Midscreen section, but if you can do this combo, then congratulations! You're no longer in the beginner skill level for combos! Now you can try the other BnBs and learn more about Bang from them. All these routes can be done with2A,5B, and2Bstarter, for convenience's sake.6Agoes into5Broutes, just skip the2B. 2Cgoes into a special move and3Cjust ends the combo. IMPORTANT NOTE: After pretty much every combo, doing a microdash (66)2A, you can catch rolls. Ending at lower heights by doingj.2Cearly can let you as a beginner catch people abusing roll. There is also6A, but that is mainly only for corner and you lose your meaty (Attack on opponents wakeup) To combo from these, do2A/6A>5B>6C> jcj.C>j2COR …6C> jcj.D… (Beginner routes aren't meant to be optimal, just easy enough for you to start)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Combos", + "title": "Bang Shishigami", + "section": "Core combos", + "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Combos", + "title": "Bang Shishigami", + "section": "Midscreen", + "text": "5A>5B>2B>6C> delay IAD >j.C>j.2C>j.236A> 665A>5B>6C> jc >j.D> Delayj.236C> 665C>5D> jump > IAD (j.C>)j.2COne of Bang's most useful combos as it can be done from5Aand2AAalbeit at lower damage. The microdash before the5Ais required against most characters, or the6C> jc >j.Dwill drop.j.Cwhiffs on some characters, so just be careful when doing it. 5A>5B>2B>6C> IADj.C> Delayj.2C>5A>5B>6C> jc >j.D>j.22A>j.B>j.C> jump >j.B>j.C> IAD >j.2CSimilar combo without the nail, which results in less damage, however saves on recources. Finnicky on Jin, Izanami and Kokonoe, and doesn't work on Jubei at all. 5B>2B>6C> IADj.B>j.C>j.D>5B>2B> jc >j.B>j.C> IAD >j.C>j.2CEasy Nailess combo from5Bstarter. You have to do the IAD as fast as possible or else the second5Bwon’t pick up." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Combos", + "title": "Bang Shishigami", + "section": "Crouching", + "text": "5A>5B>2B>2CBang doesn't get much if the opponent is crouching midscreen. You can do all sorts of gatlings but he does not get a launcher without using 50 meter to RC as6Cwhiffs on crouchers. You can set up bumper after2C. 5A>5B>2B>3CThe most basic combo from crouching midscreen. Leads to good 'OkizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.' with 662A(Forces tech or else opponent will get Combo'd again. Also catches rolls.) 5C>5D>j.B>j.C> IAD >j.C>j.2C>j.236A> 66 (5A>)5B>6C> jc >j.D>j.22A>j.B>j.C> jump >j.B>j.C> IAD > (j.C>)j.2COne of the many combos you can do from5C. You want to delay the jump cancel a little bit beforej.B, IADj.C,j.2C, andj.236A. You can also remove the5Aand replace it with5Bbut then the combo difficulty becomes ‘Hard’. Much easier to do on counterhit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Combos", + "title": "Bang Shishigami", + "section": "Important Combo Piece", + "text": "note: this is a combo piece for corner only This conversion is very useful as it allows you to get2Das a seal, which is the hardest seal to get in combos. Instead of doing6D, you can use this to get the2Dseal if you are still missing it and it does more damage overall. This works on almost half the cast. Namely: Ragna, Rachael, Taokaka, Litchi, Arakune, Hakumen, Hazama, Valkenhayn, Platinum, Relius, Azrael, Kokonoe, Terumi, Celica, Bang. It can be done on the rest of the cast with a delay before623B, however it doesn't have enough scaling most of the time to properly combo in most circumstances." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Combos", + "title": "Bang Shishigami", + "section": "Standing", + "text": "5A>5B>2B>6C>j.623B>5A>5B>6C> jc >j.D>j.236C>5C>5D>j.D>j.236C>5C>6D>623B> Bumper setAlternative ender would be ending on5D>623B>2C> Bumper set, instead of unlocking 3 seals. 5A>5B>2B>6C> delay >j.22A>j.C> delay >j.623B>2B>623B> 665C>5D>j.D>j.236C>5C>6D>623B> Bumper setThis combo is extremely finicky on some characters (Azrael, Bullet, Hibiki...). Can be made easier by doing it no delays with5B>2B>623B 5B>2B>6C> delay >j.22A>j.C> delay >j.623B>5B>2B> jc >j.C>j.22A>j.C>j.22A>j.2C>j.236B>5A>5C>6D>623B> 662B>6C> jc >j.C>j.2C>j.236B(whiff)The good ‘ol5Bcorner combo. Has high damage and sets upB nail okiwhich is pretty nice. Remember, you can act out of623Ba bit faster than you think. 5B>2B>6C>j.22A> delay >j.C> delay >j.623B>2B>623B> 662D> jc >j.D> delayj.236C>5C>5D> 9jcj.236C>5C>6D>623BThe5B4 seals combo. Should be universal across the board, meaning you don’t need to worry about the character. You can act after623Ba bit faster than you think (especially important in this combo) 5A>5B>2B>2C>623B> 66 >2B>5B>6C> jc >j.D>j.22A>j.B>j.C>623B> 66 >5D>623B>2CBumper setThe trick toj.D>j.22Aj.B>j.Cis to buffer thej.22Aduring j.D. Other than that, this combo is pretty standard 5C>5D> TKj.22A>j.C>j.22A>j.C>j.623B>2B>623B> 665C>5D>j.D>j.236C>5C> >6D>623B> Bumper setYou don’t need to do a ‘292’ input to get thej.22A, you can just hold 9 and buffer thej.22A. You have to do it fast or else you’ll go too high and the 2B will whiff. Otherwise, time the delays onj.22A’sand623B 5C>5D> tkj.22A>j.C>j.22A>j.C>j.623B>5B>6C> jc >j.D>j.236C>5C>2D>623B>6D>623B> Bumper setOnly do this combo on characters where5C>2D>623Bworks as it unlocks all seals in one combo Bang has too many variations to his combos, a lot of them having more optimal routes and some very, very silly combos The combo tables are still in progress. Feel free to add your own combos!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Combos", + "title": "Bang Shishigami", + "section": "Combo theory", + "text": "Click \"Expand\" to view the combo theory (lot's of words) Notice:Bang combo's are much harder to do based off inputs compared to seeing a video of it" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Combos", + "title": "Bang Shishigami", + "section": "IAD's", + "text": "Bang’s combos are notoriously timing specific and full ofIADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.’s (Instant air dash), Nails, micro dashes, and lots, lots of damage. Even on the worst scaled combo starters he’ll still get a combo worth around 3000~ damage give or take 300~." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Combos", + "title": "Bang Shishigami", + "section": "Seal gains", + "text": "Not only does Bang get high damage, He also gets lots of corner carry thanks to IAD’s and generally reaches the corner in 1-2 combos (assuming the opponent is not crouching). Get used to the IAD inputs and the delays surrounding them, as well as just delays in general. You will be in the air for a lot of bang’s combos, so be ready to take to the skies. In every combo, you’ll be getting around 2-3 Seals on average. The purpose of seals are to boost damage by collecting all 4 seals (Drive normals receive a +25% damage boosts), with each seal getting their respective drive 20% extra damage. It also gets boosts in overdrive, but that will be covered later. Do note:The corner allows for some specific 4 Seal combo's, or you can get 4 seals midscreen with the use ofCTA chargeable guard crush that can be performed with 25 meter. Sometimes used in combos as charged crush trigger have 100P2.in combo's such as ...6D>CTA chargeable guard crush that can be performed with 25 meter. Sometimes used in combos as charged crush trigger have 100P2.> 665C>5Dor any other drive, but it's usually not worth it as you can rotate between drives in combos, and the corner allows for the2Dseal to be obtained kind of easily. It also gets boosts in overdrive: 5DSeal (Fu)Gains 2 extra dashes in Overdrive Gains 2 extra dashes in Overdrive 6DSeal (Rin)Makes dashes projectile invulnerable and makes them look like teleports Makes dashes projectile invulnerable and makes them look like teleports j.DSeal (Ka)Grants 20% damage boost to every attack in Overdrive Grants 20% damage boost to every attack in Overdrive 2DSeal (Zan)Makes all guard point attacks full guard pointsE.g2Dcan guard point lowsAllows Bang to block while dashingGuard points can block unblockable attacks Makes all guard point attacks full guard pointsE.g2Dcan guard point lows E.g2Dcan guard point lows Allows Bang to block while dashing Guard points can block unblockable attacks So since having all seals gets you 25% extra damage + the extra 20% damage per drive on their own seal + thej.Dseal getting 20% extra damage per attack, adding up to 65% extra damage onDattacks and 20% extra damage on everything else." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Combos", + "title": "Bang Shishigami", + "section": "Common starters", + "text": "The common5Astarters lead to big damage, like basically all of his moves. You do a basic string like5A>5B>2Band choose how to continue the combo. On Standing opponents go into6Cand if you’re in fullscreen/midscreen go into an IAD to combo afterwords. If you’re in corner, you get to do6C>j.22A>j.C>j.623Bto combo for more damage and seals. Roughly you’ll get somewhere between 2.8K – 3.3k damage. None of that considers crouching confirms, which usually lead to almost no damage midscreen/fullscreen or less damage in corner. Simply either go into2Cor3C.3Cis better most of the time since you can at least try and force tech, while2Cshould really only be used to set up bumper, which is hard to capitalise off. In the corner, you can do a simple5A>5B>2B>2C>623B> 662B> etc. it does lower damage but generally lets you set up much better oki. 2Aworks in replacement of5Abut generally does a couple hundred less damage. The5Bstarter is essentially the5Astarter but stronger. More damage, more combo extensions, more corner carry and generally better. If you were to land5Bthough, you’d get roughly 3.9K~4.5K damage per combo. Anywhere but (near-)corner you can do …6C>j.22A>j.C>2B/665B> sjj.C> etc or do5B>2B>6C> IADj.B>j.C>j.D>5Bpickup.5Bscales better, but the more damaging routes are going to be harder to pull off. He still has to end in the same way5Adoes on crouching opponents, however in the corner he can do TKj.623Bafter pick up 662Bto get better scaling for the rest of the combo e.g …2C> 662B> TKj.623B(8/9623B) >5B> etc. Now, on Counterhit you can do5B>5Cand continue with a5Croute, but if you aren’t ready for it the5Cwon’t confirm. And on6A, go into5B, skip2B, and continue the combo. 2Bis interesting as it’s Bangs best scaling ground normal, however it leads to mostly the same routes as5B… unless you get a counterhit or anti-air, in which case you can combo into5Dand go from there. Again, this is his best scaling ground starter so you can get massive damage in these situations. Has some fancy stuff with Counterhit and Crush Trigger. 5Cis a starter with high damage, but not as good scaling. It combos the same on crouching opponents so it has consistency in its routing. Generally you’d go into5Dand pick between the two routes IAD >j.B>j.C> 665C>5D> …Generally used for corner carryHas delays everywhere, before IAD, slight delay beforej.BCan be done up to 2 times on normal hit, 3 times on counter hit (if fullscreen)Not optimal, used in other routes besides5CBecomes optimal on2D>623Bcharacter where you can end up in the corner by the first loop and can do 665C>2D>623B> etc Generally used for corner carryHas delays everywhere, before IAD, slight delay beforej.BCan be done up to 2 times on normal hit, 3 times on counter hit (if fullscreen) Has delays everywhere, before IAD, slight delay beforej.B Can be done up to 2 times on normal hit, 3 times on counter hit (if fullscreen) Not optimal, used in other routes besides5CBecomes optimal on2D>623Bcharacter where you can end up in the corner by the first loop and can do 665C>2D>623B> etc Becomes optimal on2D>623Bcharacter where you can end up in the corner by the first loop and can do 665C>2D>623B> etc jcj.B>j.C> IADj.C>j.2C>j.236A> 665A/BLots of delays; delay before jumping, IADj.C, slight delayj.2Candj.236aOptimised for damage and is still rewarding in corner carry Lots of delays; delay before jumping, IADj.C, slight delayj.2Candj.236a Optimised for damage and is still rewarding in corner carry In corner this is the same thing, however after5Dyou cancel into [j.22A>j.C] x2 >j.623B>5/2B> etc for big damage. There is a big problem with all of this, being5C>5Disn’t hit-confirmable (you can’t combo on reaction). You can still hit-confirm with2Cso you can salvage good damage in the corner. In midscreen, you have to guess by doing6Aand combo with5C>6A>5B>2B>3Cfor a low damage combo. On counterhit5Cdoes the same thing and5Dis more hit-confirmable. The routes are different in corner, as you can do5B>5C> etc after the basic corner combo starter. Considering how much this button does, and also an overhead, leads to a very useful button on hit/block. 2Cis a good button to combo off, generally doesn’t get much midscreen without counter hit (CH2C>2B>5D> etc). And in the corner, you can do some very saucy combos that have a lot of rules, but do a lot of damage (and look cool) so it’s worth it. 6Bcan’t combo on its own without a recourse (RC, Bumper), counterhit or an air hit (which rarely happens). Generally results in around 2.2K~ to 2.4K~ish damage and if you RC6Bfast enough, you can pickup with2Band combo into5D> etc. Counterhit6Cand Counterhit3Cgenerally have similar combo structures. In fact, sometimes they can outright have the exact same core combo within them, no matter where on the screen they are. [6Cwill be used as a DP punish] Generally they can be broken into 3 zones: Fullscreen Midscreen Corner All of these have different routings, but they share one common factor: the start. For3Cspecifically, you start with 662B>2Dfor all routes and continue depending on the screen. 623Balso has Counterhit combos which you can continue with5B>6Cor6C> poison route. It does good damage, around 3K-3.6K damage depending on whether you use the poison route or not. For all air normals (besidesj.D), go into one of two routes: …>j.C> IAD >j.C>j.2C>j.236A> 665B/5AThere’s a lot of delays like normal, on basically everything before 665B/AGood damage, Bang has some of the best Air-to-ground confirms in the game There’s a lot of delays like normal, on basically everything before 665B/A Good damage, Bang has some of the best Air-to-ground confirms in the game …j.C> IAD >j.C>j.D> delayj.236CVery easy basic confirmLess damage, but more easily confirmableCan remove IAD >j.Cif you’re already air dashing Very easy basic confirm Less damage, but more easily confirmable Can remove IAD >j.Cif you’re already air dashing This doesn’t include Overdrive combos, but that is the basic theory for each of his main attacks." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Combos", + "title": "Bang Shishigami", + "section": "Combo Enders", + "text": "Generally you don’t get many options midscreen for ending combos, but the most utilised ones are: …IADj.C>j.2CUsed after 665C>5Dmostly Used after 665C>5Dmostly …IADj.B>j.C> (land)6C> jcj.C>j.623Bused if you are near enough to corner thatj.623Bwill stick opponent to the wallsometimes the combo scales too hard to end in this used if you are near enough to corner thatj.623Bwill stick opponent to the wall sometimes the combo scales too hard to end in this …2C> 214XCrouch confirmNot really worth it, but setting a bumper can help in some situations. Crouch confirm Not really worth it, but setting a bumper can help in some situations. …3CCrouch confirmLeads to good ‘OkizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.’A 662A(Manually timed input) will catch roll and no tech leading to a combo afterwords Crouch confirm Leads to good ‘OkizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.’A 662A(Manually timed input) will catch roll and no tech leading to a combo afterwords A 662A(Manually timed input) will catch roll and no tech leading to a combo afterwords In the corner you get some better oki options, and oki options that work better specifically in the corner. 2C(slight delay) >214D:The bumper oki. You can use any bumper but214Dis usually the most useful. Sometimes the combo wont have enough scaling to hit2C, so you’ll skip it in that case. With this, you get several options afterwords. 6Alets you catch roll and no delay. Combos afterwards on no tech/roll with6A>5B> (623B>) etc. You can access3CLoops by doing [3C> 4dash3C] until one bumper charge left > 6dash5B/6C> etc.6Awill not let you meaty if they can avoid it on wakeup. There are many different combo routes due to the pressure here but the general rule goes: X button (> (2C>)623B) >3Cloops > 6dash5B/6C> extension > ender. Some buttons like3Crequire you to 6dash >5/2B>623B>3Cloops to confirm.6Brequires a 2dash >2B>623B>3Cloops > etc. Lots of whacky stuff you can do with bumpers, best to avoid them until you’ve gotten Bang down as a whole. B Nail Oki:A strong Okizeme option that can be done a couple of ways: Pickup 662B>6C> jc >j.C>j.2C>j.22A>j.236B(whiff) 5D> jc >j.D> IADj.236B Since the nail doesn’t hit the opponent, it bounces off the floor and set up for a meaty with2A> Explosion >5C> etc. Does decent damage and is one of Bang’s better options for Okizeme. Does cost a nail, so be mindful of recourses when using this. More so than Bumpers because this gives you one opportunity compared to the bumpers 3 dashes." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Combos", + "title": "Bang Shishigami", + "section": "OD Combo theory", + "text": "Click \"Expand\" to view the combo theory (lot's of words) Bang Shishigami’s overdrive is a very complicated one at first. Having your regular movement be replaced by Dashes and having to deal with each seal affecting your drive makes it ore situational than most Overdrives. That said, it can be still be used like every other overdrive. His damage becomes absolutely explosive, with most combos doing 4K unoptimized and leads to lots of resets if you start with a bad starter (e.g5A>5B>2B> 9j.2C) The movement is similar to Bang’s Bumper dash, except he can cancel the dash into himself up to 2 times normally, and up to 4 times if he has the5DSeal (Fu). 5DSeal (Fu) andj.DSeal (Ka). Are really all you need for a good offensive overdrive, and they are luckily the most common seals to get, too. Be wary as you lose the ability to neutral in Overdrive, so it can be Jank (kinda like everything else bang has), especially considered he gains new gatling options. If you dash, you can cancel drives into each other and it leads to some big damage with all seals. In that sense, also be wary of how far your dashes will go. As mentioned earlier, you can cancel your dashes into dashes, or even buttons. This will halt the movement and go straight into the attack, unlike bumpers who have a bigger delay. It’s kind of like a ‘microdash’ in OD and can mess up combos that should normally be no issue. Try not to buffer too hard, because that will cause your dash to go basically nowhere and may whiff your attack." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Combos", + "title": "Bang Shishigami", + "section": "Midscreen/Fullscreen", + "text": "These are key combo pieces for Bang's OD combos in general: A basic confirm that works on pretty much everyone, but has some weird interactions with some characters. You need to buffer the TKj.623Bduring2B, so it can be difficult until you get the hang of it. A high damaging string inside your combos. Universal, or should be, and is pretty tight since you need to buffer 9623B during 5D. Used in combos with longer OD time, or on raw OD for 4 seals (also double super routes with long OD timer). Replace5Cwith EA [(5)ABCD] The most simple OD confirm out there. Basically, if you don’t know what to do after raw OD5B, this is your go-to. THE Throw punish. Use it to punish throw or other risky attacks and capitalise off around 5K damage on minimum OD time. At maximum time, you can go into a double super full/mid screen by replacing TKj.623Bwith 9j.Dand continuing onwards with a specific route for more damage. Basic OD extension. Sometimes the opponent is too high to get hit by2Cso you’ll have to micro delay it. Double super for midscreen. The trick to hittingDaifunka(236214C) consistently is to buffer it so that you are at the ‘4’ input when you hit the ground, then pressC. Can extend with2C>623Bbefore 2B if you have time left. In cases where you don’t want to be burst after web nail, use doubleAshura(236236A). Basic sideswap routes in Overdrive. Useful if you are backed in the corner and land a stray hit. This is all just basic things midscreen, but should help when you design your overdrive routes. There is still more to learn, but this is a good enough starting point. Remember, at any moment you can cancel in to 9dashj.2Cas long as the opponent is standing for a reset." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Combos", + "title": "Bang Shishigami", + "section": "Corner", + "text": "Corner has a much, much easier time just explaining what you can do. There aren’t many options, but they are simple to understand, except the double super, which is Jank. Combo extension in corner! Not much else to say, it’s probably the most simple thing to do, but can still mess you up if you aren’t used to the inputs/not paying attention. A simple introduction to corner double super. The 6dash6Dwill sideswap, and since OD.236214Calso sideswaps, you can use the bumper again to, well, super again. Set the bumper in the new direction you end up in the corner, so it would be something like6D>236Dif you started in P1 side. Time the buffer for 6dash236214Cto make sure you don’t do the input too early. It would look like a [63214 214] input. Better watch a video than listen to words." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Combos", + "title": "Bang Shishigami", + "section": "OD combos", + "text": "The combo tables are still in progress. Feel free to add your own combos!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Combos", + "title": "Bang Shishigami", + "section": "Video Examples", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Combos", + "title": "Bang Shishigami", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Data", + "title": "Relius Clover", + "section": "j.C", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Frame_Data", + "title": "Arakune", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Frame_Data", + "title": "Arakune", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Frame_Data", + "title": "Arakune", + "section": "System Data", + "text": "Forward Dash is cancellable into attacks from frame 37 onwards" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Frame_Data", + "title": "Arakune", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Frame_Data", + "title": "Arakune", + "section": "Revolver Action Table", + "text": "5Band2Bare tied together - they can be used a combined total of 2 times per string" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Frame_Data", + "title": "Arakune", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Frame_Data", + "title": "Arakune", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Combos", + "title": "Iron Tager", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Combos", + "title": "Iron Tager", + "section": "Combo Theory", + "text": "Most of Tager's combos are going to start off of his short-ranged normals, aside from Spark Bolt and callouts.5Ais a good poke, particularly for stagger pressure, and can lead to short combos that you usually want to use to gain magnetism.5Bis shorter ranged and slower, but hits low and leads to stronger combo routes.5Cis the longest, but also significantly slower, so while you can use it in midrange neutral you should be careful with when and how often you use it. 2Aand2Care your anti-airs, but each has its drawbacks.2Ais much faster, and while it doesn't have head invuln, it low profiles many air attacks, but it leads to middling damage.2Cis much bigger vertically and can lead to strong damage, especially on a counter hit, but it's slow and has a poor horizontal reach. You'll have to determine which one you want to use in different situations. Tager's combo game relies heavily onwhether the opponent is magnetized. If the opponent isn't magnetized, you won't have access to his more damaging routes and your main goal should be to apply magnetism. All of Tager's Drive moves apply magnetismeven on block, and you'll primarily be using eitherGadget Fingeras a combo ender, or4Das a blockstring ender. Once the opponent is magnetized, you'll start to rack up damage. Tager's basic BnB is his B Starter #2, which can do around 3K regardless of the starter, so you'll want to be very familiar with this. This also gives you more opportunities to apply magnetism; sometimes it's better to use a weaker combo that applies more magnetism, especially if it's almost out. Tager's primary combo ender is623C,22D, particularly after magnetized combos. Atomic Collider (623C) does a great amount of damage, even at the end of longer combos, and Gadget Finger (22D) adds a good amount of magnetism. You're +10 after Gadget Finger, which gives you many options for oki; catching a mash with5C/3C, using360A/Bto beat blocking, backdashing to beat DP, or even using another quick Gadget Finger to beat jumping. You can also omit Gadget Finger for a safejumpj.B/landing360Amix. Many of Tager's strongest combos involve usinglow6A. This move has a special property where, if the opponent is close to the ground when it hits, you have access to more followups, specifically6Cand236B. This is mostly used after aSpark Bolt, so it's important to get used to the timing so you can get the most damage. Spark Boltis an incredible projectile, and it can be used to extend combos, either if the opponent is too far out or if you're out of cancel options. For example, after5Dyour combo often can't continue, but you can extend it and tack on a lot of extra damage with Spark Bolt. Since it applies magnetism as well, it's an easy way to get big damage off a stray normal without starting magnetism. It also sets up low6Aconfirms, which is where Tager's highest damaging combos come in. It's a valuable neutral tool as well, and it can be a combo starter from fullscreen, so you'll need to gauge when you want to use it. Tager excels atpunishingopponents' mistakes. His5Chas great proration, and is fast enough to punish a lot of DP's and blocked supers.5C>6C> ... can do over 4.5K without resources, and can end a round with them. Of course, be cautious if you think the opponent is going to RC a blocked attack, but it's important to know your CH5Croutes. Hiscommand grabsalso have invuln frames:360Acan beat fast buttons from opponents, while360Bhas longer invuln to catch committal options. Utilizing these effectively in different situations can lead to big damage and magnetism. Another important part of Tager's combos isresets. Delayed Gadget Finger can pull the opponent right next to you for low/throw oki, and it can loop into itself. Of course, you'll want to vary this with standard combos as to not get predictable, and these resets can be beaten if the opponent delay techs. However, this can open up more damaging combo routes for Tager as well; if you predict the delay tech, you can get a blue beat combo. In general, use resets as a supplement to your gameplan, and don't be afraid to experiment. Tager also has the infamous timeout strategy, which can be good if you have the lead but does take quite a bit of practice.Gadget Finger RC Timeout Routes" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Combos", + "title": "Iron Tager", + "section": "Combo List", + "text": "For the purpose of listed combos, small characters are Noel, Rachel, Amane, Kokonoe, Naoto, Es, Mai" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Combos", + "title": "Iron Tager", + "section": "Ground Combos", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Combos", + "title": "Iron Tager", + "section": "Air-to-Air Combos", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Combos", + "title": "Iron Tager", + "section": "Video Examples", + "text": "BBCF2 Tager combo collections Examples of Tager Combos by Evira" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Combos", + "title": "Iron Tager", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Frame_Data", + "title": "Ragna the Bloodedge", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Frame_Data", + "title": "Ragna the Bloodedge", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Frame_Data", + "title": "Ragna the Bloodedge", + "section": "Drive Moves", + "text": "1st to 5th Soul Eater hit = 100% lifesteal 6th Soul Eater hit = 110% lifesteal 7th Soul Eater hit = 120% lifesteal 8th Soul Eater hit = 130% lifesteal 9th Soul Eater hit = 140% lifesteal 10th+ Soul Eater hit = 150% lifesteal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Frame_Data", + "title": "Ragna the Bloodedge", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Frame_Data", + "title": "Ragna the Bloodedge", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Frame_Data", + "title": "Ragna the Bloodedge", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "Overview", + "text": "Celica is asimple, low-executioncharacter with solid pokes, good damage and a varied set of tools. Celica's defining trait is her healing mechanic. Hitting with Drive attacks creates recoverable health, which can be recovered by using one of two healing moves, or spent to enhance special moves. Celica's enhanced specials enable new combo routes, on top of having enhanced properties that give them more utility outside of combos. Including afast jabGuardAllStartup6Recovery11Advantage-2, far-reaching pokeson the groundGuardMidStartup10Recovery16Advantage-4andin the airGuardHigh/AirStartup12Recovery23Advantage, astrong anti-airGuardMidStartup12Recovery23Advantage-9, afireballGuardAllStartup18RecoveryTotal: 46Advantage-6, ananti-fireball attackGuardAllStartup15Recovery26 (29)Advantage-4, ameterless reversalGuardMidStartup13~27Recovery39Advantage-24, and twodifferentGuardAllStartup20Recovery34Advantage-17divekicksGuardAllStartup15Recovery20Advantage, Celica has a tool for almost every job. Each of her tools has its own strengths and weaknesses, and identifying the correct option for the situation can take a bit of knowledge and quick decision-making. None of Celica's options individually stand out as particularly strong, but the potential to convert into a full combo from almost all of them can overwhelm the opponent with the sheer number of threatening options to consider. What Celica doesn't have is strong mixups, okizeme tools or anything plus on block to force specific responses. Instead, Celica's pressure relies heavily on staggers and frame traps, and utilising the flexibility of her blockstrings to condition opponents, target their specific defensive options and tendencies and once again overwhelm them with decisions. By pressing the D button, Celica can perform combo attacks with her robot partner, Minerva. The chain has a starter, bridge, and a finisher, and Celica can cancel into followup Drive attacks even on whiff, similar to arekkaA series of special attacks that are only available after the first one is performed.. Drive attacks build Recovery Cap (described below) on hit, building more as more Drive attacks are used in a combo: the first Drive attack in a combo builds 100, the second attack builds 150, the third builds 200, the fourth builds 250, and all Drive attacks past that build 300. (Multi-hitting Drives only trigger once per use.) UnlikeNirvanaorIgnis, Minerva is not controlled like a separate character, instead being responsible for Celica'sBandCnormals. While Minerva is technically her own entity with her own sprites, for most purposes she can just be thought of as part of Celica: Minerva closely tracks Celica's movement while idle. Many actions and states, including movements like dashing and jumping, combine Celica and Minerva into one sprite for the duration. Minerva has hurtboxes and can be hit while performing attacks; hitting Minerva is treated like hitting Celica. Certain moves will move Minerva forward, increasing the effective range of Minerva's attacks that follow, but she will return to her default position during recovery. However, there are certain (likely unintended) quirks caused by how Minerva works: If one of Minerva's attacks clashes, Celica will not experience thehitstopWhen a character is hit, both characters are stopped in place to visualize the hit and give feeling of impact. Hitstop describes this phenomenon. Typically hitstop affects both players equally, but this is not always true. For example an attack may cause the opponent to be in hitstop longer than the player, or in cases of most projectiles, the attacker does not experience hitstop at all.of the clash and will not be able to clash cancel. The hitstop on Minerva's attacks will not be modified by guard point, making Celica less susceptible to moves that rely on applying extended hitstop (such asHakumen'sYukikazeGuardStartupRecovery44Advantage) and more susceptible to moves that normally apply reduced hitstop (such asTerumi'sVenomous BiteGuardUnblockableStartup1RecoveryTotal: 187Advantage). Celica passively gains both HP and Recovery Cap. She generates 100 Recovery Cap every 20 frames, and restores 2 HP per frame, or 3 HP per frame if she has been in Overdrive for 300 frames (5 seconds) or longer. Both effects are paused if Celica is in hitstun or blockstun. The passive gain of Recovery Cap enables the use of multiple enhanced specials in neutral or combos without needing to hit with a Drive in between. However, it does not change how Recovery Cap is spent nor allow the use of enhanced specials without Recovery Cap. These factors make this overdrive potentially incredible when at low health but unique in being literally useless at the start of the round due to being at full health and zero heat. Celica gains Recovery Cap by hitting Drive attacks, passively during Overdrive, or by guard-pointing the opponent's attacks with the special movesMarteau FlanGuardHighStartup25Recovery24 [16]Advantage-10 [-2],Lance QuicheGuardAllStartup15Recovery26 (29)Advantage-4orHache RotirGuardMidStartup13~27Recovery39Advantage-24. This appears as a blue section of her health bar. Celica can convert this blue health to HP by hitting the Drive ender and going into the followup heal, or using Armure Sorbet. Alternatively, Celica will consume her current Recovery Cap to perform enhanced versions of the previously mentioned special moves. Enhanced specials are performed withanynon-zero amount of Recovery Cap, and will always immediately useallof it. The blue health is not actual HP; it will not stop Celica from losing the round when her HP reaches 0, and is unaffected by Celica taking damage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A short-range standing jab that can hit crouching characters. Doesn't really have much utility outside of pressure.2AGuardAllStartup6Recovery11Advantage-2has a tiny bit more horizontal reach while being the same speed and having a crouching hurtbox so it's generally better in most situations where a quick, mashable button is wanted. It doesn't hit quite high or far enough to really consider using it as an anti-air, especially since6BGuardMidStartup12Recovery23Advantage-9is already so solid. The one interesting property of Celica's5A, which is shared by her2A, is that the button can be held to perform up to 3 additional hits. Holding the button for all 4 hits technically performs two moves,5[A]and5A[A], and is treated as such for damage proration purposes. Similarly, holding the button for 2 hits performs only5[A]and applies proration once; this is different from pressing the button twice, which would perform5A>5Aand prorate twice. This leads to a big difference in combo damage off both of them, though they both function as a two-hit jab confirm. Jump cancellable on hit/block 5A Checks for held button on frame 9 If not held, whiff cancellable into 5AA from frame 10 If not held, counterhit state ends late, frame 9 (first frame of recovery) is still CH state 5[A] Whiff cancellable into 5AA from frame 17 (first frame of recovery) 5AA Checks for held button on frame 7 If not held, counterhit state ends late, frame 7 (first frame of recovery) is still CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Celica's main grounded poke, having good range and reliable confirms from all but maximum range.5Bmoves Minerva forward, effectively boosting the range of followupBorCnormals by approximately the same distance as its pushback. Used as a far range poke, this allows it to confirm into5B>5CGuardMidStartup13Recovery17Advantage-4>214CGuardAllStartup15Recovery26 (29)Advantage-4for a knockdown (or a full combo using Rapid Cancel), but not much else since Celica herself does not move forward.5B's hitbox is quite thin vertically and is high enough that some attacks or crouching characters can low profile it more easily than other characters' similar pokes. 5Bcan also be used as a counter hit punish that still combos into6CGuardMidStartup21Recovery20Advantage-2at ranges where5Cwill push out too far and2CGuardMidStartup14Recovery17Advantage-1won't reach, or either would be too slow. Occasionally awkward as a normal hit punish as pushback from blocking an attack combined with the pushback of this move hitting can often put Celica too far away to do the preferred start of5B>2C>5DGuardMidStartup11Recovery33Advantage-17. Jump cancellable on hit/block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A long-range, decently-active heavy button with no special properties. Most of the time,5Cis just combo fodder. In many situations it is outclassed by similar buttons; it lacks viable confirm options afterwards, making5Bgenerally safer and more consistent as a poke, and is not quite as good of a counter hit punish starter as2C. On the other hand, while slower than5B, a wider hitbox vertically and an extra active frame can make it better at catching jumps or crouching moves, especially when used as a counterpoke. While not giving Fatal Counter like2C, being 1 frame faster and having more horizontal range while still leading to comparable damage will come up every now and then, a notable example being after instant blocking an Exceed Accel. Jump cancellable on hit only Counterhit state ends late, frame 19 (first frame of recovery) is still CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The crouching version of5A; slightly longer range but otherwise almost identical. 5Acould be considered slightly better for pressure since it's jump cancellable, while2Ais generally better for mashing for its range and, more importantly, being one of the few 6-frame startup crouching buttons in the game. This is very relevant since2CGuardMidStartup14Recovery17Advantage-1is -1 on block and vacuums, meaning resetting pressure with2Acan be expected to at worst trade against the notable portion of the cast whose fastest option to hit crouching opponents is 7-frame startup; depending on the matchup, the trade could also lead to a favourable spacing. 2Aalso hits low enough to OTG, so it is generally the button Celica will want to use to catch rolls or quick tech as well. 2A Checks for held button on frame 9 If not held, whiff cancellable into 2AA from frame 10 If not held, counterhit state ends late, frame 9 (first frame of recovery) is still CH state 2[A] Whiff cancellable into 2AA from frame 17 (first frame of recovery) 2AA Checks for held button on frame 7 If not held, counterhit state ends late, frame 7 (first frame of recovery) is still CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A two-hit low with good range and extremely low pushback, even less than Celica's jabs. Also moves Minerva slightly forward, not as far as5B, but a tiny bit more than it pushes opponents back. 2Bis a staple part of Celica's blockstring pressure because of its low pushback while still having a plethora of options available afterwards; there's very little to lose from pressing it while having plenty to gain. On top of being a two-hit low that might inadvertently catch some inputs, it's a natural 1-frame trap into2C, which is one of her best combo starters, and is cancellable on either hit to potentially mess with a defender's input timings further. In neutral, the low hurtbox, decent range and long active time can make it a good poke or better counterpoke against grounded approaches, with the low pushback and multiple hits helping it more reliably confirm into a full combo even from the edge of its range." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A shorter-range but lower-recovery heavy button that pulls opponents towards Celica. Fatal Counters, and is Celica's best counter-hit punish starter. 2Cis one of the cornerstones of Celica's pressure. It's great for resetting pressure because of its vacuum while also being only -1 on block and still having multiple threatening frame trap options behind it. A low-pushback string like2A>2B>2Cis easily loopable without needing to microdash, and a good way to encourage opponents to choose more proactive defensive options without putting yourself at too much risk. The high reward on hit also helps discourage opponents from challenging before seeing this button, opening them up to being mixed up or reset at more, earlier points as well. In confirming combos,5Cdoes slightly more damage, but2Cwill often still be preferred for the vacuum to ensure you remain in range for5DGuardMidStartup11Recovery33Advantage-17. On air hits,2Cpulls opponents in more and lifts them higher than normal;5Cand2Cserve specific roles in combos and are somewhat interchangeable, being used in combination with careful delays to control the opponent's position and set up specific combo routes like Backfire loops or fireball links from different situations. Jump cancellable on hit only Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A weird move that hits overhead and then low. At 24 frames start-up, -8 on block, no meterless cancel options, and inconsistent conversions outside of the corner,6Ais not a great overhead. On counter hit the opponent isn't pushed as far away, making midscreen combo conversions reliable, though no invuln and a large gap when cancelling into this move means Celica is more likely to be the one getting counter-hit. You can make first overhead hit whiff, allowing only the low to hit instead, though hitting only the low does not allow for a combo without Rapid or counter hit. Celica's hurtbox is very low to the ground during the landing hit, making it possible to time a meaty6Ato low profile certain reversals, though the precise timing combined with the nature of the game's tech system make this rather impractical even against characters with no alternative reversals. Despite its shortcomings, it's still a standing overhead that leads into a full combo in the corner even while at full health (which is more than can be said about regular214B) so it is worth using occasionally, preferably with the meter to Rapid Cancel to make it safe or add layers of mixup. On hit, it combos into2Bin the corner for good damage. Midscreen, microdash2Acan connect, though due to differences in character hurtboxes it's not possible to convert into a full combo on every character. On block,6A(1) > RC >j.BGuardHigh/AirStartup9Recovery16Advantagecreates a50/50A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A \"true 50/50\" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly.that's easy to confirm and leads to good damage. Thej.Bcan also immediately set up another 50/50 between land >2Bor jump cancel >j.B. First hit knocks down Second hit knocks down on air hit, staggers on ground hit Bonus Proration 110% Airborne from frame 24 Second hit occurs on landing Gap between hits can be altered by external forces Crumple Duration 25F, Crumple Fall 58F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll With a good hitbox, great head invuln and good cancel options,6Bis one of Celica's best tools and a strong contender for most reliable anti-air in the game, both in terms of when it can be used and confirming on hit or block. Combined with a quick dash to potentially adjust spacings, it can reliably contest even some of the longest or most disjointed of air attacks, and is vulnerable mainly only to being baited by changes in air trajectory. Due to being on the B button (instead of the A button like most other standing anti-airs), inputting 4/6A+Bwilloption selectA technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations.an anti-air in one direction while Barrier blocking in the other. 6B>2Cis a simple confirm into a combo on both ground and air/counter hits, which is also very safe on block (or plus on air block).6Balso moves Minerva slightly forward, less than2B, but this helps confirms connect properly even when catching an extended hurtbox. 6Balso sees a lot of usage in combos thanks to the utility of the ground slam, and can be easily included in blockstrings to create additional space or set up IAD pressure resets in conjunction with5B. Slams the opponent into the ground for a ground bounce on air and/or counter hit Jump cancellable on hit/block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A slow launcher that leads to high damage combos.6Cis generally used as combo fodder; it can combo from enhanced Flan,5C/2Con crouching opponents, or counter hit5B/5C/2C. Maximum damage usually involves routing into this move as early in the combo as possible, but since it uses bonus proration it's not ideal to loop it. 6Ccan also be used in pressure as a frame trap, mainly as a threat to deter your opponent from pressing buttons or attempting to jump out after2C; it's easy to confirm a hit and is pretty safe on block, but it lacks good cancel options afterwards to condition opponents not to take their turn. Because it pulls opponents towards Celica, more strongly than2C, it will quite often leave them in range to press their faster buttons. Jump cancellable on hit only Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An unremarkable sweep. Average range, high recovery and no low-profile hurtbox mean this is mostly just a combo tool for stable combo enders, or for floating grounded opponents when at full health; it scales damage unusually poorly, and so should generally be avoided early in combos if possible. Has utility as a tight low and/or frame trap option after2Bhas been used, but is Celica's most unsafe normal barring her Drives and only goes into Drives and specials, so it should be used with caution. Counter hit causes hard knockdown as with most sweeps Uses Celica's2Canimation unless cancelled into from it specifically, where it instead uses her2Banimation" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The air jab; much like how2Ais5Abut crouching,j.Ais5Abut airborne. Its similarly poor range makes it rather weak compared to otherj.A's. While it can be held for an extra hit like its grounded siblings, unlike them it can't be held for more, so it doesn't even have special utility as a wall of active frames. Best utilised in close range air-to-air situations, and can convert into a ground combo by quickly confirming intoj.B>j.C>j.DGuardAllStartup20Recovery34Advantage-17, or a knockdown withj.214AGuardAllStartup15Recovery20Advantagefrom any other confirm. Hits low and fast enough to be able to hit most standing characters while rising, technically allowing forf-shikiSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.setups, but cannot be confirmed into a combo without Rapid Cancel on all but the tallest characters due to neither itself norj.Cnot hitting low enough afterj.B. Jump cancellable on hit/block j.A Checks for held button on frame 9 (first frame after active) If not held, counterhit state ends late, frame 9 (first frame of recovery) is still CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Moderately fast, primarily vertical air button. Does not hit cross-up in any practical situations. Generally preferred jump-in or IAD button as it's Celica's lowest-reaching air button, and can go intoj.Cafterwards for extra overhead hits and better frame advantage on landing. It doesn't quite hit low enough to hit all characters crouching when performed as soon as possible out of an IAD, but will with a slight delay. It does hit low enough to hit most standing characters while rising, so it can also be used for f-shiki overhead mixups (which generally can't convert into a combo, except against taller characters by doing risingj.B> Rapid >j.B). Jump cancellable on hit/block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A mostly horizontal multi-hit air poke, and a strong air footsies tool. Can be used aggressively as a far-reaching air-to-air, particularly out of a dash jump to allow for full combo conversions withj.Deven from further ranges (made easier by having two hits), or can be used defensively while falling from a jump as a low recovery poke near ground level. Not disjointed, and extends hurtboxes (with counter hit recovery) for slightly longer than the attack is active, so it can be prone to trading with or losing to other well-spaced or disjointed air attacks. Can be used as a far-range jump-in, but must be timed late to hit crouching opponents since it lacks any significant downward range. Rather than being a reliable jump-in, it can be used to mix up between a farj.Cand an empty jump to bait out and whiff punish anti-airs. Long untech time on Counter Hit, potentially allowing Celica to land and link into ground moves for higher damage conversions Jump cancellable on hit/block Counterhit state ends late, frames 18-19 (first 2 frames of recovery) are still CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "Drive Moves", + "text": "Celica's Drive chain consists of three attacks: a Starter, a Bridge and the common Ender. Any Drive starter can go into any of the bridge attacks, which can all go into the ender. Each Drive attack can go into the next in a specific delayed window, regardless of hit, block or whiff. The only exception is the heal, which activates only if the ender hits. Each individual Drive move is affected bySame Move Proration. 5D 2D 6D j.D 5DD 2DD 6DD All Specials/Distortions (on hit/block only) 5DDD All Specials/Distortions (on hit/block only) Drive Heal (Automatic on hit) All Specials/Distortions (on hit/block only)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "Starter", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5D 5Dis Celica's fastest and shortest range Drive attack. It is mainly used in combos for its bizarrely long amount of hitstun, allowing it to combo into slower attacks like enhanced214BGuardHighStartup25Recovery24 [16]Advantage-10 [-2]for the launch, or as part of backfire loops. It can also be used as a risky but rewarding frame trap after C normals by delaying it significantly, to potentially trip up opponents who are used to defending against more immediate gatlings and cancels. 5Dhas a number of other interesting properties of varying importance: it's a Fatal Counter, but still a worse CH starter than5B; it's somewhat disjointed, but it's shorter and slower than5B; it vacuums opponents slightly, which is not particularly relevant on the ground but allows backfire loops to be performed even on cornered opponents. These properties plus the strangely long hitstun align to make5Dmore rewarding if it trades with an opponent's button rather than winning clean; trading with a standard level 3 attack (which will generally have similar startup to this) puts Celica at +18 against standing opponents, allowing a trade combo into5C>6Cbecause of the Fatal hitstun. 2D An extra sweep.2Dhits low and is quite slow, almost always leaving a gap when used on block. It moves forward and has fairly long range, but doesn't reach its full range until the later active frames so it often fails to combo or frame trap properly at the edge of its range. Combined with very poor proration values, it sees very little use in combos outside of niche scenarios and avoiding Same Move Proration when ending in super. After a combo, it can be used to cross-under neutral/emergency tech due to its forward movement, despite not actually having a low profile hurtbox. Outside of combos and pressure, it could be argued that it has some utility as a long-range whiff-cancellable counterpoke that pulls Celica's hurtbox back very slightly on startup, but it's unlikely to ever be the best option in a given situation due to being incredibly slow and unsafe. Floats on hit Hard knockdown on Counter Hit 6D 6Dhas Celica do a small hop forward. It can be used to hop over and punish things like slides or long-range sweeps with a good read, but more importantly it's a staple combo ender for its knockdown on air hit giving solid okizeme midscreen and letting you end a combo holding Recovery Cap. It also forces crouching on ground hit, but this cannot be capitalised on without spending meter or Overdrive. Strangely, Celica is very slightly airborne for the first few frames of6D's recovery, making it cancellable intoj.214AGuardAllStartup15Recovery20Advantage(at a slightly delayed timing) in addition to grounded special moves. This cancel can be used to end combos while retaining Recovery Cap, or easily set up a low divekick > RC 50/50 from a blockstring. j.D A mostly vertical dive attack that can hit cross-up.j.Doverrides Celica's aerial momentum, so it can be used to punish anti-air attempts or create ambiguous cross-ups. It's also a key conversion tool for combos starting from anti-air6Bor stray air-to-airs as it will bring both characters to the ground to stabilise and continue the combo. If it hits cross-up, followup Drive attacks will autocorrect towards the opponent but specials will not, leading to different combo or mixup options. Since the landing hit occurs on the second frame after landing, if the first hit connects it is possible to cancel into grounded specials on landing before the second hit is active.j.Dapplies damage proration on both hits, so cancelling before the second hit can lead to higher damage in certain situations. First hit knocks down on air hit Landing hit knocks down and groundbounces 5D Fatal Counter Can go into Drive bridge from frame 23 2D Can go into Drive bridge from frame 31 6D Forces crouch on ground hit Airborne from frame 4, hit occurs on landing Startup/invuln can be altered by external forces Airborne frames 23~26 (first 4 frames of recovery) Recovery (and any followup Drives) plays out normally even if moved by external forces and will recover airborne if necessary Can go into Drive bridge from frame 31 (12 frames after landing, even if airborne) j.D Can go into Drive bridge 13 frames after landing Overrides Celica's aerial momentum on frame 4 Air hit starts 4 frames after Celica's vertical speed reaches 0 Startup can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "Bridge", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5DD The Celicar.5DDdeals the most damage of the secondary Drive attacks. It covers a long distance and has a decent amount of projectile invulnerability, so it can be used to attempt to dodge or counter a punish when whiffing a Drive. Whiffing Drives in neutral is generally not recommended due to their immense recovery;214CGuardAllStartup15Recovery26 (29)Advantage-4is a faster and safer anti-projectile option. It can also pass through opponents from the last hit onwards, but can't steal the corner. Opponents close to the corner can be pushed into it by this move, making the sideswap somewhat ambiguous. The move can also be Rapid Cancelled around or after the last hit to create a left/right mixup. Because5DDswitches sides midscreen, in combos6DDmay be preferred for corner carry depending on screen position. Spinning hitstun on ground hit 2DD An extra extra sweep. Technically a two-hit move, but the first hit is behind Celica and the Drive chains autocorrect between attacks; in most cases, only the second hit is relevant and effective startup is 11 frames. 2DDhas the shortest range of the Drive bridge attacks, and also sees little use in combos outside of niche scenarios and minor optimisations. It will almost always leave a gap if used on block, so it can't be used as a gapless low to beat reversal mashing, but it does mean Celica has a low move to mix up with214Bafter using a Drive Starter if they choose to block. Floats on hit Hard knockdown on Counter Hit 6DD A giant arm-swing. The first hit is on Celica's fists and has very short range as well as shorter hit and blockstun, but the later active frames of the second hit swing around to hit above and slightly behind Celica, so it's usually the best choice for covering punish attempts when whiffing Drives at close range for some reason. 6DDis generally preferred over5DDwhen near but not in the corner. It's also used in fireball loop combos that try to build as much Recovery Cap as possible, as it hits the highest of the three Drive bridge attacks. Can also be performed as4DD Staggers opponent on ground hit 5DD Can pass through opponent frame 22 (5th hit) onwards Can go into Drive ender/special cancel from frame 30 Counterhit state ends early, frames 24-25 are active but not CH state 2DD First hit is behind Celica, normal hitbox goes active on frame 11 Can go into Drive ender from frame 22 6DD Hitbox full extends on frame 9, tallest hitbox at frame 13 Can go into Drive ender from frame 21 Counterhit state ends early, frames 13-15 are active but not CH state Crumple Duration 36F, Crumple Fall 69F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "Ender", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5DDDis the only ender for the Drive string. Causes opponents to spin in place on ground hit, or launches them away on air hit, giving plenty of time to either heal or combo (or both, using OD632146AGuardStartupRecovery49+(91 Flash)+0[31+(91 Flash)+0]Advantage). Generally can't combo when used toward the end of a longer combo (with the seemingly short startup being offset by the delayed cancel timings of Drive attacks), and Celica's Drive attacks all have below average damage proration, so going for a heal often sacrifices significant damage. Like the other Drive moves it also has extremely long recovery, except without further Drives to cancel into on whiff, so it's important to know when a combo will be too long for this to connect. The strangely high base damage leads to5DDDbeing one of Celica's highest damage combo starters, making it a rewarding but very telegraphed \"crossup\" when combined with5DDGuardMidStartup7Recovery32Advantage-17. Regenerate Celica's only resource-free option to heal. Activates automatically if5DDDhits and isn't otherwise cancelled, and consumes up to 1500 Recovery Cap to heal Celica for the same amount. In some situations it's possible to deal acceptable damage while building over 1500 Recovery Cap, allowing a significant heal while retaining the option to use an enhanced special afterwards, but these combos can be extremely finicky. The heal has a long animation, but should always be safe to use since (in a valid combo)5DDDwill have enough hitstun/untech for Celica to recover first. 5DDD On hit, automatically cancels into Regenerate on frame 23 Counterhit state ends late, frames 17-28 (first 12 frames of recovery) are still CH state Regenerate Heal occurs between 22~36F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "Ground Throw", + "text": "5B+Cor4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Celica's throw pops opponents up a bit on hit, giving more than enough time to cancel into any special, or to recover and link any normal at least as fast as2CGuardMidStartup14Recovery17Advantage-1for an airborne combo. Back throw is identical to forward throw except Celica turns around at the start of the animation, swapping sides. 100% Minimum Damage (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% Minimum Damage (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Celica's Counter Assault has similar startup to other CAs, but is incredibly negative on block and far more punishable than the average. The range on it also isn't anything to write home about. It's probably better to try to236CGuardMidStartup13~27Recovery39Advantage-24out of a gap and RC if it doesn't hit, or simply practice blocking instead of relying on this, but it is still functional as a CA despite its higher risk. Uses5D's animation, but slowed down and with even more recovery." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Celica's Crush Trigger can be used as a combo tool if at full health and you don't have access to enhanced specials, though in most cases you're probably better off saving the meter for Rapid Cancel. Its range is short enough that it generally doesn't connect unless used after an attack that moves Celica forward or pulls the opponent back to her.5DDDGuardMidStartup13Recovery32Advantage-17's spin or launch is long enough to combo into a charged Crush Trigger as an efficient use of meter, but the pushback is too high for it to reach anywhere outside of the corner. On hit, staggers grounded opponents or launches airborne opponents straight up 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "Pic Confit", + "text": "j.214A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fast-moving divekick with little to no followup potential. Generally an air combo ender, but fills a unique niche in neutral as well. The speed, angle and relative safety of this move make it a surprisingly useful tool for rushing people down, countering grounded pokes or escaping the corner. It's best used with meter to Rapid to start pressure on block, or easily pick up a combo on hit. Without RC it can be safe when blocked on the ground at lower altitudes (-2 at best), but is almost always punishable if instant blocked or blocked mid-air well before Celica lands. It will also deliver an easy whiff punish to the opponent if slightly misspaced. On the other hand, a well-spaced counter hit can allow for a meterless pickup with2Ainto a full combo. Overall,j.214Acan be an effective approach option when properly mixed in alongside more standard pokes and jump-ins. Soft knockdown against airborne opponents, even on counter hit Hard knockdown on ground hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "Arc Grillé", + "text": "236B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Simple fireball that floats opponents up on hit. An all-around solid tool for neutral and combos, as well as being a relatively safe way to end a longer blockstring and return to neutral. The projectile goes almost the full length of the screen, slowing down as it travels and then popping after coming to a complete stop. The pop still has a hitbox, larger than that of the moving fireball. These aspects together with the somewhat slow startup and extremely large hurtbox for a fireball mean this move is often best used as a long-range poke to catch opponents trying to set up or otherwise play from across the screen, rather than controlling space at mid-range, though it's still fine for that. Celica's main combo routes involve enhanced specials, but while at full health this move is actually the most combo-friendly special she has. At close range, it floats grounded opponents high enough to link5A/2Abefore they touch the ground, or the opponent can be lifted off the ground first with a sweep, such as3Cor2D, into another attack to put them high enough to link5Bafter. It can also be used to cancel out of Drive strings without consuming any built Recovery Cap by healing it off or spending it on another special move. Fires from Minerva's current position; Minerva has hurtboxes and can be hit during the whole animation Uses Celica's6Canimation unless cancelled into from it specifically, where it instead uses her5Canimation. Once active, projectile decelerates at a constant rate until reaching 0 velocity after 43 frames Pop hitbox on active frames 47-49" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "Marteau Flan", + "text": "214B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Big, armoured, overhead special. Regular Flan is very unsafe on block and does not lead to a combo on a normal grounded hit, making it quite risky for little reward. On the other hand, Enhanced Flan is a combo staple that launches the opponent and leads to strong combos, always being able to re-launch with6C, and is also safe on block. The combination of large range, armour against Head, Body and Projectile attributes, low recovery and high reward on hit can also make the enhanced version a decent option in neutral, with the main drawback being that it can only be used once (unless in Overdrive). Despite its strengths, it's still vulnerable to Foot-attribute moves and Throws, so it can lose to2Aor throw mash when cancelled into from most normals. Both versions can potentially armour through Counter Assaults, or be delayed to beat regular reversals. The regular version often does better for this as it will have its startup and guard point frames extended by hitstop, making it less likely to clash with an opponent who has their own invulnerability extended by hitstop. On a grounded counter hit, there is enough time to2Aand pick up a combo from regular Flan. Can armour through unblockables For theregularversion, Celica will take damage equal to 100% of any blocked attack's base damage, but gain 150% of that same value as Recovery Cap. RegularFlan can armour through a maximum of 1500 damage total. A hit that would break this threshold will counter hit and deal only the excess damage, and Celica won't generate Recovery Cap for that hit.EnhancedFlan has no damage threshold. Regularversion floats opponents slightly,Enhancedlaunches opponents much higher Values in [] are for Enhanced version On Guard Point, hitstop for Celica reduced by 1F [to 0F], opponent hitstop unchanged Can guard point up to 1500 [infinite] damage" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "Hache Rotir", + "text": "236C(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Chargeable, armoured uppercut; Celica's idea of a DP move. Not fully invulnerable, but has frame 1 armour against all blockable attacks instead. While ittechnicallycan armour through throw-attribute moves, most throws cannot be blocked so they will still beat this move. Like her other armoured specials, Celica takes the full damage of attacks blocked with the regular version, so at low health using this as a reversal may not be an option. Being guard point instead of normal invulnerability means opponents can potentially jump, throw or Rapid cancel on hitting this move's startup and punish it; the Enhanced version makes this less likely since it ignores hitstop while the opponent still experiences the full amount, which also means it can beat safejumps in a way similar to a parry/counter. The Enhanced version is also taller and moves Celica forward more, hitting higher and further. A less obvious weakness of this move is that, unless charged, it's air techable and does not provide a knockdown so it generally leads back into neutral rather than allowing Celica to start offense. Charging can be useful for extending the armour frames to mess with certain setups, but extending the startup means it is far less likely to actually punish meaties and frame traps, instead relying more on catching the second hit of an opponent's confirm string when they aren't ready for it. Armouring multiple hits with the regular version may also lead to taking significant damage. The charged version still doesn't consistently provide a knockdown either; on counter hit it launches the opponent extremely high and is once again techable before landing. While it's possible to jump up after them for a short combo into a knockdown on a ground hit, on air hit the opponent may be too high to reach them before they can tech. Outside of being a reversal, the charged version can be used in corner combos after throw or an early5D, linking into5B/6Bor2Brespectively. This is useful while at full health, but vastly outclassed by other combo options otherwise. Cannot armour through unblockables For theregularversion, Celica will take damage equal to 100% of any blocked attack's base damage, but gain 150% of that same value as Recovery Cap. Regular Rotir can armour through a maximum of 2500 damage total. A hit that would break this threshold will counter hit and deal only the excess damage, and Celica won't generate Recovery Cap for that hit. Enhanced Rotir has no damage threshold. Launches comically high on counter hit Chargedversion is a Fatal Counter (But still a Very Short combo starter) 236C Values in [] are for Enhanced version On Guard Point, hitstop for Celica reduced by 1F [to 0F], opponent hitstop unchanged Can guard point up to 2500 [infinite] damage Cannot guard against unblockables reversal 236[C] Values in [] are for Enhanced version Fatal Counter On Guard Point, hitstop for Celica reduced by 1F [to 0F], opponent hitstop unchanged Can guard point up to 2500 [infinite] damage Cannot guard against unblockables reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "Lance Quiche", + "text": "214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An advancing special that is safe on normal block and has armour against projectiles. When enhanced, also produces a backfire behind Minerva that juggles and drags opponents behind Celica. Regular Quiche is mainly used to confirm into a knockdown when too far for other options (5B>5C> Quiche) and to go through projectiles. It must be used pre-emptively since the projectile armour doesn't start until frame 10, and it doesn't lead to a combo without Rapid, but used smartly it can prevent opponents from mindlessly throwing projectiles. Enhanced Quiche has its projectile armour active earlier and is used often in combos, most notably for the backfire. The backfire can be looped multiple times depending on starter, often being the highest damage route available. The slide on the front hit also allows for meterless combos from Quiche in the corner, as well as providing a solid knockdown at the end of a long combo that enables safejumps or easy roll catches. Both versions will have their travel time/distance extended if a projectile is blocked, meaning it's possible to armour through a projectile and hit the opponent at ranges where the move would whiff if they did not use one. Celica's collision box also becomes extremely tall during this move; if the opponent IADs at Celica during this move they will get stuck on Celica's collision box and awkwardly hover in front of her, waiting for an easy whiff punish. Can armour through unblockables For theregularversion, Celica will take damage equal to 100% of any blocked attack's base damage, but gain 150% of that same value as Recovery Cap. Regular Quiche can armour through a maximum of 1500 damage total. A hit that would break this threshold will counter hit and deal only the excess damage, and Celica won't generate Recovery Cap for that hit. Enhanced Quiche has no damage threshold. Enters (slightly extended) recovery immediately on hit/block, giving it consistent frame advantage regardless of travel distance Regular version gives soft knockdown, enhanced version gives slide knockdown 214C Values in [] are for Enhanced version Gains additional 4 active frames if guard point is used Sets remaining active frames to 3 immediately on first enemy hit/block (effectively extending recovery by 3 frames, with projectile guard persisting for those frames) On Guard Point, hitstop for Celica reduced by 1F [to 0F], opponent hitstop unchanged Can guard point up to 1500 [infinite] damage [Maximum Slide duration 15F]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "Armure Sorbet", + "text": "632146A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The healing super; consumes all of Celica's Recovery Cap to heal an equal amount plus 300 extra HP. Armure Sorbet is mostly only good for Overdrive combos aimed specifically towards healing back as much health as possible. The normal version is too long to fit anywhere mid-combo but the Overdrive version is significantly faster, allowing it to recover quickly enough to continue combos when cancelled into from exactly5DDDGuardMidStartup13Recovery32Advantage-17. With the right combo routes and a long Overdrive timer, it's possible for Celica to heal back about half her max HP, which is pretty useful. Outside of OD, Celica isn't likely to build up enough Recovery Cap to be worth spending meter on a heal in most situations; optimised healing routing can instead get you a decent heal for free while also possibly leaving some Recovery Cap to use afterwards. Values in [] are during OD Heals all recoverable health + 300" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "Saber Anglaise", + "text": "632146B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Multi-hitting beam super. Celica's least-used super, due to having long startup with an early superflash, low damage and practically no invuln. Some ways to use it are if you want to get extra damage at the end of a combo by spending meter but can't end the round, since632146CGuardAllStartup1+(113 Flash)+8RecoveryUntil L+23LAdvantage-43~-54has an extremely weak knockdown and can potentially corner yourself, or to reduce the amount of potential overkill and avoid giving your opponent extra burst gauge back, since632146Ccannot end the round until the final hit. Otherwise, this move just deals less damage and is more awkward to combo into. It can be slightly better at checking fullscreen setup options from certain characters due to being safer and hitting higher than632146C, but it will be too slow to contest zoning. Under some rather specific circumstances (character-specific, close to corner, hitting as high as possible), it's possible to combo632146Binto632146Cas a way to spend 100 meter in a combo, though this still usually isn't even worth doing unless you also use Overdrive. 796 minimum damage when all hits connect, or 1040 in Overdrive. Values in [] are during OD Minimum Damage 15%×18, 20%×2: 796 [1040]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "Casque Velouté", + "text": "632146C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fullscreen range, fully invulnerable dash super. Minerva throws Celica into the air, rushes across the screen and performs a series of quick attacks on hit before catching Celica, or continues until offscreen and returns from the top with Celica in hand on block/whiff, swapping sides in both cases. Casque is very risky and not very rewarding as a reversal. It has a frame 1 superflash andcan't be Rapid Cancelled, but it goes fullscreen so it can be used to contest long-range pressure or zoning. Strangely invulnerable to bursts, but is too fast to punish them, instead whiffing and leaving Celica punishable after the burst recovers. Ideally, hitting with Casque ends the round as the situation after a normal hit is generally unfavourable for Celica; the opponent is able to tech well before Celica recovers, meaning they can freely roll away to go back to pressuring from a distance (now likely without Celica having the meter to super again), or if the opponent quick techs then Celica isnegative on hitat an awkward range. On a counter hit however, the opponent is staggered for slightly longer so Celica will recover first instead. 236CGuardMidStartup13~27Recovery39Advantage-24is vulnerable to throws and unblockables, as well as jump/Rapid cancelling upon hitting the guard point, so sometimes this is your only option. The long period of invulnerability on Casque can be useful for beating or escaping certain types of setup, possibly being awkward to punish, but it is still very much beatable if the opponent is aware of the option. 940 minimum damage, or 1340 in Overdrive. Values in [] are during OD Minimum Damage 20%: 940 [1340] Total active frames dependent on screen position of both characters Enters recovery when Minerva leaves the screen Frame advantage based on point blank (opponent in corner)~(self in corner) reversal Crumple Duration 9999F, Crumple Fall 63F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "Pue Vapeur", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves like a standard Exceed Accel. 298/630 Minimum Damage Minerva sticks out her electrical plug. If it connects, Minerva proceeds to perform a series of attacks and knocks the opponent back across the screen. Decent horizontal range, but can easily be jumped over, or occasionally low profiled. The effects of Celica's Overdrive do not continue through the animation, so there is no special reason to use this. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow 10% Minimum Damage: 298 {576+54} Maximum Slide duration 15F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "Atout Rillettes", + "text": "222AwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll It's an Astral. Easy execution. It's somewhat slow and the hitbox does not extend very high off of the ground, but you can reliably end a combo of any length with it by routing into6D. The hitbox is so low that certain characters in specific hitstun animations can touch the ground and emergency tech before they would get hit, so the knockdown state can be crucial for the attack to actually connect. Outside of that, you can combo into it from anyC(if early enough in a combo) orDbutton on a grounded opponent, or even fromj.DGuardAllStartup20Recovery34Advantage-17if you confirm an air-to-air. Projectile will not interact in any way with any object other than the opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica", + "title": "Celica", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "Overview", + "text": "Izayoi plays between two modes: Her defensive Normal Mode, and her offensive Gain Art Mode. In Gain Art Mode, Izayoi has a strong damage potential, powerful mixup, and amazing movement options. By balancing these two modes properly, Izayoi can switch from patient neutral play to aggressive rushdown. While Normal Mode has average movement options and relatively low damage, she reaps the reward in Gain Art Mode. One of Izayoi's trademark features is herhuge toolset. From a projectile, to stance cancels, to various plus on block normals, Izayoi has a variety of tools for any given situation. Izayoi has a unique gauge called the Zero Weave Gauge. This gauge has 8 stocks that Izayoi must spend in order to perform Gain Art-only specials and Gain Art extensions. Izayoi gains stocks by landing special moves during normal mode. On hit, each special generates 2 stocks. On block (Including Guard points), each special generates 1 stock. An empty Zero Weave Gauge. A partially full Zero Weave Gauge. Izayoi's Drive allows her to enter an alternate mode calledGain Art(GA for short) by pressing5D/2D/j.D. This mode changes her C normals, her dashes, and adds new special moves and extensions to existing special moves (all using the D button). The new special moves require the Zero Weave stocks gained in Normal mode to activate, but Izayoi may freely switch between the two modes. While in Gain Art Izayoi's sword will change to a green colour (Regardless of the colour palette), and the \"Eye\" at the end of the zero weave gauge will open up. Izayoi's Overdrive provides several buffs: Izayoi passively gains stocks, her Distortion Drives become stronger, and her Gain Arts specials receive several buffs. Depending on Izayoi's mode, she gains stocks at different rates. Remember, In OD Izayoi can still generate stocks by hitting an opponent with a special, or forcing them to block a special. In Normal Mode, Izayoi gains 1 stock/ ~.67 seconds (~40F) In Gain Arts, Izayoi gains 1 stock/ ~1 second (~60F) Like other characters, her Distortion Drives become stronger during Overdrive as well: Justice Phorizer increases in range and damage Slaver Trans-am lasts approximately twice as long." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Relatively standard5A. Izayoi's fastest move, and is used to pick up from some air combos. Also useful as an anti-air in a pinch, particularly against IADs.2Amakes for a better pressure tool than5Aoverall, limiting its use. Whiffs on most crouching hurtboxes. Slaver Trans-Am bit attack occurs on frame 6" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Izayoi’s main poking normal. This move is capable of tagging most characters from round start positions. It is not infallible as it can be low profiled and extends Izayoi’s hurtbox, but these are downsides that can be played around. This normal is incredible and is the core of Izayoi’s ground game alongside2Band NM2C. Can be confirmed into236Bor236Cat any range. Commonly cancelled into Sonic Sabre for pressure. Slaver Trans-Am bit attack occurs on frame 10" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Advances Izayoi forwards. Jump cancelable on hit only. Used often in her combos, as it moves her close enough to end them with623Cor jump cancel into a GA transition combo. Not as strong of a poke when compared to5Bas it's slower. and slightly shorter. Slaver Trans-Am bit attack occurs on frame 12" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "5C(GA)", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This normal does it all while packing a punch. Behaves like “close” normal in Guilty Gear, with short reach in exchange for fantastic frame advantage. Solid base damage, prorates well, and opens up a good amount of combo and pressure options. Cornerstone in Gain Art combos, usually being used to combo into2Cagainst crouching opponents or into an air combo on airborne ones. 5Calso plays a huge role in GA pressure, allowing Izayoi to close space with an IAD if necessary. Its frame advantage being so good can let Izayoi steal a turn, especially considering the Gatling into2C. More on that normal later. Jump cancelable on block. Slaver Trans-Am bit attack occurs on frame 9" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Standard speed for a2A, but comes with good reach and a bunch of other great properties. It's also a low. Like most2As, this cancels into throw, but it's often better to go for5Aw>BCto TRM an opponent. Being +1 on block for a2Ais amazing for Izayoi’s pressure and it hitting low is the icing on the cake. It is much easier for Izayoi to threaten a throw (or a hover dash pressure reset in GA) than most other characters. Gatlings into itself on hit, block, and whiff.Only two can be used per string. Only two can be used per string. Plus on block. (!!!) Very small disjoint at the tip of her foot. Slaver Trans-Am bit attack occurs on frame 7" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A bit similar in usage to2A, but comes with a bit more startup and extra range.2Bis an excellent button overall and is useful in both modes. It will go under a surprising amount of pokes, as well as being a passable anti-air.2Bleads to combos that are about the same as2Adue to them both being S starters, but2Bwill lead to better damage due to better scaling. Strong non-attribute low-profile. Slaver Trans-Am bit attack occurs on frame 9" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A staple of Izayoi's ground game in Normal mode. Extremely good disjointed hitbox, low hurtbox, and a high amount of active frames makes this move very difficult to whiff punish. A bit on the slow side for a neutral poke, but controls space extremely well and maintains a good frame disadvantage with a Stance cancel. Wins trades for free and is a great counterpoke to boot. The stagger is long enough that Izayoi can switch modes and hoverdash in at pretty much any distance. Staggers on CH. Fatal Counter Slaver Trans-Am bit attack occurs on frame 12 Fatal Counter Crumple Duration 57F, Crumple Fall 60F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "2C(GA)", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Izayoi’s scariest normal by far.2Cis always plus, no matter what defensive option the opponent picks. She can use it quite often as it frame traps both fromand into5C. Being two hits, keen opponents will be able to react to the first hit and IB the second. If that happens Izayoi can still frame trap with2A, as5Cwill lose to 5 and 6 frame jabs. 2Cis also amazing as a combo tool as it deals huge damage and scales only once. Izayoi can easily combo into it with a counterhit or if5Chits a crouching opponent, which helps her hoverdash mixup damage. If they got hit, they were crouching! Vacuums opponents on block. Forces Fatal Counter on counterhit. Slaver Trans-Am bit attack occurs on frame 27 Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 6Ais a relatively situational normal. It’s best used early in a blockstring as an automatic frame trap from2A. This gap is small enough that it will crush OD OS attempts into a juicy counterhit.6Aalso makes for a good non-CH punish (should it come up) as it’s forced crouch state enables strong combos in GA mode with5C>2C. Forces crouch on hit. Jump cancelable on hit or block. Slaver Trans-Am bit attack occurs on frame 12" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "6B", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Izayoi's command overhead. Cancelable into air special moves and can be feigned, although feigning is vulnerable to fuzzy blocking and fuzzy jump. Only gatlings from2Cand GA5C. Not very useful as a mixup tool but makes up for that with its bonus proration. If Slaver Trans-Am is active, the bits still attack even if the move is feinted. Hold B to feint. 110% Bonus Proration. 6B Forces crouching on hit Airborne from frame 8, after active Izayoi is in recovery until landing Airborne recovery duration can be altered by external forces Slaver Trans-Am bit attack occurs on frame 10 Bonus Proration 110% Game checks input on Frame 3, if B is held, 6[B] version is performed instead 6[B] Airborne from frame 8, recovery until landing, invuln ends on landing Move/invuln duration can be altered by external forces Slaver Trans-Am bit attack occurs on frame 10" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This move can close a lot of space mid pressure, especially in conjunction with5C.6Cis Izayoi’s only normal that is plus (+1 specifically) on normal block after being stance cancelled and is a natural frame trap after herBandCnormals. This normal also makes for a decent combo starter, but it’s more useful for gaining Zero Weave stocks than going for max damage. Frame advantage with stance cancel. Fatal Counter Slaver Trans-Am bit attack occurs on frame 19 Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "6C(GA)", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Gain Art6Cprovides similar advantage to Normal Mode6Cstance cancel during pressure. The hitbox goes very high which helps with her combos and for tagging far jump outs in her pressure.6Ccan only be comboed info from2Con crouching opponents and from herBandCnormals on counterhit, limiting its use as a launcher. Jump and special cancelable on hit only. Fatal Counter Slaver Trans-Am bit attack occurs on frame 23 Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Not very useful. It’s an extra low but using it ends Izayoi’s turn as her only option is to special cancel it afterwards. The knockdown also hurts her combos after as236Bloses the hard knockdown needed to continue the combo after. Knocks down on hit. Slaver Trans-Am bit attack occurs on frame 12" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "3C(GA)", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 3Cis long ranged slide kick and a high risk, high reward combo starter. Izayoi needs resources to make herself safe if it’s blocked up close, but it will be safe at max range.3Chits low and travels around half screen while beating most common answers to her hoverdash pressure. It’s also the exact same startup as her fastest possible 66j.Awhich can trip up opponents that are expecting the overhead. Special cancelable on hit only. RC/Overdrive cancelable on hit and block. Fatal Counter. Hard KD on CH. Slaver Trans-Am bit attack occurs on frame 22 Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.Ais a staple air-to-air tool, boasting only 9 frames of recovery alongside amazing range. This normal is great, and even cancels into airthrow for TRM setups. Doesn't turn into a lot of damage as a starter, but can create a great situation for very low risk. j.Ais Izayoi’s fastest air normal out of her GA hoverdash and the only way she can get two overheads out of the shortest possible dash. Mixing betweenj.AAandj.A>2Ais very difficult to block consistently, especially if Izayoi uses her other air normals alongside it. Fastest hoverdashj.Ais 15 frames. Slaver Trans-Am bit attack occurs on frame 6" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Strong mixup tool while still reaping the rewards of a good combo starter rating. Gatlings back intoj.Afor a fallingF-ShikiSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.on grounded opponents. Its usage is slightly limited by how good her other air normals are, but is still one of the better options for hitting opponents higher up in the air than Izayoi. Great horizontal range. Can hit as a crossup. Slaver Trans-Am bit attack occurs on frame 10" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.Cis a great jump in, hitting crouching hitboxes when done immediately off of an IAD. Against anti airs, it can tag a lot of AA's on their startup before invulnerability kicks in, forcing pre-emptive action. Both of these uses play a big part in Izayoi's neutral, makingj.Ca big part of Normal Mode play. Midcombo, it can set up a knockdown or relaunches. Soft knockdown against airborne opponents. Slaver Trans-Am bit attack occurs on frame 12" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "j.C(GA)", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Slaver Trans-Am bit attack occurs on frame 9" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "5D/2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Changes from Gain Art to Normal Mode, or vice versa Mode Switch on 11F 5Dand2Dare a bit similar on the surface, but there are 2 major things that may make you want to use one over the other. Firstly, the hurtboxes vary.2Dproduces a longer horizontal hurtbox, and5Da longer vertical hurtbox. This also comes into play with mode change combos, where you may increase frame advantage during D saber combos by moving your opponent's hurtbox in a certain way by either standing or crouching. This is hurtbox-specific, so mess around with it! Secondly,5Dcuts all grounded momentum and2Dpreserves it, meaning a Mode Change combo into a pickup will prefer to use dash2Dto close space, or maybe even5Dto retain it." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Changes from Gain Art to Normal Mode, or vice versa Mode Change on 11F Pauses Air Momentum Considered to be in CH state during the change A bit more useful than5Dor2D,j.Dfalls in between the two in terms of their properties. Because it halts momentum to a degree, you can use it to stall in the air and come down with a normal. Useful for punishing pre-emptive anti airs." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "Ground Throw", + "text": "5B+Cor4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage Limited Normal Mode confirms Can be RC'd on the first hit for amazing proration and combo time Wall bounces Izayoi's throws are a bit awkward to combo from, as their wallbounce is influenced by screen position. Izayoi throws the opponent to the edge of the screen to wall bounce, so when you're near the corner they won't go fullscreen. Therefore, you end up with a lot of ways to adjust throw combos that you need to know. In normal mode, throw tends to yield poor reward as a midscreen starter, requiring Izayoi to sacrifice a knockdown or stocks compared to her usual starters. In corner, however, throw reward is generally better than what she gets from other common starters with a little optimisation. The first hit of throw can be RC'd for huge damage and amazing proration, not to mention an incredibly flexible hit state, making throw an extremely dangerous option with various resources. Minimum Damage 100%: 1500 Maximum Slide duration 30F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage Great rising Air to Air Consistent combos regardless of height Ground bounces Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Amazing vertical hitbox Great positioning on hit for tech option cover Launches the opponent Longer untech time on CH, but opponent can still air tech Slaver Trans-Am bit attack occurs on frame 16" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 25% Heat 180F Heat Gauge Cooldown Causes Guard Crush on normal block. Will drain a portion of the Barrier Gauge when Barrier Blocked, and can be charged to drain even more. High damage followups Can be used to set up standing resets On air hit, causes enough ground untech to pick up with2Bafter. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "Sonic Sabre", + "text": "236A(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 236A Versatile neutral and pressure tool. 0 on block at max5Brange. Cancellable into214Dfrom Frame 19 in Gain Art mode. Izayoi's signature projectile. A small, fast moving shot that flies straight ahead. Plays a huge role in her neutral game. Like the rest of her specials in normal mode, Sonic Sabre generates one Zero Weave stock on block and two on hit. Reasonably safe on block at point blank, making it a solid pressure reset, but its startup can get stuffed by fast normals on IB. Notably, Izayoi's shooting animation can make her evade some reversals. While in Gain Art mode, this move sees less use since it won't gain any stocks and doesn't do much in combos, however it can still be used as a cheaper version of using236Dto activate214Dfrom. j.236A Great air-to-ground neutral tool. Cancellable into214Dfrom Frame 16 in Gain Art mode. 236A Can cancel into 214D on frames 19~27 Airborne from frame 13 j.236A Can cancel into 214D from frame 16 onwards" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "D Sonic Sabre", + "text": "236Dduring Gain Arts (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 236D Consumes 1 Zero Weave stock. Strong but expensive pressure tool. OD Version increases number of projectiles to 5, making it even harder to avoid. Cancellable into214Dfrom Frame 16 Shoots three Sonic Sabers in a fan pattern. The projectiles hang in place for a bit longer than the A version, making it more advantageous on hit or block from further away. Much harder to avoid in general, allowing her to force the opponent to block and/or eat a mixup. j.236D Consumes 1 Zero Weave stock. OD version shoots 5 swords. Cancellable into214Dfrom Frame 16 236D Fires 3 shots normally, 5 shots in OD Can cancel into 214D on frames 16~29 Airborne from frame 13 j.236D Fires 3 shots normally, 5 shots in OD Can cancel into 214D from frame 16 onwards" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "Crusade Seraphim α", + "text": "623B(Air OK) (Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 623B Can be held.Loses invuln quickly if held, but regains after releasing the button to attack. Loses invuln quickly if held, but regains after releasing the button to attack. Cancelable into Strike Fall on hit. Cancelable into Valkyrie Astraea on startup, despite not being mentioned in the game's command list. Cancelable into214A/B/Con hit or block. Cancelable into214Don hit only.Additionally cancelable into214Dduring startup or on whiff during OD Additionally cancelable into214Dduring startup or on whiff during OD Counterhit is untechable until the opponent hits the ground. Izayoi's only dedicated anti-air and decent for space control against jumps. She moves forward a little bit, so there's a bit of a deadzone right above her head when attempting to use the head invulnerability to attack. Generally, its usage is going to revolve around controlling space at its max range, though neglecting it while on defense is a big mistake. A bit difficult to use as an anti-air thanks to needing a 623 motion, but still very plausible thanks to how quickly the head invincibility kicks in. In normal mode,623Blacks combo options unless the opponent is cornered or Izayoi scores a counterhit. Its speed and angle also allow her to score stocks late in a combo when a jump cancel or623Cender aren't available. In Gain Art, she can convert from it relatively easily thanks to moves like Strike Fall andDMirage Thruster. Also functions as a late combo tool, opening up Strike Fall confirms when otherwise impossible. Cancel Technically a longer cancel animation than that of236B/C, but cancels earlier than them for the same total minimum duration (17F total). The short duration of the stance cancel can be used to sneak in pressure resets and cancel certain moves (such as throw) to enable combos. The following list shows all normals that benefit from the fastest possible cancel and the resulting frame (dis)advantage: 6C: +1 5C,2C,3C: -1 5B,2B: -4 GA by default has great frame data and generally doesn't need to stance cancel for this purpose, but it is still useful for tricky offense by stance cancelling2Cto mess with people trying to IB or barrier the second hit. j.623B Cannot be held. Cancelable into Strike Fall on hit. Cancelable into214Don hit only.Additionally cancelable into214Don startup/whiff/block during OD. Additionally cancelable into214Don startup/whiff/block during OD. Counterhit is untechable until the opponent hits the ground. Halts air momentum when used and drops Izayoi straight down during recovery. 623B Hold button to delay If held, cancellable into feint from frame 6 to 86 and loses invuln from frame 7 Startup from releasing button is 4F, regains invuln Cancellable into Valkyrie Astraea from frame 4 until 3rd frame before active (frame 6 if not held, 1st frame after button release if held) During OD, can cancel into 214D from frame 4 until 16 frames into recovery 623[B]~A Not CH state j.623B During OD, can cancel into 214D from frame 4 to frame 37" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "Crusade Seraphim β", + "text": "236C(Air OK) (Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 236C Can be held. Launches opponents away on hit, does not knock down by itself. Slides opponents on counterhit. Cancelable into Valkyrie Astraea on hit, block, and startup. Cancelable into214A/B/Con hit and block. Cancelable into214Don hit only.Additionally cancelable into214Don startup during OD. Additionally cancelable into214Don startup during OD. One of the big parts of Izayoi's ground game. Extremely long reach, fast, and relatively safe. Your opponent needs to respect this move. On counterhit, combo options open up depending on spacing and resources. Attack comes out 4 frames after release, making it a great reactionary tool for neutral. Fastest possible stance cancel is 17 frames total. See623Bfor an overview of how to use the stance cancel. j.236C Cannot be held. Cancelable into Strike Fall on hit. Cancelable into214Don hit only.Additionally cancelable into214Don startup/whiff/block during OD. Additionally cancelable into214Don startup/whiff/block during OD. Counterhit is untechable until the opponent hits the ground. Halts air momentum when used and drops Izayoi straight down during recovery. 236C Hold button to delay If held, cancellable into feint from frame 9 to 93 Startup from releasing button is 3F Cancellable into Valkyrie Astraea [and 214D] from frame 4 until 3rd frame before active (frame 8 if not held, until button release if held) Cancellable into Valkyrie Astraea on hit/block 236[C]~A Not CH state j.236C During OD, can cancel into 214D from frame 4 to frame 38" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "Crusade Seraphim γ", + "text": "236B(Air OK) (Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 236B Can be held. Hard knockdowns opponents on ground hit, soft knockdown on air hit. Ground bounces opponents on counterhit. Cancelable into Valkyrie Astraea on hit, block, and startup. Cancelable into214A/B/Con hit and block. Cancelable into214Don hit only.Additionally cancelable into214Don startup during OD. Additionally cancelable into214Don startup during OD. 236Bfunctions mainly as a pressure tool and a combo part. In pressure, it is used to create respect, functioning as a very good frame trap. Off of5Band2Bon block, it catches jump startup after both normal block and IB. In conjunction with being a low, it's relatively easy to make your opponent stay on the ground. The threat of this move can go a long way, carrying the same animation as236Con charge, making feints very deceptive. Relatively negative on block but can be canceled into teleports and Astraea. As a combo tool,236Ballows Izayoi to transition into another special move for stocks in Normal Mode and into an air combo in Gain Art using teleport cancels. Getting used to236B>214Xis vital to dealing any consequential damage for Izayoi in either mode. Also keep note that both distance and combo starter change what teleport between214Aand214Bshe needs to use. Fastest possible stance cancel is 17 frames total. See623Bfor an overview of how to use the stance cancel. j.236B Cannot be held. Cancelable into Strike Fall on hit. Cancelable into214Don hit only.Additionally cancelable into214Don startup/whiff/block during OD. Additionally cancelable into214Don startup/whiff/block during OD. Counterhit is untechable until the opponent hits the ground. Halts air momentum when used and drops Izayoi straight down during recovery. Great combo tool in the corner as many of Izayoi's routes implement6Bto keep them close to the ground and avoid having to spend stocks for damage. Also used to convert off ofj.AF-ShikiSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.as it's the only cancel from that normal that will actually combo. 236B Hold button to delay If held, cancellable into feint from frame 9 to 99 Startup from releasing button is 6F Cancellable into Valkyrie Astraea [and 214D] from frame 4 until active Cancellable into Valkyrie Astraea on hit/block 236[B]~A Not CH state j.236B During OD, can cancel into 214D from frame 4 to frame 37" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "Valkyrie Astraea", + "text": "236B/C~6Dduring Gain Arts (See notes) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Consumes 1 Zero Weave stock. Follow-up move for Crusade Seraphim β and γ in Gain Art mode. Fatal Counter Cancelable into Mirage Thruster on hit and block.Additionally cancelable into214Don whiff and startup during OD. Additionally cancelable into214Don whiff and startup during OD. Can be used as a standalone move if input as6Dwhile holding236B,236Cor623Bstances (But not623C)Can be input as236B/C+D. Fastest startup is 12 frames. Can be input as236B/C+D. Fastest startup is 12 frames. In OD on hit (but not block), performs multiple crossup additional hits and gains significantly more untech time. Values in [] are during OD Fatal Counter [Only does 1 hit on block] [Can cancel into 214D from frame 7 until 9 frames before end of recovery]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "Aegis Blade", + "text": "623C(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fully invincible throughout the active frames, unless held. Does not regain invuln on release, unlike623B. Cancelable into Strike Fall on hit. Cancelable into214Don hit only.Additionally cancelable into214Don startup/whiff/block during OD. Additionally cancelable into214Don startup/whiff/block during OD. Izayoi's DP. Great vertical hitbox but poor horizontal range. Be careful of opponents trying to keep their distance to bait it. However, using a 0f microdash will extend its effective horizontal range as a reversal. It's great vertical range that can help cover angles which Izayoi's other anti-airs might not. Besides being a reversal, Aegis Blade is a great combo ender for gaining stocks in Normal Mode and conserving stocks in Gain Art. Hitting an airborne opponent at around Izayoi's head height will give her an IAD safejump. Cancel Remains cancelable into214Dduring OD. 623C Hold button to delay If held, cancellable into feint from frame 12 to 100 and loses invuln from frame 13 Startup from releasing button is 4F During OD, can cancel into 214D from frame 4 reversal 623[C]~A During OD, can cancel into 214D CH state for entire duration" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "Strike Fall", + "text": "623B/623C/j.236B/j.236C/j.623B~Dduring Gain Arts H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Gain Art Only: Consumes 1 Zero Weave stock. Gains multiple hits and deals more damage in OD. Izayoi's staple combo ender, teleports Izayoi above her opponent and does a falling slash straight downwards. Strike Fall serves as a follow up to Crusade Seraphim Alpha and Aegis Blade while in Gain art. It is only possible to do Strike Fall on hit, which allows option select confirms into Strike Fall with another cancel option on block or whiff. On hit, has an enormous amount of untechable time, usually leading into some kind of workable knockdown or combo extension. Izayoi has plenty of time to safejump with her normal jump or hoverdash. Values in [] are during OD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "Mirage Thruster", + "text": "214A/B/C/D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Izayoi teleports a preset distance to a location based on whichever button you use to activate the move.Ateleports in place,Bteleports forward andCteleports backwards. TheA,B, andCteleports are usable in both Normal Mode and Gain Art, and are cancellable into most attacks before fully recovering, so teleport cancels (mostly theAversion) can allow her to link buttons off moves like236B. TheDversion of the teleport is usable only in Gain Art and requires 1 Zero Weave stock, but is also available in the air.214Dtracks the opponent and always puts her behind them whether on the ground or in the air, but will only meet airborne opponents in the air above a certain height on frame 19 of this move (430,000 units; just above normal jump height for most characters), below this height, Izayoi will simply teleport to the ground beneath them. It's also significantly faster than the normal teleports but not cancellable into attacks towards the end. If you cancel into this move from623BandIzayoi teleports into the air, then you get a version that recovers 4F quicker to enable combos to work. This technically also happens from some other moves, but623Bis the only one able to knock the enemy high enough to not get the grounded teleport. 214A Cancellable into normals, throw and ground specials (not supers or CT/OD/EA) from frame 29 214B Cancellable into normals, throw and ground specials (not supers or CT/OD/EA) from frame 33 214C Cancellable into normals, throw and ground specials (not supers or CT/OD/EA) from frame 33" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "Justice Phorizer", + "text": "236236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 50% Heat 180F Heat Gauge Cooldown 1-15 All Invul Minimum damage: 750 OD: 900 Values in [] are during OD Can cancel into 214D on hit in Gain Arts [Can cancel into 214D frames 8~39 on whiff in Gain Arts] Minimum Damage 30%: 750 [900] reversal Maximum Slide duration 20F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "Slaver Trans-Am", + "text": "632146Dduring Gain Art H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A powerup move: Izayoi activates two floating \"bits\" that float behind her. For a period of time after activation, the bits will attack whenever Izayoi uses her normal moves. A move that allows you to take command of close range neutral games, giving you considerable safe pressure. The extra hits this can allow can allow certain combos that normally would not work as well as making basically every normal move safe. With constant attacking, you can get a max of 4 attacks out of the bits before they disappear (8 in Overdrive), so it's not worth activating this if you have to cover some distance to get to your opponent. While it has a long superflash animation and is invulnerable during the superflash animation only. It can still be used as a pause button for certain situations. Only can be activated during Gain Art. But Gain Art can be switched off and on afterwards as normal if desired. During Slaver Trans-Am, attacking with any normal move will also attack with the shield bits. Special, distortion and universal mechanic moves (Except Counter Assault) do not trigger the bit attacks. Timer normally lasts 6 seconds, but decreases at half the speed while overdrive is active. Whether this move was activated during overdrive is irrelevant. Technically invulnerable on frame 4, but invuln ends during the superflash meaning Izayoi is invulnerable for less than 1 frame. The shield bits are summoned during superflash before the invuln runs out, so they will still be successfully summoned if an attack connects on what is effectively frame 4. Bit attacks cover a distance similar to5B, but aim diagonally downwards from their start point of hovering behind Izayoi at about head height. Shield bits will only attack if they have completely recovered from any previous attack. Bit attacks are active the moment they move, but take approximately 10 frames to reach full distance to hit your opponent Bit attacks only start when the normal move triggering it goes active. For multi hit moves, the attack only starts when the final hit goes active. Interrupting the normal move in any way before the bits attack will prevent the attack. Bit attacks uniquely have 100% P1 and P2, meaning they will always increase combo damage when used. 632146D Values in [] are during OD Trans-Am lasts for 360F [720F] Bit Attack Automatic during Slaver Trans-Am when performing normal moves" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "Banshee Lancer", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Absurdly long horizontal range. Otherwise behaves the same as other Exceed Accels. 300/624 Minimum Damage On startup, Izayoi thrusts her blade forward. If it connects, she commands her bits to attack her opponent, ending with a cross attack. On Active Flow, the bits attack more times. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 300 {570+54}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "Judge Of Destiny", + "text": "632146CwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 100% Heat 180F Heat Gauge Cooldown 1-24 All Invul" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi", + "title": "Izayoi", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "Overview", + "text": "Yuuki Terumi is a mobile rushdown charactercentered around meter. With his Drive, he can gain massive amounts of meter, and use it to effectively open up his opponent or use his vast number of Distortion Drives for damage or utility. However, without meter Terumi is quite lackluster and can find it very hard to safely approach his opponent. Coupled with a low overall health total, it only takes a few bad calls to lose a round. Terumi's Drive is centered around Heat gain. By using his Drive, Terumi gains extra meter on hit and block, far beyond what most characters normally get; note that meter gain from his Drive prorates along with the combo, so you will get less for doing multiple Drives in one combo. The opponent will also not gain any Heat when they block (or get hit by) Terumi's Drive attacks. Increases the Heat gained from Drive attacks by a further 2% and generally improves them in terms of hitboxes, damage, etc. Terumi will also typically steal 2% of the opponent's meter when his opponent blocks (or gets hit by) his Drive attacks in addition to the usual drive move bonuses, although this varies per move." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi's fastest normal at 5 frames.5Ais mainly used as either an anti-air when6Awould whiff. Subpar as an abare, as it whiffs on all crouching characters except Tager and Hakumen." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi's5Bhas much shorter range than most other5Bs. However, it's an excellent pressure option due to being +2 on block. This can also be used as a high damage counter poke in his neutral game thanks to Terumi's high run speed." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Cmoves Terumi forward, helping him to stay in his effective range. It can be jump canceled on the first hit, although Terumi can't use an air action afterwards. Jump Cancelling can be used to reset pressure, or extend pressure withj.2D. With meter,5C(1)can be Rapid Cancelled for a mix-up with eitherj.A/j.B, or a low/throw after landing. Launches on CH Hard KD on air hit Airborne from frame 9, second hit occurs 5 frames after Terumi's vertical speed reaches 0 Gap between hits/recovery before landing can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of Terumi's greatest tools in pressure due to having only 7 frames of startup and being ±0 on block, and is also useful for tick throws. Can be frame trapped into6Cor236D. While it can be used to mash out of pressure, it's on the slow side and is rather stubby." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This move is one of his best pokes due to its range, but needs to be used with caution due to its sluggish 19 frames of recovery. This is also Terumi main low. Beware of Instant Blocks, as it creates a gap when chaining into anyCorDnormal besides3Cand4D." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This is one of Terumi's longest ranged normals, but is quite poor as a neutral tool due to the startup, recovery and extended hurtbox.2Cis alsonot a low.It's jump-cancelable on hit and block, and Terumi can use an air option after a jump cancel, unlike5C. It's useful in pressure as you can jump cancel intoj.2Dwhile only leaving a 4f gap, or as a frame trap after a2A. Terumi's hurtbox extends during the startup frames and is as long as the hitbox." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi's primary Anti-Air. Good horizontal range, fast startup, the hitbox covers Terumi's entire head, and it's jump-cancelable on hit and block. The only downside is that the damage without a Counter-hit can leave a lot to be desired, even with meter. On Counter-Hit, it has much more hitstun, allowing for good damage and meter gain." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi does a short dash before ramming his knee into his opponent. In pressure, it can be chained into from almost all of Terumi's normals, and it's useful for frame trapping due to the Foot and Throw invuln. However, this move can easily be beat out by reversals. This move is also air unblockable, and can catch opponents trying to jump out of Terumi's pressure. The feint version is performed by holdingB. It is used almost exclusively for throw setups and mind games, due to lacking the Foot and Throw invuln of the non-feint version. Although it can be used to bait reversals in certain matchups (Ex: Jin's Yukikaze or Hakumen's Zanshin). How much this normal is used depends entirely on the matchup and the opponent's defensive options. In some matchups it goes entirely untouched, but in others it'll be heavily leaned on. Hard KD on air hit. Crumple stuns on CH. Fatal Counter. 6B Fatal Counter On CH Crumple Duration 61, Crumple Fall 81F 6[B] Can cancel into throw or specials from frame 25" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This is Terumi's longest ranged normal, with incredible reach for its speed and overall moving Terumi forwards most of a screen's width. It doesn't lead to a combo without a Counter-Hit or Rapid Cancel, instead you get some pretty decent oki with enough time for a safejump. Throwing it out randomly in neutral is also more likely to end in tears than not, but if you do get a counterhit, you get to deal a lot of damage. Thus this move has uses in hail-Mary plays if you need to make a comeback. With over 50 heat, it is not an bad option for closing distance when 6B cannot reach, considering Terumi's meter gain. It can also be Rapid Cancelled at any time after it hits once. So, for example, you can canel just before the third hit to mix in a surprise low/throw. Note that there is a gap between the second and third hit if they instant-block, and thus they can reversal you out. Hard KD on CH Counter Hit Recovery. Counterhit state during recovery" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi's other low attack. This can be be used in his mix-up game and gatlings into5Dto stay safe or further cancel to6Bfor resets. Because it knocks the opponent down, it allows for immediate use of22Con hit. On Counter-Hit, it inflicts hard knockdown, allowing a link other normals for more damage and even2Dif done immediately." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Jumping jab. One of his best options for hitting crouchers on a jump-in. Also useful as an air-to-air option. With 50 Heat, it can be used as an instant overhead by doing5C(1)→ RC →j.A." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll All-purpose air normal, but not as good of a jump-in as Terumi's other options. It has great horizontal range, decent vertical range, and can cross up in the later parts of the move." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi'sj.Csees a lot of use in neutral, where it's used for Terumi to protect himself from an approach wherej.Dwould be too slow. Not that great of a jump-in, but it is still good to use off of an IAD." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "Drive Moves", + "text": "All Terumi's Drive moves will generates a fixed amount of heat. This value is listed in the(minimum X%)part of the description. The heat gain listed here is the heat gain on raw hit (the first hit of the combo). To see the details of how Terumi's heat gain is calculated, seeFrame Data page." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi's 2nd longest ranged normal, as well as his go-to poke in neutral. The max range of this move isn't at the tip, but at around the snake's eyes. Strike-projectile property so it can be used to nullify other projectiles, but will lose to level 2 ones. The startup is a bit slow, but5Dhas good hitstun which makes confirms into6Cnot too difficult. Gains 15 Heat on hitMinimum 58 on block. Minimum 5 8 on block. Overdrive Version The range of5Dextends greatly, now reaching to the tip. It also hits lower to the ground, making it less susceptible to low profiles. Gains 17.9% Heat on hitMinimum 7%8% Heat on blockDrains 2% Heat on contact in addition to the above. Minimum 7% 8% Heat on block Drains 2% Heat on contact in addition to the above. 90%+500 [90%+700] extra Heat gain Bigger Hitbox during OD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A projectile that spawns far from Terumi and then comes toward him, it has a strong vacuum effect which also pulls the opponent.2Dcan be used as a pressure reset, having the potential to be +17 if the opponent is close enough to him, but this also means the startup is often slower than the initial 40f, so it's very vulnerable to abare. Generally, Terumi has safer ways to reset pressure such asj.2D. It can occasionally see use in okizeme to outrange certain reversals. Its only utility in combos is from CH6Afor optimal meter regen. Counter-Hit state for the entire duration. Gains 4x the normal heat, plus a fixed 5%Gives 24 at the start of a comboMinimum 59 Heat on block Gives 24 at the start of a combo Minimum 5 9 Heat on block Overdrive Version Now hits three times which helps to capitalise on the frame advantage, and the hitbox is larger, but2Dstil suffers the same issues as the normal version. Gains 35 Heat on hitMinimum 2122 Heat on block Minimum 21 22 Heat on block Drains 6 Heat on contact 2D 216%+500 extra Heat gain Bonus Proration 110% 2D OD 216%+500 extra Heat gain Bonus Proration 110% Max 3 hits" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A kick that triggers a short autocombo if it hits, essentially making it a hitgrab since it fixes the position of the opponent if the followup triggers (Requires the opponent to be within 400,000 units horizontally, which isn't hard at all). During combos Hitting the first hit outside of this distance can be done deliberately to utilize its long hitstun to extend some combos. This isn't a move you will use a lot outside of combos but it iss Terumi's fastest Fatal Counter move that doesn't cost meter, so it has niche uses as a punish tool. Fatal Counter First hit crumple stuns on ground hit Twirl stuns on air hit. Followup has 7.5x heat gain multiplier on first two hits, plus 8% fixed gain.Gains 30 heatMinimum 8. Gains 30 heat Minimum 8. Overdrive Version Significantly better as combo filler, as it has great meter gain and good scaling. Allows Terumi to tack on a super at the end, though the height and distance makes it hard, if not impossible, to connect certain supers. On the last hit, Terumi kicks the opponent farther/higher than the normal version, if hit high enough you can also follow up with another6Dfrom about halfscreen (requires a microdash outside the corner) for a lot of meter gain without much scaling. Follwup has 7.5x heat gain multiplier on first four hits, plus 12% fixed gain.Gains 42% Heat on raw hitMinimum 12%Also steals up to 4% Heat on hit. Gains 42% Heat on raw hit Minimum 12% Also steals up to 4% Heat on hit. 6D Fatal Counter If within range, does followup attack Crumple Duration 29F, Crumple Fall 62F On CH Crumple Duration 61F, Crumple Fall 81F 6D Followup 468%+400 extra Heat gain 6D Followup OD 468%+300 extra Heat gain" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "4D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi preforms a short-ranged kick. Like5D, it clashes with level 1 projectiles. Being jump-cancellable and super-cancellable, it allows for mix-ups and safejumps. This move can also be used as a counter-poke in certain situations, due to its speed and disjointed hitbox, it'll beat out moves with extended hurtboxes and clash with ones that don't. Launches on hit. Gains 13 Heat on hitMinimum 57 on Block. Minimum 5 7 on Block. Overdrive Version Untechable time is greatly increased, allowing Terumi to loop4D→j.2Dmore than once. Gains 17 Heat on hitMinimum 711 on Block Minimum 7 11 on Block Drains 2 Heat on contact. 72%+500 [72%+700] extra Heat gain Recovery animation is technically 24 frames, but the last 8 frames are cancellable into any action" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi's main air-to-ground normal and keepaway tool, thanks to its massive, disjointed hitbox, as well as its short landing recovery. This allows him to prevent his opponent from approaching too carelessly. However, this move is quite slow to come out, making it risky to throw out if the opponent is too close. It can be very hard to confirm without a Counter-Hit.5Donly links ifj.Dis done as late as possible,j.2Donly links on an airborne opponent, and all of Terumi's other normals are hard to link due toj.D's high pushback and knockback. With Counter-Hit, however, it can generally combo into5Dunless you hit very early in your jump. Not an overhead Ground bounces on CH Gains 18 Heat on hitMinimum 5.7 on block. Minimum 5. 7 on block. Overdrive Version During OD, the hitbox becomes even bigger, making it even harder to contest. Thanks toj.2D's hard knockdown in OD, it can be used as combo filler. Gains 20 Heat on hitMinimum 711% on block Minimum 7 11% on block Drains 2 on contact. 115%+500 [115%+700] extra Heat gain Bigger Hitbox during OD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "j.2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi's main air combo ender and a decent pressure reset. Combined with jump startup, the fastest it can be done is 20F. While it is +3 on block when TK'd, the only time Terumi can go into it without leaving a 10+ frame gap is from5C(1)or2C j.2Dcan also be used as a meaty if you know your opponent will Emergency tech due to its of active frames, frame advantage (up to +8 if timed right) and the ability to safe-jump or OS reversals if timed right. Not an overhead Gains 12 Heat on hitMinimum 56 on block. Minimum 5 6 on block. Overdrive VersionIn Overdrive,j.2Dbecomes a combo extender. It always causes a hard knockdown, allowing follow-ups whenever it lands no matter what. Great combo filler and pressure option. In Overdrive you can loop4D→j.2Dfor massive meter gain. Gains 16 Heat on hitMinimum 710 on block Minimum 7 10 on block Drains 2 Heat on contact. 43.2%+500 [43.2%+700] extra Heat gain" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage. Inflicts Hard knockdown. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage. Wall bounces. Minimum Damage 100%: 1500 Maximum Slide duration 10F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage. Works the same as back throw, except when the opponent wall bounces, they bounce back towards Terumi. Minimum Damage 100%: 1500 Maximum Slide duration 10F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Knocks the opponent full screen on Counter-Hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A relatively standard Crush Trigger, but with a very low reaching hitbox. Considering Terumi's Heat gain, this move is useful in combos to deal more damage, if you don't want to (or can't) invest a Distortion. Launches the opponent high on air hit. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "Special Moves", + "text": "Note: All of Terumi's Specials can be cancelled into any of his Distortion Drives." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "Snakebite", + "text": "236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A hitgrab that rushes Terumi forwards by a fair distance. On a successful hit, the opponent is left knocked down at Terumi's feet with Terumi able to special cancel into anything follow it up. One of Terumi's main combo enders, and a combo extender with meter. Also works as a decent whiff punish in a pinch. It's super-cancelable on the first and third hit, and Terumi can RC at any point during the move. However, when used as a combo ender, it can be very hard to punish rolls at midscreen. If the opponent is high enough on hit, the follow-up doesn't come out, allowing Terumi to combo into5Aor5Bfor decent corner carry. Follow-up only triggers when the opponent is low enough. Follow-up attack gains triple normal heat gain, plus a fixed 7.5%At the start of a combo this gains 27% heat on hit.In Overdrive: Follow-up gains 32% heat on hit and steals 5% from the opponent. At the start of a combo this gains 27% heat on hit. In Overdrive: Follow-up gains 32% heat on hit and steals 5% from the opponent. On-block recovery is 24F; whiff recovery is 11F. 236D Goes into followup on ground hit On block, immediately goes into extended recovery animation (24F) 236D Followup 144%+700 [144%+750] extra Heat gain" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "Retaliating Fang", + "text": "214D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Has great range for a command grab, but very slow startup. Can be used sparingly as a mix-up option to build meter, but Terumi will be punished very heavily if the opponent expects it. Counter Hit state for entire duration. Fixed Heat gain: 34.5%. Up to 10.5% heat will be drained for opponent under OD. Fixed Heat gain: 0×3, 100×3, 150×3, 250×3, 350×3, 600 = 3450 Under Overdriveif opponent has sufficient Heat: [0×3, 100×3, 200×3, 350×3, 450×3, 850] = 4450 Hits standing or crouching opponents only" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "Cleaving Fang", + "text": "22C/22CCCCnear downed opponent H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Purely combo filler. This move cannot be activated unless opponent is downed currently or has been downed during the current combo.3Cand236Dalso allow use of this move, even if your opponent hasn't hit the ground yet. Floorslides also count, but groundbounces (The bounce of6Cfor example) do not.5B+Cis also a way to land this move 22C(Light) Light Version deals two stomps and one kick. The kick for both versions will wall bounces in the corner, allowing follow-ups. Midscreen,236D(whiff) into5/2Ais your staple combo route. While most of the time Heavy version is better, it also costs extra combo time, meaning some combo parts will break, especially on a Short starter, thus light version becomes an alternative. 22CCCC(Heavy) Heavy Version deals five stomps and one kick, and has 110% bonus proration on last hit. The extraCinputs to activate the heavy version can be input at any time before the second stomp hits. Can be Overdrive cancelled. 22C Hits opponent only in downed or airborne state only 22CCCC Bonus Proration 110% on the last hit Maximum Slide duration 1F," + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "Agonizing Fang", + "text": "214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A very fast overhead that can come from almost all of Terumi's normals, making it hard to react to. Safe on normal block and advantageous on hit to continue offense.214Cleads to decent reward, and while needing heat to combo, with Terumi's meter gain this isn't a big condition to meet. It can also link into2Aon CH. Also sees use in corner combos thanks to its KD properties and Garengeki being special-cancelable. Hard KDs on air hit. +4 on normal hit Forces Crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F Under Terumi's Overdrive, Distortion Drives have the following additional properties:Can cancel Distortion Drives into other Distortion Drives/Exceed Accel, provided that one has at least 50 HeatHeat Gauge Cooldown is disabled in the entire duration of Overdrive Can cancel Distortion Drives into other Distortion Drives/Exceed Accel, provided that one has at least 50 Heat Heat Gauge Cooldown is disabled in the entire duration of Overdrive" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "Gleaming Fang", + "text": "41236C(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi rushes at the opponent enveloped in a dark green aura, moving across nearly the entire screen (air version varies depending on how high Terumi is when used). Both versions cannot hit players behind them, even with hitbox overlaps, so it's not possible to do a diving crossup with the air version, for example. The air version also has a very tight hitbox which only just covers Terumi himself (And not the Snake graphical effect) and stops being active the instant Terumi touches the floor, so it has a bad habit of landing short when used as a dive attack. Sadly only features projectile invulnerability and a hurtbox that reaches in front of his hitbox on the ground version, so don't be too surprised if you rush face-first into an active hitbox if you throw this out in neutral. At a distance the opponent can throw out a jab on reaction, though the unusually short superflash does mean they don't get a lot of time to react. On hit or block, Terumi will subtly teleport to a set point behind the opponent, meaning the spacing afterwards will be consistent even if hitting an extended hurtbox. Normal Version Can net ~3K combos on hit with minimal effort. It's -4 on block, and even on Instant Block it can be hard to punish. The projectile invincibility makes this move good for getting in on zoners or punishing projectile supers. Overdrive Version In OD, this move gains an additional rush, cancelling out the side switch. This only occurs on hit or block. It adds damage and gives more time to follow up. Curiously, if the first attack hits guardpoint, the second hit will do no damage. Inflicts Fatal Counter. Switches sides on hit/block. Minimum damage: 360 [560] 41236C Fatal Counter Enters recovery immediately on hit/block Cannot be Rapid Cancelled until after last hit Can pass through opponent 1-42 Minimum Damage 15%: 360 j.41236C Fatal Counter Cannot be Rapid Cancelled until after last hit Minimum Damage 15%: 360 41236C OD Values in [] occur on hit/block Fatal Counter Skips remaning active frames of first hit on hit/block Cannot be Rapid Cancelled between 0 damage hits and damaging hits Can pass through opponent 1-42 Minimum Damage 20%×3, 15%: 560 j.41236C OD Values in [] occur on hit/block Fatal Counter Cannot be Rapid Cancelled between 0 damage hits and damaging hits Minimum Damage 20%×3, 15%: 560" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "The Divine Twin Blades", + "text": "623B(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi's main reversal option. Very fast, but also very unsafe, and can whiff on very low profile moves. Despite appearances, the snake-effect during the move has no hitboxes, meaning it has less range than it appears. Recommended to use when you have 100 meter so you can RC it safely. The normal version can be followed up on Counter-Hit with dash5Binto a short combo to recover some heat. The Overdrive version is even faster and adds an extra kick at the end which ground-bounces the opponent, allowing for combos on normal hit as well. The ground version gives 8 frames to follow up, while the air version gives 11 frames, so it is often used as a combo extender by cancelling from the airborne frames of5C. It's also slightly better on block due to being cancellable into Exceed Accel, forcing the opponent to go for an airborne punish which may lead to less damage. The air versions are still fully invulnerable on startup, but are a bit slower and allow for longer combos if used as a combo starter. Minimum damage: 830 [1100] 3rd hit has smaller hitbox than the effect displays, making it whiff on most crouching characters. 623B Minimum Damage 30%×2, 10%: 840 Counterhit state for entire move fastest reversal j.623B Minimum Damage 30%×2, 10%: 840 Counterhit state for entire move 623B OD Minimum Damage 25%×4, 10%: 1100 Only does final hit if opponent gets hit by preceding hit Counterhit state for entire move j.623B OD Minimum Damage 25%×4, 10%: 1100 Only does final hit if opponent gets hit by preceding hit Counterhit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "Serpent's Laceration", + "text": "63214A/B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A multi-kick move, useful for extending combos and as a rare mixup. During the super pause Terumi's sprite is the same for both moves, with only subtle differences afterwards giving away which way to block. Both versions have the same startup time, making it impossible to fuzzy block, but both versions can just be backdashed if they're not stuck in blockstun, so using this as a mixup isn't exactly ideal. A Version Minimum damage: 545 [890] TheAversion hits low. With full meter, this is a legitimate mix-up, but be wary if they have 50 meter to Counter Assault. It's best used for this purpose near the corner for good damage and meter. TheAversion cannot be followed up without full meter. Wallbounces towards Terumi midscreen and wallsticks in the corner. As a combo starter, you can either RC at the end of the animation which gives more damage, or RC on the second hit which leaves them in a long untechable state, making it useful to recover more heat due to longer combo time. Or you can just use it to do a taunt combo. As a side note, finishing an opponent with the first or second hit will give you a taunt voice clip while rubbing his heel into his opponents face instead of his usual round win quotes. B Version Minimum damage: 715 [890] TheBversion is an overhead. Wallbounces towards Terumi midscreen and wallsticks in the corner. Useful as a corner combo extender if CT isn’t an option or if you really need the extra damage to finish rounds. Can be used to end combos, giving you less damage than his other supers, but better Oki. Overdrive Version 63214A Values in [] are during OD Minimum Damage 15%×3, 10% [15%×16, 10%]: 545 [1360] 63214B Values in [] are during OD Minimum Damage 15%, 10%×5, 15% [15%×16, 10%]: 675 [1360]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "Venomous Bite", + "text": "236236A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi walks forward and casually swings Ouroboros around. Infamously ineffective counter colloquially referred to as the \"50 meter taunt.\" Leaves you inactionable for over 3 full seconds as you slowly pace towards the opponent, vulnerable to your opponent's biggest counter hit punish for the last second. However, it does lead to great damage if it lands the way it wants. Normal version blocks mids and overheads, while the Overdrive version also blocks lows. Neither version blocks projectiles, dolls, throws, or unblockables. When the Guard is triggered, a large unblockable hitbox fills roughly half of the screen in front of Terumi for 8 frames, following up with the main portion of the move when it connects. However, this hit cannot hit airborne opponents, or opponents behind Terumi. As such, it can block but fail to activate on things like high jump-ins, crossups or rising invulnerable moves like Ragna'sInferno DividerGuardMidStartup9Recovery39Advantage-28. Strangely has a maximum range check in front of Terumi that would only cause the move to fail from ranges where you won't be using it anyways. Having zero hitstop on the guard point means, normally, it should be impossible to buffer a cancel into an invulnerable move to avoid the hit after triggering it. Unfortunately for Terumi, it is instead possible to buffer an Overdrive Cancel by holding the input on startup, then allowing an invulnerable action such as a backdash to be performed afterwards to make up the remaining 2 active frames. This move is highly situational and is the best used against predictable opponents, rather than throwing it out randomly. Can be used as a nasty punish as well as a pseudo-reversal due to it becoming active on frame one, notably being effective against very deep safejump setups. However, this move is outclassed by Terumi's other defensive options as it is very risky and loses to almost everything. Against heavily telegraphed or reactable moves however, (such as Tager'sSledgehammerGuardAllStartup35~55Recovery20Advantage-7) you can use it, preferably with full meter to follow up, most practically after you see someone doing something both committal and compatible with the counter during the OD activation screen freeze. One of Terumi's best starters overall should you find a good way to land it, leading to over 6000 damage with proper routing and resources. It also functionally guarantees Active Flow. Holding A during the move shortens the active and overall duration by 28F for some reason. 100% minimum damage for some reason. 236236A Checks for held button on frame 78 Cannot guard against lows [unless in OD], or unblockables Hitbox activates for 8 frames when an attack is blocked, duration resets when activated again Cannot hit airborne opponents, or opponents behind Terumi Hitbox will not interact with guard point On Guard Point, hitstop for Terumi and opponent is 0F Counterhit state for entire move parry reversal 236236[A] Cannot guard against lows [unless in OD], or unblockables Hitbox activates for 8 frames when an attack is blocked, duration resets when activated again Cannot hit airborne opponents, or opponents behind Terumi Hitbox will not interact with guard point On Guard Point, hitstop for Terumi and opponent is 0F Counterhit state for entire move 236236A Attack Values in [] are during OD Minimum Damage 100%: 2800 [3200]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "Serpent's Cursed Sting", + "text": "632146D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi does a sword slash that is followed up by a cinematic if it hits. You should only ever use this move to kill; it does absurd damage, but will always leave you without meter. Also doubles as a slower reversal option with much more invulnerability. At max meter, this is one of the highest-damaging attacks in the game. It's well worth activating Overdrive mid-combo to squeeze out a bit more meter gain just before activating this. Normal Version During the snakebite phase, hits once for every 5 meter Terumi has remaining, rounded up. Each hit will deal 250 damage, with a minimum of 3 hits. Overdrive Version The opponent now also loses 5% meter per hit, and Terumi gains 1% for every hit during the snakebite phase. In practice, this means you deal 13 hits with 100 meter in OD against an opponent with meter, 14 if you have auto heat regeneration. The move still deals the same damage per hit during the snakebite phase, but the finishing hits are improved. The minimal damage list below only consider the worst damage dealt under the Heat requirement (so 50%, 75% and 100%, and no drained Heat or auto heat regen). Values in [] are during OD Second part does hits equal to the amount of heat Terumi has / 5 rounded up. Minimum 3 hits Drains all of Terumi's Heat on hit. [Drains 5 Heat from opponent and gives 1 Heat to Terumi for each hit done.] Finisher depends on amount of meter Terumi has when he hit the opponent 0~24 Heat finisher has base damage 1500 [3000]. P2=20. Minimum damage 10% 25~49 Heat finisher has base damage 1500×2 [1000×3, 2000]. P2=94, 20 [94×3, 20]. Minimum damage 10% 50 Heat finisher has base damage 1500, 4000 [1000, 2000, 3000]. P2=94, 20 [94×2, 20]. Minimum damage 20%, 10% [20%, 10%, 20%] reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "Screeches of the Condemned", + "text": "236236D/214214D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi shoots out two chains (with a small delay between them) either straight forwards (236236D) or at a ~45 degree angle (214214D). After hitting with either chain, Terumi goes into a series of strikes. At the end of the sequence, Terumi will switch sides. Requires 100 Heat. Normal Version Costs 100 Heat and has a good amount of invulnerability. It guard-crushes on block (So the second chain will hit), and if Barrier Blocked, it pulls his opponent to him. This is mainly used to close out rounds when at midscreen and against zoners to hard punish projectiles. Has a minimum distance at which the opponent must be away from Terumi (roughly half screen for236236Dand roughly 1 1/2 character lengths for214214D) or it will completely pass through the opponent. Overdrive Version In OD, both versions of this move are completely unblockable, meaning it can be used to play mind games with the opponent or on Overdrive Raid against projectiles for a massive punish. 20% Minimum damage: 1740 [2330]. Both versions have large deadzones. 236236D Values in [] are during OD Minimum Damage 20% [20%×8, 15%×2]: 1740 [2330] Fires second chain 21F after first chain if first chain hits/blocked Chains guard break [unblockable] Costs 100 Heat reversal 214214D Values in [] are during OD Minimum Damage 20% [20%×8, 15%×2]: 1740 [2330] Fires second chain 21F after first chain if first chain hits/blocked Chains guard break [unblockable] Costs 100 Heat" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "Dungeon of Serpents", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. 300/638 Minimum Damage Can cancel out of other supers into this to frame trap. Terumi performs a flying kick towards the opponent, covering much more ground than most EA's. This does usually mean that Terumi will be left in a bad position on block. That, combined with bad pushback, makes this is one of the easiest EA's to punish. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 300 {580+58}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "The Unholy Wrath of the Basilisk", + "text": "222DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi", + "title": "Yuuki Terumi", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Overview", + "text": "Hakumen is ahigh damage defensive character. His Drive is aparrywhich forces the cast intoRPSRock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive.situations where they have to guess, even when they're on the offensive. Hakumen also has a very diverse array of specials, with a unique catch: He needs to spend Heat to perform them. Hakumen's Drive projects an energy barrier with a guard point that parries attacks. When triggered with a strike, Hakumen will follow up with an invincible, but blockable, counterattack. This gives Hakumen an effective counter to use against many of his opponent's options. In addition, many of Hakumen's normals cancel into his Drive. This makes Zanshin not only a great defensive tool, but an offensive one as well, countering attacks that may exploit holes in Hakumen's blockstrings. Hakumen's drives share many traits: The guard point protects and triggers on either side of Hakumen, and the counterattack will autocorrect to face the opponent. If the opponent makes contact with a strike, they experience a long hitstop while Hakumen receives none, making the follow-up much easier to land. On hit, the counterattack generates 1 Magatama and can be special cancelled for a combo. If a projectile is guarded, normal drives will not activate their counterattack, but will still remain completely invulnerable throughout recovery. Hakumen can also special cancel the guard point trigger itself; doing so will carry over invincibility into the next move for 10 frames. This can be used as a pseudo reversal option even against projectile attacks. All drives are in a counterhit state from start to finish. Poor timing or using the incorrect drive for a certain attack can lead to a heavy punish.Overdrive: Kishin (Demon God) During Overdrive, Hakumen's gains the following buffs: Greatly increases passive Heat gain (see below). Hakumen becomes immune to Heat Gauge cooldown, vastly improving the Heat generated. Many special moves will leave Hakumen with more Heat than he started with. Drives generate two Magatama on hit rather than one. Drives on hit have more frame advantage, leading to stronger follow ups. Hakumen has a unique meter system. His Heat Gauge is visually divided up into 8 \"Magatama\" stocks, which represent 12.5% heat gauge each. These Magatama are used for his special moves in addition to the usual uses for heat. Whilst this mostly just functions as a stylized heat meter, (Rapid cancels still cost half of a full meter, or 4 Magatama, for example) the way Hakumen's heat is generated is quite different: Hakumen starts a round with 1 Magatama. Hakumen will gain Heat passively:Normally, Hakumen gains 4 Heat points per frame (15 during Overdrive). One Magatama is worth 1250 Heat points, so normally it takes 312.5 frames to gain one Magatama (83.3 frames under OD). This increment takes place in real time and will not be stopped by any type of superflashes, hitstop, blockstop or timer stops (Overdrive).This rate is 2 per frame while Hakumen is in hitstun (10 during Overdrive).The gain increases by a flat 1 Heat per frame while below 35% health, regardless of state.The final amount is divided by 4 duringHeat Cooldownunless in overdrive. Fractions are truncated, so Hakumen will generate 1 Heat point per frame and zero while in hitstun (even while below 35% health in both cases). Normally, Hakumen gains 4 Heat points per frame (15 during Overdrive). One Magatama is worth 1250 Heat points, so normally it takes 312.5 frames to gain one Magatama (83.3 frames under OD). This increment takes place in real time and will not be stopped by any type of superflashes, hitstop, blockstop or timer stops (Overdrive). This rate is 2 per frame while Hakumen is in hitstun (10 during Overdrive). The gain increases by a flat 1 Heat per frame while below 35% health, regardless of state. The final amount is divided by 4 duringHeat Cooldownunless in overdrive. Fractions are truncated, so Hakumen will generate 1 Heat point per frame and zero while in hitstun (even while below 35% health in both cases). Successfully hitting with his normal Drives or cutting a projectile will generate one Magatama instead of basing the gain on the damage dealt. Hakumen generates Heat from hitting his opponent, blocking and being hit just like other characters, but at only one-fifth of the rate. Even though they spend meter to do so and usually incur a cooldown, Special Moves still generate Heat on hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Must be barriered when in the air On paper this is one of the best jabs in the game; It's one of the rare 5f normals, quick recovery and +3 on block. In reality, however, its hitboxes render it terrible in pressure as it whiffs on everyone crouching exceptHakumenandTager.2A>5Aalso works in pressure onReliusandKaguradue to their blocking hitboxes. These problems don't apply when using it as an anti-air move, where its hitbox and Barrier-only property make it excellent for this purpose. Cancellable into normals from frame 10" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Does not hit everyone crouching from far away Must be barriered when in the air Hakumen's hurtbox moves far back during start up Fairly situational5B. While it's 0 on block and jump cancellable, it suffers from a poor horizontal hitbox which hinders its usefulness in pressure. At close range, it can gatling into2Bfor a 2-frame gap frame trap or6Bfor a 50/50. In neutral, it isn't that good either due to its poor hitbox and fairly high recovery. Thanks to its awkward hurtbox, it has some niche punishing purposes like making the first hit ofKokonoe's214214xGuardAllStartup5+(40 Flash)+5Recovery36Advantage-18whiff and preventing her from using RC. Cancellable into normals from frame 21" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 13F-15F can cut projectiles Must be barriered when in the air Hard Knockdown on airborne opponents Forces crouching on hit Haku's standard punish move. It forces crouching on hit, which can lead to high damage combos with only one Magatama with214A>2C. Can be cancelled into overdrive. On a5CCH > OD if the opponent bursts immediately, there is enough time to block the burst and punish with another5C. In neutral, it can act as a pseudo high-risk high-reward anti-air if spaced correctly. (Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut) Forces crouching on standing hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of the furthest-reaching2Aof the cast and amazing in neutral. In pressure, it can be linked into itself (gapless),2B(can be DP'ed on IB),6A(frame trap) or any special. Additionally, while2A>6Bisn't a gatling it but can be used as a mix-up option. Beware, that2A>6B/2Bmay whiff if done from too far. Cancellable into 6A immediately on hit/block Cancellable into other normals from frame 11" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Air tight blockstring when late chaining into5A Good active frames make it good for checking approaches, catching rolls, and as a meaty. With its great range and quick start-up, this is one of Hakumen's best moves for footsies. Being a 8-frame low, it enables 50/50 mix-up when combined with6B. In pressure, it can be followed up with623A> Throw or214A(can be DP'ed on IB). Cancellable into normals from frame 18" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Head invulnerability from frames 9-15 10-18F can cut projectiles Must be barriered when in the air 2Chas great vertical reach but is very punishable on whiff. If blocked, it can be cancelled into214Aor623Ato make it safe. This move should only be used as an anti-air if it certain it will at the very least be blocked. This move is useful against IAD at midrange but is very weak against cross-ups. Comboing after it can be fairly tricky.2C> 9hjcj.2Aworks most of the time on normal and counter hit and at most height and distance. On CH, it can combo into Fallingj.2C>6A>6Bfor high damage combos. (Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Must be barriered when in the air Situational pressure tool. In pressure, it's -1 at close range, +0 if done from a distance. While it pushes Hakumen forward, it isn't that strong in pressure as the options afterwards are limited, especially if it is barriered.6A>6Bis gapless but heavily telegraphed, as6Adoesn't have any gatling into a low. On CH, it can combo into Forward Hop >5C>214Aor214214B, the latter being extremely rare. Despite how similar looking moves behave (likeAzrael's6AGuardMidStartup19Recovery14Advantage-4), this move has absolutely no invulnerability, so don't try to use it as a countering move, you have a Drive button for that. Due to its hitbox, the first active frame of the move is likely to whiff in pressure. This makes it +0 on block instead of -1 Crumple Duration 29F, Crumple Fall 65F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 4-22F foot invulnerable Must be barriered when in the air One of the fastest overheads in the game, but doesn't combo into anything on a normal hit. Do not to abuse this move in pressure as it has a lot of recovery and is -4 on block. If used too predictably, it is possible to OD through it and reliably punish it. It only leads to combos on CH, rapid cancel, after a high6Ahit or intoShippuGuardAllStartup14+(47 Flash)+7Recovery41Advantage-26(632146C) >KishuuGuardStartupRecovery18Advantage(623A) near the corner. 6Bis also a versatile okizeme ender, which leads to safejumps on frame 13 reversals on grounded hit and frame 9 reversals on air hit. Bonus Proration 110% Can cancel into 214D and Supers" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "6C", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll TheNo Chargeversion has these unique properties: Staggers on ground counter hit. Slides on air counter hit. Slides on normal and counter hit. Bonus Proration 110% 58-62F can cut projectiles Forces fatal counter even on normal hit Best opener P1/P2 and up front values by far. Can cut projectiles starting from 2F before the active frames. Fatal counter Must be barriered when in the air While it is on paper6CHakumen's best move to punish moves, it requires a fatal counter to link into moves other than5Aand it can't be cancelled into overdrive. As such,5Cis often better as a punishing tool. Regardless, it can be used to punish some DPs such asRagnaandJin's623Cfor OD-less high-damage routes. In neutral,6Chas a pretty large horizontal hitbox, but its long recovery and slow startup makes it a poor spacing tool. 6C(level 1) is essentially a combo filler in the corner since it causes slide on grounded opponents, examples include Forward Throw >623A>6C(level 1) or41236C(1) >623A>6C(level 1). 6C(level 2) is an extremely situational punishing move. It can be used to punishArakune's236236CGuardMidStartup5+(28 Flash)+2Recovery33Advantage-122 [-176],Platinum'sparryGuardStartupRecovery135Advantage,Terumi'sparry superGuardUnblockableStartup1RecoveryTotal: 187Advantage,Azrael'sastralGuardAllStartup7+(55 Flash)+5Recovery128Advantage-126andMai's236DGuardAllStartup4+(25 Flash)+2Recovery61+10LAdvantage-52(by using overdrive to make the second hit of her super whiff). It's the best starter in the entire game by far however, so if the opportunity knocks, take it. 6C Fatal Counter (Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut) Maximum Slide duration 10F 6[C] Lv 1 Fatal Counter (Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut) Maximum Slide duration 10F 6[C] Lv 2 Bonus Proration 110% Fatal Counter even on normal hit (Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut) Maximum Slide duration 10F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 7-14F can cut projectiles, Hakumen's fastest grounded move for doing so. A very fast and far reaching poke. Since it only has 8-frame of start-up, it can be used to punish EA at close range. It requires a CH or RC to combo. Up close, It can combo into6A>6Band2B>214Afrom further away. Since it's -12 it's extremely easy to punish as such: Do not autopilot combos that end with3Cin pressure. (Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "4C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fast and long-ranged neutral tool. 8-10F can cut projectiles. 4Cis one of Hakumen's prime neutral tool thanks to it's great range and start-up. Be careful, as many characters can simply dash under or uses moves that low profile to avoid it (Such asIzanami's2BGuardLowStartup8Recovery15Advantage-4). It only combos into632146Con normal hit. On CH, it can be linked into itself,214Aor623AA, but none of these work at max range. (Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Late chains intoj.B A pretty decent tool for air to air situations, and for setting up a Throw Reject Miss on an unsuspecting opponent (IADj.Ax(1~2) > Air throw). In neutral, IADj.A>j.Cis very strong as thej.Adeals with the other air-to-air and let thej.Chit very close to the ground. It's fairly difficult to combo afterj.A. On normal hit, it only combos intoj.A,j.B,j.214Aat certain heights; On CH, combos intoj.Cand Fallingj.B>5C. Cancellable into normals from frame 13" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Late chains intoj.Aandj.2A Solid crossup hitbox An amazing normal with a better hitbox than it looks. It's a very good move for jump ins and for crossing the opponent up. On okizeme, after an air hit6B, Hakumen can 9jc >j.A(whiff) >j.Bor 669 >j.A(whiff) >j.B(to cross-up) for a left right/mix-up which also acts as a safejump. The 669 option is also useful to get out of the corner. Cancellable into normals from frame 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Wall sticks on corner hits Projectile guard point 10F-19F The go-to tool for Hakumen's air-to-air game. Its hitbox extends all the way from the tip of Hakumen's blade to his shoulder, which makes it great for spacing in the air. It blows the opponent back on hit, and wall sticks in the corner. On a air hit CH and near the corner, it is possible to combo withj.CCH > IADj.C>j.214Borj.CCH > IAD >5Cif close enough to the ground. On tall characters fallingj.Cis also a strong zoning tool. Bear in mind its slow startup means that it must be used preemptively for close to the ground air-to-air confrontations. (Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut) Landing recovery applies only if move reaches active frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "j.2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Projectile guard point 5F-24F Hakumen's fastest and overall best move for cutting the opponent's projectiles thanks to its long active time and early anti-projectile hitbox, and decent air-to-air tool overall. It only gatlings intoj.Cand specials. Primarily used against zoners to approach. The strategy is to 9jc > Barrier > Delayj.2A. It cuts projectiles in neutral and keeps a jump/airdash option available afterward to adapt to the situation. (Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut) Immediately enters recovery on hit/block Cancellable into j.C from 5th frame of recovery" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Projectile guard point 14F-19F Decent air to ground tool, it has a bigger hitbox thanj.Bbut is slower and it's harder to combo after it. A very common mistake is to overuse IADj.2Cin neutral.j.2Cis very slow and as such fairly easy to anti-air. 7/9jc > Barrier > Close to the groundj.2Ccan be very strong as it exploitj.2Cgreat hitbox while making hard to punish. In the corner6B>j.A(w) > Fallingj.2Cacts as a safejump.j.2Cis also used afterj.214Aair combo enders to prevent delay techs, rolls or to even meaty with certain setups. (Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Drive Moves", + "text": "Each of Hakumen's Drive normals automatically trigger a counterattack after blocking an opponent's strike, but not after blocking a projectile. Hakumen becomes fully invulnerable for the remainder of the Drive move if any attack is blocked, and also gains the option to cancel into any special, super, Crush Trigger or Exceed Accel if the counterattack is not triggered. Each counterattack's startup can also be cancelled into any of the same options in a short window before they are active. Any special or super (with the exceptions of236236Dor specifically OD632146C) cancelled into this way will be fully invulnerable for the first 10 frames." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "5D", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Can be held to extend parry window Cannot block low moves, regardless of attribute. Gain 1 Magatama when followup attack connects. 0% heat gain multiplier (No normal heat gain outside of the fixed 1 Magatama) Swaps sides and causes hard knockdown Your general purpose counter and the most lenient with its timing due to its ability to be held. However, this is the only normal drive move that doesn't have guard point from the first frame, so don't use it as a reversal. Gives reasonable reward on hit. 5Dcan act as a pseudo anti-air. It combos into236B,623Aand can be OD cancelled 5D Only guards attacks that can be blocked high/mid Cancels into attack only after guarding a non-projectile Counterhit state for entire move On Guard Point, hitstop for Hakumen is 2F. Opponent hitstop is 14F 5[D] Lv 1 Only guards attacks that can be blocked high/mid Cancels into attack only after guarding a non-projectile Counterhit state for entire move On Guard Point, hitstop for Hakumen is 2F. Opponent hitstop is 14F 5[D] Lv 2 Only guards attacks that can be blocked high/mid Cancels into attack only after guarding a non-projectile Counterhit state for entire move On Guard Point, hitstop for Hakumen is 2F. Opponent hitstop is 14F 5D Attack Cancellable into specials/supers/CT/EA on frames 11-15 Cannot hit opponents in jump startup" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cannot block overhead moves, regardless of attribute. Gain 1 Magatama when followup attack connects. 0% heat gain multiplier (No normal heat gain outside of the fixed 1 Magatama) Swaps sides and causes hard knockdown A mid and low counter that is active frame 1, so can be used as a wake-up reversal and generally effective against most grounded moves, although the follow-up attack may miss entirely depending on the hitboxes. On hit it puts the opponent behind Hakumen, useful for corner switching with an opponent. Loses to overheads, but most of these are slower than other attacks so the Guardpoint will likely have expired anyway. Just like5D, it combos into236B,623AAand can be OD cancelled. 2D Only guards attacks that can be blocked mid/low Cancels into attack only after guarding a non-projectile After guarding a projectile attack, Hakumen is fully invincible for rest of move Counterhit state for entire move On Guard Point, hitstop for Hakumen is 2F. Opponent hitstop is 14F 2D Attack Cancellable into specials/supers/CT/EA on frames 11-15 Cannot hit opponents in jump startup" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cannot block low moves, regardless of attribute. Gain 1 Magatama when followup attack connects. 0% heat gain multiplier (No normal heat gain outside of the fixed 1 Magatama) On successful counter, blows opponent away and wallbounces Where5Dis a safer prediction move with a potentially bigger reward, this is more akin to a reversal, going active in 1 frame but having bad recovery. Like5D, it catches highs and mids, but loses to lows. Sometimes used after6Aor6Bto catch attempts at poking out. Primarily used on reaction after an OD flash or against slow overheads. It can also be used to counter some IOH likeRachel's5B> 9jcj.2Dj.A. Unfortunately, it's very difficult to combo after it and the combos usually aren't worth doing. You'll mostly want to use2Das your reversal move, leaving this to mostly serve an emergency anti-air role. 6D Only guards attacks that can be blocked high/mid Cancels into attack only after guarding a non-projectile After guarding a projectile attack, Hakumen is fully invincible for rest of move Counterhit state for entire move On Guard Point, hitstop for Hakumen is 2F. Opponent hitstop is 14F 6D Attack Cancellable into specials/supers/CT/EA on frames 11-15 Cannot hit opponents in jump startup" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll No weakness to specific guard types, unlike other Drives. Does not fully stall all air momentum, but limits Hakumen's horizontal speed and prevents him from landing until frame 11 (after the guard frames end). Gain 1 Magatama when followup attack connects. 0% heat gain multiplier (No normal heat gain outside of the fixed 1 Magatama) The anti-air-to-air and anti-anti-air drive. Can be used when falling down or after an IAD to counter moves which are otherwise tough to deal with. It is also a mindgame tool after a blockedj.214Ato deter the opponent from using an anti-air. Be careful though, as it can be dealt with air grabs. Afterj.D, Hakumen is in recovery until landing. As such, using it while high in the air is a risky gamble. On hit, it combos intoj.2Aorj.214C. As of CF2, an air option (double jump, air dash) is regained upon a successful catch, meaning it is always possible to go forj.D>j.2A> 9jc >j.B>j.2A>j.214Aeven after a double jump. j.D Only guards attacks that can be air barrier blocked Cancels into attack only after guarding a non-projectile After guarding a projectile attack, Hakumen is fully invincible for rest of move Counterhit state for entire move On Guard Point, hitstop for Hakumen is 0F. Opponent hitstop is 12F j.D Attack Cancellable into specials on frames 11-13 Cannot hit opponents in jump startup" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Forward Throw", + "text": "B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage (1500) Staggers on hit Minimum Damage 100% (1500) Crumple Duration 45F, Crumple Fall 77F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage (1500) Minimum Damage 100% (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage (1500) Minimum Damage 100% (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 180F meter cooldown 1-20F invincibility Requires 4 Magatama" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Requires 2 Magatama 180F meter cooldown Launches on air hit. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Forward Dash", + "text": "66 H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Quickest forward step-dash in the game Can be special cancelled on frame 6 into air specials. Frame 12 for Grounded specials. No Invulnerability, but is airborne on frame 5 so can dodge most throws that way. Special cancellable from Frame 6" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Backdash", + "text": "44 H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Quickest backdash in the game Only invulnerable to throws briefly on startupand nothing else. Throw invulnerability lasts until Hakumen is airborne, so ismostlythrow invulnerable until he lands on frame 11. Air Special cancellable from Frame 8, Grounded special cancels possible from frame 11This is later than his forward dash, making forward dash a better option overall. This is later than his forward dash, making forward dash a better option overall. Special cancellable from Frame 8" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Specials", + "text": "Hakumen can cancel his specials and supers on hit or block into other specials, supers, Crush Trigger or Exceed Accel. Normally, each special can be used only once per string." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Fuumajin", + "text": "Cut Projectile H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hakumen's sword attacks have unique boxes for cutting projectiles. Projectile cut hitboxes are purple, attack hitboxes are red. Whenever one of Hakumen's sword moves \"cuts\" an opponent's projectile, that projectile has one hit removed and Fuumajin is spawned in its place. Hakumen also immediately gains 1 Magatama. It is a key tool for dealing with projectile heavy characters but occasionally sees use elsewhere too. While its specific usage varies a lot with the matchup, in general terms it can be used to simply deny or defend against a long ranged attack or simply to put up a barrier to stop a barrage of projectiles or your opponent closing in after their projectile. It does not go away when Hakumen is hit, making it incredibly safe to stand behind. It can be used more aggressively; correctly timing a sword strike to cut a projectile as it spawns can give you effectively additional reach or severely limit your opponent's movement options. On paper the attack is also a good starter, but it can be difficult to capitalise on. In the event you hit your opponent at the same time as cutting a projectile, the Fuumajin will hit after the sword hit, potentially ruining any counterhit confirm. Hakumen can only have one Fuumajin active at a time; cutting another projectile will create a new Fuumajin, replacing the existing one. Striking a projectile with the sword does not count as a \"hit\" in any sense:No cancel options that require connecting with your opponent are possible.No heat is gained other than the fixed 1 magatama.No hitstop effect occurs.The sword attack can still hit your opponent before or after cutting a projectile. No cancel options that require connecting with your opponent are possible. No heat is gained other than the fixed 1 magatama. No hitstop effect occurs. The sword attack can still hit your opponent before or after cutting a projectile. The Fuumajin itself has guard point against anything projectile-attribute, and will reset its duration when it blocks something. Usually this means it will remove the rest of the hits of a multi-hit projectile.It will also block Strike-Projectiles like Azrael's 2C or any of Nine's normals, even though they cannot be cut to first create a Fuumajin. It will also block Strike-Projectiles like Azrael's 2C or any of Nine's normals, even though they cannot be cut to first create a Fuumajin. Hakumen is projectile invulnerable on frames where a Fuumajin spawns or blocks a projectile, protecting him even from beams or projectiles that don't disappear on contact. Some specific interactions: Jin'sTouga HyojinGuardAllStartup1+(30 Flash)+8RecoveryTotal: 44Advantage-16creates a Fuumajin when cut, but the wave will keep going and can hit Hakumen anyway. This is because the projectile hitbox is separate to the entity creating them. Platinum'sDream SallyGuardAllStartup28RecoveryTotal 48Advantage-6will be popped without creating a fuumajin, but you can hit with the part of a slash that can only hit projectiles or the normal hitbox. Hibiki'sShadow ClonesGuardAllStartup27~35 [17~25]RecoveryTotal: 56[Total: 46]Advantage-13 [-11]will be destroyed without creating a Fuumajin unless it is struck while just before going active, which is usually just before it reaches Hakumen, so the timing is quite tight. AnotherHakumencan cut a Fuumajin to create their own, where they will immediately block each other and be destroyed. Susanoo's6AGuardAllStartup16RecoveryTotal: 52Advantage-10can be cut while active. Unusually however, another 6A afterwards will \"block\" the Fuumajin and destroy it as it has a similar projectile guard point on startup. Arakune'sNegating \"p\"GuardAllStartup13RecoveryAdvantageand all Exceed Accel and Astral Heat projecilescannotbe cut at all for technical reasons. If another projectile touches Fuumajin, its active frames are reset When cutting opponent's projectile, Hakumen and opponent's projectile both experience 0F hitstop Invuln listed is what the Fuumajin itself interacts with Hakumen is projectile invulnerable during the frame he cuts a projectile, or an existing Fuumajin blocks a projectile" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Guren", + "text": "214Awith 1 Magatama H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Pressure and combo tool. Combos into2A,41236Cor even2Cif the opponent is crouched. Being +1 on block, it can be followed-up by2Ato reset the pressure. However, it is fairly easy to IB as Hakumen's pressure is limited. If the opponent respects it too much,214A>6Bcan be used as a mix-up. If they instant block and mash after214A, it is possible to2Dthem to deter mashing. Do not overuse it in pressure as it drains meter pretty quickly. 30F Heat Gauge cooldown Heat Gauge Cooldown 30F If cancelled into from Drive counterattack startup or 214D (startup or on block), is invulnerable frames 1~10" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Kishuu", + "text": "623Awith 1 Magatama H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Has 10 frames of Head and Body invulnerability, but does not go through projectiles. In combos, this is used after air hit5Cto combo into6A. In pressure, this is used to approach and set up throws. It can also be used after the super flash of some reversal supers to crawl under them and punish with5CCH /6CFC without letting the opponent RC (Valk's632146DGuardAllStartup1+(69 Flash)+9Recovery38Advantage-22/Izayoi's236236CGuardAllStartup1+(88 Flash)+6Recovery49Advantage-39). 30F Heat Gauge cooldown Cancellable into Enma (~A) on frames 10-12, or Renka (236B) and Zantetsu (41236C) from frame 10 onwards; these cancels count as being part of the same string. Can cancel into Enma on frames 10-12 Can cancel into 236B or 41236C from frame 10 until end Heat Gauge Cooldown 30F If cancelled into from Drive counterattack startup or 214D (startup or on block), is fully invulnerable frames 1~10 (returns to HB invuln only frames 11~14)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Enma", + "text": "Aafter623A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An amazing neutral tool with a surprisingly high and far reach, deals with a plethora of pesky moves and punishes them. Midscreen, it combos into5B(close range),214A(far range),5C(air hit and counter hit) or even6A>6B(distance, height and character specific). As it's -4, it's punishable on IB by most5A/2A. On block, it can be canceled into214Afor a gapless blockstring even on IB. 30F Heat Gauge cooldown, even though it doesn't cost additional meter to use. Heat Gauge Cooldown 30F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Renka", + "text": "236Bwith 2 Magatama H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A low kick followed by a mid kick that launches the opponent. A great combo tool at close range. Midscreen, it combos into6A>6Band IADj.2C. In the corner, the main combo is IADj.2A>j.C. Sadly, the second hit has a poor horizontal reach limiting its usefulness in pressure and it may whiff if the opponent is too far, which is common if the opponent barrier blocks the preceding hits. Furthermore, it is possible to ODR after the first hit to make the second one whiff, forcing Hakumen to special cancel or be heavily punished.236B(1) >623Ais 0 on block, this is, however, very costly. It has the fastest startup of any of Hakumen's grounded specials, so using it to cover unsafe specials gives tighter frametraps than Guren (214A). Due to its ability to be jump cancelled, it is possible to perform an Overdrive Cancel by first jump cancelling this move and then cancelling the prejump frames into OD. Jump cancelling will also immediately reset a string, allowing Hakumen to cancel his prejump frames into a special that had already been used. 60F Heat Gauge cooldown Jump cancellable on the second hit Second hit is jump cancellable Heat Gauge Cooldown 60F If cancelled into from Drive counterattack startup or 214D (startup or on block), is invulnerable frames 1~10 Crumple Duration 39F, Crumple Fall 72F On Ch Crumple Duration 59F, Crumple Fall 96F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Zantetsu", + "text": "41236Cwith 3 Magatama H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A massive overhead attack that can lead to absurd damage, followed by a rather lackluster low that ruins your combo damage after it. Prime combo filler in OD combos that can be done after5Cor214A.41236C(1) >623Ais +2 on block, but similarly to236Bthis is very costly. Due to the first hit having amazing damage scaling, but the second hit having awful scaling, it is common to special cancel after just the first hit during long or Overdrive combos with623Aor Crush Trigger. While the second hit does strike low, this only functions as a very basic knowledge check since Hakumen cannot cancel the first hit into any other overhead to form much of a mixup. It does at least form a safe blockstring if both hits are blocked. While this move can cut projectiles, it is notably far worse than most other moves at it due to poor hitboxes and no hitboxes beyond the normal active frames, so don't use it to try to advance through projectile spam. As far as the basic41236Ccombo is concerned,41236C(2) >6A>6B> Air combo yields similar damage as41236C(1) >623A>6A>6B> Air combo, so the former is preferred. 90F Heat Gauge cooldown (Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut) Heat Gauge Cooldown 90F If cancelled into from Drive counterattack startup or 214D (startup or on block), is invulnerable frames 1~10" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Yanagi", + "text": "214Dwith 2 Magatama H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hakumen advances forward with a Zanshin seal that autoguards attacks and attempts to chokeslam the opponent. Like other Drive moves, Hakumen can special cancel the remaining startup of the move if it blocks an attack.Unlikeother Drive moves, Hakumen attempts the grab at the end even if he didn't block anything, allowing it to be used during combos. On block, it's -7 and therefore punishable by most2A. It can be cancelled into214Afor a frame trap or236Bto make it gapless. However, due to what was likely an oversight, any move special cancelled into from Yanagi will be fully invulnerable for the first 10 frames, even if Yanagi didn't block anything. This gives Hakumen the option to also beat punish attempts with very delayed cancels instead of needing to commit earlier to frame trapping normally—this can make the moveveryscary to punish if Hakumen has any amount of meter. Can sometimes be used to escape the corner but does not have guard point frame 1, so it will lose to properly timed meaties and frame traps. During combos, this move deals big damage but suffers from poor scaling, so it's best to use towards the end of a combo unless it's the only practical way to continue it. In particular, try to avoid using it repeatedly during Overdrive combos. After hitting, combo into236Bor623A>6A>6B. This is also a very good OD combo ender with6A>6B>214D> EA or6A>6B>214D>632146C>623A> EA. 30F Heat Gauge cooldown Combo scaling takes effect from the first part of the attack, so this move will only do 1500 damage if performed at the start of a combo. If Guard Point blocks an attack, can cancel into specials on whiff/startup On Guard Point, hitstop for Hakumen and Opponent 14F After guarding an attack, remaining Guard frames are replaced with Full Invincibility Heat Gauge Cooldown 60F If cancelled into from Drive counterattack startup, is invulnerable frames 1~10" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Agito", + "text": "j.214Awith 1 Magatama H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Low-cost knockdown tool. Counts as a projectile, which allows it to beat most anti-airs. On counter hit, it ground bounces and combos intoj.2Corj.Bdepending on the height. IADj.214Ais a fairly ambiguous cross-up but doesn't combo into anything. As far as okizeme is concerned,j.214Ais a fairly good ender. For more details, check the okizeme strategy section:link 30F meter cooldown Can only be used once in the air Heat Gauge Cooldown 30F If cancelled into from Drive counterattack startup, is invulnerable frames 1~10" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Hotaru", + "text": "j.214Bwith 2 Magatama H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Primarily a combo extender, as it is possible to airdash afterward intoj.2C>6A>6Bwhich leads into high damage combos. In the corner, it is used to end withj.C>6C/5C>6A>6B, which give a much better knockdowns thanj.214A. Even though it's invulnerable, it is not that great of a wake-up option as it is not invincible frame 1 due to the jump and easily whiff if the opponent crouches or use2A. It's a also a short/fast starter, so combos are limited afterward. That said, it can still be used after air techs to beat out certain tech traps and just win air to air interactions. 60F meter cooldown Air-unblockable air attack. Resets Hakumen's air options, and can be jump and airdash cancelled on hit/block Can only be used once in the air Resets air options (Jump/Airdash) Heat Gauge Cooldown 60F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Tsubaki", + "text": "j.214Cwith 3 Magatama H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Situational special. Hits like a truck and scales amazingly well but it's awkward to use in combos instead of41236C. Still very useful during Overdrive orMugenGuardStartupRecovery16+(90 Flash)+30Advantage(214214B). In pressure, it guard crushes if it isn't barriered. In that case, it can combo into Forward Hop >5Cmidscreen or6C(level 2) in the corner. It can be used on wake-up to heavily punish throw attempts if the opponent is trying to play around236236D. It combos into6A>6B> ... or5C> ODc >214A/236B> ... Fastest startup after TK is 19 frames and 21 after a Hop. 90F Heat Gauge Cooldown Can be used any number of times in the air. Can cut projectiles 15F-17F Fatal Counter Fatal Counter (Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut) Heat Gauge Cooldown 90F If cancelled into from Drive counterattack startup, is invulnerable frames 1~10" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Kokūjin: Shippu", + "text": "632146Cwith 4 Magatama (Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hakumen launches a sword attack and a shockwave to the opponent. Normal Version Standard distortion combo ender. It can be canceled on block with623Ato make it +0 on block, though you waste 5 Magatama so think about it before throwing out. In neutral, this can be useful against zoners (Nu,Lambda,Rachel) since it cuts projectiles on all active frames, orValkenhaynin wolf form as he can't block it. Charged Version You can hold the button for 100F to get the Charged Version, which is completely unblockable. Basically impractical. The hold mechanic itself is useful for timing some combos that requires height or such. Overdrive Version The OD version fires a taller energy wave to the slash, with an excellent vertical hitbox, allowing one to combo afterwards. Since the energy wave has better proration than the actual slash and wallbounces it can be used in midscreen OD combos, such as CT >6C>632146C(wave), then follow-up with623A. 180F Heat Gauge cooldown 30% minimum damage on slash (Uncharged: 1050[1200] Charged: 1500), 20% minimum damage on wave (500 [600]). Normal Wave takes 13 frames to hit the opponent fullscreen and 12 frames in OD. 632146C Values in [] are during OD (Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut) Minimum Damage 30%: 1050 [1200] If cancelled into from Drive counterattack startup or 214D (startup or on block) and not in OD, is invulnerable frames 1~10 632146[C] Values in [] are during OD (Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut) Minimum Damage 30%: 1500 If cancelled into from Drive counterattack startup or 214D (startup or on block) and not in OD, is invulnerable frames 1~10 632146C Wave Values in [] are during OD Only appears if Shippu does not touch opponent Activates the first frame Shippu becomes active Minimum Damage 20%: 500 [600]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Kokūjin: Yukikaze", + "text": "236236Dwith 4 Magatama H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A super version of Hakumen's parries. If activated, Hakumen dashes forward with a slash that hits everything that is head level or lower and is fully invincible throughout. If your opponent activated it with a physical strike, they will be frozen in hitstop until this attack hits. This is a key defensive tool in most match-ups and a life changer with 4 Magatamas as the opponent has to play around it to avoid losing the momentum. Most notably, it is a fantastic tool to escape projectile-based okizeme and makes Hakumen one of the only character who can reliably escape some of them (Like Rachel's22A. Midscreen, it can be comboed into623A>6A>6B; In the corner, it can be comboed into623A> IADj.2A>j.C, then landing5C>6A>6B. Interestingly, this move can also be input after a normal drive move has blocked something, but before the counter attack has gone active. Doing so will skip the parry stance and immediately start performing the slash attack. This allows Hakumen to use the slash without committing meter up front, but be aware you will only give your opponent the hitstop from the normal drive move this way so they may still have time to jump to safety. In Overdrive, Hakumen deals more hits and the damage increases. Special note should be taken about the OD version: unlike most other Distortion Drives, this pauses the OD timer for about the entire duration of the move. Combine this with the version's lengthy animation, a removed meter cooldown and the fact that the accelerated meter gain of OD isn't paused, by the time the move ends, most of all of the Magatama spent will have been regained. This can lead to even more damaging combos. 180F Heat Guage cooldown Fatal Counter. Does not catch unblockable attacks. It is worth noting that the opponent can attempt to Rapid Cancel after being frozen by Yukikaze. Normally however, the opponent will be stuck in hitstop, meaning the RC will not have time to occur and not consume any meter, even though the visual effects play. Moves that have invulnerability on the frame they trigger Yukikaze will remain invulnerable during hitstop, making it possible to RC and then perform another invulnerable action to avoid Yukikaze completely. Other notable interactions includeAzrael's236236DGuardAll(see notes)Startup7+(122 Flash)+4[7+(149 Flash)+4]Recovery54Advantage-38as that move guard point will absorb most of Yukikaze's damage and will only end up doing 200 damage.Mu's623CGuardAllStartup14Recovery37Advantage-26can RC after Yukikaze and high jump to avoid Yukikaze completely without having to use OD. If blocked by a guard point that can block unblockables, the move will attempt to hit up to 4 times in total, with 3F gaps. Can still only hit once. Despite being a sword attack when activated, this move cannot cut projectiles, not that it matters much. 236236D Cannot guard against unblockables Counterhit state for entire move On Guard Point, hitstop for Hakumen 3F, opponent hitstop 47F Parry reversal 236236D Attack Values in [] are during OD Fatal Counter Immediately enters recovery [begins followup hits] on hit Minimum Damage 20%: 640 [1320]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Kokūjin Oūgi: Mugen", + "text": "214214Bwith 8 Magatama H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hakumen's infamous install super, used to capitalise on some big counterhits while at full Heat allowing for some massively damaging combos, virtually guaranteeing victory assuming your opponent doesn't burst and you don't drop the combo. Requires 8 Magatama but does not consume any upon startup. Instead, Hakumen's heat gauge now acts as a countdown, depleting rapidly once activated and the effects of this move end only when the heat gauge has emptied. During Mugen, all moves may be used with no cost, the same special can be used multiple times in a string (but cannot cancel directly into itself), and specials are not affected by Same Move Proration. Conversely, no heat will be gained while Mugen is active for any reason, and Hakumen cannot use his Astral Heat, Rapid Cancel or Counter Assault while in Mugen (you have alternatives, for example623Aand Yukikaze). The entire duration of Mugen is 360F, starting after Hakumen has fully recovered from this move or he gets hit. Since it has a huge recovery, it is hard to combo into (6Clevel 3 FC and6ACH only). Alternatively, can be used in neutral as a last resort to try to turn the tide by unleashing a flurry of special moves for free, but some characters can punish it on reaction fullscreen. The main Mugen combos are236B/214A> (41236C(1) >623A)xN or (41236C(1) >214D)xN, the latter dealing less damage but being easier to perform. Under Overdrive, the Heat gauge drain is paused, even if it was activated after Mugen. This vastly increases the duration mugen will last for, potentially more than doubling it. Meter drain does not get paused for any reason other than overdrive. Even Hitstop or either player's super freeze effects will not pause this drain. If Hakumen is hit before the superflash, Mugen's effects do not activate. After Mugen's effects expire, Hakumen's passive heat gain is zero for 180F. All other Heat gain works as normal. Activating overdrive cancels this state. Disables Same Move Proration for all of Hakumen's specials while active. Costs 8 orbs Allows unlimited use of specials and Distortion Drives for the duration SMP for Specials is removed during Mugen If cancelled into from Drive counterattack startup or 214D (startup or on block), is invulnerable frames 1~10" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Kokūjin Kingi: Tengai", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Foot attribute unlike most EAs. Ends all Overdrive effects the instant the initial strike connects Otherwise behaves the same as every other Exceed Accel. 310/671 Minimum Damage Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Cannot counter hit Mimimum Damage 10%: 310 {610+61}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Kokūjin Oūgi: Akumetsu", + "text": "[2]8DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 180F cooldown Requires 8 Magatama Catches Head, Body, Foot and Burst attributes, including unblockables. Does not trigger on Doll attacks, Throws or Projectiles. Unlike Hakumen's other drive moves, if it triggers, the attack isguaranteedto hit 30F charge. SeeHerefor details on charge inputs. Catches moves with physical attributes and the rare unblockables (unlike Haku's other drives). For instance, unlike Yukikaze, this can catchMakoto's41236CGuardAll (Unblockable)Startup26Recovery26Advantage-10. It loses toReliusandCarl'sdoll attacks, grabs and projectiles (includingHazama'schain and his632146CGuardAllStartup1+(30 Flash)+15RecoveryTotal 70Advantage-46), but can still beatJin'sAstralGuardLow/AirStartup6+(60 Flash)+25Recovery95Advantage-86. One of the most impractical Astrals in the game; Hakumen usually spends meter as fast as he gets it and it relies on the opponent to be activated. Hakumen also suffers immensely from throwing away all of his meter if it fails. The most practical application this move has is baiting a burst after Throw >2Cwhile the opponent is low on health. It can also be charged and used on reaction during superflash, however, that rarely happens as most players become very careful when Haku has astral. Astral attack only occurs if guard point successfully blocks a move Does not block Carl/Relius doll attacks 180F Heat cooldown Counterhit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen", + "title": "Hakumen", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Overview", + "text": "Ragna is avery beginner friendlyrushdownStyle of play where you constantly attack the opponent in close range fighting, never giving them an opportunity to retaliate.character. He has tools to deal with many situations, withstrong mid-range pokesand a versatile arsenal of special moves. Ragna's Drive uniquely works as a sort oflifesteal mechanic. Connecting Drive attacks will heal Ragna and more than make up for his below average health. Ragna's Overdrive cranks up the lifesteal and improves his Soul Eater attacks, giving access to powerful combos that greatly increase his survivability. Ragna excels at the mid-range where he can flex his strong pokes, and once he's up close, he has solid pressure to keep his opponent locked down. Soul Eater allows Ragna to heal when dealing damage with certain attacks. This offsets Ragna's low starting health, giving him the potential to have one of the highest effective health pools in the game. How much a given Soul Eater attack heals is based on its \"Lifesteal\" value (noted on each relevant move), and attacks with Soul Eater also deal chip damage equal to their Lifesteal value. Soul Eater will trigger on both damage on hit and chip damage, meaning Ragna will heal against normal block but not Barrier Block (which prevents chip damage). Soul Eater also has a mechanic that increases healing in long combos. A multiplier is applied to a Soul Eater attack's Lifesteal value depending on how many Soul Eater hits have already connected within the same combo: 1st to 5th Soul Eater hit: 100% Lifesteal 6th Soul Eater hit: 110% Lifesteal 7th Soul Eater hit: 120% Lifesteal 8th Soul Eater hit: 130% Lifesteal 9th Soul Eater hit: 140% Lifesteal 10th Soul Eater hit and beyond: 150% Lifesteal Ragna's Overdrive augments all of his Soul Eater moves. Universally, they all gain higher damage and greater Lifesteal, as well as gain more combo utility through higher hitstun, dash cancels, ground bounces, or wall bounces. 5D(2)ground bounces on hit, is dash cancelable, and gains a larger hitbox. 2Dis dash cancelable and gains a larger hitbox. 6Dlaunches the opponent much higher on air hit and gains a larger hitbox. j.Dis faster, has notably more hitstun, and gains a larger hitbox. 5A+B(Crush Trigger) gains lifesteal property on hit or guard crush. 214A~214Dwall bounces on hit and is dash cancelable. 623Donly gains more damage and lifesteal. 623C/D~236C~214Dground bounces and lets Ragna act as he is falling. 214B~214Dlaunches the opponent much higher on hit and is jump cancelable. 236Dhits three times, gains a larger hitbox with each hit, and travels further across the screen. 214D's ground version is more advantageous on block, and both versions ground bounce on hit. j.214C~214Dwall bounces on hit and is dash cancelable. 632146Dgains more hits on the second part of the attack. 214214Dbecomes unblockable and gains immensely more lifesteal and damage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Whiffs on all characters' crouching hurtboxes, except Tager (while in hitstun). Jump cancelable on hit or block. Throw cancelable on hit or block. Can late chain. Staple standing jab that is faster than most5A's by 1 frame. Because of the fact that5Awhiffs on every character's crouching hurtbox, it's not very effective as a pressure tool. However, it is particularly useful as an anti-air because of its quick 5-frame start-up and high hitbox. Combos netted from this are generally weaker than combos from6A, but out of the two,5Ais safer for two reasons: its quick recovery makes it hard to punish and it's cancelable into other normals. You'll want to use this for a quick anti-air poke or if a twitch reaction is required, reserving the other for the hard callouts." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hurtbox fully extends on frame 8, hitbox fully extends on frame 10. Can late chain. Ragna's standard and most used poke,5Bwill be your go-to button in many situations. Often the start of his pressure, but it is safer to use primarily as a footsie tool. However,5Balone often does not merit a lot of damage when used as a footsie, requiring other resources to maximize the reward off a maximum distance hit. While5Bis a powerful tool, it is important to be aware of its relatively long recovery, and make careful use of it in neutral. Some characters can also low-profile5Bat longer ranges, such asIzanamiwith her2BGuardLowStartup9Recovery24Advantage-16, which is something to be very wary of in certain matchups. 5Bcan be used as an anti-air due to its speed, hitbox, and property of being air unblockable. As a starter, the move also leads into respectable damage. However,5B's hitbox is at the tip of Ragna's leg and mainly around his foot, so the most efficient use would be to check the opponent's aerial approach, such as against opponents who jump without dashing a lot. Keep in mind that because Ragna's attack hitbox overlaps his character hurtbox, a trade or even a counter will likely happen. Ragna's throw-box is also pushed forwards, so be careful with your spacing when trying to use it to beat them. Combos into6DorGauntlet HadesGuardHigh/AirStartup20Recovery28Advantage-12on Counter Hit, the former for max damage punishes at close range and the latter for max range conversions. Even without a Counter Hit, max range5Bcan be hit confirmed into Overdrive. With the proper combo route, the ensuing Overdrive combo can result in over 4000 damage that provides a respectable amount of corner carry as well. Hitbox fully extends on frame 10" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Jump cancelable on hit. Can late chain. Ragna's longest range poke which when used at maximum range is extremely hard to punish, even with Instant Block.5C's hitbox has a slight disjoint towards the end of it, which can be used to punish active moves or assist you in footsies. Ragna also pulls his hurtbox back considerably as soon as the active frames end, making5Cvery hard to whiff punish when spaced correctly. In some ways,5Bis better than5C, and vice versa.5Bis quicker, has plenty ofRevolver Actionoptions, and can be used as an anti-air, but its long recovery coupled with its shorter range provides more risk.5Chas longer range, a disjointed hitbox, and is harder to whiff punish (if spaced correctly), but it is slower, has limited Revolver Action options, and is more vulnerable to air options. Deciding between the two in various situations will require an understanding of the opponent's available options. 5Cis Ragna's 2nd highest damage starter, only slightly behind5D(1). However,5Cis generally preferred over5D(1)as your go-to Counter Hit punisher, as it has more versatile combo routing, and5D(1)only leads to good damage if you spend Heat. Combos into6Con crouching hit or Counter Hit, allowing for high damage meterless combos that work even if it connected near max range. Counter Hit5Ccombos into6Dat close range and leads to extreme damage, so use this route to punish whiffed or blocked reversals. Be careful when using5Cas combo filler, as it has very little vertical range on its hitbox, making it whiff easily on airborne opponents. This will commonly occur after landing an air hit5Bwhen the opponent is too high for5Cto connect, and you must instead route straight into5D(1). Sometimes including slight delays may allow5Cto land in these situations." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Throw cancelable on hit or block. Can late chain. The ±0 frame advantage as well as the ability to cancel into a throw makes this move a dangerous pressure tool when used correctly. It can also be used for many frame trap setups, one of the most common being2A>2C, leaving Ragna plus on block if he guessed wrong and allowing him to re-engage. The key feature to the pressure ability of2Ais its ability to slightly late chain into itself and other moves. The late chain into itself allows less predictable blockstrings, which is incredibly useful when facing opponents with limited defensive options. The additional ability to cancel into throw also allows Throw Reject Miss setups." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Can late chain, although time window is smaller. In terms of pressure,2Bis not quite as effective as2A, but it is one of the most useful tools in mix-up. However, chains into and from2Btend to have gaps where the opponent can reversal, so be wary of how often you're using it. A common chain that serves as not only a safe option to go to, but also a good way to hit confirm into a combo when2Blands is2B>5B. If canceled on the earliest frame possible, this string has no gaps for the opponent to exploit, even when2Bis instant blocked." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Crumples opponent on Counter Hit. Plus on normal block, but negative on Instant Block. The +1 frame advantage and 13f recovery makes2Ca very popular move for Ragna players, and for good reason too. This is Ragna's only normal that is plus on block, making it his easiest and safest access to plus frames. Additionally, because of its fast recovery, if you space2Cto whiff, you can potentially reset pressure against an unwary opponent. This is risky versus characters that can match your range and speed, and not overly abusable, as you are quite minus. Regardless, if2Cis used properly, you can utilize effective guessing games with the opponent. Also because of its fast recovery,2Cis extremely safe against Overdrive, and you are likely plus if you whiff through it. On Counter Hit, Ragna can combo directly into any of his grounded normals or specials, giving a plethora of route options (focus on damage, Heat Gain, lifesteal, side switch mid-combo etc.). For combo routes that don't require an immediate special cancel, the high hitstop and hitstun makes it easy to hit confirm. Crumple Duration 36F, Crumple Fall 69F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Head invincible on frames 4~13. Higher hitbox during later active frames. Jump cancelable on hit. Launches opponent on hit. A pretty decent anti-air option, its startup frames and invul frames make it a pretty generic anti-air option at Ragna's disposal. It is somewhat outclassed by his5Aas it is far less committal in comparison, as such6Amainly sees use in scenarios where the opponent is coming towards Ragna with a big and very active air normal that would otherwise easily stuff out his5A. If6Ais blocked, its cancel options are extremely limited, with most options being unsafe (e.g.Hell's FangGuardAllStartup15Recovery26Advantage-4,Gauntlet HadesGuardHigh/AirStartup20Recovery28Advantage-12) or disrespectable (e.g.6D,Blood ScytheGuardAllStartup37Recovery15Advantage+3 [+7],Dead SpikeGuardAllStartup26RecoveryTotal: 57Advantage-1 [+9]).5Dis your safest option, but even this can be unsafe, as the opponent can backdash the second hit at proper ranges and whiff punish. Just like with knowing when to use5Band5C, knowing when to use6Aover5A(and sometimes not using it at all) really depends on the situation and the nuances of the matchup. Be sure to study the matchup when deciding on using this. Using6Ain combos is the most stable way of getting damage on standing characters. However, it has very poor horizontal range, so the move should only be used in situations where you know it will hit. It also has somewhat poor damage scaling so avoid using it if better scaling launchers are available (like6C,3CintoNot Over YetGuardStartup11Recovery11AdvantageorOverdrive Cancel, etc.)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Forces crouching state on ground hit. Cannot emergency tech on air hit. Bonus 110% proration. Ragna's normal overhead is among some of the more obvious overheads in the game. Moreover, as6Blacks any Revolver Action intoCnormals, it doesn't have a completely safe blockstring. Due to these limited cancels and the weaknesses among them, using6Bshould be handled with care and not thrown out too frequently. Mix things up with Ragna's other options instead of defaulting to this and/orGauntlet HadesGuardHigh/AirStartup20Recovery28Advantage-12as to make them more vulnerable to Ragna's offense and potentially enable big Counter Hits withstagger pressureThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.. If6Bis blocked, almost every Revolver Action option after is either unsafe (e.g.6A,Hell's FangGuardAllStartup15Recovery26Advantage-4, Gauntlet Hades), or easy to disrespect (e.g.Blood ScytheGuardAllStartup37Recovery15Advantage+3 [+7],Dead SpikeGuardAllStartup26RecoveryTotal: 57Advantage-1 [+9]).6B>5Dis the hardest cancel option to punish, as it only punishable on Instant Block, but this will end Ragna's turn. Going for6Dwill allow him to maintain his offense, however this is a risky option as6Dis very vulnerable to mashing (on Instant Block),reversalsTo perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun., and Overdrive Raids. The bonus damage proration that applies the first time6Bis used in a combo, along with its knockdown on air hit, makes this attack incredibly powerful in combos. However, using it almost always requires either a Counter Hit, Rapid Cancel, or Overdrive, so it is usually reserved for heavy punishes. Bonus Proration: 110% Forces crouching on ground hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hits twice. Second hit is jump cancelable on hit or block. Second hit launches and pulls the opponent on hit. Combo filler launcher for high damage routes. The main purpose of6Cis to maximize damage on crouching opponents, generally by canceling the second hit intoGauntlet HadesGuardHigh/AirStartup20Recovery28Advantage-12mid-screen or intoBlood ScytheGuardAllStartup37Recovery15Advantage+3 [+7]in the corner. Although it's a low, the first hit's mix-up potential is not very high due to limited cancel options on block. The second hit is jump cancelable, which can enable some silly pressure options or make the move safe should it be blocked." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Jump cancelable on hit or block. Knocks the opponent down on hit. Staple launcher at close range to route intoNot Over YetGuardStartup11Recovery11Advantageor when Heat is available for Rapid Cancels and Overdrive Cancels, leading into higher damage than either6Aor6C. The knockdown is greatly extended on Counter Hit, giving Ragna both stronger and easier to execute combo routes than what Not Over Yet provides. One particular route (which sadly isn't universal) makes him Burst-safe after the initial hit by jump canceling, air blocking, then usingj.Cbefore touching the ground. 3Cproves to be a very strong tool for okizeme thanks to its ability to give Ragna a safe-jump set-up, for which you must slightly delay your jump after hitting3C. However, this is limited by Ragna's combo routes as3Ccannot be used to end mid-screen combos (at least not without losing out on damage and corner carry) and cannot be performed after every corner combo. The few cases where3Cokizeme can be performed are afterDead SpikeGuardAllStartup26RecoveryTotal: 57Advantage-1 [+9]>Dash CancelGuardStartupRecoveryTotal 22Advantage,Blood ScytheGuardAllStartup37Recovery15Advantage+3 [+7], and intentionally whiffing the landing hit ofNightmare EdgeGuardAllStartup17Recovery20Advantage-5(also known as 'Nightkasu'). However, these options often cut combo potential decently early, and as a result will miss out on damage, Heat Gain, and Lifesteal, so you must decide if oki or damage is more important based on your current situation. Dead Spike is the most viable option in the corner, as there are many combo routes that will allow you to route to Dead Spike late and only give up a Hell's Fang orDInferno Divider, the loss of which is negligible when considering3C's significantly better oki (although sometimes22Coki in the corner is preferable over3C). Blood Scythe is generally not useful for3Coki, as you must end your combo significantly early, giving up more damage than the oki is worth. Nightkasu is a viable option midscreen and in the corner, and usually doesn't involve giving up very much damage, but has a ton of character specifics and is difficult to correctly route into for much of the cast. If you know how to perform Nightkasu on the character you're fighting, it is often worth it to do it (especially if they have a DP) and take the better oki that it provides. Double/triple overhead → jump, delayed air dashj.C>j.D> Aerial Gauntlet Hades Low → Empty jump,2B/3C/6C Throw → Empty jump, Forward/Back Throw Safe jump → Jump,j.Borj.C" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Jump cancelable on hit or block. A simple aerial jab,j.Ashould be your go-to air-to-air. It's great for checking airborne opponents, and easily hit confirmable because of being infinitely self-cancelable, letting you get reliable knockdowns from it. Should they block it, you can easily jail them with repeatedj.As, or even attempt aTRMpurple throw mixup, to bait out throwOption Selectattempts. As the hitbox is only on his arm this move will NOT hit opponents in or beneath Ragna." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Jump cancelable on hit or block. The hitbox behind Ragna's foot serves as a great cross-up tool. Moreover, there are a high number of active frames, making it a good safe jump move as well. Against certain aerial approaches,j.Bcan also be used; at worst, you will trade." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Jump cancelable on hit or block. This move has a huge hitbox below Ragna, so it is useful as an approach on grounded opponents.j.Cis also hard to stuff with moves that are quick but lack any sort of invincibility (e.g. Ragna's5A). Against most matchups, you will most likely stay grounded for the majority of the match, but in the few cases where you're in the air,j.Cwill serve as your main weapon." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hits twice. Second hit hard KDs on air hit. Fatal Counter property on Counter Hit. Lifesteal: 100 Low-profiles frame 32~45 5Dis an important combo part, so much so that it is used in almost every combo in Ragna's arsenal. The first hit allows him to combo into Gauntlet Hades while the second hit goes intoDead SpikeGuardAllStartup26RecoveryTotal: 57Advantage-1 [+9]orNot Over YetGuardStartup11Recovery11Advantage. Most Fatal Counter combo routes require an immediate special cancel, usually into eitherBlood ScytheGuardAllStartup37Recovery15Advantage+3 [+7]or Crush Trigger, resulting in massive damage. The only routes that can be hit confirmed (i.e. both hits of5Dconnect) are either a grounded hit into Gauntlet Hades or an air hit into Not Over Yet or Dead Spike, both of which provide much more modest damage. Due to this, Fatal Counter5Dsees more use in punishes where the first hit is guaranteed to be a Counter Hit. Doesn't see much use in pressure or neutral, though note that this move is somewhat safe compared to past iterations thanks to its high pushback on block, so if used either at the end of a blockstring or at certain spacings most characters should struggle to punish it despite its poor frame advantage. It can also be used as a high risk, high reward anti-air thanks to its high vertical hitbox, resulting in 3.5k to 4k damage without a Counter Hit and 4k to 4.5k damage with one. Its still safe on air Barrier Guard but very punishable on whiff, so try to only use it once the opponent has exhausted their air actions. Hits twice. Second hit gains a larger hitbox. Second hit ground bounces into knockdown on hit. Dash cancelable on hit or block.Frame advantage after earliest Dash Cancel: -2 Frame advantage after earliest Dash Cancel: -2 Fatal Counter property on Counter Hit. Lifesteal: 150 The Overdrive version's properties allow the second hit to combo into any of Ragna's normals or special moves, save for6Dwhich only works on Counter Hit. Keep in mind that the first hit will not combo into the second at the end of heavily prorated combos. Values in [] are during OD Lifesteal: 100 [150] Fatal Counter [Frame advantage after earliest Dash Cancel: -2]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Knocks the opponent down on hit. Launches into knockdown on Counter Hit. Lifesteal: 100 As a footsie,2D's range is second only to5C, but its practicality only applies to certain situations. The hurtbox does not extend past the hitbox, so against Distortion Drives that have long active frames, you can use2Dfor a free, decent combo. The move is also very safe when spaced correctly, so it acts as a good blockstring finisher. Canceling into this move from a Level 4 normal or less will leave a gap on regular block, so be careful when going into this move at close range. In combos,2Dis very useful thanks to its hard knockdown on hit. At close range mid-screen or at any range in the corner, it's possible to combo2DintoDead SpikeGuardAllStartup26RecoveryTotal: 57Advantage-1 [+9]and into a full combo. The launch on Counter Hit gives Ragna new combo routes, usually into5Cmid-screen or into6Din the corner. Gains longer hitbox. Dash cancelable on hit or block.Frame advantage after earliest Dash Cancel: -2 Frame advantage after earliest Dash Cancel: -2 Knocks the opponent down on hit. Launches into knockdown on Counter Hit. Lifesteal: 150 This version's higher hitstun and its dash cancel property gives it much more flexible pressure and combo potential. However,2Ddoesn't see much use in optimal Overdrive combos due to its mediocre damage scaling and follow-up options in comparison to Ragna's other Drives and specials, notably5DandHell's FangGuardAllStartup15Recovery26Advantage-4. Be wary of the move's hitboxes, as they barely rise above the floor, contrary to the animation. Values in [] are during OD Lifesteal: 100 [150] [Frame advantage after earliest Dash Cancel: -2]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Foot attribute invincible on frames 4~20. Low-profiles frames 38~43Semi low-profiles 44~46 Semi low-profiles 44~46 6D→j.Dis +10 minimum. Jump cancelable on hit or block. Crumples opponent on grounded hit. Fatal Counter property on Counter Hit. Bonus 110% proration. Lifesteal: 100 A good pressure tool that leads to Ragna's more ambiguous mix-up situations, yet6Ddoes have some big weaknesses. Any move that cancels into it will always have a gap, making it very vulnerable to reversals, so be careful about using it too frequently or in the same spot multiple times. Additionally,6Dcan be easily Overdrive'd through, leaving you in massive amounts of recovery, allowing your opponent to get a hefty punish combo. For combos,6Dis used to optimize the damage of Counter Hit starter combos as the bonus proration greatly increases combo damage while draining health (which is rare as most Soul Eater attacks usually harm a combo's damage scaling). Also used in corner combos after a launcher to combo into airBlood ScytheGuardAllStartup21RecoveryUntil L+14Advantage. The stun on grounded Counter Hit allows Ragna to combo into essentially any attack so routes off of it are very flexible. 6Dalso has foot invulnerability from frame 4 up until the last frame before becoming active. It also becomes airborne after frame 4, thus it can also go through grounded throws. As a result, this move can be used against players who tend to use lows or throws as a wake-up option or mix-up. Almost every unsafe low can be punished with a correctly timed6D. 6D→ delayj.Dallows for a couple of mindgames, thanks to its incredibly short landing recovery. Overheads, lows, and throws can be performed from6D.The overheadis fromj.D. There is absolutely no gap between6Dandj.D, even on Instant Block, no matter how late you performj.D(unless you land beforej.Dcomes out), so if you are close enough when6Dlands, the overhead is almost guaranteed. The only timej.Dcan whiff is when6Dhits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even ifj.Ddoes not hit, due to the frame advantage. Note that if the opponent blocksj.D, you are quite plus, and can dash back in to pressure reset.The lowis performed slightly differently. To perform the low, usej.Djust before landing, so that you land before it becomes active so it will whiff, then input2B. Note that when whiffingj.Dat the earliest possible time, Ragna is +1, so most character's fastest moves will stuff out any mix-up attempt. Your best bet for landing2Bin this situation is to condition the opponent to block high after6D(usingj.D), and then surprise them with2B. You can also frame trap them with2Aafter whiffingj.Dto condition them to block, and once they're respecting you start mixing up from there.The throwis similar to performing the low, but it is riskier. To perform the throw, usej.Djust before landing so it will whiff, then input throw. The hitbox on throw is very small, so any sort of barrier or spacing will cause the throw to miss. You can utilize a kara throw (5B~C) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely. The overheadis fromj.D. There is absolutely no gap between6Dandj.D, even on Instant Block, no matter how late you performj.D(unless you land beforej.Dcomes out), so if you are close enough when6Dlands, the overhead is almost guaranteed. The only timej.Dcan whiff is when6Dhits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even ifj.Ddoes not hit, due to the frame advantage. Note that if the opponent blocksj.D, you are quite plus, and can dash back in to pressure reset. The lowis performed slightly differently. To perform the low, usej.Djust before landing, so that you land before it becomes active so it will whiff, then input2B. Note that when whiffingj.Dat the earliest possible time, Ragna is +1, so most character's fastest moves will stuff out any mix-up attempt. Your best bet for landing2Bin this situation is to condition the opponent to block high after6D(usingj.D), and then surprise them with2B. You can also frame trap them with2Aafter whiffingj.Dto condition them to block, and once they're respecting you start mixing up from there. The throwis similar to performing the low, but it is riskier. To perform the throw, usej.Djust before landing so it will whiff, then input throw. The hitbox on throw is very small, so any sort of barrier or spacing will cause the throw to miss. You can utilize a kara throw (5B~C) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely. Foot attribute invincible on frames 4~20. Gains larger hitbox (and smaller hurtbox). Launches opponent high into the air on air hit. Jump cancelable on hit or block. Crumples opponent on grounded hit. Fatal Counter property on Counter Hit. Bonus 110% proration. Lifesteal: 150 Outside of combos,6Din Overdrive functions roughly the same. It launches the opponent much higher on air hit compared to normal6D, and has more untechable time. Sees some use in Overdrive combos, often to combo into staircase in the corner. Values in [] are during OD Lifesteal: 100 [150] Bonus Proration 110% Fatal Counter Airborne from frame 15 Airborne recovery duration can be altered by external forces Crumple Duration 31F, Crumple Fall 64F On CH Crumple Duration 64F, Crumple Fall 84F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Jump cancelable on hit or block. Launches opponent on Counter Hit. Lifesteal: 100 This is Ragna's only air normal that hits above him, so it's a decent option as an air-to-air when your opponent is higher than you, made even better by the high counter hit hitstun. However, your options on block are rather limited, and it is quite slow, so it may be more prudent to wait for the opponent to lose height, then contest them withj.A,6A, or air throw, rather than try to snipe them withj.D. Instead,j.Dsees much more love in the aerial staircases Ragna ends most combos with. The high hitstun means that even very late into a combo,j.Dwill combo into follow-ups more consistently thanj.C. Late use also mitigates the effects of its poor damage scaling while taking full advantage of any Soul Eater rate built up during the combo. Gains larger hitbox. Has faster startup. Notably more hitstun. Jump cancelable on hit or block. Launches opponent on Counter Hit. Lifesteal: 150 In Overdrivej.Dhas faster startup, a larger hitbox, and quite a bit more hitstun, making it a much more viable neutral and combo tool. This even allows it to combo into itself. At the end of longer combos, you can combo intoBlood ScytheGuardAllStartup21RecoveryUntil L+14Advantagewithj.D. Values in [] are during OD Lifesteal: 100 [150]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches opponent on hit. 100% minimum damage: 1500 100% minimum damage: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches opponent on hit. 100% minimum damage: 1500 100% minimum damage: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Wall bounces opponent on hit. 100% minimum damage: 1500 100% minimum damage: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 180F Heat Gauge Cooldown. Knocks opponent away on hit. 180F Heat Gauge Cooldown" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 180F Heat Gauge Cooldown. Guard breaks on regular block, drains Barrier on Barrier Guard. Can be charged. Charged version improves frame advantage on guard break, drains more Barrier, improves proration and starter value. Crumple stuns on ground hit. Hard KD on air hit. Lifesteal: 200. Only triggers on hit or guard break when in Overdrive. Ragna's Crush Trigger has relatively mediocre range making it difficult to use in longer blockstrings. Guard breaking an opponent with the uncharged version can only lead into a full combo in the corner, and even then Ragna must be at close range and start with5A/2A, or throw at point blank range. A charged guard break allows Ragna to start a punish combo with any grounded normal and all specials exceptBlood ScytheGuardAllStartup37Recovery15Advantage+3 [+7]. The uncharged version actually negatively impacts a combo's final damage and eats up a good chunk of hitstun, thus resulting in the combo ending prematurely. The charged version meanwhile greatly increases a combo's damage and opens up new routes. Can be combo'd into from a normal hit6CandNot Over YetGuardStartup11Recovery11Advantage(corner only), air hit5D, and Counter Hit6A,3C,5D,6D,j.D, and groundedGauntlet HadesGuardHigh/AirStartup20Recovery28Advantage-12. A grounded charged hit leads into any grounded normal or special that isn'tBlood ScytheGuardAllStartup37Recovery15Advantage+3 [+7], with6D,6C, and5Cusually being the optimal follow-ups. Using this move when the opponent is higher in the air will result in longer untechable, allowing moves with slower start-up to combo properly, such as6C. 5A+B Lifesteal: 200 (in OD) 180F Heat Gauge Cooldown Crumple Duration 50F, Crumple Fall 83F 5[A+B] Lifesteal: 200 (in OD) 180F Heat Gauge Cooldown Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Taunt", + "text": "AP H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Not an attack taunt. 100% minimum mental damage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Dash Cancel", + "text": "66 after specific moves H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Used instead of Ragna's normal forward dash whenever you input 66 during moves that allow dash cancels. Only possible afterNot Over YetGuardStartup11Recovery11Advantageon hit orDead SpikeGuardAllStartup26RecoveryTotal: 57Advantage-1 [+9]on hit, block, or whiff. Overdrive allows dash cancels after5D,2D,Hell's FangGuardAllStartup15Recovery26Advantage-4, and Nightmare Edge." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Hell's Fang", + "text": "214A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Crumples opponent on Counter Hit. When the attack connects, recovery begins immediately. 27F hitstun on grounded hit 28~46F cancelable into Additional Attack Immediately enters recovery animation on block or hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Additional Attack (Hell's Fang)", + "text": "214Dafter Hell's Fang H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches opponent on hit. 200% Heat Gain. Lifesteal: 200 Main grounded combo ender. If Rapid Canceled, this move can be followed up with dash5Bor dash5Cmid-screen, though it is generally more optimal to cancel the first part of Hell's Fang for better damage. Wall bounces opponent on hit. Dash cancelable on hit or block.Frame advantage after earliest Dash Cancel: -4 Frame advantage after earliest Dash Cancel: -4 200% Heat Gain. Lifesteal: 300 Values in [] are during OD Lifesteal: 200 [300] 200% Heat Gain [Frame advantage after earliest Dash Cancel: -4]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Gauntlet Hades", + "text": "214B(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Ground version stuns grounded opponents on hit. Ground version hits grounded opponents on frame 24. Air version launches opponent on hit. Air version hits grounded opponents on frame 18 at minimum height, frame 23 starting from neutral. Air version is -9 on block at minimum height. Somewhat slow overhead used for high/low mix-ups whenever6Bisn't a viable option (such as after5Bwhich cannot gatling into it). Higher damage starter than6Bthat has higher mix-up potential with Rapid Cancels but is unsafe on block and has only one also unsafe cancel option (Spin Kick). The ground version puts Ragna into an airborne state, useful for beating throws and some lows. The air version can be used for a triple overhead mix after an Instant Air Dashj.C>j.D. When performing Aerial Gauntlet Hades at minimum height, it hits grounded opponents on its 18th frame; however, when doing this as quickly as possible from the ground, because of 4 frame jump start-up + 1 forced air frame of inaction after jumping, the earliest it can hit is frame 23. This makes its use over the grounded version as a mix-up quite niche. 214B 30~41F cancelable into Spin Kick 12~41F in the air Hits crouching Ragna on 24F (frame advantage based on this frame) Crumple Duration 29F, Crumple Fall 62F j.214B 24F~until landing cancelable into Spin Kick" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Spin Kick", + "text": "214Dafter Gauntlet Hades H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cannot hit crouch state. Launches opponent on hit. Lifesteal: 100 Gauntlet Hades follow-up used to juggle opponents for a combo extension. Must be delayed to enable follow-ups with the exact timing depending on the opponent's height from the ground and how far hitstun has decayed. Often used after launching the opponent with6A,6C, or a throw. While safe on block, it should never be used in blockstrings as crouching forces it to whiff which allows the opponent to punish it with just about any attack. Cannot hit crouch state. Jump cancelable on hit or block. Launches opponent high into the air on hit. Lifesteal: 150 Values in [] are during OD Lifesteal: 100 [150] Launches opponents on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Inferno Divider", + "text": "623C/D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hits twice. Launches the opponent on any hit. Ground version is fully invulnerable on frames 1~13. Air version is fully invulnerable on frames 1~9. Ragna's meterless DP. TheCversion of this move is a fully invulnerable reversal that can be used to exploit holes in an opponent's pressure, anti-air obvious approaches, or interrupt unsafe okizeme on wake-up. Highly punishable on block or whiff, so mostly stick to using it when you know it will work or if 50 heat is available for a Rapid Cancel and there is something to hit (either the opponent themselves or something likeCarlandRelius'puppets). Using it as a call-out has terrible risk/reward for Ragna, but it's also good to keep your opponent wary of all your options and not over-respect them, so this is an option you should use sparingly but also not ignore completely. Rapid Canceling the first hit leaves Ragna on the ground with good frame advantage while canceling the second hit leaves him airborne, setting-up a potential high-low mix-up. Has a short combo length property and atrocious damage scaling as a starter, so a successful hit will give extremely low damage even with Heat or Overdrive. Launches significantly higher on Counter Hit. Lacks invulnerability of any kind. Lifesteal: 50×2 [75×2] TheDversion has no invulnerability whatsoever but it deals more damage, is faster (on the ground) has better proration, has more range (due to moving you farther forward), and steals life. The fast start-up and high launch on Counter Hit means it can be used as a risky starter, though it leans more towardsextremelyhigh risk and only moderate reward. Generally used as a combo ender mid-screen and as a combo part when approaching the corner or while Overdrive is active. 623C 14~34F cancelable into Uppercut 12~41F in the air Counter Hit state for entire move Reversal j.623C 10~30F cancelable into Uppercut Counter Hit state for entire move Reversal 623D Values in [] are during OD Lifesteal: 50×2 [75×2] 12~32F cancelable into Uppercut 10~49F in the air Counter Hit state for entire move j.623D Values in [] are during OD Lifesteal: 50×2 [75×2] 12~32F cancelable into Uppercut Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Uppercut", + "text": "236Cafter Inferno Divider H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Puts opponents into a spin state on hit. Can only be canceled into on hit. 15~25F cancelable into Straight Punch or Ax Kick" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Straight Punch", + "text": "236Cafter Uppercut H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Knocks opponent away on hit. Wall sticks in corner." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Ax Kick", + "text": "214Dafter Uppercut H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Knocks the opponent down on hit. Lifesteal: 50 Inferno Divider rekka ender used to gain decent okizeme and good damage anywhere on the screen. Strong combo ender mid-screen but is somewhat lacking in the corner where bothHell's FangGuardAllStartup15Recovery26Advantage-4andNightmare EdgeGuardAllStartup17Recovery20Advantage-5grant strongerokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. Ground bounces on hit. Lets Ragna act before touching the ground. Lifesteal: 75 Values in [] are during OD Lifesteal: 50 [75]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Dead Spike", + "text": "236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches opponent away on hit. Dash cancelable, even on whiff.Frame advantage on block after earliest hit into Dash Cancel: +2 Frame advantage on block after earliest hit into Dash Cancel: +2 Lifesteal: 100 Large, slow moving projectile that crawls along the ground, traveling up to half-screen before disappearing. Primarily used to reset pressure thanks to its frame advantage on block, though the slow start-up makes it easy to disrespect by mashing or jumping out so don't autopilot into this move. The dash cancel brings Ragna close to the opponent, perfect for setting up a throw/strike mix-up. This move also sees heavy use in corner combos and certain optimal mid-screen combos, though it must be used at point-blank range at mid-screen or else follow-up attacks will whiff. Even though this attack is a projectile, Dead Spike is not good against zoning nor should it be used for zoning. It has short range and slow start-up, leaving Ragna vulnerable to any form of aerial approach throughout the entire animation. Gains larger hitbox with each hit. Hits 3 times. Launches opponent away on hit. Dash cancelable, even on whiff.Frame advantage on block after earliest hit into Dash Cancel: +12 Frame advantage on block after earliest hit into Dash Cancel: +12 Lifesteal: 50×3Chip Damage: 100×3. This is the only move Ragna has where the chip damage amount differs from the base lifesteal. Chip Damage: 100×3. This is the only move Ragna has where the chip damage amount differs from the base lifesteal. Values in [] are during OD Lifesteal: 100 [50×3] Chip Damage: 100 [100×3] 33~44F dash cancelable Frame advantage after earliest dash cancel: +2 [+12] Counter Hit state until 33F [Max 3 hits] [First hit that connects deals 900 damage, remaining hits deal 300]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Blood Scythe", + "text": "214D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Ground slides the opponent on hit. Air version is -4 when TK'd. Fatal Counter property on Counter Hit (ground version only). Lifesteal: 100 Jump attack that is advantageous on block. The grounded version is Ragna's slowest attack, which makes it easy for opponents to react to and punish with an anti-air. However, it can catch opponents off guard if the opponent was expecting to jump overDead SpikeGuardAllStartup26RecoveryTotal: 57Advantage-1 [+9]instead. Deals high damage and has good scaling making it a strong combo part. Note that it's slow start-up means only a few moves can combo into it such as normal hit6Cand throw, Counter Hit6A,2C,3C, and2D, or Fatal Counter5D. After it hits, follow up with dash5Cmid-screen or3CintoNot Over YetGuardStartup11Recovery11Advantagein the corner. The air version has faster start-up and travels further forward but is usually unsafe on block and is less rewarding on hit. Aerial Blood Scythe is safe on normal block at minimum height, making it a fairly safe option when spaced well. Used in neutral to move quickly through the air and catch opponents who constantly jump. In combos, its used to convert stray air hits near the corner into a full combo, usually3CintoNot Over YetGuardStartup11Recovery11Advantage, though only if the opponent was hit at Aerial Blood Scythe's max vertical range. Ground bounces the opponent on hit. Ground version gains more blockstun. Air version is -4 on block at best. Fatal Counter property on Counter Hit (ground version only). Lifesteal: 150 214D Values in [] are during OD Lifesteal: 100 [150] 5~46F in the air Fatal Counter Maximum Slide duration 12F j.214D Values in [] are during OD Lifesteal: 100 [150] Maximum Slide duration 15F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Nightmare Edge", + "text": "j.214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Number of hits is dependent on Ragna's height from the ground. Initial hits ground bounce the opponent on air hit. Landing hit knocks the opponent down on hit. After landing 1~14F cancelable into Additional Attack" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Additional Attack (Nightmare Edge)", + "text": "214Dafter Nightmare Edge H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches the opponent away on hit. Lifesteal: 200 Nightmare Edge follow-up, used to maximize damage and lifesteal at the end of a combo. Should always be used after Nightmare Edge in the corner as this move doesn't sacrifice okizeme there. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos. Wall bounces the opponent on hit. Dash cancelable on hit or block.Frame advantage after earliest Dash Cancel: -4 Frame advantage after earliest Dash Cancel: -4 Lifesteal: 300 Values in [] are during OD Lifesteal: 200 [300] [Frame advantage after earliest Dash Cancel: -4]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Not Over Yet", + "text": "22Cnear downed opponent H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Can only be used during combos and if the opponent has either been fully knocked down (including floorslides but not groundbounces), or been hit with a move that sets them face down in the air even if they never touch the ground. This is typically3Cfor Ragna, there are other moves that counts, but it's not usually relevant. Ground slides the opponent on hit. Wall splats the opponent in the corner. Dash cancelable on hit. Special cancelable on hit. 2nd hit has 0% Heat Gain Maximum Slide duration 20F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Carnage Scissors", + "text": "632146D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 180F Heat Gauge Cooldown. Fully invincible on frames 1~18. First hit staggers grounded opponents, ground bounces airborne opponents. Follow-up attack hits once, launches opponent away. Follow-up doesn't occur on whiff. HoldDto prevent the follow-up from happening.First hit whenDbutton is held is -20 on block, which is also the actionable gap between the two hits for the opponent. First hit whenDbutton is held is -20 on block, which is also the actionable gap between the two hits for the opponent. Somehow an anti air 20% minimum damage: 890 Lifesteal: 300 Ragna dashes forward up to 80% of the screen before slashing his sword, which he follows-up with a Soul Eater enhanced strike, if the initial attack hit or was blocked. Fast, far reaching, and highly damaging super used to close out rounds and can be tacked on to the end of just about any combo. Start-up invincibility allows Ragna to go through projectiles and long range pokes, which is good considering how he struggles to deal with zoning. It can be used as a reversal, but it's generally better to Rapid CancelInferno DividerGuardMidStartup9Recovery39Advantage-28instead so that Ragna isn't punishable on block. On a grounded Counter Hit, the initial hit's stun lasts long enough for Ragna to get a full combo if the follow-up is canceled by holdingD. Its okizeme is comparable toHell's FangGuardAllStartup15Recovery26Advantage-4, being somewhat poor mid-screen but quite good in the corner. Frame advantage improves the higher the opponent was in the air before the attack hit such that it can potentially provide safe-jump oki. 180F Heat Gauge Cooldown. Fully invincible on frames 1~18. First hit staggers grounded opponents, ground bounces airborne opponents. Follow-up attack hits 5 times, launches opponent away. Follow-up doesn't occur on whiff. HoldDto prevent the follow-up from happening.First hit whenDbutton is held is -20 on block, which is also the actionable gap between the two hits for the opponent. First hit whenDbutton is held is -20 on block, which is also the actionable gap between the two hits for the opponent. 20% minimum damage: 1146 Lifesteal: 200+100��4 Values in [] are during OD 20% minimum damage: 890 [1146] Lifesteal: 300 [200, 100×4] Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger) Start-up after super freeze varies based on distance from opponent Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent Counter Hit state for entire move Reversal Crumple Duration 42F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Devoured by Darkness", + "text": "214214D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 180F Heat Gauge Cooldown. Fully invincible on frames 1~16. Hits only once on block. Final hit launches opponents away on hit. Only the final hit counts towards Soul Eater progression. 25% minimum damage: 1000 Lifesteal: 500 Ragna grabs the opponent and steals their vitality before launching them away. Has higher damage than Carnage Scissors but also has much slower start-up and shorter range, making it difficult to use as a combo ender. In fully optimized combos, the extra attacks that can be added before Carnage Scissors means it will always out damage and steal more life than non-Overdrive routes using Devoured by Darkness. The start-up invulnerability doesn't last until the active frames, so it should not be used as a reversal, as a wide variety of attacks can interrupt on reaction. 180F Heat Gauge Cooldown. Fully invincible on frames 1~16. First hit is unblockable. Final hit launches opponents away on hit. Only the final hit counts towards Soul Eater progression. 25% minimum damage: 1250 Lifesteal: 1000 The Overdrive version is where this move shines, as the high hitstun of Overdrive attacks allows Devoured by Darkness to be used at the end of highly scaled combos, beating out Carnage Scissors in terms of damage and lifesteal. This is Ragna's de-facto Overdrive combo ender so use it whenever doing so would end the round or give him enough health to turn the tides of a match. Values in [] are during OD 25% minimum damage: 1000 [1250] Lifesteal: 500 [1000] Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Seed of Tartarus", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. 10% minimum damage: 305 {643} Ragna performs a head splitter on the opponent (the same animation as5D's second hit). If it hits, he will activate his scythe and release three crimson waves, blowing the opponent away. Used on defense or in neutral as a fast and powerful reversal that is much harder to punish thanInferno DividerGuardMidStartup9Recovery39Advantage-28. Buffering it after an Overdrive Raid can allow Ragna to punish the opponent for using attacks that rely on long blockstun or cancels to stay safe, most typically character'sCbuttons. Note that while this move has a large amount of push back on block, it is still unsafe and cannot be Rapid Canceled, so with 50 Heat you are usually better off usingCInferno Divider. However, some characters with stubby or slow buttons can have a tough time punishing EA on block, so consider using it more against these characters. The frame advantage on hit depends on Ragna's screen position and whether or not he is in Active Flow. The longer it takes for the opponent to reach the corner, the greater the advantage. Thus, Ragna is plus when he is cornered, is even at mid-screen, and is negative if the opponent is cornered. The Active Flow version is better as it is even on hit against a cornered opponent and plus everywhere else. Values in [] are when canceled into or immediately after activating OD Values in {} are during Active Flow 10% minimum damage: 305 {585+58} Reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Black Onslaught", + "text": "2141236CwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 180F Heat Gauge Cooldown. Fully invincible on frames 1~19. Hits only once on block. Opponent leaves hitstop 6 frames before Ragna on block. 100% minimum damage: 30000 180F Heat Gauge Cooldown Counter Hit state for entire move 100% minimum damage: 30000 Reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge", + "title": "Ragna the Bloodedge", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Frame_Data", + "title": "Carl Clover", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Frame_Data", + "title": "Carl Clover", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Frame_Data", + "title": "Carl Clover", + "section": "System Data", + "text": "Can cancel forward dash into attacks and jump 1~5F Can cancel forward dash into j.214C 7~17F (while airborne) Can cancel forward dash into attacks 18~23F (on landing)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Frame_Data", + "title": "Carl Clover", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Frame_Data", + "title": "Carl Clover", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Frame_Data", + "title": "Carl Clover", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "Overview", + "text": "Withhigh health,huge damage, andbig buttons, Susano'o is a fan favorite addition toCentralfiction. Susano'o has a wide variety of special moves to aid in combos and neutral. However, all but one of these specials moves are locked at the start of a round. Susano'o's Drive unlocks each of his special moves. He can also \"level up\" these moves for added properties and damage. Despite his seemingly unwieldy Drive, Susano'o has a simple gameplan with low execution requirements. He also boasts the second highest health total in the game, giving him more time each round to get his gameplan going. If all else fails, Susano'o's Overdrive lets him access each of his specials to their maximum capacity for its duration. With that, he can convert even the smallest hits into big damage and unlock numerous specials. Susano'o has eight special moves in total, but starts every round with only the first special move unlocked. Unlocking a special move requires the player to \"highlight\" a locked move and then connecting (hit or block) with a normal Drive move. Each time he lands a hit with a normal move or universal mechanic, a highlight cycles through the eight icons/seals above his Heat Gauge in numerical order. He begins with no icon highlighted, so for example doing5A>5B>5C, would highlight the third icon (MegalithGuardAllStartup20RecoveryTotal 42Advantage+1). Normals that hit more than once will increment the cursor for each hit that connects with the opponent. Looping the cursor past the 8th icon will select the first one again (instead of none). If you connect with a Drive move when no move is highlighted or if the currently highlighted one is unlocked and at max level (If applicable), then that Drive move instead causes the next icon to be highlighted instead, just like a normal non-Drive hit would. Special moves (excluding universal mechanics), Exceed Accels and Distortion Drives do not increment the highlight nor unlock any seals, even if they use theDbutton to activate them. Special moves are available instantly when unlocked and can even be special cancelled from the Drive move that unlocked it. Some special moves can be levelled up by \"unlocking\" them more than once, changing their properties and damage: Sundering ClawsGuardAllStartup15Recovery19Advantage-3has three levels MegalithGuardAllStartup20RecoveryTotal 42Advantage+1has three levels Hunter's FangGuardHigh/Air, AllStartup23Recovery24Advantage-10has two levels" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Your mainstagger pressureThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.tool. It's very slow for a5Abut it hits everyone crouching, is exceptionally plus on block and has a uniquely disjointed hitbox. 5Acannot gatling into itself, but trying to do so makes it a naturalframe trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.thanks to its frame advantage. An amazing move to just throw out in neutral as a counterpoke – you can beatAzrael's236AGuardAllStartup13~23Recovery24Advantage+1,Mai's236AGuardAll[Guard Crush 25/Barrier]Startup5 [8]Recovery20Advantage-4 [-2], stuff a ton of air approaches and due to its tiny 6F of recovery you most likely won't bewhiffAn attack that completely misses the opponent, such as when the opponent is out of range of the attack.punished for it either. Also serves as one of his only jump cancellable normals on block. The strongest aspect of it however is the ability to do completely safemeatiesHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.and easily bait reversals that are 9F or slower, which will get you a lot of respect from a large majority of the cast on their wakeup to abuse as you see fit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of Susano'o's best normals and arguably the best5Bin the game. An amazing neutral tool. Has fantastic speed, active time, reach, potential damage and many options on hit.5Boutranges the majority of similar moves while only being a frame slower than5Aand is quick enough to recover that the move is effectively only punishable on Instant Block (a huge risk considering its vast array of gatlings). This will be one of your go-to buttons in many situations. Similar toRagna's5BGuardMidStartup8Recovery16Advantage-7, the hitbox does not fully extend until frame 11, so bear this in mind when using it at farther ranges. Fortunately,5Bis also slightly disjointed and will most certainly hit at roundstart distance." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Your best non-Counter Hit combo starter in terms of up-front damage and P1/P2 combination. Steps Susanoo forwards noticeably before going active, giving it more reach than it seems. This can be used as a very situational poke and space-control tool in the corner thanks to its long range, covering a higher portion of the screen that5Band6BGuardMidStartup18Recovery10Advantage+4can't quite reach. Not quite as prone to being low profiled as the sprite suggests, but still can be crouched under at its full range. Its startup and lengthy recovery however makes it risky to use in neutral. Otherwise,5Cis a simple combo and blockstring filler. By plinkingCbeforeB, you are able to cancel the startup of5Cinto a throw, giving you a little more throw range than usual (akaraA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.throw). If done in neutral, cancellable on startup into CCCC" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One frame faster than his5Aand neutral on block, making this your actual \"jab\" the way other characters think of it. Great for stagger pressure due to its gatling window and options. It can chain into itself 3 times on whiff, block and hit, which can be useful to mash at the start of the combo to select the seal you want later in the combo." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Unfortunately, Susano'o is saddled with a2Bthat doesn't hit low. While5Bis an overall better poke,2Bdoes have its place in neutral. The hitbox is static unlike5Bso you get its max range immediately. It can be used as a situational anti-air as well as a low profile engage due to its hitbox and Susano'o's lowered hurtbox. Good blockstring filler if you don't want to use your5Bgatlings too early. It still retains Foot property, which allows it to stuff moves likeLitchi's421CGuardAllStartup16~27(37~48)Recovery17Advantage-3 (+1),Hakumen's623AAGuardMidStartup6Recovery16Advantage-4orCarl's236BGuardStartupRecoveryTotal: 39Advantagewith low risk." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Susano'o's dedicated anti-air. A great button owing to its size, startup, pressure applications, recovery and damage potential. A giant and versatile button, albeit finicky to use.2Cdoesn't gain head invulnerability until the active frames begin, when the move isn't likely to hit yet. The second hit, which reaches above him, only comes out on frame 15 and loses its head invuln. That being said, Susano'o does keep his crouching hurtbox from frame 1 to help low profiling air approaches. The forward movement baked into2Calso extends its forward range a bit but, although expanding its hitbox backwards as a leeway, is not impervious to opponents falling right behind him if they don't try to attack him at all. As a result,2Csees the most value against slow air dashes and approaches, but falls off against quick attacks – use it with intention and preemption to increase your chances of success with it. Both of2C's anti-air hits can be be converted into an air combo or6DGuardHighStartup20Recovery26Advantage-14depending on positioning and the unlocked specials, but scoring a Counter Hit on any of them enables you to go straight into a standard ground combo for astronomical damage and maximum regret from your opponent for pressing any button on you, regardless of resources.2Calso facilitates ground-to-air combos very effectively for both extra damage and two hits with which to cycle through seals. In pressure, being jump cancellable on block on both hits gives it a lot of use and makes it fairly safe. The forward movement allows Susano'o to stay in range and has useful gatlings into his jump, overhead and low, making it a good filler normal for blockstrings. Just make sure your opponent can't use Overdrive against it. Crouching hitbox on frame 1 until the active frame Low profiles even lower to the ground on frames 7~9" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Susano'o fires a wisp of dark energy that instantly travels across the screen. 6Ais good for heckling opponents staying at a distance and counterzoning thanks to its speed. A good stop sign to use against opponents who love to buffer jumps or other unsafe neutral skip options after being thrown very far away, like on their wakeup after you bursting for example. Sometimes used in combos when ending one with a midscreen236DGuardAllStartup19Recovery24Advantage-6. Its only gatling is4DGuardStartupRecovery42Advantage, allowing for a seal unlock which will always be safe to do on hit, but is extremely negative when done on block. Make sure to either go for it when you are a whole screen away, doing it in a combo or by confirming your hits when trying this midscreen to avoid getting counter hit. 6Acan destroy Level 1 Projectiles with ease, includingHakumen'sFuumajinsGuardallStartup1RecoveryAdvantage, but will disappear and not connect with the opponent as a result. Due to the hitscan having a Projectile Guard Point on it, enemy projectiles will count as being blocked once. This means this shouldn't be used as an active zoning tool, strikingly so against true zoners likeNuwho can gatling their Drives off it. It has secondary uses as a last resort tool engage tool – you have plenty of time to begin your dash once you land a hit or after using Rapid Cancel, even on block. Just don't get too carried away with it, as it is very easy to punish if they happen to IAD over it or low profile it due to having no vertical coverage, effectively giving them a free Counter Hit punish. Counter Hit state for the entire move Has a projectile Guard Point and thus will remove one hit from any projectile, regardless of level Projectile Guard Point starts on frame 15 and is destroyed upon blocking a projectile (will not reach active frames if a projectile is blocked) The opponent's projectile is considered blocked rather than clashed, so they may be able to cancel their projectile into others Will defeat Strike + Projectile moves however On hit/block, cancellable into 4D on frames 26~37 Maximum Slide duration 12F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The go-to bigFatal Counterpunish starter, a quintessential pressure tool and a very obnoxious normal to throw out from time to time. This attack moves Susano'o forward a sizeable amount and has an impressive frame advantage, making this a key move for Susano'o to stay in his opponent's face since he cannot rely on short dashes. While this will give you great mileage at first, if you abuse it too much, savvy opponents will manage to jump over it and punish or learn its easy Instant Block timing. This still remains a huge risk for his opponents as getting hit in the air will be an outrageously easy convert for Susano'o. Similarly, the generous untech time as well as the very good damage and P2 also make6Bvirtually omnipresent in all of your strongest combos. If the opponent cannot consistently Instant Block, this move will leave a natural frame trap with a5Breset only leaving a 5F gap on normal block. As such, their only escape option is to use an invincible reversal, try to fuzzy jump or to keep blocking. If they can Instant Block it, then you can still make use of your great gatlings and +1 on block situation after it to still exert pressure on them. Remember you have all of your cancel options after just the first hit, as well as having access to late special cancels right before the second hit, so use this occasionally to make timing their counterattacks harder. Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of Susano'o's standing overheads and a good way to check your opponent. Although very reactable, Susano'o still has access to5DGuardMidStartup17Recovery28Advantage-10,2DGuardLowStartup16Recovery22Advantage-10,6DGuardHighStartup20Recovery26Advantage-14and special moves on block to frame trap or reset pressure with. Not only that, but6Cis only -3, meaning you don't have to commit to anything if your prefer to observe your opponent's habits first. 6Chas 20 frames of blockstun on normal block, meaning it is a true blockstring into6D,forcing your opponent to deal with a 20F overheadOpponents who successfully block6Cwill be forced into their standing block animation until they block another normal or blockstun expires; this means6D's initial, higher-reaching hitbox will hit and improve its effective startup.This is similar to an F-Shiki or \"Fuzzy Overhead\".. This creates a50/50A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A \"true 50/50\" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly.situation where your opponent has to guess between a high-low mixup with6Dand2D, which despite the risks, gives very good rewards on a successful hit, without even needing tohit confirmTo perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent.by buffering Crush Trigger or combo-extending specials during the animation. It forces crouching on hit, rendering6Dtoo slow to connect in time for a combo. The hard knockdown it gives on air hits however has a generous untech time, allowing both the aforementioned gatling as well as links into2Aor2Bto work, depending on how high it connected. Very good in combos thanks to its damage, stability and proration. If done from neutral, can cancel startup into Inevitable Calamity (CCCC...) Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Susano'o's quickest low is his sweep, therefore an invaluable mixup tool despite its shortcomings – use it to keep your opponent honest amidst the plethora of overheads at your disposal. Leads to good damage in the corner with specials to back you up, though you will need your Crush Trigger or other tools like236ALv3GuardAllStartup15Recovery19 [12+16L]Advantage-3or236BGuardLow/Air×5, AllStartup18Recovery19+11LAdvantage-15to earn any strong damage from connecting this midscreen. The reward you get on a Counter Hit is nonetheless massive, having a hard knockdown with enough untech time for you to connect6Binto and unlocking any combo-extending specials of your choice. Due to its overall long animation, it sees limited use in neutral, but it can occasionally be utilized as a very long-reaching, low-hitting attack that also puts Susano'o relatively close to the floor against opponents walking backwards or Body invuln lunges." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Phenomenal air normal. A swiss army knife, Susano'o'sj.Amay be slower than average, like his5Aand other air normals, but it makes up for it with its dominance in air neutral. j.Ahas many active frames and a diagonal, disjointed hitbox extending across both hands, hitting deep below Susano'o as well as above and behind him. Moreover, it has an unusually high attack level for a jab, at Level 3. This means it will outright beat many other aerial normals and potentially clash with anti-airs, along with having high blockstun and hitstun. This is Susano'o's main air-to-air option, covering just about every angle Susano'o would need in a pinch and giving him huge Counter Hit damage potential for an air normal. It can also be used in crossup setups or just as a general purpose, quick jump-in. The speed and deep hitbox combined with Susano'o's high blockstun normals (such as6Candj.BGuardHigh/AirStartup10Recovery22Advantage) givej.Aan extra edge: it can be used inF-ShikisSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.to help catch opponents capable of reacting to Susano'o's more conventional mixup tools. When opponents begin guessing high to avoid the mixup,3Ccan be substituted to catch them low. As Susano'o can convert these mixups into damage without spending any extra meter, as well as threaten it in many scenarios, it is a wise choice to abuse it when possible to truly strike terror into opponents and open them to panicking against his offense. Frame advantage on IAD on earliest press: -1 on block, Latest: +16 on block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A great jump-in thanks to its hitbox slanting downwards. Primarly used as an air combo filler to help selecting which seal to unlock. Reaches further thanj.Aand becomes active faster thanj.CGuardHigh/AirStartup12Recovery23Advantage–j.Bis a good middle ground in Susano'o's arsenal of IAD jump-ins, making it easy to start pressure outside of your5Brange while lowering the risks of getting anti-aired. Though it doesn't fare well against opponents higher than Susano'o and might not hit below him if they're too close, its diagonal hitbox and slight disjoint can out-space attacks lacking horizontal reach, making it an obnoxious move to deal with if you consistently hit this at its maximum range. It will also serve as your main safe jump option as well as a niche F-Shiki starter if spaced correctly for a higher reward. Frame advantage on IAD on earliest press: +1 on block, Latest: +16 on block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An absurdly good air button. How you use this move can dictate a lot of the match as many characters have to play around and deal with this move very carefully so as to avoid getting swatted out of the air at any point. It hits both above and below itself at different points and as such covers a gigantic portion of the screen. Simply doing air dashj.Cis a very strong play, as it allows you to get in quite easily from a variety of screen positions while the opponent has to be ready for it. The reward you get on hit against standing or crouching opponents is massive, deterring most characters to interact with this move and giving you free reign to exert pressure on them. Don't abuse it too much however, as your hurtbox extends downwards, making it very easy to anti-air on a good read. In combos, it is a great tool for cycling through seals to get what you want before going intoj.DGuardAllStartup15Recovery21+8LAdvantageto unlock or upgrade a special, so long as the second hit connects, launching the opponent downwards for a soft knockdown. If first hit connects, second hit can be blocked crouching Frame advantage on IAD on earliest press: +9 on block, Latest: +18 on block (applies on both hits)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Your primary way of unlocking seals on hit or on block, though mostly during combos. Gatlings into2DGuardLowStartup16Recovery22Advantage-10and6DGuardHighStartup20Recovery26Advantage-14– and unlike those moves, also has special and OD cancels available on block. Due to its slow startup and long recovery, it is dangerous to use in a blockstring if your opponent has OD or resources. Otherwise, it has good enough pushback to be a decent blockstring ender despite being negative on block – moreso if your opponent likes to barrier. If they start attacking you after blocking it, you can use your special moves to either frame trap them or to safely reset pressure. Also a combo staple thanks to its unlocking properties and wallbouncing on air hits, allowing for unlock loops in the corner. Unlocks the currently highlighted seal on hit or on block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fills a similar niche to3Cas a low-hitting normal, with much more reach, low profiling and risks. Unlocks the currently highlighted seal on hit or on block, though should only be done so mid-combo.2Dcan only cancel into specials and Overdrive on hit, meaning Rapid Cancel is the only way to make it safe on block when going in deep. Even so, when connecting at the very tip or very late into its active frames,2Dbecomes immensely safer through sheer spacing and frame advantage, up to -6 on block. Since its hard knockdown is the same on both regular hits and on Counter Hit, unlocks or other resources like OD and Crush Trigger will be necessary to convert it into anything meaningful. While you can hardly afford to disregard the low options you get, hold onto this one until you know you can catch someone sleeping on it and turn it into something big. Regardless of its utility as a mixup, it makes for a good combo tool later into the round thanks to its hard knockdown enabling you to go into many specials off it without much concern. Keep in mind this move reaches further and low profiles more than3C, which can be a niche but handy tool in a few situations or matchups where you need duck under something and punish said move simultaneously. Unlocks the currently highlighted seal on hit or on block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Susano'o's other standing overhead – longer reach, though slower and more committal. Unlocks the currently highlighted seal on hit or on block. While6Dhas similar shortcomings to2Din its lack of cancels on block, its good range and pushback can also make it a deceptively good overhead, though good spacing or Rapid Cancel will be necessary if you plan to use this in pressure without getting lit up. Beware of Overdrive if your opponent has it, as6D's slow startup and overall long animation makes it for easy pickings. The startup and frame advantage of6Donly applies to standing opponents – crouching opponents can only get hit at 26F. This also mean Susano'o will be -8 on block if the stomp portion of the move has been blocked instead of the high hit. Due to its different knockdown properties on hit, your available routes may differ based on the opponent's position and state: Crumples on standing hit at frame 20. Ground slides on air hit at frame 20.Can launch behind Susano'o when done very close to or behind him. Can launch behind Susano'o when done very close to or behind him. Hard knockdowns on crouching or ground hit at frame 26. This move cancels well into many other useful moves on hit such as Crush Trigger,236ALv3GuardAllStartup15Recovery19 [12+16L]Advantage-3,214BGuardHigh/Air, AllStartup23Recovery24Advantage-10,236BGuardLow/Air×5, AllStartup18Recovery19+11LAdvantage-15or236DGuardAllStartup19Recovery24Advantage-6. As a result, many combos go into this before branching into whatever specific route is available in the situation, making this a staple in your extended combo game. Unlocks the currently highlighted seal on hit or on block 1 hit max Hits crouching opponents on last active frame therefore startup 26, frame adv -8 Maximum Slide duration 15F Crumple Duration 40F, Crumple Fall 28F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "4D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Unlocks or upgrades the currently highlighted seal on the spot. Typically used as a follow-up to6Aon hit and block, or to promptly grab a highlighted icon in neutral if you have a moment. Puts the pressure on your opponent to come towards you while far away since they'll unlikely want to watch you slowly unlock every special move. This will also be your main way of unlocking a seal after hitting3C, whether you don't have any resources to extend your combo or if you used it as a combo ender. Counter Hit state for the entire move Not an attack Unlocks on frame 16" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Your main air combo ender, oki tool and an amazing pressure reset. Unlocks the currently highlighted seal on hit or on block. Has hitboxes all around his body, but short range in all directions compared to his other air normals. You'll use this as an air combo ender more than anything else to unlock seals or tack on damage withoutj.214BLv2GuardAllStartup9Recovery24Advantage-10, as ground-to-air combos give you great control over which seal you want to unlock. The nature of its hitbox also makes it good for the occasional crossup, though it doesn't have the bonus of also hitting high like most air crossups. While it has landing recovery, your frame advantage can range from around -4 to a maximum of +10 on block when done perfectly, which doubles as your overall safest option to unlock seals during pressure with the use of IAD >j.A>j.D, orj.C(2) >j.D. If your opponent isn't comfortable interrupting your air dashes, using this move as a pressure reset will be prove to be very effective. Unlocks the currently highlighted seal on hit or on block Frame advantage on IAD on earliest press: +0 on block, Latest: +10 on block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "Forward Run", + "text": "66 H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll While Susano'o boasts an impressive running speed once he gets going, he is uniquely burdened with a 15 frame delay to his run where he is completely still, before moving forward on frame 16. This startup can still be interrupted by any input (just how running normally can be), but doing so adds no forward momentum to Susano'o. He needs to actually go past the run's startup to gain access to momentum-based mechanics." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches the opponent high in the air. Untech time lasts until the opponent touches the ground, so you can go for a standard grounded combo or jump cancel the throw hit into an air combo ifHunter's Fang Lv2GuardAllStartup9Recovery24Advantage-10is unlocked. 100% minimum damage. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Grabs the opponent and launches them behind, wallbouncing them towards Susano'o. You have to be careful with how close you are to the corner when using this throw, as it can sometimes wallstick the opponent outside of your5Bor6Brange. You can still combo afterwards thankfully by walking up to them and using5C>2C>6D. 100% minimum damage. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches opponent even higher in the air. Just like with his forward throw, the opponent cannot tech until they land. You can follow up with a well-timed6B(1) >6Cto get a ground combo started. 100% minimum damage. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Susano'o usually has to work for his defensive options and this is no exception. The good news is that it shares its animation and hitboxes with the fairly generous5D, so you can use this to get out of a sticky situation if you don't mind spending the meter. Behaves the same as most Counter Assaults. Must be performed during blockstun." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Your number one option to break an opponent's guard. It is fast and moves Susano'o forward, putting him in the ideal range for a2Afollow-up or an untechable throw after an uncharged Guard Crush. Links into6Bon hit, during combos or after a charged Guard Crush. Susano'o has good meter gain and it isn't difficult to incorporate this move during his blockstrings. As a combo extender, it is a useful tool that allows for more flexible control over which seal to unlock next:5D(unlock) >2D/6D>5A+B>6B>6C>6Dguarantees a236BGuardLow/Air×5, AllStartup18Recovery19+11LAdvantage-15unlock you can extend your combo with. Note that a Crush Trigger charged for 30F won't scale your combo damage down compared to an uncharged Crush Trigger, so charge it in combos whenever possible to highly increase your damage, notably after a standing6Dhit or a Fatal Counter6B(1). Behaves the same on block as every other Crush Trigger. Hard Knockdown on ground and air hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "Sundering Claws", + "text": "236AFirst Seal H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Your only available seal at roundstart, a shoulder tackle that both serves as a short burst of movement and a safe early pressure ender. Lv1 Use this as a ground combo ender early into a match for a bit of corner carry as well as a safe jump follow-up with IAD >j.B. Opponents won't be able to punish this without Instant Blocking due to always being -3 regardless of distance travelled, so early on this is your safest cancel at the end of your blockstrings. You can occasionally try to frame trap opponents by delaying it after more negative moves such as3Cor5D, but don't expect to get away with it forever. Lv2 Faster, more active and covers longer distances. A very useful upgrade to have to reposition under opponents who like being in the air, bypassing the risks that come with meeting them when using IAD. Gains the ability to link into2Ain the corner or5Boff a air hit. Be wary as the increased active frames render this move more unsafe against Overdrive. Lv3 236A Lv1 On block, immediately enters recovery animation 236A Lv2 On block, immediately enters recovery animation 236A Lv3 On block, immediately enters recovery animation Only does follow-up hit on hit (not blocked). Values in [] are for follow-up." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "Towering Flame", + "text": "623CSecond Seal H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Arguably your most important unlock – a massive reversal mercifully placed on the second seal icon that strikes the fear of god into most characters pressuring you once you unlock it, entirely changing Susano'o from a \"very easy to pressure character\" to \"risky to pressure for too long\". This move is utterly huge, can catch crossups, is dripping with invuln, does big damage and can lead into 5K+ damage very easily with 100 meter + OD, which isn't as situational as it might sound at first. A fairly strong mixup is to simply walk up to your opponent as they tech and do623C> Rapid Cancel > Throw. This will beat most of the reversals in the game and it will also make anyone using the throw OS get a Throw Reject Miss. If the DP hits, you will whiff throw and still have time to press5B>2Cinto a full air combo as they come down. Reversal Counter Hit state for entire move Projectile property" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "Megalith", + "text": "214AThird Seal H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A fully disjointed burst of energy, typically used as a Fatal Counter frame trap or to extend pressure. Lv1 Very good at helping making certain normals safer to use such as3Cand5D, as well as giving you access to an option with frame advantage from special-cancellable normals that would otherwise lack such an option. In the corner, it also serves as a good combo extender to help you unlock extra seals. However, it has a lot of pushback on Barrier Block and becomes minus on Instant Block, limiting its use as a pressure extender. Moreover, you can only combo off a Fatal Counter at point-blank on crouching opponents with2Aor off a air hit on Lv1. Lv2 Lv2 strangely has a much slower startup than Lv1 but becomes much more plus on block, setting up better frame traps. The hitstun increases significantly as well, allowing links into5Bon hit or5Con air hit. Due to its decreased speed, Lv2 changes Megalith's combo routes significantly, requiring a lot more untech time such as an air hit6Cor6Dto combo into it. If possible, level this up to get the full value out of these newfound routes. Lv3 Basically the same as Lv2, but better since it now Guard Crushes on normal block, with enough time to virtually combo anything from it on a Fatal Counter. It offers a considerable frame advantage on Barrier Block too, guaranteeing your turn. 214A Lv1 Fatal Counter Counter Hit state until 10F after active frames 214A Lv2 Fatal Counter Counter Hit state until 10F after active frames 214A Lv3 Fatal Counter Counter Hit state until 10F after active frames On Guard Crush, frame advantage is +21 Crumple Duration 31F, Crumple Fall 64F On CH Crumple Duration 41F, Crumple Fall 51F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "Hunter's Fang", + "text": "214B(Air OK)Fourth Seal H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A special grounded overhead that serves both as a decent mixup tool and an amazing combo extender. A very important seal to unlockandupgrade. Lv1 The ground version can be used as an overhead starter that leads to huge damage. Thanks to the groundbounce, it will always link into5Bor even2Coff crouching opponents. You can use this during pressure as an unpredictable mixup with meter to back you up or as a high-risk callout against mashes thanks to its Foot invulnerability. The air version can be blocked crouching, but slightly air stalls to bait anti-airs. Serves as an alternative air ender toj.D, trading the unlock for more damage if you need to secure a round. With 100 Heat, the stomp can be Rapid Cancelled to extend the combo with6Bor3C, allowing you to finish an opponent off with a Distortion Drive. Lv2 A monstrous and abusable upgrade. This level-up doubles as a meterless combo extender and an astounding and frightening neutral tool – the massive projectile it creates nearly hits the entire screen vertically and freezes airborne opponents in untech frames until landing on a regular raw hit, leading to ludicrous damage with little to no risk. Even when blocked, you still have plenty of time to trap them into a blockstring until they land. If only the projectile portion connects, Susano'o will not experience hitstop, effectively making this move go from -10 to +1 on block. Just doing a long blockstring ending in5D/3C>214BLv2(P)spaces it far enough for this to occur, far more easily against Barrier Block, giving it yet another use in pressure. This trick can also be used in combos, notably for Susano'o's Staircase route. By hittingj.214BLv2when your opponent is high enough above you, the stomp portion of the move will whiff, bypassing the hitstop and lowering your recovery frames. Depending on how well you spaced it, you can link the projectile hit into3C,5Dor even6Boptimally. 214B Lv1 Airborne from frame 5, second hit occurs on landing 214B Lv2 Airborne from frame 5, second hit occurs on landing Projectile appears 3F after landing, has 8 active frames, 8F hitstop j.214B Lv2 Projectile appears 3F after landing, has 8 active frames, 8F hitstop" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "Dancing Dual Kick", + "text": "236BFifth Seal H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A very important unlock that grants Susano'o easy midscreen combo convertions, giving him a lot of control over which seal he is able to acquire next. While slower on startup and significantly worse on block/whiff than236ALv3, this special only needs to be unlocked once to be used at full power, tacks on a good amount of extra damage and serves as a strong combo extender. The last kick is jump cancellable on hit, allowing you to follow up with any air combo of your choice to unlock more priority seals. Remember to do so during the hitstun, else you will be considered airborne afterwards, eating away one of your jumps. This move's repeated low hits forces opponents to keep holding 1 to block all of them besides the follow-up kick, preventing them from buffering fuzzy jumps or reversals. This allows you to get creative with mixups using Rapid Cancel, notably by throwing them right as the kick is about to come out. Overall a good callout move to use against fuzzy blockers to remind them to keep blocking low, so long you have the meter to make it safe. Just be wary of them Instant Blocking the fifth low hit, as this will let them recover in time to throw you out of your launching hit's animation and defeating Rapid Cancel tick-throws. Stops travelling and skip to the last kick when Susano'o crosses the opponent under" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "Inevitable Calamity", + "text": "MashCSixth Seal H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Susano'o's fastest move and a versatility beast: abare, pressure reset, frame trap, counterpoke, combos, chip damage –CCCCdoes it all. Using this move generates a stationary projectile orb in front of him that hits repeatedly and absorbs other projectiles, continuing longer if you continue to mashC. You can cancel it whenever you like by pressingB+C+D, allowing you to cover holes in pressure and making seal unlocks safer. The awkward input can make it tricky to activate on demand but also activate accidentally (Cmust be pressed at least 4 times within approximately 30F for the move to start), so get into the habit of being disciplined with your inputs. It is -5 on block at earliest when manually cancelled. While its frame advantage doesn't sound like it makes for a reliable pressure reset, the pushback on block combined with the ability to control when the move goes into recovery makes it rather safe. Its blockstun is deceptively short too, making it harder to punish for opponents who are used to your slow blockstring rhythm and high blockstun, especially with6B. Unlocking this move allows for some new combo routings when cancelling it to make it hit once. Mashing for extra hits during combos is best left at the end to force your opponent to tech since the damage scaling gets pretty awful. Mashing C can extend the duration up to 30 hits (90 active frames) Goes from -5 to -7 on block depending on which on the three active frames per tick is cancelled Will always be -7 on block if not cancelled with B+C+D 5C and 6C can be kara-cancelled into this move during their entire startup, making it possible to activate in neutral with good execution Earliest startup in neutral is 12F Earliest on ODR advantage is under the assumption that CCCC is cancelled with B+C+D as early as possible Chip Damage 15%: 85×N Crumple Duration 22F, Crumple Fall 60F On CH Crumple Duration 42F, Crumple Fall 47F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "Splintering Thrust", + "text": "63214CSeventh Seal H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Susano'o's infamous command grab – a very slow, high-risk but untechable throw. Very different from your typical command grab: it has exceptionally long range with a somewhat deceptive animation and comes with an extremely reactable startup. The 30F listed is only true at point blank range, increasing the further away you get.63214Cwill generally lose to other command grabs that have greater reach too, since Susano'o's hitbox is pretty much at touching range when using this move. All things considered,63214Cshines as a surprise mixup tool that can catch conditioned opponents off guard. When rarely used, it can breach through the cracks of theirmental stackHow much focus a player can devote to different strategies in a match. It's common that a player will struggle to do seemingly easy tasks because their mind is trying to focus on multiple things at once., despite its very long startup. Because it can never be throw rejected either, it's also easy to get a meaty hit on your opponent's wakeup, where they will need to buffer a jump, a reversal or Overdrive to avoid it. Very powerful if you do land it since you are guaranteed to corner your opponent with them teching at your feet, with good damage and meter gain. You are in a Counter Hit state for the entirety of the move with crouching recovery however, so be certain your opponent doesn't feel like fuzzy jumping or this will have dire consequences. Can be used very early in combos, primarily right after a standing Counter Hit6Dor a Fatal Counter6B(1). It is possible to keep the combo going after the wall blast with Rapid Cancel, though you can do that meterless thanks toCCCC(1)into5A/2A. Off FC6B(1), the additional hitstun lets you universally combo into2B,2C, or even5Bagainst characters that can get hit by itOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\". Counter Hit state for entire move Crouching state during recovery frames Combo throw, will not cause purple !! marks for any reason, but does not have 100% minimum damage either As a result, it will deal 2160 outside of combos rather than 3600 Only hits standing or crouching opponents, cannot hit opponents airborne or in pre-jump" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "Blade of Judgement", + "text": "236DEighth Seal H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Against zoners, a seal worth unlocking as soon as possible. Great for space control and your best combo tool for extra damage. Pressing buttons while grounded becomes scary for the opponent, as a Counter Hit will wallbounce them directly into Susano'o for a free combo. Because of your newfound ground control, be prepared to deal with air approaches once your opponent sees that you have this." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "Liberating Dagger", + "text": "236236D(Requires Eighth Seal) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A long-ranged reversal Distortion Drive, great for dealing with zoners. A big factor in why Blade of Judgementis such an important unlock. This attack has a huge horizontal hitbox that completely covers the ground, hitting the opponent almost fullscreen. You can use this as a reversal in some situations, as well as easily blow up anyone who tries to use anything unsafe at range. Has better minimum damage than632146DGuardAllStartup5+(40 Flash)+11Recovery40Advantage-23until he has a certain amount of seals, though it is part of his most damaging 100 Heat round ender in Overdrive when Rapid Cancelled into Exceed Accel. Requires Blade of Judgementunlocked. Minimum damage: 1120 [OD: 1400] Values in [] are during OD Only available when Blade of Judgement is unlocked Minimum Damage 40%: 1120 [1400] Reversal Counter Hit state for the entire move Reversal Maximum Slide duration 20F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "Strike of the Possessed God", + "text": "632146D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll General purpose reversal Super that is very easy to combo into and deals great damage for ending rounds with. If the initial attack hits, Susano'o attacks with every unlocked special move in order, barring236ALv1, before finishing off with a beam cannon attack. Therefore, the damage improves with every unlocked seal, although some add much more damage than others. Note that Overdrive does not automatically allow all parts of this move to activate, Susano'o will still only use the special moves that have actually been unlocked. Can be Rapid Cancelled after the first hit for specific combos, the opponent will either be put in stagger or bounced high in the air depending on whether236Ais above Lv1 or if623Cis his only unlock. The final hit can also be Rapid Cancelled and followed with run-up6C>6D> Special if they only have a pixel of health left. If the initial strike finishes the opponent off, the rest of the move is not performed. If not, you're going to be giving them back a lot of Burst gauge due to the damage, so be mindful of that. On raw hit, this move will deal 2428~4622 [OD: 3380~5378] damage. On Counter Hit, will apply the bonus damage to all parts of the move. The minimum damage for each seal and their respective levels are as follows: Initial Strike and final beam cannon: 499 [OD: 765] Sundering Claws: 0 / 75 / 150 Towering Flame: 75 Megalith: 75 / 90 / 105 Hunter's Fang: 120 / 210 Dancing Dual Kick: 180 Inevitable Calamity: 312 Splintering Thrust: 150 Blade of Judgment: 225 [OD: 300] Values in [] are during OD Minimum Damage range: 499 - 1876 [765 - 2217] First hit and final part (beam cannon) have Minimum Damage 10%. All other hits Minimum Damage 15% Performs the following parts only if the matching seal is unlocked. (Final part always activates) P2 only applies to first hit, all other hits have 95% P2 1st part does 0 damage if Lv1, 500 damage if Lv2, 500×2 if Lv3 2nd part does 500 damage iv Lv1 3rd part does 500 damage if Lv1, 600 damage if Lv2, 700 if Lv3 4th part does 100×5, 300 damage if Lv1, 100×5, 900 if Lv2 5th part does 200×6 if Lv1 6th part does 350×6 if Lv1 7th part does 500×2 if Lv1 8th part does 1500 [2000] if Lv1 Final part does 190×21 [190×35] While in OD, every unlocked seal that can be levelled-up will be upgraded to their max level as long as OD stays active during the Super If OD ends mid-Super, the aforementioned seals will then be reverted to their actual level for the remaining hits Reversal Counter Hit state for the entire move Crumple Duration 100F, Crumple Fall 143F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "Collapsing Resentment", + "text": "[2]8Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Unlocks every single seal at Lv1 for the remainder of the round, but will not upgrade any. A very situational Distortion Drive due to its requirement of needing both 50 Heat and Overdrive. Typically used after a knockdown or from a safe distance in neutral due to its long Counter Hit state recovery. Consider this when put at an early disadvantage to try and get back into the game or to get good mileage out of a short Overdrive, helping you unlock matchup-defining seals and adding more to your opponent's mental stack. Input requires any downwards direction to be held for 30F before pressing any upwards direction andD. This is counted in real time and can be done during Overdrive activation as well as other pausing effects, allowing you to use this Super mid-combo. Any jump cancellable move can be used to cancel into[2]8Dusing aTKAn input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input.input, which the 8 input of this move basically does for you. Counter Hit state for entire move Unlocks all Special Attacks to level 1 Will not upgrade any specials Body + Projectile Guard Point On Guard Point, hitstop for Susano'o reduced by 1F. Opponent hitstop unchanged Guard ends 9F before super flash ends Requires any downwards direction to be held for 30F before pressing any upwards direction and D Counted in real time and can be done during Overdrive activation as well as other pausing effects" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "Bloodspiller", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Puts Susano'o into Active Flow if he hasn't already entered it once in the round. Has full invulnerability but cannot be Rapid Cancelled. Deals significantly more damage if Susano'o is already in Active Flow. Difficult to punish on block without a fast, long-reaching poke likeRagna's5BGuardMidStartup8Recovery16Advantage-7orRelius'5BGuardMidStartup8Recovery14Advantage-2due to its pushback. Behaves the same as every other Exceed Accel. Minimum Damage: 315 / 663 Minimum Damage 10%: 315 {604+59} Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "Roar of the Mad King", + "text": "2141236CwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A reversal that has a very strange hitbox stretching to either side of Susano'o, only hitting from very up-close. Combos from pretty much anything. Susano'o's Astral Heat is a realistic and practical way to end a match. Combos directly from: 5B 2B 6B(both hits) 5C 2C(both hits) 6C 3C(second hit) 5D 2D 6D All Throws 214ALv3(on Guard Crush and on hit) 214BLv2 Reversal Counter Hit state for the entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo", + "title": "Susanoo", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Resources", + "title": "Nine the Phantom", + "section": "Intro", + "text": "This page is Nine the Phantom's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Resources", + "title": "Nine the Phantom", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here. Kasha's Guide on Becoming a Certified Nine Nine The Phantom Guide by BasedTuxedoMask Interview w/ NitroNoodlez about Nine. Not necessarily a guide, but contains information and thoughts on Nine in certain situations. Japanese Name: ナイン=ザ=ファントム Japanese Wiki Japanese BBS Arcade Profile Dan Rankings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Resources", + "title": "Nine the Phantom", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Nine Guide by NitroNoodlez Character Video Thread" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Resources", + "title": "Nine the Phantom", + "section": "Players to Watch", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Resources", + "title": "Nine the Phantom", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Resources", + "title": "Nine the Phantom", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Resources", + "title": "Nine the Phantom", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "Overview", + "text": "Litchi Faye Ling is a versatile character with tools for oppressive neutral, scary mixups, and looping okizeme utilising her staff, Mantenbou. Broadly speaking, Litchi has two \"modes\", one where her staff is floating behind her, and the other where it is placed on the ground, with each mode almost completely changing her Normals and Specials. While she has her staff, Litchi's normals tend to be slower overall but have huge range and better damage, while without her staff her moves tend to be quicker and either shorter ranged or lunges at the opponent, she also gains access to more special moves overall, with many of them specifically interacting with her placed staff in some way. The staff itself is controlled with the Drive button. It can be placed and launched with various Drive moves and also then recalled in various ways to switch between the two modes while also functioning as a projectile. Many of Litchi's combos and strategies require fluidly switching between each mode and thus a deep understanding of Litchi's very large set of moves is essential to playing as Litchi well. Litchi's Drive is a mode changing mechanic that allows her to switch between fighting with Mantenbou, her staff, and placing it on the ground to fight empty-handed. Litchi has access to different attacks when she is switching between these two modes. In general, when she has Mantenbou,normally written as m in combo notation, Litchi has increased range, but her attacks are slower and she has less mixup/pressure options. The opposite is true when she's empty-handed,normally written as e in combo notation. Litchi starts every match with Mantenbou equipped. If Mantenbou is not set, pressing the Drive button will set it onto the ground. Litchi has two ways of setting down Mantenbou:Vertically(5Dset) andHorizontally(2Dset). Depending on the set, Mantenbou will fly at different angles. Certain attacks will automatically place it in a specific set. If Litchi is empty-handed, she can change between Mantenbou being set horizontally or vertically at any time by usingKote Gaeshi(623D/421D). Once Mantenbou is set, pressing the Drive button will launch it in the direction of Litchi's opponentrelative to when it was set. Litchi can recalculate the launch direction with the following specials: 623DGuardStartupRecovery16Advantage/421DGuardStartupRecovery16Advantage(These also change staff set/mode) 63214BGuardAllStartup45RecoveryTotal: 64(42+15L)Advantage+4/63214CGuardStartupRecovery59 (42+15L)Advantage 63214A~BGuardAllStartup11Recovery9+11LAdvantage-7 63214A~CGuardHigh/AirStartup17Recovery4+11LAdvantage0 Getting hit while Mantenbou is in motion (includes delaying a launch) For a basic visual reference, every time Mantenbou wiggles, it has recalculated its direction. Litchi can also hold the Drive button for a short time to delay the launch. This aids Litchi in pressure extensions, oki, and mid-combo adjustments. Litchi is fully actionable while delaying the launch, and when she's delaying the launch or Mantenbou is in motion, several different things can happen to it: If Litchi is hit, Mantenbou will immediately stop its attack and plant itself in front of her. This will recalculate its direction. If you recover in time, Mantenbou can be relaunched forward as it falls. If Litchi blocks, Mantenbou will immediately stop its attack and return to her. It will auto-equip once it reaches her. While traveling, it stays in a floating state which allows for it to be relaunched forward. If Mantenbou clashes with a projectile, it will lose its hitbox but travel the rest of its path as normal. For a video explanation on Litchi's Drive, check theStrategy Section. Mantenbou returns if it was set and follows Litchi around the screen, constantly spinning (no hitbox) in circles behind her. During Overdrive, Mantenbou acts independently from Litchi— except for when she's in blockstun or hitstun, being guard crushed, or teching. While Overdrive is active, Litchi is always empty-handed. When Overdrive ends, Litchi automatically equips Mantenbou. Mantenbou is controlled by pressing any direction + Drive. It will briefly pause, grow in size while spinning rapidly, then thrust in that direction. Only the thrust has a hitbox. After an attack, Mantenbou will briefly stay in place before returning to Litchi. Doing another attack before it returns will do it from its current position, allowing players to send Mantenbou out far distances or sandwich the opponent between it and Litchi. All normals (Except6C) gatling into all other normals, normal throw and jump. 2B and 2C may only be used twice in any string." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "Normals and Specials", + "text": "Mantenbou moves are indicated with ‘m‘ whilst Empty-handed moves are indicated with ‘e‘." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll AllAnormals except6Aare the same regardless of whether Matenbou is equipped or not. 5Ais Litchi's quickest normal, but it also whiffs on most crouching characters, making it a poor choice for a mashable button up close. Where this button shines is in being among the better anti-air jabs in the game. It's especially good at swatting instant airdashes, with its speed and hitbox making up for the lack of head invulnerability. Confirms into5Bm →214Bm for a full combo on air hit, or directly into214Bm on air counter hit. Unfortunately, if the opponent is too high for5B, and you don't have a counter hit, your only option to combo off this isj.A. Chains into itself 3 times. Whiffs on all crouchers except for Relius, Hakumen, Tager." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll These two moves are cornerstones of Litchi's gameplan, used in neutral, pressure, combos, oki, and as one of her mainOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"s. Which characters this move can OTG is determined by whether they are face-up or face-down on the knockdown.Face-Down (such as after6CeGuardMid, High/AirStartup11Recovery7+6LAdvantage+1): Cannot hitPlatinum,Izanami,Izayoi,NaotoandAmane.Face-Up (such as delay teching afterTsubameGuardMid×3, AllStartup11RecoveryTotal: 58Advantage-21): Cannot hitIzayoiandAmane. Face-Down (such as after6CeGuardMid, High/AirStartup11Recovery7+6LAdvantage+1): Cannot hitPlatinum,Izanami,Izayoi,NaotoandAmane. Face-Up (such as delay teching afterTsubameGuardMid×3, AllStartup11RecoveryTotal: 58Advantage-21): Cannot hitIzayoiandAmane. Both versions can jump cancel 5Bm This is Litchi's best ground poke and counterpoke, boasting huge range, a massive disjoint, and strong cancel options on hit or block. This is THE button that you hit to stop people rushing you down when trying to set staff in neutral, though be careful not to get whiff punished for overuse. It deals good damage in combos and leads to excellent damage as a punish, comboing into6CmGuardMidStartup23Recovery27Advantage-5on counterhit. It also serves as a key tool in her limited staffed pressure. At a basic level, the high counterhit reward makes a delayed5Bm a big threat from simple jab pressure. But the real reason that it's so crucial is because it's Litchi's only saffed normal that can be jump-cancelled on block. This property gives her her an extra level of safety against defensive OD that her other staffed normals lack, meaning opponents are less likely to OD and mixups out of this normal are stronger for it. Litchi can use the jump cancel to retreat back to neutral, attempt to continue pressure with jump resets, or go for something like IADj.2DGuardAll, LowStartup17Recovery8Advantage+7. It also gatlings into her grounded overheads / lows or6DGuardMidStartup15Recovery17Advantage+3. Extends Mantenbou forwardOther Mantenbou normals (i.e6Am and4Bm) will have extended range if pressed after this. Gatling Options:6Am,2Bm,6Bm,4Bm,5Cm,2Cm,6Cm,3Cm,5Dm,2Dm,6Dm,4Dm 5Be Empty-handed Litchi's best normal. It's good for pressure, catching rolls in the corner, and (though short) is one of her best pokes due to the speed, range and low recovery. Of special note is the ability for5Be toreverse beatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.into2Afor a gapless blockstring even on instant block. This is a fantastic pressure sequence often used to fill time before returning staff hits." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Cm Grounded combo filler and risky blockstring option. Its nature as a C buttom limits its gatlings, but the options it has are fine for combos, and it boasts fantastic damage and proration. Unfortunately, while the options it has are fine enough for pressure, both it and its aggressive cancels (3C,4D, and6D) are very weak to GCOD. But, if it is blocked, its heavy blockstun makes a cancel to2Dsafe on normal block (-5), and cancels can be performed from either hit to throw off your opponent. Due to the aforementioned risks, this is really only worth attempting if they don't have burst. In combos, it's mostly used in an alternative BnB starter,5Bm >5C(1) >3C>214B..., but it has some niche uses in other routes. It can hit the whole cast OTG after a hard knockdown, which mostly comes up after air throw, CH41236Cor3C, or from certain oki routes that can buffer a6Ce to hit after staff has already returned. Do notuse this as a poke; despite its size, it does nothing in neutral better than5Bm. Extends Mantenbou forwardOther Mantenbou normals (i.e6Am and4Bm) will have extended range if pressed after this. Gatling Options:3Cm,5Dm,2Dm,6Dm,4Dm 5Ce A strange button, having high counterhit reward but offering little else, it's a bit of a rare sight in her pressure. It has almost no use outside of frametrapping, as despite the forwards movement it has significant pushback on block and horrible frame advantage. Thankfully, it has access to some of Litchi's most versatile cancels in jump and staff launch to bail her out if blocked. If successful, the lengthy crumple gives enough time to jump cancel and combo into a fallingj.C. Unfortunately, this isn't actually that helpful in her general pressure structure, as a returning staff can cut the crumple duration short. Poor gatlings to normals also limit this move as a combo tool, although it does deal more damage than5Be where it can be used. Jump cancellable. Crumples on counterhit 5Ce On CH Crumple Duration 54F, Crumple Fall 78F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A standard 7-frame jab with above-average frame advantage. Good forGCODsafe stagger pressure, jab throw TRM attempts, mashing out of pressure, and roll catching. Of special note is the ability for5Be toreverse beatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.into2Afor a gapless blockstring even on instant block. This is a fantastic pressure sequence often used to fill time before returning staff hits. Chains into itself 3 times. Does not hit opponents off the ground. This means that it will only punish the opponent's tech options if they actually commit to one." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Low profile on both versions 2Bm An extremely long low-hitting poke with a low hit- and hurtbox to match. At 17f,2Bm is rather slow, but it is still Litchi's fastest low with Mantenbou equipped, and boasts uniquely high hitstun compared to other2Bs. It can be difficult to combo on standing opponents, being limited to6Bm,4Bm and6Dm, and can leave mashable gaps if done in pressure. However, in exchange for these shortcomings, Litchi's2Bm has more hitstun than other charater's2Bs, and its range is excellent. When spaced, Litchi has access to a long range mixup with2Bm →6Am or2Bm →3C. This is by far the most common application of her Mantenbou extension mechanic. While2B's gatlings may not be the greatest for combos, they do have some useful applications in pressure. The6A/3Cmixup uses two moves with 20f or more startup, so a little mental stacking can go a long way. The3Cm low option will catch anyone trying to fuzzy jump if normal blocked. It will also meaty an immediate Overdrive Raid and is disjointed enough to be quite safe to DPs, though it will be punished by horizontal reversals likeCarnage ScissorsGuardAllStartup9+(40 Flash)+4~12Recovery58Advantage-43 [-40]orJustice PhorizorGuardAllStartup1+(88 Flash)+6Recovery49Advantage-39. IttsuuGuardLow/AirStartup21~56Recovery40(Total: 52~87 {54})Advantage-2cancels can be useful as a low-commitment special to make opponents antsy. 4Dcan be used for an alternative overhead and made safe with spacing, though it has less range that6Am. And finally, one of the most effective ways to make your opponent forget about the mixup is to surprise them with a completely differentRPSRock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive.game using6D(see the move for details!). Due to the large deadzone from extending staff so far forwards, Litchi must be spaced for6Ato hit. The minimum range is around the tip of her kicking foot, while the maximum range to meterlessly convert is approximately where the white part of the extended staff ends. Extends Mantenbou forwardOther Mantenbou normals (i.e6Am and4Bm) will have extended range if pressed after this. Gatling Options:6Am,6Bm,4Bm,6Cm,3Cm,5Dm,2Dm,6Dm,4Dm 2Be Finally, a somewhat fast low!2Ce is your only cancel that will combo off this on standing at range, since5Be will whiff. It mostly sees use in combos as the low option in a mixup, or as an OTG after6Ce on characters that5Bwill not hit grounded. It can fill a similar role to2Cin pressure, with a few trade-offs and quirks. Both are a natural 1-frame gap from2A, but while2C's strength lies in its forwards movement and jump cancel,2B's claim to fame is a gatling to5B, one of Litchi's best pressure buttons. This allows her to go for a frametrap with2A>2B, gatling back to5B, and route into whatever fits the situation best on hit or block. Compared to2C, it hits low, which can be useful for catching upbacks and fuzzy jumps. Bear in mind, though, that5Band2Bcan be used acombinedtotal of twice per string. The unfortunate truth is that outside of mixups,2Breally is just riding the coattails of its more successful brother, and if5Bhas already been used,2Bis much less attractive than2Cand it's alluring jump cancel. 2Bm Hitbox connected to Litchi active frames 17-18, hitbox connected to staff active frames 17-20" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 2Cm Launching normal used to combo into214B,6D(1) >214B, or41236Adepending on spacing and screen position. On CH, dash up to the opponent and5Bm instead of cancelling. Mostly a combo tool, but fills a valuable niche in pressure. Delaying2Cm is Litchi's preferred frametrap from her incredible5Bm. Despite the subpar proration,2Cm is far more stable than5Cm on air hits (such as catching afuzzy jumpA form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws.) and far easier to confirm counterhits with thanks to the frankly comical CH launch height. 2Cm shares many of the weaknesses of5Cm, being highly punishable with OD, and it moves her forwards instead of pushing the opponent out. In exchange, it has more gatlings --- including a natural 1-frame gap into5Cm -- and lets Litchi continue her staffed pressure RPS. As with other Mantenbou normals, it extends the staff forward, though since Litchi moves forwards herself, it can sometimes make gatlings out of it behave strangely. Launches on hit. Launch height dramatically increased on counterhit. Extends Mantenbou forwardOther Mantenbou normals (i.e6Am and4Bm) will have extended range if pressed after this. Gatling Options:5Cm,6Cm,3Cm,5Dm,2Dm,6Dm,4Dm 2Ce Common staffless filler that gives time to confirm your opponent is standing before going into6Ce. Sometimes used for its forwards movement on far away opponents; dash2Ce >6Ccan reach where6Calone couldn't, but this is usually avoided if possible. Also sees use in pressure for its forwards movement, natural 1-frame gap from5A/2A, and jump cancellability, making it one of her safest and most versatile options outside of2Aand5Be chains despite the middling gatlings. Jump cancellable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Both versions ground bounce on air hit. 6Am The first of Litchi's staffed overheads.6Am is a few frames slower than4Dand lacks any invuln, but uses Mantenbou's extension mechanic to allow Litchi to use it in more unexpected ways. Litchi can attempt high/low mixups from much longer range than most using6Aafter moves like2Bm, or by rapid cancelling her other moves that extend staff, such as41236Cfor a quick low into high. Extends Mantenbou forwardOther Mantenbou normals (i.e6Am and4Bm) will have extended range if pressed after this.Litchi recovers before Mantenbou fully returns to her Litchi recovers before Mantenbou fully returns to her Gatling Options:4Bm 6Ae An amazing overhead. It's fast and only -2 on block. It can special or drive cancel for a full combo, or be used during setplay to let the returning Mantenbou make you plus. 6Ae Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "6B", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 6Bm A very long poke that's good in neutral, although it can below-profiledWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.by most of the cast simply crouching. It's relatively safe on block and functions as a high reward frame trap with6Cm. If the button is held, a feint version6Bwill be done which can be used for reducing the recovery of other buttons like4Bm for pressure resets or throws. Extends Mantenbou forwardOther Mantenbou normals (i.e6Am and4Bm) will have extended range if pressed after this.Slightly reduces range if done after a dash. Slightly reduces range if done after a dash. Can only jump/special cancel on hit Wall bounces in the corner on air-hit Gatling Options:6Cm 6Be Exclusively a pressure tool. It has poor gatlings for combos, and2Ce is a better way to close distance mid-combo on a grounded opponent. The6Battack combos from5Be while also leaving a 1-frame gap on normal block, making it a decent frametrap to vary your pressure. Weirdly worse than6Bm on block, but makes up for it with an added jump cancel on block and better gatlings. The6[B]feint can be used in all the typical ways a feint can, for ambiguous pressure resets or sneaking throws. Can jump cancel. 6Bm Hitbox attached to Litchi active frames 17-20, hitbox attached to staff active frames 17-22" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 6Cm A frame trap, combo tool, and Litchi's best starter. It's also fine on block because you can cancel into5Dm or2Dm on any of the four hits. Notably, cancelling into2Dleaves Litchi at +1 on normal block, though the high pushback can make it difficult get much use out of the advantage. Launches opponent away on air hit Causes spin-fall state on hitUntechable CH air-hit. Untechable CH air-hit. Gatling Options:5Dm,2Dm 6Ce Amazingcombo filler. This is used in basically every combo since it has bonus 110% proration the first time it's used. It's also a standing-only confirm off most staffless ground normals. It's used to allow you to recall the staff via6C(1)e >5[D]in thisroute, which is the primary route you will be using with Litchi. Despite the second hit being a plus-on-block overhead, using this move for pressure is at best a total knowledge check. It has a 9f gap on normal block between the hits in addition to whiffing on crouching opponents. Litchi also becomes airborne before the second hit goes active, preventing any possible mixup with a delayed236AGuardLow/AirStartup11Recovery20Advantage-6 (-4). Second hit will hard knockdown on ground hitWill soft knockdown on air hit. Will soft knockdown on air hit. 6Cm Fatal Counter 6Ce Bonus Proration 110% Airborne from frame 23 Crumple Duration 29F, Crumple Fall 60F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "4B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 4B A crouching anti-air with a standing input, essentially, as her hurtbox significantly shrinks during the startup to offset the late invul (Litchi will still be in a standing state if she is hit out of this move). Has amazing vertical range and a hitbox that can catch crossups. Slower than5A, and less horizontal reach thanRen ChanGuardAllStartup14RecoveryTotal: 45Advantage-15, but is better in cases where invul is needed, such as beating out disjointed jump-ins or escaping corner pressure. Hurtbox lowers frame 1, then goes below crouching height on frame 3. 4Bm exclusive:Uses staff position, which extends the range if used after an attack that moves the staff, and shortens it if done with dash momentum. Used to combo after spaced2Bor6A.Launches on ground hit. Uses staff position, which extends the range if used after an attack that moves the staff, and shortens it if done with dash momentum. Used to combo after spaced2Bor6A. Launches on ground hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 3Cm A huge normal with lengthy active frames. It's one of Litchi's better staffed lows because it can lead to establishing staffless pressure by doing3Cm →2Dm →2[D]e on hit. It can also cancel into41236Cfor a double low that will lead to full combos in the corner via3Cm →41236C→5A→5Bm →214B→ ... Hard knockdown on counter hit. Can be followed up by doing2Bm →4B→ ... or even2Dm →5De → 66 →j.B→C→ Delay →j.Bm → ... Extends Mantenbou forwardMoves that use the staff's location (i.e6Am and4Bm) have extended horizontal range. In the case of this move it doesn't mean much since you need to RC to extend the range of relevant moves.. Gatling Options:5Dm,2Dm 3Ce A low sweep that's used for pressure and combos. In highly scaled combos,3Ce is used in place of the second6Cin Litchi'sBnB enderfor its lower total duration. It serves as an alternative low to2Bin pressure and mixups, trading speed and gatlings for better proration and starter rating. It has a niche use in okizeme as a way to call out to people who don't emergency tech after623D. Midscreen, 663Ce which will blue beat opponents who don't tech, and if they do, Litchi is neutral on whiff. In the corner, you'll stay slightly plus on whiff, as long as you don't microdash. If they get hit, the backwards movement in the recovery will push you too far out for them to roll through, but it's generally better to do 445[D]e5Be whiff in the corner instead. Shifts Litchi backwards during recovery." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.Ais an extremely good, low commitment, anti air when done rising. While it doesn't lead to any damage or setups, it's still a powerful option to contest opponents above you. It also sees use as a cancel option afterj.Bm to make Litchi more plus. Chains into itself indefinitely on block and on hit. Jump cancellable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.Bm An extremely good air to air, and decent air to ground with an above average crossup hitbox. Leads to full combos if you counter hit them close enough to the ground. Also combos intoj.Dm for a low damage knockdown that launches them away from you. Recovers quick enough that you can do it rising as another anti-air. j.Be" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.Cm A dedicated air to air with high reward on counter hit near the corner, though the air-to-ground hitbox can be poor, and combined with the slow startup and landing recovery means it carries some risk. Blows back the opponent on CHWall bounces in the corner Wall bounces in the corner j.Ce" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "5/2Dm", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Dm Sets Mantenbouvertically. It's useful in pressure if your opponent is jumping out of horizontal set, but placing it is a little slower. 2Dm 5Dm Staff is planted on 9 2Dm Staff is planted on 9" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "6Dm", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This sets Mantenbouhorizontally. It's a multi-hit, advancing normal which leaves Litchi +3 on block. The staff is only set on the second hit, but only the first hit is special cancellable, thefeore Litchi uses her Mantenbou Special moves to cancel into and doing so prevents the staff from being set by this move. This is a great tool for pressure and combos. For example, Litchi can potentially reset pressure twice: once with the plus frames, and then again by doing a partially charged5De. In midscreen combos, it pushes her in range for214Bm or623Dm, while in corner combos it's her go-to move for horizontal sets. Since Litchi can't special cancel the second hit, so the opponent can Instant Block to force a 0-on-block situation, where Litchi will usually trade or lose due to her 7-frame 2A. To discourage this, the first hit can be cancelled into41236Cm, which allows Litchi to call out her opponent. Stance cancel to take advantage of attempted instant blocks with throw, delay to frame trap mashers with a Fatal, or simply let the hit go for an airtight low. Another option is6D(1) > CT, which will guard crush IB attempts, though this is best used sparingly. Wall-splats in the corner Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "4Dm", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A low crushing overhead. This sets Mantenbouvertically. It's fast and is even plus when spaced which makes it difficult to punish. On hit, it groundslides for easy pickups combos that have great corner carry . E.x:4Dm → Dash →3Ce →421C→ ... Although the invul is frame 16, Litchi's hurtbox disappears on her lower half frame 1 which can give it defensive use a reversal against foot property meaties. It's good for routes if used after a CH or2Cm in the corner, and its airborne state enables tricky mixups with RC such as4Dm →j.Athat retain good pressure on block, and don't mess up combos on hit. No lower body hurtbox frames 1~37. Bonus Proration 110% Airborne from frame 22 Maximum Slide duration 30F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "j.Dm", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The infamous Litchij.Dm; stops Litchi in the air and then launches her upwards and backwards slightly while launching the staff as a projectile at a steep downward angle, setting Mantenbouhorizontallyas it lands. This move is one of Litchi's primary ways to annoy the opponent, as it is extremely difficult for some characters to punish. It beats anti airs since it is a projectile that moves Litchi back, and allows Litchi to attempt to frame trap the opponent withj.De after the initial projectile.j.De can even beat attempts at doing attempts at grounded anti airs against Litchi later if you hold off on the initial frame trap. The best way for the opponent to deal with this is to respect the initial frame trap, then attempt to do rising anti air options like airthrow. Litchi is still not defenseless against this if you do not attempt to frame trap the opponent, because she can flip to the staff withj.63214A/B/Ce or set it to Vertical set viaj.623De then launch to anti air the opponent. Thankfully for the opponent, Litchi gets almost no reward outside of frustration, because the damage is low and it leads to no combos. Despite this, it is still a critical part of Litchi's neutral as a low commitment zoning tool. Cancels all air momentum On CH Crumple Duration 25F, Crumple Fall 58F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "j.2Dm", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Stops Litchi's air momentum and then drops her straight downwards with an active hitbox on the staff, setting the staffverticallyas she lands and kicking backwards with a low attack. A good crossup that leaves Litchi plus if blocked, with Mantenbou right next to the opponent to allow for Litchi's powerful staff plus421[C]mixup. On hit, Litchi can either combo normally or side swap to retain corner if you vacuumed them out of it to cross them up. There is a gap if the opponent instant blocks the first hit, which can let the opponent reversal out. If the second hit whiffs, Litchi is very negative, so be careful when you use this. Cancels air momentum once it becomes active. Second attack hits exclusively behind her and vacuums the opponent towards her on hit and block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "5/2/6[6]/j.De", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches the staff; SeeStaff Launchfor more info on what the staff itself actually does.5De is usually the launch of choice after6C(1) because it's an easier input. HoldingDwill delay the launch untilDis released while allowing Litchi to perform other actions as normal. In all cases, if the staff is held, it will go active 2F afterDis released 5D If not held, Staff is active on frame 9. +1 on block if the staff hits on the first possible frame. 2D If not held, Staff is active on frame 10. +2 on block if the staff hits on the first possible frame. 6[6]D A Staff Launch that Litchi can only use after running for over 12 frames. This does not use blazblue's 5f buffer window, so doing this immediately is a 1f link. While Litchi has no dedicated animation for this (She just carries on running), she is locked into the running animation for 12F when first pressingDand this cannot be cancelled into anything (Although the staff itself may be released at any point or just held even longer). IfDis pressed on frame 13 and not held, frame 14 is the earliest possible active frame. +10 on block if the staff hits on the first possible frame. j.D A somewhat safe anti anti-air with Horizontal set or frame trap if used afterj.Dm. Has significant landing recovery, so be careful using this. If not held, Staff is active on frame 12. Cancels all air momentum. 5De If not held, staff is active on frame 9 Animation is 48F total, but cancellable into any action from frame 21 2De If not held, staff is active on frame 10 Animation is 30F total, but cancellable into any action from frame 21 6[6]De The earliest possible frame you can press drive is frame 13 The earliest possible active frame is frame 14 j.De Animation is 30F total, but cancellable into any action from frame 27" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "Staff Launch", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Vertical Set Amazing for pressure due to having two hits. However, its arc quickly becomes too high to hit a crouching opponent if they're not near the initial launch. Also great for covering air space. It's more threatening when returning, as it's much easier for Litchi to get a full combo on opponent that gets hit by returning staff. Unlike Horizontal set, it doesn't launch standing opponents, so it's preferable to use for crossup421[C]. In the corner, it's even better for pressure because it's significantly more difficult to avoid, and the second hit will vacuum the opponent out of the corner to enable crossups via jumping over the opponent. Moves that set the staff in Vertical/5DMode 5Dm 4Dm j.2Dm 214B/Cm 623De Horizontal Set Generally not as good as Vertical Set due to only having a single hit, but not without its strengths. This is the preferred set for midscreen pressure due to its low angle preventing whiffs on crouchers. However, Litchi's strong corner carry and powerful corner offense means you should be playing midscreen as little as possible. Regardless of screen position, if you've conditioned your opponent to respect a delayed launch, it can still generate a large amount of frame advantage for Litchi. On hit, it launches even grounded opponents, which is great for some combos, but makes it unusable in crossup421[C]okizeme. Extremely powerful tool to annoy the opponent with in neutral. When used fullscreen, it only takes 20~ frames to hit an opponent in the other corner, as well as covering the entire ground area while it's active, which can incentivize punishable air approaches. Has some utility in oki, as it will not hit the opponent on the ground until after the combo timer resets, while still catching rolls and meatying neutral tech, but isn't great because it's extremely difficult to combo from these setups. If you have a 2D set on okizeme, it's likely best to go for a41236Dsetup. Moves that set the staff in Horizontal/2DMode 2Dm 6Dm j.Dm 421De 632146Cm~D If the staff is at the corner, it will not travel off screen. The staff must be blocked relative to Litchi. Even if it comes from behind, hold away from her to block it. If Litchi is hit while this is active, it deactivates and is launched upwards and backwards, returning to the same set orientation. If Litchi blocks, the staff will stop dead and then return to Litchi. The launch direction of the staff is calculated when it is set, so even if Litchi or her Opponent swap sides with the staff, it will still go in the same direction when launched had they not done so. Certain special moves listed below will recalculate this launch direction without needing to recall the staff." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Universal mixup tool that leads to average damage. Can be impactful in situations where you don't have the opportunity to set up staff. Functions the same as every other throw. Special cancelable Counter hit recovery Kara throw:6B~C Minimum Damage 100%: 1500 Crumple Duration 35F, Crumple Fall 63F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "Backwards Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Foward throw, but backwards. Launches the opponent higher in the air than forward throw, but can be followed up the same way. Functions the same as every other throw. Special cancelable Counter hit recovery Kara throw:6B~C Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Airthrows are extremely powerful offensive anti airs. Use this. Functions the same as every other throw. Counter hit recovery Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "Counter Assault", + "text": "When blocking6A+B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A somewhat above average crush trigger. Like her throw, Litchi doesn't really need this with staff placed because of her strong character specific mixup options. However, you can use held staff to confirm off uncharged crush trigger without corner, which makes it better than most. Hard KD on air hit. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "Backdash", + "text": "44 H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Litchi's backdash can be used to escape pressure or avoid meaties with normals that do not have the range to catch the recovery midscreen. Since it is airborne, getting hit can be awkward for your opponent to combo, but if they manage to confirm it will likely lead to higher damage. Can cancel into 447 on frame 18. Airborne 1-15f Can cancel into 447 on frame 18." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "Additional Back Step", + "text": "447 H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A second backdash if they failed to punish your first one. The invulnerability is small, but Litchi can cancel into a very low forward air dash from it. This is useful for surprising opponents that after your backdash withj.Corj.B. You should always cancel this with something, as it has much higher recovery if you don't cancel into normals before landing. Available on frame 18 of Backdash. Can cancel into forward airdash, air normals/throw, Riichi and Kote Gaeshi during frames 20-34. Can cancel into air normals, air throw, forward air dash, 63214A/B/C or 623/421D from frames 20-34" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "Straight Through (Itsuu)", + "text": "41236A/B/Cm (Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A delayable stance attack, with each button determining the angle the staff is launched at. You can holdA/B/Cto delay the attack, or pressDwhile holding the button to cancel the attack with 14 frames of recovery. The fastest possible Itsuu~Dis 26 frames. Litchi has no way to be plus or even neutral from an Itsuu cancel, with the best possible advantage being -6 from6D(1). Provides guard point until the frame you stop holding the button (Frame 12 at the earliest). The move also cancels on its own if held for the maximum amount of time, with only 6 frames of non-guardpoint recovery. All versions of the stance are at least -26 onGCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption thatboth players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.However, you can hold the stance to try and meaty them, or cancel withDto be +0 instead. All versions extend the staff forwardMoves that use the staff's location (i.e6Am and4Bm) have extended horizontal range. In the case of this move it doesn't mean much since you need to RC to extend the range of relevant moves.. If fully held, has 6F recovery instead of attacking. The staff also counts as placed for the first frame after recovering from this, so you can link5De despite having Mantenbou equipped. It uses the last staff placement, or Horizontal set if the staff has not been placed yet. All versions are always -2 on normal block, regardless of what active frame they hit on. One of Litchi's anti airs. Good for controlling space above Litchi aggressively due to being completely disjointed and having high reward on counter hit, but is fairly slow. Very nice as a read for people jumping out of your corner pressure, as it wallbounces in the corner for a full combo without counter hit. Counter hit wall bounces midscreen. A slow, but very long poke to control space on the ground. It needs to be RC'd to combo from, but is harder to avoid than41236C. An extremely long range low that's unpunishable on normal block, and even on IB most of the time. Itsuu C is a strong frame trap with high reward on Fatal Counter, leading toOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"combos. In the corner, it can lead to full combos on normal hit via linking5A. Fatal Counter. Causes hard knockdown on counter hit. Example pickups: dash5Cm/(2Bm >4Bm) >214B... Can rapid cancel to take advantage of the extended staff range and combo with6Am. 41236Am Values in {} are for max hold Move ends without attacking held for max duration (up to frame 48), total animation 54F On Guard Point, hitstop for Litchi is 11F. Opponent hitstop is 11F Enters 40F recovery immediately on hit/block Can be cancelled into 41236X~D frame 13 to frame 48, or until button release Attack startup from button release 7F 41236Bm Values in {} are for max hold Move ends without attacking held for max duration (up to frame 48), total animation 54F On Guard Point, hitstop for Litchi is 11F. Opponent hitstop is 11F Enters 40F recovery immediately on hit/block Can be cancelled into 41236X~D frame 13 to frame 48, or until button release Attack startup from button release 7F 41236Cm Values in {} are for max hold Fatal Counter Move ends without attacking held for max duration (up to frame 48), total animation 54F On Guard Point, hitstop for Litchi is 11F. Opponent hitstop is 11F Enters 40F recovery immediately on hit/block Can be cancelled into 41236X~D frame 13 to frame 48, or until button release Attack startup from button release 9F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "Ren Chan", + "text": "214B/Cm H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Litchi flicks Mantenbou forward in an arc, placing itvertically. If Litchi is hit, the staff's attack is deactivated and is launched upwards and backwards, but still lands in a vertical set. 214Bm Amazing. It covers an enormous amount of space for the speed and has ridiculous hitstun on air hit, leading to full combos even on relatively high hits and combos at any height if it counter hits. The sheer convertibility makes this probably Litchi's best anti air, despite the lack of head attribute invulnerability. The massive hitstun on airborne opponents makes this move a combo staple, setting staff and giving plenty of time to follow up with whatever you like. It's also a great way to establish pressure in neutral or reset pressure when spaced, as it can be plus when meaty. This lets Litchi frame trap the opponent with an instant Staff Launch, or exploit a knowledgeable opponent and use that threat to delay the Launch instead. Sets Mantenbou a little over 1/2 screen from Litchi. 214Cm Awful. While theBversion is often considered one of Litchi's best moves, theCversion is undoubtedly one of her worst. The further set often makes it harder to work with the placed staff, the higher arc covers a much less useful space, and it requires specific routing just to try to use it in combos. Being over twice as slow as theBversion hurts it in every regard and twists the +1 frame advantage into a cruel joke. If you forget that Ren Chan has two versions, the quality of your Litchi will not change. Sets Mantenbou at about a full screen distance away" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "Tsubame Gaeshi", + "text": "623Dm H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tsubame Gaeshi is Litchi's DP with good speed and an amazing hitbox that goes all around and high above her. It carries the opponent to the top of the screen and scores a knockdown shortly after. However, it can only be used with Mantenbou equipped, only works while groundedand cannot be Rapid Cancelled,making it less useful as a meterless reversal move than others. For combos, it's Litchi's go-to ender for knockdowns, leaving Litchi at considerable advantage with the staff placed on top of them, but with Litchi at some distance away. At midscreen, she struggles to prevent the opponent from rolling away, but in the corner, she can safely meaty the opponent and check rolls by doing623Dm 445[D]e with neutral techs being covered by releasing the staff early. If the opponent doesn't, you can continue holding the staff and press5Be buffer5CeCombo on roll, make sure to continue holding[D]:5Be5Ce sjc9j.BCej.236Ce4Bm214Bm236Be63214Ae~B6Ce15[D]6Ce2 dl236Be236Ce4Be623Dmto check rolls. Once the opponent respects this, you can start doing421[C]e plus5]D[for an unreactable crossup. If your opponent is low, it also allows Litchi to combo into supers trivially anywhere on the screen. Midscreen, you can combo623D,6428C. In the corner, you can do623D,6C(1)e > v.632146D, with the option to dump resources by continuing into IABDj.Cw > OD >6428C, EA for 2215 minimum damage. Note that these routes should only be done if they're going to kill, as none of Litchi's supers lead to good okizeme, and nothing near the pressure she gets from just stopping after Tsubame Gaeshi. Being able to convert after it in the corner also makes it niche combo filler, but this isn't used much thanks to its terrible scaling. The staff is considered a new projectile after reappearing and will be activeeven if Litchi is already in hitstun, but will disappear if she's hit after this. If the opponent goes for a punish too late, the second hit can punish the opponent instead - This only occurs if Litchi would be able to recover and block anyway, however, as the projectile is inactive if Litchi is in hitstun or blockstun. Sets Mantenbouvertically. If jumped over, will left/right unblockable the opponent. 3rd hit is a Mid for first 2F, then can be blocked All reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "Three Dragons", + "text": "236A/B/Ce H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Litchi's Rekka series, each move can be cancelled into any of the other moves, but no move may be repeated in the same chain. The third move used in the rekka will gain additional buffs, such as an increased attack level, hitstop, and stun, making it slightly safer on block. On hit, all three can cancel into all versions ofReachor Four Winds Third special used will have very high stop on hit. Three Dragons: White (Haku) Litchi's special low. Usually used as combo filler after214Bm, but also has use as a character specific combo extender when used as the last hit of the sequence, as Litchi can do 665Be to extend after it. Also good for frame trapping after236Ce, since it's safe on block. The only move of this set that must be performed grounded, so be sure to allow the move you used beforehand to land before trying this. -7 onGCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption thatboth players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. Three Dragons: Green (Hatsu) Litchi's primary combo extender. Has enough hitstun to perform Riichi A, land on the staff and continue with the B followup, which is the basis of almost all Litchi combos. Also lets Litchi combo off air hit 6Ce2 and j.Ce because the air version is extremely fast. Cannot be cancelled into anything if this move misses and only recovers when Litchi lands., making it very painful if this misses, especially if performed in the air. Three Dragons: Red (Chun) 236Ae Values in () are on hit when used as third 236X in a string Can only be used once per string Cancellable into 236B/C on hit/block, or 63214A/B/C and 41236D on hit only 236Be Values in () are on hit when used as third 236X in a string Can only be used once per string (shared with j.236B) Cancellable into 236A/C on hit/block, or 63214A/B/C and 41236D on hit only Airborne from frame 6 j.236Be Values in () are on hit when used as third 236X in a string Can only be used once per string (shared with 236B) Cancellable into 236A/C on hit/block, or 63214A/B/C and 41236D on hit only 236Ce Values in () are on hit when used as third 236X in a string Can only be used once per string (shared with j.236C) Cancellable into 236A/B on hit/block, or 63214A/B/C (until landing) and 41236D on hit only j.236Ce Values in () are on hit when used as third 236X in a string Can only be used once per string (shared with 236C) Cancellable into 236B/C on hit/block, or 63214A/B/C (until landing) and 41236D on hit only" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "Unarmed Lunge (Kanchan)", + "text": "421Ce (Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Litchi dashes forward for a lunging palm attack. Holding the button will extend the dash, and allow Litchi to instead dash past the opponent for a powered-up crossup version of the attack. Normal Version A powerful defensive or anti poke option due to the early body invulnerability, characters that mostly rely on body attribute moves like Mai can struggle to deal with this. Mostly combo filler near the corner, but it has utility as a pressure tool with staff or rapid cancel to make Litchi plus. The first two hits also have very little hitstop, so Rapid Cancelling the first hit and throwing can give Litchi an abrupt way to get into range to throw. Blows the opponent back. Wall bounces in the corner or on counter hit. Crossup Version An extremely powerful crossup move because Litchi can release vertical staff just before or after she crosses them up with this for an unreactable left/right mixup. Also plus on block, but generally not useful for this because your opponent will naturally instant block this by reacting and changing block direction. Also a hilarious defensive option, as unlike the uncharged version the fact it slides behind the opponent can let it beat moves that aren't body attribute by getting behind the opponent before they go active. Fatal Counters Wall bounces midscreen. In-game command list says 623C, which does not work Values in () are for crossup version (requires held button) Hold button to extend dash up to 11 additional frames If held, detects nearby opponents from frame 12 After detecting opponent, can pass through opponent and performs crossup version, startup after detection 25F If not in range to perform crossup, startup from button release 4F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "Reach (Riichi)", + "text": "63214Ae/Be/Ce (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Litchi attempts to jump towards her set staff and does one of three things depending on the button presesed. If she can't reach the staff due to being out of range or obstructed in some way, she will land on the floor with a painful 15F of forced landing recovery. All three moves use the same leaping animation at the start, meaning it won't be clear to your opponent which move you've chosen until you reach the staff. Because this can be used in the air and doesn't consume any air options, it can be used as an evasion tool in various situations. Can only be used when the staff is set and not doing anything. Recovery in brackets is if Litchi misses the staff. After using any version of Reach, none of them may be used until Litchi lands. Full counterhit state during the jump, including during landing recovery if she misses. Reach: Last Chance (Riichi) Litchi jumps to the staff and then balances on top of it, with various moves possible afterwards. Primarily combo filler with theBfollowup, but sometimes useful for mobility. TheCfollowup also is surprisingly good on block and can cross over the opponent. See next move card for followups. Has a shorter range than the other two versions to reach the staff (Since she needs to reach the top of it) Can airdash off of the staff with 66/44. Can jump off of the staff. Drops from the staff with 2. Reach: Robbing the Kong (Riichi B) Litchi jumps to the staff and kicks it towards her opponent (Checked at the moment she reaches the staff) in a small arc as a projectile in basically the same way as Ren Chan. A great way to take advantage of the opponent's respect in neutral since it's very plus and can leave the staff next to them. Maintains the staff's current set. Staff remains active if Litchi is hit after it is launched. Reach: Kong on Kong (Riichi C) 63214Ae Can pass through opponent until reaching staff/ground Recovery in () is if Litchi does not reach staff Airborne from frame 3 Drop from staff by pressing any downward direction (1F recovery) 63214Be Can pass through opponent until reaching staff/ground Recovery in () is if Litchi misses the staff 38F to reach staff + 7F to launch staff Airborne from frame 3, recovery until landing 63214Ce Can pass through opponent until reaching staff + 16 (or landing) Recovery in () is if Litchi does not reach staff 39F to reach staff + 20F dash from staff" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "Reach: Last Chance followups", + "text": "Reach: Last Chance~X H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Once atop the staff, Litchi has various moves she can perform: Dismount (2) Dismounting by pressing 2 takes 1 frame and leaves Litchi airborne and moving downwards, essentially adding all of Litchi's air normals to the set of moves she can perform when stood on the staff. Litchi will also dismount automatically after 180 Frames of doing nothing. Air Option (66, 44, 7/8/9) Litchi is able to double jump and airdash from the staff just like during a normal jump, provided she hasn't already used one since she last touched the floor. These movement options function exactly the same as normal, so they carry all of the uses and risks normally associated with them. One Shot (Ippatsu A) (Abutton) Does a kick diagonally downwards that launches her opponent upwards and towards Litchi with a surprising amount of untech time. While it can be used as a poke while atop the staff, has a jump cancel and even combos into itself, the only time you'll really use this is to combo into astral. This is the only move that does not dismount Litchi from the staff. Three Dragons: Green (Ippatsu B) (Bbutton) Great for combos. Despite its name, it's not part of the Three Dragons rekka, so Litchi can't cancel this into anything, but this lets Litchi fall to the ground and pick up with5Be or6Ce. Also, since it's not part of this series, it counts separately for Same Move Proration. If you do want to use the full Rekka series, input manually as you normally would; the act of pressing 2 when doing 236 will dismount from the staff and then you can do the air version of this move. Recalculates launch direction Three Dragons: Red (Ippatsu C) (Cbutton) Not really seen in combos and like before, cannot be cancelled into anything and has its own Same Move Proration, but it's a nice attack to use after leaping to the staff in neutral since it can cross the opponent up and is +0 at absolute worst. Recalculates Staff launch direction Robbing a Quad (Ippatsu D) (Dbutton) Litchi Drops to the floor and kicks backwards, making this a tool mostly used in a specific corner routing. Used in some of Litchi's highest damaging combos with manual staff release timings, but only useful if the opponent is near enough to the corner for214Bm set to be facing towards the corner rather than away, since itdoes not recalculate launch direction.Not useful as a pressure tool, as leaping to the staff is slow and it's difficult to face the right way for the second hit to leave you plus. On paper this can be used as a low to mix in with the overhead attack above, but both moves need your opponent to be in a different position to connect, so it's a gimmick mixup at best. Nine Gates of Heaven(46D) 63214Ae~A Can pass through opponent while on staff Cancellable into jump, drop from staff or Astral on hit/block 63214Ae~B Can pass through opponent 63214Ae~D Can pass through opponent until 5th frame after landing" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "The Four Winds (Shinshin)", + "text": "41236De H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll After a lengthy startup animation, the staff turns into a buzzsaw(?) and flies towards your opponent. This move can be though of as a alternative, more situational staff launch. It has much longer startup and shorter range than launching normally, but comes with some useful upsides as well. It's also a great move for mental pressure. Using it just to remind your opponent that you have the option is one of the many ways that Litchi can chip away at their confidence and bait rash decisions in neutral. Unlike a normal launch, Shinshin remains active even if Litchi blocks or is hit. She can still be hit out of the startup, though. Ignores launch direction, always flies towards the opponent's current position. Will not move off screen in the corner. The staff needs to be fully set and not doing anything else to perform this move. The staff returns to Litchi after performing this move. Vertical Set A powerful anti air if you can get it out. It covers a large area, and if it hits the opponent it leads to a full combo since it's untechable until touching the ground. It can be used to chase down opponents who like to jump out of your pressure, though due to the startup, it's best to have a little space when going for this. After a spaced214Bis one example that covers an opponent jumping or one who respects your plus frames. Do be careful about opponents jumping forwards - if the staff can't reach them in time, or if it goes the wrong way, you'll need to antiair them yourself. Even if staff goes the right way, quick movement options may let them land in time to pressure you with staff whiffing over their head. Use judiciously. Horizontal Set A useful neutral option when the staff would launch away from the opponent. It can be used to skip correcting launch direction and put out a hitbox instead of taking a bad recall and waiting for the return or trying to find time to both Kote and recall. It has lower range than recalling, but if your goal is to get staff back quickly, this may actually work in your favor. The straight-line trajectory presents a more immediate threat than the vertical set's curved path, though both serve the purpose of occupying space and returning your staff to you. It can be used as a blockstring option, but being twice as slow as staff launch makes it difficult. Even if your opponent respects you enough to get it out, the buzzsaw moves slowly, and blockstring pushback can easily cause hits to whiff. It's usually better to just take a delayed recall once your opponent is blocking. In spite of the listed frame advantage, it sees much less use in setplay than you may expect. This is because setting it up usually requires both the corner and a sacrifice in damage. Even if you do land the hit, the horizontal version is, unfortunately, much less combo-friendly than the vertical, since an opponent who gets hit in the air (such as from falling into it) can air tech out to escape instead of being dragged up to fall to their doom. Also, since getting hitOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"puts you airborne, opponents delay teching can cause the same air hitscramblesAn unexpected situation in a match in which both players \"scramble\" to react and gain advantage. Often occurs after a combo drops.instead of your expected oki. Standard vertical set okizeme afterTsubameGuardMid×3, AllStartup11RecoveryTotal: 58Advantage-21is powerful enough that it isn't typically worth sacrificing damage and risking air techscramblesAn unexpected situation in a match in which both players \"scramble\" to react and gain advantage. Often occurs after a combo drops.. 41236De Vertical onBlock advantage is if the opponent blocks a single hit on the ground on frame 44" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "Kote Gaeshi", + "text": "623De /421De (air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A move that adjusts a set staff's position slightly and can be used to switch whether it is in horizontal or vertical set. If done in the air it also halts her momentum, so it can be done as a stall. It also recalculates the direction of staff launch to the opponent's positionat the time Kote Gaeshi was inputted, instead of when Mantenbou was originally set, making this useful for zoning. Whenever you input623D, make sure you actually know which state Litchi is in, lest you accidentally use Tsubame Gaeshi and get punished, or accidentally try to make your staff hop forwards when you meant to use your reversal. Staff must be fully set and not doing anything to use this move. Cannot be special cancelled into. 623D The staff hops forward. Sets the staff to Vertical Set. Air version hops farther forwards 421D The staff hops backward. Sets the staff to Horizontal Set. Air version hops farther backwards" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "All Green (Ryuuiisou)", + "text": "6428C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Creates a huge pillar of flame in from of Litchi. In OD, the pillar rises to the very top of the screen before slamming back down, similarly to623D, but with a more delayed falling hit. Mostly used as OD combo filler into any ender of your choice, commonly632146Cor EA. With a long enough OD timer, it can be used midcombo into more loops before one of these enders. While the main utility of this super lies in the OD version, there are a few use cases for the normal one that shouldn't be overlooked. The most common is kill confirms. It will link midscreen after the final hit of623D. In the corner, it will whiff from point blank, so opt for623D,6C(1)e >v.632146Dinstead. Note that if you have 100 meter to start, you can instant air backdash and land to link this super afterv.632146D. Since Litchi's supers can only be done grounded, some players like to whiff aj.Ce out of this backdash to help with timing. In either case, should your opponent survive, they will tech out in the air, so it should only be used when you're certain it will kill. This super is actually one of Litchi's best punishes on a baited Counter Assault. The pushback of the CA can give her the right spacing, and with the heavily increased untech on counterhit, Litchi can punish with6428C, dash5Bm >214Binto her BnB for huge damage and great corner carry. Note that this super is only a Normal starter, not Long, and it does have poor proration as a starter, but that matters little when you're starting off by blasting them with 2200 damage. Similarly to the previous use case, Ryuuiisou can be used as a mid-range callout thanks to an interesting quirk: while it isn't technically invulnerable until it goes active, the flame is guaranteed to appear once the superflash happens, and with the previously mentioned untech time, this results in a very favorable trade that can often be picked up into the same combo. Do be aware of the considerable deadzone, making it very questionable as an emergency reversal at close range. Minimum damage: 800 OD: 1002 Minimum Damage 20% [15%]: 400 [1002]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "All Terminals (Chinroutou)", + "text": "632146C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Autocombo Distortion drive with two variants depending on whether Litchi has her staff. While both versions deal the same damage, the staff-equipped version leaves them close while the staffless version blows them away. Holding D during the staff-equipped version of the move sets the staff in Horizontal mode and uses the staffless ender instead. One of your more damaging supers to end combos with and boasts the best minimum damage, but is difficult to actually combo into compared to Vertical632146De or6428C. Also a underwhelming reversal super with awful vertical range, average horizontal range and hampered with a superflash that occurs right at the beginning of its startup, making it more easy to react to than other distortion drives and prone to getting kara-barriered by your opponent. Still useful since Litchi doesn't always have access to her meterless reversal and it lacks the deadzone of All Green. The Staffless ender is generally less preferred since doesn't lead to anything except for doing a fullscreen meaty with horizontal set. It hits all tech options and meaties neutral tech, then leads to absolutely nothing, but sometimes one more hit is all you need. Minimum damage: 975 OD: 1222 With Staff equipped, hold D to plant staff Minimum Damage 15%: 975 [1110] reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "Thirteen Orphans (Kokushi)", + "text": "632146De H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll All Versions Requires the staff to be set and not doing anything. Staff returns to Litchi afterwards Technically invulnerable on the frame prior to superflash, but the invuln ends during superflash meaning Litchi is effectively vulnerable on that frame. The staff attack will not be interrupted if hit on this frame. The staff's attacks will not be paused by Litchi's own superflashes. If Litchi activates Overdrive during this move, the staff's attacks will continue briefly during the freeze before abruptly ending as the staff goes into the Overdrive state. Due to how Litchi's overdrive works, there is no Overdrive version of this move. Vertical SetMantenbou turns into a spinning top that rises upwards, hitting repeatedly on the way. An amazing super that's great for ending combos in the corner and as a plus on block reversal if Litchi is near a vertical set staff. Stays on hit and activates during the invulnerability, so Litchi will trade and win with almost anything, except for low profiles and throws. On counter hit it also lets Litchi run under to steal the corner and still combo due to being fully untechable. Also used inLitchi's double super setups623Dm6C1e632146De IABDj.Cw OD6428Cdl EAfor 2215 minimum damage in the corner. Minimum damage: 910 Horizontal SetMantenbou turns into a Doll of sorts and rushes forwards with a series of punches, not unlike Carl's Rhapsody Of Memories or Relius' Duo Bios. A great lockdown super if you can get the opponent to block it. It has extremely long startup which makes setups involving this super often either gimmicks or requiring a sacrifice in damage for okizeme. Unlike the other doll lockdown supers, will track the opponent horizontally and doesn't have a hurtbox. Stays on hit. Minimum damage: 780 632146De Vertical Minimum Damage 20%: 910 situational reversal 632146De Horizontal Active Frames 2(6)2(8)2(8)2(8)2(6)2(8)2(8)2(8)2(6)2(8)2(8)2(8)2 Minimum Damage 20%: 780" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "The Great Wheel", + "text": "Direction +Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Litchi overdrive overrides the state of Mantenbou into a special state where Mantenbou stays with Litchi at all times and can do a medium ranged attack in any direction by pressing D in that direction, if no direction is given, the staff will try to angle directly at Litchi's opponent. This attack can be done whenever Litchi isn't in hitstun or guardstun. Litchi herself has access to her non-staff moveset, excluding all moves that normally interact with the staff. Litchi also gains the ability to cancel any normal (Except6C) into any other normal, air throw or jump, with the exception that2Band2Cmay only be used twice in any given string of cancels. Given how drastically this changes how Litchi's entire combo theory works, players must learn Overdrive specific combos due to the new possibilities, but also that most standard combos will no longer work. Amazing for pressure since it can enable infinite airtight high/low mixup blockstrings, or unreactable left/right mixups with staff and421[C]. Sadly, Overdrive is too valuable to use it this way frequently since the blockstrings are still vulnerable to counter assault or your opponents Overdrive. startup/active/recovery values are for the staff - Litchi is free to move Minimum Damage 0%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "Crimson Peacock", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Universal reversal with a poor vertical hitbox. Somewhat useful in the corner because it will swap sides. Also used as the ender to her double super combos for extreme damage, and is likely to have active flow due to spending 100 meter. Behaves the same as every other Exceed Accel. 303/606 Minimum Damage Leaves Litchi in Staffed Mode Swaps sides Everybody just calls it \"EA,\" but for the sake of completeness, this move is likely named after the unofficial \"Beni Kujaku\" yakuman. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 293 {551+55}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "Nine Gates of Heaven", + "text": "Last Chance >46DwhenAstral Conditionsare metor34123646Din Overdrive whenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Litchi leaps off the screen and performs a dive kick from offscreen at extreme speed but a shallow angle, covering most of the screen. Litchi will aim her dive kick based on where she was horizontally when she activated it, although it's honestly difficult to miss anyone who is in hitstun at the time. While it is one of the slower Astrals and has the awkward requirement of needing Litchi to be on the staff or in overdrive, it does enjoy full invulnerability and a very short startup after the flash, making it hard to react to (Although somewhat easy to see coming due to needing to be on the staff) and good for punishing attempts to attack her while she's stood there. Despite the requirements appearing high, Litchi's combo structure lets her combo into it without much trouble. You can combo into it from63214Ae~Afollowup. Hold 6 to make Litchi attack from the other side of the screen. Not a crossup, but is required to combo into astral off63214Ae~Ain the corner. Hold D to delay the kick. Awful recovery of over a second if she doesn't hit. Is a massive Hail Mary play in Neutral as a result. Similar to her Exceed Accel, you will only ever hear this move called \"Astral.\" But for the sake of completeness, it's named after the \"chuuren poutou\" yakuman. Example Combo 5Bm >2C>6D(1) > dl.214B,236A~236B~63214A~A,46D" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling", + "title": "Litchi Faye Ling", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "Overview", + "text": "Kagura is a stylish,high damagecharacter with huge normals and aunique input system: His Drive attacks use a stance system and all of his specials require charge motions. Kagura has access to 3 stances that make up his Drive attacks. These stance attacks range from a command grab, to crossups, to an overhead. His projectile functions as a solid approach and okizeme tool, which helps him keep up the momentum. His Overdrive shines as a combo tool and greatly increases his damage potential. It removes many restrictions on his stances and improves some of his attacks. Kagura's Drive allows him to enter three different stances; Stances are performed with5D,6D, and2Drespectively. Each stance comes with its own set of unique moves that are initiated by pressingA/B/Cafter entering the stance. Stances and stance attacks can be canceled into each other directly, and stance attacks can be chained together once consecutively (for example,5D~2D~6D). Stance attacks only chain into each other on hit or on block. Once a stance is used in aDchain, it cannot be used again until coming out of stance (5D~2D~5Ddoes not work). Kagura can press4Dto cancel a stance. All three stances are also usable in the air; these drop Kagura to the ground before using the same grounded moves (see more info below). Overdrive greatly increases Kagura's damage potential. Removes the limit on stance cancels inDattack strings.Note that Kagura still cannot cancel a stance attack directly into the same stance. Note that Kagura still cannot cancel a stance attack directly into the same stance. Can dash cancel allCattacks on hit or block, except for3C. Can special and dash cancel allDattacks on hit or block. Many Drive moves gain better properties on hit, allowing better combos. Kagura is the only dedicated charge character inBlazblue. Though some other characters have charge distortion drives or astral finishes, Kagura's special moves are exclusively made up of charge inputs, which may be familiar to players of other fighting games. Instead of performing motion inputs, Kagura needs to hold a cardinal direction for a certain number of frames before performing the motion and pressing the button, failing to meet the charge requirement will cause the special move to not be performed. Kagura's special moves each have different charge timings.[2]8B/Crequires 45 frames.[4]6A/Brequires 45 frames.j.[8]2Crequires 20 frames.[4]1236Crequires 30 frames [2]8B/Crequires 45 frames. [4]6A/Brequires 45 frames. j.[8]2Crequires 20 frames. [4]1236Crequires 30 frames Kagura can charge atany time, including during hitstun, blockstun, superflash, during other moves, or even before the round starts. The charge time is still counted in real time during any stop effects. Charge inputs can be done with any backwards or downwards direction, depending on what the move requires.Charging is done independently, thus Kagura can charge both [4] and [2] at the same time by holding 1.You can also switch between backwards/downwards directions at will and maintain charge. For example: Kagura can swap from [4] to [1] to block a low, and maintain his charge for[4]6A/B.The final direction can also be any input on the opposite end of the from the original direction, therefore[1]6A,[1]3A,[4]3Aand[1]9Aare all examples of valid inputs for performing Kagura's[4]6A. Charging is done independently, thus Kagura can charge both [4] and [2] at the same time by holding 1. You can also switch between backwards/downwards directions at will and maintain charge. For example: Kagura can swap from [4] to [1] to block a low, and maintain his charge for[4]6A/B. The final direction can also be any input on the opposite end of the from the original direction, therefore[1]6A,[1]3A,[4]3Aand[1]9Aare all examples of valid inputs for performing Kagura's[4]6A. After releasing a charge direction, you have 10F to perform the next input, meaning you can walk forward slightly or even perform a microdash.For[4]1236C, it's even more forgiving, after releasing 4, you have 12F to perform each direction input in turn, meaning theoretically you can perform the move 48F after releasing 4. For[4]1236C, it's even more forgiving, after releasing 4, you have 12F to perform each direction input in turn, meaning theoretically you can perform the move 48F after releasing 4. What is defined as forwards and backwards is only checked when a button is pressed, therefore if you were holding [6] before swapping sides (For example, to run underneath them), that will count as charging [4] from the moment [6] was first held. Charge Partitioningdoes not exist inBlazblue." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of the faster5As in the game, and Kagura's fastest normal. Can be used as an anti-air, but requires precise spacing to do so. 5Acan combo into6Con air CH leading to good damage, making it useful for challenging mixup options that leave the opponent airborne such asRagna'sGauntlet HadesGuardHigh/AirStartup20Recovery28Advantage-12, as well as certain aerial approaches likeHazama'sChain followupsGuardStartupRecovery23Advantage. However,6Cwill whiff on normal air hit, making this routing riskier if you aren't certain of the CH. Whiffs on all crouching characters except forHakumen. (Can also hitTagercrouching, but only when he's inhaling!)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A quick, but very short range5B. Kagura's best option for stagger pressure at ±0 frame advantage. Sees use as a tech trap in corner oki. 66~5Bafter aCfafGuardMid, All×5Startup9Recovery29+20LAdvantage-45>KadamosGuardHigh/AirStartup13RecoveryUntil L+8Advantageender can catch an immediate forward roll, back roll, quick rise and no-tech. If it whiffs due to the opponent neutral teching, you can still meaty afterwards thanks to5B's short recovery. Cancels into5BBon hit or block, helping Kagura maintain a [4] charge. Ground bounces on air hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Huge, but slow swing with the sword. Kagura's best starter, use this for big punishes. Blows opponent away on air hit. On non-CH can confirm into6D~Cand2D~Cfrom closer ranges, and2D~Bfrom all ranges. Causes wall bounce on Air Counter Hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Standard2A. It can hit crouchers, unlike5A, at the cost of slightly worst startup and recovery, and being minus on block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Has better reach than5B, but slower startup. Better for certain pickups off the ground than5B. As a relatively diminutive2B, this has very little use in neutral. Useful pressure button, adding another low threat to Kagura's blockstrings. Delay gatling between this and5Bto catch Jump attempts, or attempt a dash up button pressure reset on block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A long ranged thrust. Although it hits mid and has long recovery, it is still a very useful poke and pressure tool. Range is similar to5C, but 3F faster, making it a slightly better tool at midrange. The entire sword does not have a hitbox on the first two active frames, only about the first 1/4th of it. Can be late canceled into5Con block and hit. Due to being a mid with a foot property,2Cinteracts with other moves in unique ways, which can be good or bad for Kagura depending on which attribute the opponent's attack cares about.2Cwill beatTager'sSledgehammerGuardAllStartup35~55Recovery20Advantage-7armor despite being a mid, lose toAzrael's3CGuardLowStartup15Recovery18Advantage-9despite being a mid, and lose toHakumen's5DGuardStartupRecovery40Advantagedespite having the foot property. Still a very good and useful move overall, but needs to be used with caution in certain match-ups. Ground slides Hitbox fully extended at 18F. Maximum Slide duration 40F (45F during CH)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Kagura's very short-ranged overhead in which he attacks his opponent with his elbow. Only gatlings out of5Aand2A, and has no gatlings of its own. Links into2Con counter hit, can be linked into5Aon normal hit againstTagerandHakumen, and late canceled into[2]8Bon everyone. Forces crouch Ground bounces on air hit Bonus Proration Bonus Proration 110% Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "6B/5BB", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Kagura's middle ground between speed and range. A good attack all around; it acts a combo staple, has deceptively long range, and leads to great damage, making it an excellent punish tool and good neutral poke. One of Kagura's few jump cancellable attacks, allowing for an instant overhead with TKj.[8]2C. This also makes it useful for baiting Overdrive since almost all of Kagura's followup options off6BaregcODunsafe. This move has fairly high recovery and is gcOD unsafe itself, so don't throw it out too haphazardly. Due to the nature of its input, you may sometimes get[4]6Bwhen trying to execute this move from downback or out of blockstun. To avoid this, you can drop charge by performing45456Bor4646B. While cumbersome, this is an important skill to learn. Helpfully, the game allows you to cancel into this move from5Bby simply pressing5Bagain, allowing it to be used while still holding 4. Jump cancelable on block/hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of, if not the tallest normal in the game. Kagura takes a step forward and swings his sword upwards towards his opponent. Mainly used for calling out jumps and chicken blocking. On hit, launches the opponent high into the air with a ton of untech time, allowing combos into a wide range of follow-ups, notably6D~Aand2D~A. On CH, causes wall bounce and hard knockdown, allowing for an easy6D~Aor3Cpickup or another6Cfor almost fullscreen corner carry. It is also commonly used as a combo tool after CH5D~C, or after2D~B(1) RC to convert long-range2Cand5Chits into full combos. Very powerful normal for jailing opponents in the corner or controlling space. It's slow speed imposes limitations on its use, but it's long blockstun is fantastic for trapping opponents attempting to jump out of your corner pressure. Stance Cancelling this move with2/5/6D~4Dspaces Kagura out much further and leaves him only -6, making the move much safer. Sees some use as a niche pressure tool due to it's long blockstun creating Drive mixups which are difficult to mash or jump out of. Frames 20 and 21 of this attack show the sword being fully swung and in the air, but do not have an active hitbox. This creates situations where Kagura's sword appears to go right through the opponent, without actually hitting them. Bonus Proration 110% Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Kagura's sweep. Launcher, decently fast and useful for ground combos, but has considerable recovery and low reward at mid-screen. Its hitbox is a lot lower to the ground than its animation might suggest so don't try and use this as an anti-air. Has some uses in neutral, but is primarily used as a combo tool. Hard KD on CH" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A fast, forward air poke. Great for fuzzy guards as it can gatling out ofj.B. Risingj.Ais also great for controlling space in neutral and is a staple tool for stopping reckless approaches from airborne opponents. Kagura lacks easy ways to convert air strings midscreen, but ending an air string withj.Cgives a good knockdown. In the corner can convert aj.Ahit intoj.B>j.[8]2Cfor a full combo." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An air poke that hits below and behind Kagura, making it his only jumping cross-up normal.j.Bis also Kagura's safest aerial button for when the opponent is directly below him." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The best air nomal in the game. Period. Kagura does a flip then strikes a huge downward swing. The huge hitbox comes out instantly, it will hit anti-airs before the invul kicks in, and the upwards retraction of his hurtbox will avoid pre-emptive ones, makingj.Cnigh uncontestable as a jump in. The full disjoint, good actives, and base damage make it a great air-to-air also. Add in that this button has Level 4 blockstun with a shocking 0 landing recovery to give him strong plus frames, and Kagura has an excellent space control tool. Staggers for a long time on a grounded CH. Can be used as a rising 18f overhead against the following: HakumenTager BangCarlKaguraRagnaRelius" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "Stance", + "text": "5D/2D/6D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Earliest cancel into a drive attack is 10F. Earliest cancel into a drive attack from stance change is 8F. Earliest cancel into Air Drive attack is 8F. Air Stance quickly dives to the ground before using a Drive attack. Kagura has 10F landing recovery before starting the attack. 2Dis considered crouching like most crouching normals but none of the moves performed from this stance are. Kagura enters stance on frame 1. Each stance (5D,2Dand6D) has a maximum of 3 attacks + his super. Any stance can be canceled into another stance quickly. Any stance attack can be canceled into another one from a different stance (5D~A>2D~B>6D~C) for a maximum of 3 chains (except during Overdrive), in any order. The chain is reset when a normal is used between drives. Air version hangs in air while active. Upon drive attack use, Kagura dives to the ground before performing the normal ground version of the Drive. Some stance moves will leave Kagura in the air at their earliest cancel point, giving him the air followup versions: Stance Command Throw5D~Band his Stance Overhead2D~Aboth behave like this. You can adjust the direction of the dive by holding 4/1 or 6/3 when activating air Drive attacks. This is useful for some combos and for surprising opponents with air stances. Due to almost all moves cancelling into Stance, you can 'fake out' stance by performing2D/5D/6D~4D. This is particularly useful for opponents looking to gcOD your stance moves on reaction, which is one of Kagura's weaknesses. This also can make some moves more safe on block, below is a chart of frame advantage with and without stance cancelling. Some moves also become more spaced and difficult to punish with this (such as6D~C). 5D/2D/6D Can cancel into attacks and other stances from frame 10 If this is the second or third stance used in a string, can cancel from frame 8 j.D Can cancel into attacks and other stances from frame 8 4D onODR data in square brackets is when this is the second or third stance in a string j.4D Can block, but not perform other actions, from frame 17" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "Unique Dash Cancel", + "text": "66 or 44 after specific moves H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Dash cancel, only available on hit or block after5D~Anormally, but all Drive attacks as well as5C/2C/6Cgain this during Overdrive. The dashes have a fixed duration and distance. A move you'll mostly use to make5D~Ahave more options when blocked, but in Overdrive it opens up a few more combo routes by allowing Kagura to reposition slightly between his attacks, most notably after5D~Cand2D~C. Can also be used during OD pressure to do some unexpected movements or bait counterattacks, providing more options in Kagura's otherwise fairly limited Drive pressure. Backdash can be cancelled into stance from frame 19 Forward dash can be cancelled into stance from frame 17 Using dash cancels only breaks up the Drive chain if their recovery fully completes. For example, performing5D~A> 66 >5Dis not possible if using the cancel window for stances before the recovery ends, but will reset the chain if the entire recovery is completed. C/D~66 Cancellable into 5D, 2D or 6D from frame 17 Counterhit state for entire move C/D~44 Cancellable into 5D, 2D or 6D from frame 19 Counterhit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "Dragon Blast", + "text": "5D~A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Staggers opponent on ground hit. On air hit, blows back slightly with wallbounce in corner. Fatal Counter, staggers longer on CH (43F). Has guard point on frames 7-21 against Head, Body, Foot and Projectile but will not block anything that must be blocked low or is fully unblockable Air unblockable. Only move that can be cancelled into Kagura's unique dash cancels without Overdrive. Kagura throws his sword into the ground and punches it towards his opponent. Primarily used as a call out for mashing and a safer way to end pressure, but is also situationally useful as an anti-air. Loses to throws and lows. Not the best combo starter, despite being a fatal counter. Fatal Counter Cancellable into Drive dash cancels on hit/block without OD On Guard Point, hitstop for Kagura is 0F. Opponent hitstop unchanged Can guard point up to 3000 damage Crumple Duration 24F, Crumple Fall 57F On CH Crumple Duration 46F, Crumple Fall 68F Kagura takes damage equal to 50% of the base damage of attacks guarded" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "Dragon's Claw", + "text": "5D~B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Ground bounces on second hit. Minimum damage 100%. Has 344 pixel range. Short-ranged command grab followed by Kagura doing a mid-air spin kick to his opponent. Canceling into drives will put Kagura in air stance. Both the first and second hits can be canceled into specials. Commonly followed up with6D~Cmidscreen or[2]8B/[8]2Cin the corner. If you have back-charge before activation, you can cancel the first hit of5D~Binto[4]6Awhich can lead to huge damage. Overall a fantastic tool against conditioned opponents and calling them out on their passivity on defense, but has lengthy recovery on whiff. Terrifying mixup tool. Leads to some of the highest meterless damage for a command grab in the game (especially in the corner or buffered out of another move to retainAOrb charge), can be used easily in stagger pressure to call out passive opponents, or as a mixup on the opponent's wakeup. Due to its short range, it's advised that you microdash the input in order to make sure it lands. This is typically used in place of Kagura's standard throw due to its increased range, since Kagura's slow run makes it difficult to use. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "Dragon Slaughter", + "text": "5D~C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Wall splats in the corner, and wallbounds midscreen on CH Launches the opponent behind Kagura normally, and directly upwards in OD Head invuln from frame 1. Air unblockable. Kagura swings his sword upwards twice. Huge hitbox and forms a very tight blocksting when it's canceled into2D~B. Commonly used as an anti-air and combo tool. It's easily controllable which side you want the opponent to end up on after5D~Cin combos, giving Kagura access to easy side-swaps." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "Dragon Strike", + "text": "2D~A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fatals on CH. Ground bounces on hit. Cancels into air stances, will cancel into ground stances if done late in the animation. Foot and throw attribute invulnerable once Kagura leaves the floor.This is alsotruethrow invulnerability, even throws that can catch airborne opponents will fail. This is alsotruethrow invulnerability, even throws that can catch airborne opponents will fail. Has 29f startup done raw, and 27f startup when canceled into from a different stance attack. Kagura jumps from his crouching position and slams his sword to the ground. Can be used to beat out low/throw mash attempts to being airborne and foot invulnerable. Has a long ground bounce on hit, allowing combos into5D~Aand[8]2Cin corner or[4]6Amidscreen. Leads to excellent damage and has good startup for an overhead, but is easily punishable on block. Huge recovery on whiff. It's possible to make2D~Asafer by stance cancelling it in the air by inputting6D/5D~4D. This puts Kagura in a falling state where, while he cannot act, he can barrier block. This still has punishable landing recovery which means it remains unsafe, but it can throw off your opponent's punish timing. Fatal Counter Airborne frames 4~34" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "Dragon's Blade", + "text": "2D~B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll First attack hits low and causes hard knockdown. Second hit is mid and is emergency techable. Second hit causes hard knockdown in OD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "Dragon's Dual Strike", + "text": "2D~C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Untechable knockdown on CH. Causes spin state when hitting grounded opponent. Air unblockable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "Dragon's Fang", + "text": "6D~A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fatal Counter Ground bounces on hit Body Invuln from frame 1~(25~34) Kagura dashes forward and swings his sword downwards towards the opponent's feet. Hits mid and is relatively safe on block, but its long startup and small vertical hitbox leaves it vulnerable to being jumped. The startup (and therefore the invuln) depends on the distance from the opponent, if they're further away then the startup will be longer as Kagura travels before performing the slash. On hit, groundbounces and can be linked into normals, making it useful for combos despite its scaling. 6D~Acan be used as a callout tool for high-recovery Body moves, such as reversals. This is particularly effective since, unlike blocking the move, the opponent can't RC if you invuln through. Unfortunately,6D~A's proration values aren't the best, so even with it's fatal counter properties it's often going to lead to less damage than a CH6Bor5Cpunish starter. The upside to this is that you can callout opponents who are reacting to Stance startup with this move, which many opponents will rely on to deal with Stance mixups such as2D~A. Alternatively, it can be used as a hard callout on opponents carelessly throwing out large Body moves in neutral such asEs's5CGuardMidStartup12Recovery21Advantage-7or evenSusano'o's5BGuardMidStartup9Recovery16Advantage-5. You may still lose to some very active moves such asNaoto'sInferno CrusaderGuardMid, All [Mid]Startup9Recovery38+16[29+16]Advantage-45 [-28]in some situations, due to the Body Invuln on6D~Anot carrying over into it's active frames. It's still possible to beat these moves with the correct timing, but requires extra care in order to do so. Being vulnerable to projectiles also means it will lose to reversals such asLitchi'sTsubame GaeshiGuardMid×3, AllStartup11RecoveryTotal: 58Advantage-21andLambda'sCalamity SwordGuardHighStartup10+(52 Flash)+1RecoveryTotal: 68Advantage-27, and6D~Cshould be used instead. Fatal Counter Counterhit state ends early, last 2 active frames are not CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "Dragon's Mirage", + "text": "6D~B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Very similar to the move above in appearance, but teleports forwards at the end of the dash and performs the attack facing the other way Switches sides, but does not go fullscreen. Body invuln from frame 1~(8-16), full invuln from frames 27~39 distance depending. Typically used as a means of switching sides mid-combo. Has some invuln mid way into the move (some being used loosely), but notably less than6D~A. This attack has a maximum range it can travel, and Kagura will always teleport during this move even if he is too far to switch sides with his opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "Sky Dragon's Strike", + "text": "6D~C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Blows back opponent on hit. Armored against projectiles from frames 7~23 Wallbounces on counter hit. Hitbox fully extended on 20F. Kagura charges forwards and thrusts his sword forward towards his opponent with a startup that changes slightly based on the distance to his opponent. Blows back on hit, but can usually be followed up with2D~Bmidscreen. Very good combo tool and corner carry. Does not hit crouching opponents at max range and does not go fullscreen. Inexplicably has a hurtbox all around the sword starting at 20F, leading to some very silly looking interactions. Can be low-profiled by many characters, so try to avoid being too predictable with it. Hitbox fully extended on 3rd active frame On Guard Point, hitstop for Kagura is 2F. Opponent hitstop unchanged Maximum Slide duration 26F [12F]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Functions the same as every other throw. Wall bounces opponents midscreen. Wall Splats opponents in the corner. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Functions the same as Foward Throw before it hits. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Functions the same as every other throw. Ground bounces. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 25% Heat. Chargable. 180F Heat Gauge cooldown. Neutral on barrier guard. 40 frame+ spinning knockdown, launch on air hit. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "Dragon Spirit", + "text": "[4]6A/B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 45F charge. Aversion starts up faster and goes full screen. Gains more hits the further it travels, from 1 to 3. Bversion takes longer to start up and moves slower initially, but rapidly accelerates and goes all the way across the stage. Gains more hits the further it travels, from 2 to 6. Orbs! Both will dissipate rapidly if Kagura is hit. You can use both in combos,AOrb as a neutral, pressure, and okizeme tool, orBOrb for okizeme with more frame advantage.AOrb is more effective in neutral, asBOrb carries a much higher risk with its longer startup. Both versions vacuum the opponent. [4]6A Does more hits the further it travels (max 3) [4]6B Does more hits the further it travels (max 6)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "Dragon's Ascent", + "text": "[2]8B/C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 45F charge. Bversion is anti-air,Cversion is a full reversal. Both can follow up into Kadamos on hit, without needing a charge. Bversion has frame 1 head invulnerability. Bversion is air unblockable,Cversion is not. In anti-air and reversal flavors.BFafnir is a powerful antiair that only has head invuln and is air unblockable, whileCFafnir is a completely invuln reversal but is not air unblockable.BFafnir is safe on air block in most situations.CFafnir deals slightly more damage, makes Kagura jump much higher in the air, and has a ton of untech time on CH, at the cost of beingextremelyunsafe on block. Both are frequently used as combo enders with their follow up attack, Kadamos. Damage also scales well in combos. [2]8B Cancellable into Dragon's Dance (followup) from frame 20 onwards on hit Airborne from frame 13 First hit that connects deals 700 damage, remaining hits deal 300 damage On block, base damage is 600 (Chip damage: 30×3) Applies 2 frames of landing recovery to Kagura if Rapid Cancelled [2]8C Cancellable into Dragon's Dance (followup) from frame 24 onwards on hit Airborne from frame 11 First hit that connects deals 900 damage, remaining hits deal 200 damage On block, base damage is 600 (Chip damage: 30×6) reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "Dragon's Dance", + "text": "j.[8]2C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 20F charge. Hard Knockdown on hit. Hits overhead. Is frequently used as a hard knockdown combo ender follow-up to Fafnir on hit, and does not require a charge in this scenario. The charging requirement otherwise prevents you from using it immediately after jumping or double jumping, but this can be mitigated by using a jump cancellable move like a6Borj.Ato delay the jump while still holding upwards hitstop. Unsafe on block, but is difficult for most characters to punish reliably due to its reach and pushback. Can be used in many more places that it may initially seem. Despite lacking jump cancels, Kadamos is quick enough to make distinguishing between it and a delayed button or frametrap difficult, so it is realistic to use off of5Bor even2B. Use this as a conditioning tool and a scary mixup tool in the corner." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "Supreme Dragon's Inferno", + "text": "[4]1236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 30F charge. 180F Heat Gauge cooldown. Each flame lasts for 12F. Minimum damage: 495, OD: 951 The first projectile comes out during the superflash, meaning it will always trade in 2-4f gaps despite having 4f of startup Kagura drags his sword through the ground and creates three pillars of purple flame that travel forward and grow in size. Not a frequently used move but it can be used as a very fast get-off-me move. Beware however that move has no invulnerability so it cannot be used as a traditional reversal super, it's generally better used to try and catch your opponent in their recovery from normally safe-on-block moves. Due to the charge requirement, it cannot be used in combination with Instant Block the wayHazama'sHoutenjinGuardAllStartup3+(40 Flash)+1Recovery51Advantage-33can, and also isn't nearly as rewarding on hit. [4]1236C Minimum Damage 15%: 495 [Cancels into OD followup on frame 40 if third projectile hits] [4]1236C OD Followup Each P in active frames represents a projectile spawned Minimum Damage 20%: 456" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "The Dragon Lord's Striking Fang", + "text": "28Dduring Stance (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Air OK. Air unblockable. 180F Heat Gauge cooldown. 1100 minimum damage, or 1450 in OD. Very high damage ender. Kagura raises his sword and slams it to the ground, creating a gigantic, explosive pillar of purple flame beneath his opponent. Virtually always used in combos to add loads of minimum damage to the end, particularly in Overdrive. Can be done either on the ground or in the air. The Overdrive version has the chance to whiff the follow up at max range, but this doesn't usually happen. Has very little to no usefulness as a reversal super, as you need to be in a stance to activate it. xD~28D Values in [] are during OD Minimum Damage 20% [20%, 10%×19, 15%]: 1100 [1450] j.xD~28D Values in [] are during OD Depending on height, Kagura can land during superflash, reducing post-flash startup (can reach 0) Minimum Damage 20% [20%, 10%×18, 15%]: 1100 [1450]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "Dark Flame of the Bellowing Dragon", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. 310/671 Minimum Damage Kagura jumps from his crouching position and slams his sword to the ground. On hit, he slashes the opponent several times before finishing with a giant black flame. Has the same attack animation as2D~A, but does not have the same hitbox. One of the better EA ender in the game as Kagura is surprisingly very positive. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 310 {510+49}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "Black Dragon's Sky-Rending Blade", + "text": "236236CwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Kagura ensnares his opponent between two slashes of black and purple lightning, and points his sword heavensward as it pierces the clouds with a gigantic pillar of black energy. He opens his eyes and delivers the final blow by crashing his sword down on his helpless opponent. Somehow, Kagura's only metered reversal. It's a bit on the slow side, but is still quite practical thanks to it's large hitbox and easy combo potential. Combos From: Throw in the corner. Air throw. AllCnormals. All stance attacksexcept for5D~Boutside of the corner.5D~Coutside of the corner or OD.2D~Boutside of OD.6D~Coutside of the corner. 5D~Boutside of the corner. 5D~Coutside of the corner or OD. 2D~Boutside of OD. 6D~Coutside of the corner." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura", + "title": "Kagura", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "Overview", + "text": "Es is awell rounded characterthat 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 astrong neutral game. 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 from a Drive normal can be on screen at a time. Activating any drive normal will immediately clear any crests from other drive normals currently on screen. Crests created from Special moves do not interact with this limit in any way.Overdrive: Amplifier \"Avalon\" Es's overdrive shaves 2-3 frames off of her Drive startups, adds a second hit to the crests that happens 9F after the previous one starts and the limit of one crest at a time is also removed (Crests created through other means are unaffected). This allows a few new combo routes due to crests effectively having much more hitstun and allows drive moves to be comboed into later into the combo. Her damaging Distortion drives gain the usual improvements to damage and632146D(Percival) counts down at half the speed whenever Overdrive is active." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll With the best pressure options available,5Astands 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. This jab can hit crouching, but be careful that can be low profiled by certain attacks likeKokonoe's2AGuardAllStartup7Recovery11Advantage-2orIzanami's2BGuardLowStartup9Recovery24Advantage-16. Chains into itself up to 3 times. Jump cancelable on hit or block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Short ranged downward slash used primarily in combos and pressure. Sometimes anti-airs due to the hitbox. Its recommended to do2Bbefore5Bfor6Bhitconfirm purposes." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Chas 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 since5Chas 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. 5CCH leads to a full confirm into IAD >j.C>j.2BBBroute, so it is a good idea to buffer IAD after pressing5C. With Bors, you can autopilot5Cbuffer214Cfor a combo on hit (if close enough), and start pressure on block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 2Ais a good abare tool, given it's speed and reach.2Aalso has more range than5A, making it easier to maintain stagger pressure against barrier block. However,2Ais generally outclassed by5Ain pressure as5Ahas more offensive options available. Chains into itself up to 3 times and can whiff cancel into itself. If cancelled into from itself specifically, has 1 extra frame of recovery" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An important low.2Bis a good poke to go for since it has decent reach, hits low and has fewer recovery frames (3) than5C. Do note the hurtbox on2Bis not particularly great and might lead to some trades.2Bcomplements her high/low mixups and makes her pressure scarier to jump out of. 2Bmoves Es forward and bekara canceledinto 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." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 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 where6Blacks the vertical height needed to reach the opponent. It is also easier to react with2Cinstead of6B, especially on defence.2Cis 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 overheadj.C/3Cmixup, but it is preferred to use5Afor this purpose. While the Head invulnerability might seem laughably short for an antiair, it covers the only time where her hurtbox extends upwards. During the rest of the move, Es is pretty low to the ground, meaning that it can still beat out shallow jump-in attacks. Crumple stuns on ground CH. Jump cancelable on hit or block. On CH Crumple Duration 54F, Crumple Fall 78F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 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 of5A/2Astagger pressure with crouching jabs. Bonus Proration 110% Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 6Bhas 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 dodging6Bby using additional air options or character specific tools is a good way to get yourself punished. An important hitconfirm for6Banti-air is to route intoj.Bon normal hit, and fallingj.Don counterhit. This unlocks more reward (damage/carry). The float time is generous, so this is doable with practice. 6Balso sees heavy use in optimal combo routes. As it does not gatling out of2B, it is recommended to do2Bbefore5Bin pressure to give more time for6Bhitconfirms." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 6Cand dash6Care 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. Dash6CFatal Counters and has 110% Bonus Proration. Dash6Calso blows back grounded opponents and give a wall bounce only after you reach peak dash velocity. Reaching max dash velocity takes 17 frames. On airborne opponents,6Cwill always blowback and give a small wall bounce. 66C Fatal Counter Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A low sweep that leads to a knockdown, good combo ender to get a Bors buff. Common combo route if unable to route into6B. 3Ccan 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 on counter hit that you can pick up with5Dor microdash OTG >2A/5B.3Chas high recovery on whiff though, so do not abuse as a poke. Can low profile certain attacks such asKagura'sWyvernGuardAllStartup13~18Recovery26Advantage-11. In pressure, it can be single-hit hitconfirmed into Overdrive cancel orPalamedesGuardAllStartup3+(50 Flash)+6Recovery23+12LAdvantage-10for a full combo, making this a low to respect." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Can be used to jail an air blocking opponent to the ground withj.Aspam. Mostly good for a fast air to air option up close. Sometimes used as a fuzzy options after a deepj.Csafejump, but Es already has access to instant overheads, so this setup is not as strong." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Very strong button due to its speed, range, reward (withBorsGuardStartupRecovery36Advantage) 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, confirmingj.B>j.BBintoj.623Cis an important confirm that will make her air-to-air game scary to contend with. Learning to apply superjump and instant airdashj.BBto dominate air space is pivotal to Es' neutral game. j.Bcan also be a pretty good jump in as well.j.Bis good against standing opponents and opponents at airdash heights, whilej.BBis good against people on the ground both standing and crouching. Can whiff cancel intoj.BB. j.B Whiff cancellable into j.BB on frames 16-19" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The core of Es high/low mixup. Due to its hitbox reaching so low,j.Cis an 17f instant overhead when input while rising. Good to use after5A/2Con block with the jump cancel. Better reward withBorsGuardStartupRecovery36Advantagebuff, 50 meter, or aj.Dcrest to back you up in the corner. However, it is unsafe on block asj.Cdoes 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 with5Astaggers. j.Chas 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 thej.Cclose to the ground to retain frame advantage for safety and combos.j.Ccan also be used for safe jumps on oki from certain enders such as214CC. It has a big hurtbox, so it will trade unexpectedly in many situations." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Dis 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, microdash5Doki after a midscreenMordredGuardAllStartup16~22Recovery24Advantage-7ender can be a good way to catch no techs and people trying to delay tech. It also outranges many reversals. If the crest is blocked after the slash whiffs, Es will be at least +11, allowing her to easily and safely continue pressure. Frame advantage assumes the crest is blocked; in the rare case that it whiffs, then the strike is -18 on block. The crest is unlikely to whiff in any situation other than the strike being Instant Blocked while crouching at point blank. Frame advantage of OD version assumes both crest hits are blocked; the second hit is further out, creating a much larger deadzone close to Es and will more consistently whiff on opponents crouching directly in front of Es. 5D Values in [] are during OD Frame Adv listed assumes 5D Crest hits afterwards If Crest does not hit, then Frame Adv -18 5D Crest Values in [] are during OD Startup is from start of 5D - hitstop 5D (whiff) Crest Values in [] are during OD Startup is from start of 5D" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good combo tool. Sometimes a good way to reset pressure. Jump cancelable on hit or block. Similar looking hitbox to5D, but actually extends above and behind Es more, making it something of a slow anti-crossup. Its crest also appears much later. 2Dsees most of its use in Es' corner to corner carry combos since6C> delay2Dis 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 do6C>2D> sjcj.2BB> (2DCrest Hits) >j.Das a combo piece. 2D Values in [] are during OD 2D Crest Values in [] are during OD Startup is from start of 2D" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good combo tool, especially in the corner Sometimes a good pressure tool Es'6Dsees most of its uses in corner combos in the infamous6C>6D> delay jcj.C> (6DCrest Hits) >j.Dcombo piece that her better corner combos always have. It's also used in some variations of midscreen combos 6D Values in [] are during OD Airborne from frame 22 Invuln ends on landing Recovery/invuln duration can be altered by external forces 6D Crest Values in [] are during OD Startup is from start of 6D" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good combo piece Good for oki and pressure Of all her drives, Es'j.Dis probably the one with the most all around utility.j.Dis useful in a lot of midscreen and corner combos because it's untech time makes it easy to combo from a low to the groundj.Djuggle. j.D Values in [] are during OD Landing recovery applies if move reaches frame 5 j.D Crest Values in [] are during OD Startup is from start of j.D" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "Ground Throw", + "text": "5B+Cor4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage Forward throw launches the opponent. Can be picked up with5Bor214[B]. B+C Minimum Damge 100% (1500) 4B+C Minimum Damge 100% (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage Minimum Damge 100% (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Uses5C's animation and hitbox." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Functions like every other Crush Trigger 180F Heat Gauge Cooldown Wall bounces on air hit midscreenWall sticks in the corner. Wall sticks in the corner. Es' main use of Crush trigger is for combos where you do not have214DBors buff, as it gives Es efficient damage and corner carry returns. In the corner, a successful uncharged crush trigger leads to5Aor a throw combo. With herj.Dcrest setups, Es can setup uncharged and charged crush trigger combos. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "Type: Shooter \"Breunor\"", + "text": "236A/B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Es's projectile. Good for controlling space and helping cover approaches. When used at the right heights and in the right situations, Breunor can help make the opponent move at your pace and make them easier to predict, complementing your rushdown and footsies. Additionally, it beats out many other projectiles in the game. TheBversion of Breunor is good to throw out ahead of you and then dash in after to cover your approach due to its delayed movement. Staggered Breunor projectiles can be good for ending pressure, as well as resetting pressure if you're doing it from2D. 236A Cancellable into followup 236A/B on frames 18~32 236B Cancellable into followup 236A/B on frames 27~38 If cancelled on frame 27 into 236A followup, does not become active 236A/B Powered Up 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" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "Air Type: Shooter \"Breunor\"", + "text": "j.236A/B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 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 arenotpossible, so you're better off using followups to cover different angles. j.236A Cancellable into j.236A/B followup on frames 21~38 j.236B Cancellable into j.236A/B followup on frames 30~38" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "Type: Slasher \"Griflet\"", + "text": "623C(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good reversal. Only invulnerable up to the first hit. Crest and final downward strike only activates ifType: Enchanter \"Bors\"GuardStartupRecovery36AdvantageorType: Enchanter \"Percival\"GuardStartupRecovery4+(109 Flash)+10Advantageis in effect (See below). The final downward strike also requires the one of the physical slashes to have hit. 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. 623C 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 j.623C On hit, normal version has 28 recovery, recovers airborne On hit, Enhanced version cancels into Griflet Followup on frame 46 623C Crest 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" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "Type: Assaulter \"Erec\"", + "text": "214A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage = 20% (600) 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 and threfore deals 1800 damage if used to start a combo. 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" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "Type: Slasher \"Gawain\"", + "text": "214B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A leaping overhead slash that sees most of its use in combos. Has two versions based on the if the button is held, with the uncharged version hitting earlier, but negative on block and the charged version hitting later, harder and positive on block, allowing Es to use it a pressure reset. It's not obvious which version you've selected until later into the move, so if you're using this in neutral you can mix up which one you use to make it harder to effectively counter on reaction. In particular, conditioning them to expect the uncharged one makes them less likely to try to counterpoke the charged one. Charged Gawain sees the most frequent use in3C>5D>214[B]loops but uncharged Gawain is also used from time to time in some midscreen routes. HoldingBcauses the move to hit later but have better properties. Good combo tool both uncharged and charged. Sometimes good for resetting pressure. Charged version can fatal counter. Crest only activates ifType: Enchanter \"Bors\"GuardStartupRecovery36AdvantageorType: Enchanter \"Percival\"GuardStartupRecovery4+(109 Flash)+10Advantageis in effect (See below) 214B Forces crouching on ground hit Airborne from frame 13 214[B] Fatal Counter Forces crouching on ground hit Airborne from frame 13 214B Crest 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 18 214[B] Crest 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" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "Type: Slasher \"Mordred\"", + "text": "214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Second hit can fatal counter Crests only activate ifType: Enchanter \"Bors\"GuardStartupRecovery36AdvantageorType: Enchanter \"Percival\"GuardStartupRecovery4+(109 Flash)+10Advantageis in effect (See below).If the second strike is activated, the crest will appear on the second hit (Even though it looks like a crest for both slashes, it's still only one hit). If the second strike is activated, the crest will appear on the second hit (Even though it looks like a crest for both slashes, it's still only one hit). Es rushes forward and slashes, inputting214Cagain will perform a second slash. If Es is already quite close the dash is shortened by up to 6F. Mostly used in combos, either as an ender or as an extension in the corner. Without aBorsGuardStartupRecovery36Advantagebuff,214Cis a lacking pressure tool. Even at the maximum delay possible, the blockstun is too high for there to be a gap present between the two hits on regular block. This makes the special functionally unusable as a rekka, despite appearances and a fatal counter on the second hit. 214C Cancellable into followup on 5th and 6th frames of recovery 214C Crest 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 214C~214C Fatal Counter Airborne from frame 9 214C~214C Crest Startup is from start of 214C~214C - hitstop Values in {} are on 214C~214C whiff Crumple Duration 36F, Crumple Fall 55F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "Type: Enchanter \"Bors\"", + "text": "214D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Es assumes a stance that powers up her next214B,214C, or623Cby adding a crest hit shortly after the main attack hits. An icon will be displayed above your heat gauge when the buff is active. Bors is crucial to Es play. It increases the reward on all her hits, making neutral, pressure, mixup and defense significantly more rewarding for her in terms of damage and corner carry. You can safely get Bors from combos by special canceling3Cor6Ccombo enders. With Es' strong neutral, she usually has no problem finding the space to safely acquire Bors. You need Bors. Goes away if Es is hit or if either player techs a throw. Ends as soon as Es uses an enhanceable special move, even if it whiffs or is interrupted." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "Type: Assaulter \"Tristan\"", + "text": "j.2B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Es strikes below herself 3 times, each hit requiring an additional2Binput. Good air combo ender, as the last hit knocks the opponent down to the ground. In some cases, ending the Tristan sequence at the second hit can be used to extend combos. Depending on the height of you and your opponent, you can linkj.2BBintoj.Bto extend some air combos for more damage or a better knockdown. Similarly,j.2BBis useful in some corner combo routes as a means to buy time for a2DCrest to activate and extend your combo. Despite its simple input, this is a special move and can be special cancelled into. j.2B On hit/block, bounces off opponent, gains forced landing recovery and resets animation to after first active frame j.2BB On hit/block, bounces off opponent, gains forced landing recovery and resets animation to first active frame" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "Type: Shooter \"Palamedes\"", + "text": "632146A/B(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage = 30% (660 {660 + 66*n}) The overdrive version does more additional 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 asMaispearGuardAllStartup25~80[20~55]RecoveryTotal: 72~127[Total: 67~102]Advantage-28orIzanamiDrive activationGuardStartupRecoveryGround: 27Air: 30Advantageon reaction. With 100 meter and Overdrive,3C> OD >3C>5D(3)>632146A>632146Bis a potent meter dump at the end of combos. Due to its fast startup, can be single hit hitconfirmed after5Cor3C. Midscreen, this is useful for finishing rounds. In the corner, this leads to a full combo. 632146A/B 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 j.632146A/B 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]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "Type: Slasher \"Galahad\"", + "text": "632146C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 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 likeNu-135DGuardAllStartup15RecoveryTotal 48Advantage-12 [-4]oki orLambdaSickle StormGuardAllStartup38RecoveryTotal: 61Advantage+34oki. However, it's best used only for these scenarios whereGrifletGuardAllStartup13Recovery32+12 (28)Advantage-34won't reach. On rapid cancel, you can even take advantage of the fact that Galahad crumples to pick up the combo with dash6Cto squeeze out more damage. In the corner, it is also possible to combo into214AGuardThrow(70)Startup31Recovery8+15+24LAdvantagefor a pseudo double super due the later's minimum damage. Values in [] are during OD Minimum Damage 30%: 1050 [1320] Airborne from frame 12 reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "Type: Enchanter \"Percival\"", + "text": "632146D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Install that lets you use the enchanted version of Es' specials freely for its duration. Unfortunately, this currently doesn't see much practical use. A lot of Percival combo routes do similar or worse damage as 25 meter routes so it's often viewed as an inefficient use of meter. Lasts 450f (7.5 seconds) normally. Timer depletes at half speed during overdrive, even if overdrive was activated after this move. Leaves Es Airborne at the end of the animation. Activating the move again will refresh duration to max; it will not stack. Removes the buff from usingType: Enchanter \"Bors\"GuardStartupRecovery36Advantage. Trying to activate Bors while this move is active will perform the animation, but it will do nothing. Lasts for 450F, 900F during OD Activating again refreshes duration Becomes airborne during flash, recovers mid-air" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "Type: Braver \"Lancelot\"", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. 300/630 Minimum Damage Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 300 {575+55}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "Type: Exterminator \"Artorius\"", + "text": "236236CwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hitbox extends to the end of the crest." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es", + "title": "Es", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "Overview", + "text": "Yuuki Terumi is a mobile rushdown charactercentered around meter. With his Drive, he can gain massive amounts of meter, and use it to effectively open up his opponent or use his vast number of Distortion Drives for damage or utility. However, without meter Terumi is quite lackluster and can find it very hard to safely approach his opponent. Coupled with a low overall health total, it only takes a few bad calls to lose a round. Terumi's Drive is centered around Heat gain. By using his Drive, Terumi gains extra meter on hit and block, far beyond what most characters normally get; note that meter gain from his Drive prorates along with the combo, so you will get less for doing multiple Drives in one combo. The opponent will also not gain any Heat when they block (or get hit by) Terumi's Drive attacks. Increases the Heat gained from Drive attacks by a further 2% and generally improves them in terms of hitboxes, damage, etc. Terumi will also typically steal 2% of the opponent's meter when his opponent blocks (or gets hit by) his Drive attacks in addition to the usual drive move bonuses, although this varies per move." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi's fastest normal at 5 frames.5Ais mainly used as either an anti-air when6Awould whiff. Subpar as an abare, as it whiffs on all crouching characters except Tager and Hakumen." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi's5Bhas much shorter range than most other5Bs. However, it's an excellent pressure option due to being +2 on block. This can also be used as a high damage counter poke in his neutral game thanks to Terumi's high run speed." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Cmoves Terumi forward, helping him to stay in his effective range. It can be jump canceled on the first hit, although Terumi can't use an air action afterwards. Jump Cancelling can be used to reset pressure, or extend pressure withj.2D. With meter,5C(1)can be Rapid Cancelled for a mix-up with eitherj.A/j.B, or a low/throw after landing. Launches on CH Hard KD on air hit Airborne from frame 9, second hit occurs 5 frames after Terumi's vertical speed reaches 0 Gap between hits/recovery before landing can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of Terumi's greatest tools in pressure due to having only 7 frames of startup and being ±0 on block, and is also useful for tick throws. Can be frame trapped into6Cor236D. While it can be used to mash out of pressure, it's on the slow side and is rather stubby." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This move is one of his best pokes due to its range, but needs to be used with caution due to its sluggish 19 frames of recovery. This is also Terumi main low. Beware of Instant Blocks, as it creates a gap when chaining into anyCorDnormal besides3Cand4D." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This is one of Terumi's longest ranged normals, but is quite poor as a neutral tool due to the startup, recovery and extended hurtbox.2Cis alsonot a low.It's jump-cancelable on hit and block, and Terumi can use an air option after a jump cancel, unlike5C. It's useful in pressure as you can jump cancel intoj.2Dwhile only leaving a 4f gap, or as a frame trap after a2A. Terumi's hurtbox extends during the startup frames and is as long as the hitbox." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi's primary Anti-Air. Good horizontal range, fast startup, the hitbox covers Terumi's entire head, and it's jump-cancelable on hit and block. The only downside is that the damage without a Counter-hit can leave a lot to be desired, even with meter. On Counter-Hit, it has much more hitstun, allowing for good damage and meter gain." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi does a short dash before ramming his knee into his opponent. In pressure, it can be chained into from almost all of Terumi's normals, and it's useful for frame trapping due to the Foot and Throw invuln. However, this move can easily be beat out by reversals. This move is also air unblockable, and can catch opponents trying to jump out of Terumi's pressure. The feint version is performed by holdingB. It is used almost exclusively for throw setups and mind games, due to lacking the Foot and Throw invuln of the non-feint version. Although it can be used to bait reversals in certain matchups (Ex: Jin's Yukikaze or Hakumen's Zanshin). How much this normal is used depends entirely on the matchup and the opponent's defensive options. In some matchups it goes entirely untouched, but in others it'll be heavily leaned on. Hard KD on air hit. Crumple stuns on CH. Fatal Counter. 6B Fatal Counter On CH Crumple Duration 61, Crumple Fall 81F 6[B] Can cancel into throw or specials from frame 25" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This is Terumi's longest ranged normal, with incredible reach for its speed and overall moving Terumi forwards most of a screen's width. It doesn't lead to a combo without a Counter-Hit or Rapid Cancel, instead you get some pretty decent oki with enough time for a safejump. Throwing it out randomly in neutral is also more likely to end in tears than not, but if you do get a counterhit, you get to deal a lot of damage. Thus this move has uses in hail-Mary plays if you need to make a comeback. With over 50 heat, it is not an bad option for closing distance when 6B cannot reach, considering Terumi's meter gain. It can also be Rapid Cancelled at any time after it hits once. So, for example, you can canel just before the third hit to mix in a surprise low/throw. Note that there is a gap between the second and third hit if they instant-block, and thus they can reversal you out. Hard KD on CH Counter Hit Recovery. Counterhit state during recovery" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi's other low attack. This can be be used in his mix-up game and gatlings into5Dto stay safe or further cancel to6Bfor resets. Because it knocks the opponent down, it allows for immediate use of22Con hit. On Counter-Hit, it inflicts hard knockdown, allowing a link other normals for more damage and even2Dif done immediately." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Jumping jab. One of his best options for hitting crouchers on a jump-in. Also useful as an air-to-air option. With 50 Heat, it can be used as an instant overhead by doing5C(1)→ RC →j.A." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll All-purpose air normal, but not as good of a jump-in as Terumi's other options. It has great horizontal range, decent vertical range, and can cross up in the later parts of the move." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi'sj.Csees a lot of use in neutral, where it's used for Terumi to protect himself from an approach wherej.Dwould be too slow. Not that great of a jump-in, but it is still good to use off of an IAD." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "Drive Moves", + "text": "All Terumi's Drive moves will generates a fixed amount of heat. This value is listed in the(minimum X%)part of the description. The heat gain listed here is the heat gain on raw hit (the first hit of the combo). To see the details of how Terumi's heat gain is calculated, seeFrame Data page." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi's 2nd longest ranged normal, as well as his go-to poke in neutral. The max range of this move isn't at the tip, but at around the snake's eyes. Strike-projectile property so it can be used to nullify other projectiles, but will lose to level 2 ones. The startup is a bit slow, but5Dhas good hitstun which makes confirms into6Cnot too difficult. Gains 15 Heat on hitMinimum 58 on block. Minimum 5 8 on block. Overdrive Version The range of5Dextends greatly, now reaching to the tip. It also hits lower to the ground, making it less susceptible to low profiles. Gains 17.9% Heat on hitMinimum 7%8% Heat on blockDrains 2% Heat on contact in addition to the above. Minimum 7% 8% Heat on block Drains 2% Heat on contact in addition to the above. 90%+500 [90%+700] extra Heat gain Bigger Hitbox during OD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A projectile that spawns far from Terumi and then comes toward him, it has a strong vacuum effect which also pulls the opponent.2Dcan be used as a pressure reset, having the potential to be +17 if the opponent is close enough to him, but this also means the startup is often slower than the initial 40f, so it's very vulnerable to abare. Generally, Terumi has safer ways to reset pressure such asj.2D. It can occasionally see use in okizeme to outrange certain reversals. Its only utility in combos is from CH6Afor optimal meter regen. Counter-Hit state for the entire duration. Gains 4x the normal heat, plus a fixed 5%Gives 24 at the start of a comboMinimum 59 Heat on block Gives 24 at the start of a combo Minimum 5 9 Heat on block Overdrive Version Now hits three times which helps to capitalise on the frame advantage, and the hitbox is larger, but2Dstil suffers the same issues as the normal version. Gains 35 Heat on hitMinimum 2122 Heat on block Minimum 21 22 Heat on block Drains 6 Heat on contact 2D 216%+500 extra Heat gain Bonus Proration 110% 2D OD 216%+500 extra Heat gain Bonus Proration 110% Max 3 hits" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A kick that triggers a short autocombo if it hits, essentially making it a hitgrab since it fixes the position of the opponent if the followup triggers (Requires the opponent to be within 400,000 units horizontally, which isn't hard at all). During combos Hitting the first hit outside of this distance can be done deliberately to utilize its long hitstun to extend some combos. This isn't a move you will use a lot outside of combos but it iss Terumi's fastest Fatal Counter move that doesn't cost meter, so it has niche uses as a punish tool. Fatal Counter First hit crumple stuns on ground hit Twirl stuns on air hit. Followup has 7.5x heat gain multiplier on first two hits, plus 8% fixed gain.Gains 30 heatMinimum 8. Gains 30 heat Minimum 8. Overdrive Version Significantly better as combo filler, as it has great meter gain and good scaling. Allows Terumi to tack on a super at the end, though the height and distance makes it hard, if not impossible, to connect certain supers. On the last hit, Terumi kicks the opponent farther/higher than the normal version, if hit high enough you can also follow up with another6Dfrom about halfscreen (requires a microdash outside the corner) for a lot of meter gain without much scaling. Follwup has 7.5x heat gain multiplier on first four hits, plus 12% fixed gain.Gains 42% Heat on raw hitMinimum 12%Also steals up to 4% Heat on hit. Gains 42% Heat on raw hit Minimum 12% Also steals up to 4% Heat on hit. 6D Fatal Counter If within range, does followup attack Crumple Duration 29F, Crumple Fall 62F On CH Crumple Duration 61F, Crumple Fall 81F 6D Followup 468%+400 extra Heat gain 6D Followup OD 468%+300 extra Heat gain" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "4D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi preforms a short-ranged kick. Like5D, it clashes with level 1 projectiles. Being jump-cancellable and super-cancellable, it allows for mix-ups and safejumps. This move can also be used as a counter-poke in certain situations, due to its speed and disjointed hitbox, it'll beat out moves with extended hurtboxes and clash with ones that don't. Launches on hit. Gains 13 Heat on hitMinimum 57 on Block. Minimum 5 7 on Block. Overdrive Version Untechable time is greatly increased, allowing Terumi to loop4D→j.2Dmore than once. Gains 17 Heat on hitMinimum 711 on Block Minimum 7 11 on Block Drains 2 Heat on contact. 72%+500 [72%+700] extra Heat gain Recovery animation is technically 24 frames, but the last 8 frames are cancellable into any action" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi's main air-to-ground normal and keepaway tool, thanks to its massive, disjointed hitbox, as well as its short landing recovery. This allows him to prevent his opponent from approaching too carelessly. However, this move is quite slow to come out, making it risky to throw out if the opponent is too close. It can be very hard to confirm without a Counter-Hit.5Donly links ifj.Dis done as late as possible,j.2Donly links on an airborne opponent, and all of Terumi's other normals are hard to link due toj.D's high pushback and knockback. With Counter-Hit, however, it can generally combo into5Dunless you hit very early in your jump. Not an overhead Ground bounces on CH Gains 18 Heat on hitMinimum 5.7 on block. Minimum 5. 7 on block. Overdrive Version During OD, the hitbox becomes even bigger, making it even harder to contest. Thanks toj.2D's hard knockdown in OD, it can be used as combo filler. Gains 20 Heat on hitMinimum 711% on block Minimum 7 11% on block Drains 2 on contact. 115%+500 [115%+700] extra Heat gain Bigger Hitbox during OD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "j.2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi's main air combo ender and a decent pressure reset. Combined with jump startup, the fastest it can be done is 20F. While it is +3 on block when TK'd, the only time Terumi can go into it without leaving a 10+ frame gap is from5C(1)or2C j.2Dcan also be used as a meaty if you know your opponent will Emergency tech due to its of active frames, frame advantage (up to +8 if timed right) and the ability to safe-jump or OS reversals if timed right. Not an overhead Gains 12 Heat on hitMinimum 56 on block. Minimum 5 6 on block. Overdrive VersionIn Overdrive,j.2Dbecomes a combo extender. It always causes a hard knockdown, allowing follow-ups whenever it lands no matter what. Great combo filler and pressure option. In Overdrive you can loop4D→j.2Dfor massive meter gain. Gains 16 Heat on hitMinimum 710 on block Minimum 7 10 on block Drains 2 Heat on contact. 43.2%+500 [43.2%+700] extra Heat gain" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage. Inflicts Hard knockdown. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage. Wall bounces. Minimum Damage 100%: 1500 Maximum Slide duration 10F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage. Works the same as back throw, except when the opponent wall bounces, they bounce back towards Terumi. Minimum Damage 100%: 1500 Maximum Slide duration 10F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Knocks the opponent full screen on Counter-Hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A relatively standard Crush Trigger, but with a very low reaching hitbox. Considering Terumi's Heat gain, this move is useful in combos to deal more damage, if you don't want to (or can't) invest a Distortion. Launches the opponent high on air hit. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "Special Moves", + "text": "Note: All of Terumi's Specials can be cancelled into any of his Distortion Drives." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "Snakebite", + "text": "236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A hitgrab that rushes Terumi forwards by a fair distance. On a successful hit, the opponent is left knocked down at Terumi's feet with Terumi able to special cancel into anything follow it up. One of Terumi's main combo enders, and a combo extender with meter. Also works as a decent whiff punish in a pinch. It's super-cancelable on the first and third hit, and Terumi can RC at any point during the move. However, when used as a combo ender, it can be very hard to punish rolls at midscreen. If the opponent is high enough on hit, the follow-up doesn't come out, allowing Terumi to combo into5Aor5Bfor decent corner carry. Follow-up only triggers when the opponent is low enough. Follow-up attack gains triple normal heat gain, plus a fixed 7.5%At the start of a combo this gains 27% heat on hit.In Overdrive: Follow-up gains 32% heat on hit and steals 5% from the opponent. At the start of a combo this gains 27% heat on hit. In Overdrive: Follow-up gains 32% heat on hit and steals 5% from the opponent. On-block recovery is 24F; whiff recovery is 11F. 236D Goes into followup on ground hit On block, immediately goes into extended recovery animation (24F) 236D Followup 144%+700 [144%+750] extra Heat gain" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "Retaliating Fang", + "text": "214D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Has great range for a command grab, but very slow startup. Can be used sparingly as a mix-up option to build meter, but Terumi will be punished very heavily if the opponent expects it. Counter Hit state for entire duration. Fixed Heat gain: 34.5%. Up to 10.5% heat will be drained for opponent under OD. Fixed Heat gain: 0×3, 100×3, 150×3, 250×3, 350×3, 600 = 3450 Under Overdriveif opponent has sufficient Heat: [0×3, 100×3, 200×3, 350×3, 450×3, 850] = 4450 Hits standing or crouching opponents only" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "Cleaving Fang", + "text": "22C/22CCCCnear downed opponent H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Purely combo filler. This move cannot be activated unless opponent is downed currently or has been downed during the current combo.3Cand236Dalso allow use of this move, even if your opponent hasn't hit the ground yet. Floorslides also count, but groundbounces (The bounce of6Cfor example) do not.5B+Cis also a way to land this move 22C(Light) Light Version deals two stomps and one kick. The kick for both versions will wall bounces in the corner, allowing follow-ups. Midscreen,236D(whiff) into5/2Ais your staple combo route. While most of the time Heavy version is better, it also costs extra combo time, meaning some combo parts will break, especially on a Short starter, thus light version becomes an alternative. 22CCCC(Heavy) Heavy Version deals five stomps and one kick, and has 110% bonus proration on last hit. The extraCinputs to activate the heavy version can be input at any time before the second stomp hits. Can be Overdrive cancelled. 22C Hits opponent only in downed or airborne state only 22CCCC Bonus Proration 110% on the last hit Maximum Slide duration 1F," + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "Agonizing Fang", + "text": "214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A very fast overhead that can come from almost all of Terumi's normals, making it hard to react to. Safe on normal block and advantageous on hit to continue offense.214Cleads to decent reward, and while needing heat to combo, with Terumi's meter gain this isn't a big condition to meet. It can also link into2Aon CH. Also sees use in corner combos thanks to its KD properties and Garengeki being special-cancelable. Hard KDs on air hit. +4 on normal hit Forces Crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F Under Terumi's Overdrive, Distortion Drives have the following additional properties:Can cancel Distortion Drives into other Distortion Drives/Exceed Accel, provided that one has at least 50 HeatHeat Gauge Cooldown is disabled in the entire duration of Overdrive Can cancel Distortion Drives into other Distortion Drives/Exceed Accel, provided that one has at least 50 Heat Heat Gauge Cooldown is disabled in the entire duration of Overdrive" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "Gleaming Fang", + "text": "41236C(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi rushes at the opponent enveloped in a dark green aura, moving across nearly the entire screen (air version varies depending on how high Terumi is when used). Both versions cannot hit players behind them, even with hitbox overlaps, so it's not possible to do a diving crossup with the air version, for example. The air version also has a very tight hitbox which only just covers Terumi himself (And not the Snake graphical effect) and stops being active the instant Terumi touches the floor, so it has a bad habit of landing short when used as a dive attack. Sadly only features projectile invulnerability and a hurtbox that reaches in front of his hitbox on the ground version, so don't be too surprised if you rush face-first into an active hitbox if you throw this out in neutral. At a distance the opponent can throw out a jab on reaction, though the unusually short superflash does mean they don't get a lot of time to react. On hit or block, Terumi will subtly teleport to a set point behind the opponent, meaning the spacing afterwards will be consistent even if hitting an extended hurtbox. Normal Version Can net ~3K combos on hit with minimal effort. It's -4 on block, and even on Instant Block it can be hard to punish. The projectile invincibility makes this move good for getting in on zoners or punishing projectile supers. Overdrive Version In OD, this move gains an additional rush, cancelling out the side switch. This only occurs on hit or block. It adds damage and gives more time to follow up. Curiously, if the first attack hits guardpoint, the second hit will do no damage. Inflicts Fatal Counter. Switches sides on hit/block. Minimum damage: 360 [560] 41236C Fatal Counter Enters recovery immediately on hit/block Cannot be Rapid Cancelled until after last hit Can pass through opponent 1-42 Minimum Damage 15%: 360 j.41236C Fatal Counter Cannot be Rapid Cancelled until after last hit Minimum Damage 15%: 360 41236C OD Values in [] occur on hit/block Fatal Counter Skips remaning active frames of first hit on hit/block Cannot be Rapid Cancelled between 0 damage hits and damaging hits Can pass through opponent 1-42 Minimum Damage 20%×3, 15%: 560 j.41236C OD Values in [] occur on hit/block Fatal Counter Cannot be Rapid Cancelled between 0 damage hits and damaging hits Minimum Damage 20%×3, 15%: 560" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "The Divine Twin Blades", + "text": "623B(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi's main reversal option. Very fast, but also very unsafe, and can whiff on very low profile moves. Despite appearances, the snake-effect during the move has no hitboxes, meaning it has less range than it appears. Recommended to use when you have 100 meter so you can RC it safely. The normal version can be followed up on Counter-Hit with dash5Binto a short combo to recover some heat. The Overdrive version is even faster and adds an extra kick at the end which ground-bounces the opponent, allowing for combos on normal hit as well. The ground version gives 8 frames to follow up, while the air version gives 11 frames, so it is often used as a combo extender by cancelling from the airborne frames of5C. It's also slightly better on block due to being cancellable into Exceed Accel, forcing the opponent to go for an airborne punish which may lead to less damage. The air versions are still fully invulnerable on startup, but are a bit slower and allow for longer combos if used as a combo starter. Minimum damage: 830 [1100] 3rd hit has smaller hitbox than the effect displays, making it whiff on most crouching characters. 623B Minimum Damage 30%×2, 10%: 840 Counterhit state for entire move fastest reversal j.623B Minimum Damage 30%×2, 10%: 840 Counterhit state for entire move 623B OD Minimum Damage 25%×4, 10%: 1100 Only does final hit if opponent gets hit by preceding hit Counterhit state for entire move j.623B OD Minimum Damage 25%×4, 10%: 1100 Only does final hit if opponent gets hit by preceding hit Counterhit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "Serpent's Laceration", + "text": "63214A/B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A multi-kick move, useful for extending combos and as a rare mixup. During the super pause Terumi's sprite is the same for both moves, with only subtle differences afterwards giving away which way to block. Both versions have the same startup time, making it impossible to fuzzy block, but both versions can just be backdashed if they're not stuck in blockstun, so using this as a mixup isn't exactly ideal. A Version Minimum damage: 545 [890] TheAversion hits low. With full meter, this is a legitimate mix-up, but be wary if they have 50 meter to Counter Assault. It's best used for this purpose near the corner for good damage and meter. TheAversion cannot be followed up without full meter. Wallbounces towards Terumi midscreen and wallsticks in the corner. As a combo starter, you can either RC at the end of the animation which gives more damage, or RC on the second hit which leaves them in a long untechable state, making it useful to recover more heat due to longer combo time. Or you can just use it to do a taunt combo. As a side note, finishing an opponent with the first or second hit will give you a taunt voice clip while rubbing his heel into his opponents face instead of his usual round win quotes. B Version Minimum damage: 715 [890] TheBversion is an overhead. Wallbounces towards Terumi midscreen and wallsticks in the corner. Useful as a corner combo extender if CT isn’t an option or if you really need the extra damage to finish rounds. Can be used to end combos, giving you less damage than his other supers, but better Oki. Overdrive Version 63214A Values in [] are during OD Minimum Damage 15%×3, 10% [15%×16, 10%]: 545 [1360] 63214B Values in [] are during OD Minimum Damage 15%, 10%×5, 15% [15%×16, 10%]: 675 [1360]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "Venomous Bite", + "text": "236236A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi walks forward and casually swings Ouroboros around. Infamously ineffective counter colloquially referred to as the \"50 meter taunt.\" Leaves you inactionable for over 3 full seconds as you slowly pace towards the opponent, vulnerable to your opponent's biggest counter hit punish for the last second. However, it does lead to great damage if it lands the way it wants. Normal version blocks mids and overheads, while the Overdrive version also blocks lows. Neither version blocks projectiles, dolls, throws, or unblockables. When the Guard is triggered, a large unblockable hitbox fills roughly half of the screen in front of Terumi for 8 frames, following up with the main portion of the move when it connects. However, this hit cannot hit airborne opponents, or opponents behind Terumi. As such, it can block but fail to activate on things like high jump-ins, crossups or rising invulnerable moves like Ragna'sInferno DividerGuardMidStartup9Recovery39Advantage-28. Strangely has a maximum range check in front of Terumi that would only cause the move to fail from ranges where you won't be using it anyways. Having zero hitstop on the guard point means, normally, it should be impossible to buffer a cancel into an invulnerable move to avoid the hit after triggering it. Unfortunately for Terumi, it is instead possible to buffer an Overdrive Cancel by holding the input on startup, then allowing an invulnerable action such as a backdash to be performed afterwards to make up the remaining 2 active frames. This move is highly situational and is the best used against predictable opponents, rather than throwing it out randomly. Can be used as a nasty punish as well as a pseudo-reversal due to it becoming active on frame one, notably being effective against very deep safejump setups. However, this move is outclassed by Terumi's other defensive options as it is very risky and loses to almost everything. Against heavily telegraphed or reactable moves however, (such as Tager'sSledgehammerGuardAllStartup35~55Recovery20Advantage-7) you can use it, preferably with full meter to follow up, most practically after you see someone doing something both committal and compatible with the counter during the OD activation screen freeze. One of Terumi's best starters overall should you find a good way to land it, leading to over 6000 damage with proper routing and resources. It also functionally guarantees Active Flow. Holding A during the move shortens the active and overall duration by 28F for some reason. 100% minimum damage for some reason. 236236A Checks for held button on frame 78 Cannot guard against lows [unless in OD], or unblockables Hitbox activates for 8 frames when an attack is blocked, duration resets when activated again Cannot hit airborne opponents, or opponents behind Terumi Hitbox will not interact with guard point On Guard Point, hitstop for Terumi and opponent is 0F Counterhit state for entire move parry reversal 236236[A] Cannot guard against lows [unless in OD], or unblockables Hitbox activates for 8 frames when an attack is blocked, duration resets when activated again Cannot hit airborne opponents, or opponents behind Terumi Hitbox will not interact with guard point On Guard Point, hitstop for Terumi and opponent is 0F Counterhit state for entire move 236236A Attack Values in [] are during OD Minimum Damage 100%: 2800 [3200]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "Serpent's Cursed Sting", + "text": "632146D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi does a sword slash that is followed up by a cinematic if it hits. You should only ever use this move to kill; it does absurd damage, but will always leave you without meter. Also doubles as a slower reversal option with much more invulnerability. At max meter, this is one of the highest-damaging attacks in the game. It's well worth activating Overdrive mid-combo to squeeze out a bit more meter gain just before activating this. Normal Version During the snakebite phase, hits once for every 5 meter Terumi has remaining, rounded up. Each hit will deal 250 damage, with a minimum of 3 hits. Overdrive Version The opponent now also loses 5% meter per hit, and Terumi gains 1% for every hit during the snakebite phase. In practice, this means you deal 13 hits with 100 meter in OD against an opponent with meter, 14 if you have auto heat regeneration. The move still deals the same damage per hit during the snakebite phase, but the finishing hits are improved. The minimal damage list below only consider the worst damage dealt under the Heat requirement (so 50%, 75% and 100%, and no drained Heat or auto heat regen). Values in [] are during OD Second part does hits equal to the amount of heat Terumi has / 5 rounded up. Minimum 3 hits Drains all of Terumi's Heat on hit. [Drains 5 Heat from opponent and gives 1 Heat to Terumi for each hit done.] Finisher depends on amount of meter Terumi has when he hit the opponent 0~24 Heat finisher has base damage 1500 [3000]. P2=20. Minimum damage 10% 25~49 Heat finisher has base damage 1500×2 [1000×3, 2000]. P2=94, 20 [94×3, 20]. Minimum damage 10% 50 Heat finisher has base damage 1500, 4000 [1000, 2000, 3000]. P2=94, 20 [94×2, 20]. Minimum damage 20%, 10% [20%, 10%, 20%] reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "Screeches of the Condemned", + "text": "236236D/214214D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Terumi shoots out two chains (with a small delay between them) either straight forwards (236236D) or at a ~45 degree angle (214214D). After hitting with either chain, Terumi goes into a series of strikes. At the end of the sequence, Terumi will switch sides. Requires 100 Heat. Normal Version Costs 100 Heat and has a good amount of invulnerability. It guard-crushes on block (So the second chain will hit), and if Barrier Blocked, it pulls his opponent to him. This is mainly used to close out rounds when at midscreen and against zoners to hard punish projectiles. Has a minimum distance at which the opponent must be away from Terumi (roughly half screen for236236Dand roughly 1 1/2 character lengths for214214D) or it will completely pass through the opponent. Overdrive Version In OD, both versions of this move are completely unblockable, meaning it can be used to play mind games with the opponent or on Overdrive Raid against projectiles for a massive punish. 20% Minimum damage: 1740 [2330]. Both versions have large deadzones. 236236D Values in [] are during OD Minimum Damage 20% [20%×8, 15%×2]: 1740 [2330] Fires second chain 21F after first chain if first chain hits/blocked Chains guard break [unblockable] Costs 100 Heat reversal 214214D Values in [] are during OD Minimum Damage 20% [20%×8, 15%×2]: 1740 [2330] Fires second chain 21F after first chain if first chain hits/blocked Chains guard break [unblockable] Costs 100 Heat" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "Dungeon of Serpents", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. 300/638 Minimum Damage Can cancel out of other supers into this to frame trap. Terumi performs a flying kick towards the opponent, covering much more ground than most EA's. This does usually mean that Terumi will be left in a bad position on block. That, combined with bad pushback, makes this is one of the easiest EA's to punish. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 300 {580+58}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "The Unholy Wrath of the Basilisk", + "text": "222DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Terumi", + "title": "Terumi", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Strategy", + "title": "Ragna the Bloodedge", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Strategy", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "Maintaining offense is a very important aspect of Ragna's gameplan, although not his strongest. Learning how to mix-up and apply pressure properly is the only way to open up a good opponent in order to land combos and inflict damage, and while Ragna does not excel at this, he still has many tricks up his sleeve." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Strategy", + "title": "Ragna the Bloodedge", + "section": "Mix-ups", + "text": "Whenever your attacks get consistently blocked, you need a way to open the opponent up in order to inflict damage. The most common ways are overheads and throws. Ragna is by no means a mix-up character but can be a force to be reckoned with good use of his normals and specials. His main tools are:5B,2A,2B,2C,2D,6B, and throws. Occasionally, cross-ups such as cross-upj.B, cross-up Blood Scythe, and cross-up instant air dashDInferno Divider are also viable. Refer to theMove Listto learn more about these moves." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Strategy", + "title": "Ragna the Bloodedge", + "section": "Pressure", + "text": "Ragna's pressure is quite solid. His abundance of late-cancels on many normals make his stagger pressure extremely threatening. Combining that with his all-around solid frame data, large normals, and variety of plus-on-block options for pressure resets, his pressure can be terrifying to deal with. 1.2A>2B>2C>5C>2D Run-of-the-mill block string. Works at most ranges and can catch jump out attempts.5C>2Dhas a gap and is punishable with a reversal in case5Cgets Instant Blocked, so beware and don't use2Dwhenever that happens.2Dcan be special canceled for more pressure with Dead Spike and Blood Scythe, but both are answerable even without Instant Blocking, and are thus not advised to go into the habit of using. After2Dyou return to neutral and must once again fight for the pressure. 2.2A>2B> (5B) >3C>2Dor jc Must be done at fairly close ranges and contains 3 lows. You can choose to continue pressure by jump canceling the blocked3Cinto jump inj.C. However, that's quite easy to punish so dont use it too often.2Bcan be canceled straight into3Cif range is an issue. 3.2A>2C> delay5C> (2D) A block string packed with frame traps for those who love to mash. Again, refrain from using2Dwhenever the5Cgets Instant Blocked. 4.2A> (2B) > (2C) >6B>2D Basic block string into Ragna's standing overhead,6B. Not particularly difficult to block since everyone knows that6Bcan come after2A/2B/2C.6B>2Dcan keep you safe on block, but even on normal block there will be a gap to challenge. 5.2A>5B(or Gauntlet Hades attempt) >3C(or ground/air Gauntlet Hades attempt) The earlier the Gauntlet Hades, the better. Slightly more difficult to predict and block than the previous block string, but riskier as well. In case Gauntlet Hades gets blocked, the Spin Kick followup can be used to catch possible punish attempts, however this is incredibly risky as it's extremely unsafe on block, and crouching forces it to whiff - you should expect that your opponent knows that. Using Gauntlet Hades is a better option if you have at least 50% Heat to make it safe on block by Rapid Canceling it and continuing to apply pressure. Below you can find a blockstring gaps table based on Normal Block. 0 = no gap, delaying at all will make a gap. Less than 0 = you have (X) frames to work with before a gap is made. Above zero = the size of the gap (1f gap, 2f, etc.). Those were just simple examples, but Ragna can do much better than that using other strategies and mix-ups. The strings themselves arent as important so much as the way they can be linked into each other. Some (albeit few) of Ragna's moves are positive on block and can be used to reset block strings so pressure can be maintained from them, such as: 2C- +1 on block. One of his best options afterward is dash2A> block string. However, it can lose to Instant Block and mashing. In that case use other moves such as5C,3C, or2Awithout a dash to not get countered. 6D>j.D- Slow startup, but when blocked gives another opportunity to pressure and mix-up. A very important tool and can be canceled into from practically any move. You can also whiff thej.Dand go for a quick low such as2Bfor a slight mixup. Don't be too predicable with it, though, since the start-up is rather slow and can lose to mashing. Dead Spike > Dash Cancel - Another potentially advantageous move on block.2Aand5Bare relatively safe if done at short and long distances respectively. Dont be predictable with this one, since jumping can cause the Dead Spike to whiff and allow for a punish. Blood Scythe - +3 on block. A very slow move to start-up, but when blocked gives Ragna the advantage. The key to pressure is mixing these moves into your block strings, for example: Block string #3 plus #52A>2C> delay5C>Dead Spike > dc2A>5B(or Gauntlet Hades attempt)>3C(or ground/air Gauntlet Hades attempt) Block string #4 into #1 plus #22A> (2B) > (2C) >6B>6D>j.D>2A>2B>2C> dash2A>2B> (5B) >3C>2Dor jc That's the basic idea behind Ragna's mix-up. Don't forget to put some throws in the mix! But that's not the only thing he has to offer. Easy to execute and a very powerful tool. It basically consists of multiple2A's delivered at different timings to create frame traps or reset pressure. It's hard to deal with since the opponent is forced to block in case of a frame trap timing stuffing mash attempts. However, Barrier Guard and Instant Barrier can push you farther away and make this lose effectiveness more quickly. So make sure to mix this with other block strings and moves. Examples: 2A> delay2A> dash2A... Delay2Acreates a frame trap and dash2Aputs you closer to start a better block string. Then mix everything so something like this can be done: 2A>2C> Blood Scythe > dash5B(or throw attempt) >2B>2C> dash2A(or throw attempt) >2A> dash2A(or throw attempt) >5B> Gauntlet Hades This particular string is hard to react and block for most part. You can also throw at any of these points. Blocking for too long can be uncomfortable even for the most experienced players, so the Gauntlet Hades at the end can certainly hit since Ragna has many more options after5B, including lows. In the event that it gets blocked, you can still Rapid Cancel to continue your pressure with another block string. Note: Blood Scythe should be used very sparingly in block strings.Despite being plus on block, it is, as mentioned, incredibly slow. Even if the opponent is in blockstun when you start it, they will almost certainly recover by the time it becomes active. It is merely something to consider if the opponent is unwilling to challenge your offense." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Strategy", + "title": "Ragna the Bloodedge", + "section": "Okizeme", + "text": "Okizeme occurs when an opponent is forced to recover in a way that gives you initiative to begin pressure. Even though Ragna's main strength doesn't lie in mix-ups and okizeme, he's more than capable of getting in to inflict pressure. Ragna's okizeme, as stated before, starts after finishers/knockdowns such as Hell's Fang, Inferno Divider (to Ax Kick), and Nightmare Edge. Ideally, Ragna gets the greatest amount of advantage from Nightmare Edge, but there will be times when the other two are the only way to end a combo. Inferno Divider >> Upper >> Ax Kick After Ax Kick, Ragna lands right next to the opponent at slight advantage, assuming the opponent techs immediately. If they attempt a late tech, use2B>5B>5D(1)> Gauntlet Hades to catch them off the ground and carry further into the corner. In the event they obediently tech, dash in and start pressure with either2A,6D, or even an immediate throw. Watch out for reversals, if the opponent has any, as they can beat any of these options. You can also try to execute the rather gimmicky but surprisingly effective cross-up instant air dash intoDInferno Divider (into Rapid Cancel) in order to catch the opponent off-guard and go into a very damaging combo. 50 Heat will be required for the Rapid Cancel to convert off of the hit. Hell's Fang >> Follow-up Gives Ragna considerable advantage and much better mix-up options, especially in the corner. Mid-screen, despite the deceptive distance and recovery from Follow-up, it also gives enough time for Ragna to dash in and5B, which can beat jump out attempts and forward rolls. Many players who back roll then like to jump to freedom, so consider the option of airdash into air throw in these cases. Nightmare Edge ( >> Follow-up) Ragna's new best ender as of Central Fiction. Gives Ragna even more advantage than Hell's Fang, and slightly more corner carry. Options afterward are fairly similar, though in mid-screen Ragna can also elect to not use the follow-up to end with the opponent right in front of him with a ton of frame advantage, allowing for possibilities such as a cross-up microdashj.B. Dead Spike >> Dash Cancel >> delay Instant Air Dashj.C A safejump off of Dead Spike that you will only perform midscreen, as in the corner you can simply combo off of the Dead Spike. You will commonly get this from long range5Bhits that you meterlessly convert into2D> Dead Spike. While this doesn't offer as much damage as using Inferno Divider, it provides better corner carry and okizeme in the form of this safejump. To perform it, simply dash cancel Dead Spike, wait a moment, and then Instant Air Dash and pressj.C(the timing is demonstrated in this videohere). The opponent can avoidj.Cby delay teching through its active frames, but this will still leave you plus and in their face with plenty of time to meaty.j.Cwill also OTG late delay techs and catch rolls in both directions, so this oki is fairly airtight. In the corner, Ragna can set up for safejumps and their associated mix-ups by ending a combo in Inferno Divider (into Straight Punch) and Not Over Yet. After ending the combo, jump and do one of the following: 1.j.C- Time thej.Cto potentially connect right before you land, for a safejump. In other words, if they block on wakeup thej.Chits, if they reversal thej.Cwhiffs but you land and recover in time to block and punish the reversal. It can also catch forward rolls, in case they try to escape from the corner. Works better with neutral jump.j.Bcan also be used to the same effect and it catches forward rolls more easily thanj.C. 2. Air dashj.C>>j.D- Delayed double overhead mix-up, typically used after the opponents starts respecting your okizeme and blocks. Because most people are used to blocking high and then low at a set timing, this simple mix-up becomes very effective. Committing to mix-ups like this will lose the safejump and thus leave you vulnerable to reversals again, so be sure that your opponent is actually willing to block first. 3.2B- Empty jump-in into low setup. Expecting thej.C, and thus blocking high, makes the2Bhit unsuspecting opponents. It's a very good option to throw off their guard. It can lose to mashing, throws and obviously reversals. 4. Throw - Yet another mix-up option as an empty jump-in. As usual, mix-up this with any of the above to keep yourself unpredictable. 5. Air dashj.C>> delayj.D(whiff) >>2B/throw - A very tricky mix-up that is specifically used to catch those who are expecting to block the regular air dashj.C>j.Dmix-up. Game their reactions with aj.Dthat doesn't become active before you land, then performing either the2Blow or a throw. If you end a combo near the corner, while you won't have a safejump, you do still get one additional distinct okizeme option. 6. Meaty Dead Spike >> Dash Cancel - Dead Spike gives Ragna considerable advantage and even more so if done as the opponent wakes up. It forces them to block and basically lets Ragna in for free. This setup loses to projectile invulnerable specials and Distortion Drives, as well as delayed neutral techs, so be wary of these options. Don't forget that all of these setups except for 1 and 6 will lose to any reversals. Just remember to always mix up these options and never let yourself become predictable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Strategy", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "Ragna's defensive game, like the rest of him, is quite well-rounded. He has a strong DP inCInferno Divider, which is fast with a good hitbox, making it a great option for escaping pressure and taking your turn back. However, like any other DP, it carries a lot of risk with it, so generally restrict its use to places you know it will work, or when you have 50% Heat. In Overdrive, his DP can be comboed off of meterlessly, letting you get better okizeme and damage. ODr > DP is a good option against some things that would normally force you to immediately EA.While Carnage Scissors is a reversal, when being pressured up close you should use DP > Rapid Cancel instead. This is advantageous on block, and on hit will provide better okizeme than CS outside of the corner, even letting you sideswap the opponent into the corner. Carnage Scissors is most useful as a reversal versus zoners, due to how far it travels across the screen. Making them whiff a projectile through the invulnerability is in most cases a guaranteed punish. While Carnage Scissors is a reversal, when being pressured up close you should use DP > Rapid Cancel instead. This is advantageous on block, and on hit will provide better okizeme than CS outside of the corner, even letting you sideswap the opponent into the corner. Carnage Scissors is most useful as a reversal versus zoners, due to how far it travels across the screen. Making them whiff a projectile through the invulnerability is in most cases a guaranteed punish. In terms of abare, Ragna has pretty good buttons for contesting pressure:At closer ranges use2A. It is a fairly standard, functional jab all around. Do not use5A, as while it is 5f fast, it will whiff crouchers. In select scenarios it can be useful for escaping grounded pressure, but you should mostly use5Aas an anti-air.At longer ranges, use5B. It is fantastic for contesting at longer ranges and a great whiff punisher, making it a very effective tool once your opponent has been pushed back with Barrier/Instant Barrier. At closer ranges use2A. It is a fairly standard, functional jab all around. Do not use5A, as while it is 5f fast, it will whiff crouchers. In select scenarios it can be useful for escaping grounded pressure, but you should mostly use5Aas an anti-air. At longer ranges, use5B. It is fantastic for contesting at longer ranges and a great whiff punisher, making it a very effective tool once your opponent has been pushed back with Barrier/Instant Barrier. For anti-airing out of pressure, Ragna has a couple options:6Ais his dedicated anti-air, and is a great reaction anti-air due to the extremely fast head invulnerability. However, it can be easily baited because of its small hitbox and long recovery, so be careful when using it.Ragna's safest anti-air is5A. While it lacks any head invulnerability or verticality in its hitbox, it is 5f fast, allowing you to stuff IADs or longer range jump-ins quite well. Its greatest strength is its fast 9f recovery, making baiting it extremely difficult. 6Ais his dedicated anti-air, and is a great reaction anti-air due to the extremely fast head invulnerability. However, it can be easily baited because of its small hitbox and long recovery, so be careful when using it. Ragna's safest anti-air is5A. While it lacks any head invulnerability or verticality in its hitbox, it is 5f fast, allowing you to stuff IADs or longer range jump-ins quite well. Its greatest strength is its fast 9f recovery, making baiting it extremely difficult. Ragna's Counter Assault is quite good, using the same hitbox as5B. It's preferable to DP > Rapid Cancel instead with your 50 meter, as this will get you a short combo/your turn back; but in a scramble, scary pressure situation, or gapless blockstring, his CA is a good tool to get the opponent off of you, and is also much harder to bait. However, be aware that it can whiff if the opponent is too close, leaving Ragna open for a punish, and it can also be low profiled by moves such asBullet2BGuardLowStartup9Recovery18Advantage-6." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Strategy", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "Ragna's neutral game is a lot stronger comparatively than his offense game, but it requires a good, deep understanding of Ragna's moves and how each should be used in what situations. Ragna's primary footsies normals (5B,5C,2D,j.C) are all very powerful. They can lead to good combos on hit and are relatively safe when used outside of point-blank range.5Bis also incredibly easy to hit confirm into damage and good okizeme afterwards. Be sure to use these moves a lot; Ragna isn't called a footsies character for nothing. Ragna's anti-air game is decent. It works well for the capabilities that he is given, but it's nothing particularly special. Regardless, it will still give opponents who try to approach you from the air a problem.6Ais considered to be Ragna's official anti-air, and its range and time frame of head invulnerability makes this move work a lot of the time. However, the move has quite a lengthy recovery, and a few characters can take advantage of that, a prime example beingHakumen'sHotaruGuardMidStartup11Recovery35Advantage. Unfortunately,6Ais only jump cancelable on hit, meaning that you're forced to cancel into a drive or a special, putting yourself more at risk. Because of this, you're often discouraged to use6Aas an anti-air, but it is still useful in many situations.5Ais also a very powerful anti-air given for its quick speed and easy hit confirm off of it. Compared to6A,5Aleads into slightly less damaging combos, and doesn't have any invulnerability, but it is much safer to use in neutral. Additionally,5Acan gatling into absolutely any move, so you can go straight into a mix-up if you catch the opponent blocking your5Ain the air (it is also safe, so you can bait any reversals that you expect).Although not conventionally an anti-air,5Bsurprisingly serves well to catch lower jump-ins. It's faster than6A, the hitbox is decent, the combos from this move output a lot of damage, and it's incredibly easy to hit confirm into a combo on Counter Hit. Keep in mind however there is also a hurtbox at his foot, and using the move when close to the opponent will often result in the opponent beating your move out. Because of this, limit its use to ranged situations, just like you would on ground. 6Ais considered to be Ragna's official anti-air, and its range and time frame of head invulnerability makes this move work a lot of the time. However, the move has quite a lengthy recovery, and a few characters can take advantage of that, a prime example beingHakumen'sHotaruGuardMidStartup11Recovery35Advantage. Unfortunately,6Ais only jump cancelable on hit, meaning that you're forced to cancel into a drive or a special, putting yourself more at risk. Because of this, you're often discouraged to use6Aas an anti-air, but it is still useful in many situations. 5Ais also a very powerful anti-air given for its quick speed and easy hit confirm off of it. Compared to6A,5Aleads into slightly less damaging combos, and doesn't have any invulnerability, but it is much safer to use in neutral. Additionally,5Acan gatling into absolutely any move, so you can go straight into a mix-up if you catch the opponent blocking your5Ain the air (it is also safe, so you can bait any reversals that you expect). Although not conventionally an anti-air,5Bsurprisingly serves well to catch lower jump-ins. It's faster than6A, the hitbox is decent, the combos from this move output a lot of damage, and it's incredibly easy to hit confirm into a combo on Counter Hit. Keep in mind however there is also a hurtbox at his foot, and using the move when close to the opponent will often result in the opponent beating your move out. Because of this, limit its use to ranged situations, just like you would on ground. Ragna's air-to-ground approach is still reasonably strong thanks toj.C. While this may give you an easier time when in the air, anti-airs will still be able to beat your air approaches out, andj.Cdoesn't make Ragna's aerial game that much stronger to the point where you should be in the air all the time. It's still important to stay grounded as much as possible. As far as Ragna's air-to-air capabilites are concerned, Ragna tends not to spend much time in the air due to the sheer usefulness of his ground normals. However, that's not to say that his air normals are lacking.j.Ais fast and cancels into itself on block. It therefore can be used as a safer alternative in situations that would normally force you to use one of Ragna's other anti-airs, such as6AorCInferno Divider, should you be in the position to use it. Not only that, but high jumping intoj.Aallows you to pursue an opponent normally too high for conventional anti-airs.j.Dis used scarcely in neutral due to Ragna not really benefiting at mid range in the air, but it's worth noting that it's quite large and hits above Ragna, which is quite rare for an air normal, and has plentiful hitstun should you land it. j.Ais fast and cancels into itself on block. It therefore can be used as a safer alternative in situations that would normally force you to use one of Ragna's other anti-airs, such as6AorCInferno Divider, should you be in the position to use it. Not only that, but high jumping intoj.Aallows you to pursue an opponent normally too high for conventional anti-airs. j.Dis used scarcely in neutral due to Ragna not really benefiting at mid range in the air, but it's worth noting that it's quite large and hits above Ragna, which is quite rare for an air normal, and has plentiful hitstun should you land it." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Strategy", + "title": "Ragna the Bloodedge", + "section": "Tips and Tricks", + "text": "\"Nightkasu\" or one hit Nightmare Edge routes." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Strategy", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "Ragna's pressure is basic, but effective, and learning how to counter each of his moves is integral to dealing with it. One of Ragna's best offensive options is2Astagger pressure. If Ragna gets in close and starts using2Astagger, the safest counter is to use barrier block (or preferably instant barrier block). This will quickly push Ragna out and force him to use other means to maintain his pressure, that will have clearer, better counters. 2Cis Ragna's go-to blockstring ender, being +1 on block with decent range and fantastic whiff recovery. Something Ragnas may try is spacing out their normals so they whiff2Cinstead of hitting it on block, and because of its incredibly fast recovery, they then pressure reset immediately after. Do not let this happen, if you see Ragna whiff2C, prepare to contest. 6Bis Ragna's overhead normal, and is quite reactable. Keep in mind that Ragna can only gatling into6Bfrom his jabs,2B, or2C, so watch for the startup whenever blocking these moves. When6Bis blocked Ragna can still continue pressure, but his followups are limited to6A, drive attacks, and special moves, making his next move predictable. 6Dis a very tricky pressure reset and mixup tool for Ragna. He has three main options that he can do out of it: j.D, for overhead mixup or to pressure reset. Note that6D>j.Dis always a true blockstring no matter what. Ragnas will usej.Dto condition you to block high and respect6D, opening up their mixup options. When blocked,j.Dis very plus, letting Ragna dash in and reset pressure. j.Dwhiff into mixup. After conditioning you to respect6Dand block high withj.D, Ragna can then whiff thej.Dand hit you with a2Bor throw. Whenj.Dis whiffed, Ragna is +1 on block, so if he goes for a mixup and you use a jab, you should beat out his option. Just keep in mind that Ragna is still at advantage, and can frametrap or maintain his turn if he wishes. Jump canceling, which isn't a very powerful option, but it exists and is good to keep in mind so you don't let Ragna get any free pressure resets. Something important to note about6Dis that it will ALWAYS have a gap before it, letting you reversal through it and avoid its tricky on-block situation. Barriering6Dout also limits Ragna's options afterwards immensely, asj.Dis guaranteed to whiff at longer ranges. Overdrive is also a powerful counter to this move, as on whiff it leaves Ragna wide open for a massive punish. Ragna has a powerful tick throw game, and due to his umremarkable other mixup options it is an important part of his pressure. Something to be wary of versus throws is the Throw Reject Miss (TRM) state, which many Ragnas exploit and bait out, such as with5Awhiff > throw. Be careful using throw OS against Ragna, as he has good options to deal with it. All of Ragna's special moves have specific counters to them: Dead SpikeGuardAllStartup26RecoveryTotal: 57Advantage-1 [+9] A common special move to see in Ragna's pressure as it is a long-range pressure reset that gets Ragna back in close and is plus on block when dash canceled. However, it has several powerful counters to it, that once you start applying will force Ragna to carefully consider when he uses it. The first is to jump over it. Dead Spike is pretty much always fuzzy jumpable (171), and if you jump over it you can get an easy punish. The second is instant block (IB). Dead Spike is +2 at the earliest possible dash cancel, meaning that if IB'd it will be minus on block. Against careless players this is an easy spot to score a counter hit, but be aware that better Ragnas will react to the IB and play around it. Even so, you are still robbing him of his frame advantage and putting yourself in the power position. Gauntlet HadesGuardHigh/AirStartup20Recovery28Advantage-12 One of Ragna's few mixup tools, and a risky one, as it is punishable on block. In order to punish Gauntlet Hades on block, use a crouching normal that is 12f or faster, as otherwise you may get caught by the Spin Kick followup attack. Most Ragnas will not use this move without 50 meter to keep it safe, but even so it is an option to always be aware of. The best counter to Gauntlet Hades is to simply react and block it, then punish accordingly. You can hit him out of the startup, but this is obviously risky, made even more so by Gauntlet Hades' ability to high profile some moves. Example video on punishing Gauntlet Hades with Ragna: Blood ScytheGuardAllStartup37Recovery15Advantage+3 [+7] An extremely slow pressure reset, mainly used by Ragnas to keep the opponent grounded. It is +3 on block, so if normal blocked be wary of your next action, as Ragna is at significant advantage. Note that on IB it becomes neutral, opening up your options immensely. The main caveat to this move is that it has 37f startup, making it easily reactable. Do not block Blood Scythe, simply anti-air Ragna out of it. It's worth noting that smaller anti-airs, if timed incorrectly, can clash with Blood Scythe due to its large, disjointed hitbox. Make sure to practice the timing for anti-airing Blood Scythe with your character to avoid this happening. Air Blood Scythe is a very different move, with much faster startup but much worse frame advantage. Ragnas will generally use this in pressure to catch opponents trying to jump out, but if blocked note that Ragna is very minus, potentially punishable depending on the height the move was used at. Hell's FangGuardAllStartup15Recovery26Advantage-4 Hell's Fang is typically used to catch jump startup, or as a powerful pressure reset with 50 meter. On block this move is -4, making it relatively safe but putting Ragna at significant disadvantage. If IB'd, it becomes punishable, making this the preferred counter to Hell's Fang. Overdrive is also a powerful counter to this move, as ODing through it gives a guaranteed punish (make sure to punish with a fast button if ODing through the first hit, or you may be hit by the followup attack)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Strategy", + "title": "Ragna the Bloodedge", + "section": "Offense", + "text": "Ragna's defensive tools are good, but nothing particularly special. Ragna's only real defensive option outside of system mechanics is his DP, inCInferno Divider. It is quite fast, with a large vertical and horizontal hitbox (it even hits behind him, which can be relevant to some characters such as Azrael). This makes baiting it somewhat difficult, but not improbable. Just be careful not to give Ragna too much freedom by over-respecting his DP. Ragna's anti-air game is decent, fantastic in certain scenarios and underwhelming in others. Ragna can use his5Aas an anti-air, due to its fast 5f startup and high hitbox, which is very good at stuffing low jump-ins and instant air dashes. It's also extremely difficult to bait because of its fast recovery, which is why you want to try and approach Ragna from higher angles.5Awill not help him from an attack directly above him. In that scenario, he will have to use6A, which is much easier to play around.6Ahas very fast head invulnerability, but its hitbox is small, and its recovery is long, making it very easy to bait. It can also be crossed up due to the input, so ambiguous crossups are powerful against6A. Ragna's pokes are extremely good, and this helps him contest pressure quite well, depending on the character he's facing. If he pushes you back with barrier or instant barrier to his range, and you are a character with stubby buttons who cannot contest in that range, Ragna is in a very good position. Pay close attention to his barrier usage and try to stay within your own range. It's also worth noting that Ragna's2Ais 7f fast, and his5Awhiffs crouchers, meaning that his fastest reliable button out of pressure is 7f. This can be useful in certain scenarios, such as a ±0 on block situation if you have a faster jab." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Strategy", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "Ragna's neutral is strong, being the area he excels in the most. Ragna has many large buttons that he uses to control space in neutral. His main footsies tools are5B,5C,j.C, and2D, which all have great range and are easily hit confirmable. If you cannot contest Ragna's range, then you will have to be cautious about making your way in. If going for an airborne approach, try to approach from a higher angle so Ragna is unable to use5A, and be prepared to bait out his6Aand punish him. IADs are risky against Ragna, since his anti-airs are suited to stuffing fast, low airborne approaches. Ragna's air-to-air game is decent as well.j.Ais a very fast midair check,j.Cis a large, powerful general-use air normal (that is also his go-to air-to-ground button), andj.D, while having limited use due to its slow startup, hits above Ragna, which is something to be wary of. Ragnas will typically stay grounded, using his powerful grounded normals to poke at the opponent and whiff punish.5Bis his main footsie tool, and despite how powerful it is it does have its drawbacks. It has 16f of recovery, so if Ragna is careless with his use of5Bthen you can whiff punish it or force your turn. However, stay cautious of its 8 active frames, and do not try to whiff punish too early. Note that some characters can low profile5B, such as Bullet or Izanami with their2Bs. In terms of keeping Ragna out, his main approaches will likely be with5B,j.C, or Hell's Fang (the latter of which has greater detail down below). These are all pretty standard fair moves, with simple but effective uses. Watch Ragna's approach and prepare to whiff punish or stuff him out with your character's favoured tools. Ragna will not typically use a large number of special moves in neutral, but there are still some that can prove useful. Hell's FangGuardAllStartup15Recovery26Advantage-4is the special you will likely see in neutral the most, as it can be a useful get-in tool, especially with meter. Its extremely active hitbox makes it hard to stuff out with normals once it has started travelling, but projectiles and disjointed normals will thwart this move very easily. You can also simply jump over it and punish from there. Be careful not to get counter hit by it as that gives Ragna a massive reward. Air Gauntlet HadesGuardHigh/AirStartup12RecoveryUntil L+15Advantageandair Blood ScytheGuardAllStartup21RecoveryUntil L+14Advantagecan both also see some use in neutral, and they share similar purposes. Air Gauntlet Hades flings Ragna across the screen at a wide angle with an active hitbox, making it useful for travelling in some matchups. Air Blood Scythe travels less distance, but hits at a much wider angle, making it more generally applicable. Both of these moves are minus on block and can be anti-aired, so it's preferable to take a passive approach vs them. Just be careful not to give Ragna too much leeway when he's airborne because of these moves, but always remain aware of them. Nightmare EdgeGuardAllStartup17Recovery20Advantage-5is Ragna's divekick, and while it doesn't see a massive amount of use in his neutral game, it can be an effective tool to bait anti-airs. Be wary of this when anti-airing Ragna, and if possible try to attack once he's already within range of your attack. Keep in mind that when normal blocked, Nightmare Edge is -5, letting you take your turn back. It also sends Ragna directly downwards, so characters with large horizontal range on their anti-airs (that have their hurtbox retract quickly), such as Es with her6BGuardMidStartup14Recovery22Advantage-9, can safely anti-air Ragna at certain ranges." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Strategy", + "title": "Ragna the Bloodedge", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "Overview", + "text": "Mai is a strongbeginner friendly characterwith many neutral tools to keep opponents at bay or rush in and start pressure. She has many tools for the midrange and fullscreen withbig normals, her command dash, and her flip. Mai's command dash and flip give her amazing mobility that she can use in many situations, as well as access lunge and dive followups from her command dash and command flip, respectively. Her lunge followups specifically have a uniquetippermechanic where they guard crush on block if the tip of the spear connects on the last active frame, forcing the opponent to use Barrier or else risk a combo. Mai also has a completely unique input system, Variable Arts. Instead of gatlings, she has specific followups for attack sequences. This helps newer players adjust to the game's mechanics, as they can input attacks in any order and still get results. Mai's Overdrive gives a series of buffs to her drives and special moves: Shortens the spear charge time to become unblockable. If the spear redirect is blocked or hits the opponent, it will redirect again after passing through. Followups from Moon Blossom automatically become the fully charged versions. All Juncture followups gain more hits (Except tipper hits). Both Distortion Drives have increased damage. Mai (mostly) doesn't have traditional gatlings between normal moves like the rest of the cast. Instead, her ground normal attacks all have different followups depending on the buttons used. These followups come out even on whiff and are generally very powerful for their speed and reach. In exchange however, she does not have the ability to simply do whatever normal move she wants while at neutral, most of her normal moves can only be accessed by doing other moves beforehand, limiting their use and making certain mixups predictable against knowledgeable opponents. Mai still has Drive and Special cancels on most of her moves, and this forms a large part of her options. In notation, whiffs are written as lower case letters. For example5xCdescribes \"5A/B/Cwhiff cancel into5xC\". Variable Arts only applies to grounded normals, with the vast majority occurring on standing normals. While this may seem complex at first, it becomes more easy to understand once it is broken down: 5A 5B 5C All of the above can cancel into any of the below. (5Ccan only cancel into5xC) 5xA 5xB* 5xC *Hold B to prolong stanceEach of the above moves has their own set of moves to cancel into: 5xAA 5xB/C(Up to 4 attacks possible) 5xBA/C* 5xB6A/C 5xB8A/C *Returns to stance afterwards.All moves may be performed withAorC, this does not change any move properties 5xCA 5xCB 5xCC 2A 2B 2Acan be cancelled into2Bon hit or block.Either move whiff cancels into: 2xC Note:2Cis a standalone move that cannot be cancelled into any other normal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Average jab that hits crouching.5Acan be buffered into Variable Arts followups even during startup, so it can be used to go straight into moves with longer range like5xC. Lv1 Button with Lv2 hitstun, meaning it has more hitstun than usual jabs Pressing4Acancels back into this move instead of5xAif you just want to mash jab. Can cancel into itself for a total of 3 hits in this way. On whiff, cancellable into followups frames 7-15, cancellable into 5A frames 9-15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A solid close-range poke. Moves Mai forward slightly so it can be used to regain space after resetting pressure. Unlike5C, Mai can threaten stance mixups after5B, which can open up her pressure options. Despite appearances, this move does not raise Mai's hurtboxes off of the ground, so it cannot be used as a low crush. On whiff, cancellable into followups on frames 13-16" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This button is one of Mai's best starters for her really damaging combos. It has got a decent speed and good range for poking as well. However it has limited options afterwards due to it being unable to cancel into5xAor5xB, meaning you lose access to any low attacks without returning to neutral first. Fatal Counter Doesnotcancel into5xAor5xB. Fatal Counter Forces crouch on hit On whiff, cancellable into followup on frames 18-25" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "5xA", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll On whiff, cancellable into followups on frames 14-17" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "5xAFollowups", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Combo filler. Combos into 236~Cat close range, but at far range only combos into236B. Can combo into Crush Trigger on standing targets as a small combo extension. If a crouching opponent is hit with5xaAinto spin state, they will spin longer allowing for a link into 236 >2A. A stance where Mai can fire a projectile up to four times. B fires a high, slower projectile, C fires a low, faster projectile. The first swing of the spear also has a strike hitbox, allowing this move to be used in combos. The initial strike, and each odd-numbered shot is the same speed for both theBandCversions, but on even-numbered shots theCversion is 1 frame faster overall. Cancellable into specials shortly after firing, regardless of whether the projectile connects or not, allowing Mai to easily flip to safety if it misses or approach behind it if used at a distance. B version whiffs on crouching opponents. C version is a low 5xAA Fatal Counter Maximum Slide duration 10F 5xAB Strike Only attacks the first time this move is used in a string Bonus Proration 110% Cancellable into specials/supers/CT/EA from frame 23 Cancellable into followup shot on frame 24 only 5xABB Cancellable into specials/supers/CT/EA from frame 26/25 (B/C) Cancellable into 5xAB/C on frame 27/26 (B/C) only" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "5xB", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Combo/blockstring filler. Used after5Aor5Bto confirm into a juggle or to add blockstun before the following stance moves before. If[B]is held, goes into the stance described below to continue the variable arts chain. The Feint version is used to skip the kick and go into the stance much more quickly, allowing Mai to activate its guardpoint and followup moves much earlier. You can hold[B]to go into stance following the recovery of the previous move, or4[B]on startup to go directly into the stance without attacking. Any backwards direction can be held to do this, allowing you to hold7[B]if you want to use the overhead follow up, or4[B]/1[B]to access the low. Because there is no blockstun if you enter the stance this way, the followups will be visually faster, leading to a slightly trickier (but more mashable) mixup that works especially well against opponents attempting to fuzzy block the followups. Though the mental shortcut is tempting, this move technically doesn't cancel into the stance followups directly, since are only usable 4f into the stance. This means that, to use the stance followups, youmustholdBand then ensure that the followup input goes through 4f after the kick connects. Keep this in mind as it will help you avoid otherwise unexplained execution errors. Mai's mixup/combo stance. Has body guard point while held, and is cancellable into a foot and throw invulnerable overhead, a safe low or a risky but more rewarding mid, meaning Mai has several ways to combat opponents attempting to disrespect the stance. 5xB On hit/block, cancels into 5x[B] stance immediately if button is held On whiff, hold button to cancel into 5x[B] stance on frame 17 If holding back + button on startup, cancels into 5x[B] stance on frame 10 instead of performing attack On CH Crumple Duration 54F, Crumple Fall 78F 5x[B] Can cancel into attacks from frame 4 Stance can be held for 180F Recovery is after button release/maximum stance duration Minimum stance duration 7F (Minimum total frames: 3 startup + 7 stance + 8 recovery = 18F) When re-entering stance from 5x[B]A, has different (extended) startup animation, guard point/cancellable from frame 9 On Guard Point, hitstop for Mai is 4F. Opponent hitstop is 14F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "5x[B]Stance Moves", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll For each move from the stanceAorCmay be used to perform them. The button used does not change any of the move's properties so pick whatever's comfortable for you (Remembering that you're holdingB), in combo notation theAinput is always used for simplicity. Mai's low from stance. Links into2Aon hit at close range. If you're still holdingBafterwards, it will revert back into the stance. Crumple stuns on grounded hit. Slams downwards for a hard knockdown on air hit. Mai's mid from stance that blows the opponent horizontally on hit. A powerful frametrap starter due to its excellent scaling and fatal counter properties, though it is punishable on block. Used in corner5XB6Aloops to deal large amounts of damage. Midscreen, combos into236A, and optimally236A!for additional combo routes. Useful for loops and occasional frame traps. 5x[B] A Bonus Proration 110% If B is held, cancels back into 5x[B] stance on frame 21 Crumple Duration 24F, Crumple Fall 57F 5x[B] 6A Fatal Counter Maximum Slide duration 10F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "5xC", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll On whiff, cancellable into followups on frames 14-18" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "5xCFollowups", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Combos from5xCon crouching or air, but not standing. On ground hit, has limited combo options outside of236B, but on air hit can link into (236 >)5Afor a juggle. Leaves only a 5 frame gap after5xCfor the opponent to counter this, so usually safe if it is not IB'd in jab range. Mix this up with5xCBso they're less likely to counter your offense. Mai's other5xCoverhead. Slightly slower than5xCA, so it can be stuffed more easily but with much higher reward on hit and block due to its extremely fast recovery. Links on hit for a normal starter combo,2Cis optimal. On block, it can link seamlessly back to5Aif you're close enough to continue your blockstring, or other moves to frametrap mashing. Since Mai leaps into the air before performing this attack, it can be used to evade poorly timed low and mid pokes, though the move does not have any invulnability. Mai's signature mash normal. Can be timed to form a frame trap for players hoping to counter the other two moves. On hit5xC[C]can be used to set up the perfect range for a236A!tipper hit or just be mashed for damage later in the combo. Earliest cancel is on hit 3. Deals chip damage on block, and can be used to quickly deplete the opponent's barrier gauge when combined with herCrush Trigger. Holding[C]increases the maximum number of hits to 12. MashingCincreases the maximum number of hits to 24. After hit 12,5xCCcan no longer be special cancelled and will launch the opponent following hit 16. Does chip damage on block. 5xCA Forces crouching on hit 5xCB Forces crouching on hit 5xCC Press C to do 6 more hits. Max 24 hits Chip Damage 5%: 11×6~24 (66~284)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A low2Awith great range considering its speed. Chains into5A, and can be used to pick opponents off the ground. Has enough hitstun to combo2A>5aAat ranges2A>5Adoes not connect. This move also has a small vertical hurtbox and can low profile many attacks. Lv1 Button with Lv2 hitstun, meaning it has more hitstun than usual 2As Longer range than5A Chains into5A,2Band2xC On whiff, cancellable into 2xC on frames 8-12" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A midrange sweep. Naturally combos into2xCfor aJuncturefollowup or 236 >236D. Untechable on CH, allowing for2Binto5C. Chains into2xC. On whiff, cancellable into 2xC on frames 13-18" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "2xC", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A standardj.A. Use it to jail or air to air opponents when you think they'll bait2C. Lv1 Button with Lv2 hitstun, meaning it has more hitstun than usual j.As." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.Bhas a rather long recovery on whiff, but it's good a solid hitbox for crossups. Not always the best for air to airs, but decent for jump-ins. Reverse beats intoj.A. Good crossup hitbox. Only does 1 hit Last set of active frames hits crossup" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hits in front, below, and behind. Hard knockdown on CH, allows for pickups with either5CC5Aor2A5ACAinto extended combos." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "Exseal", + "text": "2D/5D/8D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Mai throws her spear. Can change the trajectory as long asDis held. Most of Mai's grounded normals can be drive cancelled so it's important to remember it as an option during pressure and some combos. The hitstun inflicted by Exseal is also insanely high on hit, causing a launching tumble that can often be picked up to continue the combo. Charging fully makes the attack unblockable. The time spent charging is reduced by almost half in Overdrive. The air version is functionally the same, though its angles are different. Changing the trajectory at any time resets how long it takes to fully charge. 5D Cancellable into D~D from 4th active frame onwards 5[D] Cancellable into D~D from 4th active frame onwards j.D j.2D also has Down 23 Cancellable into D~D from 4th active frame onwards j.[D] j.2[D] also has Down 23 Cancellable into D~D from 4th active frame onwards" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "Direction Change", + "text": "Dafter any Drive (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Loses unblockable property of charged drive upon usage of direction change. Redirects for another attack on hit and on block during Overdrive. Spear disappears if Mai is hit. D~D Values in [] are when used after max charge xD Startup overlaps active frames of xD, gap between D > D hits can be less than startup (min. 1) Special cancellable from frame 11 Frame advantage is worst possible Considered same move as xD (first hit), and only applies proration once for all hits D~D OD Values in [] are when used after max charge xD Startup overlaps active frames of xD, gap between D > D hits can be less than startup (min. 1) Special cancellable from frame 11, projectile disappears and second hit does not occur if special cancelled before it connects Gap in actives includes 2 hitstop on projectile of first hit (technically 4) Frame advantage is worst possible, time for second hit to connect is variable due to redirect angle Considered same move as xD (first hit), and only applies proration once for all hits j.D~D Values in [] are when used after max charge j.D Startup overlaps active frames of xD, gap between D > D hits can be less than startup (min. 1) Special cancellable from frame 11 Considered same move as j.D (first hit), and only applies proration once for all hits j.D~D OD Values in [] are when used after max charge j.D Startup overlaps active frames of xD, gap between D > D hits can be less than startup (min. 1) Special cancellable from frame 11, projectile disappears and second hit does not occur if special cancelled before it connects Gap in actives includes 2 hitstop on projectile of first hit (technically 4) Considered same move as j.D (first hit), and only applies proration once for all hits" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "Ground Throw", + "text": "5B+C4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Simple throw that deposits the opponent right in front of you for an easy combo followup with 236 or 214. Forward and back versions are identical except for the side the opponent lands on. Knocks down. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Wallbounces midscreen and wallsplats in the corner Cancels into j.214 Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A great Crush Trigger that has long range and moves Mai forward slightly to stay in against barrier guard. A good mixup option for 25 meter to compliment Mai's strike-throw. Launches on air hit. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "Juncture", + "text": "236 H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cancelling into followups in the first 3 frames will give them a 10% base damage increase and count separately for Same Move Proration. Followups start at frame 7.Frame data for followups assume they've gone through 236's startup already Frame data for followups assume they've gone through 236's startup already Hold 4 or 2 to prevent accidentalA/B/Cfollowups if you wish to use normal moves instead. Can cancel into normals at frame 21 Command dash that can cancel into thrust followups or additional 236/214 movements. Note that while you can frametrap with the thrusts, the command dash itself is NOT safe as a pressure reset and you can easily be mashed out while trying. The exception to this is during Overdrive, where cancelling the followup attack(s) of Drives into 236 is extremely positive. The follow up attack has two parts which both can be cancelled, but cancelling the first part early will cause the second part to disappear. Its followup \"Himeyuri\" attacks have a tipper effect on their last active frame. These have an extended hitbox, better proration and extra effects. Tipper hits are notated as 236X! Tipper air hit causes opponent to be pulled in slightly, allowing for followup combos midscreen. Tipper hit guard crushes on block unless it is Barrier blocked. Can cancel into Himeyuri, 236 or 214 from frame 7 Can cancel into normals/throw from frame 21 Can cancel into 236D/214D at any point" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "Himeyuri", + "text": "236~A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The last frame of the active frames has an extended \"tipper\" hitbox. This hitbox has unique properties (Tipper-only values are written in [] in the above table):Tipper air hit causes opponent to be pulled in slightly, allowing for followup combos midscreen.Tipper hit guard crushes on block unless it is Barrier blocked.Combos that require a tipper hit use an exclaimation mark after the move input. I.e. \"236A!\"Tipper hits count separately for Same Move Proration. Tipper air hit causes opponent to be pulled in slightly, allowing for followup combos midscreen. Tipper hit guard crushes on block unless it is Barrier blocked. Combos that require a tipper hit use an exclaimation mark after the move input. I.e. \"236A!\" Tipper hits count separately for Same Move Proration. Overdrive adds an extra hit during the main part of the move, while tipper hits are still possible as normal in OD, multi-hits and tipper hits cannot happen on the same move. Floats on air hit Fast thrust followup from 236 command dash. Short enough range to space a tipper off certain blockstrings but short guard crush time requires RC for followup. 236A Hit on the last active frame to get Tip version Values in [] are for Tip version [On CH Crumple Duration 58F, Crumple Fall 81F] If input on first possible frame of 236, then instead performs EX version with 10% increased base damage (considered a separate move for SMP) 236A OD Hit on the last active frame to get Tip version Values in [] are for Tip version First hit that connects deals 1000 damage, remaining hits deal 250 If input on first possible frame of 236, then instead performs EX version with 10% increased base damage (considered a separate move for SMP) Crumple Duration 29F, Crumple Fall 62F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "Himeyuri: Blaze", + "text": "236~B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Knocks down on hit (emergency techable on air hit) Can shorten the distance travelled by holding 4 early into startup Staggers grounded opponents and wallbounces airborne opponents in Overdrive. Like theAversion, the final active frame has improved properties and a hitbox that only covers the very tip of the spear, but is slightly extended.Tipper hits are disable if the move has connected too early (Even for the multi-hit Overdrive version)Combos that require a tipper hit use an exclaimation mark after the move input. I.e. \"236B!\"Tipper hit is a hard knockdownTipper hits count separately for Same Move Proration.Tipper OD air hit grants both a wall bounce and a hard knockdown, but a stagger hit on a grounded hit. Tipper hits are disable if the move has connected too early (Even for the multi-hit Overdrive version) Combos that require a tipper hit use an exclaimation mark after the move input. I.e. \"236B!\" Tipper hit is a hard knockdown Tipper hits count separately for Same Move Proration. Tipper OD air hit grants both a wall bounce and a hard knockdown, but a stagger hit on a grounded hit. Staggers grounded opponents and wallbounces airborne opponents in Overdrive. Overdrive adds three extra hits during the main part of the move and makes it stagger on grounded hit. While tipper hits are still possible as normal in OD, multi-hits and tipper hits cannot happen on the same move. 236B Hit on the last active frame to get Tip version Values in [] are for Tip version If input on first possible frame of 236, then instead performs EX version with 10% increased base damage (considered a separate move for SMP) 236B OD Hit on the last active frame to get Tip version Values in [] are for Tip version First hit that connects deals 1250 damage, remaining hits deal 125 If input on first possible frame of 236, then instead performs EX version with 10% increased base damage (considered a separate move for SMP) Crumple Duration 31F, Crumple Fall 64F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "Himeyuri: Dipper", + "text": "236~C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Upwards thrust that carries the opponent with it on hit. Can be followed up with 214 moves (including charged version, sometimes even on non-tipper hits) for knockdown and corner carry. Not a fully invincible reversal due to 236 leaving you vulnerable for multiple frames Cancels into 214 on hit. Launches opponent on hit. 236C Hit on the last active frame to get Tip version Values in [] are for Tip version Can cancel into 214 from frame 17 If input on first possible frame of 236, then instead performs EX version with 10% increased base damage (considered a separate move for SMP) 236C OD Hit on the last active frame to get Tip version Values in [] are for Tip version Can cancel into 214 from frame 17 First hit that connects deals 1300 damage, remaining hits deal 130 damage If input on first possible frame of 236, then instead performs EX version with 10% increased base damage (considered a separate move for SMP)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "Moon Blossom", + "text": "214 (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hold 6 to cancel into normals instead of dive followups Flip angle changes based on preceding movements (236 and 214). If performed slightly late or during Overdrive, the Dive followups become their charged versions. These count separately for Same Move Proration (Expand the \"stats for nerds\" for details on the timing window) Only usable twice in the air. 214 Airborne from frame 5 Can cancel into Suzuran, j.214 and other attacks from frame 10 Instead cancels into enhanced Suzuran from frame 15 Can cancel into 236D/214D while grounded (frames 1-4) j.214 Can cancel into Suzuran, j.214 and other attacks from frame 7 Instead cancels into enhanced Suzuran from frame 12" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "Suzuran", + "text": "214~A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Straight-down dive that is primarily used to get the most frame advantage at the end of an air combo. Charged version has a second ground hit that is significantly plus on block, so it can be used in pressure; however, the second hit will whiff (and the move will be punishable) if the opponent blocks while airborne. At certain relative heights, even the uncharged version can combo into 236D. Uncharged version knocks down on hit. Charged version ground bounces on hit. 214A OD Version automatically does Delayed version, but startup still 11F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "Suzuran: Blaze", + "text": "214~B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Angled dive at a steeper angle thanCversion. Slightly more advantageous knockdown in exchange for less horizontal range, but otherwise fairly interchangeable. You'll primarily be using the charged version of this in combos to avoid same-move proration from doingCdive multiple times. Like other versions, charged version has a ground shockwave that is plus on block but will whiff on airborne blocking opponents. Uncharged version knocks down on hit. Charged version ground bounces on hit. 214B OD Version automatically does Delayed version, but startup still 11F 214B Delayed Maximum Slide duration 5F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "Suzuran: Dipper", + "text": "214~C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Forward dive. Best corner carry and easiest to combo midscreen due to horizontal reach, but has the worst knockdown advantage of the dive enders. Although you're unlikely to be in a situation where this is a serious risk, be aware that the spear itself has a hurtbox. Uncharged version knocks down on hit. Charged version ground bounces on hit. 214C OD Version automatically does Delayed version, but startup still 11F 214C Delayed Maximum Slide duration 5F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "Sylvan Hurricane Assault", + "text": "236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Goes straight up, then comes down on the opponent. Sadly not a true reversal since invul starts on frame 4 but can still be used as a fast anti-air, but you'll primarily use this as a combo ender due to its reasonable minimum damage. Mai targets slightly in front of her opponent when beginning the descent, but this attack can still switch sides depending on how the opponent moves after activation. Additionally, Mai can RC the recovery leap back into a crossup AD >j.C. Can be canceled into off 236 and 214 command dash Values in [] are during OD Minimum Damage 20%: 920 [1100]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "Floral Blizzard Blossom", + "text": "214D(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Mai's metered reversal. Mai assumes a stance with first frame guardpoint against everything except throws but including unblockable attacks and can be held to extend the guardpoint and also increase the power of the move. The superflash only occurs after the stance ends, so it's not massively obvious that the guardpoint is up at first. That said, it's not very good. It's unreliable for escaping pressure as the move only has guard point and no actual invulnerability until after the superflash, meaning that opponents can just grab you out of the attack if they react fast enough, on top of being very unsafe on block. Both players also only recieve normal hitstop if this blocks attacks, unlike other parry moves, so successfully blocking something doesn't actually help that much. It can be held to try to bait the opponent into pressing another un-RCable button before the superflash, but this is very risky. Can be kara-cancelled from 214 and 236. 214D Values in [] are during OD Hold button to delay attack Guardpoint lasts until superflash On Guard Point, hitstop for Mai is 0F. Opponent hitstop unchanged Invul lasts from superflash through active frames Minimum Damage 30%: 450 [540] guardpoint reversal Maximum Slide duration 10F 214D Lv2 Values in [] are during OD Hold button to delay attack Guardpoint lasts until superflash On Guard Point, hitstop for Mai is 0F. Opponent hitstop unchanged Invul lasts from superflash through active frames Minimum Damage 30%: 600 [720 Maximum Slide duration 10F 214D Lv3 Values in [] are during OD Guardpoint lasts until superflash On Guard Point, hitstop for Mai is 0F. Opponent hitstop unchanged Invul lasts from superflash through active frames Minimum Damage 30%: 900 [1080] Maximum Slide duration 10F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "Shearing Cherry Blossom Storm", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 300 {590+59}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "Royal Crimson Sprout: New Moon Lotus", + "text": "222DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Combos out of nearly anything. Seriously, it's extremely easy to combo into this Astral. Combos From All Throws 5B 5C Every followup from a 5X normal. And a lot more!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai", + "title": "Mai", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Strategy", + "title": "Platinum the Trinity", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Strategy", + "title": "Platinum the Trinity", + "section": "General Tactics", + "text": "For more information on Platinum's gameplan, check the guidehere. Important Buttons 5A: Fastest normal and hits crouchers. Doesn’t hit very high, but can anti-air in some situations such as Esj.C. Its gatlings and ability to jump cancel makes it very useful in pressure. 2A: Slower than most 2As and doesn’t have much range, but hits low and is very useful with its good gatling options and can go back into5A. Not recommended as a mash option due to its speed and range. 5B: Long range ground poke. Has decent range, but is a bit slower (11f) than other characters who have similar buttons. One of your main tools for playing ground neutral but be careful of the move’s slight extended hurtbox on the end. Not jump cancellable on hit or block and your follow ups are a bit limited from long/max range, but still a staple for neutral. 6A: Her faster anti air, hits in front of her and a bit above her. Pretty fast, jump cancellable on hit and block, and has good gatling options allowing you to go into5Cand6Cand other things. Try to use this more than using2Cas2Ccan be very unreliable and is much slower. 5C: One of her most important buttons. It’s jump cancellable on block and hit, has 9 frame startup, and is a very good punish starter when you don’t have access to super fan. This move should be used as close to the opponent as possible in blockstrings so that the player can make use out of the many options she has available out of it. Not recommended for use in neutral as its range is quite short, but it’s still a very strong tool for frame traps and offense in general. 6C: This move is rather unique and a bit hard to utilize well. It’s foot invul property and puts platinum in the air allowing her to cancel the move intoj.C,j.Bandj.2Ceven on whiff. This allows you to look for moves that low profile certain pokes like5B. It's an annoying move for people to deal with since she can special cancel on block and hit, while also cancelling into specific normals on whiff. It is super bad on whiff and there are ways around doing stuff like6C>j.Cin neutral, but if used right and mixed in with other tools it's annoying to deal with. It also fatal counters and will give you full corner carry on even normal hit. At midscreen it's still very good combo filler as she can loop6A>6C> pogo > etc. 3C: Her longest non item poke. Hits low. This move is DEADLY on CH and gives her enough untech time to run up and hit confirm anywhere on the screen into full corner carry and 3.4k-4k damage depending on screen position and item equips. When blocked there’s not much she can threaten from it besides special cancelling into drive, bubble, heartcar RC, but it will usually leave her at a range where most characters cannot contest her hard without using meter or specific call outs. High damaging combo filler, good for oki, and just all around good in general. 6B: Clunky standing overhead, but strong if used well. The frame advantage varies depending on when it hits the opponent relative to its startup. At point blank range the overhead hits the fastest, but is unsafe on block and doesn't allow followups if not RCd. When used at a distance, you can followup with5Con hit and on block you're plus. Barrier and Instant Barrier are tricky to handle because of the pushback so it will take time to learn how to use this move properly. Things like bubble and other projectile items (like presents and bombs) can allow you to get the best of both worlds; You can use the overhead from the closest range while the bubble/other projectile keeps you advantaged on block or helps confirm on hit. j.B: Probably her most useful air normal, being a very good close range air to air and allowing you to follow up on CH if the opponent is decently close to the ground or about the middle of the screen. Gatlings into all other normals includingj.A, and can also be used as an overhead option from TK’ing236C(swallow moon). All around just a very good normal for playing air footsies in combination withj.C j.C: Very strong air neutral poke that hits in front of her and a bit below. A staple mid / close range button for neutral in combination withj.236C. Due to her having a lot of ways to stall her air movement this move can be used to punish people attempting to anti air you weaving around certain buttons in air to air situations. It’s not recommended to use this button as an overhead from TK swallow moon asj.Bcomes out much faster and you will need to be a lot higher to make the move come out in that situation. 236A: Pogo has projectile invul and moves Platinum forward so it can be used to avoid certain projectiles in neutral, but it shouldn’t be overused as the invul ends once you do a follow up button. Can also be used in the air to alter her movement a bit and make it annoying to anti air her or play neutral with. The air version lacks the invul, however. 236B: Hits low and moves Platinum forward, but not enough to be used in neutral too much to get in. Punishable on block and bad on whiff so be careful when using it. Can be RC’d in pressure to catch people jumping out due to the move hitting low, and also people expecting her turn to be over when it’s blocked. Used a lot in corner combos for combo filler. 236C: Hits high, has some body invul, and can also crossup on block at certain ranges and on certain characters. The crossup on this move is a bit awkward to use because it's character dependent, and also depends on how the opponent blocks it. Sometimes on very short characters you won’t be able to hit them crossup or overhead at all, but if they stand to try and block it high they can get crossed up by the end of the move. j.236C: Amazing special for making your neutral approach annoying to deal with. This move allows Platinum to stall herself in the air allowing you to make your approach a lot more unpredictable. You can use it to bait anti airs, chill in the air to avoid certain projectiles or buttons, or as a mixup when done close range off of a jump cancel button. Platinum's Drive encourages her to play differently depending on the tools she's given. This gives Platinum a variety of options to go for at different states of the game. For example, if she's in the lead with Magical Do-Re-Mi Box (Presents), she can set them and force her opponents to approach. With her Cat Hammer, she can play at a midrange and call out commitments in neutral. Each of Platinums items are useful, and it's up to the player to make use of them however they see fit. That being said, it's important to know how to play when you don't have ideal items, or when you don't have the chance to summon an item. In neutral, Platinum's5Band3Care helpful pokes that lead to solid damage. Platinum can antiair with both6Aand2C. Once she's in, her2Aand6Bare good for forcing people to hold high/low mixups. On defense, Plat's Magical Bat is a solid reversal. With meter, she can also use her reversal super or rapid cancel her bat to stay safe. On offense, Pan and Hammer are additional tools for opening up an opponent through instant overheads or guard crushes." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Strategy", + "title": "Platinum the Trinity", + "section": "Blockstrings", + "text": "Platinum’s blockstrings aren’t as amazing as some other character’s especially at midscreen, as she doesn’t have very good frame advantage on a lot of her stuff. However, having access to a jump cancellable on block normal with a lot of gatlings and options makes her pressure similar to Jin where you will condition them with your follow ups from5Cand5A. She also has to respect OD a bit and is a bit weak to fuzzy jump, so players will have to be careful of using moves like2B/5C/6C/6Btoo much when the opponent has OD. However if you can condition your opponent to not disrespect too much, she can get away with a lot of good pressure resets and overheads from her air buttons." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Strategy", + "title": "Platinum the Trinity", + "section": "Far Range Blockstring Structure", + "text": "This is your string for when you press5Band you’re too far away to connect5Cor do anything threatening. You can cancel the3Con block into bubble to have your bubble out and reset into neutral if the opponent continues to block. Doing nothing is also an option because the frame advantage on3Cis not terrible and you generally won’t be punished.236Bcan be used to keep pressure and tag the opponent low or catch them jumping, but should be used sparingly and most of the time with meter so that you can keep pressure.5Dcan also be used to equip an item but be careful about some characters who can contest that range as equipping an item does have recovery. You can also frame trap with cat hammer or keep pressure with some projectile items like halo/missiles and bombs." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Strategy", + "title": "Platinum the Trinity", + "section": "Close Range Midscreen Pressure", + "text": "Your pressure midscreen is going to be a lot weaker due to the pushback on her buttons and range of most of them. Outside of character specific defensive options like reversals, the biggest universal threat to her pressure is overdrive and fuzzy jump or IBB. Overdrive is very strong (but not unbeatable) against her and will force you to be careful of committing to heavy recovery buttons like2B,6C, and6B. IBB and fuzzy jump are also good against her because IBB will push things like6C/3Cand5Bout far so that she either can’t threaten any mixup or to out range her from jump cancelling like from5C. To get around overdrive, you’ll have to threaten offense to get your opponent to want to overdrive. Close range pressure like5Aand2Acan threaten your opponent with a throw, throw bait, overhead from swallow moonj.Bor6B, and jump cancel options from5Aand5C. Jump cancelling into air normals is generally safe vs OD and also using swallow moon as you can block out of it. Some offensive items like pan and hammer will also make your opponent more afraid on defense as they are very strong, getting them to want to burn OD more. Fuzzy jump in general is pretty difficult to work around, but you can catch it by either pressing low buttons at the right timing (2A,2B,3C,236B) or delaying your buttons in your blockstring to catch jump startup. You can also IADj.B>j.2Cor normal jump cancelj.B/j.Cto chase the opponent and bring them back to the ground. Keep in mind thatj.2Ccan be punished due to the low blockstun on the move depending on where they block it. There’s not really many auto pilot strings for this character, as the player is going to have to keep up with how the opponent is defending, so good use of her jump cancels and spacing on buttons in combination with the threat of offensive items will be the best way to open people up. If they’re respecting you a lot, go for more overheads like6B/pan/j.236Cj.B, or pressure resets off of5A/5Cinto air buttons and the 50-50 from swallow moon or2A. If the opponent is pressing a lot of buttons on offense, try to frame trap them with5C/6C/3Cor jumping away with swallow moon orj.Cto bait certain things. If they’re using overdrive or have access to meter for good reversals, try to keep your pressure short and safe and don’t go for much slow buttons or stuff like6B/6C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Strategy", + "title": "Platinum the Trinity", + "section": "Corner pressure", + "text": "Your pressure is not all that different from midscreen, but it does give you more access to better pressure resets and not having to worry as much about stuff like backdash and jumping back (outside of very specific backdashes like Azrael, Murakumos, and Izayoi). Your goal here is going to be to threaten a mixup off of your corner oki which is very good. This will in turn make a lot of the normal pressure resets and attempts to frame trap a lot more threatening due to the situation being a lot worse for the opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Strategy", + "title": "Platinum the Trinity", + "section": "Midscreen", + "text": "Midscreen this character is not too amazing. It’s difficult to cover all defensive options in BB midscreen for most characters, and stuff like bubble and certain projectiles are going to be easy to avoid on oki midscreen. Thankfully, this character gets very good corner carry on good hits and it should be a priority to get the opponent to the corner for the best oki possible. The following example is a pretty common combo ender for far range hits you can’t confirm: There’s not much you can really do for oki here due to the short hitstun on22C, but you can call out a forward roll or back roll with run up2A,2B>5C, or set out a bubble and return to neutral or just equip an item or something.6Ccan be used for oki as well here but is weak to forward rolling, though it’s a pretty decent option if the opponent is close to the corner when you22C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Strategy", + "title": "Platinum the Trinity", + "section": "Corner", + "text": "This character’s oki and pressure opens up a lot more when the opponent is in the corner. There’s a lot of varied oki you can do depending on your combo enders and what routes you do, and what items you have access to. 3Cis a pretty strong ender for most of platinum’s combos in the corner because it puts her at a spacing which allows her to follow up with a lot of things, while also having pretty good hitstun on it’s own. Here's some examples: The spacing you’re at here allows you to catch people rolling with either2Aor6C, or space a swallow moonj.Bto catch rolls and safe jump certain reversals. Generally this is a pretty good option to use as there are a lot of items you can use as well from pogo ender and also6Cwill allow you to either catch the opponents roll and follow up with a good combo, or if respected, allows you to continue pressure in the air with falling normals and then threaten a mixup situation with swallow moon or2A/2B, throw, or6B, or whatever item you have equipped. In this situation, the bubble is going to be used for your offense rather than the meaty. You will still have to pressure the opponent with something to keep them from wanting to roll or jump out. If the opponent is respecting your oki, this means you can use the bubble which will eventually fall towards your opponent. You can threaten a lot of situations from here and use the bubble to discourage the opponent from jumping out and have it cover your mixup or pressure reset. If the opponent delays their tech, most characters will get blue beat combo’d by the bubble in this situation so you will lose the bubble. However you can still keep a good knockdown by reacting to the situation and pressing3Cagain or3C>236A~BCA and doing the previous oki. The way you get around if your opponent is delay teching too much in this situation is to delay the214Ca bit slightly so that the opponent does not get hit by it. Keep in mind they can quick rise to get out of this situation, but it’s a rather rare thing to happen as she will have other ways to keep the opponent from wanting to use this. “High”236Cin this context means using having the opponent be high in the combo when you use236Cso that platinum recovers faster so that you can do stronger oki. Generally this will happen from routes where platinum ends with2C>214C>2C> dl236C. From this you can use swallow moonj.Bfor oki to safejump/catch rolls, or you can214Bto catch forward roll. In this situation the bubble will be blocked by the opponent as a meaty. One gimmick you can use for this situation is to throw them once the bubble is blocked as most people will not recognize the situation too fast due to bubbles low blockstun. The throw will appear as it should purple throw, like most throws in projectile oki situations like this. Use this rarely to keep opponents not expecting it." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Strategy", + "title": "Platinum the Trinity", + "section": "Items", + "text": "Item oki will make this character very scary and force the opponent to guess more or stay on their toes more, in combination with her already pretty decent normal oki. Generally the best time to use a lot of the projectile item oki will be after stuff like3Cor3C> pogo enders because you will be put a decent distance away from the opponent so that you cover roll after firing the projectile item or at a good range to force a mixup. BombThere’s a lot to list but an example would be using3Cand then4Dbomb delayed slightly so that the bomb will meaty the opponent and then you can run up with a2Bor6B. This mixup will be obscured by the bomb explosion and also be hard to react to the overhead since it’s done so closely. You can also toss the boxes after3Cwith a slight delay on214Dto make sure the opponent doesn’t delay tech them. Air batcan also be used for the wall stick as the opponent will fall to the ground and you can swallow moon to float down and meaty them withj.B. Or use the ground bat with the same wallstick to bubble oki or do something else listed in the above sections. Halocan be used after236Cender or after3Cif its delayed so that the halo will whiff and then on it’s way back you can use it for your next blockstring/mixup. When done in the corner the halo can pull the opponent out of the corner a bit so that you can utilize some crossup threat. Missilescan be used for oki, but I feel like missiles are much weaker as oki and better used on offense or for combos when in this situation. Because of how slow the startup is on214Dthe opponent could react to the situation well and just delay tech the missiles and cause an air scramble or get out of the situation. I would recommend doing something like3Cor bubble or pogo oki and then keeping pressure and throwing out214Dwhen the opponent blocks one of your buttons. You’ll be close enough then where they can’t jump out as easily and you can threaten a high/low mixu or a pressure reset. Cat hammeris pretty strong oki as a combo ender because it functions similar to3Cwith it’s long knockdown except the214Cbubble from this situation is harder to disrespect. Not much more you can do from this but cat hammer as an ender will essentially function as a better3Cfor this situation. You can also do3C>214Cand if the opponent delay techs your bubble, you can3C>5D>214Cagain because the bubble cooldown will be gone and you can get free damage while getting the same oki. Pan and hammer shouldn’t really be used for oki other than saving it for your mixup for the oki. They’re both very strong options for pressure and immediate mixup." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Strategy", + "title": "Platinum the Trinity", + "section": "Tips and Tricks", + "text": "Get used to using swallow moon in neutral because it’s one of her strongest tools for neutral. Practice in training mode or other matches just jumping around with her buttons and swallow moon so you can get a feel for it. She has the ability to stall her air momentum and movement with moves like item equip, swallow moon, and certain items so it will be tricky for your opponent to approach / play around you if you can get used to using swallow moon this way. Be careful though as swallow moon puts you in counter hit state which means your opponent can air throw you for free if they call it out. Try not to be predictable with your intent with items. Items are a crucial part of Platinum's gameplan, but you have to make sure you are not too easy to read. The nature of her drive makes it very easy for experienced players and people familiar with the matchup to follow it. The opponent gets to see your item and whatever the next one you have is, so it removes a lot of the guessing nature that similar characters like Teddie and Faust have with their item gameplan. Get used to using the characters normal tools so that you can not rely too hard on items to win matchups that feel hard or open people up, and you can surprise them or exploit the opponent trying to follow your items. Prioritize corner carry and oki over damage and item equip. If you can get damage, corner, and oki from the hit then that’s great, but if you feel like you have to sacrifice one or the other or you’re not sure of a situation, try to go with the situation that will give you corner carry as Platinum doesn’t do to well midscreen. If the combo you’re doing gives you 500 extra damage but leaves the opponent midscreen, it might be better to do a route that gives you corner carry instead. Try to identify if the matchup gets significantly better or not if you have good items, and if you are able to rotate items with214D. Characters like Es, Nine, Hazama and Litchi for example can be difficult for Platinum to play in neutral and you will feel like you will need certain tools to get in (cat hammer, missiles, etc), but these characters can also punish Platinum for trying to cycle items or rely on them too heavy as they have access to really strong neutral and screen threat. Basically, at times you may have to work with what item you have instead of trying to get the item that *feels* good. It will generally be safer to play neutral with her normals and swallow moon and movement rather than sitting on the ground trying to cycle items too much. In many cases, you're better off not using the command grab. It’s slow, very reactable, has low reward, and you will die if punished. Please just pretend this move doesn’t exist or at least use it once per set maximum Miracle Jeanne (236236D) can function like an RC and keep you advantaged while also giving you a powered item for your offense. It can be used to continue pressure after a blocked3Cor be plus if you’re close enough like after a5Bor5C. You can also use it as a “pause button” because the recovery on this move is extremely low and can allow you to react to a situation easier and pick the appropriate response. If you know you will want to use your next powered item, try to use the super in a situation like above where you can utilize this super to it’s fullest potential. Her counter is a useful tool for defense, but you should use it conservatively as the reward on it is extremely low, and it being a counter means it can lose to throws. The opponent can also bait it by safe jumping it and blocking the projectile or in some situations bait it automatically with a jump cancel. Being a flash kick input means you can down back and react to certain slower overheads a lot easier, but watch out for characters with heavy punishes or good throw mixup or command throws. 236Chas body invul and can be used to abuse certain characters' offense if they aren’t ready for it, but it should also be used sparingly as it’s very bad on block and whiff. It’s extremely rewarding on CH though so it’s a decent option sometimes." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Strategy", + "title": "Platinum the Trinity", + "section": "Fighting Platinum", + "text": "Overdrive is very strong vs a lot of basic platinum offense/pressure. If you feel like the player is going too wild or crazy you can overdrive a lot of mixup items, and a lot of her other buttons like5C,2B,6C,3C, bubble when done close, heartcar, etc. Get familiar with her items, how they work, and pay attention to the screen. She’s not like other Arcsys item characters where their item mechanic is random like Faust, or extremely difficult to follow like Teddie. Her meter at the bottom will always display what item she has Equipped and what item is next after that. She has to first equip the item which has it’s own startup and recovery, and then use the item itself which has startup and recovery depending on the item itself. Unless you��re unfamiliar with the matchup, there’s very few “surprises” in her gameplan and items. They are still strong when used correctly and in the right situation, but if you’re running into cat hammer and getting counter hit constantly without paying attention to the screen, that’s on you. Lab how to deal with her counter. It has an unusually long amount of catch frames, but there is decent amount of recovery at the end of it where you can always get your best starter (Naoto for example can get fully charged6Dand end her life). You can also trigger the counter with some moves and block it if you can jump cancel the move or if you’re just decently far away. The follow up attack also counts as a projectile so anything projectile invul will beat it. You can also throw it if you’re feeling lazy, or throw her on offense if she is using it too much. Halo only hits once, so if you block it when it’s going on the way out it, even though the halo is visually coming back to Platinum, it won’t hit you. But if the first part of it whiffs and it’s coming back to her and it hasn’t come into contact with you before hand, it can still hit you, even if you’re making her block. The halo does not hit you if platinum is getting hit, for either versions (It can still trade though in some situations like most trades). Cat hammer is very big and super cat hammer is even bigger, but don’t panic. She has 5 charges which can seem like a lot, but if you block it when it’s done from the air she will never be in a situation where she force anything threatening without spending meter or committing hard. Generally if the player relies on cat hammer too much or you’re struggling to get in when she has it, just chill and block it out. Let them get impatient and just relax if your character doesn’t have any tools to straight up contest it. The hurtbox for bubble is significantly larger than the hitbox for it, so you can generally destroy it with almost anything. A good way of dealing with it in neutral is by just hitting it with a jab or air jab if platinum isn’t near you to punish you for hitting it. Although, jabs are generally pretty safe in these situations. Boxes can be broken, but super boxes will take a bit more. They have a set amount of health and will only break when you do enough damage. Most characters C and D normals can do enough damage to break them in 1 hit, or you can special cancel/jump cancel off of them. If you’re having trouble with them in neutral, go into training mode with her and practice dealing with them and figure out what your safest way of dismantling them is. You can also block them by jumping into them with barrier, but be careful if Platinum is protecting them." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Strategy", + "title": "Platinum the Trinity", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Frame_Data", + "title": "Es", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Frame_Data", + "title": "Es", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Frame_Data", + "title": "Es", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Frame_Data", + "title": "Es", + "section": "Revolver Action Table", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Frame_Data", + "title": "Es", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Frame_Data", + "title": "Es", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Matchups", + "title": "Relius Clover", + "section": "Intro", + "text": "Disclaimer Content here can be considered incomplete until expertise is given. Much of this page is very much still a work in progress Replay Theateris a great resource to find high level matches. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Matchups", + "title": "Relius Clover", + "section": "Template", + "text": "Summary template Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Overview General information about a character and their playstyle Neutral Information regarding the character's strengths/weaknesses and options in neutral, how Jin's own options interact with them. Offense Information on the character's offensive options (pressure options, mixups, okizeme and potential setups/gimmicks) and potential ways to circumvent them (such as mash options, whether IB(B)ing specific parts allows for more options). Defense Information on the character's defensive options (fastest mash option, reversal options, potential gimmicks) and potential ways to deal with them if necessary. Conclusion Recap of the most important points and their potential consequences on the matchup. Character Specific Notes Character specific interactions including but not limited to specific option selects, combo related optimisations and/or oddities, etc." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Combos", + "title": "Carl Clover", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Combos", + "title": "Carl Clover", + "section": "Combo Theory", + "text": "Carl has some of the most versatile and rewarding combo structure of any character in this game, having the ability to turn just about any stray hit into a knockdown in the corner with proper routing and positioning. However, this also means that, because of Carl's combos being very Adlib-heavy in nature, that his combo structure can't really be laid out like any other character to the same effect. Due to this, this page will be more describing combopieces that you will be able to stitch together depending on Ada's positioning or health. While Carl's combo theory as a whole is often very dictated by situation when involving Ada into things, the structure itself largely remains the same, generally being: The kind of extension you'll do (hard knockdown / launcher extension) will depend on the doll move used. When starting from an anti-air such as6Aor2C, both lead to launcher extensions and effectively skip to that step in the structure Because of how freeform Carl's combo game can be, it is very important to learn how to prioritize certain routing over others to maximize effectiveness. However:Learning how his combos work while also learning priority is really not that important if you are simply learning how to combo with this character, and being able to combo at all is far more important to being able to play this character effectively. Besides, learning priority so early on just means you're thinking about more at once, which can be very overwhelming, especially playing a character as complex as Carl. Do not worry about optimization before you feel you are used to Carl's combo structure as a whole! There will be provided a general explaination at the bottom of this page for those who are ready to take that next step, but overwhelming yourself with too much at once can lead to stunted improvement, and only makes things more difficult in the long run!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Combos", + "title": "Carl Clover", + "section": "Important Note aboutj.214C", + "text": "j.214Ccan be substituted as an ender in any air combo that ends inj.Cas an alternate ender. While it loses its ability to knock down later into combos, it can be very useful in creating space at midscreen for getting yourself back into position for neutral, or if you want to squeeze out a little bit more regen time out of an air combo." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Combos", + "title": "Carl Clover", + "section": "Grounded Starters", + "text": "5A>5A>5B>5C>6B>623CYour day 1 combo, and core starter when it comes to doll combos due to623Chaving a very long animation, letting you easily get Ada into position. Leads to Doll Extensions. 5A>5A>5B>6B>2CYour day 1 combo starter that allows you to go into your air routes without the use of Ada, usually to stall for time to regenerate her health. Leads to launcher extensions. Crush Trigger is your best friend When Carl gets a combo going on an opponent, but Ada is low on health or otherwise cannot be used, then instead of routing into a normal doll combo, you'll want to make that combo last as long as possible without the help of Doll moves to either give her time to get to you or to give her time to regenerate her health. This is often best achieved with Crush Trigger (CT for short), enabling combos off starters you usually wouldn't be able to, as well as having quite a long animation to stall for time and setting up perfectly for any hard knockdown extensions. Be sure though to let go ofDwhile you do the combo so Ada's health can regenerate, then if you need to, sneak in a22Dinput somewhere near the end of your solo combo to get her in place for oki. Should you be left without Ada, or if doing a normal combo would kill her, always keep this in mind, and dont be afraid to rely on Crush Trigger!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Combos", + "title": "Carl Clover", + "section": "Hard-Knockdown Extensions", + "text": "These extensions are best used after moves such as Crush Trigger, or most doll moves that knock the opponent to the ground, such as6D,4D, or63214D(Anima) j.2C>j.214C(whiff) >microdashThe act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button.>6AA slightly advanced, yet crucial bit of tech to structuring many of Carl's combos that turns any hard knockdown pickup into a proper launcher. Can be performed by bufferingj.214Cright before or asj.2Chits, basically skipping the usual bounce and getting yourself right back to the ground. This is only possible as long as thej.2Chits low enough. If you hit too high, you'll still shoot downwards, butj.214Cwill actually come out, leaving you stuck in the air for a short time. Most often performed as a hard knockdown extension, but can be done on an aerial opponent as well if they're low enough. 5C> 9sjc. >j.B>j.2C>j.B> jc. >j.B>j.CA simple day 1 extension that can be used any time the opponent is knocked down in front of you, such as after Crush Trigger or any doll move that knocks the opponent to the ground." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Combos", + "title": "Carl Clover", + "section": "Note on Allecan >6A> Crush Trigger", + "text": "Specifically, Noel, Rachel, Arakune, Carl, Tsubaki, Makoto, Valk, Relius, Izayoi, Amane, Azrael, Kagura, Celica, Nine, Susanoo, Es, Mai, Jubei, all tend to get a bit finicky later into combos, so try to avoid doing this against them after too long This route is not worth going for against Tager, Bullet, Hibiki, Naoto, or Izanami due to how early into the combo timer it becomes impossible if not a frame perfect delay" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Combos", + "title": "Carl Clover", + "section": "Launcher/Antiair Extensions", + "text": "These extensions are best used after moves like6Aanti-air or2Clauncher, where you are much higher up than you would be otherwise. As well, doll moves like8D,623C(Brio, in the corner),41236D(Fuocco, from midscreen), and421D(Volante) often hit high up or knock them up high to lead into followup. 9sj. >j.B> jc. >j.B>j.2C>j.CYour most reliable way to convert on an airborne opponent into aj.Cender, such as after air hit6Aor2C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Combos", + "title": "Carl Clover", + "section": "Doll Extensions", + "text": "After your starter, should Ada be close by, you have the option to confirm into a doll move to extend the combo further. Almost every doll move has some purpose in combos, and a good place to start would be understanding how you can utilize each one and what their general functions are for combos. Here will be listed several example combos dealing with each respective doll move to give a good idea of the best places to use them. Good thing to note, is that most every doll move is usually best used after623Cas it gives you a good deal of time to confirm the hit and get Ada into position to follow up. Also, many moves line up withj.Cair ender allowing for further followups. Any exceptions to the above two notes will be respectively mentioned." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Combos", + "title": "Carl Clover", + "section": "22D(Campanella)", + "text": "Not quite a combo move in itself, however is your premier way of getting Ada into position right behind you to normalize any following confirm. As you confirm your combo, it is important to know how to fit this input into your other moves without misinputting. It can be quite awkward to line up the input throughout normal strings, so often you can try to sync the input with other 2x moves, are usually the easiest points to starting out. Be careful to be quick with the input though, as the animation is quite long (it can take around 3-4 moves of yours before the animation finishes and Ada is ready to continue) and if you are too late then you may not be able to follow up and will have to settle for the knockdown. Also very useful for enders where Ada may not have the chance to walk forward close enough, as it puts her in the perfect position to continue pressure after oki." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Combos", + "title": "Carl Clover", + "section": "6D", + "text": "Your most basic and core doll move for combos, as it works just about anywhere and is almost always effective at what it does. What it's best at, though, is corner carry at a cheap cost, being Adas cheapest attack and sends them flying across the screen on air hit. Leads consistently into hard knockdown extensions, but due to the launch midscreen, often requires a dash or instant airdash to continue. 5A>5B>5C>623C>6D>5C> 9sjc >j.B>j.2C>j.B> 9jc. >j.B>j.CWorks anywhere so long as Ada is close enough for6Dto hit them, whether shes in front of or behind you, midscreen or corner If you're going to start with any one route as your BnB to build on later, its this." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Combos", + "title": "Carl Clover", + "section": "4D", + "text": "Effectively similar uses to6D, but for pulling the opponent towards Ada instead of away. Leads to the same followups as6Dbut with Ada needing to be on the opposite side. Leads to hard knockdown extensions, but if Ada is in front of you, it often requires a dash or Instant Airdash to get yourself in range to follow up. (With Ada behind you)5A>5B>5C>623C>4D> jc. > dl.j.2C>j.214C> sideswap6A> 9sjc. >j.B> 9jc. >j.B>j.2C>j.CStraightforward route to put the opponent on the opposite side of you, pulling the opponent under you and utilizing Allecan to follow up from the air." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Combos", + "title": "Carl Clover", + "section": "623D(Brio)", + "text": "Your primary corner combo tool, as its great damage, scaling, wall slam allowing for versatile followups, and fast animation makes it amazing as your first doll move in a given combo. Leads to launcher extensions on hit. 5A>5B>5C>623C>623D> 9jc > dl.j.2C>j.B> 9jc. >j.B>j.2C>j.CVery reliable route for any confirm in the corner. Good damage as well as being neutral in doll meter if you let Ada regenerate throughout the air section." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Combos", + "title": "Carl Clover", + "section": "8D", + "text": "A pretty staple air extension for where youj.Cwith Ada directly below you. Good damage and scaling, fast animation, and pops them upwards leaving them in the air for a good bit of time, allowing for a variety of followups. Leads most consistently into launcher extensions. Your primary move for setting up into super enders, as Ada recovers fairly quickly letting you follow up with3C>214214Dquite easily without worrying about letting her finish her animations first. (Antiair, with Ada in front of the opponent)6A> 9sjc. > dl.j.B> 9jc. >j.B>j.2C>j.C>8D> 9jc. >j.2C>j.B> 9jc. >j.B>j.2C>j.214CPuts the opponent back behind Ada, meaning they now have to try and approach again and resetting neutral. Can substitutej.214Cender forj.Cinstead to create a sandwich situation, as off an anti-air it can be pretty awkward to get to corner sometimes, so a sandwich is usually the next best thing if for whatever reason you dont want to reset neutral." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Combos", + "title": "Carl Clover", + "section": "421D(Volante)", + "text": "Adas projectile, launches the opponent upon hit for good damage and scaling. Due to its nature, can be used if Ada is farther away than usual, or even if the projectile is already out, but you need to input it very early into the combo depending on where Ada is at the time. Leads to launcher extensions on hit. 5A>5B>5C>623C>623D> 9jc. > dl.j.2C>j.214C>421D>IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.>j.2C>j.214C(whiff) >microdashThe act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button.6A> 9sjc. >j.B> 9jc. >j.B>j.CVery good for corner damage if you want to extend after623Dand pretty stable corner route all around as long as you can afford two doll moves in one combo." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Combos", + "title": "Carl Clover", + "section": "41236D(Fuocco)", + "text": "Another doll move primarily used for corner carry, with the added benefit of a huge horizontal hitbox and good upfront damage. Also very useful in OD for its improved damage and even better damage scaling. Leads to a very high launcher extensions on hit. 5A>5B>5C>623C>41236D> 9sjc. > dl.j.2C>j.B> 9jc. >j.B>j.2C>j.CWorks with Ada on either side of you, and carries about 1/3rd of the stage while putting Ada close enough to follow up should you need to go further." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Combos", + "title": "Carl Clover", + "section": "63214D(Anima)", + "text": "Adas highest damage single hit move, with the downside of a decent bit of damage scaling. Great for ending off combos going for damage, as the final big hit paired with a potential super followup can lead to a decent chunk of damage at the end of a combo. Not as useful as a BnB combo tool, but sees a lot of use when going for the kill due to its huge up front damage, so there's not really a core route that utilizes Anima outside of corner damage routes noted below. Leads to a hard knockdown extension on hit, leaving the opponent on the opposite side of Ada." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Combos", + "title": "Carl Clover", + "section": "3D", + "text": "Your staple Unblockable tool, as the first hit of3Dis a low, and with Carl going for an overhead, allows for High/Low unblockable setups if timed correctly. As a general combo tool however, it is not very good, as the heavy damage scaling, low hitstun and tiny hitbox make it quite undesireable for anything other that the Unblockables it enables. Leads to hard knockdown extensions on air hit and standing starters on grounded hit, but be careful to be quick with the pickup, as3Ddoes not have a lot of hitstun. [List of Unblockable routes WIP]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Combos", + "title": "Carl Clover", + "section": "2D", + "text": "Not quite your most practical combo tool more than it is for oki, but does have its uses in more advanced midscreen setups, such as Unblockables from a sandwich position. Be mindful though that these cost a lot of doll meter to go for and its not very often you'll have the chance to go for them, but it is an option should you really need it. It's high base damage also gives it use in more optimal resource dump combos in the corner, ideally near the end so you get the least possible effect from its sub-par scaling Leads to launcher extensions on air hit, however due to its heavy damage scaling and lack of positional advantage, its not very practical to go for over other moves as a general combo tool. Note that midscreen Unblockable setups must be done from a sandwich position, with the opponent in between you and Ada. Credit to Gemi+ for exploring these midscreen UB setups more in depthhttps://youtu.be/rxHWRN6XzYk" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Combos", + "title": "Carl Clover", + "section": "Enders", + "text": "Outside of simplej.Corj.214Cenders, there may be situations in which you need to squeeze out just a bit more damage out of a combo to kill the opponent, which is where Carl's Distortion Drives/Supers come in. For the sake of being concise and not repeating previously mentioned combos, all of the below supers can be combo'ed into by routing intoj.C>8D>3C/6C> Super." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Combos", + "title": "Carl Clover", + "section": "632146C(Laetabilis Cantata/Gear super)", + "text": "Carls solo super, can be used regardless of the situation and is the easiest to set up, being both very fast and the hitbox being huge. Also important to note that it lasts the longest, making it good for stalling for Ada's health to recover just a bit more while adding on a good deal of damage. Best used after really anything, being only 7f of startup, though for the best effect, route into this the same way you would214214D Does not lead to followups and forces air tech after it finishes, meaning if you want a knockdown after this you must use Ada to do so." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Combos", + "title": "Carl Clover", + "section": "214214D(Fermata)", + "text": "Carls highest minimum damage super outside of OD, but at the cost of requiring Ada to be available and not already in an animation. This does not use any of Adas meter however. Has pretty slow startup, so often needs pretty specific moves into it such as8D>6C>214214D, or if midscreen,8D>3C>214214D, making sure the3Chits later into the active frames leaving them as high as possible. Leads into another Carl followup on hit, which sets up nicely for going straight into632146Cfor resource dump to squeeze outjusta bit more." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Combos", + "title": "Carl Clover", + "section": "632146D(Arpeggio of Oblivion)", + "text": "While only available when in OD, this super leads to Carl's highest minumum damage super, at around 1k. Requires the same routing into it as214214D, being about just as slow and requiring Ada to be available, just that you must activate OD somewhere before routing into it. Most often a straight up better version of EA ender, as you're probably using OD in a combo to kill anyway, and neither lead to great oki after. Note however, that it does still cost 50 meter and about a 3rd of Adas health, not accounting for mid-OD regen. While important to keep in mind when piloting the character, it is also important to note that you do not need to worry about priority when you first start playing. This section is reserved for those who are comfortable with confirming into different combos already and are looking to further develop and optimize their routing. If you are new, simply focus on learning how to execute your combos and how to piece everything together before worrying yourself any further, then come back here when youre more familiar with Carl's combo theory! Because of how versatile Carl's combo routing can be at times, you often get the privilege of prioritizing certain functions over another, such as corner-carry, damage, or even regenerating doll gauge by stalling for time in the combo. Keeping Ada alive however, is most often top priority above all else, so if you can help it, do your best not to use routes that might leave her too low or run her out, as this can leave you in a very rough spot. This can be mitigated by more advanced combo routing that abuses certain links to stall for as much time as possible. Although as a general rule of thumb, do your best to always keep her with enough health to do at least one move without dying. After keeping up your doll gauge, your other big priority should be getting to the corner, which can be done with routes utilizing moves like623C>6D/4Dto push them away from or towards Ada, depending on her position, or623C>41236D, leading to big carry and damage up front and good positioning afterwards to follow up with another doll move should you not quite be there yet. Once you have achieved a knockdown in the corner, your routing focuses more on dealing damage and looping powerful oki setups. Your go-to option off of most corner confirms is usually623C>623Dwhich is often times your best way to start off combos in the corner due to623Dallowing for a wide variety of useful followups. Note: All of your usual oki options can usually be done regardless of what route you use, so its not really something to worry too much about mid-combo, more than just moving her into position when you aren't using her. A video generally covering the basics of Carl's combo theory, and some important uses for each of Ada's moves Mentioned above in the2Dcombo section, a video covering how to set up Unblockables midscreen A video covering corner Unblockable setups off of various starters and some of the specifics to how the setup works" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Strategy", + "title": "Nine the Phantom", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Strategy", + "title": "Nine the Phantom", + "section": "General Tactics", + "text": "For more information on Nine, checkBasedTuxedoMasked's GuideorKasha's Guide on Becoming a Certified Nine Tl;DR (For Beginners) Important Moves 4AGuardAllStartup6Recovery10Advantage-2,4BGuardAllStartup6Recovery10Advantage-4,4CGuardAllStartup6Recovery12Advantage-6: Essentially Nine's jabs, makes certain long posts safer Kunzite of Keep Breaker [WFF]GuardHigh/Air, AllStartup21RecoveryTotal: 40Advantage+6: Pressure reset, tracking overhead Tanzanite of Torment [WWW]GuardAllStartup10RecoveryTotal: 35Advantage±0: Useful for comboing into spell of choice for oki. Taaffeite of Temptation [WWF]GuardAllStartup90RecoveryTotal: 40Advantage: 'Fairy' Oki tool. Crimson Raider (214A)GuardAllStartup13Recovery22 (27)Advantage-2: Ground combo extender, air combo ender, relatively safe on block. 214D(with Element)GuardAllStartup22Recovery29(Total: 51)Advantage-4: Meterless Reversal (With spell stored) 236236AGuardAllStartup1+(56 Flash)+16RecoveryTotal 166Advantage-22: Distortion combo ender 6AGuardMidStartup11Recovery23Advantage-8/6CGuardMidStartup13Recovery25Advantage-10: Anti-airs Nine is a strong character with massive range and a variety of spells for setplay. She can control the screen by polluting it with all sorts of spells and attacks, and once she's gets a knockdown she has a variety of mixup options. Nine's versatility comes in how you can play with her spells and her range; You can zone out certain characters, play at the midrange to challenge their movement, or a mix of both. Nine's movement is unconventional. Her teleport dashes can be used to dodge certain oki, frustrate her opponent, or set up left/right mixups." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Strategy", + "title": "Nine the Phantom", + "section": "Blockstrings", + "text": "Nine's blockstrings are unique in Blazblue because of her open gatlings. If she has not used a 4X button yet, She can gatling most of her normals straight into a 4X normal in order to make herself safer. Additionally, depending on the blockstring you can instead use a spell to reset pressure or make yourself safer. Some of these pressure resets may change depending on elements that you have before starting a blockstring. It's also worth noting because of her massive disjoints and good frame data, she can run offense while 'minus' but in space that's very difficult for the opponent to challenge, especially in the corner. Keep in mind ODR, however." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Strategy", + "title": "Nine the Phantom", + "section": "Okizeme", + "text": "Good Spells for oki include: Uvarovite of Undoing [AAF]GuardAllStartup145RecoveryTotal: 40Advantage(Uvarovite, Meteors, Fire Rain) Taaffeite of Temptation [WWF]GuardAllStartup90RecoveryTotal: 40Advantage(Fairy) Morganite of Malice [AFF]GuardLow/AirStartup(Until Seed Lands)+26RecoveryTotal: 40Advantage(Seed) The spells you choose can change depending on your current elements, your priorities, and the current combo at hand." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Strategy", + "title": "Nine the Phantom", + "section": "Tanzanite Freeze", + "text": "Tanzanite's freeze gives Nine enough time to build elements for nice oki or even restand situations! Freezing is good for situations where your current elements don't lead to good oki. Below is an example of an Ice Restand:" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Strategy", + "title": "Nine the Phantom", + "section": "Uvarovite", + "text": "Uvarovite oki is less effective at midscreen but still useful for mixups and lockdown. Nine can reposition, set up spells, and generally apply great pressure while Uvarovite fires off. Below is an example of using Uvarovite oki with Tanzanite:" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Strategy", + "title": "Nine the Phantom", + "section": "Fairy", + "text": "Fairy oki gives Nine a good amount of time to go for mixups. It has much less startup than Uvarovite, though it provides less lockdown in place of strong mixup potential. You can high low (j.2AIOH/214C)/(2X/3C), or use your teleports to create left right situations. You can also bait out jump attempts with other spells/normals/frame traps. Fairy oki is also effective anywhere on the screen, making it viable if you can't get corner positioning. The video example below shows a setup using Fairy oki:" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Strategy", + "title": "Nine the Phantom", + "section": "Unblockable Resets", + "text": "A strong option off fairy oki to exponentially increase damage. A new option, and still requires some exploration. Requires specific setups alongside (somewhat) difficult execution, but can easily lead to winning a game if landed once. A basic guide is here:" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Strategy", + "title": "Nine the Phantom", + "section": "Tips and Tricks", + "text": "Doing a teleport low to the ground and pressing a button afterwards as you fall allows you to abuse the range of Nine's normals, without dealing with heavy whiff recovery, as it will be cancelled as you land. Abuse this, but note you will be vulnerable to low profiles. Many of Nine's normals don't have hurtboxes. Exploit your range whenever possible Nine's dashes are invuln to projectiles on frame 1. This includes her forward dash. Use it to get around projectile based oki! Nine's spells don't require her elements to be in a certain order" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Strategy", + "title": "Nine the Phantom", + "section": "Fighting Nine", + "text": "ODR (overdrive blockstun cancel) will punish ANY of Nine's normals (other than her 4X series) in a blockstring. Use Barrier and IBB actively. This will push Nine out of range so she can't close the gap. You can also cause her to whiff certain normals so she can't set up spells as easily. Try to make Nine whiff her attacks. Despite her range, they all have long recovery. Experiment with delay tech. Some of Nine's okizeme options are blown up simply by delay teching instead of emergency teching. For example, delay teching meaty crimson raider guarantees a punish, and Nine has to specifically call out midscreen backtech. Force Nine to commit to movement options: By staying outside of certain ranges, you can force Nine to try to approach, and punish her for poor teleports. Nine's J.X button series and low air teleports make for some of her strongest tools in neutral, which can typically be low profiled by 2As or other buttons." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Strategy", + "title": "Nine the Phantom", + "section": "Video Resources", + "text": "These guides are a good introduction to Nine. They were created during Central Fiction 1, so some information is outdated. However, most of it is still useful and carries over into CF2." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Strategy", + "title": "Nine the Phantom", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Combos", + "title": "Kokonoe", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Combos", + "title": "Kokonoe", + "section": "Resources", + "text": "For video demonstrations of the combos on this page, as well as more information on Kokonoe's combo theory, please see the video below:" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Combos", + "title": "Kokonoe", + "section": "Character Specifics", + "text": "The3C(1) in air hit6B>5C>3C(1) must be delayed on the following characters in order to prevent combos from dropping both when midscreen and in the corner:Hazama,Mu,Tager,Terumi,Tsubaki, andValkenhayn. HakumenandMakotorequire that3C(1) is delayed when they're in the corner, though it is not required when they're midscreen. Routes involving5D>5B>5C>236[A]~Dwill not work onTaokaka,Carl,Relius,Izayoi,Amane,Es,Bullet, andPlatinum, due to their hurtbox beingjustfar enough forward to where the activate whiffs. On long starters, this can be remedied by going straight into5B>236[A]~D, but be sure to confirm it quickly Most routes involving6B>5C>3C(1) >22Awill not work onCarl,Tsubaki,Hazama,Mu,Makoto,Valkenhein,Kokonoe,Terumi,Celica,Hibiki,Susan, andMai, as they dont get popped far enough back for the lightning to hit. Converting without setup after a TK (Tiger Knee)j.2Cusingj.2C>j.5D>j.A(1) >236Disn't possible onRagna,Makoto,Amane, andEs. AgainstNoel,Nu,Tsubaki,Hazama,Kagura,Terumi, andLamda, it will only work in corner." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Combos", + "title": "Kokonoe", + "section": "Combo Theory", + "text": "j.2Cusually requires something covering it (such as a Graviton or a trap) or Kokonoe must spend meter in order to convert it into a full combo. However, in the instances shown below, Kokonoe can combo offj.2Cwithout help since she'll be able to linkj.2Cinto5A: When Kokonoe landsj.2Cas an air to air with the opponent slightly higher than her When Kokonoe lands a Fatal Counter TKj.2C When performing any route involving236D>22B>2C/236[A],be sure to holdDfrom236Dand release as late as you can(which usually is only for a split second or so, but it'll depend on the hitstun of the move used beforehand. Try to aim for as late into that as possible.) (This will often be notated as \"236[D]~]D[\", though this applies regardless of how its noted). This is required in many instances of the route, to have enough time to link22B>2C/236A, or even for instances it's not required will still make the link far more lenient. You're also going to want to learn combos that involve using no Gravitons at all in case you're put into a situation where you don't have any remaining or you don't have enough for a specific combo. Additionally, these 'Gravitonless' combos are better when they are longer since they will give you more time to regenerate any missing Gravitons." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Combos", + "title": "Kokonoe", + "section": "Followups (j3DFireball Okizeme)", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Combos", + "title": "Kokonoe", + "section": "Golden Tager Combos", + "text": "Golden Tager combos require you to know how much health you have left since the less health you have, the more damage you'll be able to get off of it. Remember, the more you spin the stick while holding down the C button, the more damage will be tacked on when Golden Tager fires. Note that6A>236[D]~64641236[C]~]D[~]C[combo routes require you to have 40% HP or less, otherwise you'll end up getting regular Dreadnought Destroyer instead." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Combos", + "title": "Kokonoe", + "section": "Video Examples", + "text": "Note: The Koko videos from CF1 still apply in CF2 BBCF2 Kokonoe Beginner Combo Guide BBCF2 Koko Beginner Combos BBCF2 New Activate Explanation BBCF2 Koko Midscreen Routes BBCF Kokonoe Forward Throw Routes BBCF Kokonoe Midscreen Fireball Oki Bunker Setplay Explanation Confirming off of5Bwhen used on an airborne opponent BBCF2 Combo Collection" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Combos", + "title": "Kokonoe", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Miscellaneous", + "title": "Miscellaneous", + "section": "Character Hashtags", + "text": "With the ease of posting videos and discussion to twitter, it can be helpful to know how to track this information down. Each character in the game has a specific hashtag which people should aim to use when posting tweets for ease of searching. Older character hashtags used \"BBCF_XX\" as a pattern, though sometimes things will still be posted with this format. As of CF2 the pattern was changed to was changed to \"BBCF2_XX\". The current list of hashtags is as follows:" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Miscellaneous", + "title": "Miscellaneous", + "section": "Arcade Layout", + "text": "There are two layouts that you can select when you are at the arcades:Type AandType B. The taunt button does not have a defined location, but is generally to the upper right of the other buttons. You don't have to enforce this layout when playing at home; any layout that is comfort to you is good." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Miscellaneous", + "title": "Miscellaneous", + "section": "Stylish Mode", + "text": "Stylish Mode is a simple way for players to perform predefined combos, special attacks, and super attacks without learning how to perform them manually. In this layout, there is a 5th button - theSP(Special) button. Mashing A, B, C gives you a set of preset auto combos. D button works differently depending on selected character. SP buttons are one-button specials that have 20% damage off; combinations with different directions will give you different specials.They are not documented on Dustloop, so you have to find out yourself. They are not documented on Dustloop, so you have to find out yourself. You can also do the real special input which will not have the damage dropoff. On blocking, Barrier Guard is on by default. All system mechanics are still available and their input remains unchanged. This mode isn't banned, but is highly discouraged in competitive play since it limits the combos, specials, supers a player can do, and forces Barrier Guard." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "Overview", + "text": "Mu-12 (stylized as μ-No.12-) is awell-rounded characterwith fast movement, high damage, powerful vortex and low risk zoning. Mu-12 has dominant neutral, able to out zone most characters with2B,5C,j.C,j.2Cand her fast movement. In addition to this, herSteins(xD) are a low risk way to create threats for the opponent, either by waiting for the stein to fire or by using her powerful stein specials. Mu-12 also has an extremely oppressive knockdown situation.Steinscan be used tomeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.the opponent while punishing allrollsand avoiding reversals, extend pressure, or enforce mixup. Combined with her high damage, Mu can three touch the vast majority of the cast. Her mixup is also fairly strong, as she has multiple ways to set up50/50A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A \"true 50/50\" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly.situations, such as blockstrings into delayed airdashj.Bvs empty low2B, or6B1Rapid Cancel2B. Steins Gunner projects a small turret to the targeted location. Steins have a long charge up before they fire, and will not fire or remain active if Mu is hit or blocks an attack. Steins are created aiming at the opponent, and very slightly track before firing. Steins can also be charged by holding down the Drive button. Charged Steins take longer to fire, but have much more powerful beams and track the opponent significantly more effectively before firing. Stiens remain on stage even after firing up to a maximum of four; if Mu tries to set a fifth Stein, it will replace the oldest one, regardless of if the stein has fired yet. Steins are also used for two of Mu's special attacks and one of her supers;Totsuka Blade,Tokotachi Blade, andBlessed Mirror. All Stein summons are cancellable into Specials,Drives, Jumps,CNormals, and6Bon whiff. Stein whiff cancels are required for all but the most basic of Mu combos, and also allow Steins to be used as a low risk neutral option. A maximum of two steins can be performed per string." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Ais useful for anti airing due to the above average hitbox and active frames. It also whiffs on most crouching characters, which can be used to bait outthrow OS. Jump Cancellable Whiffs all Crouchers, except for Hakumen and Tager.Whiffs on Kagura and Relius too unless they're in blockstun or are using barrier. Whiffs on Kagura and Relius too unless they're in blockstun or are using barrier. Can be used 3 times per string. +8 onGCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption thatboth players input during the hitstop of a prior move, so that this attack and ODR start on the same frame." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Bis almost exclusively a pressure tool. It has an awful hitbox and awful recovery, recovering only 2 frames faster than5C. The only reason this move isn't completely outclassed by6Aas a pressure tool is because5Bis -4 on GCOD, while6Ais -7. Otherwise,6Ahas better range against crouchers, doesn't consume a B chain so you can do2B6A2B, and retains basically all other properties worth considering. It also sees infrequent use in combos as a more damaging normal than2Bin situations where you don't have time to use6Aor5C. Jump Cancellable -4 onGCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption thatboth players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 5Band2Bare tied together - they can be used a combined total of 2 times per string." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Cis an amazing neutral tool, with high horizontal and vertical range for its speed. It also has very high reward near the corner by using5C6CTachiw wallsplat into a full combo plus setplay. This button also shines in making Mu's throw extremely irritating to deal with, as even if they tech the throw,5Cis in range to hit the opponent afterwards anyway. Clipping a skittish opponent jumping after a throw tech can lead to very high damage. -10 onGCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption thatboth players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.Be careful using this in pressure if they have it available. 5Cand2Care tied together - they can be used a combined total of 2 times per string." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A typical crouching jab. Good forGCODsafe stagger pressure, jab throw TRM attempts, and mashing out of pressure. Throw Cancellable Can be used 3 times per string. +6 onGCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption thatboth players input during the hitstop of a prior move, so that this attack and ODR start on the same frame." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Mu's best normal.2Bis a strong neutral tool with good range and low recovery. It's good for pressure because it's +0 on block, and good for mixup because it's an 8f low. You can even use it to cross under neutral tech! With Mu's ability to convert any hit near the corner into good damage, this normal is also her most consistent source of damage.2Bexcels at everything and it should be applied liberally. +5 onGCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption thatboth players input during the hitstop of a prior move, so that this attack and ODR start on the same frame.Most characters do not have plus on GCOD lows. Cherish it. 5Band2Bare tied together - they can be used a combined total of 2 times per string." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A crouching Anti-Air. The reward is great, and the hitbox is Mu's biggest for targeting jump-ins, hitting behind her also, but (unlike most crouch anti-airs), Mu rises during the startup, and her hurtbox is at full standing height before the invul kicks in. This limits2C's use to being a hard-read option. The long recovery also makes it unsafe to double jump baits unlike6A. However, as a punish,2Cis unparalleled. It's more consistent than6Cdue to faster startup and lack of a dead zone, and like6Callows Mu to combo directly into chargedSword of DecimationGuardMidStartup17~39 [40]Recovery22Advantage-10 [-8](usually referred to as SOD or SOD2 when charged) on counter hit for extremely high damage. In pressure,2Cis a 1f frame trap off2B, working as a high rewardOD OSkiller. Launches on CH Jump Cancellable -17 onGCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption thatboth players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 5Cand2Care tied together - they can be used a combined total of 2 times per string." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A standing Anti-Air. A great option for reactive use, as the invul is fast and retains through all of its active frames, meaning Mu has leeway for the window to press it and win. Faster than2Ccarries much less risk, but the vertical hitbox is the lowest in the game. To offset this,6Arecovers extremely fast, so it's safe to double jump baits, and can even be pressed again on reaction. Has very long untech, and has a lengthy launch on ground CH, making it very easy to confirm for good reward. 6Aalso has use in blockstrings because it has many cancel options, while being relatively safe onGCODat -7. A blockstring you'll probably see a lot is2B>6A>2B. It integrates two lows, is +0 on block, sets up spaced6Bif they barrier and retains a decent number of cancel options to frame trap the opponent with. Launches on CH Frames 11~19, no head hurtbox Jump Cancellable Can be used 2 times per string. Mu must be careful to not be too far for the second6Ato hit the opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A very strong combo tool and Mu's primary overhead.6Bhas very long range and huge reward. It has faster than average startup compared to other characters' overheads, but the catch is that only the second hit is an overhead. Thus you'll need to space it out so that only the second hit will land, or spend meter to rapid cancel the first hit and hit them low with2B. Steins can be used to cover the startup and prevent them from disrespecting you. Absurdly unsafe if the opponent GCOD's first frame, but if they GCOD after blocking the first hit you can cancel with5Dand jump to avoid a punish. The second hit of6Bis a ground bounce, which is her primary launcher midscreen when you're close enough to combo into it. Mu retracts her feet from the floor during the forward roll of the animation, letting her dodge sweeping attacks, aka classic \"low crush\" or \"high profile\", but is not the same as having actual foot invulnerability and can still lose to foot property attacks. Similarly, she is never considered airborne during any part of the attack, so she can still be thrown out of it. Fatal Counter Startup is 22f if first hit whiffs First hit is a hard KD on air hit Frame 4~17, hurtbox doesn't touch the floor Fatal Counter Cancellable into C normals immediately on second hit, or from frame 26 (first frame of recovery) if only first hit connects Has no real invulnerability and is never airborne, but loses foot hurtbox on frame 4" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 6Cis primarily a combo tool, but sees use in neutral in specific matchups as way to heavily punish reckless projectile usage, due to being entirely disjoint and having long range. This move is used in nearly every corner combo, and some midscreen ones for corner carry. It will nearly always combo from5Cregardless of context. Some characters will need6Cto be spaced slightly less due to smaller hurtboxes interacting with its dead zone (Particularly wallsplat hurtboxes in corners). 6Ccan be used in blockstrings as a frame trap or simply to push your opponent farther away and give you more blockstun to drive cancel or special cancel into something. Can be gapless out of2Cinstead of5C. Be careful about using this, it's absurdly unsafe on whiff and is a great spot for the opponent to use GCOD orOD OSif canceled into from5Ctoo frequently. Deadzone in front of Mu. Can clash with projectiles, but loses actives when this happens. Fatal Counter.Wall bounces midscreen on counter hit. Wall bounces midscreen on counter hit. -39 onGCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption thatboth players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This move is combo or blockstring fodder. It's a jump cancellable low that's a 1f frame trap off your2Band into unchargedSODGuardMidStartup17~39 [40]Recovery22Advantage-10 [-8], so it's a vital tool for semi safely blowing upOD OS. However, it's GCOD unsafe. You can also use this to call out people fuzzy jumping out of your spaced6B. It doesn't lead to much midscreen without rapid or overdrive cancel, however in the corner you can extend with SOD for a full combo. As a punish, it's actually pretty decent. Counter hit3Clets you combo into SOD2 immediately, so it does fairly reasonably damage, but it's outclassed by2C> SOD2 as a starter. Use that instead. Doesn't have many uses in neutral, but is good for punishing moves that are vulnerable only to lows (Tager's Voltec ChargeGuardStartupRecovery39~113Advantage,Tager's SledgeGuardAllStartup35~55Recovery20Advantage-7,Litchi's IttsuuGuardMidStartup19~54Recovery40(Total: 52~87 {54})Advantage-2), because on counterhit you get a full combo. However, dash2Bmostly outclasses it as a lower risk, lower reward option to do the same thing. Jump Cancellable Hard knockdown on ground Counter Hit. -14 onGCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption thatboth players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. Can be used 3 times per string." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll It's an air jab. You use it as a low risk rising anti air and for setting up airthrowTRMA state in which it is not possible to tech throws. It lasts for a few frames after a throw tech attempt.. In Mu's case, it's also useful as a reverse beat offj.Bto make it more plus. Jump Cancellable" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An important button for Mu's pressure. This is your primary jump-in option, as it doesn't have landing recovery, can reverse beat intoj.Ato be more plus, hits below you, and can hit crossup. It's also used to hit people overhead in delayed airdash mixup due to being able to hit every character in the game crouching at the right height, while being significantly faster thanj.2C. You can also whiff it rising to auto time the delayed airdash on almost all characters, with the exceptions of Celica, Kokonoe, Naoto and Jin. A risky option to use as an air-to-air due to its lengthy recovery. Jump Cancellable" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.Cis an amazing, disjoint air to air and decent air to ground when spaced. It has extremely good reward on counter hit, but it doesn't hit below Mu very well, and has landing recovery so it's vulnerable to low profile attacks. Instant air backdashj.Cis a relatively safe option at round start or after using a drive, with the majority of the cast having no reliable means of punishing her for it. Landing recovery applies once the move reaches frame 5" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.2Cis best used as an air-to-air move as it hits high above Mu and leads to good damage on counter hit. It also sees use as a slower, but much larger jump-in thanj.B. Also commonly used after air stalling with a drive, as you cannot whiff cancel drives intoj.B. Hard knockdown on air Counter Hit Landing recovery applies once move reaches frame 4" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "Ground Summon Stein", + "text": "5Dor2Dor6Dor4D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Mu sets a stein in one of four positions, which tracks the opponent and then fires a half-screen projectile. In setplay and combos, steins are extremely strong and allow Mu to reset pressure, force mixup situations or get much higher damage. In neutral, steins are a low risk way to take advantage of respect and also provide fuel for her very powerful stein specials,214D,236Dand632146D. In pressure, steins are a safe way to disengage via whiff canceling into jump. Overdrive steins are a different beast entirely. They retain the whiff cancel windows of uncharged steins with the projectile properties of charged steins, fire twice as fast, and will fire even after block or hit as long as Mu isn't in hitstun or blockstun when the stein attempts to fire. These properties combined make overdrive steins a menace in neutral and can lock the opponent down from across the screen long enough for Mu to approach and mix them up. Raw overdrive in neutral lasts at least 4 seconds, and is strong enough to be worth considering. Steins can be whiff canceled on the following frames for each input:4D=14F,5D=15f,6D=16F,2D=18F. Can be whiff canceled into:Drives,Cnormals,6B, specials, supers and jump. Any version can cancel into any other (including charged versions), but not into the same version. A maximum of two steins can be placed per chain. A maximum of four steins can be placed at once, with any stein over that number replacing the oldest stein regardless of if it has fired yet or not. Will not fire if Mu blocks or is hit.Except in OD where they will still fire if Mu leaves hitstun or blockstun beforehand. Except in OD where they will still fire if Mu leaves hitstun or blockstun beforehand. Holding the same direction when cancelling a stein into a second stein will always give you5DInputting3Dwill give you2DInputting1Dwill give you4D Inputting3Dwill give you2D Inputting1Dwill give you4D 5D Steins can be whiff canceled on the following frames for each input: 4D=14F, 5D=15f, 6D=16F, 2D=18F Bonus Proration 110% 5D OD Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "Charged Ground Summon Stein", + "text": "5[D]or2/3[D]or6[D]or4/1[D] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Same as above, except for the following differences: The stein takes longer to fire, but now shoots a higher damage, fullscreen laser. Charged steins can be whiff canceled on the following frames for each input:4[D]=27F,5[D]=29f,6[D]=31F,2[D]=35F. The longer startup also results in the stein adjusting its aim for a longer period. This charged laser is what all steins placed in OD will fire without any of the penalties/differences mentioned above. Uncharged stiens can be cancelled into charged ones and vice versa. Charged steins are significantly less safe to just throw out due to a much later whiff cancel window, and mostly serve as setplay tools. However, an uncontested string of charged steins in neutral can make it very annoying for an opponent to approach you, as each charged stein can somewhat cover the placement of another. They also have uses in specific matchups, such as versus Arakune or Izanami. Arakune has very poor mobility, and struggles to deal with a fortress of charged steins. Izanami can't block while using her drive, so a charged stein in neutral can force her to attempt to approach, throw out bits to force you to block at positions that don't lead to anything for her or use ribcage. Charged steins can be whiff canceled on the following frames for each input: 4[D]=27F, 5[D]=29f, 6[D]=31F, 2[D]=35F Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "Air Summon Stein", + "text": "j.Dorj.2/3Dorj.6Dorj.4/8D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Air steins are the slightly more situational alternative to ground steins. Like ground steins these can be canceled into all of the same things including jump so long as you had not spent your air action already. Particular uses for these that can't be done by ground steins include using its ability to stop air momentum to bait anti-airs and whiff punish withj.2Cand in combos for both the momentum and to squeeze in an extraj.2Cthough canceling aj.2Cinto an air stein and back. Air steins can be whiff canceled on frame 21. Inputtingj.3Dwill givej.2D Inputtingj.8Dwill givej.4D j.D Air steins can be whiff canceled on frame 21 Bonus Proration 110% j.D OD Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "Charged Air Summon Stein", + "text": "j.[D]orj.2[D]orj.6[D]orj.4[D] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Same as air steins, but with all of the tradeoffs and differences mentioned in the charged ground stein section. Charged air steins can be whiff canceled on frame 41. Charged air steins can be whiff canceled on frame 41 Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "Ground Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Midscreen, Mu's throw is a relevant mixup tool that leads to average damage, strong corner carry and setplay using microdash6Aor2Croutes. In the corner, this throw leads to absurd damage as you can immediately cancel into SOD2 and follow up with her high damage2C>5D>2C>5Dcorner juggle for nearly 3.8k damage with no loss of setplay. The animation and launch angle is 100% identical on back throw, just in the opposite direction; the only notable difference is that4B+C> SOD2 can whiff if you're too close to the corner. This can be avoided by slightly delaying the SOD2. Functions the same as every other throw. Special and Drive cancellable Counter hit recovery Kara throw:2C~B Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Airthrows are great aggressive anti airs for every character, and Mu is no exception. Sideswaps, but is otherwise mostly the same as her grounded back throw. The same midscreen followups work. Corner combos are significantly different, mostly because this throws them out of the corner. If you throw them out of the corner, microdash5C>2C>tachiGuardAllStartup31Recovery16 (7)Advantage+2will side swap and allow you to retain corner. If you throw them into the corner, the corner combo starts with6C> SOD2 rather than simply SOD2, for almost the same damage as grounded throw. Functions the same as every other throw. Switches sides Counter hit recovery Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Mu'sCounter Assaultis unreliable due to being both short ranged and vulnerable to low profiles. Don't disregard it entirely, but be careful where you use it. Costs 50% Heat 180F Heat Gauge Cooldown Counter hit recovery" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Thanks to steins giving her the ability to confirm it, Mu is able to get better overall reward off of her uncharged crush trigger than most of the cast and doesn't need the corner to do so. Also, the attack itself works similarly to a projectile in that Mu's hurtbox doesn't extend much. Mu gets about 3.7k to 4k off uncharged CT in the corner with a stein to confirm it. Doesn't really see much use in combos. Uncharged can combo off3C, but if you're close enough to use3C> CT you were probably close enough to do2B>6A/5C>6Binstead. Charged CT doesn't see much use either, as overdrive double super is a much more rewarding use of meter. Launches the opponent on air hit. 5A+B Crumple Duration 50F, Crumple Fall 63F 5[A+B] Crumple Duration 50F, Crumple Fall 63F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "Backdash", + "text": "44 H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "Totsuka Blade", + "text": "236D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 236Dis a powerful setplay tool with niche use in neutral. Mu fires a laser at the stein marked #1, which then bounces to stein #2 etc... and eventually the opponent when all steins have been passed through. This can result in an absurd amount of blockstun - With the opponent between two steins, Mu can trivially reset pressure or use her standing overhead. With four steins, Mu has enough time to jump and force a50/50A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A \"true 50/50\" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly.via delayed airdashj.B>j.2Cvs empty jump2B. Mu can set up four steins on top of the opponent with herCorner Middle C route. In neutral, this move is significantly less oppressive, but can still be an effective way to punish respect from the opponent with the correct stein placements.4D>2D>236Dis plus enough to start pressure, and can be difficult to contest due to236Dremaining if Mu is hit. Despite remaining on hit, Mu players should be careful using this, as the recovery is extremely high and the tracking can sometimes leave something to be desired - It is possible for the opponent to avoid the last laser, or punish with an option that is invulnerable during the animation, such as throws or some supers. This move has no utility in combos. Each bounce scales individually, so outside of the occasional combo starter when someone disrespects Mu's setplay, this is not something that sees use.214Dis also significantly more effective in combos, and both consume your steins. If more steins are placed while active it will bounce off of them as well. The cutoff point for this is roughly just before it reaches the last stein. The laser is considered a new projectile every time it bounces, meaning it can hit once for every bounce. Each stein disappears shortly after reflecting the laser. Stays active even if Mu is hit or has to block. Prevents newly placed steins from firing their own shot. If no steins are set, this move animates as normal but nothing is fired. Counter hit recovery 236D Each bounce from the laser is considered a different attack for proration purposes Not affected by same move rate j.236D Each bounce from the laser is considered a different attack for proration purposes Not affected by same move rate" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "Tokotachi Blade", + "text": "214D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches all currently placed steins in the direction they're currently facing (not necessarily towards the opponent). After hitting the opponent or flying offscreen, they vanish. InODA universal install that freeze the timer and makes combo unburstable. Each character gets unique perks during their overdrives., the steins will explode on impact, resulting in more hitstun, blockstun and damage. Very powerful in neutral.214Dis extremely plus on hit or block, and can lead to full combos or pressure from fullscreen with multiple staggered stein placements. When used in the air,j.214Dcan be tricky to punish, as steins can hit the opponent and give you advantage while you retain air actions after the move ends. Also sees use in combos. Generally, combos will stabilize into214Dthen perform a string of steins, normals and specials for setplay. Does nothing if used without steins present, but Mu's animation still plays (Don't do this) Disappears if Mu gets hit, but stays on block. Counter hit recovery. Steins used by this move won't fire lasers if they haven't already and cannot be targeted byTotsuka BladeGuardAllStartup26RecoveryTotal: 72 [Total 54]AdvantageorBlessed MirrorGuardAllStartup5+(90 Flash)+33RecoveryTotal: 52Advantage. Remains active if it hits adollRelius Clover and Carl Clover's puppets. 214D Values in [] are during OD Crumple Duration 27F, Crumple Fall 60F j.214D Values in [] are during OD Crumple Duration 27F, Crumple Fall 60F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "Arrows of Heaven", + "text": "236A(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 236Ais a situational neutral tool to bait your opponent into jumping, or to occupy space to buy time for steins to fire. Awful in pressure due to long recovery, low blockstun and low hitstun, and absolutely no use in combos as it is very hard continue your combo if used and doesn't reward the effort anyway. Has some use in setplay as a meaty, but this is mostly a knowledge check as the opponent can let it blue beat or roll into it, then air tech out. j.236Ais largely the same, but arcs downwards and also stalls air momentum. It can be a bit more useful in neutral when done low to the ground, as it can occupy an awkward height where they can't run under but it can also hit jumps. Floating high in the air to waste time for your charged steins to fire is also a good use ofj.236A. Counter hit recovery Projectile is active for 10f before it starts to move Projectile then travels in a straight line for 22f before it starts to accelerate vertically" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "Origins", + "text": "623C(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 623Cis Mu's primary reversal move. It has short horizontal and vertical range, but is still amazing to get opponents off Mu during pressure. The hitbox also surrounds Mu, so it can't be crossed up, and has an above average amount of invulnerability and active frames. Has use in combos as one of Mu's highest damage routes by using steins to combo afterj.623C. The only downside is thatj.623Ccorner routes are distance dependent, and require Mu to be relatively close to the opponent for the combo to work. Leads to absurd reward if performed, however - 4.2k damage off2Bor nearly 5.0k off5C. Cancelling steins into the air and ground versions of this move can make your zoning game very difficult for your opponents to deal with. The air version can also be used as a crossup when combined with an instant air dash, but this is very risky and requires meter or a setup to combo afterwards. While Mu can potentially pick up a combo off this move as a starter using stiens or certain setups, it does scale badly and only a short combo is possible, so if this happens it's best to convert into good oki rather than trying to maximise damage. Counter hit recovery, like most invulnerable moves Ground version wall bounces in the corner Air version wallsticks in the corner 623C On Guard Point, hitstop for Mu is 0F. Opponent hitstop unchanged reversal Maximum Slide duration 20F j.623C On Guard Point, hitstop for Mu is 0F. Opponent hitstop unchanged Maximum Slide duration 20F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "Sword of Infinity", + "text": "63214B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Frequently referred to as 'Tachi' rather than63214B. Advancing crossup attack that launches on hit. Mostly used in combos and for whiffing after a midscreen6Cfor extra corner carry. The distance travelled in combination with the short recovery also make this a surprisingly good mobility tool to evade the opponent or escape the corner. Can also be used in a setup midscreen to make it effectively unreactable. You set a stein that fires as you cross them up with Tachi, then Tachi hits them and leads to a combo. In corner setplay it can be used to vacuum the opponent out of the corner. Launches extremely high on counter hit. Goes extremely far when microdashed. Recovery is slightly deceptive. Has 5f regular landing recovery which can be canceled with buttons, run or block.If this recovery is canceled out of Mu is +2, otherwise she's -3. You can also cancel with run then perform an action that you wouldn't be able to cancel into such as backdash or jump. If this recovery is canceled out of Mu is +2, otherwise she's -3. You can also cancel with run then perform an action that you wouldn't be able to cancel into such as backdash or jump. Recovery in () is on whiff Airborne from frame 3, recovery until landing" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "Sword of Decimation", + "text": "63214C(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Uncharged (SOD): In pressure SOD primarily serves as last ditch frame trap, as it starts up 1f faster than6C, which enables it to blow upOD OSin pressure due to being a 1f frame trap off5Cand3C. Despite having punishable frame advantage the pushback can generally make it safe if done at the end of a string. In combos it ground slides making it great for extending combos near/in the corner. SOD is also a standard ender in many combos due to the hard knockdown and ability to cancel into steins - SODwWhiffenders can catch non neutral tech options while the steins make you plus, resulting in very oppressive knockdown situations. It also can sometimes serve as a neutral poke, despite the slow speed. It has a very high vertical hitbox, long actives and leads to full combos on counter hit, while having the same recovery as her other main grounded neutral poke,5C. Charged (SOD2): Purely a combo tool. SOD2 does extreme damage combined with lessprorationA method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount.than SOD, resulting in hilarious damage when done early. It should go without saying using it for much else is a bad idea as its both extremely slow and still minus on block. It can see some use as a way to keep opponents honest if they overdrive during the startup, as you can hold to retract your hurtbox or release partially charged to meaty the end of the OD animation. It should also be noted that SOD2 is automatic upon reaching the required number of frames. You do not need to manually release for faster startup as you do charged crush trigger and trying to do so only makes a slower accidental uncharged SOD a possibility, so just keep holdingCuntil after she swings. Can cancel the recovery into a stein on hit only. Fatal CounterWall bounces on counter hit. Wall bounces on counter hit. Frequently referred to as 'SOD' for the uncharged version and 'SOD2' for the charged version. -19~-42 onGCOD.The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption thatboth players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. Hold for 34F minimum for fully charged version. Stein Cancel activates after the first 9F of recovery (bufferable). Values in [] are for max charge Fatal Counter Maximum Slide duration 10F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "Wisdom of the Divines", + "text": "632146C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Situational reversal with more horizontal range than623C. Combo ender when going for the kill. Has below average minimum damage normally, but absurd minimum damage with OD. Second super in Mu's double super combos, which can be done trivially at the end of any corner BnB to add up to 1456 minimum damage, or 2468 in OD. 180F Heat Gauge Cooldown 20% minimum damage (Normal: 880 Overdrive: 1480) Hitbox starts off very close to Mu and grows every two active frames until it reaches full size. Usually called 'Omo' rather than632146C. Counter hit recovery, like most invulnerable moves Values in [] are during OD Rapid cancel only available on block Minimum Damage 20%: 880 [1480] reversal Crumple Duration 500F, Crumple Fall 53F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "Blessed Mirror", + "text": "632146D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An amazing super for neutral due to throwing out a large number of tracking projectiles that stay on hit or block, and can frequently leave Mu plus enough to start pressure. Also useful for combos as a way to add more damage in Mu's double super routes. Zero invulnerability however, so don't try to use this as a reversal. Fires one laser at each available stein and one laser directly at the opponent. Each laser aimed at a stein will then be bounced from that stein towards your opponent, leading to a maximum of 9 hits overall. There is a short delay between each laser fired, with the first one being fired at Stein #1, then each other stein in order, then finally the opponent. The final shot at the opponent always occurs at the same point in the move, no matter how many steins were used. In overdrive, an extra laser is fired directly at the opponent at the same time the move would normally fire one at a stein. This can add up to 4 more hits overall. Projectiles stay on hit or block. 180F Heat Gauge Cooldown Each laser has 10% minimum damage (64, 76 in OD) Does 576/988 minimum damage with every possible hit. Usually called 'Yata' or 'YnK' rather than632146D. Counter hit recovery All steins disappear after being used. 632146D Values in [] are during OD Startup listed is for the final, guaranteed laser Shoots 1 [2] laser for each Stein deployed plus one final laser Startup for these lasers are 5+(90 Flash)+9, 5+(90 Flash)+15, 5+(90 Flash)+21, 5+(90 Flash)+27 Minimum Damage 10%: 64 [76] j.632146D Values in [] are during OD Startup listed is for the final, guaranteed laser Shoots 1 [2] laser for each Stein deployed plus one final laser Startup for these lasers are 5+(49 Flash)+18, 5+(49 Flash)+24, 5+(49 Flash)+30, 5+(49 Flash)+36 Minimum Damage 10%: 64 [76] 632146D Extra Laser Values in [] are during OD These lasers can hit twice: once before reaching Stein, and again after reflect [Damage while traveling to Steins is 640, becomes 760 after reflect] Minimum Damage 10%: 64 [76]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "Pillar of Light", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Universal reversal with significantly more horizontal range than623C. Leaves most characters close enough to get hit by2Bshould they attempt to delay tech or forward roll. Not really useful for damage as Mu has much better tools for that and using this ends her very useful OD immediately, but as EAs have minimum damage it has a niche use when going for kills in the absence of meter. Behaves the same as every other Exceed Accel. 303/636 Minimum damage. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 303 {585+51} onODR" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "Sword of the Godslayer", + "text": "222DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A very practical astral that's also blessed with an easy input. Any hit with or into6A,6Bor aCnormal will work and many standard Mu routes have parts you can swap out for this. Costs 100% Heat 180F Heat Gauge Cooldown Combos Directly From... 6A 6B(either hit) All groundCnormals (6Cwith corner or counter hit only) Ground throws Tachi SOD2 in the corner ...And a lot more!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu", + "title": "Mu", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Frame_Data", + "title": "Yuuki Terumi", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Frame_Data", + "title": "Yuuki Terumi", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Frame_Data", + "title": "Yuuki Terumi", + "section": "Drive Moves", + "text": "How Terumi's Heat gain is calculated is as follows: Heat values below are given using the game's internal units, i.e. \"100 Heat\" = 1 meter as seen in-game, full/100 meter = 10000 Heat. All Terumi's Drive moves generate a fixed amount of Heat on hit, plus an additional portion which is proportional to damage dealt by the move. In the notes,X%+Ydenotes that if this move hits, Terumi will gain Y Heat, plus (the damage of that move in combo × X%). Note that normal Heat gain on hit still appliesin additionto these values. On block, Terumi gets [X/4]%+Y Heat (in addition to normal heat gain on block). Opponentsdo notget the normal Heat gain for blocking normally, and only receive theadditionalHeat gain from instant blocking if they instant block the move (equal to [Base Damage × 0.1] + 100). In Overdrive, in addition to increased Heat gain, Terumi's Drive moves steal Heat on hit/block at a rate of 200 Heat per hit (with exceptions being 6D and 236D, which steal 100 Heat and 250 Heat per hit, respectively). The listed Overdrive Heat gain valuesdo notinclude the stolen Heat." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Frame_Data", + "title": "Yuuki Terumi", + "section": "Specials", + "text": "All Terumi's specials are super cancelable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Frame_Data", + "title": "Yuuki Terumi", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F Under Terumi's Overdrive, Distortion Drives have the following properties:Can cancel Distortion Drives into other Distortion Drives/Exceed Accel, provided that one has at least 50 HeatNo Heat Gauge Cooldown is applied Can cancel Distortion Drives into other Distortion Drives/Exceed Accel, provided that one has at least 50 Heat No Heat Gauge Cooldown is applied" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Frame_Data", + "title": "Yuuki Terumi", + "section": "Revolver Action Table", + "text": "While Terumi does not have any regular air special moves, Special/Super indicates that his air normals (other than j.2D) are still air Overdrive-cancellable like normal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Frame_Data", + "title": "Yuuki Terumi", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Frame_Data", + "title": "Yuuki Terumi", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Resources", + "title": "Makoto Nanaya", + "section": "Intro", + "text": "This page is Makoto Nanaya's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Resources", + "title": "Makoto Nanaya", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here. Japanese Name:マコト=ナナヤ Japanese Wiki Makoto Combo Doc Japanese BBS Arcade Profile Dan Rankings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Resources", + "title": "Makoto Nanaya", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Playlist of select high-level Makoto footage" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Resources", + "title": "Makoto Nanaya", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Resources", + "title": "Makoto Nanaya", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Resources", + "title": "Makoto Nanaya", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Frame_Data", + "title": "Bang Shishigami", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Frame_Data", + "title": "Bang Shishigami", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Frame_Data", + "title": "Bang Shishigami", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Frame_Data", + "title": "Bang Shishigami", + "section": "Revolver Action Table", + "text": "5Band2Bare tied together - they can be used a combined total of 2 times per string" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Frame_Data", + "title": "Bang Shishigami", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Frame_Data", + "title": "Bang Shishigami", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "Overview", + "text": "Naoto is anaggressive rushdown characterwith fast movement, high damage, and terrifying pressure. Naoto can convert most hits intogreat damagethanks to his strong combo game, mainly due to his unique\"Enhancer\"mechanic - if Naoto performs a special move while dashing, it will gain new properties. These new properties give himexcellent corner carryand side swap potential, allowing most hits to reach the corner. Furthermore, Naoto hassolid okizeme, meaning any converted hit can lead into hisunendingstagger pressureThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.with very safe frame advantage on his normals. Along with his strong offense, Naoto hasgood defensive optionswith a 6f jab that hits crouching opponents, a low profile2A, and an anti-air2Cwith early invulnerability. Additionally, hisDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.is one of the best in the game due to its large forward hitbox, long active frames, and lengthy invulnerability. He can also spend meter on two useful reversal supers or a solid Counter Assault. If Naoto performs special moves or distortion drives while dashing on the ground or within 12F of ending a dash (giving time to input special moves), they will gain a blue silhouette and new properties (e.g. more hits). Within the window, it is possible for Naoto to perform any normal 12F or faster while dashing and still cancel into an Enhanced special/super (hitstop is not included). Note that jump startup immediately ends the Enhancer window whereas Rapid Cancel keeps it. When performing Enhanced specials in a neutral state, the dash input can be performed anywhere outside or within the special's motion input. Some examples include 2366 (Enhanced 236), 6263 (Enhanced 623), and 21466 (Enhanced 214)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5A Great jab, one of Naoto's primary buttons for his stagger pressure due to being fast, hitting crouchers, being jump cancellable on block, being only slightly minus and having excellent cancel options such as5AAor2A. Unlike most jabs, it is a level 2 normal, meaning it has more block/hitstun than usual, making it win most5A/2Atrades and allowing it to combo into Enhanced236Band214Dwhen done out of a dash. Gatling options:5AAGuardMidStartup8Recovery14Advantage-1,2AGuardLow/AirStartup7Recovery12Advantage-2,6AGuardHighStartup24Recovery24Advantage-10,5BGuardMidStartup8Recovery18Advantage-4,2BGuardLowStartup8Recovery15Advantage-4,6BGuardAllStartup17Recovery4+12LAdvantage-1,5CGuardMidStartup12Recovery18Advantage-3,2CGuardMidStartup11Recovery22Advantage-11,3CGuardLowStartup11Recovery17Advantage-4,5DGuardMidStartup20 [18]Recovery18Advantage-2,2DGuardLowStartup22 [20]Recovery18Advantage-2,6DGuardMidStartup24 [22]Recovery17Advantage-2 5AA Can only be done after a5A. Another of Naoto's primary pressure buttons as it also hits crouchers and is still only slightly minus, moves forward and leads to excellent reward on counter hit. Its forward movement also makes it the ideal hit confirm after5A, spacing Naoto perfectly for his more advanced routing while also doing more damage than5B. This move will sometimes whiff if5Ahits an airborne opponent too high. Causes stagger on counter hit 5AA On CH Crumple Duration 35F, Crumple Fall 60F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Due to the angle it hits, it can be used as a fairly low commitment preemptive anti-air in neutral, however it lacks head invulnerability, making it less useful as a reactionary one. It moves forward slightly and is jump cancellable on block, giving it uses in pressure. As an anti-air, on regular hit it can only combo into rising air normals or in some cases alate hit623C, and on counter hit it can be linked into itself before air normals or directly into214A~8A." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Sees lots of use in combos due to its great scaling and combo options after and is useful during pressure as it also moves forward slightly, is jump cancellable on block and has good natural frame traps into drives, however its high pushback can sometimes cause them to whiff against an opponent's Barrier. Serves as one of Naoto's main punishes along with6D. Sees little use in neutral, it can sometimes be used as a poke but is generally outclassed by Enhanced236Band Enhanced214Dand although it can be used as a decent whiff punish it is difficult to convert into good reward after." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Another primary pressure button due to being slightly minus, hitting low, being cancellable into itself and being cancellable into5Aeven when5Ahas been used in the string already. It can also low profile most5As with only a few exceptions which can be useful when resetting pressure or when mashing out of the opponent's pressure. The low profile also makes it good as a very low commitment anti-air. Acts as Naoto's primary roll catch and gives Naoto good okizeme in the corner. Due to being whiff cancellable into itself, make sure to not hold down back when inputting Barrier blocks after whiffing it (such as on reaction to an opponent's super flash). Naoto's fastest low Low profiles for most of the move Can be done two times in a string Whiff cancellable into itself" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Running2Bis a rather useful neutral option due to its decent range (hits further horizontally than5Bwhile being just as fast), making it a quick low which leads to decent reward when buffered into Enhanced specials. Can be useful in pressure as Naoto's low option after5AAor even after2As for more gapless lows. Sees some use in okizeme, either as a higher reward callout than2Aor to cross under a neutral tech in some setups." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A great crouching anti-air with a good vertical hitbox and good invulnerability, although it can turn Naoto the wrong direction when dealing with close IADs and cross ups, and occasionally in combos. It low profiles during startup similarly to2Amaking it great at beating early jump ins that would normally stuff out 6X types of anti airs. On an anti-air hit Naoto has several combo options, such as jump cancelling or delayed 5C, which are both hit-confirmable and allow continued pressure on block. However it is bad in pressure due to its horrible horizontal range and Naoto already having several normals that are jump cancellable on block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Naoto's only grounded overhead but a very strong one. It is decently fast with an arguably ambiguous startup animation and has surprisingly long reach thanks to Naoto's forward movement. It gatlings from many normals, leads to further pressure on block and can do over 4k damage on hit at any screen position without resources. Adds to Naoto's already scary stagger pressure, however be careful to not do this when the opponent is expected to mash as it will be interrupted. Bonus Proration 110% Forces crouching state on hit Bonus Proration 110% Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Airborne from frame 5, invuln ends on landing Airborne recovery/invuln can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Naoto leaps forward into the air and kicks backwards, causing a natural crossup when close to standing opponents. To put it bluntly, this move is awful. It can be used to catch chicken blocking (although it is air blockable) or as a gimmicky pressure reset as opponents may instinctively stand block on reaction to seeing Naoto airborne. Otherwise, it might as well exist to punish a dropped 665C. If Naoto does the kick directly above the opponent, they will have cross-up protection (due to walking). The ability to cancel the landing recovery even on whiff can be used to stay safe after whiffing the move by using623Dto beat late punish attempts. Does not hit crouching opponents Does not cross up in the corner Always kicks backwards, even if Naoto doesn't swap sides. Landing recovery can be cancelled with any grounded move on hit, on block and on whiff, making it +6 on block when immediately cancelled Airborne from frame 7 Airborne recovery can be altered by external forces Landing recovery is cancellable into attacks" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Primarily sees use in combos as despite its bad scaling it sets up Naoto's best launches for standing opponents. Can sometimes be used in neutral preemptively to stick out a lingering low hitbox or offensively as an alternative to dashing2B. Also sees some use in okizeme setups to cross under emergency techs. Soft knockdown on hit Hard knockdown on counter hit Low profiles during actives" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Basic air jab. Can cancel into itself infinitely orj.B/j.Cfor easy air confirms. Mainly used in block strings after jump inj.Bto get an extra hit in before landing." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Naoto's most common jump in during pressure due to its downwards and crossup hitboxes and cancel options. Only sees use in short combos due to causing drops in full combos and adding negligible damage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Strong offensive or defensive air-to-air due to its large hitbox, long active frames and high untech on counter hit. Also seen in combos due to having the same damage and scaling as Naoto's Drives. It has enough blockstun to set up risingj.Afuzzy guard breaks against most characters." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "Drive Moves", + "text": "Data in [ ] refers to the Overdrive version moves. All grounded Drive moves are dash cancellable from frame 10 (inclusive) until they become active (exclusive). In Overdrive, all grounded Drive moves are dash cancellable on hit and on block. All Drive moves have longer hitstop than usual, at 15f uncharged and 20f charged. It does not affect frame advantage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "5D", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Primarily used in combos due to its very good damage and scaling and lack of Same Move Proration and in pressure due to naturally frame trapping to and from itself, having small gaps after moves such as5AA,5Band5Cand into moves such as2Dor214A/Drive dash cancelled Enhanced236B. The charged version can be used sometimes in pressure as a surprising guard crush which can combo into214A/Drive dash cancelled Enhanced236Bor Enhanced214Ddepending on distance or deal good barrier damage. Risky as a poke due to its slow speed and lack of full disjoint. Great for combos as it does incredible damage, scales well and has tons of untech if it hits low on an airborne opponent as it will cause a long slide, however its slow startup makes it difficult to route into without character specifics or resources. It is also fast enough to punishsome reversalsand leads to around as much damage as6[D]while being more practical. In Overdrive this can be used as a pressure reset with both versions being ±0 on block when dash cancelled and the charged version acting as a very fast guard crush which leads to excellent reward. The charged version is a staple in corner combos as it can combo into2[D]when dash cancelled after a low air hit at most scalings, potentially leading into a loop. Charged version causes stagger on grounded hit 5D Values in [] for OD Dash cancellable from frame 10, until active [and on hit/block] Maximum Slide duration 10F 5[D] Values in [] are for OD Chip damage 20%: 270 Dash cancellable on frame 10, until active [and on hit/block] Maximum Slide duration 20F Crumple Duration 25F [35F], Crumple Fall 58F [68F]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "2D", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Sees a similar use to5Dwith more emphasis on combo usage, as it combos after5Don air hit naturally and when done this way will always hit low for a slide. It sees some niche usage in neutral due to its low profile so it can be used as a preemptive poke. The charged version will slide on a low air hit like with5[D]except when in the corner where it will instead cause a wallstick, used often in combos as it combos into5[D]. Also sees some niche usage in neutral as a long, low poke, however it is not fully disjointed and a well timed low crush or jumping over Naoto can make it whiff or even counter hit Naoto. In Overdrive it can still combo into5[D]which allows these moves to be looped for excellent damage. Charged version causes stagger on grounded hit Low profiles during startup 2D Values in [] are for OD Dash cancellable from frame 10, until active [and on hit/block] Maximum Slide duration 10F 2[D] Values in [] are for OD Chip damage 20%: 270 Dash cancellable from frame 10, until active [and on hit/block] Maximum Slide duration 20F Crumple Duration 25F [35F], Crumple Fall 58F [68F]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "6D", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This move is primarily as a combo tool used to end corner drive strings as it combos naturally into a214Adash cancelled Enhanced214A~8Aor as a punish tool for reversals. Not very useful in pressure due to its short horizontal range and not very useful in neutral due to its startup, with its use as an anti-air largely outclassed by5B. The charged version is Naoto's strongest starter due to its high base damage and scaling and its Fatal Counter property, however it starts too slowly to be practical compared to5[D]. Sees little use in combos due to its startup. In Overdrive, its faster startup makes it far more practical in combos and is generally used at the end of combos before a super or during combos outside the corner as it loops into itself after dash cancelling. The startup also makes it a more practical punish (potentially leading to a Touch of Death) and leads into charged Drive loops with the help of a charged Crush Trigger or2D(slightly character specific with this), making raw Overdrive when low on life and with resources a terrifying option to bait reversals with. Jump cancellable on hit and on block The charged version is a Fatal Counter The charged version causes a wall bounce on hit 6D Values in [] are for OD Dash cancellable from frame 10, until active [and on hit/block] 6[D] Values in [] are for OD Chip damage 20%: 300 Fatal Counter Dash cancellable from frame 10, until active [and on hit/block]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "j.D", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Primarily used in neutral as a jump in due to its large downwards hitbox or sometimes as a defensive air-to-air. On air hit it will always soft knockdown including on counter hit, but as a starter if the opponent does not tech immediately Naoto can blue beat for a full combo. It sees minor use in combos at the end of early air strings or after blue beats with5D. The charged version is generally used as a defensive poke due to its huge hitbox. When used offensively it is easier to punish as its long startup makes it prone to rising air normals or the opponent running under and punishing its landing recovery. Although it ground bounces on hit, it can be difficult to combo after at many heights and distances as a starter. Sees use in air-to-air combos after a Rapid Cancelledj.623Cto extend combos. In Overdrive, the faster startup makes it a strong poke to throw out in neutral, however it retains its long recovery. Not often used in combos due to having worse followups than Naoto's other moves. Bonus Proration 110% j.D Values in [] are for OD Bonus Proration 110% j.[D] Values in [] are for OD Chip damage 20%: 270 Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "Ground Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of Naoto's primary threats during pressure, it launches the opponent and wall splats in the corner (the splat height varies depending on where the throw connects) and leads to good damage on hit. Generally goes into a delayed microdash5Cor microdash2Cand if done at a particular distance from the corner it can combo into2[D]instead. 100% minimum damage Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Side swaps on hit and causes a stagger, which can combo into a microdash5Cor special cancelled into214Athen dash cancelled into214D. Surprisingly leads to more damage than forward throw when fully in the corner. 100% minimum damage Minimum Damage 100%: 1500 Crumple Duration 30F, Crumple Fall 62F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Will always bring the opponent to the ground and cause a hard knockdown, generally followed up with a microdashed2Calthough there are a few other routes. 100% minimum damage Minimum Damage 100%: 1500 Maximum Slide duration 1F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Same animation as5Cso it has a good hitbox, however Naoto's other defensive options are generally better. Behaves the same as most Counter Assaults. Must be performed during blockstun Moves Naoto slightly forward" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Generally worse by Naoto's other mixup options, although it is better than most Crush Triggers as it retains momentum from dash cancels which gives it excellent range. The charged version is incredible in combos when done early due to not scaling at all and setting up low air hit Drives which can combo into charged Drives for excellent, Heat efficient damage. Behaves the same on block as every other Crush Trigger. Crumple stuns on ground hit. Wall bounces on air hit.Wall sticks in the corner. Wall sticks in the corner. 5A+B Maximum Slide duration 15F Crumple Duration 50F, Crumple Fall 83F 5[A+B] Maximum Slide duration 15F Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "Taunt", + "text": "AP H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Not an attack taunt. 100% Minimum Stretching." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "Special Moves", + "text": "Data in [ ] refers to Enhanced versions" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "Dash Cancel", + "text": "66 after specific moves H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Naoto can dash cancel various moves at various points. Instead of his regular run, this is a fixed-duration sprint similar toRagna'sGuardStartupRecoveryTotal 22AdvantageorJin'sGuardStartupRecovery22Advantage. Its main difference from most dash cancels is its ability to cancel into, and subsequently enhance, special moves at any point in the dash. It can be performed during214AGuardStartupRecovery39 [37]Advantage, during the startup of any grounded Drive normal (and on hit and on block in Overdrive) or after EnhancedBashGuardAllStartup14Recovery22Advantage-10on hit. This is a core special of Naoto's combos as it enables him to fit enhanced specials without having to rely on links to do a microdashed normal, notably any drive >214A~dc >En236B. It can be used as a pressure reset tool since it is fairly fast, travels far and can be cancelled into specials to threaten a frame trap. This also allows him to beat any superflash by cancelling into any of his invincible move on reaction. But despite only having 20f of recovery, Naoto must also go through either214A's or Drive's lockout of 8f/9f, so the total duration is at minimum 28f/29f which makes it always punishable (-7 at best after a blocked drive on barrier which is Naoto's highest blockstun move) after a dash cancelled attack. Sometimes seen in neutral to continue moving forward after evading a projectile with214Aand to cancel a charged drive if the opponent moves out of its range. Due to being cancellable on frame 0, although impractically difficult, it can be cancelled from214Ainto an Enhanced214Aor another invulnerable move without leaving a vulnerable gap. Counter hit state Can cancel into specials immediately Can cancel into Overdrive by kara cancelling a Crush Trigger (meaning it can only be done with 25 meter)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "Banishing Fang", + "text": "236B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll First part of Naoto'sRekkaA series of special attacks that are only available after the first one is performed.. Very strong in pressure, particularly when Enhanced, due to frame trapping after drives, being safe on block and leading to Naoto's other Rekka parts which lead to incredibly high reward on counter hit. The Enhanced version can be useful as a poke due to hitting higher than214D, allowing it to sometimes hit airborne opponents, however Naoto's hurtbox moves forward before the move becomes active so it can lose to preemptive buttons. Enhanced version forces crouching state on hit Enhanced inputs: 2366 (recommended) and 66236 Enhanced version causes all parts of the Rekka sequence to be enhanced (No need to use dash inputs each time). Can cancel into next part of rekka on hit/block, or frames 16~29 on whiff" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "Banishing Fang: Roar", + "text": "236B~236B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Second part of Naoto's Rekka. It has deceptively low blockstun so be aware of the timing for frame trapping withBashGuardAllStartup14Recovery22Advantage-10after. When not Enhanced, the reward is rather poor due to its combo options, even if it Fatal Counters (leads toRaidGuardAllStartup16Recovery30Advantage-19on standing and microdashed5Aon crouching, both scale badly). The Enhanced version can go intoBashGuardAllStartup14Recovery22Advantage-10for great damage, although this hit confirm is very difficult on regular hit. Fatal Counter Fatal Counter Can cancel into next part of rekka on hit/block, or frames 12~28 on whiff Counterhit state ends early, frames 12-14 are active but not CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "Banishing Fang: Bash", + "text": "236B~236B~236B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of the third parts of Naoto's Rekka. Launches on hit, not very useful on regular hit when not Enhanced, having no combo options after without a Rapid Cancel and no okizeme midscreen. If the move Fatal Counters, it wall bounces and Naoto can combo after regardless of whether the move was Enhanced or not by recovering and then linking a5Cat most screen positions and5Bwhen fully in the corner. The Enhanced version is used in most combos as it is dash cancellable on hit and can combo into623Con opponents grounded before the move connects or214Don opponents airborne before the move connects. Fatal Counter Enhanced version is dash cancellable on hit Values in [] for Enhanced version Fatal Counter Enhanced version on hit is dash cancellable on frames 24~38" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "Banishing Fang: Raid", + "text": "236B~236B~236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The alternative third part of Naoto's Rekka. Heavily outclassed byBashGuardAllStartup14Recovery22Advantage-10as it has far worse frame data and scales badly, only giving it uses as niche combo fodder. Used in extremely basic combos, after an Enhanced236Bthat won't reach the corner and after a Fatal CounterRoarGuardAllStartup9Recovery21Advantage-7or against Arakune where it can combo into214A~8Awith the use of a jump cancel cancel. Jump cancellable on hit Hitbox fully extended upwards on 18F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "Inferno Crusader", + "text": "623C/D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 623C When not Enhanced it is a niche anti-air due to being outclassed in most situations by2C, as although it is faster, has invulnerability earlier and hits higher, it is punishable on block and leads to far worse reward. It also sees some use in combos after floating an opponent high up as it can make the move hit late, allowing Naoto to link a5Aafterward. The Enhanced version is primarily a combo tool used to launch standing opponents. It is less useful as an anti-air not only due to the extra input time but also because the forward movement can cause it to whiff entirely or not combo into itself properly, making converting from it difficult. Enhanced inputs: 6623, 6263 (recommmended for wake-up) and 62356 or 623566 623D Commonly regarded as the strongest DP in the game, it is fast, has lots of active frames and invulnerability and has good horizontal range, especially when Enhanced where Naoto also travels very far. It lacks a hitbox directly above or behind it, making it prone to the opponent forward jumping over Naoto and making it whiff, however the Enhanced version recovers quickly and travels far so it can be difficult to punish. Sees situational use on okizeme as a callout tool as when delayed its active frames and invulnerability will outlast most moves in the game and when the Enhanced version is Rapid Cancelled Naoto can do a fallingj.B, although this will often whiff if done outside the corner and the opponent crouch blocks it point blank without Barriering, often leaving Naoto punishable. Rapid Cancelling the first hit instead allows Naoto to start (potentially gapless) pressure on block or combo on hit (although hit confirming after may be difficult), making this preferred on wake-up. Has a claw effect 623C Values in [] for Enhanced version Can cancel into Overhead Kick on hit on frames 21~29 Airborne from frame 9 [First hit that connects must be Barrier Blocked in air, remaining hits air blockable] 623D Values in [] for Enhanced version Can cancel into Overhead Kick on hit on frames 24~35 [First hit that connects must be Barrier Blocked in air, remaining hits air blockable] Airborne from frame 12 reversal j.623C Can cancel into Overhead Kick on hit on frames 20~28 j.623D Can cancel into Overhead Kick on hit on frames 19~30" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "Overhead Kick", + "text": "2Cafter623C/623D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Requires Inferno Crusader to hit before it can be used (Rather than be blocked or miss entirely)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "Slash Kaid", + "text": "214D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll When not Enhanced, this move is primarily used as a combo tool in the corner to float standing opponents higher after a3C. It has decent uses as a preemptive poke thanks to its range and big disjoint (in matchups where Naoto has a hard time contesting in defense), but its startup and lack of reward on regular hit make it fairly niche. The Enhanced version is one of Naoto's most used tools. In combos it does great damage and scales well, carries far due to its forward movement and extends combos due to its good untech. In neutral it can be used as a fast, long range horizontal poke that is safe on block when spaced and leads to a full combo on any kind of hit, however its vertical hitbox is relatively short and will generally whiff on airborne opponents unless they are starting or landing from a jump. Its low blockstun and recovery can make it a bit difficult to punish, especially when blocked in neutral. The move has several different ways it can hit: On far grounded hit it causes a stagger state, On close grounded (or sliding) hit it causes a side swap and crumples the opponent into a crumple fall withforced untech, On air hit it floats the opponent, On far grounded or air counter hit it causes a float, and On close grounded counter hit it causes a longer crumple. Enhanced inputs: 66214 (recommended) and 21466 (recommended for frame 1) 214D Values in [] for Enhanced version Crumple Duration 32F, Crumple Fall 62F 214D through Opponent Occurs when Enhanced version hits close to opponent Crumple Duration 99F, Crumple Fall 37F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "Shift Sway", + "text": "214A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A non-attacking move where Naoto stays put and is invulnerable to Head, Body and Projectile attributes. Enhanced version slides him forward and can pass through his opponent. Sees lots of use in combos and pressure as Naoto's main way to dash cancel into Enhanced specials as Drive dash cancels are slower and limited by gatling options. Useful as a callout against reversals as it can cause them to whiff, meaning they cannot be Rapid Cancelled and can be punished. Can be used in neutral to evade projectiles or pokes and dash cancelling once they whiff, either to get closer to the opponent with the former or to potentially punish the opponent's recovery with the latter. Sees limited use defensively due to losing to Foot attribute moves and is generally a knowledge check at best. Although it has projectile invulnerability it is generally not long enough to outlast projectile okizeme setups. The Enhanced version gains forward movement and is riskier to use in neutral as its total duration is generally not short enough to allow Naoto to punish projectiles or pokes if done on reaction. It is also not dash cancellable, reducing his options after doing the move to either fully recovering or cancelling into Phantom Pain (which whiffs on crouching opponents). When done as a read it is very risky, as Naoto is actively moving himself towards the opponent while being vulnerable to crouching moves or even the opponent waiting while being counter hit punishable during the entirety of the move. It can be used defensively on wake-up against certain projectile okizeme setups due to the forward movement, however some setups allow the opponent to recover from their projectile and punish Naoto. Dash and Phantom Pain cancellable from frame 9 until frame 35 (both inclusive) Enhanced version Phantom Pain cancellable from frame 17 until frame 29 (both inclusive) Enhanced version can swap sides with the opponent even in the corner Counter hit recovery Values in [] for Enhanced version Can cancel into Phantom Pain on 9F [17F] onwards Can dash cancel on 9F onwards. Enhanced version can not be dash canceled Can pass through opponent 13-30F [1-26F]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "Phantom Pain", + "text": "8Aafter214A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Naoto's combo throw, useful in combos due to stabilizing the opponents height, allowing Naoto to convert from some air hits with grounded normals into full combos.It is hard-coded to whiff on crouching opponentsbut can hit standing and airborne opponents. Not very useful as an anti-air due to its startup and being prone to turning the wrong way. Due to being a true air unblockable (cannot be air Barrier blocked) it has uses as a tech trap, however this is largely invalidated if the opponent doesn't air tech. Can sometimes be done as a fuzzy guard break after a6Aor lowj.C, however this is completely invalidated by the opponent holding a Barrier block. Instead of using the usual Enhancer window, the Phantom Pain will always be the Enhanced version if used after an Enhanced Shift Sway. Enhanced Phantom Pain is faster, so including the frames until Sway can be cancelled into Pain, Pain's full startup is 8f + 15f = 23f and Enhanced Pain's startup is 16f + 5f = 21f. Highly used in combos to side swap the opponent after a microdashed2Cor near the end of combos in the corner, leading to a manually timed safejump or more attacks into a typical knockdown. Loses the projectile invulnerability from Shift Sway Unburstable as it is a combo throw Second hit only comes out on hit Second hit does not haveforced untech(only relevant at -10f and reduced to 1f untech decay) Counter hit recovery 140,000 unit range check (Twice the range of a standard throw). Values in [] for Enhanced version Second Hit only comes out on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "Divine Smasher", + "text": "632146B(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A super punch that rushes Naoto forwards quite a bit on the ground or diagonally downwards if done in the air. Be aware that the blood effect does not correspond well to where the hitbox of the move is. Ground Version Primarily used in neutral as a callout or on reaction to projectiles due to its fast forward movement and long projectile invulnerability. On counter hit, if Naoto reaches the corner he can combo into a microdashed5A/B. It has use as a reversal due to its quick startup and long projectile invulnerability beating some okizeme setups, as well as being safe if the opponent tries to bait623Dby forward jumping over Naoto due to its relatively low recovery on whiff. It will always have the same frame advantage regardless of when it hits, so it is always punishable on block. The Enhanced version does 20% more damage and travels further and faster, going almost fullscreen. Normal: 800 minimum damage Enhanced: 960 minimum damage Enhanced inputs: 6321466 (recommended) and 6632146 In Overdrive Naoto does an additional flip kick, adding more damage but not allowing Naoto to combo after it on counter hit in the corner without a Rapid Cancel. Outclassed by OD632146Das an ender. But with a Rapid Cancel, it becomes an incredibly damaging and stable starter, making raw Overdrive on defense or raw air Overdrive as an anti-anti-air both very strong options, as the super's fast startup and travel speed allow it to easily be done as a punish on reaction to attacks whiffing through Overdrive. Normal: 1080 minimum damage Enhanced: 1188 minimum damage Air Version The air version is similar to the ground version, but it aims diagonally downward. Can be followed up with several moves depending on the heights of Naoto and his opponent, notably623Cor632146Bafter an air string, and2Cor632146Dwhen done near the ground. In Overdrive Naoto does the same flip kick as when used on the ground. This means Naoto cannot combo after without a Rapid Cancel. Even though it is possible to enhance other air moves during overdrive, there is no Enhanced version of this move. Normal: 720 minimum damage OD: 1050 minimum damage 632146B Values in [] are Enhanced version Values in {} are OD version On hit/block, remainder of move is replaced with 8 active frames, and 23 frames of recovery. Invincibility lasts until active frames end Minimum Damage 40% {30%}: 800 [960] {540 [648]} reversal 632146B OD Followup Minimum Damage 30%: 540 j.632146B Values in {} are OD version Minimum Damage 40% {30%}: 720 {510} Maximum Slide duration 20F {22F}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "Divine Reaper", + "text": "632146D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll When done far from the opponent or the opponent is too high, Naoto will launch a projectile which he can combo after on hit in most cases. When done close on an opponent at the right height, Naoto will do a followup, the move having slightly higher minimum damage than an Enhanced632146B. It has use as a reversal due to its long active frames and invulnerability. It can be Enhanced, but it only adds forward momentum to the move, making it easier to connect the second part but not improving damage. With a Rapid Cancel, although expensive, this move will beat nearly anything and lead to great damage, making it a strong option if Naoto is in range for the followup and the opponent does not have Overdrive (delayed Overdrive after super flash will make it whiff and Overdrive Raid on reaction to the super flash will always make it whiff). It has uses in pressure, defense and okizeme: On a grounded block, Rapid Cancel into a microdashed6Aor microdashed2D/2Bfor an invisible high/low mixup On an air block, Rapid Cancel into an EnhancedPhantom PainGuardUnblockable (120)Startup15 [5]Recovery28Advantagefor a true air unblockable On hit, at midscreen Rapid Cancel the followup and run up into Enhanced236B, in the corner Rapid Cancel the followup into2[D]and to side swap Rapid Cancel the first hit and run under into6Dor even5[D]for a full, damaging combo. In Overdrive, the move does more damage and has a longer slide. If done after a Fatal Counter starter, it can always combo into623Cor (Enhanced)632146B. Projectile: Normal: 414 minimum damage, OD: 480 minimum damage Clean hit: Normal: 1004 minimum damage, OD: 1350 minimum damage 632146D Values in {} are OD version Minimum Damage 25%: 1004 {1350} reversal Maximum Slide duration 30F {25F} 632146D Projectile Values in {} are OD version Only comes out when strike misses/is blocked Minimum Damage 25%: 519 {600}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "Grim of Phantom", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll It's a fully invulnerable reversal, like623DGuardMid, All [Mid]Startup9Recovery38+16[29+16]Advantage-45 [-28]. Only it's incredibly telegraphed, has worse range, ends Overdrive, leads to no oki and cannot be Rapid Cancelled. Use sparingly, if at all. If done out of a dash cancel, it will have the full 20f startup. Behaves the same as every other Exceed Accel. Normal: 305 minimum damage, AF: 643 minimum damage Values in [] are AF version Minimum Damage 10%: 305 [643]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "Edge of Eternity", + "text": "2141236CwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of the fastest and easiest astrals in the game while also being surprisingly safe on block. Combos after practically everything, notably after a5Con grounded opponents. On airborne (and grounded) opponents,2Cand EnhancedBashGuardAllStartup14Recovery22Advantage-10are the most consistent ways to combo into it. Retains momentum from dash cancels" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto", + "title": "Naoto", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Starter", + "title": "Hakumen", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Starter", + "title": "Hakumen", + "section": "Overview", + "text": "You should pick Hakumen if: Want to play a footsies based character with a playstyle on the slower side. Like being rewarded for making hard-reads with parries and land high-damage punishes. Enjoy having to play patiently, carefully managing a resource and adapting playstyle accordingly. You should avoid Hakumen if: You need a highly mobile character. He doesn't have a dash and his IAD is easy to anti-air if too predictable. Being patient and cautious to get in is necessary. Dislike having to take high-risks to win. Some of Hakumen normals are on the slower side and have plenty of recovery. Having an extensive offense toolkit is a must. Due to Hakumen's limited amount of gatlings, his pressure is fairly short and basic." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Starter", + "title": "Hakumen", + "section": "Neutral", + "text": "4CLong, fast poke. Main ground neutral tool. 2BFast low with a decent range. 623AACounter-poke. 214DCounter-poke. Hakumen's ground neutral centers around his4CGuardAllStartup10Recovery24Advantage-4as it has a great combination of range and speed. However, it requires a counter hit to combo and doesn't cancel into other normals/specials (except supers). At closer range,2AGuardMidStartup7Recovery9Advantage0and2BGuardLowStartup8Recovery15Advantage-4are faster and yield higher rewards. Hakumen can also counter pokes or approach at mid range with623AAGuardMidStartup6Recovery16Advantage-4and214DGuardallStartup30Recovery18Advantage-7.623AAGuardMidStartup6Recovery16Advantage-4is invulnerable to body and head attributes moves and is especially strong against upbacking opponents.214DGuardallStartup30Recovery18Advantage-7also covers moves with foot properties but is more expensive requires additional meter to make it safe on block. j.CLong range poke. j.BFast, jump-in. j.2AAnti-projectile tools. j.214ABeats anti-airs. In the air, Hakumen has access to a very strong poke withj.CGuardAllStartup12Recovery32+3LAdvantage. It is very similar to4CGuardAllStartup10Recovery24Advantage-4and is primarily used at mid range to prevent the other player from approaching. At closer range,j.BGuardHigh/AirStartup9Recovery20Advantageis fast and ideal for starting pressure but loses to anti-airs. This can be addressed withj.214AGuardAllStartup12RecoveryTotal 35Advantage-2orj.DGuardStartupRecoveryUntil L+17Advantage, the former has projectile properties and thus bypasses most anti-airs. j.2AGuardHigh/AirStartup11Recovery12Advantagehas a lot of active frame and is ideal for cutting projectiles. This is particularly useful against zoners such as Lambda or Nu." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Starter", + "title": "Hakumen", + "section": "Defense", + "text": "2DCatches lows and mids. 6DCatches mids and overheads. 236236DCatches lows, mids and overheads. j.DAnti-anti-airs. Defensively, Hakumen is renowed for his parries. If an opponent's move makes contact with it, it will initiate a command grab and catch the opponent. Hakumen has several counters with different properties: 2DGuardStartupRecovery46Advantageis the most practical one as it is active immediately and catches both lows and mids. 5DGuardStartupRecovery40Advantagecatches mids and highs, has a lot of active frames but doesn't start on frame 1. It is often used as counter-poke or a pseudo anti-air. 6DGuardStartupRecovery43Advantagealso catches mids and highs and is active on frame 1 but has very few active frames and doesn't reliably lead to combos. j.DGuardStartupRecoveryUntil L+17Advantageis active on frame 1 is often used against predictable air-to-air and anti-airs. 236236DGuardStartupRecovery43Advantagecatches lows, mids and highs, leads to high damage combos. It is often used as a get-out-jail card against aggressive characters." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Starter", + "title": "Hakumen", + "section": "Offense", + "text": "2BBasic low option. 236BCostly, situational low. 6BFast, low-reward overhead. 41236CCostly but high-reward overhead. ThrowOld and reliable. Hakumen's mix-up wise, Hakumen has some nifty tools in his arsenal.6BGuardHigh, MidStartup18Recovery23Advantage-4is a very fast overhead but doesn't lead to any combo on hit (without a counter hit or rapid cancel). At close range,236BGuardLow, MidStartup9Recovery21Advantage-5and41236CGuardHigh/Air, Low/AirStartup21Recovery18Advantage-2are specials to that grant a high/low mix-ups but they are both quite expensive. Due to Hakumen's lack of gatlings, his mix-ups tends to be very telegraped and easy to anticipate. If either236BGuardLow, MidStartup9Recovery21Advantage-5or41236CGuardHigh/Air, Low/AirStartup21Recovery18Advantage-2are blocked, Hakumen's pressure will often end quickly after. Basic pressure/mix-ups: *2AGuardMidStartup7Recovery9Advantage0>2BGuardLowStartup8Recovery15Advantage-4>214AGuardAllStartup14Recovery15Advantage+1: A basic blockstring that leaves Hakumen +1 on block. It is often cancelled into2AGuardMidStartup7Recovery9Advantage0/5AGuardMidStartup5Recovery6Advantage+3 2AGuardMidStartup7Recovery9Advantage0>5BGuardMidStartup10Recovery15Advantage0>2BGuardLowStartup8Recovery15Advantage-4/6BGuardHigh, MidStartup18Recovery23Advantage-4: A close range blockstring only.5B>2Bis a frame trap. ... >623AGuardStartupRecovery18Advantage> Throw: Basic Throw mix-up.623Ahelps getting closer. ... >236BGuardLow, MidStartup9Recovery21Advantage-5/41236CGuardHigh/Air, Low/AirStartup21Recovery18Advantage-2: Close range high/low mix-up after any move that is special cancellable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Starter", + "title": "Hakumen", + "section": "What to do after a knockdown", + "text": "Attacking the opponent as or after they wake-up is known is okizeme. It puts pressure on the opponent and is done to keep the momentum. Check theglossaryfor more details. Compared to other characters, Hakumen's okizeme is very basic. His 3 main combo enders are3CGuardLowStartup8Recovery28Advantage-12,j.214AGuardAllStartup12RecoveryTotal 35Advantage-2and6BGuardHigh, MidStartup18Recovery23Advantage-4. 3CGuardLowStartup8Recovery28Advantage-12is overall Hakumen's worst combo ender as it has a lot of recovery. It is often followed up with2AGuardMidStartup7Recovery9Advantage0or2BGuardLowStartup8Recovery15Advantage-4. Both beat mashing and may beat rolls depending on the timing and distance. With a few exceptions, they lose to reversals and backdashes. j.214AGuardAllStartup12RecoveryTotal 35Advantage-2is one Hakumen's main air combo ender. It is a bit more versatile than3CGuardLowStartup8Recovery28Advantage-12but comes at the cost of 1 magatama and is thus not always available. (air hit)5B> 9jc >j.B2A> 9jc >j.B2A>j.214Ais a very basic combo ender and one of the more commonly done one.j.214AGuardAllStartup12RecoveryTotal 35Advantage-2can be followed up with Fallingj.2CGuardHigh/AirStartup16Recovery30Advantage>2AGuardMidStartup7Recovery9Advantage0to catch rolls withj.2CGuardHigh/AirStartup16Recovery30Advantageand beats mashing with2AGuardMidStartup7Recovery9Advantage0. 6BGuardHigh, MidStartup18Recovery23Advantage-4and air hit5CGuardMidStartup14Recovery20Advantage-3are overall Hakumen's best okizeme enders. They are primarily done at the end of corner combos. The main follow-up are6AGuardMidStartup12Recovery16Advantage-1>2AGuardMidStartup7Recovery9Advantage0/2BGuardLowStartup8Recovery15Advantage-4as they roll-safe an beats mashing. The 2 most common combos that lead into them are:2A>2B>236B> IADj.2A>j.C>5C>6A>6B2A>2B>623AA>6A>6B>5A> j.B2AC>623AA>6C>5C(Character specific) 2A>2B>236B> IADj.2A>j.C>5C>6A>6B 2A>2B>623AA>6A>6B>5A> j.B2AC>623AA>6C>5C(Character specific)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Starter", + "title": "Hakumen", + "section": "Gameplan", + "text": "As Hakumen is heavily reliant on meter, the basic gameplan is to play a keepaway playstyle to hoard magatamas and occasionally approach/counter-poke with623AAGuardMidStartup6Recovery16Advantage-4and214DGuardallStartup30Recovery18Advantage-7. This strategy is helped by Hakumen's strong normals such as4CGuardAllStartup10Recovery24Advantage-4andj.CGuardAllStartup12Recovery32+3LAdvantage. Learning the range of those normals is crucial to use them at their full potentials. At maximum range, those pokes have very little counterplay and often require roundabout ways to deal with them. Being patient and cautious is vital and knowing when and how to go on the offensive is vital. Being too aggressive with Hakumen specials is very expensive and will hurt Hakumen's combos, pressure and comeback potential." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Starter", + "title": "Hakumen", + "section": "Bad habits", + "text": "3CGuardLowStartup8Recovery28Advantage-12is a fast low and sometimes used in combos. However, it is terrible in pressure as it is -12 and cannot be cancelled into other normals or specials. Hakumen's airdash has a very lengthy animation making it vulnerable to anti-airs. Being patient and approaching slowly with either 9jc, 9hjc, 66 or 66 9jc is much safer. While it may be tempting to use drives, they are high-risk and cannot act as a substitute for blocking." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Frame_Data", + "title": "Tsubaki Yayoi", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Frame_Data", + "title": "Tsubaki Yayoi", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Frame_Data", + "title": "Tsubaki Yayoi", + "section": "Drive Moves", + "text": "Install gauge consists of 5 stocks Each stock is 10,000 install points" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Frame_Data", + "title": "Tsubaki Yayoi", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Frame_Data", + "title": "Tsubaki Yayoi", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Frame_Data", + "title": "Tsubaki Yayoi", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Matchups", + "title": "Mai Natsume", + "section": "Intro", + "text": "Replay Theateris a great resource to find matchup footage. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree. Please feel free to make edits, but include edit summaries and sources where applicable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mai_Natsume/Matchups", + "title": "Mai Natsume", + "section": "Summary", + "text": "Mai is generally understood to have no majorly unfavorable matchups. She has a very solid all-rounder toolkit and her weaknesses are the kind to be more susceptible to general strategies than specific characters. Depending on who you ask, Mai could be said to have unfavorable matchups against characters who can more easily contest her range, such asEs,Hakumen,Kagura Mutsuki,Naoto Kurogane, andRagna the Bloodedge, but even these are most likely even or slightly unfavorable at worst." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Resources", + "title": "Kokonoe", + "section": "Intro", + "text": "This page is Kokonoe's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Resources", + "title": "Kokonoe", + "section": "Documents", + "text": "Kokonoe Resource Hub Japanese Name: ココノエ Japanese Wiki Japanese BBS" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Resources", + "title": "Kokonoe", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Resources", + "title": "Kokonoe", + "section": "F.A.Q", + "text": "What is a Bunker Loop and how can I do them? Bunker Loops are exactly what they are, loops that involve the use of Kokonoe's specialArmament No.2 \"Broken Bunker Assault v2.21\", specifically the held version of it. How the loops work is that whenever you hit your opponent with236[A], it'll place a bomb on them that will remain active for 3 seconds before exploding. The bomb itself is blockable, but if the opponent doesn't block the explosion, it'll cause a juggle which can be combo'd off of. This is one of Kokonoe's main ways of corner carry. Now the way the loops work is that first you would place the Bunker Bomb on them, and then you would continue the combo as normal. Now just before the bomb explodes, you would do another236[A]. This will place down another bomb on them and the first bomb you had placed on them before will explode, allowing you to continue the combo. The follow-up that you'll be using for the loops is:XX>236[A]>Bomb Explodes>6B>5C>3C(1)>236[A] The amount of loops you can do with this depends on the combo itself. The average you'll see in combos is about 2-3 loops depending on the starter, though shorter starters may only allow you to do one loop. You can get Bunker Loops off of a Grounded or Airborne opponent, however landingCounter Hit 236[A]will always guarantee Bunker Loops no matter what. Your enders for it depend on the situation and how much health your opponent has. If your opponent still has health:Ending the combo in5Cwill allow Kokonoe to use the Bunker Bomb in conjunction with her normal okizeme such asB Banishing Rays (22B)orFlame Cage (214A). The bomb compliments Kokonoe's oki tools very well as it can allow you to extend your pressure by placing another trap down, or to use it to cover your unsafe moves meterlessly (such asj.2C). If your opponent is close to death:Then you can end the combo intoAbsolute Zero (236C)which will go intoCrime of Greedif you have the 50 meter. This will be your go-to ender to close out rounds since the bomb gives you enough time to link 236C off of the explosion. It can also be used to set up Absolute Zero resets in the corner as well. Are Golden Tager Combos necessary to learning Kokonoe? No. No they are not. Golden Tager combos are one of Kokonoe's alternate win conditions and they are completely optional to learn. They are however, very execution heavy and require you to have at least a bit of understanding of how Kokonoe's tools work in order to do them. Who are some notable Kokonoe mains to watch? Matoi (JP), Guu (JP), BananaKen (US), Bmeister (CA), ScienceCat (US), Da_Joker_27 (US), TempestTim (US), Lordmacot (MX)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Resources", + "title": "Kokonoe", + "section": "Players to Watch", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Resources", + "title": "Kokonoe", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Resources", + "title": "Kokonoe", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Resources", + "title": "Susano%27o", + "section": "Intro", + "text": "This page is Susano'o's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Resources", + "title": "Susano%27o", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here. Susano'o Offense Doc by Fame96 Susano'o General Doc by Hutch Susano'o Combo Theory Doc by Adroth Susano'o Mixup Doc by Hi_Im_Sunfish Calculations for632146DDamage with Seals Arcade Profile Dan Rankings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Resources", + "title": "Susano%27o", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Playlists: Susano'o Tech and Combo Theory Playlist by Icecool" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Resources", + "title": "Susano%27o", + "section": "Players to Watch", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Resources", + "title": "Susano%27o", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here. Japanese Name: スサノオ In Japanese, Susano'o's Special Moves use katakana as well as kyuujitai (traditional kanji) writing to give a more ancient and intimidating tone to them: 薙ギ裂ク狂爪 - Nagisaku Kyousou (236AGuardAllStartup15Recovery19Advantage-3) roughly translates to Cutting Cleaving Maddened Claws. Also referred to as 壱式 or 一式 (Ichishiki), meaning First Form. 灼キ噴ク楼焔 - Yakifuku Rouen (623CGuardMidStartup12RecoveryTotal 70Advantage-28) roughly translates to Burning Blistering Tower of Flame. Also referred to as 弐式 or 二式 (Nishiki), meaning Second Form. 散リ殺グ礫巌 - Chirisogu Rekigan (214AGuardAllStartup20RecoveryTotal 42Advantage+1) roughly translates to Scattering Slicing Conglomerate. Also referred to as 参式 or 三式 (Sanshiki), meaning Third Form.礫巌 (Rekigan) is read as \"conglomerate\" but is written with the characters for \"thrown boulder\". 礫巌 (Rekigan) is read as \"conglomerate\" but is written with the characters for \"thrown boulder\". 狩リ絶ツ襲牙 - Karitatsu Shuuga (214BGuardHigh/Air, AllStartup23Recovery24Advantage-10) roughly translates to Hunting Severing Heavy Fang. Also referred to as 肆式 or 四式 (Yonshiki), meaning Fourth Form. 這イ舞ウ双脚 - Haimau Soukyaku (236BGuardLow/Air×5, AllStartup18Recovery19+11LAdvantage-15) roughly translates to Creeping Circling Both Feet. Also referred to as 伍式 or 五式 (Goshiki), meaning Fifth Form. 圧シ焼ク惨禍 - Oshiyaku Zanka (CCCCGuardAllStartup6Recovery20Advantage-7) roughly translates to Pressing Burning Calamity. Also referred to as 陸式 or 六式 (Rokushiki), meaning Sixth Form. 衝キ刺ス絶掌 - Tsukisasu Zesshou (63214CGuardThrow (70)Startup30Recovery37Advantage) roughly translates to Stabbing Pricking Splendor. Also referred to as 漆式 or 七式 (Nanashiki), meaning Seventh Form.絶掌 (Zesshou) is read as \"splendor\" but is written with the characters for \"sever\" and \"palm\". 絶掌 (Zesshou) is read as \"splendor\" but is written with the characters for \"sever\" and \"palm\". 断チ斬ル閃刃 - Tachikiru Senjin (236DGuardAllStartup19Recovery24Advantage-6) roughly translates to Flashing Blade Severing Apart. Also referred to as 捌式 or 八式 (Hachishiki), meaning Eighth Form.断チ斬ル (Tachikiru) is read as \"severs apart\" but with the character for \"sever\" replaced with the one for \"murder\". 断チ斬ル (Tachikiru) is read as \"severs apart\" but with the character for \"sever\" replaced with the one for \"murder\". This is also the case for his Mechanics and Supers: 武神 - Takegami (Drive) roughly translates to God of War. 絶葬ノ刻 - Zessou no Koku (Overdrive) roughly translates to Time of Severed Burial. 血滾ル斂激 - Chitagiru Rengeki (Exceed AccelGuardAllStartup20 [10]Recovery34Advantage-10) roughly translates to Blood-boiling Combo.斂激 (Rengeki) is read as \"combo\" but is written with the characters for \"stiffen\" and \"enrage\". 斂激 (Rengeki) is read as \"combo\" but is written with the characters for \"stiffen\" and \"enrage\". 解キ放ツ魔葬ノ凶刃 - Tokihanatsu Masou no Kyoujin (236236DGuardAllStartup7+(75 Flash)+8Recovery55Advantage-20) roughly translates to Hidden Dagger of Liberating Seithr. 討チ狂ウ鬼神ノ殲撃 - Uchikuruu Kishin no Sengeki (632146DGuardAllStartup5+(40 Flash)+11Recovery40Advantage-23) roughly translates to Massacring Strike of the Crazed God. 哭キ穿ツ崩落ノ怨嗟 - Nakiugatsu Houraku no Ensa ([2]8DGuardStartupRecovery10+(60 Flash)+26Advantage) roughly translates to Piercing Cry Crushing Resentment. 狂王ノ咆哮大蛇滅殺 - Kyouou no Houkou: Orochi Messatsu (2141236CGuardAllStartup4+(50 Flash)+12Recovery36Advantage-21) roughly translates to Roar of the Mad King: Orochi's Obliteration.The subtitle references Susano'o's slaying of the Yamata-no-Orochi in the original Japanese myth. The subtitle references Susano'o's slaying of the Yamata-no-Orochi in the original Japanese myth." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Resources", + "title": "Susano%27o", + "section": "Twitter", + "text": "You can link any informative Twitter/X posts or clips here. @AdrothJp: A collection of neta combos, optimal routes and matchup-specific punishes Susano'o guide under 2 minutes Wheel Lv2 Staircase routes GV > RC Mixup routes Blue Beat Oki setups Cross-under Oki setups Corner 5D Safe jump setup AA CH 2C Double Super route vs Hakumen - Roundstart Punishes vs Hazama - Chain OS: 5A > 6A+B vs Hazama - Stance Backdash Punish vs Kokonoe - Superball OD Punish vs Lambda / Nu - Midscreen 4D OD Punish vs Susano'o - Roundstart OD route @Hi_Im_Sunfish: An archive of techs and tricks Visual example of 5A meaties Safe jump F-Shiki setups 6C > RC F-Shiki setup" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Resources", + "title": "Susano%27o", + "section": "Depreciated Resources", + "text": "Outdated or unused resources kept for archiving purposes. Dustloop Forums Character Video Thread Japanese BBS Japanese Wiki(currently empty)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Resources", + "title": "Susano%27o", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Strategy", + "title": "Amane Nishiki", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Strategy", + "title": "Amane Nishiki", + "section": "General Tactics", + "text": "Thisis a helpful video to get a look at Amane's playstyle and some good ideas to implement. Give it a watch after playing around with Amane in game a few times. For details on matchups, check the guidehere. Important Moves j.B: One of Amane's best air normals because of its speed and size. Its main weakness is that its hurtbox is big. j.2B: A great way to suddenly change Amane's movement and/or force your opponents to respect you after you've exhausted other air options. Zettou (236A/B214A/B): Your main movement option. Use it to reset pressure, confuse your opponent, or escape a bad situation. Good use of Zettou is critical. 6A: Antiair 5B: Solid midrange tool 6B: Good way to back off from close range. 236D: Builds Spiral from full screen. Also a pressure tool with stance cancels. 5D: Solid Chip tool Amane likes to stay away from the opponent and use his mobility to kite around his opponent. By moving unpredictably, Amane can punish an opponent's anti air attempts and make them move recklessly. Amane's huge normals and great mobility punish this recklessness. Even if your opponent blocks consistently or plays defensively, Amane can still build up the Spiral Gauge and chip them out anyway. This is especially important against rushdown characters, because you can use Hariken to build Spiral and force them to approach. Against zoners you want to counterpoke with C normals and Hariken when possible. Hariken also guard points projectiles, which has some situational use. C normals, of course, are great buttons to use at long ranges. After you get in you can pressure your opponent with drills, Zettou movement and long normals. Even in pressure you're often in the air because of Zettou and increased options. Amane still has solid air options, though Ginga (214C) and Hariken (236D) are great specials to keep pressure on an opponent. Level 3 Drill is also a strong win condition that Amane can opt for. In pressure,5Dand236A>j.Dare common ways to chip out an opponent once Spiral has built up. 1 gauge has total 6000 points. Gauge depletes at 10 points per frame in all situations except while Amane is in hitstop or hits opponent with a drive move. Gauge overheats if gauge exceeds level 3. During overheat, gauge depletes at 50 points per frame and resets to level 1 at the end. (Always needs 120F to reset) During overheat, cannot use Hariken, Seijyuuren Soukyaku, or Goukaira Senrenpa. For normal drives, adds gauge from just before active frames start (simultaneous for6D) until just before active frames end. Gauge depletion cut in half from just before active frames end until 66F after (negligible in OD). While in OD, restores gauge to level 3 by 100 points per frame, while at level 3 consumption rate changes to 30 points per frame." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Strategy", + "title": "Amane Nishiki", + "section": "Blockstrings", + "text": "Adapted from Kiefer's Pressure Guide: Disclaimer: Pressure resets are a fundamental part of Amane’s game. Using his special moves to cancel your blocked moves into additional attacks very important to opening up your opponent, as Amane lacks a traditional mixup game. A few points to note before I go into detail. The pressure string I will be working with as an example is2A>2B>5B>1C>5D Mix up when you cancel your pressure string (whether it is after2B,5B,1C,5D) as well as what you do to reset pressure. As an Amane player, depending on the distance of your opponent, their blocking habits (normal, instant, or barrier) you can gatling at any point in the above blockstring. This can keep opponents off balance by requiring them to react to WHEN the pressure reset is coming, as well as WHAT the reset will be. Stuff >236A>j.D>j.236A>j.D The most basic reset option. If your opponent is happy to block your pressure, happily keep pressuring them and building drill gauge. The stuff >236A>j.Dpart can be anti-aired on normal block at any level, although it gets tighter with each level. At level 3, if gatling from5D, consider cancelling it quickly to avoid being pushed out. Opponents will often barrier :lvl2: and :lvl3:5Dwith barrier, if they do so, they only have a 6 and 4 frame gap to anti air236Aj.D, respectively. Thej.236A>j.Dpart is always a frame trap, so if you land the firstj.D, there’s not really a reason to not do the second unless you’re baiting a reversal. Stuff > slight delay >214C If your opponent is trying to mash out of your pressure without much thought, a214Cframe trap will counter hit their efforts. On CH, you can pick up214Cinto a full air combo, but if they block it successfully, your pressure is over. Stuff >236DD A rarely-seen pressure reset with a few upsides. It pulls Amane’s hurtbox backwards, which is useful against some reversals (especially Rachel’s2C). Stuff >214A>j.C A relatively safe pressure reset option with a number of potential follow-ups. Beats people mashing their anti-air buttons (as long as they have sufficient recovery) and catches opponents trying to jump out. On regular hit, you can transition into a combo usingj.236A>j.B. If you want to be greedy, you can cancel a blockedj.Cintoj.236A>j.Bto restart your pressure game, although be wary of people’s anti-airs. On CH you can gatling intoj.2Binto a full air combo. Ifj.Cis blocked, you simply return to neutral. Stuff >6B>j.C 6Bnormally leaves you closer to the ground relative to214A, making potential follow-ups more difficult to anti-air. After2B, it is also the only gatling option besides hop that is safe against EA (5B,1C,3C, and5Dall have large whiff recovery). Ensure that you do not whiff6Bbecause of an opponent’s barrier blocking, as it does have considerable recovery. All options that work with214Ashould work with this variant as well. The gap betweenj.C,j.236A>j.Dis only 3 frames, making it impossible to anti-air without IB’ing. Stuff >214A>j.236A>j.B The counterpart to the above option, this option generally beats jumping and blocking but loses to well-timed anti-airs. Depending on your opponent’s counter assault animation, this option can also beat counter assaults. Stuff >236DA This mostly corner-only pressure option is most often seen in the corner at level 3, as level 3 Harikens give the most frame advantage. It is a high reward pressure reset option, as it leads to substantial damage on CH and large amounts of chip damage on block (plus enough blockstun for another free pressure reset in most cases). It does lose to mashing and jumping, however. Stuff >6D The Woocash special. If your opponent’s asleep at the wheel, this is his highest risk but highest reward pressure reset option. Results in instant level 3, but loses to almost everything besides blocking. Stuff >236A>j.214A>j.2C The “realest” punish for those trying to react and punish236A>j.D. The only problem is, the combo afterwards is mostly nonexistent without 50 meter. 2A>2B>5B>1C>3C If your opponent is buffering a dragon punch or is keen on jumping out of your pressure, this string of tight lows can open them up. The3Cwill advance you forward, so ensure that you don’t unintentionally hop over your opponent with236A. Feel free to use aj.2BRC crossup if this does occur, though." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Strategy", + "title": "Amane Nishiki", + "section": "Okizeme", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Strategy", + "title": "Amane Nishiki", + "section": "Tips and Tricks", + "text": "Stay in the air! Amane has much stronger options when he's in the air. Try to fuzzy jump. Amane has a uniquely high regular jump that can get him to uncontestable heights. Use6Dto call out predictable techs and quickly build Spiral. Zettou doesn't use an air option. Use that to your advantage and move unpredictably. Use Hariken stance cancels (236D~D) to make yourself safer on the ground. If you have the meter, you can do Hariken RC6D(50) or Seijyuu RC6D(100) to get level 3 spiral with a combo.. Amane has a defensive OS 1 >236A+B+C. If you are in block stun you get counter assault, if you are getting thrown you get throw tech, otherwise you get B Zettou (very useful for escaping the corner during block string gaps)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Strategy", + "title": "Amane Nishiki", + "section": "Fighting Amane", + "text": "General Tips Amane'sj.Ais his only overhead, you can block low most of the time and not worry about it. Most of the Deadzones from Amane's C normals last from Amane up until a knot in the ribbon. The scarf on Amane'sj.Bis actually a hurtbox. Use Barrier and Instant Barrier to avoid chip damage at lower levels. Amane's best defensive option is often fuzzy jumping, test out ways to beat it! Amane has very limited mixup options.j.Ais his only overhead, and most of his pressure occurs at mid/far range. Instead, Amane pressure focuses on building Spiral level and making his opponent want to escape recklessly. Amane has several frame traps to call out mashing or fuzzy jump attempts. Despite that, many pressure resets are actually fake and can be challenged. The guessing game revolves around whether or not he'll try and frame trap or get greedy with a pressure reset. While his overall damage isn't spectacular without drill levels/heat, the more concerning element is a knockdown into6Dor Hariken (236D) where a held drill leads to a fast Level 3.At level 3 (and somewhat at level 2), Amane becomes a threat with huge chip damage that can rack up quickly with pressure resets in the form of short hops into air drill. Good barrier usage is important to prevent massive chip damage. You can also Instant Block and Instant Barrier Block to reduce chip damage, though the latter may push Amane out of range to challenge him. Consider investing into Counter Assault or even using DP > RC since he can't block during Zettou. Once he's knocked down, he can only reversal with 50 heat. However, he may try to fuzzy jump out and use Zettou or even Gosei (j.236C) to reset back to neutral.When playing half/fullscreen neutral against Amane, keep your movement as unpredictable as possible. His C normals have a decent amount of recovery and some of them have large deadzones that you can sneak through. You should move into a threatening range such that Amane can't safely use Hariken to charge his Spiral Gauge. Level 3 Spiral Gauge can lead to checkmate situations or a severely damaged Barrier gauge when he eventually approaches. On the other hand, reckless movement is punished by Amane's long normals and slippery movement. Amane's midrange options are quite bad as well, so closing the distance between you and him can force him to commit to a number of options that are terrible on whiff (5B,1C,4C) or jump away. Round start position is a common example of this. The main objective is to move steadily move into a range where you can threaten Amane for any mistake, more or less. At close range Amane's options are even worse because of his normals and lack of reversals.6Bis an important move to check, however, because it's a great disengage tool for Amane." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Strategy", + "title": "Amane Nishiki", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Frame_Data", + "title": "Nu-13", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Frame_Data", + "title": "Nu-13", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Frame_Data", + "title": "Nu-13", + "section": "Drive Moves", + "text": "Values in [] are during OD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Frame_Data", + "title": "Nu-13", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Frame_Data", + "title": "Nu-13", + "section": "Revolver Action Table", + "text": "5Band2Bare tied together - they can be used a combined total of 2 times per string" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Frame_Data", + "title": "Nu-13", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Frame_Data", + "title": "Nu-13", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Strategy", + "title": "Kokonoe", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Strategy", + "title": "Kokonoe", + "section": "Neutral", + "text": "In terms of neutral, Kokonoe is a somewhat complex character. In terms of difficulty to learn and master, she's definitely closer to Rachel and Carl than she is closer to characters like Ragna and Jin. The path to mastering Kokonoe's neutral game involves a lot of learning how to create space, intercept pursuers and how to strategically use her Graviton drive. Only when you've gotten great at these skills will you be able to reliably use her Banishing Ray and fireball in neutral to help you cover an approach. Creating space is a key part of Kokonoe's gameplan because she has good tools to help her win the neutral game if she can create enough space to safely put them out. Creating space mostly comes down to two things. IABD Creates a lot of space but you're committed to it until you land Video Example Video Example 2 (Repeatedly) backdashing While it won't create as much space as an IABD, it does give you more control over how far you go and gives you a better ability to react to the situation as you retreat. Video Example Video Example 2" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Strategy", + "title": "Kokonoe", + "section": "Intercepting opponent's trying to chase", + "text": "As far as good pokes go, Kokonoe doesn't have many good options. A lot of your buttons aren't all that good at poking in a straightforward poke vs poke situation. So a lot of playing Kokonoe's neutral game comes down to learning how to move in ways that'll help you overcome the shortcomings of your pokes by taking advantage of the element of surprise. This will in turn give incentive to your opponents to be cautious of blindly chasing after you and will give you time to setup stuff like B Banishing Ray. Jump forward/fallingj.B A good option to intercept pursuers at closer ranges. The jump forward is meant to make a poke whiff and then punish it with your fallingj.B. Video Example 1 Video Example 2 Video Example 3 Video Example 4 Jump Back > Air dashj.B A good option to intercept pursuers from further out. The jump back is to convince opponents that you plan to continue to run away and catch them off guard when you air dash forward. Video Example 1 Video Example 2 j.2C Another good option when you have 50 meter to rapid cancel on block because of how hugej.2C's hitbox is Video Example Dash2A Probably her best option for a ground poke because2Ahas decent range, quick startup and low recovery. Doing dash2Aafter walking back, back dashing or air back dashing can be a great way to intercept an opponent trying to chase after you. Video Example 3C 3Chas great reach and hits low, making it great to use as a poke sometimes. However, it's important not to overuse it.3Cmight have great reach but its reach is only low to the ground. Opponents can jump over it and punish it more easily than most ground pokes. Choose your times to poke with3Cwisely and always make sure to have it well spaced to minimize chances of getting punished on whiff Video Example Video Example Video Example Video Example" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Strategy", + "title": "Kokonoe", + "section": "Kokonoe's Drive: Graviton", + "text": "Kokonoe's drive is a subtle but very powerful tool in neutral. When used strategically, the graviton's that Kokonoe can place on the stage can be very useful. Perhaps one of her most useful Gravitons in neutral is6Dorj.6D.6D/j.6Dhas a number of uses that can help you out a lot in neutral. It's primary use is to hinder approaches. By placing a graviton at the other end of the screen away from Kokonoe, the gravity will always be pulling opponents away from Kokonoe and will slow down the rate of their advance regardless of whether they approach from the ground or air. In addition to slowing their approach, it can mess up the opponent's spacing for their footsies. In situations where an opponent might usually perfectly space a ground poke or IAD jump in, they might find themselves just barely whiffing as the graviton pulls them away just those few pixels they needed to connect. Video Example As an extra bonus,6Dcan also be great in neutral as an emergency escape option. If you're being rushed down and don't think it's a good time to try and intercept the chasing opponent, you might consider using your teleport to escape to your6Dgraviton Using6Dset to escape with teleport Escaping during pressure Another important use of Graviton's in neutral is using the activate special to push opponnents where you want them to go. A good example of this is the above situation where you use6D/j.6Dto teleport away from an opponent. If the opponent still insists on chasing after you after teleporting, you can activate the graviton you just teleported over towards to push them away and give yourself a chance to toss out something. In more tight situations, you can do stuff like super jump back >j.1D>j.236Dto forcefully create space between you and your opponent Using activate to create some space between you and your opponent While activate can be good for creating space, it can also be just as equally good at opening up your opponent though it's a bit more risky. Lets use an example situation where you've set a6D/j.6Dgraviton and your opponent is still somewhat at the other side. If you have banishing ray down on the ground, you could try activating the graviton while an opponent is approaching you to catch them by surprise and force them into Banishing Ray. If they get opened up, you'll get a full combo, corner carry and oki. If they blocked, then you have a chance to start pressure or throw out a fireball. In situations where you don't have a Banishing Ray down, you can also try taking advantage of activate surprising opponents and messing up the spacing to open them up with a dash2Aor a well spaced3C. However, as mentioned earlier, activate can be a risky option to use offensively. On the one hand, a good activate can open an opponent up but if you misjudge your opponent's intentions, a bad activate can also end in you getting opened up or it could end up putting the opponent right next to you, where they want to be. Be sure to use it very wisely. Something you should also look out for is matchup specific uses for the graviton's pull and activate's push. A good example of this is Arakune. For a character like Arakune that wants to be in the air, you might consider using3Dinstead of6Djust to weigh him down and keep him at lower heights where he'll be easier to reach." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Strategy", + "title": "Kokonoe", + "section": "Banishing Ray B (22B)", + "text": "Because sometimes you need to forcefully draw a line in the sand to make people understand that you don't want them in your personal space. This is usually the end game of successfully creating space between you and your opponent. Banishing Ray B is a strong option to discourage people from approaching Kokonoe. On block, it'll let her start pressure and on hit, it leads to a pretty damaging combo as a starter. Opponents won't be able to approach without being very cautious. While Banishing Ray is keeping them at bay, this is a good time to summon a fireball and use a graviton to guide it towards an opponent to cover an approach. Video Example Although Banishing Ray is hard to get around, quick movement can still be used to get around it without being harmed. Air dashing is the best and only option for most but other characters may have more options. Characters like Taokaka and Valkenhayn that have extra movement options and speedy movement can make strategic use of these options to get around Banishing Ray. Video Example Also, make sure to always remember what you learned about creating space and intercepting people trying to give chase. Without this as a basis of your strategy, it's easy to choose poor situations to try and put down Banishing Ray B that can easily result in you getting hit out of placing it, followed by a punishing combo. Video Example" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Strategy", + "title": "Kokonoe", + "section": "Round Start", + "text": "So, lets cover her round start options which should now make a lot of sense now that I have explained all the pieces of Kokonoe's neutral game explained. Microdash Barrier Microdash barrier is a good basic round start option to dash under people trying to jump or IAD towards you expecting you to try and run away to put down Banishing Ray. Depending on what they did, you might be able to punish them on reaction to what they were doing or start your own pressure. Microdash Barrier >2A Small variation of the above tactic. This one aims to catch people being passive at round start to see what you do. If you confirm that they're doing just that during your microdash barrier, toss out a2Ato try and get pressure started early. Video Example IABD Attempt to retreat to create space between you and your opponent. During this time, be sure to confirm the situation Video Example IABDj.C A variation of the above tactic. During the instant air backdash, if you see that the opponent is chasing after you from the air, usej.Cto catch them Video Example IABDj.6D Another variation of the core instant air backdash to create space tactic. This one has you setup aj.6Dgraviton at the end of the air backdash to hinder any attempts to chase after you Video Example IABD > confirm that the opponent isn't chasing > land22B Another variation of the core instant air backdash to create space tactic. This one focuses more on what to do when you've successfully created space. During the instant air back dash, observe what the opponent is doing. If they aren't chasing you, then you can put down Banishing Ray Superjump back >6D> Use additional air options based on situation Instead of instant air backdashing, super jump back and summon6D. While this is happening, you can confirm the situation to decide how you want to retreat with your remaining air options. This option is more dangerous than the IABD routes because it's slightly easier for most of the cast to reach you but it can be a good option to use against people who have already been trained to expect an IABD and are already expecting to have to chase you back pretty far. Video Example Walk Back and Observe A low commital round start option. It won't create space or put you in a position to go on the offensive but it will put you in a good spot to react to round start jump ins with6Aas well as give you a chance to see just what sort of things the opponent likes to go for at round start." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Strategy", + "title": "Kokonoe", + "section": "Defense", + "text": "Kokonoe's only character specific reversal is Super Fireball (214214A/B/C), which should only be used if you see the opponent pressing buttons on your wake-up as it can be very easy to dodge the giant fireball coming down if they use a move that will make them invulnerable (such as landing a throw on Kokonoe for example). If the opponent does go for the grab but it doesn't result in a Throw Counter, tech the throw and put out a1Dor2DGraviton to keep Super Fireball out on the field and to protect yourself from any other attempts from the opponent to pressure you." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Strategy", + "title": "Kokonoe", + "section": "Blockstrings", + "text": "Kokonoe's5Aand2Aare really good for stagger pressure due to them both being -2 on block and delay cancellable into frametraps such as5B/5C. They can also cancel into her6B(overhead) or a Graviton such as4Dto continue pressure. 2Cis +1 which makes this string safe, though2Cdoes have 19 frames of startup that can lose to reversals. Sometimes you want end your blockstring with3Cbecause it will catch an opponent who is not expecting a low, or is not expecting your blockstring to continue. Do bear in mind that this move also extends your hurtbox, so it can be risky to use. Because of barrier, your may wish to shorten your pressure to avoid getting pushed out." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Strategy", + "title": "Kokonoe", + "section": "Okizeme", + "text": "Kokonoe's main focus before she can run her setplay options on her opponent is to force them into the corner either by using her Gravitons to fling them towards it, or to open them via pressure/fireball/lightning and carry them towards the corner. Your Gravitons will constantly pull the opponent towards them which slow them down and lower their overall jump height, meaning that you'll need to manipulate their movement options so that they'll end up in a position that will allow you to get things rolling. Kokonoe's primary two specials that she'll be using for her okizeme are Flame Cage (214A/B/C) and the B version of Banishing Rays (22B). This can be done off of5Cor3Cto give Kokonoe a knockdown. XX>5C>22Bcan be a good option as it forces the opponent into an immediate 50/50 on Emergency Tech. The two buttons you'll be using for this are2B(low) and TKj.2C(high), both of these normals can lead to good damage on hit while on block it allows you to start your pressure. If you choose not to start with the 50/50, you can do Microdash5A/2Aand start your pressure there since both5Aand2Ahave access to their own highs and lows: XX>5C>214Ahowever is a bit different from Banishing Rays. Since the fireball doesn't come down immediately, you'll have to rely on staggers and your own pressure to stall until the fireball comes down. This in return, allows Kokonoe to be a bit more creative with her pressure since you can control when the fireball comes down with your Gravitons. You can use this as a way to set up another trap on top of your opponent, reset your pressure, or even make certain moves safe likej.2Cor Broken Bunker. It can also be great against characters that have a projectile invuln move such as Azrael as they won't be able to absorb the fireball and will lead to a CH. Both of these can work well with Kokonoe's Bunker oki whenever she gets Bunker Loops, as the Bunker Bomb can act as a second trap that can allow Kokonoe to set up something whenever it goes off. The bomb will always go off after 3 seconds once it's planted, by basing your pressure around the bomb, you can get pretty creative with your strings. XX>j.C>j.3D>j.B(1)>j.C>j.214A, orj.3D>j.214Afor short, is a variant on Kokonoe's fireball oki. Kokonoe will instead rely on aj.Cknockdown in the corner while using both a Graviton and fireball as her oki. The fireball doesnothit meaty, but in return it prevents the opponent from fuzzy jumping out and can lead to a myriad of mixups. The options you get on Emergency Tech are: 1.j.2Ccan be converted off of by doing236Dand can lead back into anotherj.3D>j.214Asetup. Even ifj.2Cis blocked, you can still continue your pressure with5A. 2. Both6Band2Bcan be used as a way to get Bunker loops as long as the Graviton is still active.2Bon block will allow you to reset back into5A, while with6B, you can choose to do236Das a ghetto rapid cancel, or if you have the 50 meter, you can rapid cancel the first hit of6Binto2Bwhich can make your pressure safer. 3. Grab can be tricky to convert off of as the fireball and the varying hurtboxes of the BB cast can make236Dwhiff. But on the flip side, it can be a great way to end out a round. 4. Planar Haze (22C) is another amazing tool to use with this oki set-up as the3DGraviton pulls them out just enough for you to steal the corner. This can be great since22Cwill immediately reverse your opponents inputs, and can cause a Counter Hit if they were trying to use their reversal. Characters with DPs that hit both sides such as Jin's, Izayoi's, and Kagura's DPs can tag you out of it, this can be solved by slightly delaying your22Con their wake-up. 5. IAD or safe jump forwardj.Bcan be a more trickier to do depending on the character, but you can use Solid Wheel or Activate as a way to convert off of it. Doing a safe jump over the opponent when combined withj.2C's hitbox can allow Kokonoe to perform a somewhat ambiguous cross-up that will still allow her to convert off of it or allow her to use Solid Wheel to get back down safely. On late tech, you get to put down Banishing Rays (22B) to add in another layer or do a second teleport to cross them up again. Be wary that for the latter, the opponent can roll out of it and leave you in the corner. -(Side Note: You can doj.3D>j.214A>22Bagainst Platinum regardless if she does her counter as you'll recover before the doll hits you). Now what about at midscreen? Well at midscreen, Kokonoe's oki isn't as strong due to the ability to roll backwards, so you can't really do5C>22Bas a means to do a mixup on them. However, you can still put out a fireball or a Graviton off of a5Cor3Cknockdown which can give Kokonoe the chance to move in. At Midscreen, you also have the option to do a restand with Bunker. By ending your combo with236[A]on a standing opponent, it'll force them into a crumpled state which will cause them to tech. This gives you a couple of options: By tagging them with5A, the game will auto-block the attack to prevent them from getting hit. This can allow you to start your pressure with the Bunker bomb. Or Go for a grab. Which can give you a 3-Rep Bunker Loops combo and will bring them to the corner, giving you another round of Bunker oki. Opponents can choose not to tech which will cause the combo/throw to turn blue/purple. Characters with reversals will most likely try to DP you, but you can also bait it by jump cancelling5Aor doing22C(which is a bit more risky)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Strategy", + "title": "Kokonoe", + "section": "Tips and Tricks", + "text": "You can use Deactivate (214D) during Activate (236D) to shorten the recharge time between Gravitons. This can be useful if you're low since it'll mean you'll get a Graviton back sooner. Never over extend yourself on your traps. Putting down Banishing Rays or a Graviton by itself can be fine since it forces the opponent to wait back a bit, but putting down Flame Cage, Banishing Rays, and a Graviton can give the opponent the opportunity to get in on you mid-set. Always pay attention to your Graviton stock. Depending on how many Gravitons you have left, you may have to use routes that deal less damage and give worse oki in order to replenish your stock. If you have Overdrive however, you can activate it to gain back most of your stocks while making it harder for them to approach." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Strategy", + "title": "Kokonoe", + "section": "Fighting Kokonoe", + "text": "Try delay teching if you see a236A>22Ccrossup setupIf Kokonoe has a graviton and Banishing Ray set in the corner, delay tech! They'll often use22Cto cross up If Kokonoe has a graviton and Banishing Ray set in the corner, delay tech! They'll often use22Cto cross up Wheel can still be antiaired if Kokonoe pulls herself towards a Graviton Watch Kokonoe's Gravitons. You can usually get an idea of potential mixups based on her traps on Graviton Positions Each character has a specific punish for Super Fireball. Some punishes use throws. Lab it! Kokonoe's3Cis a great round start button, but it has limited cancel options. Try crouch blocking at round start and escaping afterwards. Kokonoe Super Fireball Punishes" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Strategy", + "title": "Kokonoe", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Frame_Data", + "title": "Platinum the Trinity", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Frame_Data", + "title": "Platinum the Trinity", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Frame_Data", + "title": "Platinum the Trinity", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Frame_Data", + "title": "Platinum the Trinity", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Frame_Data", + "title": "Platinum the Trinity", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Overview", + "text": "In the game's lore Nine does not possess a Drive, but knows how to use magic. However this still uses theDbutton in game so in gameplay terms it still works like a Drive. Nine's normal attacks are tuned to specific elements:Afor Water,Bfor Air, andCfor Fire. When her normal attacks hit/are blocked by her opponent, she gains mana for that element (Visualised by glowing coloured \"ribbons\" behind her). PressingDcasts a spell using all Nine's mana. Nine can save up to three mana - getting a fourth will delete the oldest one. Different combinations of mana will give different spells (20 in total!). Each spell is determined by the amount of each mana, not the order they are gained. Nine has two slots: Active and Stock. The Active slot is where she stores her mana, and the Stock slot is a backup slot, where she can store mana from the Active Slot viaSeamoss Gate. Nine's movement is unorthodox: instead of a run or air dashes, she has teleports that can be canceled into a second teleport. While the first teleport can only go forwards or backwards as normal, the second teleport can go up, down, left or right, giving her lots of unique opportunities to move around the opponent. Be aware though, her teleport is only first-frame invulnerable to projectiles only, meaning she can't use it to escape properly timed meaty attacks and frametraps. Nine can use both teleports after her double jump.However, she cannot double jump after using a teleport, even if the first teleport was performed on the ground. However, she cannot double jump after using a teleport, even if the first teleport was performed on the ground. Nine is in Counter Hit recovery during the second teleport. Nine's backdash is unique from other backdashes in that it lacks invul from frame 1. Refer toNine's Frame Data pagefor more details." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Normal Moves", + "text": "All of Nine's 5X normals can cancel into each other, even themselves, so5A→5Aand5B→5Aare possible.No matter the button, there can only betwo5X normals in a string, so5A→5A→5Band5B→5A→5Carenotpossible. No matter the button, there can only betwo5X normals in a string, so5A→5A→5Band5B→5A→5Carenotpossible. All 2X normals can also cancel into each otherLike 5X, there can only betwonormals in a string, regardless of button, so2C→2B→2Cis not possible.5X and 2X normals can be used at any point, but the limitisn't removed, so5A→2C→5Bis possible, but5A→5B→2C→5Bis not. Like 5X, there can only betwonormals in a string, regardless of button, so2C→2B→2Cis not possible. 5X and 2X normals can be used at any point, but the limitisn't removed, so5A→2C→5Bis possible, but5A→5B→2C→5Bis not. Command normals (4X, 6X,3C) follow more traditional rules and have limited gatlings in comparison. All normals are hardcoded not to clash and so cannot clash cancel.This also means they cannot be used to clash with and nullify projectiles, despite being strike-projectile attribute. This also means they cannot be used to clash with and nullify projectiles, despite being strike-projectile attribute." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Possibly best ground poke Cancels into itself once on block and on hit Values in () are when Nine has Blue buff aura (Chip Damage 5%: 36)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Longest reaching ground poke Cancels into itself once on block and on hit Values in () are when Nine has Green buff aura (Chip Damage 5%: 36)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cancels into itself once on block and on hit Values in () are when Nine has Red buff aura (Chip Damage 5%: 36)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cancels into itself once on block and on hit Values in () are when Nine has Blue buff aura (Chip Damage 5%: 33)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cancels into itself once on block and on hit Values in () are when Nine has Green buff aura (Chip Damage 5%: 33)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cancels into itself once on block and on hit Values in () are when Nine has Red buff aura (Chip Damage 5%: 33)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great Anti-Air up close Values in () are when Nine has Blue buff aura (Chip Damage 5%: 54)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Values in () are when Nine has Green buff aura (Chip Damage 5%: 54)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Anti-air option for about round start distance Good option to catch jump outs Values in () are when Nine has Red buff aura (Chip Damage 5%: 54)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "4A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Blocks projectiles, and grants Water Element upon doing so Projectile guard point zone in front of Nine frames 3-11 Values in () are when Nine has Blue buff aura (Chip Damage 5%: 18)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "4B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Blocks projectiles, and grants Wind Element upon doing so Projectile guard point zone in front of Nine frames 3-11 Values in () are when Nine has Green buff aura (Chip Damage 5%: 18)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "4C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Blocks projectiles, and grants Fire element upon doing so Projectile guard point zone in front of Nine frames 3-11 Values in () are when Nine has Red buff aura (Chip Damage 5%: 18)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Ground Combo ender to setup Fairy oki or Uvarovite Sometimes a good round start option A circular carpet of flame. Because of it's ability to give knockdown,3Cis often used as a ground combo ender in order to setup Fairy/[WWF] oki or toss out Uvarovite/[AAF] Values in () are when Nine has Red buff aura (Chip Damage 5%: 45)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great air to air normal up close Values in () are when Nine has Blue buff aura (Chip Damage 5%: 42)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great air to air normal at longer ranges Great air to ground normal in a very specific situation. Values in () are when Nine has Green buff aura (Chip Damage 5%: 42)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Values in () are when Nine has Red buff aura (Chip Damage 5%: 42)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "j.2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Values in () are when Nine has Blue buff aura (Chip Damage 5%: 48)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "j.2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Values in () are when Nine has Green buff aura (Chip Damage 5%: 48)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great jump in normal Values in () are when Nine has Red buff aura (Chip Damage 5%: 48)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Drive Moves", + "text": "All Drive moves are performed by pressingD, and can be used on the ground or in the air. Which move is performed depends on Nine's element slots; refer to theOverviewat the top of the page for more information. All Drive moves spend mana on frame 4." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Everlasting Schorl", + "text": "No Element H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 110% Bonus Proration Crumples on counterhit Very unsafe on block unless special cancelled. Decent punish starter Bonus Proration 110% Counterhit state for entire move On CH Crumple Duration 35F, Crumple Fall 68F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Lapis Lazuli of Lamentation", + "text": "[WxN] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Useful combo tool Causes Freeze State W Values in () are when Nine has Blue buff aura Freeze 36, freeze count 1 Chip Damage 40%: 320 (384) WW Values in () are when Nine has Blue buff aura Freeze 36, freeze count 1 Chip Damage 40%: 400 (480) WWW Values in () are when Nine has Blue buff aura Freeze 36, freeze count 1 Chip Damage 40%: 500 (600)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Emerald of Enmity", + "text": "[AxN] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great anti-zoning spell Goes about 95% full screen A Values in () are when Nine has Green buff aura Maximum Slide duration 40F AA Values in () are when Nine has Green buff aura Maximum Slide duration 40F AAA Values in () are when Nine has Green buff aura Maximum Slide duration 40F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Coral of Catastrophe", + "text": "[FxN] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good for converting Round Start3Cand some3CLow Mixups All versions can cause Fatal Counters. Creates a flaming skull in front of her. For the most part, this spell is only useful to confirm a round start3Cinto a full combo using Coral of Anger [Fx1]. There's also a few specific blockstrings that'll open up an opponent with3Clow that Rubellite of Rage [FxN] will allow you to convert into a full combo. Fatal Counters on successful Counter Hit. F Fatal Counter Values in () are when Nine has Red buff aura FF Fatal Counter Values in () are when Nine has Red buff aura FFF Fatal Counter Values in () are when Nine has Red buff aura" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Heliodor of Humility", + "text": "[WA] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Creates a floating projectile in front of Nine that tracks her position for a set period of time Disappears if it hits the opponent, its own timer runs out (Approximately 3 seconds) or if Nine is hit. Can only have one Heliodor active at a time, deletes any existing Heliodor on frame 4" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Amethyst of Annihilation", + "text": "[WF] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good for resetting pressure Good for hindering approaches Vanishes after 300F if it doesn't hit anything On hit, has a shock effect Fires an electric orb that slowly travels across the screen, slowing as it moves. On hit, leaves the opponent shocked for a period of generous hitstun. Contender for the best fireball in the game, Amethyst is one of Nine's most potent tools. It's large hitbox and generous frame advantage make it difficult to deal with consistently on defense, especially in the corner, often forcing out baitable options like jumps or DPs. In neutral, the majority of the roster will find it difficult to contest with Amethyst at all outside of simply blocking it and allowing Nine to approach. The slow movement combined with the massive hitbox and generous hitstun means random amythest hits in neutral will be common and lead to a short combo with oki. Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Citrine of Change", + "text": "[AF] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good anti-zoning tool Absorbs projectiles that hit it and shoots a thin projectile back at the opponent Disappears after 6 seconds, or if hit by a strike Will push Nine or the opponent as it moves forward if they obstruct its path Mirror can be kicked forward using Crush Trigger and Exceel Accel and will gain a hitbox. Wall bounces on hit AF Citrine mirror appears on frame 14, lasts for 360 frames Nine becomes fully invulnerable for rest of animation if mirror reflects a projectile AF Reflect Attack Startup is from when projectile is blocked Crumple Duration 27F, Crumple Fall 60F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Celestite of the Covenant", + "text": "[WWA] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Sets a gravity field that activates after 2 in-game seconds Once the field activates, the opponent cannot jump while in the field. If they're in the air, they'll be knocked down to the ground with a hard knockdown. This deals no damage and heavily scales any following combo, but is completely unblockable. 5Dsets it on the opponent's location 4Dsets it in front of Nine Only hits airborne opponents" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Taaffeite of Temptation", + "text": "[WWF] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good oki tool Goes away if Nine blocks or gets hit by an attack Summons a fairy to attack the opponent three times. A great spell for oki. Syncing up your blockstring to go with the fairy's 3 consecutive attacks that happen at fixed time intervals is a great way to reset pressure, use a spell, or keep a mixup safe. Nine has three spells you will most commonly use for setplay, especially midscreen Morganite, Uvarovite, and of course, Taaffeite. Fairy is the basic building block that most of Nine's setplay is built off of being both safe and rewarding. Additionally, you can, and often will, use the blockstun from fairy to safely setup another spell, typically one of your other setplay spells, but don't be afraid to experiment! Each P in active frames represents a projectile spawned Each shot is active for up to 120 frames Shots appear on 90F, 148F, and 206F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Andradite of Accord", + "text": "[WAA] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good spell in neutral and blockstrings Holding the D button moves it forward more and delays the explosion. Hold up or down on the stick to move it up and down. Blows back and wall bounces on ground or air hit for easy conversion into a combo Does a good chunk of chip damage on regular block and drains a good amount of barrier on barrier block The orb can be destroyed by the opponent before it explodes.Orb can be destroyed by all attribute attacks except for throws Orb can be destroyed by all attribute attacks except for throws Summons an orb of dark energy that explodes in a + shape. Great spell for neutral. Because it fires a laser beam in all four directions from its core, it's pretty great at controlling space and limiting your opponent's movements. Both vertical and horizontal hits occur simultaneously, every 3 frames Vertical hits deal 300 damage, horizontal hits deal 400 damage When both hit on the same frame, vertical hit is processed first for damage purposes Base damage of all hits on block is 250, chip damage 15%: 37×16 (592)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Uvarovite of Undoing", + "text": "[AAF] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Creates a cloud up above that rains down fire over the area it indicates on the ground. The cloud is placed at a set height above where Nine casts it and can drift left or right to slowly track the opponent before activating. Can cover a larger area when used higher up (with the circle on the ground scaling up accordingly), but can also leave gaps that are safe to stand in when used too high up as it always creates the same number of projectiles fired at the same angles. Uvarovite sees most of its use as an oki tool, or a blockstring tool with its setup covered by fairy. When the fire shower eventually comes down, it'll trap the opponent in blockstun for a long time. This extended blockstun can be used to set up an unblockable or a hard to see mixup. Your second setplay spell, after fairy. Unlike Taafite, Uvarovite has little practical utility midscreen. However, it is one of Nine's most threatening options in the corner, as it can easily be routed into an unblockable with Morganite or a pseudo-infinite blockstring by looping Taafite into Uvarovite into Taafite etc. The strength of Uvarovite is often why being in the corner against Nine can become a \"checkmate\" situation. Uvarovite is much more vulnerable to options like ODR and wakeup reversals than Taaffite is, so it should typically be set up after fairy. Each P in active frames represents a projectile spawned, individual projectiles active until ground Spawns one projectile every 3 frames, 20 total (4 per trajectory, in the cycle of: centre, right, left, far right, far left)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Kunzite of Keep Breaker", + "text": "[WFF] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great combo, mixup and anti-air destroyer tool Launches on ground hit Ground bounces on air hit Creates a large meteorite and drops it on the opponent. Possibly Nine's most useful spell. Kunzite has a lot of great uses. Kunzite is a great spell in combos since the ground bounce it causes will allow you to easily followup with5A/4Aup close or6Cfurther out to keep your combo going. In pressure, Kunzite is a good overhead that can open people up for a full combo. Frame advantage listed is for when used on ground" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Morganite of Malice", + "text": "[AFF] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The first hit to make contact with the opponent will always be a low. So if the first hit whiffs, the second hit will become a low. If the first hit is blocked, the second hit will be a mid. Creates a seed and throws it. When it lands it grows into a vine that travels across the screen and then back again. Tracks the opponent for both hits. Your third and final setplay spell to know, and yet another extremely strong one. Having a projectile that hits low (the low hits will practically always hit meaty, due to the aforementioned properties) is extremely scary. Of course, it leads to unblockable setups, most practically done behind an Uvarovite. It's simple and incredibly effective. Startup when used on ground is 64 If first hit connects, second hit is a mid Maximum Slide duration 17F, 12F Crumple Duration 30F, Crumple Fall 63F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Nephrite of Nullification", + "text": "[WAF] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cannot be regular blocked. MUST be barrier blocked. Drains a good amount of barrier on barrier block Countdown timer goes away if Nine is hit, techs a throw, or if her opponent techs a throw 1500 minimum damage Minimum Damage 20%: 1500 Chip Damage 35%: 525×4 (2100)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Ground Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage Wall bounces midscreen Wall sticks in the corner Minimum Damage 100%: 1500 Crumple Duration 60F, Crumple Fall 63F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Maximum Slide duration 40F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Causes Guard Crush on normal block. Will drain a portion of the Barrier Gauge when Barrier Blocked, and can be charged to drain even more. Launches on air hit. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Crimson Raider", + "text": "214A(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Air combo ender and max damage ground ender Dashes at the opponent while wreathed in flames, creating an explosion on impact. Crimson Raider is typically used an air combo ender in situations where you can bring the opponent back down to the ground with Tanzanite of Torment/[Wx3]. It's also sometimes used in ground enders from Tanzanite of Torment/[Wx3] as well when you want to go for max damage instead. 214A Recovery is on hit/block (whiff) Skips remaining active frames of first hit on hit/block j.214A Recovery is on hit/block (whiff) Skips remaining active frames of first hit on hit/block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Mauvette Roar", + "text": "214B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll On CH, wallbounces at midscreen and wallsplats in the corner." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Navy Pressure", + "text": "214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Performs an overhead punch with Hi no Kagutsuchi's fist at the opponent's position. Has a minimum distance and always appears at the same height (Basically above where a standing opponent would be). Tracks similarly to Hazama's Eternal Coils Projectile Fatal Counter Ground Bounces on Counter Hit Because of it's tracking, Navy Pressure is a great tool to punish an opponent's attempt to do stuff at longer ranges and make them more cautious of doing so in the future. It can also be great in pressure as well to catch people trying to get out of pressure after you've pushed back too far for normals to reach. Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Seamoss Gate", + "text": "236D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Swaps elements in Active and Slot 10F onwards can cancel into 5D, j.D" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Flax Nurture", + "text": "214D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Good reversal option Requires an active element for the hitbox and invulnerability to activate Gives an elemental buff depending on her most recent active element. Normals and single-element spells of the corresponding element get 20% increased damage. Normals also become able to deal chip damage, while spells get better proration values. Length of buff varies depending on how much of the element was in the active slot Flax Nurture has invulnerability on start up and is also punishable only on instant block, making it a great option as a reversal. However, it does have its shortcomings as a reversal. The hitbox is lacking vertically in the upper part of the explosion so opponents can jump over it and punish for a full combo as they'll falling down. Can be hitstop OSed on a massive number of buttons due to it's lengthy startup by pressing backdash during what would otherwise be your gatling. For this, Flax Nurture is somewhat weak despite its frame data. Still, having a reversal on a character like Nine is incredibly strong, so it's definitely worth using. 214D Consumes Spell in active slot on frame 22 Nine gets 20% damage boost for ??F to normal attacks and single-element Drive spells that use the same element as her most recent element (Does not have a hitbox or invuln, or provide damage buff if no spell to consume) reversal j.214D Consumes Spell in active slot on frame 22 Nine gets 10% damage boost for ??F to normal attacks that use the same element as her most recent element (Does not have a hitbox or invuln, or provide damage buff if no spell to consume)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Flame Punisher", + "text": "236236A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great to tack on at the end of a combo for more damage to end a round Good anti-zoning tool 720 minimum damage, 1200 during OD A full reversal, but only against projectiles. 236236A First beam Minimum Damage 10%, second beam 20%: 840 First laser is considered one attack with P2: 79, second laser is considered separate attack with P2: 82 236236A OD Followup Minimum Damage 20%: 480" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Cardinal Nova", + "text": "236236B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Gives Nine a random 3 Element spell to both her Active and Stock slots Full Inv 7-11F 600 minimum damage, 750 during OD Values in [] are during OD Only 1 hit on block Minimum Damage 30% [30%, 10%×3]: 600 [750]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Azurite Inferno", + "text": "236236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Reversal Super Great round ender, especially when you have 100 meter Consumes the spells in your Active and Stock Slot Damage increases based on the number of elements in your spells Full Inv 1-18F Nine performs a downward stomp. If it connects, the opponent is crucified on spears and Nine bombards them with arrows of dark energy. On Overdrive, the arrows are bigger and stronger and Nine also finishes the opponent off with pillars of dark energy, similar to her Nephrite spell. The move becomes stronger and flashier depending on the number of elements in your spells, especially if those elements are in your stock slot. Has an incredible base damage at full mana but scales rapidly as it plays out, basically ensuring that the last hit, and the entire overdrive extension, will be at minimum damage even if this attack is performed on its own. -Minimum Damage with no mana: 800 -1 Element in Active Slot = No Change -2 Elements in Active Slot = +100 -3 Elements in Active Slot = +200 -1 Element in Stock Slot = +100 -2 Elements in Stock Slot = +256 -3 Elements in Stock Slot = +490 -Overdrive = +500 With full slots and Overdrive, it has one of the highest minimum damages in the game. Base (800) + 3 Active Elements (200) + 3 Stocked Elements (490) + Overdrive (500) = 1990. Minimum Damage range 800-1490. During OD range is 1300-1990 Consumes all elements in both slots on hit First 3 hits deal 100 , 0×2 and have Minimum Damage 100%, P2 of 84: 100 Next part's damage depends on number of elements in Active Slot: 0-1 Elements: 250×5. 2 Elements: 250×7. 3 Elements: 250×9 (P2 of 79). Minimum Damage 20%: 250/350/450 Second part's damage depends on number of elements in Stock Slot: 0 Elements: 1250×5 (P2 85×5). 1 Element: 1050×6 (P2 89×6). 2 Elements: 630×12(P2 92×12). 3 Elements: 550×18(P2 94×18). Minimum Damage 10%: 625/630/756/990 During OD, adds 250×10 damage with minimum damage 20%: 500 reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Scarlet Vein", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. 300/638 Minimum Damage Lacks strong pushback Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 300 {580+58}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Colorless Void", + "text": "236236DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tracks opponent's location similarly to Navy Pressure Has a minimum distance Nine's Astral. Nine commands her demon, Hi-no-Kagutsuchi, to devour the opponent and ensnare them in a cage of fire. She then rises into the air and summons a large pentagram before calling down scores of meteors to annihilate the opponent. Can be comboed into from a3Cso going for it after bringing the opponent back down to the ground with Tanzanite/[Wx3] is a good place to go for it if you've met the conditions. Combos From... Ground Throws 3C CH214B ...and more! Projectile will not interact in any way with any object other than the opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine", + "title": "Nine", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Universal_Strategy", + "title": "Universal Strategy", + "section": "Intro", + "text": "Content here can be considered incomplete until expertise is given." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Universal_Strategy", + "title": "Universal Strategy", + "section": "Preface", + "text": "As you may probably infer, this page consists of explanations and breakdowns of common strategies and solutions to situations that occur very often in BlazBlue Centralfiction. This is intended to provide general insight on the metagame of BlazBlue, to players at novice and intermediate levels." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Universal_Strategy", + "title": "Universal Strategy", + "section": "How to make Mix-Ups?", + "text": "Stop Auto-piloting Sometimes, doing Gatlings is not the best option. LikeA>B>C>D> Special is cool, but you can't crack defense with this. Strike-Throw One first mixup you should try is thetick throwA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.mixup, which is mostly universal. This is done by doing5Aor2A, waiting for the recovery, then inputting 6 and Throw. If they use Barrier, you will need to Dash to close in the distance for the throw. Now the throw by itself is not so scary as it can bechicken blockJumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup. Loses to air unblockable attacks such as BBTAG's Reversal Actions.ed away, so how should we improve this? The answer is to use aframe trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.to catch the prejump frames (during which you can't block) if they tried to escape by jumping. In this case, we will use Ragna's2Cto make a 2 frame gap. If they tried to jump, they will get hit. Try this on yourself: after blocking the first5/2A, input 7 (jump block). You will get hit standing, and there is no blue exclamation marks; this is how you know you've done it right. 2A, dash Throw, which beats staying grounded; 2A>2C, which beats jumping. High-Low High-Low mixups sometimes are built into Characters' normal chains so that it can become a natural guess. For example above, we can add two new elements of mix in addition to the examples above: 2A>2B, which beats blocking high. 2A>6B, which beats blocking low. These two naturally complement each other for a High-Low mix. Congratulations! You've now learned how to mix up your opponent!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Universal_Strategy", + "title": "Universal Strategy", + "section": "\"Infinite blockstring\"", + "text": "Everyone has had the same pain when you don't know how to face Susanoo's (5B>6B)*n \"infinite\". Here's a general way on how you can improve your defense: Instant Block is an important first step. If your2Ais 7 frames, this mean you can only punish moves that are -7 or worse. Using IB, this improves to -4. Then, the Susanoo will acknowledge the danger, so they will also mix in6B>2Ato punish anyabareAn attack during the opponent's pressure, intended to interrupt it.attempts. This is a good time to use barrier. If they are continuing to use5B>6Band you are using Barrier, and if they then did6B>2A, they will be pushed out of range and you can jump out to escape the pressure. Even better, you can use Instant Block Barrier. Normal Barrier will cause extra 1 frame blockstun, but with IB Barrier you get more pushback and 2 frame less blockstun, allowing you escape more easily. This method also applies to stagger pressure (like Hazama's), which is crucial to their gameplan." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Universal_Strategy", + "title": "Universal Strategy", + "section": "Cheap moves", + "text": "The same method above also applies to moves that are \"cheap\", for example Azrael's Gustav Buster. It is a +1 on block advancing move, which allows Azrael to do5Aafter it with minimal risk. However with IB, it becomes -2, which allows you to beat Azrael's5Awith your own5A/2A. Using IB Barrier is even better as the pushback stops Azrael from advancing." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Universal_Strategy", + "title": "Universal Strategy", + "section": "Sideswap", + "text": "1ABThis is the most basic Option Select that can catch sideswaps (see sections below to get a glimpse on what is Option Select). When 1ABis inputted: If the opponent does not sideswap, then 1ABis simply Barrier. If thr opponent sideswaps, then 1ABbecomes 3AB. Provided that you are not in blockstun (as is the case with most sideswaps), it will simply become 2A, allowing you to hit the opponent out of the sideswap most of the time. As the name suggests,Groundmeans that this only works for grounded sideswaps, for example Azrael's forward dash." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Universal_Strategy", + "title": "Universal Strategy", + "section": "How to deal with DPs?", + "text": "safe jumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.s are your answer. Almost every character has a Safe Jump that can be easily performed, though it is character dependent. For example, Ragna'sj.C, if timed well, can be used to preform a safe jump. You can use the following Eddie Script to practice Safe Jumps, by setting the dummy to be Ragna. In certain match-ups, you can also opt forDP Option Selects; see the section below." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Universal_Strategy", + "title": "Universal Strategy", + "section": "How do I deal with Rolls?", + "text": "Rolls are not fully invincible and can be hit by quick moves. In general: Forward Roll can be hit by2Aand2B; Backward Roll can be hit by2B, but most of the time you will need dash momentum; In the corner,2Awill hit both. Of course you can use more rewarding moves to catch rolls, but you will lose more advantage on Okizeme if they just Emergency Tech. Read the opponent's behavior and try to catch them." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Universal_Strategy", + "title": "Universal Strategy", + "section": "Rolls sounds scary; should I not use roll and just Emergency/Neutral Tech every time?", + "text": "In general, you shouldn't roll in the corner; both rolls are easily catchable by2Aand your health will deplete faster. Otherwise, the key point is tobe unpredictablewith your wakeup options. If they try to chase, neutral tech so they get less advantage on Oki; if they assume you won't roll and tried a heavier Okizeme option, roll out the pressure if you are able to, or even Quick rise and DP." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Universal_Strategy", + "title": "Universal Strategy", + "section": "What are Option Selects? How do they affect my gameplay?", + "text": "AnOption SelectA technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations., simply put, is that you input a particular combination of inputs and then the game automatically decides what's the best for you. The exact same set of inputs leads to a different outcome depending on the situation. Sounds convenient, right? Huge thanks toMatarakuja' videos, as all of the contents here are basically a rewording of his videos." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Universal_Strategy", + "title": "Universal Strategy", + "section": "Offensive OS", + "text": "2A,4Bin rapid successionThis is the most basic Option Select that can block DPs and punish the opponent. However, they can RC out. When2Ais inputted, if they blocked, they've entered blockstun and experience extra hitstop, allowing for4B(or in most cases,5B) to connect. However if2Awhiffs,4Bis inputted in the recovery frames of2A, which results in nothing but 4 (blocking). The limitation of this is that Hitstop OS can only punish DPs that have startup longer than the recovery frames of2A, should you time it well." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Universal_Strategy", + "title": "Universal Strategy", + "section": "Defensive OS", + "text": "When blocking, 1/4/7A+B+CThis is the most basic Option Select that can tech throws and push away the opponent. As pressing 3 buttons at once might be difficult, you can use the RC macro to perform this OS. Depending on your opponent's actions, several things can happen: If the opponent tries to throw you and you time this input correctly (within the first 3 frames the OS is inputted), you'll get a throw break; If the opponent tries to hit you, then you'll just use Barrier. If your opponent delays a throw and you time this early, you will get aThrow Reject MissA state in which it is not possible to tech throws. It lasts for a few frames after a throw tech attempt.. As the 3 frame window is short, the trick is to delay the input to be somewhat late, waiting until you see the attempt to throw. When blocking, 1~7~1A+BAs we mentioned above, Fuzzy Jump can be used to escape a basic Strike-Throw mixup. Below is an analysis: If the opponent goes for a throw, then you will jump out. If the opponent goes for an overhead, then you will also jump out as they are almost always slow. If the opponent attempts a mid or a low, then depending on the timing you will either:If the opponent times their attack to your jump startup, then you will be hit out of jump startup. However if the opening is too big, then you will jump and block the attack.If the opponent did not leave an opening (i.e. still in blockstun), then you will block high for as long as you hold 7, then go back to crouch blocking.This means that if you attempt a Fuzzy Jump during a blockstring that contains a low, you will be hit. Of course if you can input 1~7~1 fast enough before the low lands, then you will block, but that's mostly inhuman. If the opponent times their attack to your jump startup, then you will be hit out of jump startup. However if the opening is too big, then you will jump and block the attack. If the opponent did not leave an opening (i.e. still in blockstun), then you will block high for as long as you hold 7, then go back to crouch blocking.This means that if you attempt a Fuzzy Jump during a blockstring that contains a low, you will be hit. Of course if you can input 1~7~1 fast enough before the low lands, then you will block, but that's mostly inhuman. This means that if you attempt a Fuzzy Jump during a blockstring that contains a low, you will be hit. Of course if you can input 1~7~1 fast enough before the low lands, then you will block, but that's mostly inhuman. To better illustrate the purpose of fuzzy jump, you can go into Training Mode and setup some dummy recordings. Set up Ragna as your training dummy with the following recordings: 3C(knock down opponent), dash2A, dash throw 3C(knock down opponent), dash2A, dash2B 3C(knock down opponent), dash2A>6B 3C(knock down opponent), dash2A, dash2A Alternatively, you can use the following Eddie input script: Set the dummy to replay these recordings with random playback. When you recover from the knockdown, perform a fuzzy jump. If timed right, you will be able to guard or jump out of all of these common situations." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Universal_Strategy", + "title": "Universal Strategy", + "section": "OS Outcome Table", + "text": "All specials have higher input priority than blocking, throwing, or teching a throw This may invalidate OSes for your character or provide new ones" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Universal_Strategy", + "title": "Universal Strategy", + "section": "Heat", + "text": "There are several common uses for Heat. Below is a basic breakdown on how should you use it: Crush TriggerCOSTS 25 HEAT Distortion DriveCOSTS AT LEAST 50 HEAT Counter AssaultCOSTS 50 HEAT Rapid CancelCOSTS 50 HEAT Astral HeatCOSTS 100 HEAT" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Universal_Strategy", + "title": "Universal Strategy", + "section": "Overdrive", + "text": "The answer depends on your character. In most cases, ODR isworsethan burst, because of the existence of OD Option Select (which comes with no extra startup and a full OD timer) and a lot of moves are not practically ODR-punishable as RC exists. That being said, ODR is not entirely useless, for example it is useful when fighting opponents that need to use commital moves to open you up. For example, if you've predicted that Ragna will do5C>Gauntlet HadesGuardHigh/AirStartup20Recovery28Advantage-12, you can ODR5Cso that Gauntlet Hades whiffs and you get to punish. It will require you to get a hard read on your opponent however, so use it wisely." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Universal_Strategy", + "title": "Universal Strategy", + "section": "Barrier", + "text": "Most of the time, you willnotrun out of Barrier, since you don't block for that long, though of course there are exceptions (For example, if your opponent is Amane or if you are playing as Izanami). If you quite often run out of Barrier from only blocking, thenuse lessBarrier. Barrier should be used when you want them away, and when they are away you should stop using Barrier. Plus, using Barrier causes you to recieve 1 frame of extra blockstun, so it's not simply better." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Universal_Strategy", + "title": "Universal Strategy", + "section": "Frame Advantage", + "text": "Frame advantage is the concept of who is free to act first after an interaction. This is most commonly brought up after blocking an attack; who can act first - the attacker or defender? A negative value on block means the defender can act first, and a positive value means the attacker can act first. The value shows exactly how many frames one character can move before the other. For example: If a move is -5 on block, it means the defender is free to move 5 frames before the attacker. If a move is +2 on block. it means the attacker can move 2 frames before the defender. Each character's Frame Data subpage shows both the frame advantage when an attack is blocked as well as on hit. Air attacks don't have frame advantage listed since that value is varaiable and is heavily influenced by when the attacker lands after an attack. Frame advantage assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Hitting an attack later into its active frames is called making the move \"meaty\". Read more about using frame datahere." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Universal_Strategy", + "title": "Universal Strategy", + "section": "Barrier Brake", + "text": "Barrier while Running While running, simply holding back will cancel a run into a vulnerable skid animation. Barrier Brake avoids the skid animation by immediately canceling the run into Barrier. This helps with advancing towards the opponent while minimizing the time you can't guard." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Universal_Strategy", + "title": "Universal Strategy", + "section": "Running Momentum", + "text": "Performing actions while running will carry some momentum from the run into followup actions. This is a potent way to give attacks more range and make jumps move further, especially because this can used the frame immediately after starting a run. The run can even bebufferedand immediately cancel into a followup action to gain running momentum without even running for a single frame! Characters with a run can use this technique, as can most characters withStep dashes(sorry Tager)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Universal_Strategy", + "title": "Universal Strategy", + "section": "Advanced Input", + "text": "Hold an attack button to repeat the button input every frame for up to 4 frames. This will make difficult links are easier to do -- hold the button a little early and that 1F link usually becomes a 4F link! Inputting a run within 4F of returning to neutral (such as near the end of an attack's recovery, blockstun, wakeup, etc.) will also have the same effect; regardless of any directional inputs after that, your character will begin running as soon as recovery ends! The same principle can also be applied to backdash and airdashes. Advanced Input makes timing things as fast as possible easier, and is even better when buffering both an attack and a run. The attack will activate as soon as possible while sliding forward! This technique is useful for linking together combos as well as punishing things after blocking. In fact, some combos rely on Advanced Input to work at all." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Universal_Strategy", + "title": "Universal Strategy", + "section": "Super Flash Buffer", + "text": "Some attacks briefly pause the game to make the startup of the attack more dramatic. This is known as a Super Flash or Super Freeze. When the opponent does an attack with a Super Flash, commands inputted during the Super Flash will be executed immediately after the Super Flash ends. Players often use this to execute an invincible attack (such as activating Overdrive or a super) to counter the opponent's super. This is because supers usually have a bit of startup even AFTER the Super Flash, which allows the defender to input an attack of their own risk-free! Every character can cancel the first few startup frames of normal attacks into Barrier. If you are in those first few frames during the Super Flash, then cancel your attack into Barrier to save yourself! Attacks with a Super Flash list their startup values as:startup pre-flash + (super flash duration) + startup post-flash Ex: an attack with startup 5+(90 Flash)+5 has 5 frames of startup, then 90F super flash, then hits the opponent after 5 more frames for a total of 10 frames of startup. Some attacks are special: they have no additional startup after the Super Flash. Super Flash Buffer is useless against these attacks - you can think of the super flash as just a formality, the attack has already become active! This is very uncommon outside of command grab supers. Tager's Super Throw (Genesic Emerald Tager BusterGuardThrowStartup5+(28 Flash)+0Recovery41Advantage) is a prime example of this; you must already have some way to avoid Tager's Genesic Emerald Tager Buster BEFORE the Super flash or else it will be too late. You can identify such attacks in the frame data by looking at theirstartup post-flash, which should be 0." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Universal_Strategy", + "title": "Universal Strategy", + "section": "Kara Throw", + "text": "Certain characters can extend the range of their normal throws by taking advantage of properties of their other normal moves. In order to make the input for throws slightly less strict, pressingBandCcan have a small amount of time between each button press, so long as both buttons are ultimately depressed at the same time. This means that most characters'sBandCmoves can be cancelled into a throw very early into a throw to allow this leniency. Some characters haveBorCmoves that move them forward slightly during startup, meaning that if you deliberately pressBandCslightly apart from each other, you start the normal move that moves you forward, move forward slightly, and then cancel it into a throw." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Universal_Strategy", + "title": "Universal Strategy", + "section": "Overdrive Option Select", + "text": "When blocking hold theDbutton then pressA+B+Cto perform this option select. Unlike Barrier OS, it is important tonothold 4, 1, or 7 while inputtingA+B+C. Holding back will treat the input as Barrier + Throw Break and prevent the Overdrive Activation. You can hold a neutral input (5 or 2) in order to block gapless overheads and lows. These are the situations that can result from OD OS: If your opponent throws you, you will tech the throw. If your opponent has a long enough gap in their blockstring, you will activate a neutral Overdrive (NOT Overdrive Raid).If your opponent has a ~1F gap in their blockstring, you will be Counter Hit. If your opponent has a ~1F gap in their blockstring, you will be Counter Hit. If your opponent has a gapless blockstring, you will block. This option select loses to opponents using less committal blockstrings or introducing small enough gaps in their pressure. For example, if Ragna does5C>2C, you can IB5Cto create a gap before2Cthat can be DP'd. Because this gap is so small, inputting the OD OS in it will cause you to get Counter Hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Universal_Strategy", + "title": "Universal Strategy", + "section": "Activating Overdrive Shortcuts", + "text": "Players that don't use button macros (or play in arcades) sometimes accidentally perform a Crush Trigger or Rapid Cancel instead of Overdrive due to their commands overlapping. To bypass this problem, hold downAorBorC, then press the remaining buttons! When you press a button, the game checks to confirm whether all 4 buttons are being held down, and if so, counts it as an Overdrive activation. This means you don't need to press all of the buttons at the same time to go into Overdrive! While very useful, there are restrictions with this technique: it doesn't work while holding back because the game will treat it as inputting Barrier instead. For example, holding back +[A]+[B]~C+Dwon't activate Overdrive. In fact, it disables activating Overdrive until all buttons are released. This technique also doesn't work for the first few frames afterground neutral techand Emergency Tech. This shortcut is very useful during combos -- hold downAorBorC, then press the remaining buttons for an Overdrive Cancel! Do note that this shortcut is specifically for activating Overdrive, not for using Burst or Exceed Accel." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Resources", + "title": "Arakune", + "section": "Intro", + "text": "This page is Arakune's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Resources", + "title": "Arakune", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here. Arakune BnB Doc Japanese Name: アラクネ Japanese Wiki Japanese BBS Arcade Profile Dan Rankings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Resources", + "title": "Arakune", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Video Guide Series to Arakune" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Resources", + "title": "Arakune", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Resources", + "title": "Arakune", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Resources", + "title": "Arakune", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "Overview", + "text": "Bullet is ahybrid rushdown/grapplerwith access to explosive damage and aunique resource. Bullet's resource, Heat Up Levels (nicknamed Heat), vastly change her reward on offense and her pressure. With at least one Heat Up Level, Bullet's attacks gain new properties. Bullet can also choose to spend Heat to follow up each of her specials with a unique \"Engage\" move. Bullet's Overdrive cranks her damage potential up yet another notch by keeping Bullet in Heat for its duration. This makes Bullet's Overdrive an impressive comeback factor. By holding down theDbutton, Bullet creates a growing orange circle around her. If the opponent is inside this circle, release theDbutton to launch Bullet at the opponent. If the opponent is outside the ring, releasingDwill cause her to leave the stance. Bullet gains a Heat Up level any time she lands hits with her Drive. At Heat Level 1 (H1) she has an orange silhouette, at Heat Level 2 (H2) she has a red silhouette. Bullet starts every round with Heat Level 0 (H0) Heat Up levels last for 900 frames (15 seconds); the timer resets each time she gains another level. Gaining levels when you're already at H2 simply resets the timer. Bullet can spend Heat to perform followups to her Drives, specials and one of her Distortion Drives. These followups (Called Engage moves) deal massive damage and open combo routes. All Drives attacks immediately give Heat, meaning you can start a combo at Level 0(H0) and still use an Engage within it. In Heat, all Drive attacks do slightly more damage In Heat,j.Dand5Dgain full invuln during the travel period Other moves gain new properties in Heat (explained in their descriptions below).Overdrive: Heat the Beat Bullet's Overdrive is relatively simple and versatile. Upon activating Overdrive, Bullet immediately gains a Heat Up Level. During Overdrive, she also gains the following properties: Bullet dashes much farther. Bullet's Heat Up level does not decrease, even when using an Engage* H2Piercing Engagehas different wall bounce properties." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Average jab.2Ais much better in pressure because it's able to hit all crouchers. Can be used occasionally as an anti air or to catch jump out attempts up-close. Gatlings into6Aor2Bfor high/low mixup on block, and can be jump cancelled for conversions on air hit or an additional layer in pressure." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Bis a good poke with solid range, so use it if you are just outside2Brange. It also gatlings into6Aor2Bfor high/low mixup and can be jump cancelled, so it's a pretty good point to vary your pressure. With at least one Heat Up Level,5Bbecomes dash-cancelable giving her strong choices for pressure and mixup if the opponent is scared to mash, adding another layer to Bullet's mixups. However, aware opponents can mash or anti-air her options after5Bif not conditioned to keep blocking. 5B dash cancel is -4" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of Bullet's best starters due to its Fatal Counter property, good damage and excellent scaling. So naturally you will get bursted immediately because of it. 5Calso pushes Bullet forward, making it useful for frametraps. Furthermore, it can be good place to reset pressure sparingly by taking advantage of people expecting you to cancel into2C,Flint ShooterGuardAllStartup17RecoveryTotal: 46Advantage-5, or Charged Flint Shooter. If your opponent is scared of a frame trap, you can reset pressure with2A. Fatal Counter Staggers on CH Ground slides on air hit Fatal Counter Maximum Slide duration 30F Crumple Duration 42F, Crumple Fall 75F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A jab with a fast startup. Much better in pressure than5Abecause it can hit all crouchers, and great for catching roll, delay or no tech. Will whiff on fuzzy jump attempts outside of staggers, however. Gatlings into6Aor2Bfor high/low mixup. You can tick throw with ground throw orCross FirewheelGuardT(100)Startup10Recovery34Advantageas an alternate mixup. Dash →2A→4ABafter a knockdown is an option select that hits or misses with2Adue to tech and then either barriers if they tech or confirms your pick up combo with5B. Extremely useful for if your pressure is being disrespected. This type of setup is similar to a common setup forSerpentine AssaultGuardT(150)Startup5+(34 Flash)+0Recovery42Advantage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Like5B, but with a slightly shorter range and hits low. However, its distinguishing factor is its hurtbox.2B's hurtbox is very close to the ground, meaning2Blow profiles a disgusting amount of pokes in the game, includingRagna's5BGuardMidStartup8Recovery16Advantage-7at midrange. This can also let Bullet low profile some jump-ins outright and punish. You can use this move to call out pokes, stagger with it to call out fuzzy jumps, or use it as combo/blockstring filler. Low-profile frame 9~13" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bullet's2Cbehaves more like a traditional3Cand will KD the opponent, and is used like that for simple extenders and combos. It can be used in pressure as a surprise low or to catch people trying to mash/jump out ofFlint ShooterGuardAllStartup17RecoveryTotal: 46Advantage-5orits charged variationGuardAllStartup25RecoveryTotal: 58Advantage+3when delayed, and Bullet is kept at a safe frame advantage and distance on block if uncancelled. You also have the option to special cancel both hits to vary your pressure, potentially even allowing a tick throw intoSerpentine AssaultGuardT(150)Startup5+(34 Flash)+0Recovery42Advantage. Still,2Cshould be used sparingly and definitely not in neutral. Common in heatless ground combos to end inAfterburnerGuardStartupRecoveryTotal: 45~61Advantage. Going for this ender provides very slight frame advantage, so your pressure can continue afterwards if you make the right read. Will soft KD like a sweep. Hard KD on CH.can be comboed with6Dinto any basic combo, depending on your Heat Level when you initiated it. can be comboed with6Dinto any basic combo, depending on your Heat Level when you initiated it. First hit will hard KD on air hit.You can cancel this into236[A]and proceed with a short combo.Both hits hard KD on air CH. You can cancel this into236[A]and proceed with a short combo. Both hits hard KD on air CH." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bullet's overhead. It can be canceled into after5A,2A,5B, and2B. You can also use it after jump-in as a mixup after pressure resets. However,6Ahas poor horizontal range, limiting its utility. It can gatling into6B,6C,2Cand3C; on hit, you can convert6Ainto a combo via gatling into3C, but after a blocked6A, Bullet doesn't have many options to salvage the situation and maintain pressure. Forces crouching Ground bounces on air hit, making it a common combo piece. Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bullet's anti-air. Has an amazing vertical hitbox and great active frames, but suffers from limited horizontal range. Due to its range, it tends to work best at preventing opponents from jumping during pressure or preventing IADs. On CH this combos directly into6D, leading to juicy damage even if she started with no Heat.6Blaunches opponents even on normal hit, making it useful in some midscreen combo routes to get a betterj.Dcombo ender instead of a2C> After Burner ender. Can be dash cancelled when in heat 1 or 2 6B dash cancel is -4" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A normal with slow startup and limited options on block. Mostly seen in her corner and crouching hit confirms, or any general situation where her opponent is in high hitstun, such as wall splatSnap Hands FistGuardT(250)Startup13Recovery29+10LAdvantage, most Heat Level 2 follow-ups, air hit6A, andcharged Flint ShooterGuardAllStartup25RecoveryTotal: 58Advantage+3. For midscreen crouching hit confirms,6C→ jump cancel →j.C→j.Dis often optimal for gaining heat. However, timing the delay onj.Ccan be tricky so it's often more consistent to use6C→ jc →j.Dinstead. This move is also wonderful to burst bait with during a confirm, as you'll often have just enough time to jump cancel barrier and still landj.D. You can also punish and burst bait with this move if you feel your opponent will burst immediately after CH5C. Even if they don't burst, you can still confirm off of this. While it's rare to see it in pressure, it has some uses. It can low invuln through Foot Property moves, and if it's blocked you can stay relatively safe with jump backj.D. If you're feeling risky, you can reset pressure with jump forwardj.C. The problem is that this consumes her double jump, so you have no air option afterwards. If you want to spend the meter, you can RC intoj.C→Cross FirewheelGuardT(100)Startup10Recovery34Advantagefor decent mix. Fatal Counter makes move untechable until they hit the ground Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Not a normal3C— which instead Bullet's2Cacts like — As it has quite slow startup, and won't combo always. It's instead used as a hard callout to beat pokes with greater range due to its invulnerability to Body attribute attacks, the distance it travels, and the low profile. 3Cis risky to throw out in neutral: it has limited options on block, and the invuln/low profile does not begin immediately. If the opponent preemptively throws out a crouching button or low poke, it'll be beaten clean. This risk is backed up by great reward however. Its Fatal and Hard KD allow for follow-ups like6Dfor high damage combos. It can also catch people by surprise and get her out of some trickier situations because of its travel distance. Fatal Counter Hard KD on CH Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A fast air jab. Good as an air-to-air up-close, but not great for combos. Jump upj.Acan be a strong way to deter air approaches, since it is safe to whiff compared to6Band will hit opponents at angles where many anti-airs will not work." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An air-to-air kick with good range and speed, and overall Bullet's strongest air-to-air normal. Useful if you need the range more than you needj.A's speed. It is also jump-cancelable on block, making it more useful thanj.Cin some instances. Also very useful for catching your opponent off guard with its range. On air CH, the opponent floats slightly in the air and cannot tech for a long time, allowing for strong confirms. For example, whenj.Bcounter-hits relatively low to the ground, Bullet double jump and follow-up with more air buttons or fall and continue with grounded options, such as microdash6B." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A staple in Bullet's moveset. Has good range and a large hitbox, making it an ideal jump-in. It also sees use as combo filler, an occasional air-to-air, a pressure reset, and more. Jump-cancellable on hit, but not on block, giving it additional use in combos. This property is also useful for bufferingCross FirewheelGuardT(100)Startup10Recovery34AdvantageorSerpentine AssaultGuardT(150)Startup5+(34 Flash)+0Recovery42Advantageon block for a tick throw setup. Hard KD on CH" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5D's circle is huge, spanning about 1/2 to 2/3rds of the screen. When using Drive on the ground against jumpy opponents,5Dis the most consistent option, as it's relatively fast and has vertical tracking which2D/6Dlacks. You'll want to use5Din neutral sparingly just to make sure your opponent hasn't forgotten that you have this option. If your opponent blocks this move in the air, you can still use air normals while you both descend. Holding4Dand letting go will always keep Bullet from activating, even on a target in range Heat Levels are not lost if blocked 5D Lv 0 When attack is blocked, Bullet immediately enters recovery Recovery for ground forward/backward dash is until landing + 7. Recovery for all other versions is 13F 5D Lv 1/2 When attack is blocked, Bullet immediately enters recovery Recovery for ground forward/backward dash is until landing + 7. Recovery for all other versions is 13F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bullet hops forward then sweeps her opponent with her legs. This shares the same startup animation as6D, making it ambiguous which option Bullet chose. While it is slow and has large recovery on whiff, it's plus on block with Heat and leads to great midscreen damage on hit in H2 thanks toWadcutter EngageGuardStartupRecoveryAdvantage. Notably, as a combo starter,2Dis actually better than6Din some situations. As Bullet's drives have high startup, wary opponents may react by jumping to avoid the2D/6Dmixup entirely. While6D's hitbox can catch jumping opponents,2D's hitbox is very low to the ground and will whiff. 110% Bonus Proration 2D Lv 0 Invincibility listed is on fastest startup 2D Lv 1 Invincibility listed is on fastest startup 2D Lv 2 Invincibility listed is on fastest startup" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Outside of combos, this move usually only sees use after an opponent is conditioned to block, as it can help enforce the aforementioned6D/2Dhigh-low. The startup is slow, however, and if your opponent is aware, they can super jump out of the way. However, its range and travel speed still give it some use. With at least one Heat Level, these moves are + on block, and they are always cancellable into special moves. While2Dis sometimes better forstartingcombos,6Dis always better forextendingthem. It has more followups than2D, and it can always convert into something decent. This makes it a staple of many of Bullet's more damaging combo routes. One thing to note is that following up6Dwithair Snap Hands FistGuardAllStartup12Recovery27Advantagecan be tricky depending on the character's height. 110% Bonus Proration 6D Lv 0 Invincibility listed is on fastest startup from neutral Invincibilty lasts from when Bullet starts moving forward until end of active frames Bonus Proration 110% 6D Lv 1 Invincibility listed is on fastest startup from neutral Invincibilty lasts from when Bullet starts moving forward until end of active frames Bonus Proration 110% 6D Lv 2 Invincibility listed is on fastest startup from neutral Invincibilty lasts from when Bullet starts moving forward until end of active frames Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An essential tool with a wide variety of uses. Useful as combo filler to gain Heat, in neutral to catch movement, or as a way to delay your descent on an approach and bait an anti-air. Just like all Drives, you can cancel into specials, supers, andWadcutter EngageGuardStartupRecoveryAdvantage.j.D→ OD →Rage AggressorGuardAllStartup1+(52 Flash)+12~23Recovery10+19LAdvantage-15is a common round ender. Depending on Bullet's height on block, you're free to use an air normal while you descend. Not the safest option, but a good way to catch someone off guard. The frame advantage onj.Dvaries depending on both character's heights. Generally speaking, though, if someone uses instant block barrier, you are at a disadvantage. Due to its invulnerability, it can win some scrambles and will sometimes it will even clash with reversals. Keep in mind you can always be thrown during the travel, and you will lose to mashes during the startup. After ending a combo withCutting SheerGuardAllStartup14Recovery38Advantage-23in the corner, you can catch all rolls by jumping and instantly holdingj.D. Bullet'sj.Dalso has a strange bug. If your opponent is grounded and you performj.Dwhile descending at certain heights, you'll be able to air dash afterj.D. This is not easy to set up, but can be used for interesting pressure variations. Holdingj.4Dand not letting go will always keep Bullet from activating, even on a target in range With at least one Heat Level, is invulnerable while traveling j.D Lv 1/2 On block, Bullet goes into recovery animation which lasts until landing + 5" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "Forward Throw", + "text": "B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100% (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "Backward Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100% (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A standard air throw,making it a handy air-to-air when they're close. Minimum Damage 100% (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This move is interesting. In Overdrive, it's used in TODs to guarantee Active Flow or to tack on extra damage. On air hit, however, this move has similar wall bounce/splat properties toExplode EngageGuardStartup4Recovery3Advantage. If it hits midscreen, it'll cause wall bounce, but if your opponent is close enough to the corner it will wall splat. The wall splat is outshined by H2Piercing EngageGuardStartup18Recovery29Advantage, but the wall bounce is great for Heatless corner carry. For example, you can do5B→5C→2C→ CT → (66)5C→3C→623B/214D. You can alsoMiquelet CaptureGuardUnblockableStartup20~37Recovery23Advantageand then6B→ Double Snap after the3Cfor great oki and heat. This also combos straight out of5Dandj.D, in case you want to use it instead of Miquelet Capture for whatever reason. This uncharged version combos into6Cand, if you're close enough in corner and the opponent is crouching,2A. This is helpful if you want better oki while gaining Heat at midscreen. Wall bounces midscreen air hit.Wall sticks in the corner. Wall sticks in the corner. 5A+B Maximum Slide duration 15F Crumple Duration 50F, Crumple Fall 83F 5[A+B] Maximum Slide duration 15F Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "Wadcutter Engage", + "text": "Dduring a D normal H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "Flint Shooter", + "text": "236A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bullet's projectile. Useful due for advancing on the opponent due to its slow speed and fullscreen travel distance. Can also force them to block while you go for a mixup. The projectile also lies close to the ground, meaning that sometimes other projectiles will go over it. Rarely used during combos, though it can be used after as an oki tool." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "Flint Shooter (Charged)", + "text": "236[A] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "Cutting Sheer", + "text": "623B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Has a maximum range check (similar to throws) of approximately 665px between character origins, usually not relevant since the hitbox is much smaller but it does mean that this move will fail to counter moves done at long range even if it intersects with extended hurtboxes. Bullet's DP. An invincible reversal is always nice, but Cutting Sheer has low horizontal range and slow startup, making it not the best. You mostly want to use it in situations where you believe your opponent will stick to you and press buttons after oki, or to call out pressure gaps. Ironically, its slow startup can mess up certain reversal baits. A lesser known benefit of Cutting Sheer is that she can OS with Rapid Cancel to make it safe on block, since the first hit cannot be Rapid Cancelled on hit. This means that if you RC the moment Cutting Sheer lands, you'll only RC if your opponent blocked. If they were hit, you can RC the second hit into6A→6C→j.Dto build Heat, or continue the combo as normal withExplode EngageGuardStartup4Recovery3Advantageif you already have Heat Level 2. reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "Explode Engage", + "text": "22Dduring Cutting Sheer H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Explode Engage is the drive followup of choice at midscreen if you want to squeeze out more damage or can't access other options early enough in a combo. Will normally wallbounce opponents, but if your back is to the corner, you can use this to switch sides and wall splat your opponent. In H1, depending on how close you are to the corner, you'll have to backdash afterwards to maintain the side switch. If you're far enough from the corner you can2C→214Dor3C→214D. This situation is much better in H2, because you can simply5C���214Dafter. With enough distance between you and the corner, you can also dash and use6C→j.Dfor better oki Third hit has 100% Minimum Damage" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "Miquelet Capture", + "text": "41236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Combo throw, so can never be throw rejected but suffers normal combo proration like any strike move Unblockable, but only hits standing or aerial opponents Extended throw range, about twice the usual distance from touching. A running grab with invulnerability to projectiles, making it useful for calling out reckless zoning. Can be \"braked\" by pressingBwhile travelling for decreased recovery, though you are still punishable on whiff in many situations even if you brake. Miquelet Capture is also a staple of Bullet's combos. In most situations, you'll see it after2C, because it pops them high enough. This move is great in combos to add corner carry or to tack on extra damage. It's also a staple of Bullet's corner confirms, especially with its H2 engage. Its projectile invulerability is useful in some matchups to catch characters who can poke with short to mid range projectiles. 41236C Invincibility lasts until end of active frames Cancellable into Brake from frame 15, until 6th frame before active (i.e. Brake not available on fastest possible startup) Hits standing or aerial opponents only" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "Piercing Engage", + "text": "236Dduring Miquelet Capture H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The Drive followup for Miquelet Capture. Useful in H2 corner BnBs for big damage and wallstick property. The H1 version wall splats for less time, but sees use to guarantee a corner pickup when Miquelet →665Bwon't quite land. H2 version wallbounces midscreen in OD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "Snap Hands Fist", + "text": "623C(air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Anti-air grab, will always miss a grounded or downed opponent, regardless of hitboxes Swaps sides on hit. Counterhittable during recovery Maximum range of 523px from Bullet's origin, usually just a matter of hitboxes. Situationally useful anti air with a lot of Head invuln that covers an angle Bullet's other anti-airs do not. The ground version is unblockable, further enhancing this, though the air version is not. On CH, the opponent is in hitstun until they hit the ground, allowing for strong followups without any prerequisites. With Heat, you can use its followup,Flechette EngageGuardStartup13RecoveryAdvantage, to blow people up, carry them to the corner, and get better oki, making it a useful starter and extender. Significant CH recovery, so don't whiff it. 623C Airborne from frame 7, recovery until landing Recovery can be altered by external forces j.623C Counterhit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "Flechette Engage", + "text": "623Dduring Snap Hands Fist H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Since Snap Hands fist switches sides, you will need to do the 623 motion for this move in the opposite direction." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "Cross Firewheel", + "text": "360B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Slightly longer reach than a normal throw (Approximately 43px) Bullet's command grab special. It's a good, fast mixup tool to go for that can lead into good damage with Heat. If you don't use the Drive followup, the opponent will get knocked down in front of you for more pressure. Don't get too reckless with it, though, as its very punishable on whiff, will lose to fuzzy jumps and is too slow to win close range scrambles. The 360 input can be done clockwise or counter clockwise regardless of which direction Bullet is facing. The starting direction of the 360 input doesn't matter as long as you hit all 4 directions;8624B,6248B,4268B, and2486Bare all valid inputs.66248Band42668Bcan also be used as microdash command grab inputs. 100% Minimum Damage (1000) Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "Shot Shell Engage", + "text": "63214Dduring Cross Firewheel H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "After Burner", + "text": "214D(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Gives Bullet one Heat Level on use, or, if you already have H2, resets the timer of how long you can keep it. Has a relatively short duration and some projectile guardpoint, so you can potentially use this to build levels in neutral if your opponent is too passive. Can be held to give two heat levels, though this is only useful if you're at H0 and notably risky due to the total duration of the animation. Hitstop on Guard Point for Bullet and Opponent projectile unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "Rage Aggressor", + "text": "2363214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll No worthwhile uses outside of combos, but extremely valuable as a combo ender. Can be combo'd from a ridiculous amount of things, has solid minimum damage, and leaves you significantly advantageous on hit. Things that combo into Rage Aggressor include every Engage except H1Flechette EngageGuardStartup13RecoveryAdvantage, every Drive move, Snap Hands Fist, and throw. You name it, it probably works. Generally viable to throw out Flint after this super to catch tech rolls. Due to its bad P1 and multi-hit nature, it's often possible to get this move to do more damage if done early in a combo than doing it on its own, in this instance it is sometimes worth using a Rapid Cancel to continue the combo since the move doesn't scale damage that badly during combos. The OD version follows blasts your opponent away. The extra damage isn't often worth the worse oki, but it's still worth going for if you want to close out a round. 15% minimum damage (915 normally and 1190 during Overdrive) Effectively no invulnerability, and enough time after the superflash for anyone to just jab Bullet on reaction. (Technically invulnerable from frame 1, but invuln runs out before the superflash ends and before Bullet begins moving forward.) Values in [] are during OD Minimum Damage 15%: 915 [1190] Airborne from 2nd active frame, recovery until landing" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "Serpentine Assault", + "text": "720A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A risky, but highly rewarding command grab super. Carries them straight to the corner on hit, and deals 2060 damage even before its followups. Also serves as a reversal super which cannot be blocked, giving it utility on wakeup. Most deadly in Heat Level 2, as its followups increase its damage massively. Can be easily buffered from a variety of common pressure tools, including,2Astagger,5B/6Bdashcancel,5D→Miquelet Capture BrakeGuardStartupRecovery21Advantage, and guard-cancel Overdrive. Just remember that if you are using this from overdrive, try to make sure you're not at heat level 0, or you'll miss out on huge damage if this move hits. Has388 pixel range between player originsWhen using 1080p Resolution, but alsoslides foward after the first active frame.Per frame, moves forward: 61, 31, 13, 8 pixels..First active frame happens immediately as the superflash ends, giving no time to react.Bullet is invulnerable during its active frames where she slides forwards, giving the move incredible range. However, they can jump out on reaction if the first frame doesn't grab them First active frame happens immediately as the superflash ends, giving no time to react. Bullet is invulnerable during its active frames where she slides forwards, giving the move incredible range. However, they can jump out on reaction if the first frame doesn't grab them One of the few Distortion Drives that doesn't improve with Overdrive; however,BlackoutGuardStartup1+(26 Flash)+47RecoveryAdvantagedoesgain a significant damage increase in Overdrive, so this is often a moot point. Minimum Damage 100%: 2060 reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "Frangible Engage", + "text": "720Dduring Serpentine Assault H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Spends one Heat-Up level to add extra damage to Serpentine Assault. Deals only 250 damage on its own, doesn't improve with Overdrive, brings them back to the center of the screen, but can be comboed from without additional resources and has significant bonus proration to support this, especially at Heat 2. If used at Heat 2, can also (and usually will) be cancelled intoBlackoutGuardStartup1+(26 Flash)+47RecoveryAdvantageinstead for guaranteed damage. Minimum Damage 100%: 250 Does not cost meter, requires Heat Lv1 or Lv2 Bonus Proration 125% during Heat Lv1 Bonus Proration 175% during Heat Lv2" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "Blackout", + "text": "1080Dduring Frangible Engage H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Blackout will use its Overdrive version if Serpentine Assault was activated during Overdrive, it doesn't matter if the overdrive timer expires before Blackout activates. 100% minimum damage of 2310 [2910] Values in [] are during OD Minimum Damage 100%: 2310 [2910] Does not cost meter, requires Heat Lv2" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "Execution Maneuver", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bullet drags the opponent across the floor, switching sides on hit.Otherwise behaves the same as every other Exceed Accel.The Active Flow version drags opponent an even greater distance. 312 minimum damage normally, and 651 minimum damage in Active Flow. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 312 {602+49}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "Hard Kill Bringer", + "text": "632146DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet", + "title": "Bullet", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "Overview", + "text": "Nu-13 (stylized as ν-No.13-) is ahighly mobile zoner. Her Drive is focused on controlling screen space withfast, long-ranged projectilesthat she is able to high/low mix with. Her specials such as Gravity Seed andLuminous SlaveGuardAllStartup51RecoveryTotal 52Advantage+29 [+39]enablestrong setplaythat reduce the opponent's options while increasing Nu's own for okizeme and offense. Although Nu's melee confirms deal high damage, she'll often start with her Drive which, while low-damaging, is naturally burst safe — Drives also have long recovery so she is required to play reactively or risk being countered. Nu haspoor defensive options and low health,but solid movement to run around her opponent in neutral such as a fast backdash and command dash. Unfortunately, Nu has apolarized toolsetthat results in her having unstable win conditions in some matchups; even with this, however, she still sees use at high levels of play. Nu requires good understanding of matchups, defensive mechanics and neutral to use her tools to the fullest. Nu manifests sword-like projectiles which she can shoot at different angles with theDbutton. All Drive moves have a follow-up attack initiated by pressingDshortly after the attack connects; these followup attacks all spawn based on the position of whatever the first sword hit, so they will pretty much always hit as well. Unlike other characters, Nu cancancelher projectiles into specials and superson hit and on block, including her Act Parcer command dash, and jump cancel themon hit. Sword Summoner is faster and covers a longer range than most other projectiles in the game. Swords are also Level 2 for various durations depending on the Drive, so Nu can reliably challenge other character's projectiles, giving her strong screen control. Nu can perform up tothreeDrives per string, and Drives canfreely chainbetween each other, so5D.D→4D.D→2D.Dand5D.D→4D.D→5D.Dare both valid strings. This limit is only reset byjump cancelsor returning to neutral, such as through a link. Powers up her Drive with the following effects: All Drive normals, including their follow-ups, summon an additional sword.The positioning, angle and delay of each additional sword varies based on the move. Initial swords spawn their additional sword 6 frames after they spawn, and followup swords spawn theirs 1 frame after they spawn.All additional swords are exact copies of the sword they spawn alongside.Unlike normal swords, these additional swords do not cause hitstop for Nu if they hit.Additional Swords do not disappear when Nu is hit, even if they haven't fully spawned yet.Many of the additional swords spawn closer to Nu than normal, reducing her deadzone considerably (notably with5D). The positioning, angle and delay of each additional sword varies based on the move. Initial swords spawn their additional sword 6 frames after they spawn, and followup swords spawn theirs 1 frame after they spawn. All additional swords are exact copies of the sword they spawn alongside. Unlike normal swords, these additional swords do not cause hitstop for Nu if they hit. Additional Swords do not disappear when Nu is hit, even if they haven't fully spawned yet. Many of the additional swords spawn closer to Nu than normal, reducing her deadzone considerably (notably with5D). 4D's minimum distance requirement is removed. Drive normals deal chip damage. Gravity Seed recharges faster. All versions ofSickle StormGuardLow/AirStartup17RecoveryTotal: 62Advantage-18can cancel intoAct ParcerGuardStartupRecovery41Advantageon hit, block or whiff. Crescent SaberGuardHigh/AirStartup18RecoveryTotal: 59+9LAdvantage-11groundbounces, has a larger hitbox and all versions can be canceled into Act Parcer on hit, block or whiff. Luminous SlaveGuardAllStartup51RecoveryTotal 52Advantage+29 [+39]fires a second sword after the first (with the same properties). Legacy EdgeGuardAllStartup16+(41 Flash)+9RecoveryTotal: 57Advantage+79 [+131]becomes invulnerable during its startup and fires more projectiles. Calamity SwordGuardMidStartup10+(52 Flash)+1RecoveryTotal 52[Total 84]Advantage-11 [-9]has its deadzone removed and summons 4 swords in a row." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A disjointed jab that hits most crouching characters but whiffs on some.5Ais decent forstaggerThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.and can be used as a quick anti-air in a pinch. Jump-cancelable on hit or block. Gatling Options:5A,2A,6A,5B,2B,6B,5C,2C,6C,3C CarlHakumenHazamaJubeiKaguraNinePlatinumReliusTagerTerumi(Must be staggered)Valkenhayn AmaneArakuneBangLambdaMakotoMuNuRachelRagnaSusanooTaokakaTsubaki AzraelBulletCelicaEsHibikiIzanamiIzayoiJinKokonoeLitchiMaiNaotoNoel" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A good button for stagger due to its quick speed and neutral frame advantage. It hitsOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"to pickup after confirms likeCHCrescentGuardHigh/AirStartup18RecoveryTotal: 59+9LAdvantage-11, and can cancel into6Beven on whiff. This whiff cancel can be performed by just pressing5Bagain. Jump-cancelable on hit or block. Whiff cancellable into 6B from frame 11" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A normal with huge base damage andP2, this makes it great combo filler. You'll use this duringIADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.routes and corner combos. While it is incredibly disjointed with good range, the long startup and recovery prevent it from being used in neutral. This is susceptible toODin pressure; but the opponent is forced toEAwhich results in minor punishes. If Nu scores a CH and goes into5C, it will also be a CH and do more damage. Hitbox fully extends on frame 19 Projectiles are fired every 4 frames, and each projectile is active for 4 frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A crouching jab used for poking out of pressure and setting upTRMs. Basically fufills the same functions as5Abut universally hits crouchers. Nu's hurtbox becomes small and the hitbox is disjointed, so it can low profile some air normals too. The -4 frame advantage looks awful on paper, but since Nu has the best microdash to get back in against barrier, can cancel into2Bwhich is 0, and that2Aitself has long range for a jab, it's not as bad to use in practice for pressure. Also has a few natural framtraps for high reward like2A→5Cand2A→2C" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A great button that's fast, disjointed, 0 on block, and has less recovery than her2A. Nu's hurtbox also becomes pretty small so this can low-profile some pokes. Pressing2Bagain will automatically cancel into6Binstead on hit or block. This is a staple in pressure because it can reverse beat with6Band6A, is safe fromODR, and has good frame advantage for stagger. The fast recovery makes this great for checkingrollson wakeup while being safe from slowerreversalsTo perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A crouching anti-air. The invul is quite late, but the hurtbox is lower to the ground than the vulnerable frames of6Aand623C. As a crouch input with many active frames, it has uses against jump-ins that target standing hitboxes, or have delayed momentum likeAzrael'sj.2CGuardAllStartup22Recovery10Advantage. Nu's2Chas decent reward withSupraGuardMid, AllStartup12Recovery10+27Advantage-21conversions, though CH is needed for normal gatlings to connect at most heights. Sometimes2D— her other crouching anti-air, is preferable with its quicker startup. 2Cis the onlyCnormal that can be jump cancelled on block. Nu can use it forTKAn input method to perform a special move in the air as fast as possible after you leave the ground. Short for \"Tiger Knee\". For Example: 2369 for a j.236 input.Crescent, backing off, or baiting if the opponent does not have OD available. It's also a 1f gap from2B, working as a high rewardOD OSkiller. Launches on CH Jump-cancelable on hit or block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A standing anti-air.6Ais great for reactive use due to the early invul, and is good against deep jump-ins or escaping the corner. Said invul ends after the first active which makes it very poor for pre-emptive use. This button has a very low hitbox — the lowest out of any anti-air in the game — so it's susceptible to whiffing or being beaten by IAD approaches and disjointed jump-ins. In return, it has much higher reward than the average anti-air, and great options on block:6A→5Bis +2 on air-block for easy pressure. Fortunately, the low recovery makes this button relatively safe on whiff, and can even be pressed again in response to double jumps. The other purpose of this button is pressure.6Ahas excellent gatling options, it goes into and reverse beats with5Band2Bwhich are safe against ODR, enable stagger resets at 0 frame advantage, and contain multiple lows. It even goes into5Cfor high damage routes, and can jump-cancel or go into other jump-cancellable normals so the opponent has to watch out for either TKCrescentGuardHigh/AirStartup18RecoveryTotal: 59+9LAdvantage-11or more stagger/lows. Frames 11~19, no head hurtbox." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nu's best starter. This breaks 4k midscreen and easily gets up to 4.4k-4.5k in the corner. This is your go-to punish starter if your opponent does something unsafe on block. It's decent for pressure as it's safe from ODR and can jump-cancel, but2Bis better suited formeatiesHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.and roll-checking." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This button is combo filler. It's the only non-Drive normal that can go intoAct ParcerGuardStartupRecovery41Advantage, so it's used for nice corner carry off midscreen hits. It alsohard KDsA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.on air hit, so6C's other main purpose is to setupokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.at the end of combos such as236[D]→214[D]. The slow startup and long recovery means you're not going to use this in neutral or pressure much, but if the opponent doesn't have OD, you can do6C→44GuardStartupRecovery30Advantageto back off relatively safely. Hard KD on air hit Fatal Counter Launches on CH Low profile frame 22~27 Fatal Counter Maximum Slide duration 10F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nu's sweep is a multi-hit low with great range, speed, and a long active time for a3C. It's disjointed, makes her small, and doesn't extend her hurtbox at all until the frame it goes active, so it can be used as a hard read to low-profile pokes likeHakumen's4CGuardAllStartup10Recovery24Advantage-4. It can be used as a call out in pressure, as the multi-hitting lows often catch opponents trying to input a fuzzy jump — Nu can cancel3Cinto Gravity to stay safe against ODR or continue pressure, though all of the followups are punishable if Gravity is in cooldown. Only the first 3 hits hard KD on CH — The opponent can Emergency Tech if hit by full move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nu's fastest air button. It's on the slower end of air jabs, but is disjointed and makes her hurtbox small. It's used to keep the opponent in blockstun fromj.Bor to set up air TRMs as it's self-cancellable. Not jump-cancellable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nu's go to air-to-air. It's fast, disjointed, and safer to throw out thanj.C. It's also a decent jump-in and can clash or beat out certain anti-airs due to its disjoint. On taller characters likeSusano'o, it's possible to fuzzy withj.B, althoughLuminousGuardAllStartup51RecoveryTotal 52Advantage+29 [+39]or 50 meter are needed for conversions." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of the fastestj.Cs in the game. A good reaching air-to-air, but the initial hitbox isn't as disjointed asj.B, and the recovery is considerably longer, so keep that in mind. A good place to press it is while retreating after an IABD, as it has no landing recovery. Nu'sj.Cacts as a solid mixup tool; all the hits are overheads and cross behind her, this allows cross ups with IADj.Cand airdash 50/50s withLuminousGuardAllStartup51RecoveryTotal 52Advantage+29 [+39]to prevent mashes during the gap. Hitbox doesn't extend until frame 11 Last 3 hits can land as cross-ups." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The hitbox on this is disjointed, but it's on the slow side, soj.Bis used more for air-to-airs. It makes Nu fall faster and has decent blockstun so it's nice for jailing the opponent to the ground during pressure, however." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "Drive Moves", + "text": "All Drives have a deadzone in front of Nu where they have no hitbox All Drives except4Dstart at Projectile Level 2 and decrease to Level 1 after a set amount of active framesAlways Level 2 during OD Always Level 2 during OD Drives deal chip damage during OD None can be jump-cancelled on block The first sword for any drive normal are spawned and aimed solely using Nu's position, the followup attack spawns based on whatever the initial sword hit (Which might not be the other player)Acceptable non-player targets areGeorge the XIIIGuardAllStartup27RecoveryAdvantage,NirvanaGuardStartup0RecoveryAdvantageandIgnisGuardStartup10FRecovery10FAdvantage. Acceptable non-player targets areGeorge the XIIIGuardAllStartup27RecoveryAdvantage,NirvanaGuardStartup0RecoveryAdvantageandIgnisGuardStartup10FRecovery10FAdvantage. Swords can be spawned off the sides of the stage, but not below it. Swords that would spawn below the stage instead spawn from floor level. Ground Drive angles (Click to see full size) Air Drive angles (Click to see full size)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great zoning tool since it goes nearly fullscreen. It's used to prevent the opponent running straight at Nu and to whiff punish things from fullscreen. It has long recovery, so setting up Gravity is recommended to make this safer on whiff. 5D Can cancel into dashes on hit/block~36F During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2 5DD Can cancel into dashes on hit/block~36F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A great anti-air as Nu's hitbox is low to the ground and it goes steeply upwards. It has fast acceleration and increases in size the further it flies away. 2D Can cancel into dashes on hit/block~33F During first 5 active frames, Projectile Lv2. During OD, always Projectile Lv2 2DD Can cancel into dashes on hit/block~39F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An important option for stopping IAD approaches and opponents at a lower height than what2Dwould catch. It can hit some characters likeAzraelandTagerwhile standing but will whiff on most characters. The followup sword knocks the target upwards and towards you slightly, usually allowing an easy setup into2Dor air combos. Follow up spins the opponent on air hit 6D Can cancel into dashes on hit/block~36F During first 3 active frames, Projectile Lv2. During OD, always Projectile Lv2 6DD Can cancel into dashes on hit/block~44F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "4D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nu's only standing overhead. It tracks the opponent's location and appears behind them. This normal is an anti-zoning tool and is used to threaten overheads during drive pressure — TKCrescentGuardHigh/AirStartup18RecoveryTotal: 59+9LAdvantage-11being preferred for Nu's melee range, although in the corner4Dwill appear offscreen which can make it hard to react to, if the opponent isn't paying attention to Nu's pose. Will whiff if done too close to the opponent. Be careful against characters with meter as5D.D→4Dhas a gap which makes it vulnerable against fullscreen supers likeTerumi'sGleaming FangGuardAllStartup4+(15 Flash)+8Recovery39Advantage-4. However, OD5D→4Dis gapless. Forces crouching on hit, No deadzone in OD Fatal Counter 4D Can cancel into dashes on hit/block~48F Fatal Counter 110% bonus proration 4DD Can cancel into dashes on hit/block~38F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A decent air-to-air summon to call out pre-emptive airdashes or opponents stalling on the other side of the screen. The followup drive pushes the opponent downwards, so it can score a soft KD if low to the ground, but otherwise this button is medium risk for low reward. On block, Nu can either cancel intoAct ParcerGuardStartupRecovery30Advantageto back off orCrescent FeintGuardStartupRecoveryTotal: 55Advantageto fall without landing recovery. j.D Can cancel into dashes on hit/block~38F During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2 j.DD Can cancel into dashes on hit/block~23F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "j.2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Arguably the least used summon, as the angle is covered better by other drives and the risk outweighs the reward.j.2Dsees most use in staircase combos, but can bait anti airs since it stalls Nu's air momentum. Also slightly quicker than the other two air drives to go active. Can be activated by inputtingj.1Dbutnotj.3Das you will getj.6Dinstead j.2D Can cancel into dashes on hit/block~40F During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2 j.2DD Can cancel into dashes on hit/block~39F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "j.6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A decent air-to-ground drive that's good at stopping people running at you and also low air approaches if done far enough. The range is pitiful compared to other drives however so don't expect to do fullscreen zoning with this. As withj.D, it's medium risk for low reward, but on block is made safe byAct ParcerGuardStartupRecovery30AdvantageorCrescent FeintGuardStartupRecoveryTotal: 55Advantage. Can also be activated withj.3Dbutnotj.9D(You will getj.5Dif you do this) j.6D Can cancel into dashes on hit/block~38F During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2 j.6DD Can cancel into dashes on hit/block~23F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "Ground Throw", + "text": "5B+C4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nu's throw launches the opponent high at an angle, and the recovery can only be cancelled into specials or drive normals. At midscreen, converting into236[D]→ Dash →6B→ ... let's her go intoAct ParcerGuardStartupRecovery41Advantageto carry the opponent to the corner and setupLuminousGuardAllStartup51RecoveryTotal 52Advantage+29 [+39]. Throws in the corner can link into5B, but are usually special cancelled intoSupra RageGuardMid, AllStartup12Recovery10+27Advantage-21. Wall bounces in the corner. Backthrow has an identical launch and combo routes, just on the other side. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Air throw is similar to ground throw, it's normally cancelled into Drive normals to go into IAD routes. E.x: AT →6D→2D.D→ IAD → ... It is possible to followup with normals if Gravity orLuminousGuardAllStartup51RecoveryTotal 52Advantage+29 [+39]has been setdown before, however. Air version drops both players to the floor before dealing damage, ensuring consistent followup combos from any starting height Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Triggers the6Banimation with a slightly different hitbox. One of Nu's few defensive options, but it's easily low-profiled by crouching buttons, so use this sparingly. Opponent air techs on normal hit and can emergency tech on CH" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nu's Crush Trigger is one of the best in the game. It's fully disjointed, convertible on uncharged hits (withLuminousGuardAllStartup51RecoveryTotal 52Advantage+29 [+39]), and her hurtbox shifts backwards during the attack so it can be used to baitDPsDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.and other button mashes for big reward on CH. It's a great mixup for 25 meter if Luminous is out, and even if reacted, Nu can still pressure while draining a hefty amount of Barrier guage. With ODLegacy EdgeGuardAllStartup16+(41 Flash)+9RecoveryTotal: 57Advantage+79 [+131], it can be used for unblockable setups in the corner at the cost of high meter usage. Hurtbox retracts backwards frames 13~30 Wallbounces airborne opponents, wall sticks in the corner 5A+B Maximum Slide duration: 15F Crumple Duration 50F, Crumple Fall 83F 5[A+B] Maximum Slide duration: 15F Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "Sickle Storm", + "text": "236D(~C) (Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A projectile that goes fullscreen and hits low. All three versions are considered different moves and can special cancel into: Gravity Seed (on hit/block) Luminous SlaveGuardAllStartup51RecoveryTotal 52Advantage+29 [+39](on hit) Act ParcerGuardStartupRecovery41Advantage(during OD) 236D The standard version, it travels quickly and is common in Nu's combos to juggle the opponent after3C. It can be used in conjunction with4Dfor mixups during drive pressure, and is comboable with Gravity. It's +8 when used point blank and Gravity cancelled, so it can be a pressure / frametrap tool for decent reward at close range. Hard KDs on CH Wall-bounces in the corner. 236[D] This is the charged version, it wall-bounces midscreen and has a long amount of untech time, so this is used for corner and throw combos, it also sees use off some6Aroutes. Nu's corner combos will end in this to safely setup a charged Luminous which is then used for her setplay. It is plus on block, but it's not safe to use this as a reset as the long startup means the opponent can always jump or reversal through it. Fatal Counter Hard KDs if opponent doesn't reach the end of screen. 236D~C Summons Sickle Storm at roughly 4/5th of fullscreen distance. This version travels the slowest, but can catch the opponent offguard due to usually spawning behind them. It crumple stuns on ground hit and has a great vacuum effect on air hit, making this very easy to confirm. It can be used at the end of grounded Drive combos to lockout delay tech or rolls from the opponent while setting up Luminous. Whiffs if the opponent is at fullscreen distance. Extended crumple stun on CH 236D Can cancel into 214A/B/C on hit/block Can cancel into 214D on hit only During OD, can cancel into Act Parcer from frame 18 onwards Maximum Slide duration 10F 236[D] Fatal Counter Can cancel 214A/B/C on hit/block Can cancel into 214D on hit only During OD, can cancel into Act Parcer from frame 29 onwards (projectile created on frame 24) Maximum Slide duration 10F 236D~C Can cancel into 214A/B/C on hit/block Can cancel into 214D on hit only During OD, can cancel into Act Parcer from frame 25 onwards Maximum Slide duration 10F Crumple Duration 39F, Crumple Fall 72F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "Luminous Slave", + "text": "214D(~C) (Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Avitalpart of Nu's gameplan. Luminous Slave spawns a portal above Nu that fires a heavy-hitting sword at the opponent's location but with a delay that depends on the input used. It's used in Nu's neutral, okizeme, and mixups. In Overdrive a second sword with a 20F delay is fired after the first with identical properties, calculating its launch direction independently. Luminous will not fire if Nu is hit or enters blockstun at any time the portal is present. In all cases, there is a short delay after Luminous Slave ends where it cannot be used again, usually this is not relevant however. All versions launch grounded opponents. The sword's launch direction is calculated at the point the sword spawns. 214D The standard version. It has the quickest recovery and fires after roughly 1 second. It's reserved mostly for neutral instead of combos and okizeme. It's easy to convert on hit due to its long stun and on block Nu has enough advantage to start drive pressure. 214[D] The charged version. It has the longest startup but is safe to setup after a236DKD. It fires after 4 seconds have passed or theDbutton is released — this includes buffering it during other normals, Barrier Block and Crush Triggers. Obviously, since you're holding theDbutton, any attempt to use any other Drive move will cause this move to also fire, so this needs to be planned into how you use it. This is very important for making Nu's mixups threatening as going into TK Crescent now becomes plus on block, and comboable on hit for high damage. You can also do unreactable crossups and Airdash 50/50s safely, along with many other options to put the mental stack on the opponent. The high blockstun also enables Nu to go for pressure resets without spending Gravity. 214D~C 214D During OD, fires a second shot 10F after first 214[D] Shot fires 38F after pressing D again During OD, fires a second shot 10F after first 214D~C During OD, fires a second shot 10F after first" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "Crescent Saber", + "text": "j.214D(~C) (Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Crescent Saber has two main functions: scoringair knockdownsat the end of staircase combos, and as amixup tool. From this, Nu can go into high/low mix and resets at close range which while risky, are made safer ifLuminous SlaveGuardAllStartupsee notesRecoveryTotal 61Advantageis setup beforehand. Hard Knockdown Halts air momentum Ground bounces into a hard KD during OD All versions can cancel intoAct ParcerGuardStartupRecovery37Advantageduring OD j.214D Vanilla Crescent. This is your ender for staircase combos, it flings the oppponent to the opposide end of the screen, so you can safely setup Gravity Seed and play neutral. For mixups, it acts as arguably Nu's main overhead and can be done from many points in pressure such as5B,6B, and6A. By itself, conversions need meter or OD/CH, and it's punishable if blocked, but with Luminous set up it's + on block and Nu can combo meter-lessly. Is 24f startup and -11 on block at TK height. Hitbox becomes bigger during OD Ground bounces on CH and OD. j.214[D] The charged version, performs a fakeout version of the above before performing the real one shortly afterwards. It has longer startup, but is combo-able on normal hit as Nu lands to the ground quicker after it strikes. TK Charged is +16 on block so Nu can reset pressure with this and/or frametrap. Somewhat gimmicky, but Charged Crescent can be used at the end of staircase combos to tech-trap the opponent for a full combo. Hitbox becomes bigger in OD Ground bounces on CH and OD j.214D~C A feint version of Crescent. Nu cancancel the recovery into any moveafter this version, including Act Parcer, so she can act or dash mid-air. Air Drives are commonly cancelled on block into this to make them safer since Nu can air dash away or go into more. For mixups, Nu can fake an overhead and then dash in with2Bto trip up the opponent's guard. It's also used in crossup attacks with Luminous deployed. Resets the limit on Drive summons. Overrwites the landing recovery of any previous Drive. j.214D Values in [] are during OD [Can cancel into Air Act Parcer from frame 30 onwards] Frame advantage calculated from TK height Landing recovery only applies if move reaches frame 13 j.214[D] Values in [] are during OD [Can cancel into Air Act Parcer from frame 28 (projectile summoned on frame 24)] Frame advantage calculated from TK height If used, cannot use j.214D~C in same jump j.214D~C Can cancel into all attacks or Act Parcer from frame 20 onwards During OD, can instead cancel into Act Parcer from frame 14 onwards Can only be used once per jump, and cannot be used if j.214[D] was used in same jump Cancels any landing recovery applied by an earlier move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "Gravity Seed", + "text": "214A/B/C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A strong setplay and neutral tool. Nu creates a field thatreduces the opponent's horizontal speed to 30% of normal. This affects moves with momentum likeNoel's6DGuardLowStartup27~39Recovery44 [25]Advantage-27 [-8]and the teleport dashes ofAzrael,NineandArakune. It does not slow down projectiles nor Ignis / Nirvana. Gravity Seed is another vital piece of Nu's gameplan, it gives her space to start zoning and make it more difficult for the opponent to punish whiffed summons. It also functions as aconversion toolas almost all of Nu's moves can cancel into Gravity Seed andthe recovery can be cancelled into almost any attack and Act Parcerin turn — allowing Nu to combo moves that wouldn't normally be possible. Has a recharge period of 4 seconds Recharges twice as fast in Overdrive. Field only disappears if Nu is hit, not if she blocks. Can be cancelled into Act Parcer on Frame 13 onwards. Can be cancelled into any attacking move on Frame 19 onwards. (Excludes Exceed Accel and Astral Heat) Summons the field next to Nu. It's used in corner combos and to setup up Luminous okizeme. In neutral it can be used to setup up an immediate wall and then be cancelled into Act Parcer to make it difficult for the opponent to chase after Nu. Summons the field midscreen. The standard version Nu uses to make Drives less dangerous on whiff. Cancelling this into5Ais faster than letting Gravity recover naturally, so Nu can summon Drives in pressure more quickly. On hit, doing2147Bcounts as a jump-cancel and resets the drive limit without Nu leaving the ground. For combos, it's used in Nu's standard BnBs such as236D→214B→5D.Dand623C→214B→5Cto carry the opponent into the corner. Can be cancelled into any attack (and taunt) except Astral/EA from frame 19 Can be cancelled into Act Parcer on frames 13-39" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "Supra Rage", + "text": "623C(air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A move with high damage and great corner carry, often used only in combos rather than by itself due to the risk-reward being unfavourable, but still has its applications outside filler. Landing recovery of both versions can only be cancelled into Gravity on hit. 623C A high risk anti-air. It's one of the best in the game in terms of its hitbox and invul — early on frame 5 and an arc covering in front, above, and behind Nu ensures this will cleanly beat most jump-ins, especially ones6Aand2Cmay struggle against, but it is much more unsafe on block or if baited. Supra's reward is also not as great as Nu's other options due to it being a short starter. In combos, Supra Rage is a staple in optimal routes as the long untech time enables her to confirm into214B~5Cor6Bfor high damage routes at midscreen and in the corner. j.623C The air version of Supra is mainly used as combo filler instead of an anti-air due its lack of head invul. The high base damage, noSMPinfliction with ground Supra, and lower recovery make this a staple in Nu's most optimal routes, and can be used for conversions off melee confirms when Gravity is in cooldown. 623C First hit that connects deals 700 damage and must be Barrier Blocked in air, remaining hits do 140 and are air blockable Cancellable into 214A/B/C on hit only (after landing) j.623C First hit to hit opponent always does 700. Remaining hits do 140 Cancellable into 214A/B/C on hit only (after landing)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "Act Parcer", + "text": "66/44 after certain moves (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Act Parcer is a series of command dashes. The 66 and 44 versions are different moves, but both can be cancelled into after: 6C. Any Drive normal Gravity Seed Crescent Feint Sickle Storm (during OD) Crescent Saber (during OD) X > 66 Nu's command dash. It's fast and covers a lot of space while being able to pass through her opponent. It can also be cancelled into any other normal, special or super move on Frame 27 onwards. Midscreen routes use this a lot as the carry is great ensuring most confirms will result in a Luminous corner setup. With specific spacing she can end up in front of the opponent and go for (somewhat gimmicky) surprise throw. It has a long window to pass through the opponent and Nu's hurtbox shrinkssignificantly(much lower down than it looks), so she can use this for crossups or escaping back to neutral quickly after a Gravity summon or Drive. Low profile 4f-20f. Can pass opponent during 12-24F X > 44 Nu's command backdash. It's a back-jump with a short amount of invul, technically making it safer than an IABD. Nu can cancel into this after setting Gravity and then air dash back to make it difficult for the opponent to chase after her. She can also go into air drives to snipe the opponent now below her. Costs an air action. j.X > 66andj.X > 44 These are similar to air dashes, they can be used in pressure with Luminous to set up some gimmicks, or to back off safely after air drives. Some OD routes also use these. Cost an air action. X > 66 No invulnerability, but has no hurtbox above knees on frames 4~20 Can pass through opponent frames 12~24 Cancellable into attacks from frame 27 X > 44 Cancellable into attacks from frame 19 j.X > 66 Can pass through opponent frames 9~19 Cancellable into attacks from frame 22 j.X > 44 Cancellable into attacks from frame 22" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "Legacy Edge", + "text": "236236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A super that fires a barrage of projectiles fullscreen. They're all level 2 and will beat any other Projectile in the game, including supers likeTsubaki'sRequiem MaledictusGuardAllStartup1+40RecoveryTotal 1+57Advantage. Like most of Nu's moves, there is a deadzone between her and the portal. Nu can act independently while the super is firing, so on hit, she can carry the opponent fullscreen and convert from normals like3Cwhen Gravity is in cooldown. On block, the frame advantage lets her perform 50/50s with air dash mixups, alongside TK Crescent, IAD crossups, empty jumps into lows, etc... The invul is fairly unique, shared only with the guard point onTager'sMagna TechwheelGuardAll×19, High/AirStartup7+(38 Flash)+12Recovery72Advantage-56andHakumen'sFuumajinGuardallStartup1RecoveryAdvantage: it will go throughanything that has the projectile attribute, including strike-projectile attacks such as all ofNine'snormals (which are normally avoided by strike invuln and not by normal projectile invuln). This long duration makes it easy to punish the zoning of other characters, and evenacts a reversal against projectile okizemesetups likeLambda'sSpike ChaserGuardAllStartup29RecoveryTotal: 69Advantage-5. Launches on hit Wall bounces Disables collision box on hit, allowing Nu to run past them Guarenteed to come out after the superflash Will 'CH Carry' if used after a CH starter Legacy becomes fully invul in Overdrive, making the startup uninterruptable. Theoretically, it can be used as a reversal that is obscenely + on block, althoughthe deadzone isn't removedunlike Calamity Sword, so its defensive use would need to be complimented with the pushback of Barrier and IBB. Values in [] are during OD Each P in active frames represents a projectile spawned Minimum Damage 10%: 312 [481]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "Calamity Sword", + "text": "632146D(air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A distortion ender you can use in place of Crescent Saber to add more damage when you end your combos due to its minimum damage. It has a flat, hard KD, but it's sometimes possible to pick up with2Bor3Cif the opponent were high in the air when hit. Calamity has invul butthere is a big deadzonebetween Nu and the hitbox, allowing many characters to comfortable meaty or pressure with the exception of wide hurtboxes likeTager's(Who cansledgehammerGuardAllStartup20Recovery18Advantage-4this with impunity anyway). The OD version summons four swords in a row that will always combo into each other. The deadzone is removed and It also pushes back the opponent significantly, giving Nu a safe on block reversal. Although it's expensive and heavily telegraphed, it's Nu's best defensive option. Note that this reversal isn't entirely foolproof, as the opponent can use moves with frame 1 projectile invulnerability after the super flash to punish it. 632146D Values in [] are during OD Minimum Damage 40% [23%]: 960 [1288] Situational reversal j.632146D Values in [] are during OD Minimum Damage 40% [23%]: 960 [1288]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "True Impreza", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nu's Exceed Excel is quite unique compared to other characters: Rather than a close range attack, Nu fires a sword that travels almost fullscreen. It's unusually minus for a system mechanic making this even more dangerous to use for escaping the corner than other character's EAs, but it's Nu's only defensive option other than Overdrive Calamity Sword which is resource intensive. Can be used as a matchup-specific punish against telegraphed projectiles such asRachel'sTempest DahliaGuardAllStartup10+(34 Flash)+??RecoveryTotal 81Advantage+15 [+28]on reaction, though OD Legacy Edge will offer greater reward when 50 Heat is available while only being marginally slower. There is enough time afterwards to set a Gravity Seed or Luminous Slave before the opponent techs. The only EA in the game that is projectile property. This projectile canonlyinteract with the opponent. It will not interact in any way with projectiles, dolls or other entities and will simply just pass through them. Otherwise behaves the same as every other Exceed Accel. 288/606 Minimum Damage Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 288 {570+36} Projectile will not interact in any way with any object other than the opponent. Crumple Duration 9999F, Crumple Fall 68F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "Sword of Destruction", + "text": "214214DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of the only Astrals without startup invul, meaning Nu can't use it as a reversal. At least it looks cool. The range is somewhat small but it's easy and practical to combo into from Act Parcer routes and buttons such as 5C 2C 3C 6A(on air hit). And many more." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu", + "title": "Nu", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Frame_Data", + "title": "Jin Kisaragi", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Frame_Data", + "title": "Jin Kisaragi", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Frame_Data", + "title": "Jin Kisaragi", + "section": "Drive Moves", + "text": "During OD, normal Drives (5D, 2D, 6D, j.D) gain more frame advantage, freeze for longer, and also have better P2s. All Special Drives (236D, j.236D, 214D, j.214D, 623D, 22C~D) have a 180F Heat Gauge Cooldown. The cooldown period is removed during OD." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Frame_Data", + "title": "Jin Kisaragi", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Frame_Data", + "title": "Jin Kisaragi", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Frame_Data", + "title": "Jin Kisaragi", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Esoterica", + "title": "Esoterica", + "section": "Hitting Two Opponents With the Same Attack", + "text": "One attack can hit multiple targets when they are within range. For example one attack can hit BOTH Carl and Nirvana. Normally, when an attack touches the opponent, the remaining active frames can not hit the opponent again. However, if there is a second hittable character, then the remaining active frames can still hit him! This leads to visually strange situations like Ragna's 5B hitting Nirvana, then a moment later, Carl jumps into the active frames and gets hit. This is further compounded by the fact that hitstop only applies to the attacker and the target, thus allowing the attack to hit the unaffected character with the active frames plus the hitstop frames! This even applies to projectiles like Jin's Hishouken, but since the projectile will disappear immediately after hitstop, this effect is much harder to take advantage of. With regards to cancels on hit/block, hitting assist characters counts as the opponent blocking an attack If two opponents are in range of your attack, they are hit on the same frame" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Esoterica", + "title": "Esoterica", + "section": "Hitstop", + "text": "When an attack hits an object, both objects freeze in place briefly to give the attack the feeling of more impact. This effect is known ashitstopand can vary in duration, like Hazama's 5A compared to his Jayoku Houtenjin (236236B) . Hitstop helps with combo consistency because you canbuffercommands like special cancels during hitstop and it will be executed immediately after hitstop ends. Hitstop applies to anything that can attack or get hit - including projectiles and assists. We will refer to all of these as \"objects\" for the sake of brevity. Objects experiencing hitstop are frozen in place, but other objects are unaffected. For example, when Jin's projectile hits the opponent, Jin does not experience hitstop, only the projectile and the opponent do. From Jin's perspective, the hitstop the opponent experiences can be thought of as additional blockstun/hitstun! If an object also happens to have some other property, such as a guard point or invulnerability, while frozen by hitstop, that property will extended by the duration of the hitstop as well. When an attack hits an object, both the attacker and the receiving object usually experience the same amount of hitstop, but this is not always true. Some attacks deal different amounts of hitstop on hit vs block, or normal vs counter hit. The most common example of this is counter hit - the defender experiences a few extra frames of hitstop compared to the attacker! These extra frames of hitstop can be thought of as extra hitstun since only the defender experiences them. Attacks with armor and parry-type attacks are attacks that guard the opponent's attack before retaliating with their own. When these attacks guard the opponent's attack, they can also change how much hitstop each object experiences! This is why some counter type attacks can beatsafe jumps; they force the attacker into more hitstop that the defender, and the defender can attack before the attacker can reach the ground and guard! Hakumen's 5D is an example of this. As mentioned above, projectiles are considered separate objects from the character that summoned them, so when they hit other objects, the character doesn't experience hitstop. The projectile itself does experience hitstop - which explains why multihit projectiles don't do their hits one frame after the other, they need to wait for hitstop to end before they can hit the opponent again! Hitting assist characters (like Carl's or Relius's dolls) works the same as hitting any character with regards to hitstop." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Esoterica", + "title": "Esoterica", + "section": "Instantly Stopping a Run", + "text": "While running, a throw totally halts your character's momentum. This throw can be kara canceled into Barrier (done via [BC] > 4ABC) to immediately come to a stop, avoiding the sliding momentum that a regular Barrier run stop would have. The difference isn't normally worth it given the execution requirement but it could have situational applications or be used in precise spacing games." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Esoterica", + "title": "Esoterica", + "section": "Character Priority", + "text": "The game does not process everything that happens in a single frame at simultaneously,. Every frame each entity (Players, dolls, projectiles, etc...) are all processed one at a time in order. This includes the order sprites are drawn, with entities being processed last drawing their spriteson topof entities processed earlier. For most interactions, this doesn't matter, since strikes hitting on the same frame as each other handles as a trade, but some interactions do, usually involving throws (Since they cannot trade). Unlike other fighting games that have a fixed processing order (leading to games where being player 1 or 2 has a slight advantage), Blazblue constantly swaps who is currently being processed first due to various reasons. The usual reasons are: Striking your opponent makes your character get processed second (So your character is drawn on top when doing combos) Various moves force a processing order to make sure overlapping sprites look correct (Thows and Exceed Accels do this a lot) Nirvana and Ignis are processed first so that they appear behind everyone. Matnenbou (When equipped) and Minerva are processed just before their owning player, so they always appear behind them, but appear in front of the opponent if their owner does.When not Equipped, Matenbou will appear on the background layer when set and idle, but appear in front of everyone when doing something. When not Equipped, Matenbou will appear on the background layer when set and idle, but appear in front of everyone when doing something. Projectiles usually processed last so that they appear on top. Newer projectiles are usually processed after older ones. Tager specifically has a check that tries to process him first whenever he is close to his opponent (Because he's big and it looks better if his sprite is behind his opponent's). Various exceptions apply to these (Such as Rachel's lightning rods being projectiles but appearing behind the players), so these aren't hard and fast rules. If there is an interaction where two entities hit on the same frame, the character being processed first will usually win the interaction unless it's a strike-trade, since that has a special check to allow that to happen. Here are a few scenarios: If both players try to normal-throw each other on the same frame, the player processed first will be the one to grab their opponent who, in turn, will immediately reject the throw and kick away the first player. If a throw and a strike hit at the same time, the character being processed first hits. If you hit your opponent with a strike on the same frame as one of your projectiles hits, the strike will start the combo (And deal full damage) and the projectile will be the second hit and be the one that determines the hitstun effects (Since hitstun is determined by the last hit to happen). This can cause some odd scenarios where the Strike should launch a standing opponent, but the projectile doesn't, so the opponent isn't launched at all. Conversely, if a Doll and the player hit at the same time, the Doll's attack is the first to hit, since they are processed first. Moves that have effects that trigger on a hit, block etc... happen instantaneously, before the game starts processing the next entity. For example, Terumi's 41236C Teleports him behind his opponent when it hits, which means if his opponent is processed second, any hitbox checks they do on that frame will use Terumi's position after teleporting (and usually miss)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Esoterica", + "title": "Esoterica", + "section": "Airborne Crossup Protection", + "text": "If a characterNormal Jumps, that character's facing will not change until one of three things happen: They finish using an air option: Double jump or Airdash. They block an attack. They land on the ground. Because of this, jumping can be used to defend against crossups as the defending player does not need change block or barrier direction until facing is corrected by one of the above conditions. Offensive setups can deal with this crossup protection by doing multiple hits quickly, which may or may not be possible to do depending on what the setup is." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Esoterica", + "title": "Esoterica", + "section": "Input Requirements", + "text": "For all the moves that require an direction combination first, the game looks at your input history to see what motions you might have performed. Not all of the motions shown in game, or even this wiki, show what the engine itself is actually looking for: (All of the following inputs also apply to their mirrored versions) The following motions require every direction input, as written236. There is a maximum of 10F between each direction pressed.623. The timing is even more strict, allowing only 7F between 6 and 2, and 3 and the final button press. The 2 input can be held for 12F, strangely.41236 motions, also 10F between directions at most.6428 motions, with 12F between each input22 and 66 motions are better throught of as 252 and 656 motions respectively, with 10F between each step, including neutral.For dashes performed with 66 (and 44) motions, a diagonal must not be seen just before the final direction. That is; 6536 is not a valid dash, however 6356, 65356 and 65326 are valid.28, 646 and similar rocker motions have 12F between inputs. 236. There is a maximum of 10F between each direction pressed. 623. The timing is even more strict, allowing only 7F between 6 and 2, and 3 and the final button press. The 2 input can be held for 12F, strangely. 41236 motions, also 10F between directions at most. 6428 motions, with 12F between each input 22 and 66 motions are better throught of as 252 and 656 motions respectively, with 10F between each step, including neutral.For dashes performed with 66 (and 44) motions, a diagonal must not be seen just before the final direction. That is; 6536 is not a valid dash, however 6356, 65356 and 65326 are valid. For dashes performed with 66 (and 44) motions, a diagonal must not be seen just before the final direction. That is; 6536 is not a valid dash, however 6356, 65356 and 65326 are valid. 28, 646 and similar rocker motions have 12F between inputs. Other, longer motions, don't require diagonals at all (12F gap between inputs):632146 may be input as 6246236236 may be input as 26262141236 may be input as 24261632143 may be input as 1624364641236 may be input as 64642641236 41236 may be input as 426426 632146 may be input as 6246 236236 may be input as 2626 2141236 may be input as 2426 1632143 may be input as 16243 64641236 may be input as 646426 41236 41236 may be input as 426426 Spin inputs look for all eight direction inputs in order (but in either direction or starting point). However, gaps of one direction at time may be left. E.g. 4268 is a valid input, but 4298 is not.360 spins have 30F to input the spin after leaving the initial direction.720 spins follow the same rules, except you need to perform two full sets of all eight inputs in the same direction, again allowing skipping of individual inputs. You have 45F to perform the whole input from the moment you leave the first direction1080 spins are three full spins, with 75F to perform the input. 360 spins have 30F to input the spin after leaving the initial direction. 720 spins follow the same rules, except you need to perform two full sets of all eight inputs in the same direction, again allowing skipping of individual inputs. You have 45F to perform the whole input from the moment you leave the first direction 1080 spins are three full spins, with 75F to perform the input. Charge inputs have their own rules, the charge time is specific to the move so isn't mentioned here:[4]6 only looks at the horizontal direction throughout, so [1]6, [4]3 etc all work. There is a 10F gap between the two directionsSimilarly, [2]8 and [8]2 motions only look at the vertical motion.[4]1236 motions only look at the horizontal motion for the charge, but the start of the slide must be seen as a separate input (So [1]41236 is valid, [1]236 is not). The 4 at the start of the 41236 can just be from holding [4] (You don't need to do [4]541236). [4]6 only looks at the horizontal direction throughout, so [1]6, [4]3 etc all work. There is a 10F gap between the two directions Similarly, [2]8 and [8]2 motions only look at the vertical motion. [4]1236 motions only look at the horizontal motion for the charge, but the start of the slide must be seen as a separate input (So [1]41236 is valid, [1]236 is not). The 4 at the start of the 41236 can just be from holding [4] (You don't need to do [4]541236). For all inputs, the first direction may be held for as long as you like before performing the rest of the motion. For example, you can do 2C 36A and get that character's 2C and 236A special. For all inputs that also need a button press, which is most of them, the button may be pressed on the same frame as the final direction input, or with a gap equal to the usual input gap for that motion. In most cases, excess or intermediate inputs that happen in the gap between the required inputs do not break the pattern. For example, it is perfectly acceptable to do a 623 input by doing 65123, as long as it's quick enough. Direction inputs use the current facing of the character at the time the final input is pressed. Therefore if both players swap sides and turn around while a player is performing a direction input, the entire input will be read mirrored if they then press a button. For example, if an Azrael player starts inputting 236C but Azrael turns around before C is pressed, that will be seen by the game as 214C, giving Sentinel Dump instead of the intended Tiger Magnum. Note that the character facing isn't always towards the opponent; turning around can't happen while a player is performing a move, for example, so the inputs need to take this account to get the move you actually want. To complicate this, some movesdodetect when they've swapped sides, or even just force a facing-change (Such as Carl's Vivace)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Esoterica", + "title": "Esoterica", + "section": "Input Priority", + "text": "When you press a button or multiple buttons, there are often various interpretations the game can make as to what move it should activate, if any. In order to feel consistent, and also to make inputs feel more responsive with mutliple buttons, the game uses a system of command priorities to ensure consistent move interpretation. Every Frame, the game tries to activate a move in this order, based on the history of your inputs every frame up to that point: Barrier Overdrive/Exceed Accel Counter Assault Rapid Cancel Astral Heat Distortion Drive Special move Normal Throw Crush Trigger Normal move Super Jump Jump Dash Crouch Walk Stand Within each category there is also a set of priorities: If multiple buttons are pressed at the same time, the game uses the order the moves are scripted in to determine which one to activate, obeying the above order. Typically moves are ordered from strong to weak in this way:For example, if you input A+C while playing Ragna, you will get 5C rather than 5A.For special moves, this ordering is not always obvious, for example; Mu and Makoto both have236Aspecials with higher priority than their623C. Because of this, inputting6236A+B+Cwill result in236A. It's useful to know what priority moves are when learning a character. For example, if you input A+C while playing Ragna, you will get 5C rather than 5A. For special moves, this ordering is not always obvious, for example; Mu and Makoto both have236Aspecials with higher priority than their623C. Because of this, inputting6236A+B+Cwill result in236A. It's useful to know what priority moves are when learning a character. For normals, there is a system of direction priority so that a move will always activate even if you don't hold the exact direction needed for it:When grounded; If you press a button holding a downwards diagonal direction and there is no move specific to that diagonal, the game will try to interpret that as just downwards (So inputting 3B will be interpreted as 2B rather than 6B)Similarly, if you're holding 6 or 4 and press a button and there isn't a valid move that needs that directional input (Such as Ragna trying to press 4A), the game will try to activate the direction neutral version instead (So Ragna would perform 5A) When grounded; If you press a button holding a downwards diagonal direction and there is no move specific to that diagonal, the game will try to interpret that as just downwards (So inputting 3B will be interpreted as 2B rather than 6B) Similarly, if you're holding 6 or 4 and press a button and there isn't a valid move that needs that directional input (Such as Ragna trying to press 4A), the game will try to activate the direction neutral version instead (So Ragna would perform 5A) In the air, things are quite different:Pressing any j.9X or j.7X without a specific move for that diagonal will try to do the j.8X version if there is one, if not, then the j.X5 Direction, it will not try j.6X or j.4X in any instancePressing j.3X will give j.6X in preference to j.2X if there is both. Similarly j.1X will give preference to j.4X instead of j.2X if there is one. if there is no j.4X or j.6X move, then you will get j.2XThis priority list also applies when giving commands to Ignis or Nirvana. Pressing any j.9X or j.7X without a specific move for that diagonal will try to do the j.8X version if there is one, if not, then the j.X5 Direction, it will not try j.6X or j.4X in any instance Pressing j.3X will give j.6X in preference to j.2X if there is both. Similarly j.1X will give preference to j.4X instead of j.2X if there is one. if there is no j.4X or j.6X move, then you will get j.2X This priority list also applies when giving commands to Ignis or Nirvana. If for some reason, the game reads a valid input for a move but the player cannot activate it (For example, trying to activate a distortion drive without enough heat), then the game will try to activate the next move it can in the order of priorities and repeat this process as many times as necessary, ultimately it will ignore the input entirely if there is no valid command (such as trying to attack when in hitstun)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Esoterica", + "title": "Esoterica", + "section": "Kara Cancels", + "text": "In order to make multi-button presses and other inputs a little easier, the game has some leniency when it comes to activating moves. Some moves can have their first 3 frames of startup cancelled into certain other actions, when performed from a neutral state (not cancelled into from another move). For most normal moves and throws, you can cancel into any action with a higher input priority; notably this includes Barrier Block, Overdrive and all specials/supers. (Certain normals such as Hakumen's Drives cannot be kara cancelled.) Crush Triggers can also be kara cancelled but only into Barrier, Exceed Accel and Overdrive. This can even be done if the first frames of a move are extended by a super freeze; if you are in the startup of an attack during the freeze of an opponent's reversal super or Overdrive activation, you may still be able to kara cancel into barrier or an invincible option of your own to avoid a punish! Note that the buttons used in the move being cancelled aren't important. For example, it's possible to press 5A~B+C and kara cancel 5A into a throw, despite the throw input not containing the A button. Certain moves may have the property that they can be cancelled into another specific move(s) on startup; mechanically, this is not the same thing as a normal kara cancel, though it is functionally similar. The window for these startup cancels will depend on the move." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Esoterica", + "title": "Esoterica", + "section": "Proximity Guard", + "text": "SeeProximity Guard." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Esoterica", + "title": "Esoterica", + "section": "Same Move Proration Oddities", + "text": "The ground and air versions of the same special count as different moves and will not trigger SMP if both are used in the same combo.Ex: Ranga's623Candj.623C, Jin's236Dandj.236D Ex: Ranga's623Candj.623C, Jin's236Dandj.236D Variations of moves that use a different input to activate also count as different moves for SMP.Ex Jubei's special moves triggered during Install Fissuring Slash are all distinct from their standalone versions. Ex Jubei's special moves triggered during Install Fissuring Slash are all distinct from their standalone versions. The Overdrive version of supers count as different moves from their normal counterparts and will not trigger SMP if both are used in a combo. Some moves are scripted to behave differently for SMP based on other scenarios, such as Azrael's Drive moves having SMP based on the moveandwhether it hit a weakpoint or not, despite the moves themselves being the same." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Esoterica", + "title": "Esoterica", + "section": "Cutscene Moves", + "text": "Various moves trigger a short scripted animation between the two players if they successfully hit, notably all throws, Exceed Accels and Astral Heats, but occasionally some other moves as well. In order to prevent these animations causing weird interactions these moves have some hidden properties: The attack that initiates these cutscenes and all attacks performed within them will not interact in any way with anything other than the opponent:This means that any object that can be hit by other attacks, such as Rachel's George XIII, Carl's Nirvana ec... will just be ignored by these moves.Projectiles that initiate cutscenes (Such as Arakune's Negating P and Nu-13's Exceed Accel) will not collide with any separate projectilesunlessthey are part of the player rather than a seperate object. So Hazama's Venom Sword can clash with such projectiles, but Ragna's Dead Spike will not. Due to how the game handles projectile cutting, Hakumen also cannot cut such projectiles.If the move is activated by triggering a guardpoint (Such as Hakumen's Astral Heat), then the guardpoint will not block anything that isn't the opponent's entity, even if it has matching attributes. This means that any object that can be hit by other attacks, such as Rachel's George XIII, Carl's Nirvana ec... will just be ignored by these moves. Projectiles that initiate cutscenes (Such as Arakune's Negating P and Nu-13's Exceed Accel) will not collide with any separate projectilesunlessthey are part of the player rather than a seperate object. So Hazama's Venom Sword can clash with such projectiles, but Ragna's Dead Spike will not. Due to how the game handles projectile cutting, Hakumen also cannot cut such projectiles. If the move is activated by triggering a guardpoint (Such as Hakumen's Astral Heat), then the guardpoint will not block anything that isn't the opponent's entity, even if it has matching attributes. After the initial attack hits:The attacker is given full invulnerability and the opponent is given the property where nothing can hit them except the scripted attacks. This is to stop lingering projectiles and dolls from either player interfering with the animations. The final hit of the animation ends both of these properties.All hits ignore hitstun decay (Except occasionally the final hit). Hitstun time is still being counted for any moves that happen afterwards, however.Bursts are locked for all hits. The attacker is given full invulnerability and the opponent is given the property where nothing can hit them except the scripted attacks. This is to stop lingering projectiles and dolls from either player interfering with the animations. The final hit of the animation ends both of these properties. All hits ignore hitstun decay (Except occasionally the final hit). Hitstun time is still being counted for any moves that happen afterwards, however. Bursts are locked for all hits. Please note that notallmoves that trigger a followup on hit behave this way. Various moves that have automatic followups can still hit or be blocked by Dolls or other projectiles such as Lambda-11 and Bullet's normal drives. These moves often still check if the thing they hit was the opponent when deciding to activate their automatic followups and can have some of the above properties (Bullet's drives still lock bursts and make her invulnerable while they play out), but for whatever reason the developers didn't feel the need to give them all of the above. As a general rule, moves that trigger followups from strike and projectile attributes will still interact with other entities." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Combos", + "title": "Hibiki Kohaku", + "section": "Intro", + "text": "This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.Consider helping rewrite it." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Combos", + "title": "Hibiki Kohaku", + "section": "Notes", + "text": "Any timej.236A~dl.B,66Bis listed, doing6Binstead will soften the delay timing ofj.236A~dl.Bwhile sacrificing slight corner carry" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Combos", + "title": "Hibiki Kohaku", + "section": "Beginner Combos", + "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Combos", + "title": "Hibiki Kohaku", + "section": "Beginner Grounded Combo", + "text": ".. >5B>5BB>5C>3C>214CA simple but effective combo for routing into a strong knockdown on most grounded hits. Can be done from5A,2A,2B, and various jump ins. For consistency at further ranges omit5Cand go straight into3C. Get accustomed to seeing214Cas a combo ender, as this gives Hibiki his strongest midscreenoki." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Combos", + "title": "Hibiki Kohaku", + "section": "Beginner 2C Anti-Air Combo", + "text": "2C> delay >sj.B>j.BB>j.C> jc >j.B>j.C>j.236A~CHit confirm route into for decent damage and a knockdown anywhere on screen. Works on counter-hit and normal hit, but only as a hit confirm. This means you need to delay the superjump >j.Bin order to see if the opponent was hit or not. If you immediately superjump after2Cconnects the firstj.Cwill not connect." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Combos", + "title": "Hibiki Kohaku", + "section": "Beginner Grounded Throw Combo", + "text": "4/6B+C,2C>236A~B,2C>236A~CHaving learned the previous two combos after this you can now combo off strike, throw, and anti-air which is really all you need to get started. Works anywhere on screen." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Combos", + "title": "Hibiki Kohaku", + "section": "Core Combos", + "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Combos", + "title": "Hibiki Kohaku", + "section": "Midscreen BnB", + "text": "5B~B>5C>6C(1) >j.236A~dl.B,66B>6D> dl.5C>6C(1) >j.236A~dl.B,66B>6D>4B>6A>3C>214C(2980 dmg)The go-to combo for standing foes midscreen. A common dropping point is at the66B, if you didn't delay theBfollow up toj.236Aenough. Delay theBfollow up until slightly after the apex ofj.236A's jump arc to time it properly. j.236A~Cender: ... >6D>4B>5C>2C>6C(1) >j.236A~C(3044 dmg)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Combos", + "title": "Hibiki Kohaku", + "section": "Midscreen Crouch Confirm BnB", + "text": "5B~B>6B~B> dl.2C>6D>4B>5C>6C(1) >j.236A~dl.B,66B>6D>4B>6A>3C>214C(3387 dmg)Learning a crouch confirm route is highly necessary for Hibiki, because6C(1)whiffsagainst crouching opponents. What makes this route a bit trickier is properly delaying2C, otherwise6Dwill have you going right underneath your opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Combos", + "title": "Hibiki Kohaku", + "section": "Corner BnB", + "text": "5B~B>5C>6C>j.6D> djc >j.3D>3C>214C>5B>5C>2C>236A~C(3761 dmg)A lot harder hitting than the earlier combos despite being quite simple, using all 3 hits of6C, unlike the midscreen routing. If the combo drops before thej.3Dhits, it is likely you are not jump cancellingj.6Dearly enough." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Combos", + "title": "Hibiki Kohaku", + "section": "Crouch Confirm Corner BnB", + "text": "5B~B>6B~B>2C>5D>6D>4B>6A>3C>214C,5B>5C>2C>236A~C(3627 dmg)Doesn't net quite as much damage as the standard corner route, but due to the length of the combo you can still get close with the corner214C,5Blink ender." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Combos", + "title": "Hibiki Kohaku", + "section": "Forward Throw Combo", + "text": "5/6B+C>j.6D> jc >j.3D>5C>6C(1) >j.236A~dl.B,66B>6D>4B>6A>3C>214C(3055 dmg)Very standardj.236A~dl.Brouting from throw, throw scaling makes thej.236A~dl.Band66Babout as tight as the second loop in the BnB." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Combos", + "title": "Hibiki Kohaku", + "section": "Back Throw Combo", + "text": "4B+C,2C>6D>6B~B> dl.5C>6C(1) >j.236A~dl.B,6B>6D>4B>6A>3C>214C(3141 dmg)Very different routing from forward throw, and slightly more rewarding, at the cost of a tighter pickup and a sideswap." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Combos", + "title": "Hibiki Kohaku", + "section": "Thrashing Claw Starter", + "text": "236A~B,2C>6D>6B>214D,5C>2C> sjc >j.B>j.C> dj >j.B>j.C>j.214A(3544 dmg)High damage off of a decent overhead, and the first showcase ofj.214Aender. Due to the use of214D, this combo will swap sides. If you want to keep the same side in exchange for some damage, you can instead route6D>6B~B>6A-5C>2C> sjc and continue from there (3409 dmg)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Combos", + "title": "Hibiki Kohaku", + "section": "Combo List", + "text": "For a look at more Hibiki combos, take a look at the combo dochere. These are some BnBs that work anywhere on the screen. The more difficult routes introduce the6C> j.236Ad.B loop:" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Combos", + "title": "Hibiki Kohaku", + "section": "BnBs For Anywhere On The Screen", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Combos", + "title": "Hibiki Kohaku", + "section": "Other BnBs", + "text": "Forward Throw >j.6D> jc >j.3D>2C> 236AB >2C> 236AC Back Throw >2C>6D>6BB>2C> 236AB >2C> 236AC Air Throw > d.j.3D>6B>5D>6D>4B>6A>3C>214C 2C> 236AB >2C> 236AC Basic antiair combo 2C> 236AB >66B>5D>6D>4B>6A>3C>214C Antiair combo with great corner carry. You may need to delay the B followup to236Adepending on the height of your opponent. 5BB>3C>214C> RC >6B>214D>5C>2C> 236AC A sideswap combo, costs 50 meter. 3D> (Dash) >6B>5D>6D>4B>6A>3C>214C A neat confirm from3D. Useful when you call out a projectile with3D. 5BB>3C> ODC >5D>6D>6B>d.3C>5D>6D>6B> EA A basic Overdrive loop. The delay on3Cis important so that you can5D>6Dagain. With more OD time, you can loop3C>5D>6D>6B" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Combos", + "title": "Hibiki Kohaku", + "section": "Corner", + "text": "5BB>3C>214C>5B>5C>2C> 214AC 214Ccan extend combos in the corner. This is a basic application of that 5BB>5C>6C>j.6D> djc >j.3D>3C>214C>5B>5C>2C> 236AC Requires opponent standing. The jump cancel intoj.3Dis very fast. Sometimes it helps to jump backwards. 5BB>6BB>2C>5D>6D>6BB>6A>3C>214C>5B>5C>2C> 236AC Requires opponent crouching. 6CCH >6C>j.6D> djc >j.3D>2C>6D>6B>6A>3C>214C>5B>2C> 236AC A big punish after baiting a reversal or slow move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Combos", + "title": "Hibiki Kohaku", + "section": "Combo Theory", + "text": "For hits on grounded opponents, Hibiki relies on being able to confirm whether the opponent is crouching or standing. On standing opponents.5BB>6Cwill combo for high damage routes. On crouching opponents,5BB>6BBcombos, and leads to slightly lower but still solid damage. Neither confirm route will work on the other, so practicing recognizing the standing state of the opponent is important." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Combos", + "title": "Hibiki Kohaku", + "section": "Sideswaps", + "text": "Most of Hibiki's combos open up for a sideswap.214Dis the goto move to switch sides. You can set it up in most combos by landing air hit6Bor4B. Both grant amazing untech time on air hit and special cancel into214D." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Combos", + "title": "Hibiki Kohaku", + "section": "6C> j.236AB Loops", + "text": "In CF2 Hibiki gained access to new loops using6C> j.236AB (Thrashing Claw). These loops are difficult and can vary from character to character, but they're an amazing tool used in most of Hibiki's optimized combos. The most difficult part of these loops is often landing the second j.236AB, or linking6Bafter the second j.236AB. Usually you need to delay both j.236ABs in order to land on the ground and continue the combo. Done too early, and Hibiki will whiff a followup attack. Done late, and j.236AB will whiff entirely and your opponent will air tech." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Combos", + "title": "Hibiki Kohaku", + "section": "Video Examples", + "text": "CF2 Combos CF1 Combos (Still Works In CF2)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Combos", + "title": "Hibiki Kohaku", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Combos", + "title": "Nine the Phantom", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Combos", + "title": "Nine the Phantom", + "section": "Elements", + "text": "WStands for water element (Anormals). AStands for air element (Bnormals). FStands for fire element (Cnormals)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Combos", + "title": "Nine the Phantom", + "section": "Beginner Combos", + "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple 4A/5A>5C>3C>5D[WFF] >5A>9sjc.A>j.2A>j.D[WWW] > fallingj.A>5A>3CA simple way to get damage as Nine while setting up her Fairy [WWF] okizeme, while it does less damage than214ABnB, this offers an easier timing, more consistency than214Awhen done close, making it a strong route of choice even at high levels of play. Common starters include:2A, or any sequence that ends in anAnormal >5C>3C. If you want even more consistency, you can microwalk after the5D[WFF] and then5A Note that after the5A, it has to be jump cancelled via super/high forward jump(2 > 9)input, otherwise, thej.2Awon't connect. This is a rule of thumb that applies to all Nine Combos. Throw >5A>9sj.A>j.2A>j.D[WWW] > EnderWorks both midscreen and corner and both airthrow and ground throw. 5B>214A> RC >5A>6A> sjcj.2A>j.D[WWW] > Ender5Bis a long range ground poke that you will use a lot, it's Nine's longest button on the ground. 5Bcancels into itself once whether on block or hit, so you can do5B>5B>214Aand the combo will work too. A basic metered combo in order to convert off a5B." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Combos", + "title": "Nine the Phantom", + "section": "The Nine BnB", + "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character 4A/5A>5C>3C>5D[WFF] >6C> delay214A>4C>5A>6A>j.2A>j.D[WWW] > EnderThe Main Nine BnB that every player of the character should learn (or atleast bother to try). If you're at point blank do one of the beginner combos above instead of this one. While in the video is performed4A>6Aafter214A, and you can do it if you want, it is prefered to do4C>5A>6Ainstead, since4Chas a bigger hitbox, making the pickup more consistent. Common issues and tips when performing the combo will be explain on the later section. 4A/5A>5C>3C>5D[WFF] >6C>214A>4C>5A>6A>9sj.2A>j.D[WWW] > EnderSame as the previous combo, but with no delay on the214A, which allows the sideswitch. 3C>5D[F] x1-3 >9sj.A>j.2C>j.D[WF] > land (5A) >9sj.A>j.2A>j.D[WWW] > EnderWhile3Cis a sort of a niche button used mainly in combos since there's is better low guard options, you can use this button at roundstart, counterpoking and low profile certain air approaches. [F] x1-3means you can use any charges of Fire spell for confirm from3C, whether 1 or 3, the more charges you have, the easier is to confirm afterwards. 3C>5D[F] x1-3 >9sj.A>j.2C>j.D[WF] > 66 >j.2A>5A>6A>j.2A>j.D[WWW] > Ender66j.2Aafterj.D[WA]can be a tricky link. [F] x1-3means you can use any charges of Fire spell for confirm from3C, whether 1 or 3, the more charges you have, the easier is to confirm afterwards." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Combos", + "title": "Nine the Phantom", + "section": "Performing the Bnb", + "text": "You are performing214Atoo fast, so you need to delay it, the closer you are to the opponent when performing it, the more you need to delay214A. Some players will do236Dwith a slight delay in-between of6C>214Ato help them with the timing. 236D>214Ahas to be one smooth motion. 214A>4Cis a link, and not a chain. So you need to wait for214Arecovery to end and then input4C. After6Ayou need to forward super jump (2 > 9 input) soj.2Aconnects. j.D[WWW]puts opponent on a freeze state, you can't hit them too high withj.Aotherwise the rest of the combo will not connect. Inputj.Awhen you're about to land. Depending on the Ender you choose (Explained on later section) the timing might be a little bit earlier or later." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Combos", + "title": "Nine the Phantom", + "section": "Confirming from Non BnB Situations", + "text": "5X >214A> RC >5A>6A>9sjc.2A>j.D[WWW] > Ender 5B>6C> 9sjc.X > j.X > (jc > j.X > j.X) >j.214A. [WFF] >5B>6B/6C> 9sjc.X > j.X > (jc > j.X > j.X) >j.214A" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Combos", + "title": "Nine the Phantom", + "section": "5B (5X) into Crimson Raider Routes", + "text": "STILL UNDER CONSTRUCTION In the previous section is explained one non-BnB situation5X (5X) > 214A > RC > 4C > 5A > 6A > 9sj.2A > j.D [WWW] > Ender However, there is distinct versions off this confirm, which is better to document in its own section. The most common starter you can get this is 5B, due to being Nine's longest poke on the ground, but can be any 5X button excluding 5D. 5X > (5X) >214A> RC >5A>6A>j.2A>j.D[WWW] > EnderAny5Xbutton cancels into itself once whether on block or hit, so you can do5X > 5X >214Aand the combo will work too. A basic metered combo in order to convert off a5Xbutton. 5X > 5X >214A> RC > walk/delay6C>236DD>214A>4C>5A>6A>j.2A>j.D[WWW] > EnderA more advanced combo off not only a5Bstarter but any 5X excluding5D, when you're not on the range for3C>5D> [WFF] 5D Schorl gives you not only a spell on stock to use, but more corner carry and damage. In order to perform this must not have previous stock saved, in case you do check the next sub-section." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Combos", + "title": "Nine the Phantom", + "section": "Adjusting around previous stocks", + "text": "Sometimes, during a match, when performing the combo you could have a Fire or Water spell on your main stock, and another spell you had saved on the extra one, and instead of doing theRC > 5A > 6A > j.2A > etcroute, we can go for:RC (5A/5C) > 6A / 6C > 8j.D [WFF] > 5A > 9sj.A > j.2A > etcin order to get better damage The 6X is the main part of this variation, the 5X that comes previosly is when you have only ONE Water / Fire stock. Example:5B 5C > 214A > RC > 5A 6C > j.D [WFF] > etc Get in the habit to put attention on your stocks mid combo, so you can adjust accordingly after 214A RC" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Combos", + "title": "Nine the Phantom", + "section": "Anti Air", + "text": "6A>j.A>j.C(jc)j.C>j.D[WFF] > fallingj.A>6A>9sjc.2A>j.D[WWW] > EnderApplying the things we already known with the past combos, this is an easy anti air confirm. 6Ahas a lot of vertical reach, and is one of Nine's main grounded antiairs. The jump cancel(jc)betweenj.C>j.Ccould be optional, depending mainly on the positioning you want or not to double jump cancel, this a thing that applies to all Anti-Air/Air to Air combos, but that will be explained on a later section. 6B>j.Aj.C(jc)j.C>j.D[WFF] > fallingj.A>6A>9sjc.2A>j.D[WWW] > Ender6Bis the tool for when opponent are right above you. Same as the previous route, but now adding aj.A. 6C>9sjc.A>j.2C>j.D[WFF] > fallingj.A>6A>9sjc.2A>j.D[WWW] > EnderWhile6Ahas a great amount of vertical reach,6Chas the horizontal reach, useful for catching jumpy opponents and for covering angled-air approaches. Its high hit stun makes easy confirm into a combo off it. 214BCH >5A>6A>sj.2A>j.D[WWW] > EnderA basic confirm off214Bon counter hit. While214Bis a niche tool because of another options like6A, it can't be dismissed or not used, it's her only move with head invulnerability and covers the best the vertical range among other options. On counter hit will make opponent bounce, and in the corner will make the opponent wall splat." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Combos", + "title": "Nine the Phantom", + "section": "Air To Air", + "text": "j.A(jc) >j.Cjcj.C>j.D[WFF] > fallingj.A>6A>9sjc.2A>j.D[WWW] > EnderAs said before the jump cancel (jc) betweenj.C>j.Ccould be optional, based on character positioning. Nine only can do 2 iterations of a Aerial Normal so depending on the situation it could be eitherj.A>j.Cjcj.Corj.Ajc >j.C>j.C j.X > (5X) > 6C > j.X as needed >j.D[WFF] > fallingj.A>6A>9sjc.2A>j.D[WWW] > EnderYou can use any buttons you want as long you confirm intoj.D[WFF]. If you're jumping backwards or too far away when hittingj.X, you won't be able to land and hit(5X) > 6C, if that is the case you can jump forward and use whatever air sequence to confirm intoj.D[WFF]. (5X)is optional." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Combos", + "title": "Nine the Phantom", + "section": "Adjusting combos", + "text": "As said in the6Aanti air section, you want to adjust the combos based on the character positioning/distance. About Antiairs, sometimes the jump cancel after a6Xyou want it to be a neutral jump. You may noticed thej.C> (jc) >j.C, which means that thejc(jump cancel) is optional. The general theory for both Antiair and Air to Air combos is: Any sequence that leads intoj.D[WFF] > land5A>9sjc.A>j.2A>j.D[WWW] > Ender However, this is only possible when you're high enough when doing Kunzite [WFF], otherwise the combo will drop, if that is the case, a less awareness-required variation is: Any sequence that leads intoj.D[WFF] > fallingj.A>6A>9sjc.2A>j.D[WWW] > Ender The only downside being more depending on the distance between Nine and the opponent. And this could change depending on various factors, how close Nine is to the ground, if it was a normal hit or a counter hit, the distance between both characters and the air normal that will start the combo. There will be times that yourj.Aafterj.D[WFF]won't be in range to hit, so you need to do whetherj.Borj.Cinstead, into a6X > Air sequence that ends intoj.214A. This changes based on the spell you want to get, common choices are[AFF]or[AAF]." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Combos", + "title": "Nine the Phantom", + "section": "Optimal Routing", + "text": "If you are a beginner level player, you can skip this section, STILL UNDER CONSTRUCION The main thing we need to understand, is that we want to get to j.D [WFF] with a sequence that has as many little hits as possible, example: Air to Air j.A CH close to the ground > land > 6C > 9sjc.A > j.C > jc > j.C > j.D [WFF] > etc... While this is a stable an consistent routing, this can be improved by doing something such as: Air to Air j.A CH close to the ground > land > 6C > 9sjc.2C > j.D [WFF] > etc...(Damage value still needs to be listed) Once we understand this, we can talk about more situational adjustments, due to the \"Same Move Proration\" that exists in the game, when we use the same movement in a combo, the damage scaling will rise, giving us less damage. In this case we want to use air combo sequences that avoids this if the height/spacing allows it, for example: Low height Anti Air6A>8jc.A>j.C> jc >j.C>j.D[WFF] > etc... We can improve it by doing : Low height Anti Air6A>j.C>j.2C>j.D[WFF] > etc... (Damage values needs to be listed)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Combos", + "title": "Nine the Phantom", + "section": "Throw Combos", + "text": "Since there is not a \"Standard\" Air Throw route, use the one found in the Beginner Combos section. Throw > (236D) >2C>5C>6A>9sj.D[WFF] > land5A>9sj.A>j.2A>9sj.D[WWW] > EnderThe236Dis optional but it helps you with the2Ctiming. Throw >6C> (236D) >214A>4C>5A>6A>9sjc.2Aj.D[WWW] > Ender" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Combos", + "title": "Nine the Phantom", + "section": "Enders", + "text": "As you noticed on previous sections the combos were listed asj.D[WWW] > Ender. The enders change depending on the situation / spell you want for running your okizeme, but the general theory looks like this: Falling j.X > 5X / 2X >3C. Being3Cis the normal that secures the knockdown." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Combos", + "title": "Nine the Phantom", + "section": "j.D Freeze or Crimson Raider?", + "text": "Almost every time we want to go forj.D[WWW]as ender since is the one that gives us the spell for okizeme. But there will be times we need to go forj.214Abecause the combo situation won't allow us to go for the former option, or in other cases, we go forj.214Awhen the opponent has been already freezed, otherwise the opponentwon'tget freezed and the combo will drop. Grants you a Fairy[WWF], this is the most, and arguably best spell for okizeme. Grants you a Uvarorite (a.k.a Meteors / Rain)[AAF]. Grants you a Kunzite (a.k.a Rock)[WFF], mainly you will use it for Distortion super enders. You can236Dinstead to save it for using Kunzite[WFF]on your pressure. Optimal 50% meter ender, input it as236D236C. 100% meter ender,j.Conj.C>3Chas to be very late. Input236236Cright after236236Brecovery ends." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Combos", + "title": "Nine the Phantom", + "section": "Resource Routes", + "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute xA>5C>6C>236D>214A>4C>5A>6A>9sj.2A>j.D[WWW] > EnderWorth to note that almost entire cast in crouching state this combo won't work, the only characters crouching that this will work on are:Bang,HakumenandTager. Unlike the Crimson Raider BnB, the236D>214Aafter6Chas to be inmediate. A route that grants you a Kunzite [WFF] on stock ready to use, as said in the one-liner, it requires you to be close to the opponent in order of the6Cto hit. The4Clink after214Amight feel tigher. 4A/5A>5C>3C>5D[WFF] >6C> delay214A>4C>6A>5D[WFF] >6A>9jc.D[W] >j.A> land5A>5A>3C>5DIf you input adelay j.236Dafter9jc.D[W]followed by aj.4A, the combo will reset and thej.Awill hit as a meaty, which grants you a safejump. For guiding you with thedelay j.236Dtiming, you can use the moment when the freezed opponent lands to the ground as a visual clue.Video Example You can also doj.236Dafterj.D [W]with no delaywhich will make you land faster and Throw the opponent.Video Example There's no specific previous stock needed for this combo, and don't forget this is for the corner. 6Acounter hit >236D>5C>6C>9sj.2A>j.236D>j.D[W] > EnderAnother one that gives you a Kunzite [WFF] on stock. First of all, inputj.236D>j.D[W]as:j.236DD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Combos", + "title": "Nine the Phantom", + "section": "Using Stocks in Combos", + "text": "DISCLAIMER: Due to how freeform this aspect is, only basic examples will be shown, this section is highly subtle to change in the future. During the course of a match you will have a Water [W] or Fire [F] charge stocked on your second magic slot by saving them by using 236D during neutral, and you can use those stocks in order to create new sequences and store more spells for your okizeme or increasing your damage output. This will also cover the usage ofj.236D>j.Din combos, and for practical purposes (and as seen in a former section) will be listed as j.236DD." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Combos", + "title": "Nine the Phantom", + "section": "Water Stock", + "text": "All Freeze [W] versions could be used in order to end your combo into okizeme. Of course, the more Water [W] charges, the easier is to confirm afterwards, but with the 3 versions is possible. The general and most basic usage of this is to swap stock via236D, by doing a different sequence to build a specific spell, this changes on the preferences / needs of the player, usej.236Dmid combo, and use the Water [W] stock to freeze the opponent and end the combo normally, with a spell ready on stock to use. (Anything >)5D[WFF] > 5X > 6X > 9sjc.2X >j.236DD[W] > EnderA basic combo showing the potential uses of an Ice Stock saved, everything is listed as justX / j.2Xsince you can use any sequence you want to build the spell you want to use, up to your needs / preferences. Common choices are Kunzite [WFF] or Uvarorite [AAF]. (Anything >)5D[WFF] >6C> delay214A> 4X > 6X >9jc.236DD[W] > EnderThe Crimson Raider BnB adapted to use Ice Stock during combos, note that236Dit's not needed here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Combos", + "title": "Nine the Phantom", + "section": "Fire Stock", + "text": "The usage of Fire Stock in combos rather than giving you okizeme options, gives you points for reset the opponent with Kunzite [WFF], in order to increase your damage output, and eventually lead to okizeme. Unlike the water stock this one is not as potentially specific, as a example, the Crimson Raider Bnb already gives you a Fire Stock if you opt to use 236D during6C>214A. Basic reset theory is: After freezing the opponent withj.D[WWW]cancel it into j.236D, then do any sequence that involves Water [W] and Fire [F]. At higher levels of play keep in mind that Freeze Resets are a common point for opponents to do a Reversal, and also the mixup more than the Kunzite itself [WFF] is more about when you will drop it over the opponent. So, adding more normals such as 2C, 4A (whiff) after 2C, etc. It's extremely important. (Anything >)5D[WFF] >6C>236D~214A>4C>5A>6A>9sjc.2A>j.D[W] >j.236D> fallingj.2C>5A>5D[WFF]Remember you need a previous Fire [F] Stock in order to do this, you need to cancel thej.D [W]intoj.236Dso the j.2C hits in time and the combo does not drops." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Combos", + "title": "Nine the Phantom", + "section": "j.236DD in Combos", + "text": "STILL WIP j.D(named Shorl) is a Air Normal that gives you a Knockdown while in the air, and leads to level 3 spells, mainly used for Safejump setups on the corner viaj.236DD. The General Theory forj.236DDroutes is:Anything that makes opponent go Airborne > 5X > 6X > 9sjc.2X >j.236DD>j.236DD> falling j.X/j.2A Unlike in the former section, no specific stock is required to perform this. Common choices (and probably the best options) for this routing are Uvarorite [AAF] and Morganite [AFF]. (Anything >)5D[WFF] >5B>6C>9sjc.2C>j.236DD>j.236DD[AFF] > fallingj.2AA basic Safejump Okizeme with Morganite [AFF] (often called Seed), remember to input thefallingj.2Aasj.1A. A more advanced version can be achieved by doing: 5D[WFF] >6C>214A>4C>5B>6C> 9sjc.2C >j.236DD>j.236DD[AFF] > fallingj.2A 5A>5D[W] > delay214A>4C>5A>6C>9sjc.D[WFF] >5B>6C>j.2C>j.236DD>j.236DD[AFF]5Ais a common option used at roundstart since it catches a good part of the opponent's actions." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Combos", + "title": "Nine the Phantom", + "section": "Rollcatch Routes", + "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute STILL UNDER CONSTRUCTION A common strategy against Nine, is to do Delay Wakeup options to mess up the Nine's player okizeme mainly Forward and Backward roll, both midscreen and corner, but unlike other characters, Nine's options for detering the opponent from doing this are quite limited/commital depending on the screen position, the reason we'll include this here is because in order to punish Delay Wakeup Options, Nine needs to do a character specific routing, both before and after putting the opponent in a knockdown position. The information you'll about to see were possible to recopile thanks to BIG_KASHA_STAR, which can be found on his document of <>. All of the following combos have adjustments that allow Nine to be close enough to the opponent to doj.A > 4X > 3Cinstead ofj.A > 5A > 3Cwhich doesn't push far away the opponent enough for us to catch the Forward/Backward Roll." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Combos", + "title": "Nine the Phantom", + "section": "Easy Combo", + "text": "(Any sequence that leads into Kunzite) > 3C >5D[WFF] > microwalk5A> slight delay9sjc.> slight delayj.2A> slight delay >j.D[WWW] > fallingj.A>4A>3C>5D[WWF]Yes, the beginner BnB combo, but with a few adjustments, the most notable ones being the delays required on the air sequence until getting the Freeze state on the opponent. If a character is not listed here is because it doesn't require a specific adjustment in order to perform the combo. Microwalk, but not to let them fall after Kunzite before 5A Microwalk, let them fall just a bit after Kunzite before 5A Microwalk, let them fall normally from Kunzite before 5A (Note to research which route is easier on Hibiki, and Izanami) 5B > 6C > 9sj delay j.C > j.A > Kunzite > Fairy hit > land > walk forward 6A > 9sjc.D [W] > falling j.A > 4A > 3CThe 5B will catch the delay roll wheter forward or backward of the opponent. (character specific adjusments still to be included)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Combos", + "title": "Nine the Phantom", + "section": "Video Examples", + "text": "BBCF Nine the Phantom - Basic Combos (by Meno) BBCF1.3 Nine combo collections BBCF2 Nine Discord Starter Combos by Juliocrivera, BasedTuxedoMask, Eevee, LUEshi and Kasha" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Combos", + "title": "Nine the Phantom", + "section": "External References", + "text": "Alternate BnBs for Kunzite and Amethyst on characters" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Combos", + "title": "Nine the Phantom", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Matchups", + "title": "Hakumen", + "section": "Intro", + "text": "Replay Theateris a great resource to find matchup footage. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree. Please feel free to make edits, but include edit summaries and sources where applicable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Matchups", + "title": "Hakumen", + "section": "Amane Nishiki", + "text": "Amane is one of Haku's toughest MU. His long range, non projectiles normals are great at dealing with Hakumen most common tools (4Cand623AA) and approaches. His aerial mobility is also excellent which makes him very difficult to anti-air. Moreover, his entire gimmick revolves around punishing the opponent for blocking. This is devastating against Hakumen since he is a very defensive character. For all those reasons, this match-up is challenging for Hakumen. It is still manageable but requires a fair bit of practice and knowledge. Understanding where to position oneself against Amane is key. His4C,2Cand1Care all fantastic buttons against Hakumen and they deal with623AAas well as4Cif spaced correctly. However, those buttons do not have a hitbox at close range. There are thus two way to approach this match-up. The first way is to stay just a bit further than Amane's normals range and generate magatamas. Amane will be forced to approach to do anything. If they chose to approach via the air, that makes him an easy623AAtarget. However, it is important that you do not go beyond that distance as he will be able to safely use236Dto freely level up his drill. The second strategy is to stay in Amane's face all the time. This strategy will deny Amane of his C-normals. Since Amane's normals are on the slow side and his only defensive options are CA and a reversal super, he has a hard time escaping once you get close. The main issues with this strategy are keeping Amane pressured while managing resources and approaching Amane in the first place. Approaching Amane with airdash and 66 is tricky. Amane's6Ais an amazing, fast, high reward anti-air. It is recommended to use 669 > barrier to approach instead. His623Cis an air unblockable command grab that tracks and deals with fullscreen 44/66. Fortunately, it doesn't hit at midrange and close range. Air neutral is also challenging, Amane's214A/B/236A/Bgive Amane another command dash. The A versions travels Amane a short distance both vertically and horizontally; The B-version lets him travel a long distance. Amane can special cancel his air normals into them to either flee or extend his pressure. Moreover, they do not consume any air options, which mean that Amane can still freely JUMP afterward to keep himself safe. Those options give Amane outstanding air mobility, combined with his long range normals this makes air neutral very challenging. There are some limits though, those command dash have a noticeable total duration and 214/236X can only be done once in the air. Keeping track of Amane's remaining air options is very important, once he has used his air 214/236 and jumped he can be freely anti-aired with623AA(if in range). Offensively, Amane only has 1 overhead: hisj.A. Blocking low is thus the go to against Amane and it's only required to block high if Amane is in the air at close range. The core of Amane's pressure comes from his drives. They deal significant chip damage and have plenty of blockstun at level 2 and 3. In order to raise his drill level, Amane has to either use236D, any drill or OD in neutral. Against236Dif you are at midrange use this opportunity to approach and start pressuring him. At the core of Amane's drill pressure is5D>236A>j.D, this can be dealt with either6Dor623AAregardless of drill level. Amane can easily bait6Dwith236A> delayj.Dor236A>j.214B>j.B/j.Cbut those options lose to623AA.623AAis beaten by5D> delay214C.214Cis -8 but pushes Amane too far to be punished. Consequently, the key is to vary blocking,6Dand623AA. Amane's okizeme can be very scary. His goal his to land a6DGuardAllStartup44RecoveryTotal 73~Advantage+3on wake-up to quickly raise his drill level to level 3 and sharply gain momentum. In order to avoid6D, the strategy is to use either wake-up2D, forward roll or backroll.2Dloses to delay6D, forward loses to236D~A, backroll loses to236D~B. Amane's defensive options are limited, his CA is very good and his236236Dis a 10-frame reversal.236236Dis -23 (Punishable with5CCH) and considerably easier to punish on block than on whiff since it makes Amane travel a long distance. It is recommended to barrier it to avoid chip damage. 5A> 9jc >j.B>j.2A>j.C: Works. 214A> IADj.B>j.2A>5C: Delay the5Cor 7hjc. Optimal midscreen air ender:6A>6B>5A>5B>j.B2A> jc >j.B2AC Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Matchups", + "title": "Hakumen", + "section": "Azrael", + "text": "Azrael is a close range character with subpar mobility that focuses on potent mixups, pressure resets and potentially big damage with weakpoints. Azrael tends to struggle to approach Hakumen in the neutral as he lacks the options to deal with4C,j.Cand623AA. Offensively, Azrael blockstrings tend to have a lot of gaps that be exploited with Hakumen's drives, hindering his most common pressure routes. However, Azrael gets heavily rewarded from calling out parry attempts and doesn't need to make hard read for them either. Roundstart is where Azrael may try to get his gameplan started by getting the first hit in, this also helps as neutral in this matchup does not favor him nor does Hakumen getting meter. As Hakumen your goal is to avoid giving him the chance to get the hit in and to punish reckless attempts at getting that hit. The backbone of Hakumen roundstart in this matchup is walking back, this achieves a lot and puts Hakumen in a position to deal with almost all of Azrael options, this includes: making5Cwhiff, making3Cwhiff and allowing a2Bcrouch punish and leaving Hakumen at an ideal range to stop Azrael from jumping in. Azrael6Cwill still be able to reach, however, it being a mid hitting attack with 28 frames of startup makes it an easy target to reaction2D. Note that while all of these options work, applying them all at once will require being on point due to the mental stack involved. The main option Azrael has to try to disrespect this roundstart is to use236A, however this loses to many other options Hakumen has available. If236Awas to connect, this will get Azrael close to Hakumen at +1, leading to a modest RPS, more on how to deal with this later. Note that attempting to IB Azrael's236Ain this instance will result in his5C/3Cconnecting, even if on block. With the option to walk back as the main threat, all the other already good options become even better. Jump backj.2Cwill beat Azrael trying to callout walk back with236Aand6Cwhile also putting Hakumen out of range of most other Azrael options, doingj.2Cfrom neutral jump with risingj.Awill beat IAD forward but not create any space in the process. Button such as5C,4C,3Cand more all have their uses as threatening callouts to certain Azrael roundstart options while boasting more reward behind, however those also come with a considerably higher risk and Azrael has more to gain from an immediate RPS win at roundstart, as such, using those sparringly is recommended. Neutral is where Azrael struggles the most against Hakumen as he has trouble dealing with Hakumen's disjointed hitboxes and623AA. Once in neutral, it will be on Azrael to try to approach as Hakumen tries to keep him at bay, gaining meter and waiting for mistakes. Azrael lacks a run, having a teleport in its stead, this makes moving forward consirably more committal compared to other characters as it means he won't be able to cancel it directly into barrier. Azrael's236A, usually a strong but pretty committal option depending on matchup, carries a much more significant risk when being used against Hakumen, especially at longer ranges. This is because not only does Hakumen have a variety of options to stuff it preemptively, as mentioned above, but he also gets the ability to punish it on reaction with the use of2D, as236Aincreases in startup the further away it's used, this is also really effective in case they tried to Rapid cancel it. In case of dealing with jump ins, preemptivej.Cworks really well due to Azrael's lack of a run, reactionary5Aalso works well in this matchup due to Azrael's lack of a disjointed jump in and5Ahaving too low of a recovery to be baited effectively. As for controlling space on the ground, Azrael lacks ways to play effectively around4Candj.C, notably, his3Ccan technically low profile4C, but the timing is ultimately too strict for this to be a consistent option, on top of 3C being a highly committal button. What may be Azrael's biggest problem in the neutral though, is623AA, with him lacking a good F property poke that can be thrown out, an always available projectile or solid whiff punish abilities,623AAbecomes a wall that Azrael really struggles to get past and/or deal with, hitting both the ground and high in the air and leading to solid damage on hit, all for very low cost, this is arguably Hakumen's best option in the matchup. It is though still possible for Azrael to call it out with his long range3C, this is a callout that carries significant risk,3Cis however safe on block when spaced and leads to high reward on hit, reward that shoots up to be really high when weakpoint and/or resources are in place. So while playing around and punishing it can be very much done, it is still important to keep it in mind due to the reward that it offers on hit that can quickly snowball. In the case of Hakumen trying to approach himself, Azrael AA options becomes much weaker when challenged by big disjoints, this means that Azrael will have a hard time trying to AA a spacedj.2C, when you start addingj.214Aandj.Das options on top of it, it becomes easy to see how Azrael struggles to stop Hakumen from jumping in and will have to really overextend when trying to do so. Azrael is a character that, just like Hakumen, makes use of delayed gatlings. What this implies is that a lot of blockstrings he may try to go for will have gaps, which Hakumen can exploit, this makes Azrael's offence unusually more risky and restricts his options when trying to stay relatively safe with strings like2A>5Aor5A>5A. On top of this,6Cis an option that Azrael players may try to use to reset pressure, but this is beaten cleanly by reacting with2D, making it important to remain aware of it. On the other hand, Azrael gets big rewards from calling out parry attempts, even without hard callouts, common example being5Dto CH our2D. Azrael's236Ais a +1 on block advancing special, this can be used by the Azrael to reset pressure by cancelling normals into it, predicting this and IB'ing it is ideal, as it will leave Azrael at -2 in front of you and allowing you to take your turn, Azrael can still delay236Ain order to avoid the IB timing but this in turn leaves a considerable gap for you to exploit. On normal block, Hakumen still has notable options, as Azrael's main one to make the opponent respect him is 5A, being frame 6 and236Abeing +1, it is possible for Hakumen to use623AAto contest this. This drastically evens out the risk/reward of an RPS that would be otherwise be really scary for Hakumen to take and opens up many other options for Hakumen as Azrael will have to resort to considerably less rewarding and/or higher risk things, such as2Ato check623AA, which lacks the return of bigger hits, especially without weakpoints already in place, while still losing to Hakumen's own2Aor2D. Learning how to make use of623AAthere is crucial as it makes the situation after blocking236Asignificantly less scary even without the need to IB, which will be very useful on many occasions. Note this require to normal block236Aand will not works on barrier. Azrael has access to a teleport dash that can crossup the opponent and it's jump cancellable, something Azrael can do is dash forward during pressure and press a button to catch the opponent off guard but this can be reacted to when looking out for it or option selected by pressing1A+B, if Azrael stays in front, barrier will come out, but if he crosses up2Bwill come out and allow for a combo, important to note that this will work when done during pressure and will likely net Azrael a CH if done on wake up. Moreover, Azrael has actually access to a much more potent crossup option at the cost of meter in tk214BRC, this is as fast as frame 14, making it completely unreactable, this cannot be OS'ed in pressure either as214Bspeed will stuff the button coming out if done properly. This one requires meter to RC as214Bnormally leads to nothing on hit and is very unsafe on block, this means that it's particularly important to be aware of it whenever the Azrael is running offence with 50 or more meter. While normals will be stuffed, there is still counterplay to be had, it is possible to still beat it with the use of the crossup OD OS, done by holding1/4Dduring blockstun and pressingABC, will give barrier on same side and OD on crossup, extremely rewarding and safe but costly OS. As for less costly options, there are 2 of them, one is421AB-AB, this will keep you keep block on same side and give623AAon crossup, beating even TK214Bthanks to the invul, due to the input it can however be tagged by lows with correct timing. The other one available is1/4AB+D, this will give barrier block on same side and2D/6Don crossup, it can however be harshly baited by dash through > jump or dash through + a button. On defense, Azrael has access to a number of options,623Bis an unusually slow meterless DP at 18 frames of startup, this means that on oki it can be reliably option selected by doing1A>1B, this will come out only on hit/block and allow you to block the reversal on whiff.623Acan also be done on read to go through the Azrael trying to do DP RC and get a full punish. While the DP is on the slow side, Azrael also boasts the arguably best backdash in the game, with 20 frames of invul out of 28 while also covering a good distance, Azrael may try to use this to get out of pressure, best way to deal with this is by checking with lows during blockstrings to catch the input, common one is to use2A>2B. When used on wake up, the previously mentioned1A>1Bdoubles as a way to meaty while keeping your turn if the Azrael was to backdash, one option that's available to beat both DP RC and backdash is to use delayed623AAon oki, this will allow to catch the backdash into a combo and, against the DP, if timed right623AAwill whiff but recover much faster than the DP, allowing you to dash up and punish, this will however lose to wake up abare. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Matchups", + "title": "Hakumen", + "section": "Es", + "text": "Es is a very powerful and well rounded character boasting most notably strong space control, mobility and setplay on top of other tools that allow her to be a threat in almost any situation. Despite her really solid toolbox however, Hakumen has quite the set of unorthodox tools which allows him to deal with Es's options in ways unique to him, such as the projectile cutting normals hindering Es's fireball game or parries allowing him to negate Es's otherwise powerful pressure resets. As stated previously, what would usually be one of Es's most potent neutral options is her fireball game, Hakumen's projectile cutting abilities however allow you to deter her from using those fireballs as much as she would like to, this means that for neutral in this matchup she will be relying on her normals more than usual. One thing that the Es player will be looking to do in this matchup is to store Bors(which allows her strong meterless conversions and ways to extend pressure) in neutral, as Hakumen's subpar mobility considerably decreases the risks usually involved in doing so, as such, try to keep close enough distance in order to remain a threat in case she tried to go for it, otherwise, going for this will usually end up in her giving up a considerable amount of space for you to take in a matchup where spacing is really important, also remember that she loses Bors if you manage to get any hit on her. On the ground, dash2Band3Care buttons she can use to deal with both4Cand623AA, however those formers have considerable recovery and extend her hurtbox, which means making them whiff is a good strategy, on top of using214Das a deterrent. In the air, you want to use spacedj.Cas it outranges her options, besides that, herj.Bcan be a quite hard button to contest, especially head on, so beware of your spacing. Es drives would generally offer her powerful options to reset pressure, with most characters having to mash on a read with a big risk of getting frame trapped to stop her, however, Hakumen having access to one button parries active on frame 1 allows him to avoid this entirely, making you able to punish them on reaction without taking risks, this severely hinders how much she can apply and/or reset pressure. For overheads Es has access to aj.CIOH and a6Astanding overhead j.CIOH here is the main threat, being completely unreactable and with her being able to go directly into it from any jump cancellable move(those being5A,2Cand2D), however she needs either a CH or resources to get anything off of it, on top of that, without crests to cover herself or RC, it's unsafe on block and not cancellable into anything, you can punish it by using2B. 6Ais a rather slow standing overhead that the Es player may throw out from time to time to catch you off guard as it's rather safe on block and it has F invul to beat mashing out of her pressure with2A, look out if you think the Es player is going to use it as you can punish it with6Don reaction, other than that, as already mentioned, this is not the major threat she has to open you up due to the startup. On defense Es has a notoriously big and very active Dp, which means that making this whiff when she has meter to RC becomes quite the challenge, the 2nd hitbox will make it impossible for you to make it whiff with623Aand punish with6C/5C, however you can still bulldog through it with623AA, leads to less damage than the previous method but it will still make her think twice about using Dp when she has meter, on top of catching her trying to backdash. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Matchups", + "title": "Hakumen", + "section": "Hakumen", + "text": "The mirror is often considered by Hakumen players as particularly frustrating to play. In neutral, Hakumen can easily deal with his own toolbox. His usual low-risk tools such as4Candj.Close to623AAandj.Drespectively. In return,3Cbeats623AAand drives lose to doing nothing. This turns the match-ups into a perpetual RPS. Moreover, the high emphasis on meter and OD management entails that it's sometime better for both players to just sit it out and wait until both players have enough meter to do anything. Meter management is especially important in this match-up as the meter is usually more important than the lifebar in this match-up. A player with 30% HP but full resources is in a better position than a player with 60% HP but no OD and meter. It is much easier for an Hakumen with a lot of magatamas to kill an opponent with a lot of HP than to kill an opponent with low HP while on low resources. In short, this match-up is a very volatile risk-heavy RPS match-up which is as predictable as a Russian dashcam. On the plus side, this match-up has a few niche interactions to add a bit of flavor to it. This includes a few character specifics routes, 5A hitting crouched or picking a sub and avoiding the mirror match altogether. Neutral is essentially a gamble between2B,3C,4C,623AA,214D, Drive and doing nothing. 4Closes to3C,623AA,214D, drives and is minus on block. It is still useful at preventing the other player from getting closer and beating poorrly spaced buttons. 2Bbeats623AAbut loses to drives/214D. 3Cbeats4Cand623AA, but loses to doing nothing, drives/214D. On block, it is punishable with3C,4Cand2Band at close range. 623AAbeats4Cbut loses to2B,3C, drives and214D. Drives beats everything except doing nothing and are easily punished with3C CH. 214Dbeats everything except doing nothing. However, it is very expensive, requires meter to make it safe and is punishable otherwise. Doing nothing makes it possible to punish drives, but let the opponent starts pressure with2Bor623AA. However, Hakumen's pressure is not scary unless the other player has a lot of resources. In short, neutral is about gambling between pressing a button, using a drive or doing nothing. Pressing a button is high-risk, low to high reward; Drive is high-risk, intermediate reward; Doing nothing is low-risk, no to high reward. The fact that doing nothing is often optimal is part of the reason why most Hakumen players dislike the match-up so much as it can turn the game into a starring contest until both players have enough magatama to afford 214D or high-damaging combos on a successful hit. Due to Hakumen's limited mobility is very easy to anti-air in the mirror. However, there is again a RPS.2Cbeats air normals but loses toj.D;j.Dloses to doing nothing; doing nothing loses to air normals. Applying pressure is very difficult in this match-up as Hakumen can just gamble with drive and OD. Playing safely and varying between regular okizeme/pressure and doing nothing to bait the drives is key. 5Ahits Hakumen crouching in this match-up. Notably, this is useful in pressure after214Aand is strictly better than2A. Moreover, if Hakumen parries the5A, it is possible to jump back barrier to block the follow-up. Hakumen has a hard time dealing with his own defense. Being a frame-trap heavy character he loses to his own drives like 2D and 236236D in pressure. His okizeme being limited to meaty and grabs means that he also suffers against the usual drive / wake-upj.214Cmind-game. Barrier is also very effective against Hakumen's pressure. In pressure,214A>2Acan be interrupted with2D.2A>2Bcan be interrupted with2Don instant block. However, those options are high risk. Offensively, the key in this match-up is to be unpredictable. It is done by varying between meaty and baiting the drives into5CCH combos. If done correctly, this will deter the other player from using drives and lead to high damage combos otherwise. Using OD to make the first hit of236B,6Band41236Cmeans they are easily punishable. Whiffed236Band6Bare punishable with5C. A whiffed41236C(1) is a bit trickier to punish as the second hit may either hit or whiff depending on how early the OD was. If the second hit whiffs, it can be punished with5C; if it hits, it can be punished with2D. The safest punish is EA as it covers both situations. Raw OD is difficult and risky to contest because of OD > EA /2Dand respecting it let the the other Hakumen starts pilling up magatamas. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Matchups", + "title": "Hakumen", + "section": "Jin Kisaragi", + "text": "Jin is an Ice type Pokemon that was introduced in gen 1. It has a very good stat spread and a large movepool. Being weak to Steel-type meansj.Cworks very well against him. Notable Jin players include Frenchrich, Frenchrich 2 and Fenrich. Jin's neutral is all around very solid. He boasts very good ground and air normals.5B,5C,j.B,j.C,j.2Care all buttons with high priorities and are unmatched in there respective range. Staying out of those buttons' range and poking with623AA,4Candj.Ccan be used to deal with them. However, beware that due to Jin's superior mobility, it is easier for Jin to space his normals than Haku. Jin's3Ccan deal with both Haku's4Cand623AA. Learning that move range is important as it has a long recovery and is punishable on whiff. As far as Jin's anti-airs are concerned, they are on the weaker side.2Cis very slow and easy to bait with aj.214A.623Bis very fast but requires a CH to combo and can't be cancelled into anything on block. j.Dis a very good button to deal with Jin's air normals and623B. Jin's pressure can be tricky to deal with. Jin has plenty of freedom and several jump cancellable normals. To add salt to the injury, Hakumen has a fairly big crouching hurtbox, which means he has a harder time dealing with Jin'sj.2Cin pressure. The key to deal with Jin's pressure is to identify the opponent's habit. Lower level Jin's tend to autopilot the same pressure over and over. They can be easily dealt with well time drives before moves with long startups (6B,2D, 9jc fallingj.2C...). Higher level Jin players, however, are considerably scarier as they will vary their pressure and attempt to bait drives for high reward punishes. Jin's overheads are6Aandj.214D.6Acan only be cancelled from2A/5Aand require 50 meter to combo or CH. With 19f of start-up, it is borderline unreactable. Paying attention to Jin's meter is key to anticipate and block it. j.214Drequires 25 meter by itself but can be done after any jump cancellable move on block (5A,2A,5C,2C) or moves that leave Jin airborne (6B). If Jin uses236Das a mean to reset pressure with the character, this can be dealt with by parrying it 3 times with2D. This will prevent Jin from getting any momentum. Jin's6Bis sometime used as a pressure extender. It can be cancelled intoj.236Ato go back to neutral orj.214D/214Dfor a high-low mixup.6Bhas 24f of start-up and has a fairly noticeable animation. It can be parried with2Don reaction. Likewise, Jin's2Dcan be parried on reaction. It prevents Jin from resetting pressure for free. If the Jin player likes to autopilot2Dinto other normals, this can be dealt with by cancelling2Dinto214A Jin has multiple reversals:623C(meterless, 13f DP, poor horizontal reach),623D(25 meter, 13f DP, 2-hit with decent range),236236D(Yukikaze). Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Matchups", + "title": "Hakumen", + "section": "Jubei", + "text": "This matchup can be annoying because Hakumen has difficulty using some of his standard neutral tools against Jubei. However, it can be equally as annoying for Jubei since his ball oki gets almost completely mitigated by the use of Zanshin. The goal is to catch Jubei and defeat him before he can activate his troublesome install. Good luck! Neutral vs Jubei can be hard to deal with, he can force Haku to be on the defensive most of the time thanks to his fast dash attacks and drives. If you can get him to block something, however, you can gain significant advantage since he has no reliable defensive options. Contrary to most matchups, using4Cor623AAin grounded neutral is mostly no good. Jubei can run under4Cand use one of his amazing low commitment lows to punish623AA. The most important thing is to not panic and not let him get you in his flow. Try to establish your own pace instead and cover yourself from far away using moves such asj.214Aandj.2C.j.214Ais good for throwing around since it can catch his2Battempts and punish the extended hurtbox. It also hits out of the range of his antiair (2C) and punishes it so it is good to use it in tandem with a high jump.j.2Ccan be a good jump in for the Jubei match up if used at max (and only max) range, since it outranges both his2Cantiair which doesn’t hit diagonally upwards and his3Cpseudo-antiair due to better hitbox. Try not to hit much pre-emptive stuff except while in the air, because jubei can dash break and whiff punish you very effectively, be it with a2Bor a drive. Out of your pre-emptive options the best are6C(since it can defeat both his run up2Band run up IADj.C). If6Cis done from max potential range, Jubei will have trouble whiff punishing it on reaction due to it’s large hitbox/relatively good recovery (the only way is to blindly do a dash break into instant5D). If you block the drive it is minus and punishable on instant block with2Ainto214A. Lastly, when it comes to footsies and whiff punishing, one of Jubei’s strengths is the ability to catch you, at least on block, with2Bduring a whiffed air move. Hakumen can get around that by mashing2Don a whiffed move and force some respect out of Jubei however do not abuse it too much, Jubei can just dash and throw you instead if you get too predictable. Try to be unpredictable and make them hesitant of advancing towards you (unless they can do a perfect punish). Even without his install, Jubei has access to very strong and variable mixup options, however none of them can be done gapless (except for the lows). This includes6C(his standing overhead) and 669j.A, his instant overhead that he can use from a short jump. In order to use this overhead, Jubei needs some respect since he needs to run before doing it and therefore cannot cancel into it from anything. Try to use fuzzy jumps and make attempts to disrespect his minus jabs and other moves, unless it is2B, which is his only plus on block normal. If Jubei starts being jumpy you can use5Aor drive to try and beat him. If he uses either of his dash throw moves (j.236Dor run through) they are minus and his follow up attempts are punishable with even5C. Jubei has a strong throw game which is complimented by his fast run speed but try not to use the barrier OS too much because he can dash through you and on top of that he can easily make you whiff a pre-emptive tech-throw attempt and as a result punish you harshly. Be careful and mash him out. If Jubei uses his Install on block, he is plus since it only lasts for 3 frames and he can act immediately afterwards, so you generally don’t want to press anything there! In his install mode, things can get hectic, as Jubei gets access to more powerful pressure and mixup that lead to greater damage and the corner even without meter. From his rekka236Ahe can stop at any hit to reset pressure but he is minus on block so if you can make that reaction, mash him out. This is hard to do because Jubei can cancel his rekka into any of his special options including a nigh gapless 15f version of his overhead special and a gapless236Bthat is now safe on block. Try to instant block the rekka hits and go for Yukikaze or6Din case he is trying to go for the overhead and therefore leave a small gap. This is a 50/50 situation with the gapless236Boption that can lead to 5k+ damage so you're forced to guess. CA or OD is you best option if you have the resources to spare. When you are knocked down, if Jubei attempts to use his otherwise very strong ball oki, remind him that he can’t and use2Dinto a potential special cancel and RPS him out to get out of the corner safely. One of Jubei’s weaknesses is that he is considered to always be in crouching state for combos, when you hit him grounded. Haku can benefit from that by doing some crouch confirms into low cost damage routes such as214A>2C. If you catch Jubei you don’t have much to hold back, so go ham staggering him or mixing him up. Midscreen his best tool to get away from you is backdash-forwarddash2Bwhich can punish you harshly on a whiffed move. However if you have the timing on the front dash down, you can anticipate him with5Cor a similar move and punish him harshly. You need to be able to recover quickly to do that, so on Jubei's wake up try to use moves such as2Aor2Bto meaty him, then react to his backdash and counterhit him. In the corner there’s not much he can do but ib barrier and try to jump out so aim to punish such attempts. Try not to jump too much and avoid leaving big gaps since his abare5Bis relatively good and his front dash can cross you up and make you the cornered instead. If you, for whatever reason, are unable to meaty jubei properly when he is waking up, there’s a chance he’ll try to rps you with his frame 36Aor6Bcounter move.6Acatches mids only and6Bcatches lows only (high risk move that is specifically aimed to catch non meaty2Battempts here). If that’s the case, try to make him respect you by RPSing him with a6Bsince he has no options against overheads and6Bcounter hit can lead to big damage. Beware though, because such slow attacks can leave an opening for Jubei to escape with a backdash. Jubei’s mixups and general moves are mostly safe on block unless you instant block them. Such moves are214B(his special standing overhead),632146C(his uncharged unblockable) or5D. Two exemptions are his special low (236B) which is -9 on block and hisj.D, which is generally punishable by5Con block and even6Con whiff. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Matchups", + "title": "Hakumen", + "section": "Lambda-11", + "text": "Lambda is a versatile high corner carry, high-damage character that can freely switch between zoning and rushdown. Although her zoning is hindered by Hakumen's ability to cut projectiles, it's still very much a threat, especially due to Hakumen's poor mobility. Moreover, Gravity Seed makes Hakumen's already subpar mobility even worse. Nonetheless, Hakumen's drives allow him to deal with Lambda's otherwise strong corner setplay quite easily. Despite Hakumen's projectile cutting ability, approaching Lambda can be tricky due to his limited mobility options. Playing it slowly and patiently is vital. A common mistake in this match-up is being too aggressive and relying on IAD in neutral. It has a very long animation and can be easily be dealt with her6Dand6A. Playing too patiently can also be detrimental as Lambda may use that opportunity to approach with 236X and apply pressure. Hakumen is also further hindered by Lambda's Gravity Seed. It creates a force field that reduces movement speed to 30% while in it. Waiting for it to go out is the safest way to deal with it. Jumping into or while in it should also be avoided as it makes it very easy for Lambda to anti-air with6Dand can grant Lambda better conversions. In neutral,j.2Acoupled with 9jc barrier and forward dash jump cancel (669) are fantastic to approach while minimizing risks, superjump(29) and hop superjump(6269/6629) are also great movement tools to make the most out of Hakumen's air mobility;214Dcan punish her grounded drive if roughly half of screen away;623AAisn't that good in this match-up as most of Lambda's neutral tools are projectiles. Sometimes, just crouching and waiting for the Lambda to whiff a drive to move forward can be a good idea to gain space, especially due to6Dbeing a favourite to control space. Being able to reliably block4Dis crucial,236B~6Bcan be used as an unreactable long range low that leads to big damage with RC or Gravity, so defaulting to blocking high to deal with4Dwill not work out. With 4 magatamas or more available, parrying4Dwith Yukikaze is an option Hakumen has to punish it on reaction unless the Lambda has 50 meter to get out.6Dalso works well on reaction to4Dto get out of pressure or even to punish Lambda within a certain range if Gravity isn't down. Once at mid and close range. Hakumen's buttons are overall better than Lambda's. Her normals are on the slow side or have awkward hitboxes and/or long recovery. Beware, that Lambda's backdash is excellent and that can safely use it to run away. She also has236A, a fast command dash, that can be used to sideswitch if she is cornered. At close range, a highj.214Ais excellent against Lambda as her2Cis very slow,6Awill whiff and her drives won't reach. Beware that the Lambda player may use that opportunity to dash under and go back to a comfortable zoning spot. Additionally, while her236Dand236236Dare excellent neutral and pressure tool in most match-ups. They aren't as effective against Hakumen due to his parries and projectile cutting normals.236236Dcan be cut in neutral through the use of4Con the ground orj.2Ain the air. In case it was not possible to cut it in time with a normal, parrying the whole super is also an option, this may however require a bit of practice in training mode first to get the timing down. Offensively, Lambda is infamous for her6B. It is a high-damage, 24f overhead with a deceptive animation and range. It is only -8 on block and is thus a2Bpunish at most. Contrary to most overheads, this one is available after most of her normals and so is her3Chelping Lambda build mental slack. Practicing blocking6B/3Cmix-ups after6A/5B/5Cin training mode is highly recommended. Her2Aand5Aare quite minus on block but her tick throw game is still solid thanks to her dash speed. Another part of her Throw game is236Aa command dash that is typically used at midrange to start applying pressure. It can be cancelled into236B~6Bor22Dto go into a low or beat mashing respectively. 236Bis a rekka starter, it can be followed-up by either236B~6A,236B~6Bor22D.236B~6Ais a 21f overhead, it's -10 on block and is thus a5B/2Bon block, crosses up against crouching opponents.236B~6Bis -11f low that's -5 on block, it can only be punished on IB.22Dis an anti-mashing option that leads to 4k+ combos on CH. Note that good Lambda players will often wait until they have RC available before going into236Bmix-ups to frame trap and/or continue pressure. Lambda's okizeme relies on her214D. In the corner, it is a projectile with a lot of active frames, excellent at beating rolls and that generates a lot of frame advantage on wake-up. Fortunately, this can be dealt by Hakumen's2Dand this greatly hinders Lambda's okizeme. A possible workaround for Lambda is to do214Dvery early to make it whiff on wake-up, bait the drive and punish it. Defensively, Lambda boasts one of the best backdashes in the game. It goes far and quickly. On wake-up, it can be dealt with slightly delayed 2B at close range and214Aand623AAfrom further away. She also has a unique reversal option with22D. It is a projectile, invulnerable from from frame 1 to 7, is unpunishable on block, leads to high-damage combos on CH, launches Lambda and pushes her backward. On the negative side, it has 26f of start-up and may whiff if too close in the corner. On wake-up, this can be addressed with a2Ainto2B/Barrier option select. A well-timed slightly delayed2Bcan deal with both backdash and22Dwhile still checking mashing and jumping, however, the timing depends on how much the Lambda player delay techs. Delayed5Ccan be used as a call-out against her22Din order to catch her once the invul has run out. At last, Lambda's632146Dis also a reversal option. It is also an overhead projectile, fully invulnerable, has 11f frames of start-up and leads to a full combo on CH. Unlike22Dis -27 on block and is thus heavily punishable.5Ccan also be timed to cut it, catch22Dand backdash all at once, beware that the timing may be tricky on wake-up and is susceptible to waking up with a button and overdrive. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Matchups", + "title": "Hakumen", + "section": "Kokonoe", + "text": "BBCP1.1 match breakdown video:https://www.youtube.com/watch?v=OM5sj3yFCvw Neutral is handled the same for the most part, specific answers to Koko’s Oki is a little different from what’s shown in the video. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Matchups", + "title": "Hakumen", + "section": "Mu-12", + "text": "Mu12 is an all-purpose character with excellent normals, speed and decent zoning tools. She is very similar to Hakumen on several points: Her C-normals are the heart zoning/neutral and she can reliably deal high damage combos. She also has access to a DP, reliable projectiles, some ver solid normals (2B, jump cancellable3C...) and an amazing backdash. However, despite her extensive toolbox, Hakumen handles that match-up very well. His C-normals outrange Mu's and her projectile-based zoning is hindered byj.2A. Moreover, her best neutral tools5Candj.Close to623AAand drives deal with her common okizeme. Still, Mu's amazing dash speed and overall mobility still makes her a threat in neutral. If she manages to corner, her high damage routes are more than enough to shred Hakumen's well-above average lifebar. As stated in the overview, the core of her neutral lies in her C-normals, steins and dash2Bin neutral. Her stein-based neutral doesn't work well in this match-up. If a Mu player, tries to go for it, wait a bit jump backward and cut the lasers withj.2A. Likewise, her214Dand236Dcan be dealt with in a similar fashion. Beware, that they might be trickier to cut if the steins are positioned nearby or in Hakumen's back. In those instances, using a drive or214Dmay work better to prevent Mu from gaining any momentum. Our4Cboth outrange and outspeed her5C. At higher level, Mu players will use dash2Band dash3Cto combat4Cand623AA. Keeping a reasonable distance and trying to make her to whiff punish those normals is a reasonable strategy. Using214Devery now and then as a deterrent is also possible. In the air,j.Calso outrange her's. If Mu is above herj.2Cis very difficult to deal with. It has an excellent hitbox. Mu's main overhead is the second hit of her6B, the first one is a mid. While it may seem easy to block in theory because of the first hit, it isn't the case in practice. First, the first hit may whiff at far range. A common setup for that is a far5C>6B(2). Second, Mu can rapid cancel the first hit and go for2Binstead. Paying attention to her meter is key to avoid to anticipate that mix-up and act accordingly. Mu has a access to a DP with623C, it is on the slower side (14f). Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Matchups", + "title": "Hakumen", + "section": "Naoto Kurogane", + "text": "Naoto is a good matchup on paper, but as most rushdown characters, he can be tricky to fight and requires some patience. Pokes, spacing, keeping distance and a good neutral are key here. Recognizing when Naoto’s specials are in enhanced version is crucial. When enhanced, their properties are changed and usually makes better in every way, including frame advantage. Punishing his unsafe move is also, pay close to attention to his meter as RC an unsafe move into a frame-trap is a very common pressure tool with Naoto. With discipline and awareness of Naoto’s toolset, the matchup becomes quite straightforward. The one scary thing he has is his offense and it can be countered with an active defense. This is where the matchup is won. Keeping Naoto at4Cand3Crange is vital, at this distance4Cis safe to use and623AAcan be used on reaction to his answers. Although Naoto is a fast character, his quick normals have poor range and cannot be used for counterpoking. He has to find solutions in either his long range normals or his moving specials, and Haku has answers for both of them as well. Naoto's far range normals are his drives, which he can charge for very long and can cover more than half of the screen. However, all of them can be cleanly beaten with214D. His only option is to cancel into a dash but it will still lose against214Dregardless. Naoto's neutral tools to cover distances are214D(Also known as Slash kaid),236B(Banishing fang) or214A~8A(Phantom pain). Both Slash kaid and Banishing fang can be called out easily with well-timed4Cand3C. Slash kaid has a slightly higher startup and is slightly unsafe (-7 when enhanced), and it doesn’t travel as far as Banishing fang, making it a situational poke at best. Banishing fang will usually be the preferred option, as it can be left in the very safe initial state (-3) and cancelled into Rekkas that are either slightly unsafe (-7) for the first one, or can lead to a fatal counter frame trap for the second one, which is easily punishable (-10). He moves forward each time, and it will often be seen in neutral, as it’s a good way for Naoto to close the space while hitting with a safe move. At last, itt’s also a solid combo starter. Phantom pain will be the real danger at4Crange, though. It’s a good move, the basic version being quick and leading to a good combo. The enhanced version being slightly slower but with the ability to cross the opponent. In both case, it’s a fully invulnerable move that can’t be blocked while standing, making it the perfect counter for Hakumen’s spacing and to bait counters on wake-up. Fortunately, it’s easy to dodge on reaction with a simple crouch, which leads to a whiff punish. Most matchups allow Naoto to use a variety ofj.Dpokes, another move that can be charged and gain range. It’s a very good option on okizeme in the corner, as it baits reversal when well spaced or can be used quickly to create a large amount of blockstun and keep the pressure up. In this match-up, Hakumen can punish most uses of this move, with623AAwhen it’s used far;2Cwhen it’s used very high;5D/6Dwhen it’s right above. Finally, a Naoto that commits to end the round can use dash into enhanced DP, which is a monster of a move. It hits everywhere on the screen, can be rapid cancelled into an instant overhead that leads to a fuzzy guard at the right height, and deals tons of damage. Beware. Naoto possesses one of the best pressure in the game. He can delay, stagger and frame trap everywhere and grab quite easily too. Reacting quickly and taking risks is required to escape. Using barrier to create a space is a viable startegy. It force Naoto to either use a special move or a jump to close the gap; That gap can be exploited with an upback or a drive. Naoto's standing overhead,6A, boasts an excellent range and can’t be punished on block. Again, using barrier, creating distance and chicken blocking works here. Using drives during Naoto's Rekkas isn't recommended. They can be stopped, delayed and used as very potent frame traps. The third hit is one of his best starters. Also, beware of his okizeme game, he can be hard to read, and reversals are heavily punished by some of his options. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Matchups", + "title": "Hakumen", + "section": "Nine The Phantom", + "text": "(Note: this guide was written in 1.0 and some points need to be updated) Nine is one of the most powerful characters in this game. She is an elusive character who possesses dreadful pokes and amazing teleports, which allows her to control space very efficiently. For Hakumen whose mobilities options are limited and telegraphed, approaching Nine can be quite a laborious task. Once she gets a knockdown, her setplay is nothing to scoff at either. If she can get the momentum in her favor, she can lock you out of the match. A unique trait to Nine is that all of her A, B, C normals share similar properties. What set them aside is their “elements”. A is Water, B is Wind, C is Fire. Water: Usually the fastest ones, but their hitboxes are smaller. Wind: Longest reach and active longer, but she can hardly convert into anything. Fire: As fast or slower than wind, less reach but can convert into solid combos with the right spell. Note that her normals are not projectiles, which means you counter them but not cut them. On block or on hit, those elements are stocked, she can then press the D-button to unleash them and get a spell. 5A: 5A is an extremely fearsome poke. It outspeeds our 4C, but 4C outranges it. At roundstart, it beats our 4C, drives don’t have enough reach to catch it, and she recovers early enough to block Yanagi. 3C does beat it, but the risk involved are too high to be reliable. 5B: Her 5B outranges our 4C by a few pixels, but 4C outspeeds it. Unlike her 5A, Yanagi can successfully catch her, unless you are at max range or if she jumps canc 5C: Her 5C is slower and has less reach than our 4C. Like 5A, she can still block Yanagi. Kishuu (623A) goes under all of 5X, but don’t be predictable since she can just punish it with any of her 2X or 3C and get a juicy CH combo. While Yanagi is possible as well, it will only catch her out if they aren’t paying attention and autopilot another normal. Nevertheless, even if they block Yanagi, you would still end up close to Nine, which is a victory in itself. 6A: Has a wide upward hitbox above her head, which makes approaching by air troublesome. She can also jump cancel it on block. Like most of her normals however, it has a lot of recovery. Do your best to make it whiff and punish. 6B: Similar to 6A, but with a much larger hitbox. 6C: Another Anti air with a very large hitbox. She’ll primarily use this in neutral and to catch attempts to jump out of her pressure. She can easily get knockdown even at maximum distance, so be aware when you are in range of this move. All of her Anti airs are good for stopping any air approach, so in most cases you’ll simply have to respect them by air barriering or attempt to make them whiff and punish the recovery. In the air, all of her J.5X are faster than our J.C. Her J.A and J.C however have less reach than our J.C. However, as far as J.C concerned, it’s only by a small margin. Her J.B is both faster and has more reach than J.C. But fortunately she doesn’t get much out of it. While she is close to the ground her, J.X can be dealt with with 623AA. However, beware of her airdashes. Nine’s teleports are very strong. Combined with her great pokes, they allow her to control space very efficiently or escape when she needs it. 3C: Excellent sweep with a long range. Her main neutral tool to deal with 623AA attempts. Can technically be whiff punished with a very well spaced 4C but it is very difficult. 214C: An overhead projectile that tracks. Fullscreen, it is Nine only option. Can theoretically be cut, however it cannot be done on reaction. While approaching Nine is very challenging thanks to her amazing pokes. Nine also struggles in that regard. 623AA deters her 5X and J.X/J.2X series and 214D is strong overall tool. Additionally, unless her overdrive is used, Nine can only store spells if her normals hit or are blocked. Thus, a common strategy is to create spaces between the two characters early on and wait until the meter fills up. If Nine attemps to approach using her airdashes deal with them with 623AA, if she attempts 3C or 5X deal with them with 214D. Nine’s defensive options are limited. Her backdash is only fully invincible on the 5th, so a meaty will beat it cleanly. Her other defensive options are: 214D: With 22-frames of start-up, 214D is one of the slowest reversals in the game. Hakumen has some options on okizeme to meaty her while avoiding the DP. She also needs at least a spell stocked in her active slot to use. It’s a projectile, so it’s possible to cut it. 236236B: A 10-frame super (7+3), its invulnerability starts after the superflash and only lasts for about 4 frames, so you can beat it with a well timed meaty. However, this move is also +5 on block. It’s her turn if you block it. If you haven’t inputted anything, you can still 2D/6D after the super flash to catch her. It won’t work at max range though. 236236C: 15 frame reversal, unlike 236236B it’s actually invulnerable until its active frames. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Matchups", + "title": "Hakumen", + "section": "Rachel Alucard", + "text": "Rachel is one of the best character in the game, she is comfortable at both zoning and heavy rushdown using wind. Although, her zoning is projectile-based, her ability to control the speed of her projectiles and setup some of them from behind make them very hard to cut. Playing passively doesn't work in this match-up, Rachel can just comfortably zone Hakumen. Fortunately, even though her zoning is strongj.2Ais still an amazing tool and forces Rachel to adapt her zoning. Neutral in this match-up is highly dependent on how the Rachel plays. Rachel's zoning can be either very or extremely difficult to deal with. This depends on the level of the Rachel player and her resources available. Rachel's zoning has to be altered significantly in this MU, a player unfamiliar with the MU may go on autopilot and get punished for it. For instance,236A~9Dand spaced22Aare usually key tools in her arsenal, however, cutting them with4C/5Cis very consistent. If the Rachel player know how to zone Hakumen efficiently, this is a different story. If they do, they will often shoot lobelias not at Hakumen but near Hakumen or close to her. This will allow her to setup multiple poles for214Cto prevent 66 and IAD approaches. IAD in general is very risky in this match-up and not recommended. Due to its long animation, it is very easy to interrupt with a well-positioned214C; Rachel also boasts an amazing anti-air in the shape of6A. Whilej.Dcan be used to deal with it, it remains a high-risk mid-reward option. Only rely on it if the Rachel player is very aggressive with it. 9jc and in particular 669 > Delayj.2Aare excellent tools in this match-up. They minimize the risk of getting hit by a projectile during jump start-up, travel a far distance and makes it possible to cut projectiles withj.2A. In neutral, Rachel's214Acan be cut down using5C, this is the most reliable way to destroy it while also preventing 236X attempts with wind. Beware that a common strategy is to setup214Ain neutral then delay wind to suddenly put into Haku's face. Rachel's mix-ups and okizeme are among the best in the game. Fortunately, parries help circumvent part of it and deny some of her tools. At the core of her offense is the instant overhead 9jc >2D~j.A, it is typically done after5A,5Band6B. There is a gap between5Aand the IOH on normal block to use6D; after5Bthere is only a gap on IB; after6Bthere is no gap to6Deven on IB. To prevent the IOH after6Bthe most reliable solution is to use barrier to push Rachel away. However, beware that Rachel can easily beat6Dby doing2Binstead of the IOH to beat it. Alternatively, she can also do 9jc >2D> Land > Throw. Due to Hakumen's hitbox, Rachel can also do 9jc >3D~j.Ainstead when Hakumen is too far. She usually has to delay thej.A, however this isn't case here due to Hakumen's tall crouching hurtbox. This allows Rachel to do her IOH even from a distance. Following the IOH Rachel has several options. Her main follow-ups arej.Afor another overhead but little blockstun orj.Ba mid with more blockstun. A list of her most common follow-ups and their limits are as followed: 9jc >2D~j.A> Land >2B:2Bcan be2D. 9jc >2D~j.A*2 > Land >2B:2Bcan be2D. 9jc >2D~j.A>j.B> Land >2B: No gap butj.Bisn't an overhead, if barrier is used her options are very limited afterward. 9jc >2D~j.A*2 > 9jc >j.A: The lastj.Acan be6Don IB. 9jc >2D~j.A>j.B> 9jc >j.A: Cannot be . Gambling on a drive on is possible but high-risk. Only use them if you have noticed a pattern in your opponent's pressure. Midscreen, Rachel's okizeme is fairly limited, her most common combo ender is5CCfor corner carry. Her other midscreen okizeme enders aren't as effective, especially on Hakumen. 4B>214Acan be completely avoided by doing delay tech.6A>236B>22Acan be beaten by simply using2Don the22A. In the corner, her okizeme gets a lot trickier but Hakumen has the tool to deal with some of them. 5CC/3C>214A: One of her weaker okizeme, it is possible to avoid the214Acompletely with delay tech. Rachel players will typically use this okizeme to bait a drive and go for dash throw. 3C>22A: One of her better okizeme. However, it doesn't work well on Hakumen as the22Acan be parried. 236B~9D>214A: Her best okizeme in this match-up.236Bhits meaty on the way down.236236Dwon't freeze Rachel and she will be able to avoid it. Additionally, Rachel can 9jcj.Aafter214Afor an instant overhead.2D>236Bdoesn't work against it since Rachel will be too high.2D>214Dcan be used to escape the corner against this okizeme. Rachel's CA is excellent, it has a very good horizontal range and knockdown on CH. It can be baited by jumping or using623AA. Rachel also has access to backdash into wind on wake-up. This is fairly tricky for Hakumen to deal with as it deals with a lot of3Candj.214Aokizeme options, except in the corner. As such, it it recommended to prioritize sending Rachel to corner as soon as possible and6Bokizeme enders. Otherwise, Rachel is very lacking. Her2Chas head, body and foot guardpoint starting from frame 5. It however has a very slow start-up and is heavily punishable on whiff. A good Rachel player will hardly ever or never use2Cin this match-up. It is easily punished with5CCH. Beware that Rachel's AH is a very fast reversal. It can be used as a last resort or a surprise to win the match. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Matchups", + "title": "Hakumen", + "section": "Ragna the Bloodedge", + "text": "Ragna is a fairly simple and straightforward character. His gameplan is to rush in, win neutral using his strong normals and deal damage. The two main strategies in this match-up are to zone him out and counter poke or fish for a high damage combo by exploiting gaps in his pressure/punishing his DP. This match-up is essentially a battle of fundamentals, whoever has the best ones is almost guaranteed to win. Ragna's core neutral tools are his5Bandj.C. They are both excellent all-around normals. His5B, if used correctly, will in most instances beat our4C.j.Cboasts a large vertical and horizontal hitbox and leads to solid combos. IADj.Cis a very effective mean of approach thanks to Hakumen's tall hitbox. Anti-airing it is also fairly difficult.5Awill very often not work due to spacing;2Crequires a hard read and Ragna can very heavily punish it on whiff. In order to deal with those pesky normals, a strategy is to keep a large distance between both characters. The Ragna player will have to dash a fairly long distance to get in, which makes it easier to anticipate the5B/IADj.C. Haku'sj.Coutranges Ragna's. 7jc > Barrier > Delayj.Ccan be used to deter IAD approach and keep Ragna away. If the Ragna player is very5B-happy,623AAis a solution. However, good Ragna players will use Dash2Bto deal with it. Regardless, the risk/reward is usually in Hakumen's favor in this instance. A well-spaced3Ccan also deal with dash5B. However, due to clear difference in mobility options, it is much easier for Ragna to space his5Bcorrectly than for Hakumen to space3C. Ragna's overheads are6Band214B.6Bcan notably done after his2Band2C; Barrier will very often not be enough to make 6B whiff in blockstrings.6B, however, has a 24f animation and can be blocked consistently with a bit of practice. To practice blocking it, record the following in training mode: Dash5B>2B>2D Dash5B>2B>6B Dash5B>2C>6B Dash5B>2C>2D Then set it to random. 214B, on the other hand, is much more volatile. Being a special, almost all Ragna's normals can be cancelled into it. In practice, that makes it much harder to anticipate and block reliably. It is important to note that both Ragna's2Dand214Bhave long horizontal range, barrier won't work to deal with them. It is worth noting that after2D, Ragna cannot cancel it into a low, but can cancel it into214B. As such, automatically block high after2D. After blocking214B, it can be safely punished with air-hit2Binto either623AA/236B. This will make thej.214Dfollow-up whiff.2B>623AAmay sideswap and2B>236Bleads to236B> 9jc > delayj.2C>6A>6B. Ragna boasts a 9f reversal with a solid hitbox both vertically and horizontally. Because Hakumen has a lot of gaps in his pressure, resetting with214A>2Ais discouraged and should be used cautiously. With 50 meter Ragna can safely escape any pressure and return to neutral. A preventive623AAcan be used to deal with it but it requires a read. In the corner, it can be safe-jumped with6A>6B> 8/9jc > j.A(whiff) >j.Borj.2C. Notably, doing 8jc andj.Bprevents Ragna from rolling away. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Matchups", + "title": "Hakumen", + "section": "Susano'o", + "text": "Susanoo is an heavily momentum-based character with oppressive normals and very high damage combos. The longer the round, the stronger the character becomes as his specials are unlocked. First and foremost, this match-up requires knowing how his pressure is structured and identifying which specials are unlocked. Without such knowledge, the character is significantly harder to beat. Thus this match-up and character in general is often loathed by lower level player. At high level, this match-up is still a threat for several reasons. Susanoo has access to a very potent fuzzy overhead in this match-up. Regardless, Haku has several tools to annoy Susanno and prevents him from gaining momentum. Roundtstart is crucial in this match-up. Preventing Susanoo from unlocking his specials his key to greatly limit his combo and defensive options. Susanoo has a couple of powerful round start options, choosing the correct answer is key to limit Susanoo's momentum. His most notable option is5B. It reaches Hakumen at roundstart and with only 9f of startups it is very difficult to contest. It can be dealt with623AA,3CCH or 7jc > Barrier.3Cwill trade heavily in Hakumen's favor but can be harshly punished if whiffed or IB'ed.623AAloses to2B. For the safest approach, you should back away from Susanooh, and start your neutral from afar. Neutral can be played in one two way: Hyper aggressively or the total opposite. While this may seem unorthodox, playing aggressively when Susanoo hasn't unlocked any special will put pressure on Susanoo. IADj.Ais very good against SUsanoo's air normals. Outside of623C, Susanoo's defensive are limited. This gameplan is alas very risky and doesn't work as well when his reversal is unlocked. Playing passively is also effective. Notably by spacing air normals likej.2Corj.C. One of your goals is to prevent, or at least delay, Susanoo from unlocking some of his specific seals as some of them are quite powerful. This can be done by zoning him and preventing him from getting any hit or by pressuring him early on in the match. Try to be in the adequate mid-range where you can instant air dash forwards if the Susanoo wants to6Aor4Dfor seals. His6Acan be whiffed and punished from fullscreen with an IAD intoj.C. After collecting 4 magatamas or more, it's possible to get a little more aggressive with623AAand214Din order to approach while also dealing with5Band6B. In the air, Hakumen outranges Susanoo. Ourj.Coutranges his; 7jc > Delayj.2Cdeals with various ground approaches. Susanoo players may try to Dash2Cto cover that option. In those instances, the solutions are too: bait it with a double jump, bait it with a highj.214Aorj.D. Please note that Susaoo can heavily punish thej.Dand that it thus should only be used sparingly. Be also wary of Susanoo’s IAD. In particular, IADj.Awill hit Hakumen even if he is crouched and is a very effective way to approach. A well spaced and timed 9jc >j.Aor aj.Ccan cover that. Ground footsies are far trickier due to Susanoo's outstanding normals. Susanoo’s best poke is undeniably his5B, learning his range and recovery is crucial in order to understand how to make it whiff and punish it.4Cis the safest and most consistent way to whiff punish it, although it doesn't to any combo. His5Balso loses to623AAbut good Susanoo players will use2Bto prevent that. At last, a very well spaced Susanoo's6Dis devastating. It hits Hakumen at IAD height, has a very good hitbox and is very difficult or impossible to punish due to pushback. Mixing up approaches is crucial. Staying in the air, across the screen is the safest place in this match-up. Prevent him from approaching withj.Aandj.C, build meter and then go on the offensive. 6Bis one of Susanoo's scariest move. It greatly pushes him forward and his +4 on block. Learning how to instant barrier both hits of6Bis of upmost importance in this MU. This makes it very easy to 7jc away and greatly reduces Susanoo's pressure and mix-up options. This will force the Susanoo players to cancel6Binto3Cor into drives which often leads to the end of his pressure. Susanoo is also well known for having access to multiple overheads that lead to powerful combos:6Cand6D. They are however fairly slow and can be reliably blocked with a bit of training. This can be practiced in training mode by recording:6B(1~2) >3C/6C/6D. While drives might be tempting beware that the risk-reward is clearly on Susanoo's side here. A baited drive will often results in 4~5k combos and several unlocks.5B>6Bhas a gap that can be exploited with2D, only use it if the Susanoo player is autopiloting it. gcOD / Raw OD is also very effective against Susanoo's pressure. Whiffed C-normal or drive can be punished with EA or even2Bto reverse the momentum. Susanoo' main defensive option is his623C. It is a 12f reversal with a large vertical hitbox. As you’re finishing an air combo and deciding on whether you should end your airstring with aj.Cor with an Agito, think to yourself for a bit. What are you planning on doing afterward? What is your end goal from this specific choice in the match? Take into consideration the number of stars you have. Take into consideration how effective your oki options are. Take into consideration the resources the Susano'o has, what seals he has or how much meter. You’re about to take off one Star. How many do you have left? Would it be enough to accomplish what you want to do? What happens if they block whatever I plan on doing? Would I have enough stars to keep myself comfortable if my attempts fail? Take into consideration the risks if you lose the momentum after Agito. If you make a mistake, Susanoo could get a hit; unlock multiple seals and deal tremendous damage. Choose very carefully, because once a Susanoo has the momentum, it is hard to get it back. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Matchups", + "title": "Hakumen", + "section": "Valkenhayn R. Hellsing", + "text": "Valkenhayn is a very tricky character to fight. His mobility in wolf is one of the best, if not, the best in the game. This makes it very difficult to zone and build meter. He also has access to excellent far-reaching lows such as3Cand w.5C. This renders4Cborderline useless and makes it very hard to use623AA. His mix-ups and okizeme are powerful as well, with 2 IOH (j.Cand w.j.A). If Valkenhayn gets a knockdown in the corner, this often spells the end of the round. Yet, compared to other characters, Hakumen has one tool which can turn the match-up upside down: His drive. While risky, counters are one of the rare few ways to escape Valkenhayn's vortex. Moreover, using2Dto corner Valkenhayn is extremely valuable due to his limited defensive options. This MU is consequently loathed by both Valkenhayn and Hakumen players. Hakumen cannot play neutral efficiently and Valkenhayn has to take more risks than usual to win. Valkenhayn possesses two forms, human and wolf forms. In human form, Valkenhayn is a fairly slow character with a few long range normals, but he is overall pretty weak in that form, his mobility limited and he is fairly slow . In wolf form, however, Valkenhayn boasts one of the best mobility in the game, possessing a wide range of tools to control space and attack from any direction, amazing normals and a shortened hitbox. As a compensation, Valk is unable to block while in wolf form and it drains his wolf meter. Once the Valkenhayn player is low on wolf meter, they have no choice but to go back to human form or OD to get back their wolf meter. In wolf form, Valk’s standing hitbox is shortened.4Cwon’t reach him on the ground unless at very close. Valkenhayn can also quickly close any gap with6Dinto w.j.A. On block, this leads to a 50/50 mix-up with w.j.C/w.5C.6D> w.j.Acan be dealt with a properly spaced and time5A, it’s a low risk option if Valk is afar and can prevent the Valkenhayn player from approaching. A higher risk option is623AA. Valkenhayn can easily make it whiff thanks to his mobility and/or punish with w.5C. 214Dcovers both w.5Aand w.5Cand cannot be blocked by Valkenhayn while he is in wolf form. However, it’s more expensive and easier to punish if it whiffs. Valkenhayn may also7Dafter making contact with214Dto avoid it. Staying in wolf form drains Valkenhayn’s wolf meter, once he is low on wolf meter or runs out of wolf meter. His neutral takes a toll and his options become a lot more limited. Use this opportunity to approach. However, even in human form, Valkenhayn has access to good neutral tools.6Ais a solid anti-air that leads to decent damage;3Chas an amazing horizontal range and deals with623AA Hisj.Calso has an excellent hitbox and acts as an IOH. It requires RC or OD to combo afterward withj.C> RC >j.C>5B. On block, there is enough time to6Dthe secondj.C. At roundstart, Valkenhayn's3Cbeats both4Cand623AA. It will also CH and lead to 3k combo with significant corner carry. A very common roundstart option in this matchup is also5D> 44. This allows Valkenhayn to create a significant gap between both characters and to use for whiff punishing purposes. Valkenhayn’s defensive options are very limited, he only has access to one reversal super. Be warry of his CA, it is slow but has an amazing range and if he scores a CH, he has enough time to turn into wolf form and get back the momentum. His CA can be ducked under with623A. Valkenhayn’s632146D, his reversal super, can also be crawled under with 623A and punished with6CFC: His backdash also has very little invulnerability. On okizeme: 3C> Hop >2B: Catches his backdash, beats wake-up2A/5A. 6A>6B>6A>2B: Catches his backdash, rolls, beats wake-up2A/5A. Loses to delay wake-up backdash and reversal 632146D. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Overview", + "text": "Platinum is a well-rounded character that can also be played as a setup or rushdown oriented character. Platinum's Drive lets her summon an item. Since the summon is random, it will often dictate how she can approach situations, and setup very dangerous mixup and offense. She isbeginner friendlybut also has one of the steepest learning curves in Blazblue due to random nature of her drive and gameplayrequiring the player to be flexible and adaptiveto utilize it to its full potential. This makes her perfect for new players and experienced players. Platinum's drive involves equipping and using one of 8 items temporarily, with each item having various different properties, use cases and properties. PressingDwithout any item equipped will equip the item shown as NEXT above Platinum's heat meter. Once equipped, that item will show a number next to its icon, indicating the number of times it can be used once it is lost as well as the next item waiting to be equipped once Platinum is done with the current one. The NEXT item isn't completely random; it's essentially a \"deck\" of 8 cards that get shuffled. Once all 8 items are used, this list is reshuffled and starts over, with the minor caveat that the game will never allow the same item to appear twice in a row as a result of this. Platinum no longer uses up stocks with her drive. No matter how much an item is used in OD, the stock counter will not decrease. Items become self cancellable.Items that are self cancellable on whiff, block, and hit: Magical Boomerang Magical Do-Re-Mi Box Magical Bomb Items that are self cancellable on block and on hit: Magical Cat Hammer Magical Piko Hammer Magical Bat" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Plat's fastest normal, hits crouches. Main pressure and abare tool. Thanks to2Abeing low and Jump Cancel property, good for mixing-up opponents with2Aand TK Swallow Moon or Magical Frying Pan. Fairly decent range and being 2 frames faster than2Amakes this button Platinum's only abare tool. Be aware it can be low profiled by a handful of attacks. The animation for Rock, Paper, Scissors is randomly selected andactually affects mirror matches!If you are both using 5A at the same time and the opponent uses the wrong animation (Rock when you're using Paper, for example), you will gain 7 frames of full invulnerability. Can Jump Cancel on block/hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Go-to Platinum poke tool. It has a fast start-up, long reach and low recovery, making it amazing in neutral. Quite hard to combo off at max range even on counter hit. You can always connect3Cafter standing hit and continue combo in236Aor236Bat max range. Be aware of low-hitting pokes,5Bcan't be low-profiled but it's hit low only on last 2 active frames, making it 4 frames slower. Forward moving and being only -4 makes this move greate pressure tool. At point blank range you can tick throw your opponent, and on far range stagger opponent with5B>5B,5B>3Cor5B>6B. Good at catching backdashes and rolls. Moves Platinum forward" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This move's quick start-up and good proration make it a go-to punish tool, while its unimpressive horizontal range makes it an impractical poke. As the move is jump cancellable on block, it can lead to a TK Swallow Moon mix-up or Magical Frying Pan instant overhead. Sometimes can be used as an alternative to5Aif you are afraid of low profiles. Can Jump Cancel on block/hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of the few2A's that hit low, this button can be used for pressuring the opponent along with5A, as they can be canceled into one another. Because of it's short range even though it's a low it can whiff early in pressure if the opponent is barrier blocking. It's important to note that while this2Ais a low, it is also slower than most of the casts being 8f and is also short in it's range, making abare out more difficult." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This move serves as long ranged low frametrap after5A,2Aor even5B. The lowered hurtbox lets the move low profile under many high-hitting attacks including jump-ins, but it's quite hard to do due small amount of low profile frames. Be afraid to use this move in neutral as it has a long recovery of 21 frames. Low-profile frame 9~12" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A crouching anti-air. This move has slower speed and invul compared to6A, but Plat's hurtbox is lower to the ground, and the invul lasts longer once it does kick in. The long actives make it good for AA reads, and is good against air normals that snap down instantly likeSusanoo'sj.CGuardHigh/AirStartup12Recovery23Advantage. This move is also great for intercepting crossup attempts since it hits both in front and behind Platinum. Shines against airstalls like Tsubaki Drive. On block though, it can only be canceled into Drive and specials which means keeping pressure after is situational at best. It also has more recovery than6A, making it worse on whiff. As the sprite suggests, the horizontal range is a bit terrible. Has a huge amount of extra hitstop on CH while flinging the opponent directly upwards, making it very easy to confirm. Launches on hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Plat's go-to anti-air for reactions, as the head invulnerability kicks in quickly and lasts for all the actives. It's very reliable, though since it only hits in front of Platinum,2Cis preferable in some situations like air normals that can crossup. Despite being an AA, it can hit OTG for pickups as the hitbox reaches all the way to the ground. Jump cancellable on hit/block Launches on CH" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A very fast, far-reaching overhead that also serves a pressure reset button. At minimum distance,6Bcan't be combo'd and is -3, but its advance and lengthy actives make it great for countering Barrier Block — For example,5A→5A→6Branges from +3 to +6;5A→5C→6Bcan be +10. Platinum will press this to regain ground and get back into the opponent's face. As an overhead, it becomes more reactable the further out it is, but in exchange can link into her normals for decent reward. At minimum distance, +3 on hit. Bonus Proration 110% Has shortened landing recovery animation (7) on hit/block Airborne from frame 20, active until landing Active frames can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Frame trap move to beat out2Amashes with its F invul. Good move for pressure resets since it cancels into air normals while also having a jump-cancel to bait DPs with. But if both hits are barrier blocked you will be pushed back so hard it will be hard to get anything off plus. 3C>236A~CCAinto6C>j.Cbeats all wake up options except neutral tech DP. Still can safejump slow DPs, but you need shorter combo by 2-3 hits. Can also be used as an abare option when opponents are overusing foot attribute moves in their stagger pressure. Fatal Counter. Airborne on Frame 19 Can Jump Cancel and cancel into some air normals on block/hit, but can only cancel after the active frames end (so you need to delay cancelling slightly) If cancelled, applies 4 frames of forced landing recovery Launches on hit. Fatal Counter Jump/special cancellable on hit/block, or whiff cancellable into j.B/j.C/j.2C, from frame 24 Airborne from Frame 19 Recovery duration can be altered by external forces Applies 4 frames of forced landing recovery if cancelled, otherwise has 5 frames of unique landing recovery animation (included in listed recovery)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Long reach sweep, useful in neutral, you can catch people trying to jump out of5Brange with it, because how far this move reaches. Can also be used as a very effective frametrap against opponent holding jump or trying to abare. It's -8 on block, but due to it's max range and it's pushback in many situations you can't be punished but you lose your turn if you don't cancel it into drive items or236236D. Has the same issue as5B, it's very hard to confirm a combo at max range and in midscreen you will need to spend meter to get a long combo, but unlike5B, on Counter Hit you can get a long corner carry combo with ease due to having a generous Hard Knockdown. When 3C hits near max range the only available combo is3C>236B>22C, but22Ccan be rapid cancelled to extend the combo into a solid corner carry" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Platinum's quickest air-to-air. Her safest option in very close encounters asj.Bmight not reach high enough to win the situation, getting a reward is hard to do on reaction, might require buffering anotherj.Aor aj.B. Valid alternative overhead toj.Bfor high/low Swallow Moon mixups, it's harder for opponents to react. but you lose damage as a tradeoff, alsoj.B>j.Ais a valid double overhead if done in the correct situations. j.AA Cancels into j.AAA, which is identical to j.AA except that it loops back to j.A instead, i.e. the fourth j.A (and each third j.A following) has 7-frame startup" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Pretty versatile move, its quick start-up makes it a decent jump-in and can sometimes be used as an air to air tool. Poor vertical reach makes it weak against low profile anti-airs. This move truly shines when used together with TK Swallow Moon, more on that on the Swallow Moon section. Reverse beats intoj.A" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Long reach air normal, the downward hitbox makes the move better for jump-ins than moves that are similar to it such as Jin'sj.C. Good for space control and preventing opponent from anti-airing you at long distance. Counterhit state ends late, frames 16-17 (first 2 frames of recovery) are still CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.2Cis a relatively quick air button with a sizeable hitbox. Lowest reaching air normal, often used to beat out anti-air attempts with Swallow Moon. Be afraid that you should falling fast to not be minus even on hit like after IAD. The extremely low hitstun allows Platinum to green throw the opponent after landing from aj.2Cwith only a very slight delay. Multi-hit nature of this move makes it good for mixing opponent with2A/Swallow Moon. Only air button that can hit crossup normal sized characters. Landing recovery only applies if move reaches active frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "No Item", + "text": "5D,j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Platinum stands in place and equips her next item. Very vulnerable during animation, so it is best done mid-combo, in a blockstring once the opponent is respecting her pressure, or at a range the opponent cannot challenge. Can used to bait certain Counter Assaults if you're crazy. Item draw is based on a similar principle to a tetris grab bag or deck of cards. The short answer is that each item must be drawn once before there can be a repeat, and no item can appear twice in a row. The longer answer is to think of Platinum as starting each round with a \"bag\" of her 8 items. When the round starts, she takes one random item out and places it in the NEXTslot. Each time she presses5D/j.Dwithout an item equipped, she equips the item in the NEXT slot, then takes another item out of the bag to fill in the slot. When the bag is empty and she tries to pull out another item, she will refill the bag and draw a random item, with the exception that the item drawn into the NEXT slot cannot be the same as the one equipped (Platinum shuffles the bag and draws again if this happens). Equips your next item and draws a random one into the NEXT slot. Stops all momentum when used in air. The item Platinum has equipped can be identified by the colour of the orb at the end of Platinum's staff (as well as a few other effects):None: Depends on colour palette.Piko Hammer: RedCat Hammer: BlueFrying Pan: GreenBat: OrangeBoomerang: WhiteBox: PurpleMissile: CyanBomb: Yellow None: Depends on colour palette. Piko Hammer: Red Cat Hammer: Blue Frying Pan: Green Bat: Orange Boomerang: White Box: Purple Missile: Cyan Bomb: Yellow The special versions of each of the above have an extra orb-like effect around the staff head. SeeMiracle_JeanneGuardStartupRecovery7+(120 Flash)+1Advantagefor how to create special versions of items. 5D Draws item on Frame 9 Counter Hit state for entire move j.D Draws item on Frame 9 Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Piko Hammer", + "text": "5D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A mixup, reset, and combo extension tool. This move guard crushes for full combos on block, and is very fast considering that. It can also come from almost all of Platinum's normals, making it a scary mixup tool. The threat of it forces barrier from the opponent which in turns makes her staggers stronger, especially TRMs. Since Hammer has huge base damage for a nomal, and will inflict a hard KD to OTG after, it is a good extender when Platinum has it. 2 uses Launches on CH Hard KD on air hit Hurtbox doesn't touch the floor frame 16~23" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Air Piko Hammer", + "text": "j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An attack that halts Platinum midair and sends her downwards. The move has 3 versions depending on how high Platinum is from the ground, each one increasing in stun, and the third ground bouncing for better combo extenions. The second hit can whiff if too far out, but Platinum can still cancel into ground specials as long as the first connects. Unlike ground, only the second hit guard crushes on block, which makes it less likely to open an oppenent up, but is still useful as a pressure reset, as it can be + even on IB. Platinum can go for IAD crossups with Air Hammer too, or cancel the first hit into Swallow Moon for an overhead. Level 3 in particular has good damage and is used in her staircase combos, typically at the very end to ensure the height is enough. It's fully disjointed, and active until landing, so it can be hard to AA. But the halted momentum doesn't freeze her for long, so Platinum has better stalls for baiting. Both hits will hard KD on air hitOnly the second on ground hit. Only the second on ground hit. Level 1 and 2 can only be followd up with specials.On CH, will always Hard KD long enough to link into5Cor other normals On CH, will always Hard KD long enough to link into5Cor other normals 2nd hit damage is 800/900/1000 depending on height At tall height, second hit also ground bounces opponent" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Piko Hammer Special", + "text": "5D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Massive hitbox, apart from guard crushing the opponent if they don't Barrier Guard, this move creates an unblockable shockwave if it whiffs. The shockwave can only be avoided by jumping or by using a move that is completely invulnerable. Bonus Proration 110%. 5D Hammer Special Bonus Proration 110% Quake Quake only appears if hammer strike whiffs" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Air Piko Hammer Special", + "text": "j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Massive hitbox, it can still be used for IAD crossups and it has the same shockwave properties as the ground version if it whiffs. Bonus Proration 110%. j.D Hammer Special 2nd hit damage is 1300/1500/1700 depending on height At tall height, second hit also ground bounces opponent Bonus Proration 110% Air Quake Quake only appears if hammer strike whiffs" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Magical Bat", + "text": "5D,j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 3 uses. Can be inputted as66Dto give it significantly more range as a DP. Wall splats in the corner. Wall bounces at midscreen on CH. Counterhittable during recovery. Platinum's meterless reversal that's inputted as a regular normal. Has shorter recovery than other DPs, but is still very punishable on ground block.214Dsends this item flying upward, same as the hammer. At midscreen on non CH, can be followed up with236C. During OD, because it can be cancelled into itself on block, you can potentially stuff opponents attempting to punish this on block if you have another bat left. Even though you can use this in combos, it does scale rather badly. Loses to low profiles. Floats opponent. The air version is fully invuln starting on frame 1. Plat dares her opponent to push a button when in range. This move is negative on block but can't be punished if spaced correctly. Overhead. 5D Bat Counter Hit state for entire move Reversal j.D Bat Counter Hit state for entire move Landing recovery only applied if move reaches frame 5 Reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Magical Bat Special", + "text": "5D/j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The bat increases in size and damage. Wall splats in the corner for longer. Has more pushback on block, and only -10 makes it hard to punish especially on barrier block. Also harder to low profile. Bonus Proration 110%. 5D Bat Special Bonus Proration 110% Counter Hit state for entire move Reversal j.D Bat Special Bonus Proration 110% Counter Hit state for entire move Landing recovery only applies if move reaches frame 5 Reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Magical Cat Hammer", + "text": "5D,j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fast and has an amazing hitbox at the tip of the hammer and skinnier hitboxes at the handle area, great item to draw during neutral. Can be special canceled.214Dsends this item flying upward, just like all \"melee\" (bat, hammer, cat hammer, pan) items. You don't get any combo in midscreen on normal hit, but you can easily pickup on CH. In corner always comboable into236B. 5 uses. j.D Cat Stick Landing recovery applies when move reaches frame 4" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Magical Cat Hammer Special", + "text": "5D,j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The neutral game belongs to Plat with this item equipped. This item's ridiculous hitbox and fast startup means Plat can react to most anything and immediately punish. A godsend against rushdown characters. Bonus Proration 110%. 5D Cat Hammer Special Bonus Proration 110% j.D Cat Hammer Special Bonus Proration 110% Landing recovery applies when move reaches frame 4" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Magical Frying Pan", + "text": "5D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hardly any uses for this move as it is punishable on block, it inflicts spin state on opponents so it be can be used for resets or to fish for favorable trades against strong footsie buttons (I.e. Susano'o5B), mostly used as combo filler. 4 uses." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Air Magical Frying Pan", + "text": "j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Using this immediately off the ground makes this a damn near instant overhead. Invaluable mix-up tool. Keep in mind that's -1 on block if it's used this way. You can continue your pressure even on block by canceling into Swallow Moon >j.C Best combo tool to confirm random hits in air into resonable combo. Ground bounces." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Magical Frying Pan Special", + "text": "5D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This move has a pretty large hitbox, so it can be used to poke and anti-air start off impressively damaging combo. Generally can be used in any combo the normal version can be used, just with better damage and scaling properties. Fatal Counter Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Air Magical Frying Pan Special", + "text": "j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Used in the same way as the regularj.Dbut it has a bigger hitbox. Can be used to bait and punish certain anti-airs due to its hitbox. Fatal Counter. Bonus Proration 110%. Fatal Counter Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Magical Missile", + "text": "5D,j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The missile stays in place for a bit then rockets forward. A great item to draw during neutral since you can use it to cover your approaches, specially if you fire all 3 missiles at once through214D. Has P2 attribute so it beatsNuandLambdadrives and some other projectiles. Safest okizeme option if you willing to use all 3 missiles in one214D. 3 uses. 214Dconsumes remaining missiles and fires them at once.Fires them all at once stacked above each other. Fires them all at once stacked above each other. 5D Missile During OD, cancellable into another missile from frame 24 Chip Damage 0%, 10%: 60 Counter Hit state for entire move j.D Missile During OD, cancellable into another missile from frame 24 Chip Damage 0%, 10%: 60 Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Magical Missile Special", + "text": "5D,j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Super sized missiles, sadly they can't be used to cover your approach since they fly towards the opponent rather quickly. On the other hand, it will make your opponent think twice before pushing buttons at long range. Using214Dwill fire all 3 missiles in quick succession. Bonus Proration 110%. Can cancel into itself on Frame 23, to a maximum of 3 missiles launched. 5D Missile Special Bonus Proration 110% During OD, cancellable into another missile from frame 24 onwards Chip Damage 0%, 10%: 110 Counter Hit state for entire move j.D Missile Special Bonus Proration 110% During OD, cancellable into another missile from frame 24 Chip Damage 0%, 10%: 110 Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Magical Bomb", + "text": "5D,4D,6D,j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Plat can control where the bomb will land the moment before she fires it by pushing4D,5D,6D. As you might have guessed,4Dsends the bomb flying near Plat,5Dsends the bomb flying a bit ahead of Plat, while6Dsends the bomb flying across the screen. Pretty decent tool to cover your approach. You get combo near anywhere on screen on hit. One of the best items for oki. By doing6A>6C>j.236C>j.Din corner you open up a lot of option: safejump, throw, mixup between2B/6B, as you can use6Bpoint blank and bomb will pick up opponent, also can be done with uncharged Crush Trigger. Important pressure reset tool. 3 uses. Only uses alternate arcs if direction is held. 214Dlaunches up to 3 remaining bombs in close arcs to4D 5D Bomb During OD, cancellable into another bomb from frame 25 onwards Chip Damage 0%, 10%: 80 Counter Hit state for entire move j.D Bomb During OD, cancellable into another bomb from frame 24 onwards Chip Damage 0%, 10%: 80 Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Magical Bomb Special", + "text": "5D,4D,6D,j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Bonus Proration 110%. 5D Bomb Special Bonus Proration 110% During OD, cancellable into another bomb from frame 25 onwards Chip Damage 0%, 10%: 120 Counter Hit state for entire move j.D Bomb Special Bonus Proration 110% During OD, cancellable into another bomb from frame 24 onwards Chip Damage 0%, 10%: 120 Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Magical Do-Re-Mi Box", + "text": "5D,j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Plat drops a present trap box thing that springs out when the opponent gets near it. The present has 700 health and can be destroyed with a strong enough hit, though since it sits on the ground most characters' only decent option to break it will be their3C. A decent move to keep an area of the screen in check but can be disarmed in various ways. The boxes disappear after 12 seconds. Summoning a box while 2 boxes on screen will cause the oldest box to disappear. 2 uses. Maximum of 2 presents at any time. 5D Summon Box Box is spawned on frame 20, lands on frame 47, takes 9 frames to arm after landing Fastest possible activation hits on frame 58 During OD, cancellable into another box from frame 24 onwards Counter Hit state for entire move j.D Summon Box Box is spawned on frame 22, takes 9 frames to arm after landing During OD, cancellable into another box from frame 36 onwards Counter Hit state for entire move Summoned Box Startup is from activation (opponent within range after arm time) Chip Damage 10%: 100" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Magical Do-Re-Mi Box Special", + "text": "5D,j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The super box has 1000 health, making it much harder for opponent's to destroy, and you get 4 uses as opposed to 2 (but the limit of 2 active at once remains). It will spring out a cat rocket vertically if the opponent gets near it, launching a projectile upwards as a second hit that may whiff on some crouchers. The chest vanishes after 17 seconds. Neither the chest nor any rockets disappear if Platinum is hit. This item shines in neutral but also in her corner oki. Bonus Proration 110%. 5D Summon Box Special Box Special is spawned on frame 24, lands on frame 52, takes 9 frames to arm after landing Fastest possible activation hits on frame 62 During OD, cancellable into another box from frame 29 Counter Hit state for entire move j.D Summon Box Special Box Special spawned on frame 27, takes 9 frames to arm after landing During OD, cancellable into another box from frame 36 Counter Hit state for entire move Summoned Box Special Startup is from activation (opponent within range after arm time) Bonus Proration 110% Chip Damage 10%, 0%: 90 Minimum Damage 20%: 340" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Magical Boomerang", + "text": "5D,j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Plat launches a halo shaped boomerang forward. It has one charge but the charge is restored if you \"catch\" the boomerang. Causes the opponent to spin on ground hit and launches the opponent slightly upward on air hit. If you're in Overdrive, you can spam this move many times due to not consuming item charges, but you'll never go above one item charge no matter how many you catch. Decent pressure tool, plus on block,3C>5Dis 4-6 frames gap, making it really effective in catching jumps. You can use it on oki to push opponent out of corner making him vulnerable to crossups, such as236C, TK236A~BBB. 1 use. Restores charge if boomerang is caught. Air CH causes untech until landing 5D Boomerang During OD, cancellable into another boomerang from frame 27 onwards Chip Damage 10%: 80 Counter Hit state for entire move j.D Boomerang During OD, cancellable into another boomerang from frame 28 onwards Chip Damage 10%: 80 Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Magical Boomerang Special", + "text": "5D,j.D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Halo is larger and seeks/tracks Platinum on the way back. Air version is slower and travels in an elliptical path (you know like a boomerang). Combining this move with a upback or backward air dash makes it really hard for the opponent to approach and enables Platinum to take space by running behind the halo. Bonus Proration 110%. 5D Boomerang Special During OD, cancellable into another boomerange from frame 27 onwards Bonus Proration 110% Chip Damage 10%: 110 Counter Hit state for entire move j.D Boomerang Special During OD, cancellable into another boomerang from frame 28 onwards Bonus Proration 110% Chip Damage 10%: 110 Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Ground Throw", + "text": "5B+Cor4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Both versions are essnetially idental except for the side switch. Can be special-canceled, combos into Astral Heat with Dream Sally. The damaging part of this move, despite looking like a projectile attack, is just a visual effect and thus the hurtboxes of your opponent don't change when the hit lands, keeping followups consistent with the whole cast. 100% minimum damage: 1500 Crumple stuns opponent. Minimum Damage 100%: 1500 Counter Hit state for entire move Crumple Duration 38F, Crumple Fall 71F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Standard air throw. 100% minimum damage: 1500 Minimum Damage 100%: 1500 Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Standard Crush Trigger with some nice properties on air hit. Air hit wall bounces at midscreen. Air hit wall splats in corner. 5A+B Counter Hit state for entire move Maximum Slide duration 15F Crumple Duration 50F, Crumple Fall 83F 5[A+B] Counter Hit state for entire move Maximum Slide duration 15F Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Air Persia", + "text": "236A(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Platinum leaps forward on her pogo stick and performs up to 3 follow-up attacks. This move is mainly used as combo filler, though it has varying applications in pressure and neutral. Using theAorCfollow-ups will change Platinum's forward momentum, allowing easier management of her spacing. Can be used to pass through or over the opponent to confuse them on defense. The projectile invulnerability on the ground version can be useful for dodging certain slow projectiles such as Lambda's214Dor Tsubaki's421A. The air version lacks the ground version's projectile invulnerability, but sends Platinum significantly higher. This additional height is useful for stabilizing juggle combos or crossing over standing opponents. The main visual difference between the air and ground versions is that the ground version has a seal below Platinum, while the air version does not. Stance that lasts until Platinum lands. After activation, pressingA/B/Cwill perform a follow-up attack. TheAfollow-up hits in front,Bhits directly below, andChits behind Platinum. The third attack will knock the opponent down in the same direction as the button used.The A ender can be made +1 on block if delayed to be close to the ground, but this is easy to IB. The A ender can be made +1 on block if delayed to be close to the ground, but this is easy to IB. Ground version has projectile invulnerability from frame 5 until landing or activating a follow-up attack. 236A Airborne from frame 5, invuln until landing (5~30F in the air) Can cancel into follow-ups from 12F until landing Counter Hit state for entire move j.236A Can cancel into follow-ups from 7F until landing Counter Hit state for entire move 236A~A/B/C Cancellable into further Air Persia Attacks on hit/block (If performed high enough, the B version specifically will enter the landing recovery animation mid-air after 34 frames of recovery and recover airborne) A Finisher Values in [] are when done from j.236A Maximum Slide duration 10F Crumple Duration 22F, Crumple Fall 57F B Finisher Values in [] are when done from j.236A C Finisher Values in [] are when done from j.236A Maximum Slide duration 15F Crumple Duration 22F, Crumple Fall 57F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Mami Circular", + "text": "236B/C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The scrub go-to tool, the \"Heart Car\". Platinum rides a heart shaped board. The B version flies across the ground, has sliding properties on hit and it hits low. A staple combo filler in the corner. The C version flies at an arc which puts her in the air starting on frame 5. This special attack is useful for dodging and punishing ground pokes, projectiles such as Nu/Lambda's5Dor236D, and Exceed Accels. You can use236Cas high risk/high reward reversal. Keep in mind these instances are rare and usually require that you read your opponent. It leads to 4.4K+ combos in the corner or near the corner with meter. You don't want to throw this move out randomly as it is highly punishable on block. Mostly used as combo filler but it has repeat proration so use it accordingly. C heart car frame advantage depends on when the move hits, which is different from character to character due to height. Depending on character, hits crouchers between 25-28F. It does not combo on air hit unless it was a counterhit, in which case a microdash5Acan be linked. Both moves can Fatal Counter. 236B Fatal Counter 4~13F and 34~46F in the air On hit/block, goes immediately into recovery animation (28F) Maximum Slide duration 9F 236C Fatal Counter 5~33F and 38~48F in the air" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Dream Sally", + "text": "214A/B/C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Platinum's bubbles are one of her most used specials, and for good reason; they're amazing. When used after a Mami Circular in the corner, your opponent cannot roll or quick getup, forcing them to neutral tech and allowing you to pressure them freely. If they do try to roll towards a bubble, they'll get caught in it and you'll get a free combo! Chances are they won't be trying that again. Bubbles can also be used as a way to make your opponent wary to approach; throwing out a B or C bubble from fullscreen will likely make them think twice before running at you, and will give you more time to switch items to whatever you want or to approach the opponent yourself. However, the bubble can be popped by almost any attack so exercise caution when using it as cover. During combos this can also be used for its amazing hitstun time to bridge sections of the combo together while dealing good damage and having excellent damage scaling. The main drawback in combos is how long it takes to perform and Same Move proration. Traps opponent in a bubble for about 1 second. Bubbles can be popped by all non-throw attacks. Bubble's origin must be within 180px horizontally of the target's origin and no more than 360px above or 180px below. This is approximately 50% bigger than throw range appears. Basically the bubble will not catch extended hurtboxes and will likely be popped by such attacks instead. ArakuneAzraelBangCelicaHakumenIzanamiJubeiKaguraLitchiMai NineNaotoRachelRagnaSusanooTagerTaokakaTsubakiValkenhayn CarlEsHazamaJinReliusTerumi AmaneBulletHibikiIzayoiLambdaMakotoMuNoelNuKokonoePlatinum Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Swallow Moon", + "text": "j.236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Platinum summons a balloon to suspend herself in midair for a short period of time. Pops on Frame 79. Use this move to bait anti-airs as you're coming down from the air, tiger-knee it to do mixups, or just do it to mess with people. TK j.236C pressure is very prone to mashing, so make sure to mix it up with frame traps to keep the opponent guessing. Can move with any directional input. Maintains air dash momentum. Cancellable with any air move or with barrier on frame 14 onwards. Can be TK'd from 5A and 5C into a j.B overhead, j.4A+B > 2A/B low, or j.4A+B > 4/6B+C throw. Can cancel into attacks on from frame 14 onwards Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Dramatic Sammy", + "text": "41236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Arguably one of the worst command throws in the game due to its long start-up and no invulnerabilities. However, it does have its uses when properly set up; if there's a random bubble floating behind your opponent, then you can throw them into it by using this move. It restores all of your currently equipped items and will equip the item listed as \"NEXT\" if you've yet to equip any items. Runs about 3/4 screen. Refreshes current item counter or equips \"NEXT\" item if nothing is equipped. Rapid Cancellable on hit. Minimum Damage 100%: 1500 Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Mystic Momo", + "text": "214DWith any item equipped H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Platinum performs an attack with her currently equipped weapon consuming all remaining charges. Useful both for the attack it causes but also to get rid of an unwanted item, even during overdrive. If it gets blocked, youusuallyhave time to use5Dsafely afterwards depending on range and what weapon you throw. The attack varies based on what she has equipped: For most items; Piko Hammer, Cat Hammer, Pan, Boomerang, Bat and their upgraded variants, Platinum launches it upward at a 45 degree angle. It can be used as a decent anti-air tool and leads to ridiculous damage on Counter Hit near the corner. The damage and hitbox of the projectile varies based on what was thrown, but all other properties remain the same. With the missiles equipped, Platinum launches all remaining missiles at once in an ascending pattern, with each missile briefly remaining stationary before zooming forwards and the lowest one moving away first. Great for getting in and even better when used as oki mid-screen and in the corner since it creates an extremely active wall of pain that is difficult to avoid having to block. If you use it as oki mid-screen after3C, you can use236Ato crossup the opponent while they're blocking the first missile and they must block the remaining missiles in the opposite direction lest they want to get hurt. In that same light, if you have the Hammer listed as \"NEXT\" and you have 50 Heat, you'll want to use Miracle Jean the moment you recover from Mystique Momo and use the Quake for an unblockable setup. With the super missiles equipped, Platinum rapidly launches her missiles one-by-one as if she fired them normally (To a maximum of three). Mainly used to punish stuff from across the screen but also deals a significant amount of chip and barrier damage. With presents or super presents equipped, both are launched equidistant from each other. If only one remains, it is launched to the further position from Platinum. 214D Melee Damage depends on item used Boomerang: 700, Frying Pan: 850, Bat: 900, Cat Stick 950, Super Boomerang: 1000, Hammer: 1200, Fan: 1300, Super Cat Stick: 1500, Super Bat: 1400, Super Hammer 1800 Counter Hit state for entire move 214D Projectile Projectiles appear on 19, 22, 25 Damage, P1, P2, blockstun, hitstun, etc are equal to the individual items thrown Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Happy Magika", + "text": "[2]8C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Platinum taunts her opponent to attack her, and if attacked, launches a doll at the opponent that knocks down on hit. This move is a mixed bag; it blocks all normals and specials, which seems great on paper. However, the doll can be easily dodged by many characters with jump cancels on normals, and due to the long recovery after launching the doll, punishes are easy. Along with this, throws or simply waiting 105 frames will beat the counter no matter what, so if you throw out the counter randomly, it can be easily punished by that as well. However, this move shines against characters who cannot easily bait it. Overall, it's a situational move that can shine against some characters, and flounders against others. Just don't get into the habit of using it as your only escape. 30F charge Damage from the projectile cannot end the round [2]8C On Guard Point, hitstop for Platinum is 0F. Opponent hitstop is 7F Counter Hit state for entire move [2]8C Attack Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Fallen Melody", + "text": "22Cnear downed opponent (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A variant of Air Persia Platinum leaps forward on her pogo stick halfscreen and attempts to hit the opponent once.22Cis only available during combos where, at some point, the opponent has been put in a knockdown state, floor slides or the face-down air hit state that3Ccauses. Once the combo has such a hit happen,22Cremains available until the opponent recovers, which allows combos such as corner3C>236B>5C>6A>6C>22Cto be a viable route. Most commonly, this move is used to convert after a midscreen236Bor Quake (Super Hammer Shockwave), though on starters with good scaling it can be used as above to extend an air combo. Moves that naturally combo into22Cinclude3C, Air Throw,236B,j.D(Hammer and Pan),5D/j.DCH (Kitty Hammer), and Quake (Super Hammer Shockwave)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Cure Dot Typhoon", + "text": "632146C(air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Platinum spins around like a spinning top and deals repeating damage on contact. During the move, you can control Platinum's movement in all directions with direction inputs. If the final hit lands (Which it basically will if any of the preceding hits land), your opponent will be launched away, and platinum will perform an ending pose that restores currently equipped item's tokens (Including special versions!), or equips the item listed as \"NEXT\" if you have none equipped. During overdrive, the final hit is also the trigger for the followup attack. This move has full startup invulnerability and good damage, with the air version having notably less startup (but landing recovery). As a combo ender, the ability to move around during the move is useful for creating more or less distance afterwards if it wasn't used to end the round. This is also the highest minimum damage super in the game, barring supers that use extra resources aside from 50 meter. Though the air version hits just before the superflash ends, the opponent will be able to block even if they were not blocking before the flash. However, they will not be able to attempt any other actions, such as a reversal or OD activation. 632146C 180F Heat Gauge Cooldown Minimum Damage 20%: 1144 Counter Hit state for entire move Reversal j.632146C 180F Heat Gauge Cooldown Minimum Damage 20%: 1144 Counter Hit state for entire move 632146C OD Followup Minimum Damage 20%: 280" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Miracle Jeanne", + "text": "236236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An upgrade super. This automatically gets rid of the currently equipped item and equips an enhanced form of the the item in NEXT. The effects vary wildly depending on the item, but is overall a very powerful and versatile super for neutral, okizeme, and high damage routes. It has much faster recovery than5Dand can be used relatively safely in neutral or even in combos due to being a special cancel. 180F Heat Gauge Cooldown Powers up the next item OD Version powers up the next 2 items Counter Hit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Angelic Blast", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. Platinum attacks the opponent with a bug net, then hops on her flying staff and rams the opponent several times. Puts Platinum in Active Flow if she hasn't been in it already. Has full invul and is relatively unsafe on block. The pushback on block is solid, but characters with fast pokes can microdash and punish, and there are even less requirements on Instant Block. This move's vertical hitbox is deceptively small. 300/632 Minimum Damage Switches sides with opponent. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 300 {575+57} Counter Hit state for entire move Reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Shining Layered Force", + "text": "236236CwhenAstral Conditionsare met (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Platinum's Astral has one of the nicer hitboxes to work with, albeit with a deadzone directly in front of her. On hit, Platinum powers up and fires a beam of charged magical energy and vaporizes her opponent. Like most Astrals, it can be confirmed from a throw. Options unique to Platinum are uses of Magical Pan/Fan (5D), or Bubble (214A/B/C). Performed grounded, leaves Platinum in the air for four frames after recovery. Fires a fullscreen beam projectile. 180F Heat Gauge Cooldown 100% minimum damage: 9999 Counter Hit state for entire move Projectile will not interact in any way with any object other than the opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum", + "title": "Platinum", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Strategy", + "title": "Rachel Alucard", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Strategy", + "title": "Rachel Alucard", + "section": "General Tactics", + "text": "For more information on Rachel, check theRachel Guideby Rachel's Husband Rachel is, in simplest terms, a zoner with extremely high mobility limited by a meter. She has an average health at 11,000 and an excellent backdash. Ideally, Rachel will want to stay away from the opponent until she has set up and can safely pursue her foe. Rachel's general strategy is extremely bipolar and very abrupt. Rachel has two distinct playstyles: passive zoning and hyper-aggressive rushdown. Many people know Rachel for her ability to handily keep an opponent at bay with Lobelias, George, and her good normals, but Rachel's offense is much more than throwing a handful of projectiles and staying at fullscreen at all times. Being able to identify when it's appropriate to switch from zoning to rushdown is key in playing Rachel optimally. It's important to note that Rachel relies HEAVILY on her Drive for both of these styles, so managing your wind is ABSOLUTELY CRITICAL to playing Rachel." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Strategy", + "title": "Rachel Alucard", + "section": "Drive", + "text": "Rachel's Drive is a rather unique one. Instead of providing Rachel with an additional attack, Rachel summons wind in one of 8 directions, depending on which direction is held when D is pressed. The wind does exactly what you would expect it to do: push things around, most notably Rachel herself. Rachel gets her movement, among other things, from her drive, allowing her to escape, approach, and much more. An important thing to note about Rachel's Drive is that it can be used alongside other attacks of hers, allowing her to move and attack at the same time. Rachel's Drive can be used in eight directions, with5Dand6Dbeing identical to one another. It can be used to blow around herself, lobelias, George, herself, and even manipulate her opponent a bit, although this effect is most noticable mid-combo. Play around with throwing projectiles with it or moving Rachel with it. It takes time to get used to, but once you do you'll be flying around the stage. All this power does not come for free, however, as Rachel can only use her Drive four times before it is fully depleted. The gauge for her Drive is directly above her Heat gauge, denoted by a little rose to the left of it (as seen above). This gauge actively fills, with the first two used filling faster than the last two used and all four filling significantly faster while she is grounded than when she is in the air. Once the gauge is empty, Rachel cannot use her Drive until at least one bar has filled up." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Strategy", + "title": "Rachel Alucard", + "section": "Zoning", + "text": "Rachel's zoning playstyle is fairly straightforward: watch what your opponent is doing and toss Lobelias accordingly. Manipulating Lobelias can be a powerful tool, giving Rachel the ability to manipulate the path Lobelias travel on mid-flight. This can be done on reaction after a Lobelia is thrown. For example, if an opponent is running straight at Rachel and sees her use236Aand jump in response, Rachel can respond with8D, forcing the opponent to block the now-airborne Lobelia. There are dozens of ways you can use wind with Lobelias, the most prominent of which being 236A8D and 236A6D, the former of which providing Rachel with a way to stop jump-ins at a range and the latter giving her a powerful horizontal projectile. Wind is not required to use Lobelias, however. The arcs in which Lobelias are thrown are quite powerful as is, especially when combined with Rachel's other primary zoning tool: Lotus. Many new players see George and identify him as Rachel's main threat, but experienced players fear her much more powerful neutral tool: Lotus. When used while a rod is deployed or a Lobelia is mid-flight, the current location of the bat on top of the rod or Lobelia will spawn a bat, causing the rods and Lobelias to fade away. These bats last for a very short period of time, but have an active hitbox as they slowly home in on the opponent. On hit or block, these bats will stick to the opponent, acting like mobile Lobelia rods, being able to be detonated at any time. While the ability to punish the opponent for breathing in your general direction is already powerful, these bats have a secondary, lesser known effect. While Lotus is stuck to the opponent, Rachel's5Dnow homes in on the opponent and has its strength increased DRASTICALLY. This allows her zoning to become significantly more scary, as 236A5D now sends a Lobelia directly at the opponent at a ludicrous speed. It also sends George right to their feet, allowing for easy approaches when combined with Lobelias. Lotus also augments Rachel's rushdown capabilities, allowing Rachel herself to quickly travel to her opponent's location, especially while she's in the air. When placed, George slowly walks towards the opponent. When he's within range, he will deploy, shocking the opponent. However, if that shock whiffs, George's hits happen extremely quickly, meaning delay tech on wakeup handily beats him. In neutral, George still has some use in some matchups since he is able to block projectiles which can force certain characters to play around him, but should be used sparingly, as his long startup allows faster characters to approach Rachel more easily. Against slow characters like Tager and Bullet, he's rather useful, as they don't pose much threat to Rachel from fullscreen. Against Tager specifically, TK George can be used to bait Sparkbolt. Against Azrael, however, you'll likely just give him a bunch of fireballs, which is something you don't want." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Strategy", + "title": "Rachel Alucard", + "section": "Rushdown", + "text": "Rachel's rushdown side is much more straightforward, so this section will also encompass how to transition from zoning to rushdown. Rachel's close range game is just as scary as her zoning, scarier than her zoning if she's pressing the advantage. Her 50/50 off of5Bis the scariest thing about her up close. While the overhead reward is only ok, getting a confirm off of the low allows her to get a huge amount of damage, especially in the corner. Condition your opponent to block high before hitting them low, blowing them out of the water." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Strategy", + "title": "Rachel Alucard", + "section": "Blockstring Theory", + "text": "Rachel's blockstrings are thankfully quite free form. She can keep the opponent blocking for as long as she has wind, allowing her to perform her ioh and remain in quite handily, even on Barrier. Paying attention to how your opponent is IBing or using barrier is critical to remaining a constant threat to your opponent. Ideally, Rachel doesn't want to keep her opponent blocking for long, as her pressure contains a number of opportunities to throw unreactable mixup your opponent's way. Before we get started,6C5D IS NOT A GOOD PRESSURE STRING, PLEASE DO NOT USE IT.A lot of new Rachel players glance through her framedata and see that6Cis Rachel's only _ on block move and automatically assume it's a pressure tool. Unfortunately,6Cis only plus if wind is used, meaning you're expending a resource that you could have used on a much more valuable mixup or escape option. Rachel lives and dies by her wind, so using it on only the most effective tools is absolutely crucial to playing her properly." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Strategy", + "title": "Rachel Alucard", + "section": "Basic Strings", + "text": "Rachel's basic blockstrings are usually initiated by landing5Bon block in neutral. From5B, Rachel has two very important options:2Bor jc(9) j.2DA. j.2DA is Rachel's infamous instant overhead, tied for fastest overhead in the game at 13 frames. The damage off of Rachel's instant overhead isn't very high, roughly 1.6k midscreen, but the corner carry it provides is absolutely invaluable for Rachel, who wants to push you to the corner and smother you there. However, it serves an additional purpose: scaring opponents into blocking high so you can hit them with2B.2Bnets similar corner carry to Rachel's ioh, but gives her MUCH more damage, especially in the corner. Hitting the opponent with2Bnear the corner with at 50 meter ensures they're taking at least 4.5k, more if Rachel has more meter and/or OD. In addition to Rachel's 50/50, she has a lesser known, second 50/50 off of her instant overhead. If the opponent blocks your j.2DA, you can do j.2DAA djc(9)j.A. This is a fuzzy overhead, the reward from which is even less than Rachel's ioh at roughly 1k and only a3Cknockdown midscreen. While it's not the best starter, it can be crucial in closing out a round or tacking on additional damage, giving the opponent yet another thing to worry about in Rachel's already terrifying arsenal." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Strategy", + "title": "Rachel Alucard", + "section": "Pressure Resets", + "text": "Rachel has two main ways to reset pressure: TK Iris and max range6B236A, the latter of which is quite risky, especially against a character like Azrael or Hakumen, who can deal with slow projectiles rather easily. TK Iris is roughly +16 off of5B, giving Rachel plenty of time to dash up to her opponent to continue her blockstring. It only works if you have a rod or bat on your opponent of course, but those situations are much more common than you may think, especially in the corner with proper oki. This is most commonly performed by doing2147C, but if you're fast enough, you can use9214Cduring the blockstun from whatever jump cancelable move you're using. Some people (including the writer!) use9214Cin combos while using2147Cin pressure.2147Chas a very small gap and is difficult to punish since it's quite fast, leading to many counterhit Iris confirms when this reset is used. This reset also blows mashers out of the water, as counterhit Iris is one of Rachel's best starters. 6B236Ais much easier for Rachel to perform. While236Ais punishable point blank, when spaced properly, it becomes +, allowing Rachel to continue her blockstring. Execution is rather straightforward, but setting up into max range6Bcan be rather tough. On regular block, Rachel can do5B6B236Aand it will work, but you must be more astute if your opponent is using a mix of barrier, IB, and IB barrier. Some character specific options blow this reset up, such as Azrael's Growler or Hakumen's ability to cut projectiles. The gap is also MUCH larger than TK Iris, allowing opponents to easily backdash on reaction. The hitbox for the lobelia comes out rather quickly, however, so comboing off of a careless or mashing opponent is definitely possible." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Strategy", + "title": "Rachel Alucard", + "section": "External References", + "text": "Mixup, Pressure, and Oki guide" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Strategy", + "title": "Rachel Alucard", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Frame_Data", + "title": "Valkenhayn R. Hellsing", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Frame_Data", + "title": "Valkenhayn R. Hellsing", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Frame_Data", + "title": "Valkenhayn R. Hellsing", + "section": "System Data", + "text": "Can cancel Forward Dash into jump 1~4F Can cancel Forward Dash into attacks 16~23F (on landing)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Frame_Data", + "title": "Valkenhayn R. Hellsing", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Frame_Data", + "title": "Valkenhayn R. Hellsing", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Frame_Data", + "title": "Valkenhayn R. Hellsing", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Extra resources", + "text": "Bang Guide Doc Our guide will cover Neutral / Nail Management / Pressure / Defense / Float Mixup /Combos / Utilizing OD / Bumpers / Safe Jump setups... and additional tech/character specific resources' Video Guide Covers similar stuff to the doc, not quite as in depth but for those who need a visual and audio reference it is a good start that goes pretty deep in its own right'" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Basic's of Nails (or, Bang style Shurikens)", + "text": "Bang’s combos are odd in the scheme of blazblue. He is very recourse dependent for his combos,not in terms of meter or any sort of gauge, but his unique… recourse (who would have thought?). Meet the Nails (It’s called a Bang style shuriken in game, but we call them nails for short). They come is 4 different variants: TheAversion (in the air236A/j.236A) Takes 1 nail (out of 12) TheAversion does damage poison over time, roughly doing 600 damage by the end of the poison duration The poison damage is about 100 per 360 frames (1 frame is equal to 1/60th of a second), and it does a total of 600 unscaled damage, meaning there is a total of 360 frames (Does not kill 1hp opponents) One of, if not the most important neutral tool for Bang. Has a good angle Leads to Bang’s optimal routing and is present at all levels of play. TheBversion (in the air236B/j.236B) Takes 1 nail (out of 12) Is a multi-hitting move. The first part being the nail connecting, the second part being the explosion. They do not combo, so there is a delayThe nail will bounce off whatver object it hits (opponent, floor) The nail will bounce off whatver object it hits (opponent, floor) Not too present in midscreen combos, but is relevant in the corner The explosion does 300x2 damage (because the nail and explosion do damage separately) Leads to stylish combos (even into Astral!), and looks very… Explosive. Has a much steeper angle thanj.236A TheCversion (in the air236C/j.236C) Takes 1 nail (out of 12) Damage values aren’t important, since this is his combo extendeing tool Is generally used after aj.D Creates a web that is stops the opponent from falling or moving Has the steepest angle from all the nails, going basically nowhereDONT USE IN NEUTRAL DONT USE IN NEUTRAL The extension is generally used to build Seals, which improve Bang’s drive damage and improving his OverDrive (OD) Delays bursts so it can be useful in situational burst baits (very rare) TheDversion (in the air236D/j.236D) Takes 3 nails (Out of 12) Not really utilised in combos Basically a free neutral winning tool if its spaced correctly Don’t rely on it, it takes too many recources (1/4th of your nails) There are also a few other ways to use nails: In air236xD/j.236xDWhat I mean by x is any other button,A/B/CRarely used, even as a gimmickShoots 3 of the nail type put in, but does not let you act until you land What I mean by x is any other button,A/B/C Rarely used, even as a gimmick Shoots 3 of the nail type put in, but does not let you act until you land Bumpers214A/B/C/D(Air OK) Bumper Ground bumper, swap A and C air bumper, swap A and C Kind of gimmicky, but leads to better mix and only cost 1 nailThe better you are at bang, the more you can utilise bumpersDo not worry about this at the start, you should focus on the basics Kind of gimmicky, but leads to better mix and only cost 1 nail The better you are at bang, the more you can utilise bumpers Do not worry about this at the start, you should focus on the basics Umbrella (Half circle back, forwards B)(632146B) throwing umbrella animation good for closing rounds Umbrella rains down nails for 8 seconds, 1 nail being used every 120 frames (2 seconds) for a total of 4 nails used.Not used much, but can do it after5Dfor someokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.(set up) in the corner Umbrella rains down nails for 8 seconds, 1 nail being used every 120 frames (2 seconds) for a total of 4 nails used. Not used much, but can do it after5Dfor someokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.(set up) in the corner" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "General gameplan", + "text": "Regardless of the matchup, your main objective is to get your opponent in the corner and get stray hits off mix ups to get a lot of damage. Since a lot of your combos have good corner carry, once you're in corner Bang shines through with his full potential. It will be more in depth below in later sections the specifics of how to go through neutral, offense, and how to use nails, but as long as you have the opponent in corner with a good amount of nails, Bang will be scary to go up against. The main reason why the corner is best for bang is mostly because he has less to worry about with Barrier, which makes his offense and strike/throw stronger. Bang is a VERY momentum based character, he wants to stay in the opponents head and stay ahead of them in terms of resources, be it health, meter, nails, etc. This includes mentality, because if an opponent is afraid to push buttons they will be less inclined to challenge your pressure, which allows more opportnities for mix ups (explained further later on). It also allows him to have crouch combos that do a lot more damage, which lets you kill the opponent even faster. All of this leads to less interactions and more damage per interaction, getting rid of one of his worse counters (barrier) Even if you don't achieve corner, as long as the opponent gets their health bar to 0, you're playing correctly." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "BasicOkizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.", + "text": "Okizeme for Bang usually happens after2C},3C,j.2Candj.623B/623B. There are 3 basic options you can do after you knock the opponent down (note that bang doesn’t have many/any reliable hard knockdown moves): 662A: The most important way to catch roll. After3Corj.2C(or any of the 623’s in the corner), you run up and hit 2A. You’ll get to combo afterwords (2A>5B>6C> jcj.D…) and if they instant tech, you can meaty with5Aif close enough (gets beat by DP though) (66)5A: Meaty5Aafter any oki ender, it doesn’t catch roll but can be done if you condition the opponent to instant tech (mainly via 662Aand6A). This5Aleads directly back into your pressure, so if it lands it’s a strong starter to loop your pressure back (66)6A: Roll catch in corner. Leads to a much better conversion (6A>5B>623B…) and overall leads to much more damage for a right read. You do lose out on ameatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals., so be mindful of that" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Neutral", + "text": "Bang neutral can be defined by 3 things: IAD’s Nails Air normals As you can probably tell, he’ll want to spend a lot of time in the air, abusing his floaty jumps and two air dashes. Be warned, this will kill you a LOT in the beginning. It’s not as though Bang doesn’t have grounded neutral, He has moves like 3C and his drives work as good reactive tools when used correctly, it’s just his Air neutral is much stronger compared to his relatively stubby ground normals. There is a bit more than just that, there's also movement options where you just block. Although somewhat advanced, Run up/microdash (66) + Barrier Block (4A+B) stops your momentum immediately, letting you try and bait an attack and punishing it accordingly by using mainly5Aor the sort (i.e using5Ato punish whiffed attacks,2Bas a long ranged poke to catch them after a whiffed move,3C/6Cto punish a whiffed or baited DP, and any other option you've found).Do not assume you always need to be in the air, approaching slowly is necessary in some situations and necessary for gathering information This isn't the only way to use dash momentum, you can also you dashes to influence your jump height (i.e, 669 as a jump with lots of momentum, 668 as a jump that baits an attack from the opponent, and 667 as a jump that repositions yourself backwards) so experiment with what options work best in which situations. It may seem complex at first, but it'll ease into your muscle memory over time, as with all things as Bang. Take your time learning, you are allowed to be cautious, but don't be afraid to try." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Ground Neutral", + "text": "For ground neutral, Bang doesn’t have many buttons that really help. The most notable ground moves are probably hisDrives,3C, and2B, though they only hold situational uses. For hisDrives, their main goal is to take a turn/get in after the enemy does an obvious attack. 5Dand to a lesser extent6D, you can counter projectiles that approach from midscreen to Fullscreen distance, being a solid way to counter some characters like Lambda when she uses236D, a long range low hitting move. In that scenario, a well timed6Dcan then follow with a teleport to catch the lambda off guard. A similar thing happens with Ragna236Dand Bang5D, where Ragna has to be careful or else he may take the full damage of an explosion follow up. 2Dcan be used as an anti air, but it’s very predictable so it can be easily baited.j.Dcan be used to high profile opponent rushing in with low buttons that travel far, though it’s somewhat unreliable. 3Cin neutral should solely be used to punish the opponents attacks from roughly half screen distance if they’re doing something predictable, or be spaced to be 0 on block (though this can be countered if the opponent reacts to 3C). For half screen distance, it mainly covers things like whiffed DP’s, reversals, or just obvious attacks being held for too long i.e Tager holding236Bor214Dfor a bit too long or a bit too often. You can also make3Csafe on block by spacing it about 60%-75% of the screen away from the opponent. Do note that this is very reactable and usually leads to being punished if the opponent is ready for it. Do NOT spam3Cin neutral, only use it to punish or if you think the opponent will respect it from far away, and even then the reward isn’t even amazing. It may go really far, but spacing it badly will get you killed. 2B/5Bare odd cases, as they don’t actually help with approaching the opponent, rather, they help capitalise on opportunities, though they are quite niche. 2Bis mainly used as a niche anti air when the opponent is not directly above you, but more horizontally spaced. You can combo into5Dif2Bconnects, but you can’t hitconfirm this reliably. It can also be used as a poke tool, but it’s not great as bangs hurt box gets pushed forwards as well." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Air Neutral", + "text": "Air neutral is where Bang truly shines. Taking full advantage of Bang’s 2.5 air movement options (1 jump + 2 air dashes OR 2 jumps + 1 air dash), IAD’s, Nails (which will be in the section below), and air buttons. Using air buttons effectively is tricky, but heavily rewarding when done right since Bang gets some of the best conversions in the game from his air normals. Using these options, you want to be in the air most of the time, and even if some matchups don’t let you do this as effectively, his air buttons would still hold up use. j.Ais short but fast, can be spammed multiple times even on whiff. It’s great for stuffing out opponents trying to jump at you carelessly, and can easily used to ground-to-air interactions (when one player is on the ground, the other in the air) by jumping towards them. It gets stronger with IAD, as it allows you to do jumpj.A(whiff) > IAD back/forwardsj.Ato get in/out while having a button active. It can also trap the opponent by pressing it multiple times, making it useful for air-to-air scenario’s (when both opponents are in the air. Main confirms fromj.A: (Brackets mean in that situation) (IAD)j.A> (j.B) >j.C>j.D> (delay)j.236C j.A>j.C> IAD {clr >j.D> (delay)j.236C j.Bis a big poke that gets good damage from a pretty far distance. Good for ground-to-air conversions, good for damage, good hitbox and gets much better damage than average for an air button with the speed it has. Against many characters,j.Bis a core part of Bang’s neutral and can be considered the only air button that get big damage with this good of a range and speed for what it is. Common confirms withj.B: j.B>j.C> IADj.C>j.D> (delay)j.236C j.B>j.C> (Delay) IADj.C> (delay)j.2C>j.236A> 66 (5A>)5B>6C> jcj.D> (delay)j.236C IADj.B>j.C>j.D> (delay)j.236C j.Cis much ‘easier’ to use because you mainly interrupt air attacks with it. It’s kind of unreliable becausej.Chitbox is weird, and it’s somewhat slow, so you may get hit instead. j.Cconfirms the same asj.Bwould, unless it’s on Counter Hit. Counterhit leads to big damage, letting you combo with2B} >5D/9623Bdepending on the distance from corner." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Nail Neutral", + "text": "Nails are any 236x button in the air,j.236A,j.236B,j.236C, andj.236D. Nail neutral is the scary part of Bang neutral, mainly that if you throw your nails right at the right time, you can just skip neutral and head straight into pressure. j.236A(also known as poison nail, P nail) is probably the most useful nail in neutral. It only takes up one out of 12 nails and applies damage over time, totalling to 600 damage. It fires diagonally downwards and can be adjusted through the use of jump height and IAD’s. IAD forwards >j.236Ais a common tactic used around mid range on the ground to get in because it’s hard to react to and can lead to you pressure if it hit’s (even if blocked). If you’re too close, the nail will whiff and you’re likely to lose your turn or even get punished. To mix up the nail landing, you can jump, wait, then air dash intoj.236Ato get a different angle. Alternatively, usingj.22Acan stall in the air, making the nails even more ambiguous when landing with a nail. j.236B(also known as explosion nail, B nail) is generally weaker in neutral because not only does it send at a lower angle, but you also can’t do IADj.236Bimmediately due to623Beating the input and coming out instead. There are upsides to this move, mainly bouncing off the ground and having a delayed hitbox that can catch opponents trying to approach to mindlessly. It’s generally more defensive, needing you to space it and line it up so the opponent gets hit by explosion so you can combo/get in. Jump back > (Delay)j.236Bor jump forwards > (delay) IAD backj.236Bare both ways you can change up the spacing of B nail. j.236C(also known as web nail, C nail) should not be relied on, if used at all in neutral. You will be punished heavily if it’s whiffed, and you’re stuck in special fall (you cannot act until you reach the ground and recover). j.236D(also known as D nail) is the most popular tool for new players, because it spends 3 nails for what is essentially a free neutral skip. IADj.236Dcovers more angles than IADj.236A, and leaves opponents in more blockstun. The obvious downside of using D nail is using 3 out of your 12 nails, so be sure to use it in moderation. Messing around with jumps and different heights is essential to land a nail correctly, experience which nails work best in each matchup and eventually you’ll understand just how useful Nails are as a neutral tool" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Drive call outs", + "text": "Although the three mentioned before are the main ones, there is still one more neutral tactic that should be considered. The reason I don't put it in the three sections is because it's even more situational and matchup oriented than the other ones. As you can probably tell by the name, this relies on using your drives to call out your opponents attacks. A brief summery of what attack each drive can guardpoint: 5D Can guardpoint low attacks, mids, highs Lasts for a decently good amount of time Moves you forwards after attack/teleport follow up 6D Can guardpoint Lows, mids, but not highs Guardoint lasts for a short amount of time, can be mashed against because of it Moves you forwords after animation ends 2D Blocks highs, mids, but not lows Lasts a really long time, both a good and bad thing Can be used to anti air, but easily baitable j.D Guardpoint goes from the hand to the leg Not really a good guardpoint, don't rely on it too much Better used as a high profile (using a high hitting attack to evade a lower hitting one) Each have their own purpose, and each one can have their uses in neutral depending on the situation. Used with the 4A+B, you can both approach cautiously and take advantage of attacks thrown out without much thought or without proper timing. Be sure to delay follow ups after hitting the guardpoint, since your teleports can beat delays when timed properly in the right situation" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Nail Management", + "text": "Managing your nails is one of the most important parts of playing Bang. No matter how good you are at the game, not knowing how to manage nails means you’ll run out of them earlier and lose a major aspect of your character. The most common reason for nail mismanagement is overusingj.236Dbecause it covers a lot of the screen and feels unavoidable at times. This can be true in situations where you use it correctly (mainly, using it to lock down the opponent, after doing a tricky/awkward-to-punish jump, after an IAD, etc), but using it on a whim can end up getting you killed. Undervaluing your nails is a mistake many Bang players will make, so try and avoid spammingj,236Dfor the sake of progressing with Bang. Another use of nails that’s questionable is bumpers [(Air OK) 214A/B/C/D] while not in corner. Although it can work, a lot of it’s options are limited due to the fact the opponent can roll or instant tech to counter all the mix up options that could happen. It’s not something that can’t work, there just isn’t too much reliability in a mix up tool that they canOption selectA technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations.. A general idea of when a nail is worth spending relies entirely on the situation and matchup. If you have the health lead, it might be better for you to spend some nails to stuff the opponents approaches. If you have less health, you’ll probably want to spend your nails to get in and be aggressive. In terms of matchups, someone like Ragna won’t have much to deal with a well spaced nail since most of his tools don’t cover a projectile, while Hakumen has sword attacks on hisCbuttons that turn any projectile into a small orb that can end up controlling important space. Because of this, spending nails has a lot of factors to consider. To simplify it, players have found two ways that nails can work best. Using nails forOkizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.and Neutral are the most popular uses of nails, and for good reason. Okizeme with nails can become incredibly strong with the right situation, locking the opponent down and letting you continue pressure afterwords. In neutral it is the biggest factor to Bang’s success in approaching since it allows a lot of versatility through all 4 of the variants of his nails, withj.236Cbeing used the least (More in depth breakdown of nail usage when approaching in the Neutral section) You only have 12 nails, so spending them on an option that leads to nothing is something you’ll have to deal with for the rest of the round. You shouldn’t stay away from using nails, it’s one of if not Bang’s best tools after all. Just stop yourself from making the mistake of relying on them too much, his other buttons carry a lot of weight so get comfortable with them before you try using nails as a crutch" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Pressure", + "text": "Bang pressure may seem weird at first, but he’s just a hyper-glorified Strike/Throw character. He has a lot of strong pressure options, but here are the basics of the basic options." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Basic strings", + "text": "Tip: if you want to catch people mashing, try delaying your attacks instead of just doing them e.g (5A> delay5B) would catch someone mashing if the delay is timed correctly 5A>5B>2B>2C This is the most basic string Is safe on block if you cancel into623B Can add delays to create gaps to catch people mash >5B>6A>5B A simple string into6A6Ais a low6Ais plus on block and lets you continue your pressure with5B, or go into2C,6Band whatever other option you have found 6Ais a low 6Ais plus on block and lets you continue your pressure with5B, or go into2C,6Band whatever other option you have found 5A>5B>5C An unsafe way to get into5CThere are no safe ways to get into5C5Cresets pressure since it can go into a lot of Bangs pressure There are no safe ways to get into5C 5Cresets pressure since it can go into a lot of Bangs pressure ...2C>5D>623B A way to make 2C safe on block Can add delays to catch people mashing 5A>2B>5B A frametrapMeans it has a small gap that will counterhit against opponents pressing buttons Means it has a small gap that will counterhit against opponents pressing buttons Goes back into5Bwhich allows you to continue pressureWith moves like6A With moves like6A ...2B>6B Surprise overhead You will be punished if someone blocks this 2A>2A>2C Double low Unsafe because gap between2Aand2Cis kind of big jump cancellable button (5A/5B) > jump back nail (j.236x) A way to escape pressure in exchange for a nail Use it if you don't want to over extend and get punishedYou have better options down the line, but not many in the beginning You have better options down the line, but not many in the beginning" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "More in depth-explanations of pressure", + "text": "Bang's pressure is very loopable, where most options go back into one another through several different starters. Most times, your pressure will start with5Aafter closing the distance with nails or setting Okizeme and doingmeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.5A 5Ahas a lot of cancel options from it, with the main few options being 5B 6A(low) 5C(high) 6B(high) 623C(grab) TKj.B(23692/292aj.Bwhich is explained later, do not attempt if you are not comfortable with Bang's fundamentals) 5B,6Aand5Care all basic options to continue into from5A, as they allow delay pressure, where you can catch someone pressing a button. The reason this works is because of a fundamental part of Bang's mix up: strike/throw By putting both these options out, people will be more willing to mash and have more things to look out for, which means they're more likely to guess. Not to mention its an extra option for the opponent to look at. 5Bis mainly used to go back into6Aor to go intoTKj.B(explained in thesomewhat advanced conceptssections), or go into5Cfor the overhead, which is safer than5Asince the hitstun on5Bis greater than5A, but still unsafe of course. When you do get into6A, you have more options than just gatling back into5B. Not to say that going into5Bis bad, it just gets stronger if you add more options, such as2C,6Bor into run up grab. there is also the option of running up and doing5A, which resets pressure and can be replaced with a grab at any time (if the distance is right) 5Cis unsafe to go into, but if you land it you get a lot of options, ranging from6A,2C,5Dfor combos,TKj.Band6B. It's best to test these options for yourself, as they can be hard to deal with for most players. Using6Bis reserved for a surprise overhead, catching players off guard since they don't expect it. Don't try and spam it too much or else people will start blocking it. You may see some people use (delay)2Bin a blockstring, and while this isn't reccomended even for a frame trip since it pushes your opponent too far away, it can be used to catch a backdash and get a combo by doing5Dafterwords. It is comital so be careful when using it. This only covers the basics, but as long as you can open your opponent up the mix is acceptable. weigh your options and choose what you think your opponent will get hit by. even if a mix up fails, it just brings knowledge for the next time you get a chance to mix" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Mental pressure", + "text": "I should also mention the mental aspect of pressure briefly, considering how important it is to pressuring in general. Mental pressure is pressure experienced not by scary mix-ups, but because the opponent is going to hit youStrong mix-ups do improve mental pressure, but that doesn't mean you can't force pressure without them Strong mix-ups do improve mental pressure, but that doesn't mean you can't force pressure without them Sometimes it makes people act in ways they shouldn't, such as mashing on every blockstring, or simply blocking too much You can inflict mental pressure by doing Fake blockstrings, such as staggering with5A> 665Aor (corner)6A>6A5A> 665Acovers distance for free and the opponent can't predict what you'll do next since 5A cancels into about everythingMakes them want to react, and depending on the player, it could be a lot of things like mashing, jumping out, DP, etc(corner)6A>6Ais threatening because you just reset your pressure into an option they wouldn't expectCan either make them less respectful of your pressure (Can start fishing for Counter hit), or Panic and overthink (Can start doing more fake pressure) 5A> 665Acovers distance for free and the opponent can't predict what you'll do next since 5A cancels into about everythingMakes them want to react, and depending on the player, it could be a lot of things like mashing, jumping out, DP, etc Makes them want to react, and depending on the player, it could be a lot of things like mashing, jumping out, DP, etc (corner)6A>6Ais threatening because you just reset your pressure into an option they wouldn't expectCan either make them less respectful of your pressure (Can start fishing for Counter hit), or Panic and overthink (Can start doing more fake pressure) Can either make them less respectful of your pressure (Can start fishing for Counter hit), or Panic and overthink (Can start doing more fake pressure) Not all blockstrings are good, but if you think it'll work, then you should go for it and learn from it, since it's got nothing on the lineexamples of this are things like5B>3C> Rapid Cancel (RC) >2BObjectively it's a waste of meter since5Bcan get in for far less, but sometimes the opponent knows how to deal with those options, and since it's something nobody would expect, it might work under the right circumstances (Do not try this unless you are 150% sure) examples of this are things like5B>3C> Rapid Cancel (RC) >2BObjectively it's a waste of meter since5Bcan get in for far less, but sometimes the opponent knows how to deal with those options, and since it's something nobody would expect, it might work under the right circumstances (Do not try this unless you are 150% sure) Objectively it's a waste of meter since5Bcan get in for far less, but sometimes the opponent knows how to deal with those options, and since it's something nobody would expect, it might work under the right circumstances (Do not try this unless you are 150% sure) This is the fundemental of strike/throw, which is where Bang's mix up is most effective. If you can properly stack mental, Bang pressure generally has one weakness though, and that is Barrier (4AB). To get through this, you generally either have to commit more with riskier options, or just accept that you're going to lose your turn. However, there is a technique that allows you to travel forwards and lands as the transition into intermediate play:" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "TKj.B(292Aj.B)", + "text": "Although technically a23692Aj.Binput, it doesn't change it's purpose as an overhead that gets you back in your preferred zone for pressure (Up close). It can combo afterwards as well if your eyes are keen enough, and can remove distance between you and your opponent, making it another one of his core pressure tools. Once you've gone and understood how to move with this character, you can start working on TKj.Bsince it's an integral part of intermediate play Examples: Overhead Advances you forwards Plus on blockMuch more plus than6A, but can be mashed on in strings unlike it Much more plus than6A, but can be mashed on in strings unlike it TKj.Bis one of Bang’s core pressure options due to the reasons stated above. It allows Bang to add not only another mix up option, but acts as a way for him to cross space after being pushed back You can high low off of it with another with TK j.22aj.Bor land into2A Be wary of the fact that there is a gap between5A,5Band5C> TKj.B, so people can mash out of it However with all things mashable, you can turn that into your advantage when you start baiting their mash on TKj.B Double overhead Catch people who react to TKj.Band then block low Has a gap Literally just TKj.Bbut you do anotherj.B. Works becauseMusasabi(j.22A) uses air dashes. The double overhead is nice, and knowing most people usually go back to blocking low after TKj.Bmeans you can head into this when noticing that pattern. People will start mashing if you do this too much, so don’t rely on it, even with how much space it covers. Fake overheadGood at baiting peopleLow Good at baiting people Low Somewhat inconspicuous Faking out TKj.Band going for a low instead can mess some people up. Another good way to mix up the overhead if it keeps getting blocked. Most people will respect it, but there are some mad men who won’t. Has j.D in it Overhead Plus if the opponent respects you too much Occasional guardpoint tomfoolery A niche version of TKj.B, but a version that can work well when the opponent isn’t contesting you With that, you can either choose to go in or do it consistently (Don’t recommend more than 2/3 times) to force them to act Can be used, but used without any reason can lead to you blowing up Okizeme Helps deal with hard character like Mai (beats flip) A unique set up that requires you toMusasabibackwards and then throw a B nail. A bit advanced but can be worth it to learn. Main benefit is setting up a roll catch + catching people trying to do invincible options on wake up (DP, Mai flip, etc), and meaning they can’t just do whatever on wakeup. Kind of niche, but still very usable and an easy way to deal with Mai on wakeup if you don’t want that pressure. Still costs one nail at the end of the day, so manage your resources. Gap closer from round start Might catch people off guard Generally unsafe from longer distances Not much else to say other than what’s been said up there. A unique way to close the gap round start, and since head backwards at first, you can avoid some attacks round start These are just some examples and they can definitely be improved, so experiment once you’ve gotten the292Ainput down for both sides" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Nail positioning", + "text": "Throwing a nail is one of bangs options that can either make or break an interaction. The main reason why a ‘bad nail throw’ happens is usually either because it was unnecessary or the positioning of the nail was bad. (Bad nail positioning refers to a nail that misses, doesn’t stop an opponent’s advance, or a thrown nail that generally doesn’t help with forcing your gameplan) Each nail has its own purpose, A nail helps you get in, B nail is for oki and keeping opponents at a distance so you can get in, C nail is for combos and D nail is for getting in/chip killing. Using them in other ways can be hard and usually unrewarding Nail positioning is affected by many of your air options, IAD or jumping being the most common factors in throwing nails. All of these can be manually affected by delays and choosing different types of nails. IAD is generally defined as 96 or 956 for short, but it can also have two other variants in the form of 866 and 766 as well as doing a super jump before it (i.e 2966), all of which change the trajectory slightly, making it useful to approaching when you need to guess the distance between you and your opponent. Super jump IAD is less used that the others, but it’s slightly upwards trajectory can cover a little more space so you can go slightly farther than usual. Don’t forget you have 2 air dashes as well, lots of different air combinations can happen from that (IAD back > IAD forwards, IAD forwards x2, etc). It’s more situational, but keep it in mind when you want play riskier/safer. Jumping is kind of like the opposite of IAD’s, instead of vertical momentum they build height that can be capitalised from afar with nails, mainly in accordance with air dashes. Jump > (Delay) air dashj.236Dis an example of skipping neutral while being wary of the opponents options; Jump might even bait the opponent to get closer at further ranges, making theD nailsbe more surprising. The main point of positioning your nails is to start your game plan, which revolves around each separate character or against each separate player. Against someone who plays Jin, depending on what you and your opponent are trying to do in the moment, the usefulness of each nail positioning can increase and decrease." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Musasabi in neutral", + "text": "Musasabi(j.22a) is a move generally used in combos or pressure because of it’s ability to halt air momentum for a moment. As with all quick momentum changers, it has its purpose in neutral. Musasabihalts your air momentum for a moment before following the original direction that Bang was travelling in. You can slightly alter the trajectory by holding 7/8/9 aftermusasabi. SinceMusasabican cancel into a move or button during it, and in neutral it can affect nail trajectory and timing. It has niche uses, but it is still an option to mess with reactions and being unexpected has it’s own value when you can use it." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Baiting DP", + "text": "Some of the biggest problems you can face while playing Bang are Barrier block and DP’s. For barrier block, you’ll eventually learn how to useTKj.Bto close the gap as well as staggering with5A. But there is still a gap between staggering andTKj.B, which is prime opportunity for the opponent to DP mid blockstring. This can be a momentum halter and depending on the skill and character the opponent is playing, this can be the end of the round for you. Baiting DP for Bang is somewhat hard, due to not having a lot of tools in his kit allowing DP to be baited.2Ddoes have guardpoint properties that catch DP, but its fairly reactable and is very committal, meaning a punish if the opponent knows how to deal with it. Don’t forget,2Dhas to be done close to connect in a blockstring, so it’s situational as well. Other options you have aren’t too great either aside from one: IAD back, jump + barrier,292a+ Barrier, and jump back > Nail are all options you can do, but none of them keep you too close without risk, they’re all makeshift options to throw off you opponent and take advantage of their confusion. The one good option for Bang baiting DP is 664A+B, dash barrier. Mainly done after5Aand6A(unless6Ahas beenInstant blockA special type of blocking done by inputting a block immediately before blocking an attack. Usually improves frame data against blocked moves or gives more meter than a normal block or both.ed), it’s a powerful tool used all the way to the top level of play. The main benefit of this move is it not only leaves you closer to your opponent, it can be mixed in with5Astagger, leading the opponent to try and guess if you’ve conditioned them properly. By far this is the most reliable and even though you may lose your turn if they don’t DP, you were going to anyways if you were going for a DP bait. On Wakeup, it’s a little different with your options on wakeup, due toOkizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.letting you get away with more options. Barrier block works as well as it usually does, it stops momentum, blocks the DP. Pretty simple to do. 2Dworks better on wakeup than it does mid blockstring. Though it still has the problem of being reactable, on wakeup you will almost always be in range to do2D, so distance won’t be an issue. Another option that is now open is282a>j.B, catching roll and baiting DP if done fast enough. It’s commonly used after2Cor after6D> delay, due to their knockdowns happening fast after the attack is done" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Advanced Pressure", + "text": "Bang’s pressure tends to flow together smoothly and you can sense a rhythm at some point that makes your moves string together without thinking since it’s what feels natural to you. This is called autopiloting, and is one of the hardest habits to break while playing Bang. If you ever find yourself autopiloting any move too much, even if it’s not in pressure, ban yourself from using that move until you’re able to understand the rest of your kit. Making it so you can grow naturally without relying on gimmicks is vital for playing Bang, since a lot of his moves are easy to counter if they are expected to come out" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Stagger pressure", + "text": "Stagger pressure has already been explained, but there is a little more to it. In case you haven’t made the link yet, staggering is especially strong when combined with baiting DP’s. They share a similar start up (the 66) and the threat of pushing back in to start your pressure again can provoke a DP to escape the mix up. Staggering/DP baiting is somewhat of a 50/50, but you have to read your opponent harder than usual to get the most reward off staggering. More so than in your regular pressure, don’t autopilot with staggering or else you’ll take more damage than if you never tried it in the first place. Sometimes it’s worth it to try staggering if you are confident that you can block to follow up after the DP (only time where Bang is severely punished for this is against Es’s DP due to its strong okizeme after)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Confirming5C", + "text": "5C>5Dis a powerful combo starter, but it isn’t the most reliable option. You can’t actually react to5Chitting and press5Dto confirm reliably, so for most players they end up resulting to the other options. 2Cis the most reliable to react and confirm off. Even though the damage is low midscreen, in corner it gets a respectable amount of damage off a simple combo. 6Ais also reliable, but this time in the cases where you aren’t sure whether the opponent will block or not, and still want to continue pressure in case they do block. Despite coming out slower than2C, it’s still possible to hitconfirm if you look at the other players health bar. It is a tight window, so a good bit of practice is required to hitconfirm consistently You can also choose to go into any jump cancellable option, including TK j.B. You can also try to bait a burst by jumping forwards and blocking, though almost every good player won’t fall for this (they will react to 5D coming out and burst then if they need to)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Command grab (623C})", + "text": "Bang’s command grab, the (EX) Void tempest kick (623C, air OK), is one of his most vital tools for opening up the other player. It’s main purpose is to mix up people who block too much and have them reconsider their options. Just having this option can prove to be a big mental stack for the opponent to deal with. Since it’s got decent range, up close you can do5A> (66)623C, and many other options. The main thing for command grab to work is either the enemy wasn’t ready for it or the opponent was blocking too much. As with all command grabs, you can mash to beat it, but that’s to be expected. Mixing up frame traps, command grabs/tick throws, true blockstrings, and staggering can already build a hard to deal with mix up game. Keep in mind barrier exists, so not all of your options are as free as you think" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "j.4B", + "text": "j.4Bis one of Bang’s more gimmicky mix ups, but it still serves it’s purpose as a mix up tool in the right scenario’s. The most common scenario is5A/5B> IADj.4B>j.22a>j.4Bfor a sideswap. It doesn’t lead into a combo on the firstj.4Bunless you get a Counter hit or Rapid Cancel (A+B+Cduring a move, so it’s somewhat niche. If you’re close enough, you can also do any jump cancellable button > 9jc > (delay)j.4B>j.22a>j.4B>j.22a>j.4Bfor a triple overhead. Although a niche usage ofj.4B, it’s still another option the other player has to look out for" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "TKj.B", + "text": "TKj.Bis one of Bang’s overheads and a way to close distance versus barrier. It doesn’t need to bej.Bspecifically, it can be any air normal, special, or barrier if you want it to be. Your main concern using this move would be the gap between attacks. If someone reads you correctly, they can5Ato get a Counter hit and a combo if they’re ready. The best way to avoid this is to not use it too much, despite all it’s strengths. Mix up the way you use it, after5A/5Bis the most common so try other jump cancellable options like5Cor alternatively limit it’s use where you don’t think it’ll work. Generally you'll route back into5Bsince its a normal that'll reach and let you run some mix. However, there are other options such as dash5Ato close the gap even more, but it can be punished by mash. In general this move gets worse as the players get better at reacting to it" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Catching jumps", + "text": "When pressuring, there is going to be gaps in your string if you’re trying to open the other player up at some point. Leave too big of a gap and they can jump out of pressure and maybe even take back their turn. The most reliable way to deal with jumping is to delay your gatlings a little bit. Jumping has a 4 frame gap between the input and leaving the ground, so moves like5Band2Bcan lead to ground-to-air combos, leading into poison nail combos if at the right height [(5B) >2B> jc (j.B) >j.C> etc] Something you’ll also have to look out for is afuzzy jumpA form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws.. These jumps are usually timed to break out of gaps in your pressure or block certain mix ups where you might go high or low. Be ready for it, and if you can read their fuzzy jump attempt, you could try a pre-emptivej.623C. If you don’t want to gamble on a fuzzy jump, you can chain them down withj.Ato resume pressure after landing (j.Acan be pressed infinitely as long as the exam hits and you’re on the ground)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Rapid Cancel (RC) [A+B+C)", + "text": "Rapid cancel, or RC, is one of the fundamental uses of the heat gauge in this game. Allowing yourself to cancel any move into zero recovery is worth the 50 meter when used at the right time, and spending it at the wrong time lets the other player have a higher chance to start winning. First of all, heat gauge is a resource. Spending it on a whim can and most likely will lose you the round if you lose momentum. Using it as a recourse to wager over the other player adds a mental factor since it can end up being damage, a safety check, an extension of pressure, and in general rewards your actions more than someone who doesn’t have 50 heat. In pressure, it allows a variety of options, and as long as it brings you either back into a favourable position or a better position, it can be considered a good spending of heat. Covering up your mistakes is also important, since Bang has a lot of punishable moves that can be checked if you delay too much (5D/623B)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "B nail oki", + "text": "B nail oki(j.236B) refers to oki in the corner that ends in B nail (whiff) orj.22a>B nail oki. It’s a simple oki, but it can lead to decent reward or at worst, a forced delay tech. (A common pattern you’re going to see is a lot of Bang’s okizeme being beaten by delay tech) The most common routing intoB nail okiin corner is …623B>2B>6C> jcj.C>j.2C>j.22a>j.236B. For this route to work, you’ll usually have done a move that sets the opponent in the air, mainly …6C>j.22a>j.C>j.623B> (5B) >2B… or6D>623B. Usually it ends up being6D>623Bbut it depends on scaling and needs. If you really need to set upB nailoki, the first common routing can be done, but a lot of combos in corner with5B/2Bstarters or better can combo into this for more damage. Do note it can also be set up from2C/{clr|C|j.2C}} > (66)282a>B nail, which is the most consistent set up for midscreen and sometimes in the corner too. After setting up theB nail, you have 3 options to do afterwords: 2AThe most commonly used oneForces opponent to delay tech, keeps you closeCan combo with2A>5Cif2AconnectsLeads into anotherB nailoki afterwords if2Aconnects, if need beCan meaty with5Aif2Awhiffs The most commonly used one Forces opponent to delay tech, keeps you close Can combo with2A>5Cif2Aconnects Leads into anotherB nailoki afterwords if2Aconnects, if need be Can meaty with5Aif2Awhiffs 282a/272aj.BNot true, opponents can roll outSomewhat spaced overheadOnly works if opponent is instant teching Not true, opponents can roll out Somewhat spaced overhead Only works if opponent is instant teching 623CLeast expected optionMakes the oki a lot scarier when the opponent is forced to guess623Ccomes out beforeB nailexplodesDone after2Awhiff as a guess on the meaty Least expected option Makes the oki a lot scarier when the opponent is forced to guess623Ccomes out beforeB nailexplodes 623Ccomes out beforeB nailexplodes Done after2Awhiff as a guess on the meaty A standard oki option for the cost of 1 nail" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "MusasabiSafe-jump", + "text": "Musasabisafe-jump, or (66)282aj.B, is an odd form of safejump. It’s done as 282 instead of 292 because 292 can’t catch roll in corner. Commonly used after (66)2Cand6Dmidscreen, it can serve as a watered down safe-jump that can catch roll with the right spacing. Combos after catching roll are confirming into5Band picking a combo after. In corner, you can do623B> (66)282aj.Bis another option you have, but the dash282ais considered a difficult input to perform consistently, so be sure to practice." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Umbrella", + "text": "Umbrella oki refers to using632146Bafter5Din the corner. The reason we don’t use umbrella midscreen is because its slow, inconsistent to set up and would be waste of 4 Nails if the opponent avoids it. 5D>632146Bcan be set up after most knockdowns where 665Dis possible. After the umbrella is set, you have a couple options depending on your situation: 6Acatches rollsGets beat by DP catches rolls Gets beat by DP TKj.BBaits DPLess reward than6A, but safer Baits DP Less reward than6A, but safer Crush trigger (A+BSurprise option if they aren’t barrieringA way to drain their barrier gauge if you don’t mind spending some meter Surprise option if they aren’t barriering A way to drain their barrier gauge if you don’t mind spending some meter 66623CIt’s a command grabComes out before Umbrella nails if instant teched It’s a command grab Comes out before Umbrella nails if instant teched This oki is used to specifically end rounds, so your target is to get the opponent close enough to the corner and at roughly 2.5K health before using this oki. Using it otherwise means spending 4 nails for roughly 2.5K-3.2K damage and an okay knockdown. After the umbrella does actually land, your best combo option tends to be pressing as many5C’s as possible while the nails fall down. Roughly, you can get 3K+ damage if you can do it properly One gimmick left is using Umbrella to confirm an Astral Heat (63214 63214 D). Unless the opponent has 50 meter for a counter assault or has an Overdrive, the hit is pretty much guaranteed. If they’re already being hit, Astral heat will combo if under usual conditions." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "5Dcorner sideswap", + "text": "5Dcauses a wall bounce when in corner, and since5Dis jump cancellable on hit, you can force a side swap. Any5Din corner works as long as you’re able to get a wall bounce you can jump over. If the other player is instant teching without reacting to your jump, you can get aj.4Bwith …5D> (delay) jc > (delayed)j.4Bor swap to the other side and do a meaty attack (2Aor any other option you’ve found}}. This is somewhat gimmicky however, since the other player can roll away if they decide to wait before teching. Still, it has it’s uses and can work you condition your opponent to instant tech" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Flemish giant oki", + "text": "Flemish Giant oki refers to doing …5D> jcj.D> 8j.236B> (link)j.236B. This is one of Bang’s strongest Okizeme and also one of the most costly. For a start, the cost of 2 nails mean you have to play more reserved in neutral, and maybe even opt for nailess routing when you can. The reward off successfully executing this oki is a roughly +47 meaty that catches rolls with the secondj.236B. Do note that this is character specific. It does not work on: Jin Noel Carl Mu 13 Nu 12 Bullet Hibiki Es Jubei With the plus frames you have, you can set up any sort of meaty or bumper you want (except for umbrella, which is too slow) The best use of this oki is to further your already existing win condition depending on what you need in that situation" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "2Dender", + "text": "Sometimes you’ll need to get the2Dseal in certain matchups to obtain Shippugeki (236236D) to counter strong air options. The problem with this,2D>623Bis character specific, and usually isn’t the best ender to go for. Since623Bis unreliable and some combos might be too scaled for a proper ender after2D, you’ll usually have to settle for a jump cancel 2D> jc {clr|C|j.C}} >j.2C> (delay)j.236B(whiff) Allows for a 2 options on the way down2ACatches rollsCan try and meaty5A} if2Awhiffsj.22a>j.BSurprise overheadDoes not catch roll 2ACatches rollsCan try and meaty5A} if2Awhiffs Catches rolls Can try and meaty5A} if2Awhiffs j.22a>j.BSurprise overheadDoes not catch roll Surprise overhead Does not catch roll Costs 1 nail 2D> superjump (8/9)j.2C>j.236B Same two options as the oki above2ACatches rollsCan try and meaty5A} if2Awhiffsj.22a>j.BSurprise overhead that has more variation in delays sue to extra heightDoes not catch roll 2ACatches rollsCan try and meaty5A} if2Awhiffs Catches rolls Can try and meaty5A} if2Awhiffs j.22a>j.BSurprise overhead that has more variation in delays sue to extra heightDoes not catch roll Surprise overhead that has more variation in delays sue to extra height Does not catch roll Costs 1 Nail Bnuy approved" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Drawbacks of using Drives", + "text": "Drives usage becomes more difficult to figure out at as time goes on. They start becoming less and less reliable when people start to realise their flaws and weaknesses. Note: by this point, I’m assuming you know the properties of each drive’s guard point, along with how long they roughly last Drives in of themselves are difficult to use effectively, so using them for their guard points isn’t worth it sometimes. The reason they are hard to use well Is because if the other player knows how to beat each drive (for example, they know how to bait6Dguardpoint properly) you end up taking a good chunk of damage and more than likely will be knocked down again. 6Dis easily the easiest drive to get hit for using. It’s low activation time of only a few frames and the fact it can’t block overheads are all things that can and probably will be taken advantage of. It still has it’s uses, it starts frame one and can get you out of a tricky situation of you play patiently, but more times than not you’ll end up getting counterhit for throwing it out at the wrong time. It’s best to seal this move off until you understand the rest of Bang’s kit. 5Dand2Dare more reliable to use, being less dependent on a quick active guardpoint, instead lasting longer in exchange for starting later.5Dcan be used after anInstant BlockA special type of blocking done by inputting a block immediately before blocking an attack. Usually improves frame data against blocked moves or gives more meter than a normal block or both.(IB) to catch the next attack and get an explosion starter. Other than that, it can be used against projectiles if you can read and time it correctly. Despite all that,5Dhas some downsides, specifically if it gets blocked or whiffed. On block it’s -12 and even though you can cancel it into623Bafterwords to make it safe, it doesn’t help that you lose your turn. Even worse, if you make too much of a delay between5Dand623B, you can get hit. You can use Crush Trigger (CT) to bait an Instant block on the623B(It’s usually -4, IB would make it -7 and therefore punishable), but that costs 25 meter so you’ll be forced to spend a recourse to make it a mix up. 2Dseems like a strong button too, with it’s large active guardpoint time, anti air properties, and generally generous hitbox that sometimes hits behind you. Unfortunately, it doesn’t do too well in most of these areas (mainly due to people over relying and overestimating2D’s properties). The large active time is something that ends up hurting you for relying on it. It’s easy enough for someone to recognize it, cancel into a low button if you use it too often, and if they have OverDrive (OD), they get a full punish if they make you whiff. Even as an anti-air it’s predictable, with most good players double jumping and punishing. And when it comes toj.D, it’s guardpoints should only be used when the opponent is above you and you’re able to startj.Dat the right time or you’ll get counterhit. Otherwise, use it as a high profile to beat throws and low hitting moves" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "General summery", + "text": "Bumpers are a strong cornerstone of Bang’s pressure. They provide more set ups, more mix ups, more options to play safe and additional plus frames along with more damage than Bang usually gets. The most important part to consider first off is the inputs. Bumpers are generally hard to control because any input can mess up whatever you planned to use the bumper for. This means bumper requires clean inputs for it’s combos and an understanding of all of Bang’s buttons purpose before trying to use them too much. If you haven’t understood Bang’s core pressure, then your bumper pressure becomes much weaker. It’s recommended to learn about bumpers and overdrive usages after learning the basics and having your gameplan set. Bumper moves you omni directionally (8-way) depending on which direction you input. This means several combo options are stuffed by placing the bumper, the most common example being when a bumper is too close and messes up the6C> jcj.Dsince the jump cancel becomes a bumper dash. To prevent this, many different bumper routes have been created, so you’ll have to learn new combos if you plan to set up bumpers (discussed later on) What’s been said applies to all bumpers, but the most common one’s you are going to see are going to be214Dand214AwithD bumperallows for more mix up and damage, andA bumpernot interfering with mix ups too much, but getting a lot of damage off command grab (623C). The main one used is still214D(Bumper notation will have directions spread out between some buttons i.e2B> 65Awhich means you dash forwards after2B)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Setting up bumper (standard, common set ups)", + "text": "Bumper is usually set up after a few different starters: …2C/6D>623B>2C> slight delay214DIf the combo scaling is good enough, you can end in2Cbumper set upit’s easy to find combos ending in2Cin the corner If the combo scaling is good enough, you can end in2Cbumper set up it’s easy to find combos ending in2Cin the corner …623B>214DAnother simple set upYou are somewhat negative after this, so don’t try it too often Another simple set up You are somewhat negative after this, so don’t try it too often These are the most common ones, but you can also set up what’s known as a ‘close bumper’. These mainly involve getting close to the opponent and doing a bumper (6D>214D,623B> 66214D, etc). They provide less mix up, but the combos off these generally get even more damage than a normal bumper placement. These are the two ranges that are the most usable for214D, but214Awants to be as close to the corner as possible, mainly from6D> delay214Aor5D>214A, but5Dmay be too scaled in some combos to work properly. If you time the delay between6Dand the bumper, you can make it around +6/+7, letting you get a meaty or a roll catch (5Aor2A. After the placement of the bumpers, you can do your regular corner wake up options with the edition of66Aas a roll catch (but you lose the meaty). If66Adoes connect on a roll or no tech, you can combo with5B>623B note:6Acombos without bumper, but doing bumper enhances the damage and seal gain" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Pressure", + "text": "Bumper’s add a lot of variables to Bang’s pressure, mainly the ability to dash cancel buttons when close enough to a bumper. This means your recovery is not only cancelled, but you gain plus frames after bumper dashing certain normals. The only piece of frame data you some what need to know is that dash cancelled3Cis +4. If you do a 6dash5/2Ais a frame trap; note, onInstant BlockA special type of blocking done by inputting a block immediately before blocking an attack. Usually improves frame data against blocked moves or gives more meter than a normal block or both.you’re only +1 so you can’t get away with as much. It also makes other options such as6Bmore useful, allowing you to cancel into a bumper dash to react to6Bbeing blocked or hitting. On block, you’ll generally cancel into …6dashj.Bwith different delay timings for frame traps or 2dash2Afor a surprise low. On hit, …2dash2B>623B> etc can lead to solid damage and another bumper set if you choose. The most important part to remember about bumper pressure is, ironically, not to depend on it too much. The pressure may be strong, but relying on it too much makes it predictable. Sometimes it’s best to rely on proper pressure to make the threat of a bumper dash that much scarier. 6Acan be a good enforcer for this, especially so in the beginning. You can always gatling back into5Bor2Cand build some mental stack with spaced staggering via5A. Command grab (623C) also gets a lot scarier with bumper out, letting you 2dash after the combo counter hits 3 if bang is within range of bumper, in which case he can use5Cinto a drive to combo afterwords. This alone adds mental stack so even if you don't use623C, the opponent will have to look out for it anyways. Balancing non-bumper pressure and bumper pressure while a bumper is active is the most important thing when using bumper in the corner. Abuse your plus frames and try and make every bumper dash targeting something you think will open the opponent up" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Combos", + "text": "The general combo structure you’ll end up seeing a lot of other Bang’s do are [any sort of button(s) >3C> 43C> 43C> 66C> (jc)j.D...]. Usually after jcj.D, people would go intoj.22a>j.B>j.C>623Bsince If they wanted to go intoCnail, they would just remove the jump cancel. That works for a normal spaced bumper from …623B>2C, but up close your routing is a little better: Any button(s) >3C> 43C> 66C>j.623B> 12D> jcj.D) >j.22a>j.B>j.C>623B> (66)5D>623B> 66D> etc It gets 4 seals and good damage off any hit, can be used too set up for bumper again if you reroute a little bit …j.D>j.236C>5C>6D/5D>623B> etc There are more routes available, but these are just the basic ones. Double supers are possible without OD, but that is more advanced and only work off spaced214Dset up" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "The strongest Bumper set ups (currently known)", + "text": "Bumper set ups can be set from most okizeme combos that end in2C, but just like every character in this game, they are not all equal. To start, …623B>2C> (slight delay)214Dcan be worse for pressure sometimes due to the bumper dash. Staggering is harder with said bumper active in the position it’s in, and you’ll be spending bumper charges as your only option to reset pressure with good distance. Even without that limitation, the regular close bumper set up leaves you on top of the bumper which can hurt okizeme and will waste a bumper dash if you try to head backwards. There are 2 main set ups that work well to keep good positioning and lead to strong mix ups: …2C>214Bbumper set up to use command grabeasy to set up, very consistentcan run mix as normal and receive large reward off landing command grab (623C) bumper set up to use command grab easy to set up, very consistent can run mix as normal and receive large reward off landing command grab (623C) Basic combo:623C> 2dash (when hit counter reaches 3) >5C>2D> jcj.D>j.22a> [j.B>j.C>623B] / [j.236C> {5C] >5D> jcj.D>j.236C>5C>6D>623B] The optimal combo uses the bumper but has a hard time linking buttons together due to the bumper dash, and is not beginner friendly …623B> 66214D4Dash up bumper set upthe 4 at the end is to prevent people rolling out of cornerClose bumper set upsame combos as close bumper set upLeaves you with enough distance to pressure without activating a bumper dash by accident Dash up bumper set upthe 4 at the end is to prevent people rolling out of corner the 4 at the end is to prevent people rolling out of corner Close bumper set upsame combos as close bumper set up same combos as close bumper set up Leaves you with enough distance to pressure without activating a bumper dash by accident Considered the strongest bumper set up discovered so far, it allows for more meaningful pressure without hindering your movement. The difficult part is getting the input done correctly, but after some practice it should come out clean enough to work." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Overdrive usage", + "text": "Bang’s overdrive Is one of the most unique in the game. Unlike most other overdrives buffing a characters already existing tools, Bang decides to give up conventional movement in exchange for teleport dashes which can be done in any 8 directions. His playstyle remains rushdown, but it’s a lot harder to manage in general. If you aren’t used to how the movements and buffering works in OD, it’s not recommended to use it in a match for anything but Exceed Accel/EA (Holding all 4 buttons in OverDrive)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Lots of damage", + "text": "Bang’s overdrive is absurd in terms of damage output, on a regular5Bstarter with 2 seconds of OD time its pretty easy to get 4K damage with decent routing. A lot of the bigger starters like CH5Bwith raw OD (i.e, when expecting a throw) can lead to incredible amounts of damage ranging anywhere from 7K-9K depending on whether meter was used or not. Double supers are also possible and unlike most other characters, add a meaningful amount of damage usually being around 1000~ or so. This overdrive wants to deal a lot of damage and has several different types of routing to achieve that (like being able to do2C>6C>j.623B>2D/5C). Though it is recommended that on a5Astarter (or just most starters) you should reset if the opponent has a large chunk of health remaining" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Lots of reset potential and strong mix ups", + "text": "If the opponent is still standing or crouching, you are able to reset by doing 9j.2Cafter any teleport cancellable button. This alone can catch people off guard, but if you expect them to block it, 6j.B/j.2Cand 22A/6Acan be used after the first 9j.2C. If you have the5Dseal, you can loop it two more times. Don’t forget, command grab still exists. People are forced to guess or react quickly to where you are going and will often get confused whether its going to be Low/High/Command grab/Strike, or if you’ll just do 9dash as a DP bait. It’s recommended to reset if the opponent has a lot of health remaining (unless it’s someone like Tager who you don’t want to risk getting thrown)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Can guarantee 4 seals if routed correctly", + "text": "Usually OD without5Dandj.Disn’t recommended since you don’t have as many/fast dashes from5Dand the extra damage fromj.D, but if it’s a matchup where you struggle to get your 4 seals for shippugeki, there are easy routes into 4 Seals so you can start your gameplan. Hazama and Izanami are matchups where you may consider this for example, though in Izanami’s case the burst is overall more valuable if you don’t have a health lead" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Confusing for the enemy to hit him", + "text": "Note: people later on will realise what’s going on so you’ll have to settle for just some of the best pressure in the game instead" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Double super routes doing even more damage", + "text": "By setting up a bumper by doing (OD) …6D>214D>2B> OD.236236A> 8/9j.236C>236214Cin midscreen or (OD) …5D> (delay) 66D(sideswapped) >214D>2C> OD.236214C> 4/6236214Cin corner, you can do a double super. It adds about 1K~ damage and will close rounds or games if you have the extra meter. Use them if it looks like it will kill, or the oki on236214Cis pretty underwhelming" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Leads to mix up on knockdown if enough time is remaining", + "text": "By ending a combo without using all your OD timer, 9dash > air (4 > 6) repeated until timer is almost out > dash [j.2C] or [2A] can force a high/low and left/right mix up If it connects, thanks to Bang’s high damage output it’s something the opponent may spend resources to avoid/escape" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Guardpoints cover the whole body of all drives if2Dseal is obtained", + "text": "2Dand it’s seal are hard to land without a trade off, but once you do obtain it, your guardpoints can cover any sort of attack (i.e6D/5Dblocking overheads and2Dblocking lows}}) It adds pressure if someone has you locked down during overdrive since the reward of explosion follow up can be devastating" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Dashes can be used as projectile tools if6Dseal is obtained", + "text": "6Dseal is relatively easy to obtain, especially so if you’re in corner. Projectiles can be bad for bang if they’re not heavily relied on by a character, so popping OD to punish them for throwing one out can be pretty nice" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Neutral is non existent/uncomfortable to work with", + "text": "The main flaw of Bang’s OD is that yes, movement is tricky, but that also applies to you. Movement can end up with you dead if you just move randomly, likely because you walked into your opponent’s button. Using nails is almost impossible unless you buffer with 2369x, which can be predictable if you use it too much. A small trick you can use ‘292aj.Ccan be a good movement option if the opponent is in the air midscreen to catch them landing, or it can be a decent distance closer when used at the right time. The effectiveness of your movement is halved if you don’t have5Dseal active, meaning neutral is even more predictable and even less threatening. Try to avoid situations where you do a defensive OverDrive that either doesn’t have5Dseal active or having neutral involved, or else you’re momentum can be destroyed (in case you haven’t noticed by now, that can lose you the round/game)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Pretty bad offensively without5Dandj.Dseals", + "text": "5Dandj.Dseals are both easy to get and are also very important to Bang’s OD. Without them, Bang loses access to faster dashes and 4 dashes (from5Dseal) along with less damage (fromj.Dseal). Consider saving your overdrive for later if you don’t win the game with it, since these seals not being present probably means you’re losing the momentum battle and have lost a decent bit of hp by now (You can do a big punish later if you can read them correctly)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Pretty bad defensively without5D,6D, and2D", + "text": "As explained above,5D’s seal lets you do 4 dashes. Combined with6D’s seal, which lets you dash through projectiles, and2D’s seal, which allows you to guardpoint your whole body, it leads to a decent if not mediocre defensive response. Without them, you’ll be struggling to keep up with just about any character putting out a button" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Strategy", + "title": "Bang Shishigami", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Resources", + "title": "Hibiki Kohaku", + "section": "Intro", + "text": "This page is Hibiki Kohaku's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Resources", + "title": "Hibiki Kohaku", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here. Folder of Hibiki Resources Japanese Name: ヒビキ=コハク Japanese Wiki Japanese BBS Arcade Profile Dan Rankings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Resources", + "title": "Hibiki Kohaku", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Hibiki Guide Character Video Thread" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Resources", + "title": "Hibiki Kohaku", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Resources", + "title": "Hibiki Kohaku", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Resources", + "title": "Hibiki Kohaku", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Strategy", + "title": "Carl Clover", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Strategy", + "title": "Carl Clover", + "section": "General Tactics", + "text": "There are several resources for Carl available: A video featuring Unblockables Another video guide on Carl Unblockables A collection of Twitter videos showing various tech The TL;DR (For Beginners) Notable Moves 5C: Large disjointed poke. Even better when microdashed. 4D: Covers a good range and keeps the opponent in to keep up pressure. It's also one of the few ways you can stop them from harassing Nirvana. Loses to lows Con Fuoco (41236D): A great move to cover ground approaches Volante (421D): You can use this projectile to catch opponents off guard and steal your turn back, especially if Nirvana is off-screen Con Brio (623D): Nirvana's anti-air. Great range. 8D: Another anti air. Always untechable on hit La Campanella (22D): Keeps Nirvana safe, or repositions her for oki. Vivace (236A/B): This can escape certain pressure sequences, or set up crossup situations with Nirvana. Also good for dodging projectiles if you don't want to body block with Nirvana. Carl is a puppet user who's game plan revolves around using Nirvana to create tricky mixups and pressure situations for his opponent. The best way to achieve this is to get good knockdown in the corner or sandwich your opponent between Carl and Nirvana. By activating Nirvana while your opponent is sandwiched, you can lock down opponents anywhere on the screen and severely limit their options. As of CF2, however, Nirvana's moves cost more meter to use. This means that you can't throw out doll moves recklessly, or else you'll drain Nirvana's health quickly. Moving Nirvana also drains her life bar slowly. Without Nirvana, Carl is a very frail character. Outside of system mechanics he has no reversal, his normals are small, and his mixups are severely limited. However, with Nirvana, Carl has an array of strong tools to pressure and mixup the opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Strategy", + "title": "Carl Clover", + "section": "Blockstrings", + "text": "Like most Blazblue characters, Carl's blockstrings are very freeform. With Nirvana, however, Carl has to juggle more at once. Nirvana's positioning vastly changes for Carl's pressure and blockstrings. Learning how to move Nirvana during blockstrings is critical. Without adjusting her positioning, it's very awkward for Carl to draw out some of his best mixups and pressure. These blockstrings will often force you to move Nirvana in order for2Dto connect properly: 5A>2A>2B>5B>2D> jc > X Uses a jump cancel to keep Carl safe while2Dlocks down the opponent. You can barrier after jumping to stay safe, or jump in with another attack. X >5C>2D>6C/6B A similar setup, but uses6Band6Cas a high/low mixup while Nirvana uses2Dto cover Carl or extend the combo." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Strategy", + "title": "Carl Clover", + "section": "Okizeme", + "text": "These are adapted from the Carl Combo Beginner Tutorial:" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Strategy", + "title": "Carl Clover", + "section": "Midscreen", + "text": "Midscreen Fuoco is a strong oki option afterj.Cender. Input fuoco, land, then5C. The5Cwill catch rolls and Fuoco will pick them up. If5Cis blocked you can cancel into6Cfor an overhead,6B/3Cfor a low, or special cancel into vivace to force a sandwhich on block. This setup loses to reversal DP, but you can B vivace through most of them. This creates a guessing game for your opponent between the following: holding the cross up, attemping to DP the meaty5C, and/or dealing with the high/low mixup." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Strategy", + "title": "Carl Clover", + "section": "Corner", + "text": "Allegreto ender A very common ender in the corner. Leaves Carl in a good poking range. You can also combine it with delay2Dfor more effectiveness. 2D After most knockdowns likej.C, Carl can use2Das a meaty in order to cover all tech options. When using Alegretto, delayed2Dwill also let Carl jump in whilst OSing reversals. If you jump forwardj.Band they delay tech thej.Bwill be a safe jump. Volante For bothj.Cand Allegretto ender, calling Volante while you’re falling down will shut down DP > RC attempts as they will RC and still have to block the fireball. This effectively makes them waste 50 meter while you've only spent doll meter for Volante. Doll Move + Vivace After many knockdowns Carl can use a Doll move to hit meaty while he uses Vivace to cross up. Using Vivace this way will also put the opponent in a sandwich situation." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Strategy", + "title": "Carl Clover", + "section": "Tips and Tricks", + "text": "Learn to dash super jump. It makes some of the the harder match ups much more even because you can approach more safely. You can opt to dash jump in some places. It's easier to execute and just as important. If getting to the corner is for whatever reason not an option off a confirm, or you find yourself pressuring the opponent midscreen, most often getting the opponent in between you and Nirvana is your best bet Use Volante when Nirvana is offscreen to surprise your opponent! Sandwich your opponent between Nirvana and Carl. Use Nirvana to cover angles that Carl alone can't. If you're at a disadvantage, play defensively to regain doll meter for the next exchange. Try out extended corner carry routes. The payoff comes in mixup potential in the corner. -Bug: Often referred to as \"Doll Kara\", in certain situations it is possible to input a doll normal in the process of inputting a doll special (Ex: input 4123]d[6, 3d will begin to come out, but immediately correct itself to fuocco, effectively \"Kara Cancelling\" the doll special), where once the special comes out, both instances of Doll gauge will be expended, effectively doubling the cost of a move. You can mitigate this quite easily by simply not releasing D too early into using doll moves, though it is important to keep in mind if you ever find yourself with a little less doll meter than you thought you had. To do the dash super jump, input 6269. The timing is relatively tight at first, but it makes Carl's approaches much safer, especially when Nirvana is down or far away." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Strategy", + "title": "Carl Clover", + "section": "Ways to use Nirvana's collision", + "text": "Whenever Nirvana is active, she is solid to both Carl and his opponent, this has many implications and uses: Nirvana can push and be pushed around by both players in the same way players push each other.The resultant speed when pushed is the average of the speeds both players/Nirvana would be moving if they weren't being obstructed.There is no concept of how \"heavy\" a character is to move in this way, For example, walking into her while she is stationary would result in both Nirvana and the player moving sideways at half of normal walking speed regardless of whether Carl or Tager was pushing Nirvana.If Nirvana becomes active while overlapping either player, both are pushed sideways instantly however far it's needed to stop them overlapping. The resultant speed when pushed is the average of the speeds both players/Nirvana would be moving if they weren't being obstructed. There is no concept of how \"heavy\" a character is to move in this way, For example, walking into her while she is stationary would result in both Nirvana and the player moving sideways at half of normal walking speed regardless of whether Carl or Tager was pushing Nirvana. If Nirvana becomes active while overlapping either player, both are pushed sideways instantly however far it's needed to stop them overlapping. This can be used in a few waysFirstly, you can use this fact to simply put a barrier up between Carl and his opponent, slowing down their approach and basically preventing them from getting into jab range. Whilst in this scenario, it's possible to push Nirvana forwards (Since Carl's forward hop is faster than she is) to essentially advance with Nirvana shielding attacks that come his way.Conversely, if Nirvana is behind them, this will stop them from backdashing away as quickly, or force them to jump backwards to get away, which is a massive risk given Nirvana's powerful Anti-air moves.During combos, if Nirvana is behind Carl's opponent, she can be used to mitigate knockback by simply being in the way and active as Carl attacks, allowing certain combos that aren't possible otherwise.While Nirvana is active and solid to her opponent, Carl himself can still use Vivace to pass through her as he would the opponent. Likewise Carl's opponent can use moves that pass through players to also pass through Nirvana. Firstly, you can use this fact to simply put a barrier up between Carl and his opponent, slowing down their approach and basically preventing them from getting into jab range. Whilst in this scenario, it's possible to push Nirvana forwards (Since Carl's forward hop is faster than she is) to essentially advance with Nirvana shielding attacks that come his way. Conversely, if Nirvana is behind them, this will stop them from backdashing away as quickly, or force them to jump backwards to get away, which is a massive risk given Nirvana's powerful Anti-air moves. During combos, if Nirvana is behind Carl's opponent, she can be used to mitigate knockback by simply being in the way and active as Carl attacks, allowing certain combos that aren't possible otherwise. While Nirvana is active and solid to her opponent, Carl himself can still use Vivace to pass through her as he would the opponent. Likewise Carl's opponent can use moves that pass through players to also pass through Nirvana." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Strategy", + "title": "Carl Clover", + "section": "Fighting Carl", + "text": "There are several anti-Carl resources: A guide to beating Carl's defensive options(mostly outdated)NOTE: Wakeup Doll options are no longer possible as of CF2. NOTE: Wakeup Doll options are no longer possible as of CF2. A guide to disabling Nirvana A video guide on dealing with Nirvana's normals in neutral Here are some anti-Carl tips: Forcing Carl to block will stop the startup of certain moves Listen for Carl to shout \"Volante\" or listen for the static of the projectile to recognize offscreen Volante. Vivace loses to lows, throws, and 2As. Solo Carl is extremely weak, press the advantage if Nirvana is disabled. Try not to hit Nirvana if Carl is close, he can jump in and take his turn anyway. Hit Con Fuoco with low profile attacks." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Strategy", + "title": "Carl Clover", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Frame_Data", + "title": "Makoto Nanaya", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Frame_Data", + "title": "Makoto Nanaya", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Frame_Data", + "title": "Makoto Nanaya", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Frame_Data", + "title": "Makoto Nanaya", + "section": "Revolver Action Table", + "text": "5Band2Bare tied together - they can be used a combined total of 2 times per string" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Frame_Data", + "title": "Makoto Nanaya", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Frame_Data", + "title": "Hibiki Kohaku", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Frame_Data", + "title": "Hibiki Kohaku", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Frame_Data", + "title": "Hibiki Kohaku", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Frame_Data", + "title": "Hibiki Kohaku", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Frame_Data", + "title": "Hibiki Kohaku", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Combos", + "title": "Noel Vermillion", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Combos", + "title": "Noel Vermillion", + "section": "The Bread and Butter Combo", + "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple 2A>5B>5C>236CThe most basic combo that Noel can get that gives a knockdown. Works with any starter and often acts as a fallback combo when a Noel player is unsure about what to do when they land a stray hit. Gives decent corner carry but Noel does not get anyokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.off of it. The most that Noel can do is to chase them across the screen but she can't stop her opponent if they decide to roll backwards and reset to neutral." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Combos", + "title": "Noel Vermillion", + "section": "The Midscreen Bread and Butter Combo", + "text": "2A>5B>6A>5D> delayd.5B>d.5A(w) >d.6D>22B~C> dc >6C(1) >5D>d.6A>d.5A>d.5C>d.5A>d.236DAn easy combo that gives strong corner carry, decentokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., and will work for Noel's pokes at practically every range. This combo gives Noel the ability tosafe jumpby doing anIADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.immediately after recovery and inputtingj.4Corj.1C. More details about this can be seen in the Universal Low Juggle Ender in theEnderssection or in thestrategy page. ForKokonoe,Platinum,Nine, andTsubaki, you will want to delay thed.5Bmore than usual." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Combos", + "title": "Noel Vermillion", + "section": "The Corner BnB Combo", + "text": "2A>5B>5C>236C> 66 >5B>5C> sjc >j.B>j.2C> air dash >j.2C>j.D>d.4D>d.2D>d.5B>d.2D>j.214C>j.2CThe basic corner combo that works from any starter and nearly all ranges. The micro dash5Bis not needed all the time, but it's useful to start practicing it to help stabilize the combo at longer ranges. Additionally, Noel can replace the super jump cancel with a normal jump cancel andj.Bwithj.Cto increase the damage but risk losing stability at longer ranges. To do the air dash afterj.2C, do not buffer it because it is not a cancel and you must wait the full recovery ofj.2C. In some instances, certain characters may bounce higher than expected afterd.4D>d.2Dand maked.5Bwhiff. To solve this issue, slightly delayd.5Bor replace it entirely withd.6Bat the cost of losing a slight amount of damage. Afterj.214C>j.2C, Noel can do an auto timedmeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.and roll catch setup by inputting5C>2A. The5Cwill catch forward rolls and whiff on neutral tech but Noel will have enough time for2Ato hit meaty on a neutral tech. Be careful autopiloting this setup as delay tech can put Noel at risk for a punish. To see more about this, see Noel'sstrategy page." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Combos", + "title": "Noel Vermillion", + "section": "Core Combos", + "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Combos", + "title": "Noel Vermillion", + "section": "The Anti-Air Combo", + "text": "6A> sjc >j.C(1) >j.D>d.6C>d.2D>d.5A>d.5D>22C> dc >6C(1) >5D>d.5C>d.6A>d.5C>d.5A>d.236DThe main anti-air combo. There are many different alternatives, but this one is the most consistent across the cast that gives a decent amount of damage. Depending on how early the super jump cancel was done and a number of other factors such as relative height to the opponent, Noel may end up switching sides due toj.Dretaining momentum. As a general rule, if the super jump cancel was done instantly, Noel will end up switching sides. If it is delayed slightly, Noel will not switch sides. Despite being the most common anti-air route for Noel, it still ends up having some issues. It will outright not work forCarldue to him bouncing too low and for him it will require replacingd.5Awithd.6Afor a loss of damage. Alternatively, Noel can routed.6C>d.2D>22B~C> dc >6C(1) for him with the tradeoff of even less damage but added stability. It can also be tricky to land onMubecause she will bounce too high but this can be fixed by either delaying thed.5Aord.5Djust enough to lower her height so22Cwill not whiff." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Combos", + "title": "Noel Vermillion", + "section": "Introductory Combos", + "text": "Below are a list of combos that are meant to teach new Noel players the basics of her combo structure. Damage optimization is not the concern here and the goal is to secure the knockdown. These combos work on all opponents without regard for specifics such as crouching, standing, and so on. They should act as a good fallback and starting point for random hits." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Combos", + "title": "Noel Vermillion", + "section": "5A/2AStarter", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Combos", + "title": "Noel Vermillion", + "section": "5B/2BStarter", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Combos", + "title": "Noel Vermillion", + "section": "5C/2CStarter", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Combos", + "title": "Noel Vermillion", + "section": "6BStarter", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Combos", + "title": "Noel Vermillion", + "section": "d.6BStarter", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Combos", + "title": "Noel Vermillion", + "section": "Anti-air Combos", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Combos", + "title": "Noel Vermillion", + "section": "Throw Combos", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Combos", + "title": "Noel Vermillion", + "section": "Combo Theory", + "text": "https://docs.google.com/document/d/1vTN2BnqOr66tGFoq2bNJugE_0b53N-YgPtKSyogLWIM/edit# Additional Notes by Sig:https://docs.google.com/document/d/1yjGprTGI_WhG9S191Tl0LSnAuU-g4ytG1Larv7VqzOY/edit Generally, Noel's combos follow this abstract structure: Starter > Drive Transition > Linker > Drive Ender. This holds true for combos that are done in midscreen and in the corner. There are of course exceptions to the rule but this is how most Noel combos are formatted. The main difficulty in execution for her is usually not the combo itself but rather recognizing quickly what route to go into quickly. Noel should always first pick a drive ender based on whether she is in midscreen or in the corner. Then pick based on which okizeme she would like to run." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Combos", + "title": "Noel Vermillion", + "section": "Starters", + "text": "5A/2A/2B>5B/2B>6A>5D> ...As a rule of thumb, as long as you can confirm into6Awithin three hits, you can transition into the rest of the combo. This is her only way to get a decent combo midscreen when they are standing. It is also decent for Noel's pressure when combined with stagger and micro dashes as she can still utilize herCbuttons for frame trapss, reverse beat into herBbuttons to extend pressure, or jump cancel to reset pressure. Non-launch Normals >5C/2C>3C>22C> dc >6C(1) >5D> ...This one is a little bit tricky when it comes to hit count. Generally, Noel will want to land3Cby the fifth hit in the combo or it will drop. She will want to transition into herCbuttons as soon as possible for both stability and damage reasons. Thankfully due to the added hit stun from crouching, all of her buttons that don't launch can combo into both5Cand2C. If Noel can successfully hitconfirm into either5Cor2Cimmediately, adding on the other will generally increase damage substantially for her basic combos. When2Chits crouching, the opponent has just enough hit stun for Noel to recover and combo a2A. This makes this confirm especially useful when combined with Noel's stagger pressure." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Combos", + "title": "Noel Vermillion", + "section": "Drive Enders", + "text": "... >6C(1) >5D>d.6A>d.5A>d.5C>d.5A>d.236DThe drive ender Noel will want to use when she juggles them low to the ground after6C(1). Works on everyone but deals the lowest amount of damage. Ending a combo withd.236Dgives Noel access to asafe jumpby doing anIADimmediately after recovery and inputtingj.4Corj.1C(This givesj.C). Be warned that if Noel chooses to do the safe jump, she can't consistently catch forward rolls or back rolls midscreen. Ifd.236Dknocks them into the corner, she also might not be able to catch forward rolls in the corner either. To discourage rolls and enforce the safe jump, she must chase them across the screen by dashing at her opponent. To learn more about Noel's okizeme, check out thestrategy page. ... >6C(1) >5D>d.5C>d.6A>d.5C>d.5A>d.236DThe drive ender Noel will want to use when she juggles them high above the ground after6C(1). Works on everyone and deals decent damage. Gives the same okizeme situation as the Universal Low Juggle Ender. Drive enders (WIP by Sig):... >6C(1) >5D>d.6A>d.5A>d.5C>d.5A>d.236D(Universal, lowest damage)... >6C(1) >5D>d.5A>d.6A>d.5C>d.5A>d.236D(Works on all but Celica, slightly more damage)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Combos", + "title": "Noel Vermillion", + "section": "Corner", + "text": "In the corner, things become different as it is often better to just use one drive since adding heavy attacks earlier on will do more damage or it is just more reliable to use 1 drive string route.Examples of drive transitions include: 236C>5B>5C> super jump cancel >j.B>j.2C> airdash cancel >j.2C>j.D 6A> super jump cancel >j.C>j.D Examples of linkers include: d.623D>6C(1) >5D(high elevation) d.623D>2A/5A>6C(1) >5D(low elevation) Corner Combo TipsNoel's typical corner ender consists ofd.5B>d.2D>d.5B>d.2D>j.214C>j.2C. If the enemy is getting high enough to fall out of the combo, delaying thed.5Bcan sometimes help but replacing one of thed.5B's withd.6Bwill always rectify the problem. Do note that usingd.6Bon a low elevation enemy can cause the combo to drop.Spring Raid (d.623D) used early in a combo can always be picked up using either2A>6Cor6Cregardless of if the enemy was knocked down prior. Be aware that sometimes enemy height can change unexpectedly if a combo is executed slowly so you must be ready to use the appropriate pickup.A more executionally demanding but more damaging variant of the corner ender is6C(2) >j.2C>j.D> ender. This is a universal route and will work in all instances where a6Cconnects. Thej.Dis slightly delayed (the delay may change depending on character) and heavy hitstun decay can make it difficult to landj.2C. Thesafejump enderisj.2C>j.D>d.4D>d.2D>d.5B>d.4D>d.236Dfollowed by IADj.C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Combos", + "title": "Noel Vermillion", + "section": "Distortion Drives", + "text": "Midscreen:5Ccan be jump cancelled into tiger knee Thor to quickly end a round. Fenrir technically does more damage but pushback could prevent this from connecting.While in Drive with 50 meter, high elevation opponents can be comboed into Fenrir withd.6B>632146D. Low elevation opponents can be comboed into Fenrir so long as the opponent is close enough to be hit.d.5Cdoes an excellent job of closing the gap so refer to the various combo enders and adjust accordingly.While in Drive with 100 meter, anyd.2Dcan be cancelled into Thor which turns into an easy conversion by doing a fullscreen Fenrir. Fenrir could also be Rapid cancelled for some sort of214Afollowup. Corner:100 meter conversions are fairly straight forward. All of Noel's corner routes lead intod.2Din one way or another so the braindead route is to always use Thor > run up > Fenrir. Note that it gets harder to connect Fenrir after Thor if the opponent is closer to the ground but it is still possible.50 meter conversions are more tricky. Going straight into Thor is fine but Fenrir offers better damage. High elevation opponents can be hit withd.6Bto lower them. Hitting an opponent with a highd.236Dwill allow for Fenrir to be linked as they are falling to the ground. Refer to the Fenrir Corner Combo Enders section in the document linked above." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Combos", + "title": "Noel Vermillion", + "section": "Overdrive", + "text": "Note that only the first Drive move in a Drive string is Overdrive cancellable! 5C>5Dcombos now, making it much easier to get damage without a crouch confirm. d.623Dcan be followed up on in midscreen with a running6Cor a lazy5D. Can now be picked up in the corner with5D. d.236Dhas multiple hits, allowing for it to be picked up in the corner with a fairly lenient microdash6C. d.214Dwill wall bounce allowing for easy combo extensions when corner carry is prioritized. d.214Dwill combo into2Bor other normals with similar speed on grounded targets, allowing for (albeit reactable) left/right mixups and resets." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Combos", + "title": "Noel Vermillion", + "section": "Video Examples", + "text": "BBCF2 Noel Vermillion combo collections Noel's Max Damage Combo Routes" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Combos", + "title": "Noel Vermillion", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Strategy", + "title": "Nu-13", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Strategy", + "title": "Nu-13", + "section": "General Strategy", + "text": "Nu will usually play as a traditional long range keep-away zoner, trying to keep the opponent at bay until she can score a knockdown. Depending on the matchup she can play more defensively or aggressively, being at her strongest when in the corner withLuminous SlaveGuardAllStartupsee notesRecoveryTotal 61Advantagesetup, where she can go into one of her variouspressure sequences. Her two weak points are a poordefensegame and problems with making big comebacks, making an opponent's life-lead especially hard for her to deal with. This generally means that Nu wants to be on stay in an advantageous position at all times, either by zoning or with herokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. To achieve this, she uses herGravity SeedGuardStartup13RecoveryTotal: 42Advantagespecial to control the opponent's movement, making air and ground approaches more reactable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Strategy", + "title": "Nu-13", + "section": "Neutral", + "text": "In neutral, Nu aims to control space with her Drives, helped byGravity SeedGuardStartup13RecoveryTotal: 42Advantage(214X),Sickle StormGuardLow/AirStartup17RecoveryTotal: 62Advantage-18(236D) andLuminous SlaveGuardAllStartup51RecoveryTotal 52Advantage+29 [+39](214D), until she can get a good knockdown to start her close range game. This is due to the fact that while is she is aZonerA character in a fighting game who's primary gameplan is to stay far away keep distance from their opponent. The two main sub-archetypes are projectile zoners and spacers., the reward from her zoning is relatively poor, often resulting mediocreokiShort for \"Okizeme\"Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.unless she can convert into a corner carry route or end with214[D]. Drives have very long recovery on whiff, making it important to be reactive with their use, not preemptive. If the opponent has a fullscreen super (such asNaoto's632146BGuardAllStartup5+(50 Flash)+2Recovery23Advantage-11), it's important to keep an eye on their meter as they can be used on reaction to punish Drives.Observing the opponent's habits and/or baiting supers (e.g. by intentionally whiffing a low recovery button like5A, empty forward/backward dashes, etc.) can a good way to avoid being hit by them. Observing the opponent's habits and/or baiting supers (e.g. by intentionally whiffing a low recovery button like5A, empty forward/backward dashes, etc.) can a good way to avoid being hit by them." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Strategy", + "title": "Nu-13", + "section": "Key Specials", + "text": "Arguably Nu's single most important special, her main goal in most matchups is having Gravity set up as often/long as possible during neutral. Nu's second most important special, Luminous Slave enhances just about every part of Nu's gameplan. Therefore, having it set up as often as possible is highly beneficial for her but usually requires a knockdown to do safely." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Strategy", + "title": "Nu-13", + "section": "Movement", + "text": "Nu's mobility is one of her biggest strengths, backdashes and IADs can be used to escape unfavorable situations, while aerial approaches may be simply run under with Nu's fast dash speed to reposition. Dash IAD (66956), can also help going over an opponent, while covering more ground than usual. Another common albeit a bit more risky move is usingGravityGuardStartup13RecoveryTotal: 42Advantage>Act ParcerGuardStartupRecovery41Advantageto change sides. Be mindful that Nu can be mashed out of her command dash." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Strategy", + "title": "Nu-13", + "section": "Without214[D]", + "text": "Nu's blockstrings usually use2BGuardLowStartup9Recovery10Advantage0as their cornerstone and can branch out from there, thanks to its vast amount of gatling options. 6A,6B, etc. can be delayed slightly to create frametraps, while2Cnaturally has a 1f gap, allowing Nu to punish mash attempts. All of these options are jump cancelable as well, opening up further mixups and pressure options. Should the opponent not mash or is conditioned not to, then2Bcan be used for stagger pressure and standard strike/throw mix. Ending a blockstring with6Ccan be used to setup Gravity and continue with Drive pressure or canceled into Act Parcer. However, as with allC-normals, it's easily punishable by ODR, so caution is advised with its usage. 3C>236Dpresents another natural frametrap but should never be used without gravity as it is highly minus on block. After gravity has been used, Drives and Act Parcer are avaiable once again. After any jumpcancelable move, but usually during2C, Nu can do a jumpcancel into an immediatej.2DD. If done correctly, this will hit any character, even crouching. Note that against barrier block, neutral jump should be used instead of jumping backwards. Withj.2DDblocked, Nu can now cancel into crescent feint (j.214D~C), which gives her various options afterwards: Landing into662B/3Cor Throw for a strike/throw mix. Fallingj.Cfor an overhead into663Cfor an automatic confirm or another low mix j.6DD/j.2DDintoj.214D/j.214[D]for another overhead option. Act ParcerGuardStartupRecovery41Advantageintoj.B/j.C/ground normals/Throws etc. While fine to use midscreen, where this option really shines is against cornered opponents as hits will be a lot more rewarding." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Strategy", + "title": "Nu-13", + "section": "With 214[D] Setup", + "text": "TKAn input method to perform a special move in the air as fast as possible after you leave the ground. Short for \"Tiger Knee\". For Example: 2369 for a j.236 input.Crescent presents a vital piece of Nu's mixup options. Usable from any jump cancelable normal, TK crescent gives Nu access to a decent overhead at almost any point during her pressure. HoldingAwill prevent214Dfrom being registered, making it good way to perform TK crescent without getting its prejump frames accidentally canceled into Luminous. Nu isn't limited to just usingj.214Dbut can also go for the feint or charged version (against opponents expecting the feint). Fromj.214D~C(feint) can go for either continued strike/throw mixup or do another TKj.214D(any version), if the opponent respects it. While it needs either Luminous Slave setup prior or RC to convert from, it can still be a good option to go for without those available. It is important however, to keep it's minimum range in mind, as it will whiff at point blank. Nu can leverage a technique calledfuzzy overheadAn offensive technique where the attacker exploits a common system mechanic in Fighting Games where a crouching opponent can be hit by a rising overhead as their hurtbox is expanded to be standing even though they are crouch blocking.by doing a fallingj.B~D/j.C~Dfollowed by an immediate risingj.B. Should the opponent get hit by thej.B, then214[D]will allow for a full combo. This will also work against barrier, in that case rising669j.Bshould be done to gain dash momentum. To complete the mixup, instead ofj.B, a2Bcan be used to create a high/low mix. Alternatively,j.Ccan be canceled intoj.2C(whiff) >2Bat any point ofj.C's hits. Since all hits ofj.Care overheads, this makes for a tricky to block situation. Aside from that, there's also the option to forgo the falling air button and perform an empty jump2Bor do a delayed air dash intoj.B>j.C. Anti-Airs can be discouraged/punished by doing: j.2D>66GuardStartupRecovery41Advantage(aerial Act Parcer) and pressuring the opponent (instead of the falling air button). Doing a neutral jump barrier and letting Luminous (214[D]) fire. UnchargedCrush TriggerGuardGuard Break 32/BarrierStartup20Recovery25Advantage0represents a 20f mixup option for 25 meter. Thanks to Luminous, Nu can easily convert from it, even at midscreen. 5A+B~Dwill ensure a guaranteed pickup should CT not be barriered. Even if it is blocked, Luminous will leave Nu plus afterwards. In corner, Nu can do a microdash CT~D(665A+B~D) immediately after setting up214[D]as an oki mixup. This won't work against forward and wakeup jumps, requiring a certain conditioning or respect from the opponent to block on wakeup. Delayed wakeup can also completely avoid CT/Lumi as well and dl. DPs may clash at times (or even hit) where it normally wouldn't if the opponent would've done it instantly after emergency teching. Since Nu retracts her hurtbox quite a lot during the Crush Trigger animation, it is possible to entirely avoid certain DPs and automatically punish them afterwards, although the reward will be lower than from a6Bpunish. See the infotables in the sectionDPs Avoidable By CTfor more details." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Strategy", + "title": "Nu-13", + "section": "Drive Pressure", + "text": "While less varied than her close range blockstrings, Nu's Drive sequences nontheless leave room for mixups and continued pressure. It's important to keep in mind that Nu is not forced to use a Drives' followup. A sequence as for example4DD>5D>4D>236D~Ccan be used to throw off opponents expecting the ususal followups." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Strategy", + "title": "Nu-13", + "section": "DPs Avoidable By CT", + "text": "Below are (non-exhaustive) infotables about which DPs/reversals mayb be avoided by doing microdash CT~Dafter214[D]. Reversals in the \"unreliable\" category may have a chance to clash or even get hit by, depending on the timing. On clash, an opponent mayclash-cancel into RC, OD or another DP which will usually hit Nu out of CT's recovery animation. Some DPs (done during a gap in pressure) will whiff if Nu spaces herself enough during a blockstring before attempting a CT." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Strategy", + "title": "Nu-13", + "section": "j.214D Knockdown", + "text": "After aj.214Dknockdown (usually from a staircase combo), Nu's Oki is relatively limited as the opponent will be knocked far away from her. The standard option is to setup214Bgravity and continue playing neutral from there. Alternatively there's the option to use214[D]after gravity or omit gravity completely and go for an aggressive IAD." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Strategy", + "title": "Nu-13", + "section": "Corner Knockdown", + "text": "Combos that end in the corner will end in most cases with gravity and214[D]setup, automatically creating part of Nu's oki. From here, doing amicrodashThe act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button.2Bis the safest option, catching forward rolls, wakeup jumps and otherwise keeping the opponent blocking for continued pressure." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Strategy", + "title": "Nu-13", + "section": "Calamity Sword", + "text": "Nu has to rely on system mechanics on defense, as she lacks a meterless reversal and her only metered option,Calamity SwordGuardMidStartup10+(52 Flash)+1RecoveryTotal 52[Total 84]Advantage-11 [-9](632146D), has deadzone right in front of her. When cornered, Calamity Sword will be able to hitTagerandSusanoo, turning it into a real reversal in this situation. With OD, the deadzone is removed and Nu will send out 4 swords that heavily pushes opponents back on block, making it safe even on block.However, opponents can use a frame 1 projectile invulnerable move after the superflash to still punish her. However, opponents can use a frame 1 projectile invulnerable move after the superflash to still punish her." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Strategy", + "title": "Nu-13", + "section": "System Mechanics", + "text": "Outside of Calamity Sword, smart usage ofIBInstant BlockA special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both.andIBBare crucial, as well as leveraging ofOption SelectsA technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations.,Fuzzy GuardA defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right., etc. See theUniversal Strategy Pagefor further details on Option Selects (OS). Nu's backdash is very good as an evasive maneuver but can still be caught by moves likeRagna's5BGuardMidStartup8Recovery14Advantage0if used predictably." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Strategy", + "title": "Nu-13", + "section": "OD Usage", + "text": "Burst may often be Nu's only option to when defense but nontheless Overdrive can be used to great effect as well. UsingOD OSor even justODRcan be excellent to punish usually safe moves and turn a difficult situation around. Using OD instead of Burst will not only leave you with 30% Burstgauge afterwards but also still let's you enter Active Flow, either by using Exceed Accel or normal gameplay. This is an important point to remember, as Nu's combos consist of a large amount of multi-hittingC-normals, she will build up Active Flow faster for both herandher opponent Therefore, unnecessarily Bursting puts Nu at a twofold disadvantage: Leaving her with 0% Burstgauge, locking her out of Active Flow for the rest of the round and potentially have her opponent enter Active Flow quicker just by hitting them." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Strategy", + "title": "Nu-13", + "section": "General Tips", + "text": "Firstly, it's important to know thedifferences between Nu and Lambdaas they are not the same character despite having similar appearance (Lambda is easily recognizable by her green, glimmering \"aura\"). Here are some important difference at a glance: Nu's236DGuardLow/AirStartup17RecoveryTotal: 62Advantage-18is a low (where asLambda'sis a mid) 632146DGuardMidStartup10+(52 Flash)+1RecoveryTotal 52[Total 84]Advantage-11 [-9]isnotan overhead, unlike Lambda's Nu doesn't have Lambda'srekkaA series of special attacks that are only available after the first one is performed.-series (236BGuardAllStartup18~24Recovery19Advantage-5) She also lacks a standing overhead (while Lambda has6BGuardHighStartup24Recovery15+8LAdvantage-8) Nu has no meterless reversal, and her metered option (Calamity SwordGuardMidStartup10+(52 Flash)+1RecoveryTotal 52[Total 84]Advantage-11 [-9]/632146D) has a deadzone in front of her, making it whiff against the entire cast when standing in front of her, except forSusanooandTager(both who will only be hit if Nu is cornered). While Nu can turn Calamity Sword into a true (and safe on block) reversal during OD, this is still a quite expensive way to do so." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Strategy", + "title": "Nu-13", + "section": "Melee", + "text": "Nu will usually play a traditional strike/throw game up close, using2BGuardLowStartup9Recovery10Advantage0as her primary stagger tool. Should she haveLuminous SlaveGuardAllStartupsee notesRecoveryTotal 61Advantage(214[D]) set up, then Nu will most likely use the opportunity to attempt an overhead attack withTKAn input method to perform a special move in the air as fast as possible after you leave the ground. Short for \"Tiger Knee\". For Example: 2369 for a j.236 input.Crescent SaberGuardHigh/AirStartup18RecoveryTotal: 59+9LAdvantage-11(j.214D, will hit at frame 24 when TK'd). However, this isn't her only option as she can also feint the attack and go for a low or run up throw. 5CGuardAllStartup16RecoveryTotal: 71Advantage-8/3CGuardLow×3, All×5Startup11Recovery22Advantage-6/6CGuardMid×2,All×6Startup22Recovery24Advantage-3/2CGuardMid×2,All×6Startup14Recovery24Advantage-9are susceptible toODRpunishes, making them risky options should a Nu player decide to use them while the opponent has OD available. Without OD, it's best toIBthem for more meter gain. Cancels intoGravityGuardStartup13RecoveryTotal: 42Advantage(214x) or236DGuardLow/AirStartup17RecoveryTotal: 62Advantage-18are punishable by a number of things:Overdrive OS, mash2A, etc." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Strategy", + "title": "Nu-13", + "section": "Zoning", + "text": "Dash Blocking(also known asBarrier Brake) is an important technique to approach Zoners, learning it can be very beneficial for the matchup. Since Nu's Drives have large recovery on whiff, moving in unpredictable ways is advisable. Her zoning is the most vulnerable when Gravity needs to be setup again, making it the best situation to move in against her. Watch out for this animation Default to blocking low to avoid getting hit by236D(dubbed \"wheel\") and react to4DGuardHigh/AirStartup27RecoveryTotal 57Advantage-9 [-1]startup animation. The trick is to keep an eye on Nu herself and not her Drives. This is especially crucial when cornered, as the aformentioned Drive will be hitting from offscreen. Also keep in mind that Nu's Drives don't deal chip damage (outside of Overdrive) so it is not necessary to use barrier against them. As Drives lack chip damage, it's hard for Nu to make big comebacks from pure zoning, making a big life advantage especially good against her Nu can cancel Drives into each other or specials without being forced to use their followups, so it's especially important to not get too comfortable after blocking5Dfor example, as she can instantly cancel into4D. Should Nu choose to useLegacy EdgeGuardAllStartup16+(41 Flash)+9RecoveryTotal: 57Advantage+79 [+131](236236D) in neutral, it's best tochicken blockJumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup. Loses to air unblockable attacks such as BBTAG's Reversal Actions.it to avoid potential mixups that Nu might attempt. Furthermore, it's easy toIB, allowing for additional meter gain with little risk." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Overview", + "text": "Makoto is Blazblue's resident boxer. She's abeginner friendly rushdown characterwith relatively basic tools for getting in and dealing damage. Once she gets in, she has fast and varied tools to do relentless pressure, requiring good guesses from her opponent to break out of, with bad guesses getting severely punished. Makoto's Drive is primarily a combo tool; She charges punches of increasing strength with each level having different utility, making it a tool capable of strong stagger pressure. Her Overdrive cranks it up a notch to improve her damage, basically turning any stray hit into at least a decent combo, often much more. Even when on the defence, as long as she's being pressured at close range, she has access to many ways to defend herself. Makoto concentrates a large amount of energy in her fists for extremely powerful punches. All of her Drive moves have 3 levels - holding down the D button charges the move from Level 1 to Level 3 and back down to Level 1 if held too long before cancelling the move entirely. Releasing the button executes her Drive for that particular level, although Makoto will always wait until the end of that charge level before attacking. For example, a level 15Dwill always have the same startup no matter how early or late you release D during the level 1 window. The length of time you need to hold varies with each move, so you'll need to learn to feel how long to hold each one when learning Makoto's combos Level 1 drive moves are the weakest, however they come out the quickest, meaning some combos need to use this level. Level 1 and 2 Drive moves can cancel into specials, allowing different combo routes and increasing usefulness in blockstrings. All Level 3 Moves are Fatal Counters Level 3 moves often blow the opponent away All of Makoto's Drive moves automatically become Level G no matter how charged they are. This gives them increased damage and histun and removes the need to charge them up (although charging is still possible), allowing for some new combos. Level G moves are usually comparable to level 3 with the startup time of a level 1 move, although some Drive moves gain further beneficial properties beyond that. Additional properties are added to her special moves, such as wallbounce properties (noted below)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An exceptionally quick jab that whiffs on crouching opponents. It can be used alongside2Ato set upTRMor throwing off opponents trying to Instant Block. It reaches farther than2A, so it can be used as a niche anti-air, but it doesn't have any proper head invulnerability." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of Makoto's all-around best normals. It has good range, quick start-up, and propels her forward. It's great for spacing, pressure, and combo filler. Because of its P1 proration, fast speed, and reach, this is Makoto's best counter-hit combo starter. It can be used to punish whiffed or blockedDPsDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.or EAs, or any move with a long recovery. 5Bis also air unblockable.6A>5Bis a strong anti-air string that hits people who only barrier one hit of a blocked antiair Note: If you land a5Bat max range it will only combo into5Dor214A~C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of the few5C's that's faster than5Bwith an added bonus of being fully disjointed on the first active frame, which allows it to beat many jabs in close range situations. It's very minus on block, but also has a generous cancel window. Makoto's main issue with this move in pressure is her mixup options become significantly weaker, as her access to lows drops dramatically. Gatling options:6B,5CC,2C,6C,3C,5D,2D 5CC 5CCis only available after5Con hit or block. It provides easy and safe hitconfirms after5Cand discourages mashing. It puts the opponent in more blockstun than5C, which allows for airtight214A~Cmixup if you have meter. 5CCgatlings into6Bfor an overhead with a 4-frame gap, but does not gatling into2B, leaving3Cas your only low option afterwards, making it suceptible to fuzzy blocking. The move can be input atanypart of5C's recovery after5Chits, making it useful as a frametrap (This cancel window is 5F longer than her other options). At -3,5CCis weak to Instant Block. It becomes -6 on IB which many characters can punish, and canceling into6Band214A>Cbecomes more vulnerable to reversals.5CCis +3 on Guard Cancel Overdrive, but many of the cancel options (5D,2D,214A~C,6B,41236C) are very weak to Guard Cancel Overdrive, so be careful when canceling on block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Makoto's actual jab, just 1 frame slower than5Abut 1 frame faster than mostabareAn attack during the opponent's pressure, intended to interrupt it.tools. This makes it useful in scrambles where Makoto is -1 or 0, since she can either trade or punish mashing opponents. Its fast startup also makes it useful for whiff punishing extended hurtboxes, though this typically nets poor reward. This is the only point in pressure where Makoto has access to both her6Boverhead and2Blow. It's also useful for stagger pressure and setting upTRMalongside5A. Followup whiff canceled jabs have 5 frames of startup instead of 6 Values in [] are for followup 2As" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Makoto's only viable low for mix-up. It chains into5Cfor hitconfirms, which can be a problem as2B>5CCdoes not work at absolute maximum range. In pressure, it can be used to enforce high/low mixups.2B>5CC>214A~A,2Bis a great way to open up opponents, since many will expect6Bafter the reset, but it can be mashed out of. 2BcanOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"to pick up opponents after a hard knockdown (such as after her air throw) or opponents that don't Emergency Tech." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Makoto's launcher.2Chas great P1 proration, but has very slow start-up, a very obvious animation, and hits mid, making it incredibly easy to react to. However, it is extremely useful in combos since it can launch opponents off the floor, allowing for many moves to follow it up. This move also has head invuln that goes active on the 12th frame and is reasonably low profile before that, useful for certain situations where6Awould get baited/meatied." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This is Makoto's go-to anti-air, with frame 5 head invuln. The animation propels her forward slightly, which can be either good or bad - it's bad when it results in6Awhiffing. However it performs decently for this function and beats or trades with a lot of strong air attacks. It has some surprising usefulness in other roles as well.5B>6A>5Bis a decent block string and can be staggered at any point. It can also gatling into her overhead,6B, which many players are not used to seeing or reacting to. Can be jump canceled on block, however its horizontal hitbox is short and it tends to whiff after barrier blocks." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A very important grounded overhead. It's one of the fastest in the games with a subtle animation, and it can be done quite late into blockstrings, but it's hamstrung by Makoto's poor access to lows. It can cancel into5CC,6A, or214A~Cin order to combo. Forces crouching on hit 110% Bonus Proration and ground bounces opponent on aerial hit, allowing you to combo. Bonus Proration 110% Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 6Cmoves Makoto far forward and, although it's very unsafe on block, it can be canceled into5Dor214A~Cfor a frame trap that catches jabs on normal block. It's best to use it this way by staggering it after a blocked5C. These are both weak to ODR, and uncancelled 6C still leaves Makoto -2 on ODR. 6Calso launches the opponent very far, so it's useful for getting the opponent closer to the corner." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "3C", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 3Chas head and body invuln, as well as a low profile hitbox, so it can go under a lot of attacks including most reversals. However, its long startup makes it difficult to land on reaction and unreliable as a prediction, so be mindful of using it. It provides hard knockdown on counter hit, so it's a high-risk high-reward callout. 3Cis neutral on normal block, so a followup2Acan be used to catch opponents mashing on block. 3Ccan also be feinted by holdingC, shortening the move's duration while retaining the invuln, making it useful occasionally as a command dash and it's her closest thing to a projectile invulnerable approach tool due to its low profile. 110% Bonus proration 3C Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Her basic air jab. The hitbox on it is decent and goes mostly horizontal, making it somewhat useful at interrupting air approaches. Useful, but nothing to write home about." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This is one of Makoto's trademark attacks. It covers the area straight above Makoto and stuns for a very long time on counter hit. Helps tremendously in match-ups against floaty airborne characters like Arakune." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.C This attack's diagonally downward hitbox makes this her go-to air-to-ground attack. The hitbox is pretty piddly and will lose to pretty much every anti-air, so use it wisely. Gatling options:j.B,j.CC j.CC" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Makoto bounces in the air and falls on her opponent. This move halts all air momentum, making it useful for baiting anti-airs. It also has extremely long stagger on counter hit, allowing for easy followups. On block, Makoto recovers in time to usej.C, but this loses to fast anti-airs (9f gap on normal block, 13f gap on IB). On hit/block, Makoto bounces upwards with recovery 10F Crumple Duration 24F, Crumple Fall 57F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "5D", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Level 1/2: essentially operate the same way Level 3: Blows the opponent away, Fatal Counters, Hard knockdown. Level G works essentially the same as Level 3. Air unblockable Strong straight forward punch.5Dmoves Makoto forward quite a distance which gives it a very long range in spite of the actual hitbox of the move. Level 3 is used in combos a lot. Level 1 and 2 can be special canceled to use in pressure. You can't combo after Level 35Dunless you are close to the corner or have meter for a Rapid Cancel, but after a corner hit you can start a corner combo based on combo proration (e.g2A/2B). 5D Lv1 Startup is fastest possible, can be extended by holding button Slowest possible startup is 35, max hold cancels move without attacking (total animation 42F) On CH Crumple Duration 54F, Crumple Fall 78F 5D Lv2 Startup is fastest possible, can be extended by holding button past Lv3 Slowest possible startup is 29 On CH Crumple Duration 58F, Crumple Fall 81F 5D Lv3 Fatal Counter Maximum Slide duration 12F 5D LvG Fatal Counter Maximum Slide duration 15F Max hold ends move without attacking (total animation 42F)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "2D", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches opponent Level 3 Fatal Counters In OD, has much longer untech time Air unblockable Makoto does a step forward then delivers a strong uppercut. Causes a fatal counter at level 3.2Dis a combo tool and can also be used in pressure since Level 1 and 2 are both special cancelable.. Level 32Dlaunches the opponent high enough that you can combo after it with2Cor just an aerial combo. Level 1 and 2 can be used in combos with a strong enough starter (e.g5B). 2D Lv1 Startup is fastest possible, can be extended by holding button Slowest possible startup is 39, max hold cancels move without attacking (total animation 53F) 2D Lv2 Startup is fastest possible, can be extended by holding button past Lv3 Slowest possible startup is 33 2D Lv3 Fatal Counter 2D LvG Fatal Counter Max hold cancels move without attacking (total animation 53F)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "j.D", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Halts air momentum until it recovers. Wall bounces at Level 3 Level G version works essentially the same as Level 3 Makoto propels herself forward using her tail to do a strong punch in the air. You can combo intoj.Dfromj.B.j.Dis a combo tool with no real use in neutral. It also halts air momentum, so if you're desperate to avoid an attack you can use it to stop yourself. j.D Lv1 Startup is fastest possible, can be extended by holding button Slowest possible startup is 37, max hold cancels move without attacking (recovers airborne + landing recovery, total animation 52F) Landing recovery applies if move reaches frame 4 j.D Lv2 Startup is fastest possible, can be extended by holding button past Lv3 Slowest possible startup is 33 Landing recovery applies if move reaches frame 4 Maximum Slide duration 10F j.D Lv3 Fatal Counter Landing recovery applies if move reaches frame 4 j.D LvG Fatal Counter Max hold cancels move without attacking (recovers airborne + landing recovery, total animation 52F) Landing recovery applies if move reaches frame 4" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Causes hard knockdown Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Makoto's counter assault has the same animation as her6Cand launches the opponent a good distance away. It's decent as a counter assault, but nothing special." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Comet Cannon", + "text": "236A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Oki tool Projectile remains active for 38F after recovery Can cancel into Break Shot frames 22~34 Projectile re-hits every 6 frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Break Shot", + "text": "Dduring236A(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Each level punches the Comet with increasing distance Level G version wall bounces Optional follow up after Comet Cannon where Makoto punches the orb launching it straight forward, turning it from a 3 hit oki tool to a more regular projectile attack. Both the punch and the projectile can hit and cause decent damage with good scaling, making it useful in various combos. 236A~D Lv1 Data listed as Strike / Projectile Startup is fastest possible, can be extended by holding button Slowest possible startup (max hold) is 46 / 47, total animation 66F Frame advantage listed assumes opponent blocks both the strike and projectile Frame advantage on-block for projectile only (strike whiffs): -2 236A~D Lv2 Data listed as Strike / Projectile Startup is fastest possible, can be extended by holding button past Lv3 Slowest possible startup is 38 / 39, total animation 58F Frame advantage listed assumes opponent blocks both the strike and projectile Frame advantage on-block for projectile only (strike whiffs): 0 236A~D Lv3 Data listed as Strike / Projectile Fatal Counter Startup is fastest possible, can be extended by holding button Slowest possible startup is 31 / 32, total animation 51F Frame advantage listed assumes opponent blocks both the strike and projectile Frame advantage on-block for projectile only (strike whiffs): +2 236A~D LvG Data listed as Strike / Projectile Fatal Counter Startup is fastest possible, can be extended by holding button Slowest possible startup is 47 / 50, total animation 67F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Shooting Star", + "text": "236B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Makoto slides back and forth with a strong punch to the guts. Has amazing corner carry. It looks like an awful move in isolation, since it is unsafe on block and has very long startup, is susceptible to being option-selected against, and lacks the flexibility of the more iconic back-swing blows. However, it synergizes with her other reversals well; many options that low profile or hit low naturally beat623Cand214Dbut lose to Shooting star. Unsafe on block, but can be spaced out of punishment range of some characters. In matchups like vs Susanoo or Ragna, however, this move is always an enormous risk. Frame 1 Foot and throw invuln. Can punish low/throw mixups cleanly. Full invuln kicks in early enough to trap DP mashing during Makoto's pressure. CH wallbounce midscreen and wall splats in corner. Can be used to beat slow reversal supers after the flash, or make Exceel Accels whiff and automatically punish." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Corona Upper", + "text": "623C(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Meterless reversal Low profilable Combo tool in overdrive or for high damage weak okizeme routes. Makoto's meterless reversal and one of the fastest ones in the game to go active. It does have its shortcomings, however; It has very short range, relatively little invulnerability and is also trivially easy to low profile for many characters. Overall it's one of the riskiest reversals in the game. However, it can be very useful when used in combination with Instant Blocking and can defeat certain Safe Jump setups that other characters cannot. Like all similar moves, Makoto is in a counterhit state during its lengthy recovery, so if you miss or get blocked without heat to Rapid Cancel, expect to die. Also, be careful of moves with disjointed hitboxes, however, as these can hit you from a distance outside of Corona Upper's range. Air Version 623C Airborne from frame 11 On hit, cancellable into 623C~D frames 23~39 reversal j.623C On hit, cancellable into 623C~D frames 14~30" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Meteor Dive", + "text": "Dduring623C/j.623C(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Follow up after Corona Upper that dunks them down to the ground and ends the combo. Sadly, it's is only available if Corona Upper hits, meaning you can't use this to make a blocked or whiffed Corona Upper safer in any way. Each level does increasing damage, but doesn't gain new properties, so you should almost always go for level 3. During Overdrive, this move ground bounces the opponent and this turns it into fantastic combo filler due to its amazing damage and scaling values. 623C~D Lv1 Startup is fastest possible, can be extended by holding button Slowest possible startup (max hold) is 51 623C~D Lv2 Startup is fastest possible, can be extended by holding button past Lv3 Slowest possible startup is 35 623C~D Lv3 Fatal Counter 623C~D LvG Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Asteroid Vision A", + "text": "214A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A key move for approaching and combos, Makoto dashes with 2 illusions with 3 different arcs to confuse the enemy with no visual difference between the versions until Makoto reveals herself; the button pressed determines which arc the real Makoto will take. The illusions will last for the duration of the move, so using an attack will immediately dispel the illusions. The A version also boasts a very large variety of possible followups and as such is used in pressuring and combos alike, mastering all the possible options and when to use them is key to learning Makoto. Different followups by pressingA/B/C/Dor236B. All are possible on hit, block or whiff. Shares a visual animation with theB/Cversions of this move until Makoto does something or the move ends. The fakes have no collision with the opponent, but Makoto herself does. Your opponent will always try to face the real Makoto for blocking/inputting moves and the camera will track based on the real position of Makoto. Can cancel into 214A~C from frame 6 Can cancel into 214A~D or 236B from frame 8 Can cancel into 214A~B from frame 10 Can cancel into 214A~A from frame 12, or automatically cancels after 35 frames (listed recovery includes automatic cancel)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Break", + "text": "214A~A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fastest possible 214A~A is 11+11 (22F total)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Eclipse Turn", + "text": "214A~B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Can pass through opponent frames 1~17 Fastest possible 214A~B is 9+21 (30F total)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Infinite Rush", + "text": "214A~C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Makoto reveals herself and does two punches, then an uppercut. Basically forms the first part of a variable Rekka chain; leads to many follow ups, but you can only cancel into them from the second punch. Can be used as a frame-trap but is extremely unsafe on block. Followups occur after the second hit (frame 21) Fastest possible 214A~C startup is 5+9 (14)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Cosmic Ray", + "text": "214A~D(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Lv 3 can be up to +4 on block depending on how late it connects Startup based on earliest possible charge Lv 3 and Level G versions Fatal CounterFatal Counter causes ground slide on air hit Fatal Counter causes ground slide on air hit Lv G version causes ground slide on air hit All Levels have foot invuln on startup. Makoto slows down during the charge 214A~D Lv1 Startup is fastest possible not including 214A~D cancel time (fastest startup from start of 214A is 22), can be extended by holding button Slowest possible startup (max hold) is 36 214A~D Lv2 Startup is fastest possible not including 214A~D cancel time (fastest startup from start of 214A is 24), can be extended by holding button past Lv3 Slowest possible startup is 29 214A~D Lv3 Startup can be extended by holding button (fastest startup from start of 214A is 27) Fatal Counter 214A~D LvG Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Mars Chopper", + "text": "214A~C~A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Follow up to Rush. An extremely fast but telegraphed and low reward overhead punch that leaves you at a slight disadvantage if blocked, but is +2 on hit. Functions very similar to Jin6A, where it is a harassment tool until Makoto gains 50 meter, at which point it becomes a powerful mixup option. Forces crouching on hit Can't be combo'd after on normal conditions - you need to Rapid Cancel or get a counter hit. On CH it links into2A5B. Natural frame trap from rush. Hits 4f later than the low option to rush, so it can be pattern-blocked by a skilled opponent. Punishable by a privileged few members of the cast on IB. Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Star Gazer", + "text": "214A~C~B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Low followup from rush that complements Mars Chopper. Gives a decent knockdown on normal hit and a combo on RC with RC > 5C. Causes untech on CH. You can combo after it on CH with5B,5C, etc. Only -1 on block and is neutral on barrier block. Even on block Makoto can swing5Avs characters with weak jabs or5Cvs pokes that extend hurtboxes before activating. She can also attempt to re-pressure withj.CC. If it is instant blocked, however, Makoto has to block or try something very high risk. The knockdown is weaker than Infinite rush, so its not really a good choice for hit-confirming long range 5Bs with." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Infinite Rush (Continued)", + "text": "214A~C~C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Combo ender. After pressingCfor the first part of Infinite Rush, the button must be released and pressed again to get this move to come out. With an RC, can be cancelled on any hit, making it harder to predict your followup pressure. Technically part of 214A~C (additional hits occur if C is held)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Lander Blow", + "text": "214A~C~D(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Lv3 and LvG versions Fatal CounterStaggers on Fatal Staggers on Fatal Extremely short recovery on Lv3 and LvG 214A~C~D Lv1 Startup is fastest possible, can be extended by holding button Slowest possible startup (max hold) is 34 214A~C~D Lv2 Startup is fastest possible, can be extended by holding button past Lv3 Slowest possible startup is 30 On CH Crumple Duration 58F, Crumple Fall 81F 214A~C~D Lv3 Fatal Counter On CH Crumple Duration 65F, Crumple Fall 84F 214A~C~D LvG Fatal Counter On CH Crumple Duration 65F, Crumple Fall 84F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Asteroid Vision B/C", + "text": "214B/C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll TheBandCversions let Makoto cancel into air normals except that PressingDcancels into Lightning Arrow instead ofj.D. Shares a visual animation with the A version of this move until Makoto does something or the move ends. A key move for approaching, Makoto dashes with 2 illusions with 3 different arcs to confuse the enemy with no visual difference between the versions until Makoto reveals herself; the button pressed determines which arc the real Makoto will take. The illusions will last for the duration of the move, so using an attack will immediately dispel the illusions. The B and C versions are used to do aerial approaches or escapes or to ambiguously approach airborne opponents, for example theBversion can set up crossups withj.2C, and occasionally theCversion can be used to bait a fake crossup. During combos this move is only really used during overdrive to set up Lightning Arrow bounces. However, during pressure this can be instead of a jump cancel since Makoto has very few jump cancellable normals on block, but every normal can be special cancelled. This is not as nice as an actual jump cancel since you lack the ability to block or to use any air options. Asteroid VisionB Asteroid VisionC Any air normal (Exceptj.D) D-Lightning Arrow 214B Can cancel into j.A, j.B, j.C, j.2C or 214B/C~D from frame 13 Airborne from frame 5 Applies 4 frames of landing recovery to moves used after (that do not have their own landing recovery) 214C Can cancel into j.A, j.B, j.C, j.2C or 214B/C~D from frame 13 Airborne from frame 5 Applies 4 frames of landing recovery to moves used after (that do not have their own landing recovery)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Lightning Arrow", + "text": "Dduring214B/C(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Startup based on earliest possible charge Lv3 and LvG versions Fatal CounterLv2, 3, and LvG versions ground bounce on CH Lv2, 3, and LvG versions ground bounce on CH Reduces gravity during the charge Uses the same sprites as Meteor Dive, but with a much smaller hitbox. Both are different moves for Same Move Proration purposes. 214B/C~D Lv1 Startup is fastest possible not including 214B/C~D cancel time (startup from start of 214B/C is 34), can be extended by holding button Max hold causes Makoto to land before attacking 214B/C~D Lv2 Startup is fastest possible not including 214B/C~D cancel time (startup from start of 214B/C is 34), can be extended by holding button past Lv3 Slowest possible startup is 32 214B/C~D Lv3 Fatal Counter 214B/C~D LvG Fatal Counter Max hold causes Makoto to land before attacking" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Sirius Jolt", + "text": "41236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An unblockable(?) special which can just be thrown out in blockstrings(??) that mysteriously can be blocked(???) low(????) while not technically being a low hit. This move sounds like absolute nonsense on paper but works similarly to Naoto's Phantom Pain; a mixup choice that is always available but is unsafe and reactable. In practice it is generally just used for combos but it has niche uses in calling out guardpoint reversals. Unblockable if the opponent is in a standing state, meaning it will penetrate Body guard points unless your opponent is also in a crouching or air state or the guard point blocks unblockables. Body and full invulnerability work as normal Wall bounces at midscreen, wall splats in corner Typically used in situations where you would expect the opponent to stand up to block6Blike after blocked6Aor blocked5CC. It has a slow startup though and can be mashed out of so be careful. Values in () are when hitting standing opponent" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Space Counter", + "text": "214D>D(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A two part move. The first is a first-frame guard point stance that isalsoa very short ranged strike that does zero damage and restands air opponents. If the guard point blocks anything or if the strike hits, you can pressDto start charging the second part of the move. This means you can just simply holdDfrom inputting the stance to start charging asap or pressDlater on to either delay the attack slightly or make it easier to time a level 3 charge. The window to perform the followup attack is between frames 14 and 26 (inclusive), so holdingDto charge the counter asap will ensure there's no gap between the guard point ending and the invulnerability of the followup punch taking effect. The punch itself causes a crumple stun state and swaps sides, but the followups are a bit capricious. Usually what will happen is that the intial zero damage hit will hit your opponent and start the combo (even if the guard point blocks something), leading to mediocre damage, however if you somehow manage to start the combo with the followup hit only, particularly if it counterhits, then you can unleash Makoto's highest damage combos due to the amazing damage, scaling and fatal counter property (on level 3). Due to the first hit restanding your opponent, so there's mileage in using the restand property of the initial hit to quickly end a previous combo and go for a new one with the follow up hit when they're not expecting it. The usecases of this move as a parry are rather specific, it's blessed with frame a frame 1 guardpoint so it can be used as a reversal of a sort... but only against Body attribute moves and there's a considerable gap between the guardpoint and the charged attack, so it loses to a lot of moves without your opponent even trying to bait it. Makoto does just have a meterless reversal if you want something more reliable, but if the stars align and you catch someone autopiloting their blockstrings so you get the followup punch to land as a fatal starter, enjoy absolutely destroying your opponent. The initial strike will ignore hurtboxes of opponents that have Body guard point; the attack will not hit or be blocked and no attribute invulnerability effect appears. This causes it not to trigger parries, including itself. Makoto cannot special cancel her normals into the parry Startup listed based on earliest possible charge Level 1/2 only combo on Counter hit 214D On Guard Point, hitstop for Makoto is 0F. Opponent hitstop unchanged Cancellable into 214D~D followup on hit, or frames 14~26 after an attack is blocked Hitbox will not interact with guard point 214D~D Lv1 Startup is fastest possible, can be extended by holding button Slowest possible startup is 41 Immediately enters recovery on hit/block 214D~D Lv2 Startup is fastest possible, can be extended by holding button past Lv3 Slowest possible startup is 27 Immediately enters recovery on hit/block 214D~D Lv3 Fatal Counter Immediately enters recovery on hit/block 214D~D LvG Fatal Counter Immediately enters recovery on hit block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Big Bang Smash", + "text": "632146D(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Makoto's Distortion that's used at the end of Overdrive combos. The range is affected by level, with Level 3/G hitting almost fullscreen. It's unsafe if blocked up close, but it can be used in neutral for fullscreen punishes. It's not good as a reversal due to the long startup after superflash. Only the projectile actually has a hitbox. Hitbox viewers show that Makoto has one as well, but it is disabled. 180F Heat Gauge Cooldown Startup based on earliest possible charge Fatal Counter Minimum damage: 450 / 550 / 650, OD: 750 632146D Lv1 / 2 / 3 Values are Lv 1 / Lv 2 / Lv 3 Minimum Damage 25%: 450 / 550 / 650 632146D LvG Minimum Damage 25%: 750" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Particle Flare", + "text": "236236D>D>D(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Press and hold D to charge each hit in the sequence. You can begin holding from the moment the previous punch hits. Failing to press D at all in time will prevent the next attack in the sequence starting. First two parts cannot reduce opponent's health below 1hp. Minimum damage: 180*2 360 (720), 200*2 400 (800), 220*2 600 (1040) OD: 240, 4x28, 120, 800 (1272) 236236D Values are Lv 1 / Lv 2 / Lv 3 Makoto immediately enters recovery on block On Whiff, recovery is 78 Minimum Damage 20%: 180 reversal Lv 3 has Fatal Counter Crumple Duration 80F, Crumple Fall 63F 236236D LvG Makoto immediately enters recovery on block On Whiff, recovery is 78 Fatal Counter Crumple Duration 80F, Crumple Fall 63F Minimum Damage 20%: 240 236236D~D Fatal Counter Values are Lv 1 / Lv 2 / Lv 3 Minimum Damage 20%: 180/200/220 236236D~D LvG Fatal Counter Minimum Damage 20%: 232 236236D~D~D Fatal Counter Values are Lv 1 / Lv 2 / Lv 3 Minimum Damage 20%: 360/440/600 236236D~D~D LvG Fatal Counter Minimum Damage 20%: 800" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Cygnus Combination", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. 310/666 Minimum Damage Great pushback Sends the opponent fullscreen. Makoto uppercuts her opponent and smashes them around. The initial hit has a great vertical hitbox that can catch jumps. Makoto also moves forward during the uppercut, meaning it'll hit from farther than expected. The horizontal hitbox itself is lacking, however, so if an opponent jumps it can possibly whiff entirely. The pushback on this EA is great, meaning Makoto is generally safe unless it whiffs or is instant blocked." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Planet Crusher", + "text": "2363214DwhenAstral Conditionsare met (Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll After charging, Makoto rushes forward. When Makoto gets close to her opponent (300,000 units horizontally) she begins the actual punch which has 5F startup. If this doesn't happen after 28F, Makoto doesn't attack and does a 7F skidding animation to recover. Level Determines speed and therefore maximum distance she will travel. Level G behaves like Level 3 version. Screen freeze ends once Gauge begins decreasing. If overcharged back down to level 1, or if she has to dash more than 10F before starting the attack then Makoto loses her invulnerability. Effectively means it's a reversal at close range, but not otherwise. Average Astral in the grand scheme of things. Has decent confirms so it sees some use to close out games. Combos from: 2D(Level 3). Requires Level 1/2 Astral at midscreen. j.D(Lv2 and above) Both Ground throwsFor forward throw, do B+C>214A~A>2363214C. The Asteroid Vision cancel is quite strict. In the corner, you can go directly into Astral. For forward throw, do B+C>214A~A>2363214C. The Asteroid Vision cancel is quite strict. In the corner, you can go directly into Astral. 6Aair CH" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya", + "title": "Makoto Nanaya", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Strategy", + "title": "Relius Clover", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Strategy", + "title": "Relius Clover", + "section": "TL;DR (For Beginners)", + "text": "Important Moves 2A: Great for staggers. 0 on block. 5B: Great standing poke. Practically as good as Ragna's5Bwhile having lower recovery. 0 on block at max reach. 214C: Oki tool 6D: Covers Relius on demand. Essentially makes Relius atleast+23 on normal block whenever it's used. 2C: Anti-air j.B: Primary air to air 3C: Basic Knockdown tool and counterpoke 4D: non-committal anti-air. Layered with2C, it'll disable divekicks and keep opponents cornered. j.6D: Primary way to poke from the air and mobilize Ignis 236A: A dodge with an offensive focus. Baits burst on frames 4-13. Denies DP > Rapid. Ignis can be controlled during this and can punish most grounded moves with 17 frames of recovery or more. Relius is a strong setplay character built off of using Ignis to cover his actions and make himself safe. Done properly, Relius can guide his opponents into checkmate situations where they're left at his whim. Ignis's6Din particular is an excellent move for Relius to cover himself. He can start frame traps like5B>6Cand use Ignis to cover himself. This also applies to mixups and oki. Moves like6Acan be covered and converted into combos by Ignis. Specials like214Clet Relius attain strong oki without putting himself in danger. Without Ignis, Relius's normals are still strong for keeping the opponent at bay. He can use moves like5Band2Bto space out opponents, and his anti-airs lead to strong conversions. However, if Relius is put into pressure he needs meter for proper reversals. Counter Assault tends to be the defensive option of choice because it doesn't require Ignis. Keeping track of the IG bar is critical for Relius. He needs to find ideal times to summon and desummon Ignis while maintaining advantage. Should Ignis get disabled, Relius typically has Overdrive to bring her back. He can also change his combos to take longer and optimize for IG gain. With good spacing and Ignis usage, Relius can lock his opponents down and force them into making critical mistakes. The Ignis Gauge refills itself, and as such can be used to control the pace of a match akin to Hakumen's HT gauge. Without Ignis, Relius lacks conventional threats and mixups. However, the pressure of the doll's eventual returncannot be understated, and will often cause opponents to open themselves up to Relius' safer mids." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Strategy", + "title": "Relius Clover", + "section": "Detonator, In Further Detail (For Intermediate Players)", + "text": "Detonator hasmanycomplexities. This section explains his Drive and Ignis's mechanics in depth. If you're a beginner,you can ignore this section. Unlike Nirvana, if Ignis takes a hit, it will not Deplete the IG Bar. Ignis has 10,000IG points. She loses 2 points per frame while summoned. In other words, she loses 120 points (1.2%) per second. If Ignis is not present when commanded to do a move, she will appear behind Relius first, unless there is a specific location she teleports to for that move. Ignis' state is indicated by her arm position. If she is holding her hands in front of her, she's in a grounded state. If her hands are by her sides, she's in an airborne state. This is independent from Relius's position. When Ignis recovers from an attack on the opposite side of an opponent she will linger in that position for about 80F. While in this state Ignis will have collision whenever she performs an attack, pushing the opponent forward with such moves like6Dbefore they even become active. This can be refreshed by using additional moves while in that state. Normally, Ignis lingers in position for a much shorter period of time. While Ignis is normally vulnerable while attacking, she is still completely invulnerable for the duration of2D,632146D,236236D, or214214D.Ignis will not desummon during Vol Tedo or Duo Bios. Despite having armor on2D, Ignis will still desummon if Relius is hit. Ignis will not desummon during Vol Tedo or Duo Bios. Despite having armor on2D, Ignis will still desummon if Relius is hit. Ignis does not share hitstop interactions with Relius. Opponents that hit or are hit by Relius freeze alongside Relius, opponents that hit or are hit by Ignis freeze alongside Ignis. Gatlings, jump cancels, rapid cancels, OD cancels are all only available after hitstop clears and hitstun or blockstun begin, and this means opponents during this time are sitting ducks. When the opponent hits Ignis their active frames will extend for the entirety of the hitstop, so be cautious of running into these extensions. Normal Drive moves can be performed by Ignis while Relius is performing other actions, however Special moves and Distortion Drives that use Ignis require Relius to perform his own gesture and thus must be done from neutral or a special cancel. If Ignis does not have enough of her gauge left to perform a move, she will perform it anyway and then immediately become disabled afterwards. Ignis' gauge can only be regenerated when she is not present or has completely depleted. However, the rate varies depending on the situation: If she is dismissed with5Dorj.D, she will have a red bar and regenerate very rapidly If the IG Bar is completely depleted, Ignis is disabled for a set amount of time and her gauge will turn grey, filling up at the slowest rate. Once the gauge is refilled, she will dismiss herself. The Blue IG Bar also has some interesting mechanics: Progress toward erasing the blue bar is saved when Ignis is summoned with the blue bar. This duration does not refresh, therefore Ignis will not accrue any additional penalty for being forcefully desummoned while she already has a Blue bar.For Example: Let's say Ignis has 20 frames of Blue Bar left and Relius summons her.No matter how Ignis is desummoned, she will still only have 20 frames of blue bar to recover from. For Example: Let's say Ignis has 20 frames of Blue Bar left and Relius summons her.No matter how Ignis is desummoned, she will still only have 20 frames of blue bar to recover from." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Strategy", + "title": "Relius Clover", + "section": "Blockstrings", + "text": "Relius's blockstrings are about as diverse as they come in Blazblue. With Ignis on the field, he has access to powerful pressure extensions and unique mixups. Even without Ignis, Relius can lock down his opponent with frame traps and good pokes to keep them at bay while Ignis regenerates. Even if Ignis is summoned, Relius can opt to not use her as much in order to bait the opponent into taking an action. Relius has many options to choose how he pressures. These are only a small sample of what Relius can do. Use these ideas to get started and experiment with your play! 2A>2A>2B>5B>5D This will place the opponent at the furthest reach of5B, where it is neutral on block. Upon using5D, Relius will be essentially -6 on normal block, but safely out of range of which anything but instant block and a select few supers will be able to punish. Relius additionally has a good few options here to keep an opponent guessing, in U.214A,6C, or just letting the5Brecover, so it's not always easy to be ready for Relius just calling in Ignis. Some match-ups this is selectively stronger, as not every character has a move to play in the range this pushes the opponent into, but early game when this would be seen, all midrange pokes can be evaded and punished with236A>6Dif they try to attempt an obvious punish. If the opponent should flinch, Relius may seamlessly press his midrange options with5Band6Dor chase the opponent's jump. 2A>2A>2Cor5C Both Relius'2Cand5Care natural frametraps when used along side his jabs. With2A's 11F blockstun and these buttons 12F start-up, there is naturally a gap of 1 frame, that can never become larger than 4F, and thus will not allow the opponent to jump out regardless of how it is blocked. 5B>2C>6Dand jump > fallingj.C> microdash >5B A close ranged pressure extension with Ignis.2C's blockstun covers Relius' ascent,6Dthen covers his descent, makingj.Cessentially a safejump. (In the corner)2A>2A>5B>214A>665B>2B When a character is cornered, the pushback of a move is transferred onto the attacker, which in the case of214Ais Ignis. Typically214Ais + for Relius, - for Ignis, but Relius is unable to take advantage of that because of the range it is used in and the pushback being put on the opponent taking them further out of that range. In the corner there is no such concern. Creating space for Ignis to travel make the already +3 summoned214Aand +6 unsummoned214Aeven more advantageous, and Relius is able to easily make his way back in on the opponent. This is ideal for calling Ignis in the corner without pausing to let the opponent breathe.214Aalso extends on normal hit in the corner into665Bfor high damage. Better yet, reversals that do not discriminate doll from puppeteer and that have hitboxes that come out over time tend to get caught up hitting Ignis which allows Relius to recover from the move and capitalize. 5B>6C>41236B> RC Realistically speaking if Ignis is not on the screen both6Cand41236Bcarry some heavy risk. Nothing Relius has can really cover ether of these moves, and they're both mid, so the opponent loses nothing for just buffering DP whenever they see them. That said, if you're going to try and catch jump out with Relius they're not bad to throw out now and then. This string will also vacuum and most likely allow Ignis to fully regenerate after it's followed up, which means2A>2A>5B>214Ais a suitable way to go afterward." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Strategy", + "title": "Relius Clover", + "section": "Options on Id Naiads (236C-214Borj.236C-j.214B)", + "text": "Depending on the height relative to Relius when236C/j.236Cwas performed, after recovering from from the grounded version of Naiads or landing from its aerial version, one can IAD to safe-jump any reversal withj.C. If during this airdash the opponent has not done an emergency tech, usingj.Binstead will pick up non-tech and some rolls for a new combo. Running up and using2Aor5Bto meaty the opponent is also a very good option.2Ahas 9 frames of recovery, and so may bait reversals of 11 frame start-up or slower.5Bhas more recovery, but the arm retracts quickly once actives have been run through. At range,5Bcan safely meaty some 7 to 9 frame reversals. If during these meaties the opponent should backdash, you may ether recover and microdash5Bfor a punish, or react and use6Dthen dash in for a punish. Should you see the opponent has not emergency teched in its short window (8 frames), they are locked out of all tech options for 18 frames. During this time you can3Cto switch to more powerful oki while retaining the damage gained from Naiads. If the grounded version was used and combo time still remains, you can use214Aand followup into more. This works because Ignis dwells behind the opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Strategy", + "title": "Relius Clover", + "section": "Options on6Aknockdown or3C", + "text": "Summon/Desummon With5D, Relius can summon or desummon safely. This is exclusive to3C, but its utility cannot be understated. One may follow up by meatying the opponent with2Aor5B, or if they continue to not tech, one may use3Cuntil they do or the combo timer runs dry. This will not add much damage, but it will shorten the time needed to replenish Ignis at virtually no risk. Val Tus (214C) Requires good timing, and can cover all techs. A very strong oki option. During3Cor6Aknockdowns you can time this move to beat just about all techs. It will start a new combo on non-tech, catch forward and backward rolls, and meaty both emergency tech and neutral tech all on the same timing. Tus is one of Relius' best starters, with meterless damage typically running between 4-5.5K, so this attack commands respect. During its start-up Relius can jump forward and barrier until the third hit has been blocked. The opponent is trapped in 13 frames of hitstop and 20 frames of blockstun, so a late airdashj.Bor a landing2Bcan be completely covered. Ignis is able to be hit by reversals however so there is little risk for an opponent to reversal then rapid, although with awareness Relius doesn't need to be caught up in that reversal and can still contest the situation after. The 15% Ignis cost is hardly comparable to the 50-100% meter the opponent needs to spend. Tus also has a 1 frame gap between the second and third hits if the opponent instant blocks so be weary of reversals at that time. AGeara Lugia (22A) This projectile has 58 frames of duration, 42 of which is start-up, and this means it can only be used preemptively to a tech. With the move being +5 on block at the very least and having 12 active frames, it can force an opponent to block and be safe to all but OD Houtenjin if timed right. On hit22A>5Bis guaranteed, and goes into a sizeable amount of damage. This attack's ease of use utility is somewhat less than Tus, but with no cost it can be a good solo option. Geara Nose (214D) Unblockable Setups A set doll move that hits high about 20 frames after Relius recovers from casting the move, with some give or take based on distance. This is another Oki tool that relies more upon a tech prediction, but is less committal than Lugia. Relius can set this move, then attack an opponent that hasn't teched with2Bor3C. When the opponent does tech Relius has a few options. This move'sprimary intended use is as an unblockable component. Ignis hits High, Relius hits low. and as such is often paired with2B, then confirmed into5B>236C. Occasionally this move is used as the opponent is teching, and an unblockable is then created by forcing the opponent to block2Aor5B, which is then cancelled into2Bas214Dhits for an unblockable. All of these unblockables share a commonality in that they can be hit by most reversals, and with this in mind there's an additional use for214Dthat doesn't commit. Should Relius guard as Ignis descends, and the opponent blocks214D, Relius may attempt a fuzzyj.B>j.C> delay >j.2D>5Bor a run up2Bas a mix. This is generally safe and confirms well into pressure too. Val Lanto (214A) Pairs well with Tus and Nose in the corner. If the opponent is weary of those two more powerful options and is hesitating to tech, Lanto can quickly OTG them for a lot of damage.214Ais also quite cost effective and + as a meaty, so it's not a dreadful use of the move overall. 2D Quite pricey, but keeps Ignis armored, keeps Relius in motion, and offers two chances to cross-up or fake cross-ups by jumping over the opponent as the move makes contact, it vacuums and pulls the opponent out of the corner even allowing cross-ups there. With its low blockstun cross-ups do come easy, but the move is prone to getting reversaled so be on guard. That said when used in preparation for a reversal it will keep the opponent trapped even if they rapid cancel off of Ignis. Duo Bios (236236D) Best used in reaction to the opponent teching as they cannot jump out of its start-up. They can however backdash, and if the backdash is a hop style backdash an opponent is liable to try and take a hit and then airtech out. This can be confirmed from in the corner into2C>j.B> dj.B >j.C>j.236Cwhich will combo into the last three hits of Bios that will not allow an airtech. If the opponent does not have a hop backdash or the HP to take a hit and tech out, they will be subject to 8 frame tight hits from Ignis, then 3 hits that have gaps. During these frametight hits high/low mix is suggested, although it is also a good time to opt for positioning, pushing the opponent toward the nearest corner by running forward or jumping over. If the opponent has a low barrier gauge a crush trigger here is also not a bad idea, although be somewhat weary of OD > EA as that will desummon Ignis. During the last three hits, green throw, and cross-ups become available." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Strategy", + "title": "Relius Clover", + "section": "Options from Burst", + "text": "Val Lyra (214B) Not always a good idea especially if the opponent is familiar with the match-up, but it can score hits on opponents that are in too much of a hurry to approach after being bursted, or harass people trying to avoid a time-out. On hit it can combo into22Cand not much else, but then that can be follow-up up with214Cwhich will pave your way in. This is very expensive, and if it misses Ignis is not coming to your rescue, as she's stuck in the special state she enters when she ends recovery behind an opponent. Relius has to fare for himself if the opponent rushes him down. Can be faked out with5Aor214Ato put an opponent that is looking for it in a worse spot. CGeara Lugia (22C) Harasses opponents in a similar way, although it's better at catching rolls and non-tech than Lyra. It doesn't have the sort of reward Lyra does because Ignis is not placed, and is a projectile hit instead of a physical hit, which means it's open to many more means of avoidance through its property, and can potentially be punished by things like Nine236236A. It may be better to just call Ignis or run in against an opponent that's aware." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Strategy", + "title": "Relius Clover", + "section": "Exceed Accel", + "text": "During Exceed Accel (A+B+C+Dwhile in OD) one may use6Donce or twice then use2Dto get semi-solid oki on an opponent. It's costly, but with the regen available from OD, it may be called upon as there is no other way to gain oki from EA." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Strategy", + "title": "Relius Clover", + "section": "Tips and Tricks", + "text": "You can use moves like214Ato get Ignis behind an opponent for sandwich situations Use Dio Bios to bait out Counter Assaults! As long as Ignis teleports to Relius, she won't go away, even if Relius is hit. Try to use Counter Assault >2Dto steal your turn back. Very effective when the opponent spends too much trying to force their own way in. Moves like5Band2Bare great to keep your opponent at bay and stall for time Use Ignis to absorb projectiles and cover you against zoners! You have to use an attack in order for her hitbox to become active, though. Most Ignis move costs are taken 6-7 frames into the move. using4Dduring a frametrap can let you desummon Ignis when you're forced to block and she has low remaining gauge. Throwing the opponent is a good way to guarantee desummon. On throw break, Ignis is desummoned. On hit, you can desummon with41236B>3C>5D. Unlike5B>5D,5C>5D, or airdash backwards >j.D, throw tech places you at an even frame advantage and in5B's approximate range. This will apply blue bar to Ignis so it's best used with a deflated blue bar already stored." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Strategy", + "title": "Relius Clover", + "section": "Fighting Relius", + "text": "If Relius uses214B, you can jab Ignis outright. Her Hurtbox extends forwards before she even attacks. In certain matchups, it's best to force Relius to burn through IG and force him to end his turn. If you can keep him from gaining heat, it will be harder for him to keep his game going. If the IG bar is low and Ignis is summoned, it's Likely Relius will desummon her. Use that to press the advantage rather than desummoning her yourself. 2A>5B(throw) is something every character can do to hitstop OS Led Ley. If2Awhiffs5Bwon't come out and throw will instead. Alternatively if you are able to cover Relius as he techs, 7~22 frames after he techs, and then again 32 to 35F after he techs, you will have covered all of Relius' defensive options outside of blocking.Covering Req Vinum (2363214C) is easy if you have a jab with fast recovery (9F or less), otherwise a safejump or a projectile invulnerable move must be called upon. Covering Req Vinum (2363214C) is easy if you have a jab with fast recovery (9F or less), otherwise a safejump or a projectile invulnerable move must be called upon. If Relius is using hisj.Dorj.2Dto stall in the air, instead of using a grounded anti-air, meet him in the air with your best counter hit or an air throw." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Strategy", + "title": "Relius Clover", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "Overview", + "text": "Valkenhayn is ahigh mobilityrushdown character. His Drive functions as amode change change mechanicwhere he switches between his slow human form and his high speed wolf form. In wolf form, Valkenhayn has access to some of the strongest mixups in the game with his famouswolf brakeGuardStartupRecovery5Advantagej.AGuardHigh/AirStartup6Recovery10Advantage. This is complimented by his excellent corner carry. Valkenhayn transforms into a wolf by pressing the D button. In wolf form, Valkenhayn gains a completely new moveset and movement properties and is generally a smaller target. However, Valkenhayn cannot block while in this form. Pressing the D button again or getting hit will revert back Valkenhayn back into human form. Despite its low profile, getting hit while in a wolf state is never considered to be a crouching hit. If the gauge reaches 0, Valkenhayn will automatically transform back into a human and must wait for the gauge to completely refill before he is able to transform again. While in wolf form, the following decreases the Wolf Gauge: Moving backwards Using Geschwind Wolf or Rasen Wolf Using any of Valkenhayn's wolf form specials. Time spent airborne Cannot be activated in wolf form. During Endless Wolf, the Wolf Gauge regenerates much faster. The wolf gauge constantly regenerates unless Valkenhayn is in the air in wolf form. Regeneration varies based on Valkenhayn's form. It regenerates at its fastest when Valkenhayn is grounded in human form. When fully depleted, the wolf gauge fully regenerates 3 times faster. Valkenhayn also gains the following buffs: w[j.214A/B/C] have drastically increased hitstun. They also cause hard knockdown. j.Ccancels into Geschwind Wolf. Rasen wolf, Geschwind Wolf, w[236X] and w[j.214X] all have faster startup." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Whiffs on all crouchers Cancels into transform A jab with very small range that cancels into itself 3 times on whiff. It whiffs onallcrouching hitboxes, which limits its use.5Acan be used to time a meaty2Bon grounded opponents. For example, after ending a corner combo with humanj.C, when you land, whiff5A, then followup with2Bwhich can catch players who roll or remain grounded.5Acan also be used as a situational anti air where the opponent is directly above you, butw5Bis still vastly superior." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Standard midrange poke. It is pretty safe and reliable with little recovery, and has a ton of gatling options making it a great normal to begin high/low mixup. It is a good place for you to incorporate wolf mixup i.ej.D>3D>wj.Aor human high/low mixup with5B> IOHj.C,5B>3Cor5B>6C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Chas good horizontal range, it's wolf cancellable on hit, block and also on whiff. Despite being unsafe, it is a really good poke which is quite difficult to punish when used from max range. If used at max range Valkenhayn has no combo routes unless you confirm it into sturm wolf. If it's a CH or on a crouching opponent, you can followup into236C. Use of this normal is not highly encouraged during pressure options afterwards are unsafe, but it can be used occasionally where an opponent does not expect it. Try not to get reliant on using5Cas it can also only gatling into6C. Some characters are even known to low profile this attack so take caution using this in neutral. It's main use is fishing for hits (particularly counter hits) in neutral, or for a long ranged punish. Cancellable into Geschwind Wolf from frame 20, or frame 18 in OD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cancels into transform Can be low-profiled more easily than most2Amoves. Self gatlings up to a maximum of 3 times, but it is not recommended to do so as you will push yourself out and make it difficult to start any real mixup. It's a good normal to set up tick throws, TRMs or even to setup wolf pressure i.e2A>5D>w5A/5C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Low profiles some jump ins Can be used to low profile situational attacks and has very small recovery. It's not too bad on block but the use for this normal is really limited outside blockstring filler where you want to threaten the opponent with a human low. It can be used in some corner combos where the opponent is too low after236Afor a5B/2Cfollowup and you don't want to opt for2A/5Asince those don't scale very well." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Situational anti-air Jump cancellable, and also wolf cancellable on hit, block and whiff. This normal also has a ton of followup options making it possible to go for high/low/wolf mixup, but it is mainly used as combo filler. It has no head invulnerability and has a horrible extended hurtbox, but it can be used as an alternative anti air in situations where you can't fully rely onw5B, like against Litchi IAD >j.B. In combos, the high hitstun is useful to setup an air ender or setting up6B. Cancellable into Geschwind Wolf from frame 21, or frame 15 in OD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5-12 GP Guard Point does not work against throws, Foot attribute, projectiles or unblockable attacks. Floats opponent on hit Launches much higher on CH The Guard point is not Frame 1 so it's not recommended as a reversal on wakeup as it can lose to meaty attacks, throws and lows. It's best used as an AA. It is somewhat risky because it cannot be jump cancelled nor cancel into any attack on block or on hit. You can also use this as a callout tool against blatant pressure resets. On a normal grounded hit, this links into2Aif Valkenhayn is close. On air hit, this can be followed up much more easily. On CH you can combo into5Cor3Cdue to the increased untech and launch. 110% bonus proration On Guard Point, hitstop for Valk is 0F. Opponent hitstop unchanged Cannot guard against unblockables" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Doesn't hit crouchers until frame 23 Cancels into5D Forces crouching on hit Valkenhayn's grounded human overhead. Punishable on block unless cancelled into5D. Can be used to open the opponent up on occasion, but mainly used as combo filler. First 2 active frames only hit above Valk Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fatal counters 34F~ can cancel into Geschwind Wolf Valkenhayn uses a werewolf arm for an elbow strike, then slashes them with his claws, which has a vacuum effect. Great normal which is plus on block, has good range, wolf cancellable and fatal counters. Something to consider is that6Cis usually better when done before236A, resulting in slightly more damage. For example, on airborne opponents in the corner,2C>6C>236A>2Cis better than doing2C>236A>2C>6C.6Cprovides a massive advantage on block.6CFrame traps from all of Valkenhayn's normals, so it can be used in a blockstring to discourage your opponent from mashing.6Calso provides the opportunity for wolf cancel mixup but this is generally unsafe to do. Fatal Counter Cancellable into Geschwind Wolf from frame 31" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Downs opponent on hit Hard knockdown on ground CH A standard sweep. Hits low, has decent range and is wolf cancellable on hit, block and whiff. Grounds the opponent for some time on CH. Pretty safe on block but ends all pressure.236Ais usually used as a followup for hitconfirm. The pushback is also a little strong so you may have to go back to neutral. Cancellable into Geschwind Wolf from frame 18, or frame 15 in OD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A diagonally downwards jab that self galtings, has decent range and cancels intoj.5D. Can be used air to air or as combo filler in the sjj.B>j.A>j.B> jcj.B>j.Ccombos. If you catch your opponent with this move as an air to air you can mash this attack to maintain your pressure." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Solid air normal with great reach and can reverse gatling intoj.A. Covers more space thanj.A, butj.Ais a more common option. This is also the normal you will be relying on a lot on during your air combos, often using thej.B> jcBj.B>j.C. Has a hitbox behind Valkenhayn, and as such can be used for cross-ups." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 23F hitstun Grounds opponent on air hit 1F landing recovery Air combo ender. The vertical reach on this move is on a ridiculous level. With 50 meter, it's a go-to air to ground move. In pressure, it also works as an instant overhead from jump cancellable normals, but it can whiff on characters with a smaller crouching hitbox, notably Nine and Es.j.Citself is pretty unsafe if used on a grounded opponent so you have to doj.C> RC >j.Cfor safe mixup. The only other option is to special cancel it withj.214Band then drive cancel it for more pressure (unsafe method) or to get away. This is why IOHj.C> RC >j.Cis only safe when you have the meter to cover for it. However, keep in mind that this is an instant overhead, so it's highly likely to hit as is. During OD only, cancellable into Geschwind Wolf from frame 14" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "5D/2D/j.5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Valkenhayn is in a CH state while transforming into wolf form Transforms to wolf form on 7F 7F~ in human form and able to cancel into human attacks 5D[w] Can cancel into non-Drive attacks, jump, forward/back walk and taunt from frame 7 j.D Can cancel into ground normals and throws on 7F j.5D[w] Can cancel into air normals and throw on 7F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "4D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Transforms into wolf form on frame 10 CH state for the duration Enters standard landing recovery upon landing (cannot walk/jump for 5 frames, but can attack)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "Geschwind Wolf", + "text": "Cancel Human Attack with direction +D Valkenhayn spins in place, changes into wolf form, then charges in the direction of your choice. This does not actually attack, but moves you in a direction at a very high speed whilst draining your wolf meter for as long as Valk dashes. The dash can be stopped or cancelled into wolf attacks after different amounts of time depending on the direction and whether Valkenhayn is in Overdrive; check Valkenhayn'sFull Frame Datapage for more info. All groundedCnormals and all of Valkenhayn's human specials can be cancelled into Geschwind Wolf.j.Cbecomes cancelable in Overdrive j.Cbecomes cancelable in Overdrive Costs 15% Wolf Gauge when done from the ground Costs 10% Wolf Gauge when done from the air" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "Rasen Wolf", + "text": "Any Direction +Dduring Werewolf Valkenhayn pauses, then dashes in the direction of choice. Wolf gauge decreases quickly while using this, but it is vital for many of Valk's combos. Similar to Geschwind Wolf, the dash can be stopped (cancelled into Break) or cancelled into other attacks at different timings depending on the direction; more detail can be found on Valkenhayn'sFull Frame Datapage. Note that the cancel timings between Geschwind Wolf and Rasen Wolf are different: Rasen Wolf can cancel into Break much sooner than it can cancel into other attacks, and doing so is critical to performing things like Valkenhayn's infamous Wolf Dash Brakej.Ainstant overhead! Once the dash has started, Valkenhayn behaves as if he was in the air:5Dtransforms Valkenhayn back into human form, Valkenhayn can cancel into his jumping attacks, and so on. Rasen Wolf can also cancel into itself indefinitely, as long as there is enough Wolf Gauge left. Wolf4Dand7Dhave 10 frames of invincibility on startup, so they are especially good to use to bait reversals on your opponent's wakeup for instance, or for getting some invincibility for an unsafe special you might have done. Costs 15% Wolf Gauge when done from the ground Costs 10% Wolf Gauge when done from the air After initial cost, Wolf gauge constantly decreases during the dash." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "Break", + "text": "4Cduring Geschwind/Rasen Wolf H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Valkenhayn scratches right in front of him. A good normal with decent range and self gatlings into itself a maximum of 3 times. Its speed and range make it useful as a neutral poke. Even if this hits from max range you will always be able to confirm it into w5C which is a better combo route than w[5A>5B>5C].w5A's hitstun/blockstun is quite low so it's a good way to set up tick throws." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Anti-air Air unblockable This is your most reliable anti air. It has good vertical range and can even hit behind Valkenhayn.5D> w5B is good against jump ins because you can give yourself extra head invincibility. If it hits an airborne opponent the most common followup is wj.A. It's also often used as a blockstring filler since you can still use high/low mixup with wolf brakewj.Aafterwards. w[5B> wolf brakej.A] is tight even on IB (if you use 1DCA) so it works really well against characters with DPs." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Downs on hit Hard knockdown on CH Valkenhayn has limited options after this, and if the opponent is aware of this they can try to beat you by simply mashing. Rather than always going forw5C>6D, you can go for w[5C>1/2/3D~4C>5C] for a little more variation. Not only is this normal good for mixup but it's also useful in baiting DPs and reversals when used at the correct spacing. The range of this normal is really deceptive so it can be used for footsies midscreen. This is a really good combo starter leading into 3.5k max without wolf loop and is a staple in Valkenhayn's offense. w5C > wolf brakej.Ais also really good against mashers, so it's better than using w[{{{2}}}>6D>j.A]. However it'll still lose to DPs so take caution." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Can cancel into wj.AAuntil 16F Can cancel into wj.AAAuntil 11F Bonus 110% proration on wj.AAA A bite which can be pressed 3 times for different animations, similar to Hazama'sj.C. Mostly a wolf hit confirm filler and it's not as damaging to combos as much as other character's5A/j.Aso it's not bad to use, although it's normally used for combo enders. It's also a fantastic air to air normal because it has deceptive range and it's fast! An overhead which is very useful for maintaining pressure. It's extremely useful when used at the correct spacing after aj.B> jcj.B>j.Cknockdown because the range is really deceptive when using wolf brakewj.A. Combine this withw5C, and you already have a high low mixup. From a blocked6D(not wolf brakew.jA!)w.jAyou can go intowj.Cfor another overhead. This is the normal you should be using if you're air to air with your opponent.wj.Awill help to level up your pressure and mixup if you use utilize it with wolf brake (1DCA OR6D~4C~j.A). There is no reason not to use it as not only is it faster than6D>wj.Abut it also consumes slightly less wolf meter. j.AAA[w] 110% bonus proration" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Valkenhayn spins and brings his tail down for an attack. This will ground slam on air hit. Mostly used to end wolf combos resulting in a knockdown, to perform overhead mix-ups such aswj.C> wolf brake >wj.B, or as combo filler at the right height." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Propels Valk upwards slightly. Sets up a few mixup options if blocked, such as a grab or wolf brake > wj.A. You can also use it as additional mix after a blocked wolf brakewj.Awith w[j.A>j.C] and w[j.A>5C]. Also functions as combo filler." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "Ground Throw", + "text": "5B+Cor4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage (1500) Ground slides at midscreen Wallbounces in the corner Can be followed up with236Cmidscreen, but the wallbounce in the corner allows for different followups. Valkenhayn's throw has a deceptively big hitbox for what it is. Even without a followup, Valk throws the opponent to the other side of the screen, allowing good corner carry. You may find yourself not using his throw because the wolf provides you with a ton of more effective options, but it is an option if you are low on/out of wolf meter and want to get some breathing space. B+C Minimum Damage 100%: 1500 Maximum Slide duration 20F 4B+C Minimum Damage 100%: 1500 Maximum Slide duration 20F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage (1500) Wall bounces at midscreen, wall sticks in the corner. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Uses 50 heat. 180F Heat Gauge Cooldown 1-20 All Invul" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Uses 25 heat. 180F Heat Gauge Cooldown Behaves like otherCrush Triggers Causes hard knockdown on air hit 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "Nacht Jager", + "text": "236A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Skips remaining active frames on hit or block Can cancel into Geschwind Wolf either 27F~ or after hitstop Blows back on air hit Quite useful in pressure. The shoulder charge continues after Valkenhayn is blocked, meaning he can essentiallyignore the pushback from barrier and remain at +1. This creates interesting pressure extensions and gap closing ability. However, it will still leave Valkenhayn close and minus on instant block. On hit/block, Valk goes into Recovery animation (23F)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "Schwarz Jagd", + "text": "236B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Downs opponent on hit Can cancel into Geschwind Wolf 18F~, the frame before the hitbox becomes active Can cancel into Weiß Jagd on hit or block 24F~ Fatal Counter Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "Weiss Jagd", + "text": "236Bafter Schwarz Jagd H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Slides opponent on hit Can cancel into Geschwind Wolf 15F~ Maximum Slide duration 40F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "Nacht Rosen", + "text": "236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Floats opponent on hit Can cancel into Geschwind Wolf 22F~" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "Mondlicht", + "text": "j.214B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Floats opponent on hit Can cancel into Geschwind Wolf 15F~" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "Konig Wolf", + "text": "236A/B/Cduring Werewolf (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Ground versions become airborne on 7F~ 22F~ can pass through opponent Floats opponent on hit 9F~ after hitstop able to cancel into various moves on hit or block 30F~ after histop or on whiff can cancel into Rasen Wolf 236Candj.236CFatal Counter Better known asWolf Cannon. A wolf rushing attack while drilling forward. You can use this in air as well. The A version makes you charge forward, the B version has you attack in a ~45 degree angle, and the C version goes straight up. Note that this does not hit overhead. Pops your opponent straight upwards on hit. Typically you will be using this move to fish for hits. A blocked wolf cannon is pretty unsafe and each character has various ways of punishing you. You can try to make it safe with7D/4Dif it gets blocked, but characters such as Jin can punish7Dfollowups with623B. Check theCombos Sectionto look at potential followups." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "Eisen Wolf", + "text": "j.214A/B/Cduring Werewolf H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Grounds opponent on hit Causes hard knockdown on CH Hard knockdown in OD. Does not cancel into other specials Cancels into Rasen wolf ~7F after landing recovery. AlsocalledWolf Cannon. This attack is similar to Konig Wolf. Valkenhayn rushes diagonally downwards and lands. The A version attacks in a ~45 degree angle downward, the B version is at about 60 degrees downward, and the C version goes straight down. Grounds the opponent for soft knockdown on hit. This is more unsafe than 236X because of the extra landing recovery before cancelling into4D/7D. In neutral it's best used to catch opponents who are trying to anti air you and shouldn't be thrown out randomly." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "Himmel Wolf", + "text": "B+Cduring Werewolf (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A non-standard throw, but can still be rejected like a normal throw can.If this move gets Throw Rejected, Valkenhayn will revert to his human form. If this move gets Throw Rejected, Valkenhayn will revert to his human form. Wall bounces opponent Freezes wolf gauge from 1~17F for the ground version, 1~9F for the air version 100% minimum damage (1400) Air version has 11F landing recovery On successful throw, Valkenhayn transforms back to human form and the Wolf Gauge fully restores.Refills 25% of the Wolf Gauge on hit. This hit is cancelleable into specials, Distortions, and Rasen Wolf. Refills 25% of the Wolf Gauge on hit. This hit is cancelleable into specials, Distortions, and Rasen Wolf. B+C[w] Minimum Damage 100%: 1400 j.B+C[w] Minimum Damage 100%: 1400" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "Sturm Wolf", + "text": "632146Dwhile Human H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 1012 minimum damage (1280 in Overdrive) Reversal Super / Distortion Ender Values in [] are during OD Minimum Damage 20%: 1012 [1280] reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "Konig Flug", + "text": "j.236236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 1000 minimum damage (1280 in Overdrive) 180F Heat Gauge Cooldown Landing attack cannot be rapid cancelled after hitstop Air combo distortion ender. Wolf version leaves Valkenhayn closer to the opponent after the followup. Valkenhayn charges diagonally downwards towards his opponent then follows up with two more attacks on hit. If the landing attack does not connect then the last hit will not come out. You can also recharge low wolf meter with this ender but not as much as Sturm Wolf because Valkenhayn spends most of this super in the air, halting the wolf gauge. Another important factor to consider is that this should only be used when you're going for the kill as the opponent has the option to roll forward and past you, making you lose any form of oki you had planned. However, there is a way to counter this if you have 100 meter. After a Konig Flug in the corner, at the end of the recovery, input412364D. This is an option select. If the opponent rolls behind you, Sturm wolf will activate and hit them, but if you're too quick you'll end up in front of them and the attacks will whiff. If the opponent does not roll you'll get a w4D backdash. Values in [] are during OD Minimum Damage 20%: 1000 [1280]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "Sieg Nagel", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. 295/627 Minimum Damage Strong Pushback on block Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 295 {570+57}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "Blut Vollmond", + "text": "214214Cwhile Human whenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 180F Heat Gauge Cooldown 7F~ after superflash in the air 1-19 All Invul Hits 3 times on block. If any of these hits connect, the attack will land. Valkenhayn does a flash kick and launches the opponent into the air with a view of the full moon. Important to note that this is air unblockable without barrier and can be combo'd into from just about any normal up close. Sadly, however, it is somewhat lacking in horizontal range, so be careful when trying to combo into it. Due to Valk's freeform nature there's a variety of ways to set this up, especially with Geschwind cancels. Overall a great astral. Combos From... 6ACH 5B/2B All C normals All Throws (Grounded human throws in the corner) 236C ...And alotmore!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn", + "title": "Valkenhayn", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Frame_Data", + "title": "Kokonoe", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Frame_Data", + "title": "Kokonoe", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Frame_Data", + "title": "Kokonoe", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Frame_Data", + "title": "Kokonoe", + "section": "Revolver Action Table", + "text": "5Band2Bare tied together - they can be used a combined total of 2 times per string" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Frame_Data", + "title": "Kokonoe", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kokonoe/Frame_Data", + "title": "Kokonoe", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Combos", + "title": "Yuuki Terumi", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Combos", + "title": "Yuuki Terumi", + "section": "Notes", + "text": "You can replace2A/5A>5Bwith2A/5A>5C, however as this chain is hard to do on reaction we will use the simpler route unless necessary. j.Cis always assumed to hit 3 times unless stated otherwise. hjc >j.B>j.Ccan be replaced by hjc >j.C, however as the damage increment is very minimal (<0.5%) we will use the more stable route unless necessary." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Combos", + "title": "Yuuki Terumi", + "section": "The Bread and Butter Combo", + "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple 5A>5B>5C>2C>5D>236DThis is Terumi's most basic combo which gives you a knockdown and decent amount of Heat. Works with any starter and anywhere on the screen. Good option for confirms after stray hits and 2ApressureTo attack the opponent continuously and leave little room for counter attacks.. If you have above 50 Heat you can go into asuperA type of attack that consumes meter, and is typically followed by a superfreeze.after236D.63214Bfor additional damage without losingokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.,41236Cfor a side switch or623Bfor the most minimal damage, but with the downside that your opponent cantechTo recover from a knockdown or air hitstun state, usually by pressing a button.in the air. If you have 100 Heat it is recommended to use632146Dfor the most minimal damage instead of623B. When you are close to the opponent you can replace2Cwith3C. They will be airborne and you can use6Cas an ender for bigger corner carry and asafe jump. Keep in mind that you can only do safe jumps on opponents which got hit in-air by6C. Grounded they recover fast enough to punish a safe jump attempt with a reversal." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Combos", + "title": "Yuuki Terumi", + "section": "The Basic Corner BnB Combo", + "text": "5B>5C>3C>22CCCC>236D(1) >5B>5C>3C>5D>236DA basic corner combo that works from any starter and nearly all ranges. The first236Dwill not go into the full animation, and you have tolinkTo perform a second action after the first action completely finishes its animation.5B. Though Terumi has more optimal corner combos which either deal more damage or generate more Heat, an advantage of this one is that you don't need to pay much attention on the amount of hits before22CCCC, and it doesn't require much strict timing." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Combos", + "title": "Yuuki Terumi", + "section": "Core Combos", + "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Combos", + "title": "Yuuki Terumi", + "section": "The Midscreen Bread and Butter Combo", + "text": "(2A) >5B>5C>3C>22CCCC>236D(whiff) >2A>4D> high jump cancel >j.B(1) >j.C> jump cancel >j.C>j.2DTerumi's most rewarding combo in midscreen without meter. Deals a decent amount of damage, builds a good amount of Heat and carries the opponent halfscreen. There are multiple points in the combo where it can be made easier, with the disadvantage of losing damage or even risking to drop the combo: 22Cinstead of22CCCC 5Ainstead of2AThe combo will at some point drop without slightly delaying5Aon:Noel,Rachel,Makoto,Kagura The combo will at some point drop without slightly delaying5Aon:Noel,Rachel,Makoto,Kagura j.Cinstead ofj.B(1) >j.C> jc >j.C 22CCCC>236D(whiff) is the most difficult part of this combo, without an easier substitute. You can input236Dinstantly after the last part of22CCCChit. Use sound cues, like the move's sound effects or Terumi's voice line, or look out for a specific frame in Terumi's animation to make it easier to get the timing down. Be aware that in the corner or near corner the opponent will bounce off the wall and the combo needs to be altered. For these scroll down for combos tagged with \"Corner\" or \"Near Corner\", or in the video section." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Combos", + "title": "Yuuki Terumi", + "section": "The Optimal Corner BnB Combo", + "text": "5B>5C>3C>2CCCC>236D(1) >5B>5D>6D>5C>3C>5D>236DTerumi's optimal corner combo, with multipleDmoves for big Heat gain and high damage. After236D(1) >5Byou can immediately go into5D>6Dwithout any delays. Be aware that this combo can drop at either5Dor6Dif there were too many hits before. This combo can be optimized with2CCCC>Crush TriggerA chargeable guard crush that can be performed with 25 meter. Sometimes used in combos as charged crush trigger have 100P2., omitting236D(1) near corner and more. For these, scroll below to the combo and video section. After the second3Cyou co go for multiple differentokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.routes. To see more about these, go tostrategy page> Okizeme." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Combos", + "title": "Yuuki Terumi", + "section": "Meterless, Normals Starters", + "text": "6Cmust be RC'd on non-counter hits so it probably does not belong to \"Meterless\", but we are going to ignore that." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Combos", + "title": "Yuuki Terumi", + "section": "Metered Combos", + "text": "Required Heat does not take auto heat regen (<30 health) into account. Soutenjin is only Counter hit follow-up able, unless you have 100 heat and OD in which its combo will be listed in the sections afterwards. Zanrouga requires 100 heat to RC the hit, unless you are in OD." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Combos", + "title": "Yuuki Terumi", + "section": "Special Starters", + "text": "None of Terumi's Special are followup-able without Distortion or under Counter hits. Garengeki Starter is 0% practical, so it will belongs to Misc. Combos. Required Heat does not take auto heat regen (<30% health) into account." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Combos", + "title": "Yuuki Terumi", + "section": "Combo Theory", + "text": "Terumi's meter gain on his Drive largely affects his combo structure. With certain routes he can use his drives as filler to gain heat, or opt for more damaging routes and ignore heat gain. The heat gain allows Terumi to spend it on supers and Rapid Cancels far more than any other character in the game. If you have heat, spend it. While Terumi's Drives give a flat bonus HT gain, they still suffer from proration. This means that late in combos, the heat gain from Drive attacks will scale down to a degree. Common Enders 236D: Meter Gain j.2D:Air combo ender 6C: Damage 632146B: Best Oki for your meter 632146D(75-100 HT):Good Oki, great damage 623B: Solid damage. If you're anywhere above 50 meter,632146Dis better. Linking theories The following link will not work after a set amount of time, so be aware when using in combos: The following links under either Fatal counter or crouching hit (+3F):" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Combos", + "title": "Yuuki Terumi", + "section": "CF2 Examples", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Combos", + "title": "Yuuki Terumi", + "section": "CF1 Videos (Outdated)", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Combos", + "title": "Yuuki Terumi", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "Overview", + "text": "Tager isBlazblue's residentgrapplerwho uses powerful command throws and guard point moves to deal high damage combos. Tager has verylow mobility; He can't forward dash, and he can't double jump or air dash. However, Tager has a couple of things going for him. For one, he's a walking tank with thehighest healthin the game. Additionally, he has an amazing backdash with long invulnerability and can use some of his guard point attacks to close in against certain moves. Lastly, Tager has his Drive. Tager's Drive gives him the ability to magnetize his opponents in order to pull them towards him. With it, he can drag opponents into his attacks and open up new combo options for better damage. Once in, Tager's command grabs andhigh damagecan mix up his opponent and take rounds. Tager can magnetize opponents for a small duration by landing certain attacks on hit or block. If the opponent is already magnetized and gets hit by an attack with magnetism, the duration stacks (max 1000F). The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager's opponent is in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop. When the opponent is magnetized, certain attacks will pull in the opponent. All Drive moves, as well as6A,360A/B,623C,j.360C, and Distortion Drives, will pull in magnetized opponents. Each move attracts differently and for different durations, and they may pull in airborne and grounded opponents differently. For example, Atomic Collider strongly attracts airborne opponents, but does not affect standing or crouching opponents at all. The forces are noted in the frame data. Typically attractive moves start their attraction early on during startup and end during the active frames. Magnetism pulls do not affect a player's ability to perform moves since it doesn't directly cause any kind of hitstun, however it can mess up spacing and force players to land earlier or later than normal, causing some unpredictable and sometimes amusing effects. In all cases, players performing Distortion Drives and executing throws that have successfully connected are completely unaffected by magnetism. Tager's magnetism cannot force enemies into an airborne state if they're currently grounded, enemies doing any kind of ground tech also cannot be pulled vertically, even though emergency techs are considered airborne and can be pulled sideways surprisingly fast. Unlike most other overdrives, Tager's focuses more on taking advantage during neutral, with much stronger methods of applying and keeping magnetism. This isn't to say that it doesn't boost his combo damage, but this is limited to just what the overdrive cancel allows and greatly enhanced distortion drives, rather than boosted normals. All normal drive moves all gain projectile guardpoints as well as attribute specific guardpoints depending on the move Spark Bolt Gauge fills up four times as fast All moves that apply magnetism apply the maximum amount on hit or block Distortion Drives are enhanced (more information below) While grounded and not in hitstun, magnetized opponents are constantly pulled towards Tager with a velocity of 2,000u/F (about 2/5 of average backwalking speed, so basically not much). While not completely unique to Tager, he has the largest number of special inputs that involve performing at least one full rotation of the direction stick before inputting a button. If you aren't familiar with these from other games, it's important to know the following: You do not need to do a full circle. Instead what you need to do is all 8 directions in order starting from any direction and spinning in either direction. Importantly, you're allowed to skip individual directions, including the final one, so long as no two consecutive inputs are skipped. This means that you minimally only need 4 direction inputs to make a single 360 spin For example:4268, 1397, 41368, 41397 are valid spin inputs.416987 is not, since it misses 2and3, which are consecutive directions. 4268, 1397, 41368, 41397 are valid spin inputs. 416987 is not, since it misses 2and3, which are consecutive directions. 360 Inputs have a 30F input window, 720 has 45F and 1080 has 75F. This timer counts from the moment youleavethe first input, so it's possible to hold [4] to block, and then input 268A to transition to Gigantic Tager Driver. Moves that require multiple spins require them to be in sequence and in the same direction. 42684268 is a valid 720 motion, 42686248 is not. The rule about not missing two consecutive directions still applies. Spin inputs have a higher input priority than 236 or 623 inputs (So try to do these motions neatly if you don't want a 360 instead). Similarly, try to do your spin inputs in the opposite way to the 236 motion when possible to prevent accidentally getting the wrong move. This may feel unintuitive, since pressing upwards will usually make Tager jump, so there are some useful tricks to know: Jump startup may be special cancelled, therefore performing 4268A or 6248A quickly enough will allow you to perform 360A from a standing start. This can be done with a 720 spin, but it's extremely hard to do. You can also avoid jumping by doing the spin when Tager can't jump anyway (Known as \"Buffering\" the move). This includes:During Tager's own moves.While in the air, since Tager has no double jump.While blocking or being hit.While recovering from a knockdown (typically best done during the \"bounce\" recovery to prevent accidental rolling).During super pauses, especially overdrive activation. During Tager's own moves. While in the air, since Tager has no double jump. While blocking or being hit. While recovering from a knockdown (typically best done during the \"bounce\" recovery to prevent accidental rolling). During super pauses, especially overdrive activation." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tager's5Ais a very useful poke that hits crouching opponents, outranges most other moves of comparable speed and leads to decent damage on hit if they're close or magnetized. It can also be used to set up tick throws thanks to its large hitbox and neutral frame advantage. While it is slightly slower than the average jab it still covers a lot of scenarios in a single button press. Cannot self cancel, even on hit. One of Tager's few jump-cancelable normals." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Bis Tager's primary low for low/throw mixups and generally is a great point-blank poke. It's slightly smaller than5A, but Tager's foot is entirely disjointed and it leads to more damage overall. While it is a low attack, it boasts surprising vertical reach and must be barrier blocked in the air, so it's great for catching opponents attempting to jump out of pressure. In combos this easily bridges into5Cand3Cto continue the combo, and while it doesn't do amazing damage, it still scales well. One of Tager's few jump-cancelable normals." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Cis a very strong move with many applications. It is Tager's strongest combo starter thanks to its high proration values. It's also a very good combo filler thanks to its high damage and cancel options. At most ranges,5Ccombos into6Aduring short or medium-length combos, or directly into623Cat the end of long combos. Unfortunately, at max range, often the only followup available isSpark BoltGuardAllStartup12RecoveryTotal: 47Advantage-1so it's not that great of a footsie tool. 5Cis a fantastic punish tool as well. On a grounded counterhit,5C>6C... can lead to over 5K damage. With resources this can easily go much higher, with complete resource dumps able to do over 10k damage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Slightly slower than5A, but with a lower profile and more disjointed hitbox.2Acan be used as a ghetto anti-air, but it's a bit weak since it requires a quick reaction time for a jump cancel followup. It can also be used as a mashable button since it can self-cancel up to three times, unlike5A" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 2Bdoes not reach very far, but it has very strong frame advantage and a fast total animation. It can be used to set up Wedge Catapult attempts and intentional whiffs to reset pressure or go for a throw. Tager is too slow to just walk up to his opponent and do this however, so these setups are typically reserved for okizeme and other shenanigans. Thanks to the hitbox going well inside of Tager,2Bis also great for catching rolls in the corner or other pass-through moves." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 2Cis Tager's very high-risk, high-reward anti-air, it has huge damage potential, a tall and quite disjointed hitbox that can catch crossups and is low profile until its Head invulnerability kicks in. This invuln lasts to just before the first active frames making it prone to trades, albeit usually favourably since it has insane hitstun on counterhit. If it does land a counterhit, there's various ways it can be converted depending on positioning and magnetism. However there are many shortcomings, The horizontal reach is poor, non-counterhits can be impossible to convert without magnetism and worst of all, this move hasabysmalrecovery, so missing is always extremely unpleasant. 2Cis mostly used in combos, most often ...6A>2C>623C. Its long hitstun ensures that2Ccan still be followed up even very late in combos." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "6A", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 6Ais a multi-purpose tool that is both attractive to magnetised opponents and also pulls the opponent closer on hit and block, enabling close-range pressure and low/throw mixups, although it has an awful recovery if it misses. It's a staple combo tool as well to pull in opponents that have been pushed out. Usually in combos it gets used after5C, a link which eventually fails during long combos. Other times include after Sledgehammer B, Back throw and, with some timing, Spark Bolt andj.D. 6Auniquely has the ability to cancel into both360Aand360Bon hit or block, and this can be delayed considerably to avoid purple throws or fish for throw counters. But it's only possible to combo into360Bon a fully charged6Acounterhit, which basically never happens. This move also has an effect where the opponent cannot tech the slide if they hit the floor within 2F of being hit (Basically when they're very close to the ground when hit in the air), causing a hard knockdown. This is generally referred to as \"Low6A\". The combined untech time is long enough to allow combos of all kinds. The normal version will generally only combo into2C,6Band236Abut with low version,6Awill combo into236B,6C, and Crush Trigger as well, allowing a lot of combo possibilities. You'll want to learn this timing to get maximum damage combos, especially after Spark Bolt. Charging6Aenables the armor frames and extends the attractive time. At full charge it adds a bit more damage and raises the attack level, but doing so doesn't allow any new combo routes except for a counterhit into360Bwhich you'll never do, and doing so in combos takes up too much combo time to be worth it. Hold button to delay. Move is attractive to magnetized opponents throughout its startup and active frames, including if the move is delayed. Armor is only enabled if the move is charged for at least 16 Frames. Armor throughout the charge animation against Body, Head and Projectile attacks. Somewhat uniquely, attacks against6A's armor will still deal half of their base damage to Tager (And can still end the round). Negative knockback, opponents are knocked towards Tager when it connects in any way. Floor slides at Tager's feet on air hit. Full charge is achieved 6 frames before Tager will automatically swing anyway. Large hitbox that encompasses the spark around Tager's hand, overall reach slightly larger than5C. Tager's only normal that can cancel into Gigantic Tager Driver or Wedge Catapult. 6A Remaining startup after releasing button is 11F {Guard point only activates if charged to at least frame 16 (minimum 27F startup)} On Guard Point, hitstop for Tager 14F. Opponent hitstop unchanged Can guard point up to 2000 damage Tager takes 50% damage from attacks guarded Maximum Slide duration 20F Attractive from frame 16 to one frame before active frames Attraction force (2300G, 650A) 6[A] Remaining startup from button release is 11F Gains charged properties (increased damage/attack level) on frame 34 of charge, max charge time 41F On Guard Point, hitstop for Tager 14F. Opponent hitstop unchanged Can guard point up to 2000 damage Tager takes 50% damage from attacks guarded Maximum Slide duration 20F Attractive from frame 16 to one frame before active frames Attraction force (2300G, 650A)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 6Bis an important tool thanks to its foot invulnerability. Since Tager's armored moves lose to foot-attribute attacks, this can be used to call out opponents attempting to beat the armor. On counterhit,6Bcombos into6C, leading to massive damage. 6Bis also a very common combo filler since it forces crouching on opponents.6B>236A,5A... works at the start of many combos and is a simple way to increase damage, set up magnetism, and even extend combos. If hit while the opponent is high off the ground, this move can also combo into6Cand2D. Can cancel into itself once. Forces crouching on standing hit allowing combos into236A(And5Don fatal combos) Hard knockdown on air hit. Combos into A Sledge and Gadget finger but not2Cwith a few exceptions. Moves Tager forward slightly. Forces crouch on standing hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 6Cis a very strong combo filler attack. In midscreen combos, it's often used as a followup to a counterhit5Cor6B, or after a low6A. In corner combos, it can be looped with5Dfor lots of damage. Outside of combos,6Cis a relatively risky poke that's usually outclassed by5Cor5D. It can be used as an overhead mixup, but its lengthy startup and visual tell make it less useful in this regard. Fatal Counter. Jump cancelable on hit, but not on block. Ground Bounces. 110% Bonus Proration. Fatal Counter Bonus Proration 110% Jump cancel on hit only" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A very useful move for starting magnetized combos. The untech time is long enough to combo3C>623Cwhiff >5Cand can net 3K off a simple interaction. It's a great poke as well, extending almost as far as5Cand coming out a bit faster, and it can also be used at the end of shorter combos to get magnetism with22D. Hitting with3Cat any point in the combo enables using Gadget Finger for that combo, even if they never hit the floor. Hard knockdown on grounded counterhit, even if the opponent is flung into the air before reaching the ground (They'll eventually air tech after a long enough period of time). 110% Bonus Proration. Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A fantastic but often overlooked move, used to win air to air battles, particularly ones the opponent didn't expect when trying to jump in. If done early enough in a jump, a counterhitj.Acan chain intoj.Dfor some nice combos, though it's typically safer to go forj.A>j.B>j.C>j.63214A. j.Ais also a necessary combo filler after an air hit5Aor2A." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.Bis an extremely useful air button. It has very generous active frames and leads to decent damage in most combos. The hitbox and active frames also make it very useful for crossups. It has a long whiff recovery, however, so don't throw it out too carelessly. j.Bsets up a safejump after Atomic Collider, though it loses to 6-frame reversals. This safejump has benefits over Gadget Finger oki, since it keeps the opponent closer and allows for immediate pressure. Ground bounces on counterhit against airborne opponents.Ground bounce adjusts with height, allowing similar followups from various starting heights. Ground bounce adjusts with height, allowing similar followups from various starting heights." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.Cgives Tager forward momentum, so it can be used to close the distance along withj.63214AGuardAllStartup15Recovery16+3L (Whiff), 34 (Hit)Advantage. It can also be used as an anti-air since the hitbox covers most of Tager's hurtbox, though it will often clash. On counterhit, it's usually possible to land and pick up the combo with5C. Quite decent recovery, advantageous in air to air situations. Last 2 frames of recovery are cancellable into j.C" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.2Cis the Fatal Counter you'll most likely land. It halts Tager's air momentum, so it can be used to call out anti-air attempts and punish the opponent hard. On regular hit, often the only option is to follow up with Gadget Finger or a Rapid Cancel into5B. It is very punishable on block, though, so use it carefully. In combos, this move is very frequently used after6Cto bring the opponent back down. Ensure you hit them with Tager as low as you can to give yourself time to recover and use5Bor3C. Uniquely, if this move is used very close to the ground, the attack will come out almost instantly. The quick startup version seems to be a bug that was deliberately left in the game where the game cancels much of the startup into the landing animation (which has some active frames). This quick version is useful for getting surprise fatal counters on jump ins, and is also quite safe. However its use is very limited due to the rather precise height needed to activate it. Bizarrely enough it's still an overhead when done close to the ground. Fatal Counter Fatal Counter Startup is five frames if performed just prior to landing" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Dis a massive poke that magnetizes the opponent and can lead to great damage. However, it has a fairly long startup; don't abuse this move, or you'll eat painful counter hits yourself. On counterhit,5Dcan combo into360BGuardUnblockableStartup30Recovery30 (Miss), 41 (Hit)Advantagejust outside of max range, or partially charged6Aat any range. It's also possible to follow up with Spark Bolt from any hit, including air hit if done fast enough. As a combo ender, it can also be canceled into214Dfor a quick Spark Bolt charge or Gadget Finger to pull them back in for some shenanigans. This move particularly shines in corner combos, where it can be looped with6CGuardHighStartup28Recovery33Advantage-14for massive damage. Magnetizes for 300F (1000F in Overdrive). Attractive to magnetized opponents during startup and active frames. Blows opponent away on air hit, and causes floorslide. Gains Body and Projectile guardpoint during Overdrive.Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored. Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored. Applies 300F of magnetism (1000F in Overdrive) On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged Maximum Slide duration: 15F, on CH 22F Crumple Duration 31F, Crumple Fall 64F Attractive on frames 6-23 Attraction strength starts at (1500G, 1500A) before going to (4000G, 3600A) on frame 18" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An advancing move that covers a lot of ground, particularly if the opponent is magnetised. Despite its enticing frame advantage, this move isn't as useful as it appears. Its slow startup and telegraphed animation means it normally won't be surprising the opponent, but on block it leaves Tager plus and close-up against a magnetized opponent, which is a very favorable position. Its best use is to close short distances or take advantage of opponents that are conditioned to not challenge during blockstun. On regular hit, this move has no cancel options besides Rapid Cancel, limiting it to use as a combo ender in the corner as it gives decent okizeme. On Fatal Counter, Tager can follow up with either3C>623C(whiff) or5C>6Ato start the combo. Fatal Counter Magnetises for 300F (1000F in Overdrive) Attractive to magnetized opponents during startup and active frames. Recovery starts immediately after the move connects, so frame advantage is always the same. Gains Foot and Projectile guardpoint during OverdriveAttacks do not cause hitstopUnblockables still cannot be armored. Attacks do not cause hitstop Unblockables still cannot be armored. Fatal Counter Applies 300F of magnetism (1000F in Overdrive) On hit/block, Tager skips remaining active frames and goes into recovery Guard Point ends when Tager starts recovery On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged Maximum Slide duration 10F Attractive from frame 12 until start of recovery Attraction strength starts at (800G, 800A) before going to (5000G, 4000A) on frame 26" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "4D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 4Dis a common pressure ender to apply magnetism, end with a safe frame advantage, and set up tick throws. It can also be used instead of Gadget Finger in some situations to set up tricky resets.623C,4Dpulls the opponent directly towards Tager if they emergency tech, or hit them if they delay tech. This move does not have followups on regular hit, but on counterhit it can be followed up with3Cto lead to decent damage. Magnetises for 180F (1000F in Overdrive). Attractive to magnetized opponents during startup and active frames. Gains Body and Projectile guardpoint during Overdrive.Guarded attacks do not cause blockstop for TagerUnblockables cannot be armored. Guarded attacks do not cause blockstop for Tager Unblockables cannot be armored. Applies 180F of magnetism (1000F in Overdrive) On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged Attractive on frames 9-15 Attraction strength starts at (6000G, 3000A) before going to (4000G, 2000A) on frame 13" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll j.Dis a somewhat situational move since Tager is usually grounded, but it can be used to control air space. More importantly, it can lead to high damage if landed close to the ground, comboing into Wedge Catapult or6C. It's a very strong move during combos as well, most commonly after6C, due to its long untechable time and high proration values. It's also used in the Fatal Counter loop ofj.C>j.D. On Fatal, your goal should be to get into this loop as fast as you can to get the most damage. Magnetizes for 300F (1000F in Overdrive). Attractive to magnetized opponents during startup and active frames. Gains Head and Projectile guardpoint during Overdrive.Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored. Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored. Hitbox extends far beyond Tager's arms. Applies 300F of magnetism (1000F in Overdrive) On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged Attractive on frames 11-23 Attraction strength starts at (2500G, 2500A) before going to (5000G, 5000A) on frame 19, then going back to (2500G, 2500A) on frame 23" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "Ground Throw", + "text": "5B+Cor4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll While technically as fast as360A, standard throw is quicker to use on reaction than spinning the stick, and it leads to more damage, just without the invuln, attraction or reach (Although it still reaches further than other normal throws). For forward throw, follow up with236B, and for back throw, follow up with6A>6C. Both standard throw routes end with Atomic Collider, so bear in mind which throw gives the best positioning afterwards. Functions the same as every other throw, but with more range.Has 401 pixel range compared to the standard 266 pixel range. Has 401 pixel range compared to the standard 266 pixel range. Forward Throw is special cancelable, but back throw is not B+C 100% minimum damage (1500) 125,000 Range normally 4B+C 100% minimum damage (1500) 125,000 Range normally" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Not exactly a useful move for Tager since he doesn't have many opportunities to get close mid air, or set up airthrow traps since Air Driver does these things much better. But it does at least recover much more quickly than Air Driver if it misses and does lead to slightly more damage. Air throw can be followed up withj.2C(Performed very close to the ground) at almost any height. Functions the same as every other throw, but with more range.Has 453 pixel range compared to the standard 344 pixel range. Has 453 pixel range compared to the standard 344 pixel range. Cancellable fromj.A. Swaps sides. Hard knockdown after a small bounce. Follow up by landing a lowest-possiblej.2C,5B... orj.C,5C. 100% minimum damage (1500) 140,000 Range" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of the opponent and get back to neutral. Unlike other Counter assaults, Tager's does not knock his opponent away. Instead, it grants a close-range soft knockdown on grounded hit and a close-range hard knockdown on airborne hit. Uses6B's animation Slightly slower than other Counter Assaults" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Usually not that useful since Tager has better options during combos and pressure. However, opponents in Guard Crush can be thrown, so this can be used to set up unblockable throws if the opponent doesn't use Barrier. Overall, it's not used that much because there's usually a better option that doesn't use meter. That being said, it can be followed up with5B,6B, and3C. Gives a small floorbounce followed by a hard knockdown, essentally giving it a long knockdown time." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "Gigantic Tager Driver", + "text": "360A(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tager's primary throw mixup. It has a quick startup, and can be held to pull in magnetized opponents, making it a very potent tick throw, most commonly after5Aor4D. But don't be too predictable, since the move has a long whiff recovery and can be avoided by jumping. It can also be used to punish any pressure gap of 3 frames or more thanks to its invuln, which can be further enhanced with the use of Instant Blocking. Again, though, wary opponents can avoid this with jump cancel, frame traps, throw invuln attacks ormeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.attacks, so don't overuse it. While it might seem as a Grappler that your gameplan should revolve around landing this move, it actually only leads to weak damage compared to Tager's other options. Typically this move is most useful for keeping the opponent from doing bad blockstrings on the ground and also to win out point-blank jab contests when at near-neutral frame advantage, forcing the opponent to play less aggressively. Attractive to grounded magnetised opponents during startup and active frames. Can be held to extend active frames. Cannot be special cancelled into, except from6A. Small invulnerability window on frames 3-6. Cannot be increased by holdingA. Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism). Has 210 pixel range between bounding boxes. 100% minimum damage (2500) Hold button to extend active frames On successful throw, can cancel into Gadget Finger last 5F Counterhit state for entire move Attractive from 1-end of active frames Attraction forces: (3450G, 0A) from frame 1, (1150G, 0A) from frame 8, (2300G, 0A) during extended active frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "Wedge Catapult", + "text": "360B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A slow command grab with a lot of invulnerability at the start (but not a full reversal). Unlike his other command grabs, you cannot hold the button to extend or delay it. 360Bis useful for calling out slow committal attacks and moves that are good at beating360Aand720C, since they tend to rely on small hops or short throw invulnerability, and this move is so slow it will hit after they're vulnerable again. However, since it is very slow and has a long recovery, and is very susceptible to whiffing and getting punished hard. The invuln starts on frame 6, so it's a riskier option than360A. As a combo starter,360Ballows for a followup5Cor6Cfor around 3-3.5K damage, giving it better damage than360Aand more choice about how to set up your okizeme. If Tager's back is to the corner, it can be followed up with5Dto go into6C>5Dcorner loops. Wedge Catapult can be used in combos after long untech counterhit moves, though most importantly it can be used withGadget FingerGuardNoneStartup7Recovery9 (Whiff), 27 (Hit)Advantage> Rapid Cancel for high minimum damage after the end of long combos. Disables opponent's burst on hit. Attractive to magnetized opponents during startup. Cannot kill. Can only be cancelled into from6A. Combo throw, does not incur purple !! marks if used during blockstun or a combo. Does not benefit from the 10% damage bonus on counterhits. Has 100% minimum damage on raw hit. Does not have 100% minimum damage when used mid-combo. Untech time always lasts until the opponent hits the floor, even in very long combos. Tager is immune to external push forces during this move (Such asRachel'sWind or another Tager's magnetism). If Tager's back is near to a wall when he hits, then he will be pushed away from the wall towards the middle of the screen to allow followups. Has 210 pixel range between bounding boxes Can be comboed into Counterhit state for entire move Cannot reduce health below 1 Attractive from 6-31F Attraction forces: (1000G, 1000A) from frame 6, (10000G, 1000A) from frame 21, (2000G, 0A) from frames 24 to 31 Minimum Damage 100% when first hit of combo (1200), else Minimum Damage 0%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "Impact Driver", + "text": "360BAfter Wedge Catapult H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A command followup to Wedge Catapult that can be input at any point after the opponent has rebounded off of the wall right up until Tager fully recovers. Basically turns the move into360Awith 100 more damage. Impact Driver is seldom used due to other combos from Wedge Catapult causing more damage. However it is unburstable, will always connect at any point in a combo and has good minimum damage. This makes this move mostly used as a burst-safe round ender. Impact Driver can only be followed up by Gadget Finger. Deals 100% damage if Wedge catapult was the first hit of the combo. 50% minimum damage otherwise. This move can be input at any time during Wedge catapult's recovery after the wallbounce and it will always connect. Opponent is returned to the same side they were on when Wedge catapult grabbed them. Minimum Damage 100% if canceled from Wedge Catapault that started the combo (1400), otherwise Mimimum Damage 50% (700)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "Air Driver", + "text": "j.360C(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Gigantic Tager Driver, but in the air! (And very slightly more damage). An interesting, but pretty unreliable tool that can be used to surprise opponents at a far distance and discourage jumping. Unlike360AGuardThrowStartup6Recovery29 (Miss), 44 (Hit)Advantage, this move does not have any invulnerability, but since airborne players do not experience friction when being pulled by magnetism, this can grab airborne opponents from full screen amazingly quickly at times. Similar toAtomic ColliderGuardAir UnblockableStartup17~60Recovery19Advantage, opponents that superjump or air dash may be flung too far to be grabbed, and can get a free hit due to the long recovery of this move. Can be disrespectfully used during combos as a purple throw or a tech trap to do an absurd amount of extra damage, but there's no way to do reliable Throw Reject Miss setups since it cannot be canceled fromj.A Attractive to magnetized opponents during startup and active frames.Strongly attractive to airborne opponents, including during moves likeTerumi's5CGuardAllStartup11Recovery2+18LAdvantage-2.Weakly attractive to grounded opponents. They'll be slowly dragged across the ground.Attraction is centred on Tager's outstretched hand, rather than his origin. Strongly attractive to airborne opponents, including during moves likeTerumi's5CGuardAllStartup11Recovery2+18LAdvantage-2. Weakly attractive to grounded opponents. They'll be slowly dragged across the ground. Attraction is centred on Tager's outstretched hand, rather than his origin. Can only grab airborne opponents. Can be held to extend active frames. Cannot be special cancelled into at all. No invulnerability unlike360A. Has 210 pixel range between bounding boxes, but the hitbox tends to be the limiting factor. 100% minimum damage (2700) On successful throw, can cancel into Gadget Finger last 5F Catches airborne only Counterhit state for entire move. Does not include landing Attractive from startup until recovery Attraction forces on Tager's body of (0G, 3450A) from frame 1, Adds an extra (0, 2500A) towards Tager's hand from frame 6 until end of active frames, After frame 8 Tager's body is set to (1150G, 0A) and then on frame 12 it is set to (575A, 0G) until end of active frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "Atomic Collider", + "text": "623C(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Anti-air grab that swaps sides on hit and can be used during combos. HoldCto extend the startup magnetic attraction, release to actually grab them. Atomic Collider adds good damage to any combo. In long combos, it's only possible to follow up with Gadget Finger, so it's usually the end of the combo.j.Bis also a safejump after Atomic Collider, though this loses to reversals faster than 7 frames. Keep in mind that Atomic Collider sideswaps, so it may be advantageous to end the combo with other moves to maintain positional advantage. 3Cis a common button to set up the float on whiff. From there, it can be followed up with plenty of options. The most common combo is3C>623C(whiff) ,5C>6A>2C>623C. Attractive to airborne magnetized opponents during startup and active frames.Strongly attractive to airborne opponents, including during moves likeTerumi's5CGuardAllStartup11Recovery2+18LAdvantage-2.No effect on grounded opponents.Attraction is centred on Tager's outstretched hand, rather than his origin. Strongly attractive to airborne opponents, including during moves likeTerumi's5CGuardAllStartup11Recovery2+18LAdvantage-2. No effect on grounded opponents. Attraction is centred on Tager's outstretched hand, rather than his origin. Can never grab a grounded opponent, regardless of hitboxes. Combo throw. It will not incur a purple throw if used in a combo and benefits as normal from the 10% bonus damage from counter hits. Does not have 100% minimum damage.First hit also does 0 damage, so this move will do a maximum of 1350 damage due to combo scaling. First hit also does 0 damage, so this move will do a maximum of 1350 damage due to combo scaling. Can be deliberately missed to reposition magnetised opponents, very important for combos. Can grab extended hitboxes. Trades inconistently due to its Head invulnerability expiring on its first active frame. Who wins the trade is determined byCharacter Priority, which is usually Tager, but not always. If held, move goes active 2F after releasing button Cannot hit standing or crouching state Magnetic force of (0G, 3000A) starting from the end of minimum possible startup until end of active frames Attracts towards Tager's hand rather than his body" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "Voltec Charge", + "text": "214D(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tager stands still and charges his spark bolt guage while protected by a Body, Head and Projectile guardpoint. Hold to extend the duration. If the opponent activates the guardpoint, this move can be cancelled intoAdditional AttackGuardHighStartup13Recovery30Advantage-17. To perform this cancel, you need to input236Awhile still holdingDto stop this move ending. 214Dis important for maintainingSpark BoltGuardAllStartup12RecoveryTotal: 47Advantage-1. It can be used after a blocked5Dto get in a quick charge, or in neutral to bait opponents into approaching. It can also be used somewhat as an anti-air with its armor with theAdditional AttackGuardHighStartup13Recovery30Advantage-17, though this will lose to crossups, double jumps and other evasions. Keep in mind that this move does not have armor against foot attacks, so it's inadvisable to use to trap grounded attacks except for predicting reversals. The Electric gauge charges more based on how long Tager holds the stance. Minimum of 66 of Spark meter generated, Maximum of 510.This equates to 6 units of extra spark bolt charge for every optional frame of this stance held.Cancelling into236Aor being interrupted during this move prevents any spark bolt charge being gained. This equates to 6 units of extra spark bolt charge for every optional frame of this stance held. Cancelling into236Aor being interrupted during this move prevents any spark bolt charge being gained. Blocks Head, Body and Projectile attribute moves while held. Cannot block unblockable attacks. Guard Point lasts until button is released On Guard Point, hitstop for Tager is 0F. Opponent hitstop is 9F If guard point is activated, can cancel into Additional Attack until last 18 frames of recovery If done from neutral/jump startup, cancellable into 720C on frames 1-11 if guard point is not activated Counterhit state for entire move Charges spark bolt 6 units for every frame of this move's duration after the 9th frame before releasing the button" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "ASledgehammer", + "text": "236A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A special move that doesn't get used a lot at neutral due to other normals generally being better choices. While it has frame 1 projectile armour, it's not super useful since opponents don't typically use projectiles at such close range. 236Asees use in combos due to its good damage and scaling. On grounded hits, crouching state is required to follow it up with5A(Hint: use6Bto force crouching beforehand). On air hits,5C>236A,5Bis a common way to add good damage to combos that allow it (The opponent needs to be in the air, low to the ground and in touching distance in most cases). With 50 Heat available,3C>236A>236A, RC,6C... becomes an excellent way to convert grounded hits into excellent damage. It also functions as a decent combo ender; on air hits it can combo into Gadget Finger, but better still is to actively allow them to emergency tech through Gadget Finger so they're pulled towards you while recovering, giving you excellent okizeme. This move can be used as a decently safe poke due to its disjointed hitbox, but it isn't good for setting up tick throws and it is punishable on Instant Block. Occasionally it sees use as a whiffed special cancel after counterhits from2Cand5D, since they have a long recovery anyway and this allows Tager to start moving forward sooner to continue the combo. Guardpoint prevents any hitstop from projectiles it guards. Guardpoint can block against unblockable projectiles Can only be followed up with Additional Attack on a standing non-counter hit. Can cancel into Additional Attack on frames 23~31 On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged Can guard point up to 20000 damage Can guard against unblockables" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "BSledgehammer", + "text": "236B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tager pauses then slides forwarda considerable distance, ending in a strike. Guard points projectiles during start-up and active frames. Also guards Head and Body attacks during some of its startup start-up. Unlike the A version, B Sledgehammer does not guard against unblockables. Not necessarily the best way to close gaps as predictable Sledge use will usually be punished. Vary between using this, super jumpj.Cand simply taking a nice stroll towards the opponent to keep them guessing. In combos it works as a great move due to its huge damage, decent scaling and can be followed with6A>6Cfairly easily after a hard knockdown (Such as after a3Ccounterhit or a5Dair hit into the corner). Covers considerably more range than the A version, moves 33% further and deals slightly more damage when fully charged, but all other properties remain the same. Guard point also prevents any hitstop for Tager. Causes Crumple stun on grounded hit. On Counterhit gives a crumple stun similar to5D's standing counterhit, allowing all manner of followups. Causes a launching tumble on air hit or downed hit. Allows easy followups. Often used to close gaps and punch through reckless projectile spam, but it's far from ideal since it's the only real way to do this. Used in corner combos after a5Dair hit. 236B Can cancel into Additional Attack during first 13 frames of recovery Crumple Duration 31F, Crumple Fall 64F On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged Can guard point up to 20000 damage Delaying move also extends both guardpoint durations 236[B] Can cancel into Additional Attack frames 64~76 Crumple Duration 31F, Crumple Fall 64F On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged Can guard point up to 20000 damage" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "Additional Attack", + "text": "236Aafter Sledgehammeror236Aafter Voltec Charge guardpoint H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A big overhead with the same armour properties as Sledgehammer B. Overall a very risky move, since it can only be used after236A/Bor214D's guardpoint and it loses to Foot attribute. While it can be used to catch sleeping opponents or characters that don't have a fast enough2A, don't use it too much in pressure since it's very punishable on block. The overhead property is also only really relevant if you have 50 meter to threaten rapid cancelling into a low instead of this move, so don't expect miracles there. Notably, the version of the move you get cancelling from214Dis considerably faster than from either Sledgehammer, meaning that using214Das a parry stance with this move is viable, but generally only against aerial approaches or certain rekka sequences since your opponent often has time to cancel into a move that beats it.. If it does land, it leads to no followup on regular hit and5B>5C>623Con counterhit (6Awill whiff since Hammer is a Very Short starter). Hammer is more useful as a combo extender with a Rapid Cancel into6Cto extend combos since it scales very well (This is particularly useful for unmagnetised combos). Generally you want to avoid ending combos with this since it gives basically no okizeme, unless it would end the round. Same Guard point properties as B Sledgehammer, but actually lasts until it goes active. Doesn't guard unblockables, even when done from A Sledgehammer Combo ender in most cases, will always connect after either Sledgehammer unless the combo has prorated severely. Can be cancelled into on whiff on either Sledgehammer. Counterhit state throughout The version you get cancelling from214Dis considered a separate move to the version you get cancelling from Sledgehammer for same move proration purposes. This doesn't come up much in real combos however. 236X~236A Considered a different move when done from each starter for Same Move proration purposes Counterhit state for entire move On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged 214D~236A Counterhit state for entire move Considered a different move from the versions performed after Sledgehammer for Same Move proration purposes On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "Gadget Finger", + "text": "22Don downed opponent (Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Okizeme move, picks up the opponent off the floor or airborne near the floor and drops them in front of Tager,restandingA situation in which a character is taken from an airborne or OTG state and returned to a standing state on the ground while still in hitstun, which is very uncommon. Moves that re-stand the opponent often allow for unique mix-ups that are unexpected (since typically, mix-ups come after a knockdown), or unique combo extensions.them. Is strongly attractive during its startup and active time and can be held to extend this time. Gadget Finger is an incredibly versatile tool for Tager, used to end most combos with some magnetism and preventing recovery rolls. It's a natural followup to360A,j.360C, and623C. Since it leaves Tager at +9, this allows for mixups:5Cor3Cto catch mash,360Ato catch block, and blocking or backdash to cover reversal options like DP or Overdrive. Gadget Finger whiffs can also be used to extend combos after2Cdue to its magnetism pulling opponents back into range. These often function as longer, more damaging combo routes than Tager's unmagnetized combos, and they can be seen on hisCombospage. On some characters, particularly larger characters, the frame advantage also lets Tager follow up with5A. This doesn't lead to many combo opportunities, but5A> jump cancel block can bait Overdrive attempts and block the resulting Burst. AmaneArakuneBang(only in corner and CH)Bullet(only on CH)HakumenJubeiKaguraRachelRagnaSusanooTagerTsubaki Gadget Finger can be Rapid Canceled into360B~360Bto add at least 800 damage at the end of a combo. This is particularly useful to finish off a round with unburstable damage. It can also be Rapid Canceled to use the infamous \"Timeout Tager\" or \"Tager Circus\" strategy. After landing Gadget Finger (preferably after the opponent is thoroughly magnetized), it can be Rapid Cancel and repeatedly whiffj.360C. This is much harder than it sounds, and must be done with great care to not launch the opponent too far. If done correctly, with 100 meter, this can be an effective strategy to win by timeout. Magnetizes for 360F (1000F in Overdrive) Attractive to magnetized opponents during startup and active frames. Can be held to extend active frames. Only usable if the combo has fully downed the opponent at some point before trying to activate Gadget Finger (floorbounce does not count). The moves that cause this are:6A,5Dand2D(air hit, after floorslide begins)Crush Trigger,360A,360B > 360Bj.360C,j.2C(non-CH), and air throw.6B,3Cand Atomic Collider will instantly allow the use of Gadget Finger, they do not need to touch the ground first in these cases.And any time the opponent hits the ground and simply chooses not to Emergency Roll. 6A,5Dand2D(air hit, after floorslide begins) Crush Trigger,360A,360B > 360Bj.360C,j.2C(non-CH), and air throw. 6B,3Cand Atomic Collider will instantly allow the use of Gadget Finger, they do not need to touch the ground first in these cases. And any time the opponent hits the ground and simply chooses not to Emergency Roll. 100% minimum damage, 5% fixed heat gain. Unaffected by hitstun decay: +9 normally, +18 on counter hit. The recovery is increased by Fatal Counters and Jubei's standing hitstun penalty. Magnetises for 360F (1000F in Overdrive) Tager is +10 on hit Minimum Damage 100% (100) Hitstun unaffected by hitstun decay but can be extended by fatal counters No normal heat gain for either player. Fixed 5% heat gain for Tager Cannot hit standing or crouching opponents Combo must include a knockdown before this move can be activated Cannot reduce health below 1 Attractive for entire move Attraction forces (6000G, 2000A) on frame 1 only, (4000G, 2000A) on frame 2-14 and (4000G, 3000A) thereafter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "Spark Bolt", + "text": "41236Dor623D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tager launches a huge, fast and highly damaging projectile horizontally (or at a 30 degree angle) that punches through most other projectiles. On hit it wallbounces the opponent back towards Tager for easy followups and magnetises for 480F on hit or block. To balance how utterly overpowered this sounds, it consumes a full Electricity meter to use, meaning that you need to choose the right moment to use it carefully. Once its meter is charged, this is an incredibly threatening tool in Tager's arsenal. Spark Bolt can punish anything from any range with correct timing and can also use it to extend nearly any combo, especially useful if the opponent has otherwise been pushed out too far for a followup. The wallbounce allows for a close5Cfollowup for good damage, or a riskier low-hitting6Afor even more damage, especially considering the magnetism and huge upfront damage it has. The projectile is large enough to hit floorsliding opponents (such as after an air hit5D), but it will whiff on most fully downed opponents. The mere threat of Spark Bolt is therefore great for controlling the opponent's actions. You don't have to use it right away, holding onto it will affect how the opponent plays and can let you approach more easily since they'll be wary of just throwing out random attacks once they see that you have it available. If the move is stuffed, the Spark Bolt gauge will still be emptied even if the projectile doesn't come out, so be cautious of using it in close range neutral situations. Magnetises for 480F (1000F during OD). Does not attract magnetised opponents, unlike other drive moves. Unlike all other drive moves, this move does not attract magnetised opponents at all. Requires a full Electricity gauge to fire and consumes all of it on the first startup frame. Charges up in 1000 frames (16 2/3 seconds) normally.Charges four times as fast during Overdrive (Charges in approximately 4 seconds). Charges four times as fast during Overdrive (Charges in approximately 4 seconds). Each version has a slightly different hit effect, with the diagonal version causing higher vertical force and less horizontal rebound force then the horizontal version. Does not disappear if Tager is hit. 41236D Magnetises for 480F (1000F in Overdrive) Electricity meter consumed on 1st frame Counterhit state for entire move 623D Magnetises for 480F (1000F in Overdrive) Electricity meter consumed on 1st frame Counterhit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "Crimson Punisher", + "text": "j.63214A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A big swipe with Tager's arm that pushes Tager up and forwards a bit. If it hits, the opponent is slammed straight down with a hard knockdown and Tager immediately follows up with a belly flop that has extended knockdown. The followup is always guaranteed to hit outside of very rare cases (for example, at the end of a very long combo or due to another Tager's magnetism). j.63214Ais primarily used as an air combo finisher due to its high damage. On knockdown,5Awill catch roll attempts and2Bwill catch forward roll attempts. The followup hit can be Rapid Canceled and this easily combos into236Bor6Cto extend the combo, even quite late on. This move grants Tager forwards and upwards momentum, cancelling normal jumping momentum. It can be used as an approach tool along withj.Cas a quasi-double jump. Mix this up to vary your approach angles. Be aware the upwards momentum can make it difficult to hit a grounded opponent, and usually impossible to hit a crouching one (And it's not an overhead anyway), so using this as a jump-in move is questionable but still occasionally is useful for baiting anti airs and hitting with some other move afterwards. Huge hitbox underneath Tager. First hit disables bursts on hit. Can only be used once per jump. On hit, goes to followup on frame 24 Followup is only invuln until recovery (11th frame after landing)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "Magna Tech Wheel", + "text": "236236B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The big damage super used at the end of combos. It has good minimum damage, but it is often better to use Rapid Cancels in combos combined with strong normal attacks like Atomic Collider. Still, this gives good unburstable damage to close out rounds and cash in meter. MTW also has guardpoint early on, making it viable as a wakeup reversal. However, opponents can Rapid Cancel their attack in response to the superflash, making it somewhat unreliable. If you plan to use is as a reversal, it's safest to have 100 meter so you can Rapid Cancel the attack to remain safe, otherwise you'll eat a big punish. MTW can be Rapid Canceled during any hit of the attack. Since the last hit is an overhead, this Rapid Cancel be be used to mix up the opponent with a low-hitting attack or even a command grab. In Overdrive, this move and its followup gain far more damage and will also force Active Flow if Tager hasn't activated it that round. If you wish to use it in this way, use MTW as early as you can in the combo to maximize damage. Minimum damage: 864 OD: 1080 Strongly attractive to magnetised opponents. Guard point against everything (throw included) until the third hit, then blocks anything that includes the projectile attribute for the rest. Can guardpoint through unblockables. Only possible to follow up with Terra Break or Rapid cancel, Opponent otherwise can tech before Tager even recovers. Has a higher input priority than 360B, so be mindful when spinning the input. 236236B Minimum Damage 15%: 897 Counterhit state for entire move Cancellable into Terra Break frames 77-110 Attractive only during active frames with force (2000G, 1500A) On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged reversal guardpoint 236236B OD Minimum Damage 15%: 1107 Counterhit state for entire move Cancellable into Terra Break frames 101-134 Attractive only during active frames with force (2000G, 1500A) On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "Terra Break", + "text": "236236Bafter Magna Tech Wheel H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll It's easy to perform this move too early; to get consistent hits, continously roll the 236 motion duringMagna Tech WheelGuardAll×19, High/AirStartup7+(38 Flash)+12Recovery72Advantage-56. Then, inputBright as the opponent reaches the apex of the floor bounce from Magna Tech Wheel. Only really useful as an ender to long combos thanks to its high minimum damage. At the beginning of combos, using a Rapid Cancel will lead to more damage than Terra Break. If Magna Tech Wheel is blocked,do not use this, since it's still massively punishable and essentially a waste of 50 meter. Rapid Cancel instead to remain safe. In Overdrive, this move is much more useful. After the wallbounces, it can be followed up with6Cor236Bto keep the combo going. If Magna Tech Wheel was done during Overdrive, Terra Break will always be the Overdrive version as well, even if Overdrive has expired. Minimum damage: 720 OD: 840 Followup to Magna Tech Wheel to add even more damage. Blows opponent away on hit and wallbounds. Overdrive version causes wallbounce and hard knockdown that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get. Values in [] are during OD Counterhit state for entire move Minimum Damage 20%: 720 [840] OD Version always activates if cancelled from Magna Tech Wheel OD, even if Overdrive has ended" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "Genesic Emerald Tager Buster", + "text": "720C(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tager's signature super. A true reversal, has massive range for a grab, can pull in magnetized opponents extremely far during its startup and goes active during the superflash, meaning it's usually too late for the opponent to react at that point. If it hasn't hit after the superflash, it can still be held to try to drag in opponents (Albeit with much less force than pre-flash), but Tager is vulnerable at this point onwards. Be wary of when to use this, due to its power, opponents will often bait it out with jump cancels and throw safe moves since it cannot hit jump startup or airborne opponents, which can lead to a wasted 50 meter and a counterhit punish. It's best used in guaranteed situations such as after an Overdrive Raid or punishable gap. Also, it's worth noting that while the damage dealt is impressive, Tager can get more damage and oki from other starters and less overall meter usage, as well as not committing 50 meter up front. Therefore this move shouldn't be used as a punish if other moves will do, unless you know it will end the round, since it's burst safe. HoldCto extend active frames, but Tager is not invulnerable during this time Has minimum distance check larger than its hitbox, which is unusual for throws, meaning that it's possible to be in range but miss since no hitboxes line up. Be aware that throws actually measure to the front of a player's collision box which gets pushed forward during some moves, such asRagna's5BGuardMidStartup8Recovery16Advantage-7 Moves forward and swaps sides after a successful hit, meaning it's impossible to corner someone with this No followups possible, including Rapid Cancel Overdrive version magnetizes opponent for the maximum duration of 1000F in addition to dealing more damage 100% minimum damage Values in [] are during OD Minimum Damage 100%: 4620 [5220] OD Version applies 1000F of magnetism Counterhit state for entire move Attractive from 1-end of active frames Attraction forces: (26000G, 0A) from frame 1, (1200G, 0A) from frame 3 until the end of the attractive time Ends up at 69P2 on the hit for burst gain calculation reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "Charged Lightning", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An expensive reversal that does not apply magnetism and launches the opponent away, but it is still useful for granting Active Flow. If it's available, a720Cpunish is usually a better option during Overdrive flash. It's also not particularly strong in combos, but it can be used as an unburstable combo ender. Ends the faster Spark Bolt gauge gain from OD the instant the move hits, so it can't be used to pad out this gain. The most damaging Exceed Accel in the game (by a small margin) Otherwise behaves the same as every other Exceed Accel. 322/639 Minimum Damage" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "King of Tager", + "text": "1080D(Hold OK) whenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 1080Dcan hit an opponent during a combo regardless of their position (except for fully downed opponents) as long as their hitbox is in front of Tager. It primarily combos afterWedge CatapultGuardUnblockableStartup30Recovery30 (Miss), 41 (Hit)Advantageand623DSpark BoltGuardAllStartup12RecoveryTotal 47Advantage-1, but other than that the long startup makes it very hard to combo into. 1080Dis unique in that it requires a different response from opponents. It has an initial invuln, but this does not last into the active frames so opponents can mash out of it or use a reversal. As mentioned before, though, it can hit airborne opponents so it cannot be jumped. This means it has a use over720C, though due to its motion it is often much more telegraphed and difficult to use in general. Cannot be cancelled into from anything. Startup is extendable by holding theDbutton, attack will only happen 10F after it is released or max hold is performed. Extremely attractive towards magnetised opponents, including during extended startup. (Attraction is disabled once they're close enough to get grabbed) Horizontal distance check of 670px, which is longer than the actual hitbox (657px from Tager's origin). Thus, it can grab some extended hurtboxes, but not all of them. Can be comboed into Counterhit state for entire move Attractive force of 4500G, 3000A from end of superflash to end of delayed startup + 14F Can hit all states except fully downed." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tager", + "title": "Tager", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Resources", + "title": "Bang Shishigami", + "section": "Intro", + "text": "This page is Bang Shishigami's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Resources", + "title": "Bang Shishigami", + "section": "Documents", + "text": "Bang Guide Japanese Name:シシガミバング Japanese Wik Japanese BBS Arcade Profile Dan Rankings Character Video Thread Color Palettes on https://blazblue.wiki" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Resources", + "title": "Bang Shishigami", + "section": "Videos", + "text": "https://www.youtube.com/watch?v=6nTSchd2fZw&t= Greek Angel's Channel, contains various tech and combo routing vids Mr.Bang's channel, contains additional tech (DP safe setups, character specific scenarios, FC routes, misc)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Resources", + "title": "Bang Shishigami", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Resources", + "title": "Hazama", + "section": "Intro", + "text": "This page is Hazama's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Resources", + "title": "Hazama", + "section": "Documents", + "text": "For more information, check theHazama Guide. Japanese BBS Arcade Profile Dan Rankings Character Video Thread" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Resources", + "title": "Hazama", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Combos from Haz Guide Combo Tutorial Playlist How To Haz videos" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Resources", + "title": "Hazama", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Resources", + "title": "Hazama", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Resources", + "title": "Hazama", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "Overview", + "text": "Naoto is anaggressive rushdown characterwith fast movement, high damage, and terrifying pressure. Naoto can convert most hits intogreat damagethanks to his strong combo game, mainly due to his unique\"Enhancer\"mechanic - if Naoto performs a special move while dashing, it will gain new properties. These new properties give himexcellent corner carryand side swap potential, allowing most hits to reach the corner. Furthermore, Naoto hassolid okizeme, meaning any converted hit can lead into hisunendingstagger pressureThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.with very safe frame advantage on his normals. Along with his strong offense, Naoto hasgood defensive optionswith a 6f jab that hits crouching opponents, a low profile2A, and an anti-air2Cwith early invulnerability. Additionally, hisDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.is one of the best in the game due to its large forward hitbox, long active frames, and lengthy invulnerability. He can also spend meter on two useful reversal supers or a solid Counter Assault. If Naoto performs special moves or distortion drives while dashing on the ground or within 12F of ending a dash (giving time to input special moves), they will gain a blue silhouette and new properties (e.g. more hits). Within the window, it is possible for Naoto to perform any normal 12F or faster while dashing and still cancel into an Enhanced special/super (hitstop is not included). Note that jump startup immediately ends the Enhancer window whereas Rapid Cancel keeps it. When performing Enhanced specials in a neutral state, the dash input can be performed anywhere outside or within the special's motion input. Some examples include 2366 (Enhanced 236), 6263 (Enhanced 623), and 21466 (Enhanced 214)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5A Great jab, one of Naoto's primary buttons for his stagger pressure due to being fast, hitting crouchers, being jump cancellable on block, being only slightly minus and having excellent cancel options such as5AAor2A. Unlike most jabs, it is a level 2 normal, meaning it has more block/hitstun than usual, making it win most5A/2Atrades and allowing it to combo into Enhanced236Band214Dwhen done out of a dash. Gatling options:5AAGuardMidStartup8Recovery14Advantage-1,2AGuardLow/AirStartup7Recovery12Advantage-2,6AGuardHighStartup24Recovery24Advantage-10,5BGuardMidStartup8Recovery18Advantage-4,2BGuardLowStartup8Recovery15Advantage-4,6BGuardAllStartup17Recovery4+12LAdvantage-1,5CGuardMidStartup12Recovery18Advantage-3,2CGuardMidStartup11Recovery22Advantage-11,3CGuardLowStartup11Recovery17Advantage-4,5DGuardMidStartup20 [18]Recovery18Advantage-2,2DGuardLowStartup22 [20]Recovery18Advantage-2,6DGuardMidStartup24 [22]Recovery17Advantage-2 5AA Can only be done after a5A. Another of Naoto's primary pressure buttons as it also hits crouchers and is still only slightly minus, moves forward and leads to excellent reward on counter hit. Its forward movement also makes it the ideal hit confirm after5A, spacing Naoto perfectly for his more advanced routing while also doing more damage than5B. This move will sometimes whiff if5Ahits an airborne opponent too high. Causes stagger on counter hit 5AA On CH Crumple Duration 35F, Crumple Fall 60F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Due to the angle it hits, it can be used as a fairly low commitment preemptive anti-air in neutral, however it lacks head invulnerability, making it less useful as a reactionary one. It moves forward slightly and is jump cancellable on block, giving it uses in pressure. As an anti-air, on regular hit it can only combo into rising air normals or in some cases alate hit623C, and on counter hit it can be linked into itself before air normals or directly into214A~8A." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Sees lots of use in combos due to its great scaling and combo options after and is useful during pressure as it also moves forward slightly, is jump cancellable on block and has good natural frame traps into drives, however its high pushback can sometimes cause them to whiff against an opponent's Barrier. Serves as one of Naoto's main punishes along with6D. Sees little use in neutral, it can sometimes be used as a poke but is generally outclassed by Enhanced236Band Enhanced214Dand although it can be used as a decent whiff punish it is difficult to convert into good reward after." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Another primary pressure button due to being slightly minus, hitting low, being cancellable into itself and being cancellable into5Aeven when5Ahas been used in the string already. It can also low profile most5As with only a few exceptions which can be useful when resetting pressure or when mashing out of the opponent's pressure. The low profile also makes it good as a very low commitment anti-air. Acts as Naoto's primary roll catch and gives Naoto good okizeme in the corner. Due to being whiff cancellable into itself, make sure to not hold down back when inputting Barrier blocks after whiffing it (such as on reaction to an opponent's super flash). Naoto's fastest low Low profiles for most of the move Can be done two times in a string Whiff cancellable into itself" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Running2Bis a rather useful neutral option due to its decent range (hits further horizontally than5Bwhile being just as fast), making it a quick low which leads to decent reward when buffered into Enhanced specials. Can be useful in pressure as Naoto's low option after5AAor even after2As for more gapless lows. Sees some use in okizeme, either as a higher reward callout than2Aor to cross under a neutral tech in some setups." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A great crouching anti-air with a good vertical hitbox and good invulnerability, although it can turn Naoto the wrong direction when dealing with close IADs and cross ups, and occasionally in combos. It low profiles during startup similarly to2Amaking it great at beating early jump ins that would normally stuff out 6X types of anti airs. On an anti-air hit Naoto has several combo options, such as jump cancelling or delayed 5C, which are both hit-confirmable and allow continued pressure on block. However it is bad in pressure due to its horrible horizontal range and Naoto already having several normals that are jump cancellable on block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Naoto's only grounded overhead but a very strong one. It is decently fast with an arguably ambiguous startup animation and has surprisingly long reach thanks to Naoto's forward movement. It gatlings from many normals, leads to further pressure on block and can do over 4k damage on hit at any screen position without resources. Adds to Naoto's already scary stagger pressure, however be careful to not do this when the opponent is expected to mash as it will be interrupted. Bonus Proration 110% Forces crouching state on hit Bonus Proration 110% Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Airborne from frame 5, invuln ends on landing Airborne recovery/invuln can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Naoto leaps forward into the air and kicks backwards, causing a natural crossup when close to standing opponents. To put it bluntly, this move is awful. It can be used to catch chicken blocking (although it is air blockable) or as a gimmicky pressure reset as opponents may instinctively stand block on reaction to seeing Naoto airborne. Otherwise, it might as well exist to punish a dropped 665C. If Naoto does the kick directly above the opponent, they will have cross-up protection (due to walking). The ability to cancel the landing recovery even on whiff can be used to stay safe after whiffing the move by using623Dto beat late punish attempts. Does not hit crouching opponents Does not cross up in the corner Always kicks backwards, even if Naoto doesn't swap sides. Landing recovery can be cancelled with any grounded move on hit, on block and on whiff, making it +6 on block when immediately cancelled Airborne from frame 7 Airborne recovery can be altered by external forces Landing recovery is cancellable into attacks" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Primarily sees use in combos as despite its bad scaling it sets up Naoto's best launches for standing opponents. Can sometimes be used in neutral preemptively to stick out a lingering low hitbox or offensively as an alternative to dashing2B. Also sees some use in okizeme setups to cross under emergency techs. Soft knockdown on hit Hard knockdown on counter hit Low profiles during actives" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Basic air jab. Can cancel into itself infinitely orj.B/j.Cfor easy air confirms. Mainly used in block strings after jump inj.Bto get an extra hit in before landing." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Naoto's most common jump in during pressure due to its downwards and crossup hitboxes and cancel options. Only sees use in short combos due to causing drops in full combos and adding negligible damage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Strong offensive or defensive air-to-air due to its large hitbox, long active frames and high untech on counter hit. Also seen in combos due to having the same damage and scaling as Naoto's Drives. It has enough blockstun to set up risingj.Afuzzy guard breaks against most characters." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "Drive Moves", + "text": "Data in [ ] refers to the Overdrive version moves. All grounded Drive moves are dash cancellable from frame 10 (inclusive) until they become active (exclusive). In Overdrive, all grounded Drive moves are dash cancellable on hit and on block. All Drive moves have longer hitstop than usual, at 15f uncharged and 20f charged. It does not affect frame advantage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "5D", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Primarily used in combos due to its very good damage and scaling and lack of Same Move Proration and in pressure due to naturally frame trapping to and from itself, having small gaps after moves such as5AA,5Band5Cand into moves such as2Dor214A/Drive dash cancelled Enhanced236B. The charged version can be used sometimes in pressure as a surprising guard crush which can combo into214A/Drive dash cancelled Enhanced236Bor Enhanced214Ddepending on distance or deal good barrier damage. Risky as a poke due to its slow speed and lack of full disjoint. Great for combos as it does incredible damage, scales well and has tons of untech if it hits low on an airborne opponent as it will cause a long slide, however its slow startup makes it difficult to route into without character specifics or resources. It is also fast enough to punishsome reversalsand leads to around as much damage as6[D]while being more practical. In Overdrive this can be used as a pressure reset with both versions being ±0 on block when dash cancelled and the charged version acting as a very fast guard crush which leads to excellent reward. The charged version is a staple in corner combos as it can combo into2[D]when dash cancelled after a low air hit at most scalings, potentially leading into a loop. Charged version causes stagger on grounded hit 5D Values in [] for OD Dash cancellable from frame 10, until active [and on hit/block] Maximum Slide duration 10F 5[D] Values in [] are for OD Chip damage 20%: 270 Dash cancellable on frame 10, until active [and on hit/block] Maximum Slide duration 20F Crumple Duration 25F [35F], Crumple Fall 58F [68F]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "2D", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Sees a similar use to5Dwith more emphasis on combo usage, as it combos after5Don air hit naturally and when done this way will always hit low for a slide. It sees some niche usage in neutral due to its low profile so it can be used as a preemptive poke. The charged version will slide on a low air hit like with5[D]except when in the corner where it will instead cause a wallstick, used often in combos as it combos into5[D]. Also sees some niche usage in neutral as a long, low poke, however it is not fully disjointed and a well timed low crush or jumping over Naoto can make it whiff or even counter hit Naoto. In Overdrive it can still combo into5[D]which allows these moves to be looped for excellent damage. Charged version causes stagger on grounded hit Low profiles during startup 2D Values in [] are for OD Dash cancellable from frame 10, until active [and on hit/block] Maximum Slide duration 10F 2[D] Values in [] are for OD Chip damage 20%: 270 Dash cancellable from frame 10, until active [and on hit/block] Maximum Slide duration 20F Crumple Duration 25F [35F], Crumple Fall 58F [68F]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "6D", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This move is primarily as a combo tool used to end corner drive strings as it combos naturally into a214Adash cancelled Enhanced214A~8Aor as a punish tool for reversals. Not very useful in pressure due to its short horizontal range and not very useful in neutral due to its startup, with its use as an anti-air largely outclassed by5B. The charged version is Naoto's strongest starter due to its high base damage and scaling and its Fatal Counter property, however it starts too slowly to be practical compared to5[D]. Sees little use in combos due to its startup. In Overdrive, its faster startup makes it far more practical in combos and is generally used at the end of combos before a super or during combos outside the corner as it loops into itself after dash cancelling. The startup also makes it a more practical punish (potentially leading to a Touch of Death) and leads into charged Drive loops with the help of a charged Crush Trigger or2D(slightly character specific with this), making raw Overdrive when low on life and with resources a terrifying option to bait reversals with. Jump cancellable on hit and on block The charged version is a Fatal Counter The charged version causes a wall bounce on hit 6D Values in [] are for OD Dash cancellable from frame 10, until active [and on hit/block] 6[D] Values in [] are for OD Chip damage 20%: 300 Fatal Counter Dash cancellable from frame 10, until active [and on hit/block]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "j.D", + "text": "(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Primarily used in neutral as a jump in due to its large downwards hitbox or sometimes as a defensive air-to-air. On air hit it will always soft knockdown including on counter hit, but as a starter if the opponent does not tech immediately Naoto can blue beat for a full combo. It sees minor use in combos at the end of early air strings or after blue beats with5D. The charged version is generally used as a defensive poke due to its huge hitbox. When used offensively it is easier to punish as its long startup makes it prone to rising air normals or the opponent running under and punishing its landing recovery. Although it ground bounces on hit, it can be difficult to combo after at many heights and distances as a starter. Sees use in air-to-air combos after a Rapid Cancelledj.623Cto extend combos. In Overdrive, the faster startup makes it a strong poke to throw out in neutral, however it retains its long recovery. Not often used in combos due to having worse followups than Naoto's other moves. Bonus Proration 110% j.D Values in [] are for OD Bonus Proration 110% j.[D] Values in [] are for OD Chip damage 20%: 270 Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "Ground Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of Naoto's primary threats during pressure, it launches the opponent and wall splats in the corner (the splat height varies depending on where the throw connects) and leads to good damage on hit. Generally goes into a delayed microdash5Cor microdash2Cand if done at a particular distance from the corner it can combo into2[D]instead. 100% minimum damage Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Side swaps on hit and causes a stagger, which can combo into a microdash5Cor special cancelled into214Athen dash cancelled into214D. Surprisingly leads to more damage than forward throw when fully in the corner. 100% minimum damage Minimum Damage 100%: 1500 Crumple Duration 30F, Crumple Fall 62F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Will always bring the opponent to the ground and cause a hard knockdown, generally followed up with a microdashed2Calthough there are a few other routes. 100% minimum damage Minimum Damage 100%: 1500 Maximum Slide duration 1F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Same animation as5Cso it has a good hitbox, however Naoto's other defensive options are generally better. Behaves the same as most Counter Assaults. Must be performed during blockstun Moves Naoto slightly forward" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Generally worse by Naoto's other mixup options, although it is better than most Crush Triggers as it retains momentum from dash cancels which gives it excellent range. The charged version is incredible in combos when done early due to not scaling at all and setting up low air hit Drives which can combo into charged Drives for excellent, Heat efficient damage. Behaves the same on block as every other Crush Trigger. Crumple stuns on ground hit. Wall bounces on air hit.Wall sticks in the corner. Wall sticks in the corner. 5A+B Maximum Slide duration 15F Crumple Duration 50F, Crumple Fall 83F 5[A+B] Maximum Slide duration 15F Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "Taunt", + "text": "AP H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Not an attack taunt. 100% Minimum Stretching." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "Special Moves", + "text": "Data in [ ] refers to Enhanced versions" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "Dash Cancel", + "text": "66 after specific moves H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Naoto can dash cancel various moves at various points. Instead of his regular run, this is a fixed-duration sprint similar toRagna'sGuardStartupRecoveryTotal 22AdvantageorJin'sGuardStartupRecovery22Advantage. Its main difference from most dash cancels is its ability to cancel into, and subsequently enhance, special moves at any point in the dash. It can be performed during214AGuardStartupRecovery39 [37]Advantage, during the startup of any grounded Drive normal (and on hit and on block in Overdrive) or after EnhancedBashGuardAllStartup14Recovery22Advantage-10on hit. This is a core special of Naoto's combos as it enables him to fit enhanced specials without having to rely on links to do a microdashed normal, notably any drive >214A~dc >En236B. It can be used as a pressure reset tool since it is fairly fast, travels far and can be cancelled into specials to threaten a frame trap. This also allows him to beat any superflash by cancelling into any of his invincible move on reaction. But despite only having 20f of recovery, Naoto must also go through either214A's or Drive's lockout of 8f/9f, so the total duration is at minimum 28f/29f which makes it always punishable (-7 at best after a blocked drive on barrier which is Naoto's highest blockstun move) after a dash cancelled attack. Sometimes seen in neutral to continue moving forward after evading a projectile with214Aand to cancel a charged drive if the opponent moves out of its range. Due to being cancellable on frame 0, although impractically difficult, it can be cancelled from214Ainto an Enhanced214Aor another invulnerable move without leaving a vulnerable gap. Counter hit state Can cancel into specials immediately Can cancel into Overdrive by kara cancelling a Crush Trigger (meaning it can only be done with 25 meter)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "Banishing Fang", + "text": "236B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll First part of Naoto'sRekkaA series of special attacks that are only available after the first one is performed.. Very strong in pressure, particularly when Enhanced, due to frame trapping after drives, being safe on block and leading to Naoto's other Rekka parts which lead to incredibly high reward on counter hit. The Enhanced version can be useful as a poke due to hitting higher than214D, allowing it to sometimes hit airborne opponents, however Naoto's hurtbox moves forward before the move becomes active so it can lose to preemptive buttons. Enhanced version forces crouching state on hit Enhanced inputs: 2366 (recommended) and 66236 Enhanced version causes all parts of the Rekka sequence to be enhanced (No need to use dash inputs each time). Can cancel into next part of rekka on hit/block, or frames 16~29 on whiff" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "Banishing Fang: Roar", + "text": "236B~236B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Second part of Naoto's Rekka. It has deceptively low blockstun so be aware of the timing for frame trapping withBashGuardAllStartup14Recovery22Advantage-10after. When not Enhanced, the reward is rather poor due to its combo options, even if it Fatal Counters (leads toRaidGuardAllStartup16Recovery30Advantage-19on standing and microdashed5Aon crouching, both scale badly). The Enhanced version can go intoBashGuardAllStartup14Recovery22Advantage-10for great damage, although this hit confirm is very difficult on regular hit. Fatal Counter Fatal Counter Can cancel into next part of rekka on hit/block, or frames 12~28 on whiff Counterhit state ends early, frames 12-14 are active but not CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "Banishing Fang: Bash", + "text": "236B~236B~236B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of the third parts of Naoto's Rekka. Launches on hit, not very useful on regular hit when not Enhanced, having no combo options after without a Rapid Cancel and no okizeme midscreen. If the move Fatal Counters, it wall bounces and Naoto can combo after regardless of whether the move was Enhanced or not by recovering and then linking a5Cat most screen positions and5Bwhen fully in the corner. The Enhanced version is used in most combos as it is dash cancellable on hit and can combo into623Con opponents grounded before the move connects or214Don opponents airborne before the move connects. Fatal Counter Enhanced version is dash cancellable on hit Values in [] for Enhanced version Fatal Counter Enhanced version on hit is dash cancellable on frames 24~38" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "Banishing Fang: Raid", + "text": "236B~236B~236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The alternative third part of Naoto's Rekka. Heavily outclassed byBashGuardAllStartup14Recovery22Advantage-10as it has far worse frame data and scales badly, only giving it uses as niche combo fodder. Used in extremely basic combos, after an Enhanced236Bthat won't reach the corner and after a Fatal CounterRoarGuardAllStartup9Recovery21Advantage-7or against Arakune where it can combo into214A~8Awith the use of a jump cancel cancel. Jump cancellable on hit Hitbox fully extended upwards on 18F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "Inferno Crusader", + "text": "623C/D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 623C When not Enhanced it is a niche anti-air due to being outclassed in most situations by2C, as although it is faster, has invulnerability earlier and hits higher, it is punishable on block and leads to far worse reward. It also sees some use in combos after floating an opponent high up as it can make the move hit late, allowing Naoto to link a5Aafterward. The Enhanced version is primarily a combo tool used to launch standing opponents. It is less useful as an anti-air not only due to the extra input time but also because the forward movement can cause it to whiff entirely or not combo into itself properly, making converting from it difficult. Enhanced inputs: 6623, 6263 (recommmended for wake-up) and 62356 or 623566 623D Commonly regarded as the strongest DP in the game, it is fast, has lots of active frames and invulnerability and has good horizontal range, especially when Enhanced where Naoto also travels very far. It lacks a hitbox directly above or behind it, making it prone to the opponent forward jumping over Naoto and making it whiff, however the Enhanced version recovers quickly and travels far so it can be difficult to punish. Sees situational use on okizeme as a callout tool as when delayed its active frames and invulnerability will outlast most moves in the game and when the Enhanced version is Rapid Cancelled Naoto can do a fallingj.B, although this will often whiff if done outside the corner and the opponent crouch blocks it point blank without Barriering, often leaving Naoto punishable. Rapid Cancelling the first hit instead allows Naoto to start (potentially gapless) pressure on block or combo on hit (although hit confirming after may be difficult), making this preferred on wake-up. Has a claw effect 623C Values in [] for Enhanced version Can cancel into Overhead Kick on hit on frames 21~29 Airborne from frame 9 [First hit that connects must be Barrier Blocked in air, remaining hits air blockable] 623D Values in [] for Enhanced version Can cancel into Overhead Kick on hit on frames 24~35 [First hit that connects must be Barrier Blocked in air, remaining hits air blockable] Airborne from frame 12 reversal j.623C Can cancel into Overhead Kick on hit on frames 20~28 j.623D Can cancel into Overhead Kick on hit on frames 19~30" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "Overhead Kick", + "text": "2Cafter623C/623D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Requires Inferno Crusader to hit before it can be used (Rather than be blocked or miss entirely)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "Slash Kaid", + "text": "214D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll When not Enhanced, this move is primarily used as a combo tool in the corner to float standing opponents higher after a3C. It has decent uses as a preemptive poke thanks to its range and big disjoint (in matchups where Naoto has a hard time contesting in defense), but its startup and lack of reward on regular hit make it fairly niche. The Enhanced version is one of Naoto's most used tools. In combos it does great damage and scales well, carries far due to its forward movement and extends combos due to its good untech. In neutral it can be used as a fast, long range horizontal poke that is safe on block when spaced and leads to a full combo on any kind of hit, however its vertical hitbox is relatively short and will generally whiff on airborne opponents unless they are starting or landing from a jump. Its low blockstun and recovery can make it a bit difficult to punish, especially when blocked in neutral. The move has several different ways it can hit: On far grounded hit it causes a stagger state, On close grounded (or sliding) hit it causes a side swap and crumples the opponent into a crumple fall withforced untech, On air hit it floats the opponent, On far grounded or air counter hit it causes a float, and On close grounded counter hit it causes a longer crumple. Enhanced inputs: 66214 (recommended) and 21466 (recommended for frame 1) 214D Values in [] for Enhanced version Crumple Duration 32F, Crumple Fall 62F 214D through Opponent Occurs when Enhanced version hits close to opponent Crumple Duration 99F, Crumple Fall 37F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "Shift Sway", + "text": "214A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A non-attacking move where Naoto stays put and is invulnerable to Head, Body and Projectile attributes. Enhanced version slides him forward and can pass through his opponent. Sees lots of use in combos and pressure as Naoto's main way to dash cancel into Enhanced specials as Drive dash cancels are slower and limited by gatling options. Useful as a callout against reversals as it can cause them to whiff, meaning they cannot be Rapid Cancelled and can be punished. Can be used in neutral to evade projectiles or pokes and dash cancelling once they whiff, either to get closer to the opponent with the former or to potentially punish the opponent's recovery with the latter. Sees limited use defensively due to losing to Foot attribute moves and is generally a knowledge check at best. Although it has projectile invulnerability it is generally not long enough to outlast projectile okizeme setups. The Enhanced version gains forward movement and is riskier to use in neutral as its total duration is generally not short enough to allow Naoto to punish projectiles or pokes if done on reaction. It is also not dash cancellable, reducing his options after doing the move to either fully recovering or cancelling into Phantom Pain (which whiffs on crouching opponents). When done as a read it is very risky, as Naoto is actively moving himself towards the opponent while being vulnerable to crouching moves or even the opponent waiting while being counter hit punishable during the entirety of the move. It can be used defensively on wake-up against certain projectile okizeme setups due to the forward movement, however some setups allow the opponent to recover from their projectile and punish Naoto. Dash and Phantom Pain cancellable from frame 9 until frame 35 (both inclusive) Enhanced version Phantom Pain cancellable from frame 17 until frame 29 (both inclusive) Enhanced version can swap sides with the opponent even in the corner Counter hit recovery Values in [] for Enhanced version Can cancel into Phantom Pain on 9F [17F] onwards Can dash cancel on 9F onwards. Enhanced version can not be dash canceled Can pass through opponent 13-30F [1-26F]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "Phantom Pain", + "text": "8Aafter214A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Naoto's combo throw, useful in combos due to stabilizing the opponents height, allowing Naoto to convert from some air hits with grounded normals into full combos.It is hard-coded to whiff on crouching opponentsbut can hit standing and airborne opponents. Not very useful as an anti-air due to its startup and being prone to turning the wrong way. Due to being a true air unblockable (cannot be air Barrier blocked) it has uses as a tech trap, however this is largely invalidated if the opponent doesn't air tech. Can sometimes be done as a fuzzy guard break after a6Aor lowj.C, however this is completely invalidated by the opponent holding a Barrier block. Instead of using the usual Enhancer window, the Phantom Pain will always be the Enhanced version if used after an Enhanced Shift Sway. Enhanced Phantom Pain is faster, so including the frames until Sway can be cancelled into Pain, Pain's full startup is 8f + 15f = 23f and Enhanced Pain's startup is 16f + 5f = 21f. Highly used in combos to side swap the opponent after a microdashed2Cor near the end of combos in the corner, leading to a manually timed safejump or more attacks into a typical knockdown. Loses the projectile invulnerability from Shift Sway Unburstable as it is a combo throw Second hit only comes out on hit Second hit does not haveforced untech(only relevant at -10f and reduced to 1f untech decay) Counter hit recovery 140,000 unit range check (Twice the range of a standard throw). Values in [] for Enhanced version Second Hit only comes out on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "Divine Smasher", + "text": "632146B(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A super punch that rushes Naoto forwards quite a bit on the ground or diagonally downwards if done in the air. Be aware that the blood effect does not correspond well to where the hitbox of the move is. Ground Version Primarily used in neutral as a callout or on reaction to projectiles due to its fast forward movement and long projectile invulnerability. On counter hit, if Naoto reaches the corner he can combo into a microdashed5A/B. It has use as a reversal due to its quick startup and long projectile invulnerability beating some okizeme setups, as well as being safe if the opponent tries to bait623Dby forward jumping over Naoto due to its relatively low recovery on whiff. It will always have the same frame advantage regardless of when it hits, so it is always punishable on block. The Enhanced version does 20% more damage and travels further and faster, going almost fullscreen. Normal: 800 minimum damage Enhanced: 960 minimum damage Enhanced inputs: 6321466 (recommended) and 6632146 In Overdrive Naoto does an additional flip kick, adding more damage but not allowing Naoto to combo after it on counter hit in the corner without a Rapid Cancel. Outclassed by OD632146Das an ender. But with a Rapid Cancel, it becomes an incredibly damaging and stable starter, making raw Overdrive on defense or raw air Overdrive as an anti-anti-air both very strong options, as the super's fast startup and travel speed allow it to easily be done as a punish on reaction to attacks whiffing through Overdrive. Normal: 1080 minimum damage Enhanced: 1188 minimum damage Air Version The air version is similar to the ground version, but it aims diagonally downward. Can be followed up with several moves depending on the heights of Naoto and his opponent, notably623Cor632146Bafter an air string, and2Cor632146Dwhen done near the ground. In Overdrive Naoto does the same flip kick as when used on the ground. This means Naoto cannot combo after without a Rapid Cancel. Even though it is possible to enhance other air moves during overdrive, there is no Enhanced version of this move. Normal: 720 minimum damage OD: 1050 minimum damage 632146B Values in [] are Enhanced version Values in {} are OD version On hit/block, remainder of move is replaced with 8 active frames, and 23 frames of recovery. Invincibility lasts until active frames end Minimum Damage 40% {30%}: 800 [960] {540 [648]} reversal 632146B OD Followup Minimum Damage 30%: 540 j.632146B Values in {} are OD version Minimum Damage 40% {30%}: 720 {510} Maximum Slide duration 20F {22F}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "Divine Reaper", + "text": "632146D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll When done far from the opponent or the opponent is too high, Naoto will launch a projectile which he can combo after on hit in most cases. When done close on an opponent at the right height, Naoto will do a followup, the move having slightly higher minimum damage than an Enhanced632146B. It has use as a reversal due to its long active frames and invulnerability. It can be Enhanced, but it only adds forward momentum to the move, making it easier to connect the second part but not improving damage. With a Rapid Cancel, although expensive, this move will beat nearly anything and lead to great damage, making it a strong option if Naoto is in range for the followup and the opponent does not have Overdrive (delayed Overdrive after super flash will make it whiff and Overdrive Raid on reaction to the super flash will always make it whiff). It has uses in pressure, defense and okizeme: On a grounded block, Rapid Cancel into a microdashed6Aor microdashed2D/2Bfor an invisible high/low mixup On an air block, Rapid Cancel into an EnhancedPhantom PainGuardUnblockable (120)Startup15 [5]Recovery28Advantagefor a true air unblockable On hit, at midscreen Rapid Cancel the followup and run up into Enhanced236B, in the corner Rapid Cancel the followup into2[D]and to side swap Rapid Cancel the first hit and run under into6Dor even5[D]for a full, damaging combo. In Overdrive, the move does more damage and has a longer slide. If done after a Fatal Counter starter, it can always combo into623Cor (Enhanced)632146B. Projectile: Normal: 414 minimum damage, OD: 480 minimum damage Clean hit: Normal: 1004 minimum damage, OD: 1350 minimum damage 632146D Values in {} are OD version Minimum Damage 25%: 1004 {1350} reversal Maximum Slide duration 30F {25F} 632146D Projectile Values in {} are OD version Only comes out when strike misses/is blocked Minimum Damage 25%: 519 {600}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "Grim of Phantom", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll It's a fully invulnerable reversal, like623DGuardMid, All [Mid]Startup9Recovery38+16[29+16]Advantage-45 [-28]. Only it's incredibly telegraphed, has worse range, ends Overdrive, leads to no oki and cannot be Rapid Cancelled. Use sparingly, if at all. If done out of a dash cancel, it will have the full 20f startup. Behaves the same as every other Exceed Accel. Normal: 305 minimum damage, AF: 643 minimum damage Values in [] are AF version Minimum Damage 10%: 305 [643]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "Edge of Eternity", + "text": "2141236CwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of the fastest and easiest astrals in the game while also being surprisingly safe on block. Combos after practically everything, notably after a5Con grounded opponents. On airborne (and grounded) opponents,2Cand EnhancedBashGuardAllStartup14Recovery22Advantage-10are the most consistent ways to combo into it. Retains momentum from dash cancels" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane", + "title": "Naoto Kurogane", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Frame_Data", + "title": "Relius Clover", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Frame_Data", + "title": "Relius Clover", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Frame_Data", + "title": "Relius Clover", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Frame_Data", + "title": "Relius Clover", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Frame_Data", + "title": "Relius Clover", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Strategy", + "title": "Yuuki Terumi", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Strategy", + "title": "Yuuki Terumi", + "section": "General Tactics", + "text": "If you're a beginner looking for even more information on Terumi, check theTerumi Beginner's Guideby DGF" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Strategy", + "title": "Yuuki Terumi", + "section": "TL;DR (For Beginners)", + "text": "Important Moves 2A: Good jab for pressure 6A: Antiair 5B: Pressure reset 5D: Poke tool 4D: Useful disjoint + combo tool. Destroys projectiles j.B: Crossup/jumpin tool j.D: Spacing/approach tool. 623B: Metered Reversal 214C: Overhead Terumi is a high damage character that heavily relies on meter. Thankfully, his Drive makes meter gain very manageable. However, it also means that Terumi needs to rely on system mechanics if he can't get started. On defense, Terumi has no meterless reversals. Instead, he needs to rely on barrier and instant barrier to push opponents out. Terumi's CA uses his6A's animation, so it will whiff on almost all crouching opponents. This makes it very situational, as many opponents can still jump cancel and barrier to check for CA. With meter Terumi gains access to his DP. This reversal is extremely fast and has a good hitbox. However, it is as punishable as most reversals if he doesn't have even more meter to RC it. In neutral, Terumi has solid pokes.5Dis a notable poke though it extends his hurtbox at his feet so you can get hit for using it. You can also use5Dto destroy some projectiles.4Dwill also destroy projectiles, and you can use its disjoint to beat some pokes. In combos, it also launches for a basic air combo.j.Dis a good button for covering space in neutral during approaches or while backing off.j.Bis a good air to air to cover space, jump in, or crossup your opponent. Once Terumi's made his way in, he has good buttons to maintain pressure. On offense, Terumi's5Bis a strong pressure reset at +2 on regular block.6Bis another plus on block normal that can reset pressure. If you feint it, you can also mix in throws. Throws are important to mix into your pressure. While they don't lead to crazy damage, Terumi can gain huge amounts of meter from a throw starter depending on his positioning. You can mix in throws with2Astagger pressure. Terumi also can use riskier tools for bigger reward, such as his214Cand2D. Both moves have big startup that can get stuffed. However,214Cis a useful overhead and2Dvacuums opponents in and leaves Terumi plus." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Strategy", + "title": "Yuuki Terumi", + "section": "Blockstrings", + "text": "Check thisTerumi Pressure Guidefor more ideas on how to structure your offense! Terumi's pressure is primarily built on staggers and the threat of huge damage, though he has access to some mixups and pressure resets. Despite this it is still very freeform. It's important to adjust blockstrings depending on the state of the game. Take ideas from these blockstrings for yourself and integrate them into your game! 2A>2A>5B> microdash2A>2A>214C5Bis a pressure reset. From there, you can microdash and set up an overhead, or just continue with staggers. 2A*2 →5B→5C(1) → jc. → J2D5C(1) > jc >j.2Dwill beat out2Amash attempts, but it'll lose to some anti-airs and most 5As. 5B→5C→5D→6C→ RC →2A/2B/214C6C> RC is a popular string. However, it's safer to do6C(2) RC because on IB, the second hit of6Ccreates a gap that can be punished. 2A→5B→5C→5D→6B6Bresets pressure and leaves Terumi plus. While it loses to some mashes, it's a great pressure reset to slip in. 2A→5B→2C→ jc. → J2Dj.2Dcan function as a pressure reset in certain strings 2A>2A>5B>2B>2C> jc >j.DYou can use the2Cjump cancel to back off and usej.Dto cover yourself" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Strategy", + "title": "Yuuki Terumi", + "section": "Okizeme", + "text": "Terumi's oki is not his strong suit, but he does have access to some options. For example, Terumi's2A,5B, and2Bare good options to call out rolls and some delay techs. He can also safe jump withj.Bor evenj.2Dfrom certain enders like Air Messenga (j.41236C) and air hit6Cender. The video below has examples of oki situations:" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Strategy", + "title": "Yuuki Terumi", + "section": "Tips and Tricks", + "text": "Play around different combo starters and potential meter gain. It affects what oki you can go for and how much meter you can squeeze out. Terumi's Overdrive is very strong. Use it on Overdrive more than Burst. It's an amazing tool for Terumi. 41236C(Mesenga) is a useful move to call out projectiles when it's available Most Drive normals can destroy projectiles 5C(1)> RC >j.Bis an extremely fast mixup, though it doesn't lead to insane damage. Remember to throw! As basic as it may sound, Terumi's grabs are important to mix in to make your rushdown stronger Learning to jump cancel2Cand5Cs first hit is important for pressure. You can use it to stay safe or suddenly back off JBcrosses up opponents on second hit, usually after an instant air dash. 6Cis strong in certain scenarios due to its long reach. However, do not use without meter to RC, as it is heavily punishable on block and on whiff." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Strategy", + "title": "Yuuki Terumi", + "section": "Fighting Terumi", + "text": "Forcing Burst out of Terumi is strong, due to his OD's strength IBB5Bto keep Terumi off of you. It'll also make him minus on block. Low hitting pokes are strong against5D IB the second hit of6C. It opens a gap you can reversal." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Strategy", + "title": "Yuuki Terumi", + "section": "External References", + "text": "Playlist full of Terumi tech by DGF and Fame96 Pressure Guide by Laow Ping" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Strategy", + "title": "Yuuki Terumi", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Resources", + "title": "Nu-13", + "section": "Intro", + "text": "This page is Nu-13's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Resources", + "title": "Nu-13", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here. Old site with Nu-13 tech and guides Japanese Name: ニュー·サーティーン Japanese Wiki Arcade Profile Dan Rankings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Resources", + "title": "Nu-13", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Compilation of Nu-13 matches/sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Resources", + "title": "Nu-13", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Resources", + "title": "Nu-13", + "section": "Deprecated Resources", + "text": "Dustloop Forums Combo Doc by Daramue" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Resources", + "title": "Nu-13", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "Overview", + "text": "Rachel is ahigh skill-floor/high skill-ceilingcharacter. Her gameplan is a mix betweenstrong zoning/screen controlin neutral andstrong mixup/setplayon offense. Her drive is a unique wind mechanic that can influence not only Rachel's movement and momentum, but her projectiles and even her opponent to a degree. Rachel's Drive lets her summon wind in eight different directions by pressing the drive button while holding any direction (this defaults to a forward gust if no direction is held). These gusts are independent of what Rachel is doing and can be performed while she is doing anything else as long as Rachel isn't in hit or blockstun and isn't performing any tech roll. Wind affects all of Rachel herself, her projectiles and her opponent's position (albeit much less strongly than Rachel is). Due to the ground having friction, players pushed by a gust while airborne will be affected much more strongly than on the ground. Rachel's Overdrive Sylpheed gauge recovers faster. Distortion Drives gain additional animations and properties:Baden Baden Lily raw and minimum damage increased on body and poles.Baden Baden Lily poles do bonus prorate.Tempest Dahlia summons additional projectiles. Baden Baden Lily raw and minimum damage increased on body and poles. Baden Baden Lily poles do bonus prorate. Tempest Dahlia summons additional projectiles." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Chains into itself 3 times Two hit jab that hits crouchers. Slow on whiff. Can gatling/special/jump cancel the first or second hit.5Ais primarily used to extend blockstrings or combos. The two hits are jump cancellable and both can be cancelled into2B. This enables scary mix-ups with5A(1~2)→j.2D~j.Aor2B." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Clashes with Lv1 projectiles Extremely good neutral poke that's jump cancelable on hit or block 5Bcovers a decent amount of space which makes it decent in short-ranged poking and as a counterpoke. It's also one of Rachel's two primary starters for punish combos. It hits all the way to the ground, which make it useful for OTGing and hitting low-profile characters. This normal is a strike projectile, meaning that projectile invulnerable moves will NOT go through it.5Bcan only gatling into2Bonce, requiring you to jump or stop your current blockstring in order to go low again.5Bis a level 2 move, so5B→ 9jc →j.2D→j.Ais not gapless on IB. On clashing with a projectile, gains ability to whiff cancel into any of its usual cancel options" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Go-to fatal tool (cancel into214A665B214Bfor conversions) Spins on CH 5Cis typically used in combos, but is also an excellent starter to punish reversals.5Dis commonly used between both hits of5Cto make combos more consistent. Keep in mind this button is minus on normal hit if not chained into5CC. You should never throw just this button out except on a fatal. Fatal Counter Cancellable into 5CC on frames 15-24" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "5CC", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Blows back on hit and causes sliding knockdown midscreen Wallsticks in the corner Typically used in mid-screen combos to knock the opponent away for either an opportunity to setup or to send someone into the corner. In corner combos, it causes wall stick, allowing Rachel to further extend the combo. This is commonly seen in Rachel's5CCloops. Can also be used as an ender which offers decent okizeme options since it can be special canceled. Maximum Slide duration 30F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Chains into itself 3 times A decent ranged and fast poke. Can chain into itself on whiff and has short recovery which makes it great for DP baiting and tick grabs. Because of Rachel's short crouching hitbox, it can also be used as a situational anti-air. When Rachel's opponent has a lot of moves that guard point or are invincible to projectiles, this is Rachel's go-to poke. Can also OTG characters, so it's a good tool for catching people attempting to late tech or roll." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Clashes with Lv1 projectiles A fast low. Often used as part of Rachel's5B→2Bgatling strings. Like5B,2Bis a strike-projectile and will beat moves with only projectile invuln. Also hits to the ground, but not used as much as2Aor5Bfor OTGing. On clashing with a projectile, gains ability to whiff cancel into any of its usual cancel options" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Launches high in the air on CH A high risk, high reward move. On one hand, its guardpoint allows Rachel to interrupt your opponent and possibly combo out of it. However, it also comes with several flaws: the guardpoint is not frame 1 and will lose to any meaty, the startup is quite slow, it has poor horizontal range, and is extremely unsafe both on whiff and on block.2Cis also used in a small handful of combos due to its huge damage and excellent proration values (94% P2 with 110% bonus on the first use). On Guard Point, hitstop for Rachel is 0F. Opponent hitstop unchanged Cannot guard against throws and unblockable attacks Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Floats on ground hit 7-12 guard point (Head) An absolutely absurd anti-air with guardpoint instead of head invulnerability. It locks the opponent into whatever jump-in they're taking, meaning this move will more often counterhit than not. It has a great hitbox and can even hit behind Rachel. Its size and fast recovery should not be understated, as this anti-air is extremely easy to use and leads to a ton of damage and easy conversions.6Ais used a lot in combos to either launch the opponent, combo into BBL, or as a means to gatling into4Bto continue combos.6Ahas a lot of untech time on counter hit, allowing Rachel to perform a ground combo instead of an air combo. On normal hit, the most common extender is (5B) →j.C→2D→ 9jc →j.C→6A. It's very stable and works at most heights. A more advanced version is (5B) →j.[C]→j.[C]→j.C→6Ait doesn't require any wind but doesn't work if the opponent is too high. On Guard Point, hitstop for Rachel is 0F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "6B/5BB", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Causes a stagger effect on ground Counter Hit Blows back and wallbounces on air Counter Hit Rachel's longest poke. Great for dealing with people who are reckless with approach, have slow moves or have comparable reach with their pokes. On CH,6Bonly blows back and wall bounces on air Counter Hit. Converting counterhit6Binto a full combo at max range is tricky but in general, you convert grounded CH into a full combo by linking micro dash6B→ jc j.3DB →j.C→ etc. 6Bis jump cancellable so it can also be used to extend combos/pressure if you are too far to hit the opponent with5B. For example,6B→ (9jc →j.2D or j.3D~j.A) or5D~3Cis a 50/50 mix-up. Maximum Slide duration 20F On CH Crumple Duration 30F, Crumple Fall 78F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Rachel hops forward twirling her dress. Continues hitting until Rachel lands, Rachel can use her Drive to control her movement in the air. Each hit that connects, including the first, applies a stacking multiplier of 1.04x (up to 20 times) to6C's base damage of 80; damage starts at 83 and increases with each hit up to the 20th, to a maximum of 175 Applies damage proration on each hit Forces standing on hit Rachel's only plus on block normal, though it needs wind to be plus, and is usually minus if done without it. On block she can gatling intoj.2Corj.C, thoughj.Cwill whiff on crouching opponents.6Cwill continue for as long as Rachel is in the air or until she cancels the move into another. This move's recovery can be avoided by cancelling intoj.Cjust before landing, allowing Rachel to be extremely plus on hit/block (into double-digit frame advantage) with proper timing, though wind is still required to keep6Con top of the opponent for its whole duration. Said wind could also instead be used for other mixups that don't potentially give the opponent over 10 meter from instant blocking, so overall6C's usage as a pressure tool is fairly limited despite being plus on block. Base damage: 80 Each hit (including the first) applies a stacking multiplier of 1.04x to the damage of 6C up to 20 times, giving an effective base damage of 83 and a peak damage of 175 Airborne from frame 9, hits every 3 frames until landing Active frames/number of hits can be altered by external forces Without external forces: 35F active/12 hits, total duration 60F If cancelled into j.C (or any other airborne option without its own landing recovery), adds 4F landing recovery Forces standing on ground hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "4B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Forces crouch Ground bounces on air hit Fatal Counter Hits crouching characters on frame 26 (frame advantage based on this frame) An average standing overhead with above average damage scaling properties.4Bis most commonly used to drag the opponent back to the ground after6A, allowing for Rachel to followup with either5CCor a microdashed5B→6Aif used earlier in combos. Generally used when a Rachel player doesn't feel confident in doing the more optimal6A→236A→663C(1) →214Croute. Fatal Counter Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Corner combo ender Nice low mixup when combined with wind in some situations. Can be held (3[C]) Vacuums on hit Prorates only once 3Cis a common corner combo ender, allowing Rachel to place George, convert a rod into Lotus, or do236B~9Din the corner. Can be used to extend combos by comboing into George, Sword Iris, or launching them with8D.3Cis Rachel's only low outside of2B. Rachel can also move a fair distance with3Cand wind, which can be useful in some aggressive setups after a6B. In pressure, sometimes doing a winded3Ccan be a good low option when Rachel has been pushed farther out to compliment her other overhead option for getting back in (jc →j.2D~j.A). Linking a2Cafter3Con block is a risky frametrap, but works well if your opponent knows Rachel's pressure ends with3C. Use this VERY sparingly or only when you have a rod nearby to cancel it into214C, have meter to RC the2C. Even with meter,2Cwill often whiff, only hitting if the opponent is extremely close to Rachel or pushed a button to extend their hurtbox. If you hold C while performing3C, it will extend and do additional hits. This sees limited use outside of some side swap combos. 3C First hit that connects must be blocked low, remaining hits can be blocked mid Checks for held button on frame 17 Counterhit state ends early, frames 20-21 are active but not CH state 3[C] First hit that connects must be blocked low, remaining hits can be blocked mid Counterhit state ends early, frames 36-37 are active but not CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The input for Rachel's instant overhead isj.2D~j.A. A fast aerial jab that hits overhead.j.Ais a key part of Rachel's 50/50 mix up from5B/5Aas she can force the opponent to guess whether she'll doj.2D~j.Aor2B. It has short recovery, so can also be used for safe-jumps. Performing this instant overhead is most easily done from a blocked5B. To practice this, set the opponent to block everything but to not switch block, then set them as crouching." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of Rachel's two main jump-in normal. Slightly slower, but hits further thanj.Awhich can make it a better jump-in option in most situations. When used in conjunction withj.3Dand followed by aj.C, Rachel can move around halfscreen and easily convert into a deadly blockstring. Does not hit overhead." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Can be held (j.[C]) to make Rachel float EXTREMELY useful in matchups against opponents that like to be airborne j.Cis an amazing air-to-air normal, it is very fast (even faster thanj.B) and boasts a large hitbox located above Rachel on her side. Because of its huge hitbox,j.Cis great for using against opponents above and to either side Rachel in the air. This is a very potent tool against characters who like staying in the air (e.g. Hazama, Arakune). As far as confirms are concerned,j.Chas a ton of untech time on counterhit, allowing Rachel to bring them back to the ground withj.[C]→j.[C]→j.C→6A.j.C→j.2D→ 9jc →j.Ccan be used to drag the opponent to the ground without a counter hit. Even if this move is blocked, the blockstun is great enough that Rachel can often drag them back to the floor with wind to mix them up. Ending an air blockstring with this move will often leave the opponent on the ground, still in blockstun. Cancels into j.[C] (float) on frame 23" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "j.[C]", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Used in some air juggle routes to minimize wind usage Retains some aerial momentum While held, Rachel's falling speed is fixed and does not accelerate on its own. Rachel descends faster the higher up she is. Rachel slowly floats to the ground. After a short delay, Rachel is able to cancel the float into attacks or airdash, or even block while floating. Inputting Barrier after the delay will cancel the float, but if the buttons are already held beforehand then Rachel will be able to Barrier in float. Can block, or cancel into attacks or airdash from frame 10 onwards (including after landing)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Rachel summons a platform beneath her and drops straight down. Hits overhead at the start, but becomes a mid shortly after. j.2Chas different hit properties depending on how fast Rachel is falling when she connects. Level 1 will bring the opponent down with her on an air hit, no special properties on a ground hit. Scales damage much harder than higher levels. Level 2 brings opponents down much faster and groundbounces them, even on ground hit. Level 3 brings opponents down slightly slower than Level 2, but still groundbounces them and has a much longer untechable time. It also forces a Fatal Counter even on a normal hit, and allows for longer combos when used as a starter. Because of how fast Rachel needs to be falling to reach Level 3, it is unlikely for it to ever still be an overhead by the time it connects. j.2Ccan be special canceled on hit, but not on block. Its ground recovery can also be cancelled both normals and specials on hit. On block or whiffs, Rachel will instead be left vulnerable. The hitbox is also smaller than the hurtbox below Rachel, so it can be anti-aired somewhat easily even by attacks without head invuln. Most of the time when you see this normal, it will be a botchedj.236Cinput. j.2Clevel 2 is used in some very advanced combos. It launches the opponent very high which allows Rachel to get either one214Aorj.214Bbefore continuing the combo. j.2C Lv1 First 4 active frames (frames 13-16) hit overhead, remaining active frames hit mid On hit, landing recovery can be cancelled into attacks j.2C Lv2 First 4 active frames (frames 13-16) hit overhead, remaining active frames hit mid On hit, landing recovery can be cancelled into attacks j.2C Lv3 Fatal Counter, forces counter on normal hit Bonus Proration 110% First 4 active frames (frames 13-16) hit overhead, remaining active frames hit mid On hit, landing recovery can be cancelled into attacks" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "Forward Throw", + "text": "5B+Cor4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage (1500) Wall bounces in the corner Relatively short, but decent for tick grabs. Must use wind to combo off of it midscreen unless canceling directly into Astral.7Dis used for the normal mid screen throw combo.5A/5B→ 9jc → Land → Throw is also a potential mix-up tool since people will expect the IOH. Back throw is identical to forward throw, save for the direction it sends the opponent 100% Minimum Damage 1500 The only attack Rachel has where she makes physical contact with the opponent outside of using her wings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage (1500) Ground bounces 100% Minimum Damage 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 1-20 All Invul 180F Heat Gauge Cooldown" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 180F Heat Gauge Cooldown Hard knockdown on air hit 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "Tiny Lobelia", + "text": "236A/B/C(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Maximum 3 Rods on screen at any time A Lobelia (ground version only) has Same Move Prorate When a Lobelia hits the corner, the active frames will refresh, allowing it to hit up to two times Lobelias can be detonated even when airborne, allowing for quick vertical zoning off of Lobelias that remain in the air longer, like236Band236C Rachel launches a Rugby ball-shaped seed that flies in an arc and is completely active unless cancelled out by another projectile or hits the ground. Ground A-C Lobelia travel from shortest distance to longest. In the air, this order is backwards with A air Lobelia travelling the farthest. With both B and C Lobelia, Rachel will be able to take another action while the projectile is still airborne, allowing for her to place Lotus in creative places or throw out multiple Lobelias at once. This means that Rachel gains the ability to create a difficult to pass barrier for the opponent to advance as well as gives Rachel the opportunity to convert the Lobeila into Lotus mid flight. Rachel can extend the distance or change the trajectory of Lobelia by using wind. When Lobelia hits the ground, they will plant a rod where they land. Only three rods can exist at a time and rods will disappear and be replaced by order of oldest to newest. The rods can then be activated with either Sword Iris, Baden Lily, or Lotus, disappearing after one of these actions is taken." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "Lotus Barrel", + "text": "22A(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Best oki tool in the corner Good at controlling space in neutral Increases effect of wind when attached Makes5Dwind home in on the opponent when attached If not attached, will disappear if Rachel is hit If attached stays on for about 7 seconds Aside from activating rods with Sword Iris, Rachel also can turn her rods into Lotus. When activated, the existing rods turn into helicopter bats and home in on the opponent. The bats only travel a short distance. However, the distance/speed travelled can also be enhanced greatly by wind. Lotus do a small amount of damage on hit, but will attach on hit or block. When Lotus are attached, they can also be activated into lightning with Sword Iris while tracking the opponent as well as when they are attached to the opponent, at which point they're essentially homing rods. This makes them extremely useful for punishing someone attempting to out-zone Rachel." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "Sword Iris", + "text": "214C(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Calls a bolt of lightning onto Lotus Barrel and all lightning rods created by Tiny Lobelia, removing them in the process. The lightning extends to the top of the screen and on hit cause the electricution effect, which is essentially just a lot of one-sided hitstop. If there is nothing to conduct the lightning down onto, this move can still be activated, but it does nothing useful, so don't do that. When used appropriately, Sword Iris is very good for stopping approaches, especially from the air, giving Rachel some advanage particularly if they air block it. It can also be used to extend combos or pressure. Because it floats on hit, Rachel can use it as a way to launch opponents without spending wind. Frame advantage calculated off of shortest jump Floats on hit When several rods are struck, scaling will only be applied once, but lightning bolt except one will be affected by this scaling. j.214C Frame advantage calculated off of shortest jump" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "George the 13th", + "text": "214A(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Startup occurs when George arrives at opponent's position George has 750 HealthAll attacks on George deal unscaled damageProjectiles push George away but deal no damage All attacks on George deal unscaled damage Projectiles push George away but deal no damage Decent oki tool Good for controlling ground space and convincing the opponent to move the way you want to Good for covering an approach to start pressure on block Floats on hit Hitboxes disappear extremely quickly on whiff While on screen, George will very slowly follow the opponent. If Rachel uses wind towards the opponent, George will slide forward. If Rachel uses wind away from the opponent, George will walk in place. George provides Rachel with ground control, forcing opponents to take a risk to deal with George or take to the air where Rachel can control the space with Lobelias/Lotus/Sword Iris or stop air approaches with6Aorj.C. If someone commits to killing George, Rachel can take that opportunity to punish them or just summon another one. If George's lightning is blocked. Rachel has time to set up more projectiles or go for mixups with instant overheadj.A. 214A Active frames are how long George stays out in uninterrupted George disappears if: 1. active frames end 2. George attacks 3. George the 13th is summoned again while another is out 4. Rachel gets hit 5. George receives at least 750 damage j.214A Active frames are how long George stays out if uninterrupted Rachel is technically in recovery until landing, but can cancel into all attacks and block from frame 79 (not cancellable into airdash/double jump, but can be cancelled into Barrier Block for a frame to reset to neutral airborne state) George disappears if: 1. active frames end 2. George attacks 3. George the 13th is summoned again while another is out 4. Rachel gets hit 5. George receives at least 750 damage 214A Attack Startup occurs when George arrives at opponent's position While the attack animation plays you are locked out of summoning George again until he finishes and disappears after a short delay" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "Ivy Blossom", + "text": "214B(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Rachel twirls and places a coffin at her feet, which opens instantly upon touching the ground, creating a stationary formation of bats over it. Rather than doing damage in the normal way, the bats can deal damage over time as long as the opponent remains in the cloud. Using wind causes the bat formation to distort in the direction of wind used and deal damage at a greatly increased rate, allowing Rachel to use multiple Ivies per combo. The winded bats will slowly drift back towards their source afterwards. Ivy is not active for very long and will disappear if Rachel is hit. Ivy's most common use is in corner combos, especially after Baden Baden Lily, though it is occasionally used midscreen and in neutral to reduce the opponent to one-touch-kill or to force them to move, though this is usually used in conjunction with lobelias, Lotus, and/or George. Key summon for Rachel's big damage corner combo routes Cannot reduce health below 1 Damage caused by this move does not count as \"hitting\" the opponent in any way, it inflicts no hit or blockstun, cannot be blocked (Except with barrier), ignores all combo scaling and timers and ignores invulnerabilities. Damage is unscaled, maximum damage is capped at 500.Damage is only 3 per frame unless blown by wind, which increases it to 21, 24 or 27 per frame for 60F depending on how many have been used in the current combo Damage is only 3 per frame unless blown by wind, which increases it to 21, 24 or 27 per frame for 60F depending on how many have been used in the current combo Duration capped at 200F, will expire early if damage cap is reached If a new Ivy Blossom is created, the previous one immediately ends. Initial coffin projectile is affected by wind, changing where it lands. j.214B Only possible to perform once in the air" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "Baden Baden Lily", + "text": "632146C(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 15% minimum damage 180F Heat Gauge Cooldown Invincibility starts during superflash Frame advantage for air versions calculated off of shortest jump Sets off any nearby rods set by Tiny Lobelia for additional damageNormal Rods have 15% minimum damage Normal Rods have 15% minimum damage A super version of Sword Iris, a much bigger bolt of lightning strikes any lightning rods and an even bigger one strikes Rachel herself, making the move function even without any lightning rods set. Because Rachel's game is heavily dependent on corner carry, Baden Lily is primarily used in corner combos. Baden Lily hits all the way to the top and bottom of the screen, so if for some reason someone is above you or far below Rachel and hitting buttons for no reason or you catch them at the start of an airdash, it's a potential option as a starter. In Overdrive, stacked rods have bonus proration and a very high amount of minimum damage, making it worth it to spend extra wind to get as many rods stacked before activating it. 632146C Rachel is invul during superflash, but loses invuln 5F before super flash ends Values in [] are during OD 15% minimum damage: 402 [624] 632146C Rod 15% minimum damage: 150 After Rachel's main lightning attack, rods start up in 4F intervals, in order of appearance" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "Tempest Dahlia", + "text": "632146B(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Level of the move is based on the amount of wind stocks at the time of finishing the input Great for regenerating wind. Will regen 2 stocks by the end of the Distortion Minimum damage for Normal versions Lv1: 380 Lv2: 550 Lv3: 590 Lv4: 860 Lv5: 720 Minimum damage for Overdrive versions Lv1: 590 Lv2: 740 Lv3: 1160 Lv4: 1290 Lv5: 1173 Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range Aerial versions have an additional 7F landing recovery Attack levels per projectile: bat and cow = 3, pumpkin = 4, frog = 5 Blockstun per projectile: bat and cow = 16+11, pumpkin = 18+3, frog = 20+3 Tempest's objects start to arc and fall down to the ground shortly after passing by Rachel. However, Tempest's main use is its ability to regenerate 2 stocks of wind, making it great to get back wind when Rachel's running low. Best used with super jump back →632146B. It creates an wall of objects that are difficult to pass. Should the opponent pass them, however, Rachel can still perform actions on falling. The projectiles can also be manipulated using wind, allowing Rachel to blow them downwards to cover herself. 632146B Lv0 Values in [] are during OD Minimum Damage 10%: 240 [360] Air version has 7F landing recovery Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range Shoots 8 Bats [11 Bats, 1 Large Bat] Projectiles shoot in intervals: P(3)P(3)P(3)P(4)P(4)P(4)P(12)P [Projectiles shoot in intervals: P(3)P(3)P(3)P(3)P(3)P(4)P(4)P(4)P(4)P(4)P(12)P] Each P in active frames represents a projectile spawned 632146B Lv1 Values in [] are during OD Minimum Damage 10%: 310 [460] Air version has 7F landing recovery Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range Shoots 10 Bats [14 Bats, 1 Large Bat] Projectiles shoot in intervals: P(3)P(3)P(4)P(4)P(5)P(5)P(6)P(6)P(12)P [Projectiles shoot in intervals P(3)P(3)P(3)P(3)P(4)P(4)P(4)P(4)P(5)P(5)P(5)P(6)P(6)P(12)P] Each P in active frames represents a projectile spawned 632146B Lv2 Values in [] are during OD Minimum Damage 10%: 370 [490] Air version has 7F landing recovery Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range Shoots 11 Bats, 1 Cow [14 Bats, 1 Cow] Projectiles shoot in intervals: P(4)P(4)P(4)P(5)P(5)P(5)P(6)P(6)P(6)P(7)P(11)P [Projectiles shoot in intervals P(3)P(3)P(3)P(4)P(4)P(4)P(5)P(5)P(5)P(6)P(6)P(6)P(10)P(13)P] Each P in active frames represents a projectile spawned 632146B Lv3 Values in [] are during OD Minimum Damage 10%: 450 [510] Air version has 7F landing recovery Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range Shoots 2 Bats, 1 Cow, 2 Bats, 1 Cow, 2 Bats, 1 Cow, 1 Pumpkin [2 Bats, 2 Cows, 2 Bats, 2 Cows, 2 Bats, 4 Cows, 1 Pumpkin] Projectiles shoot in intervals: P(4)P(4)P(5)P(5)P(5)P(6)P(6)P(6)P(15)P [Projectiles shoot in intervals P(3)P(3)P(3)P(4)P(4)P(4)P(4)P(5)P(5)P(5)P(5)P(8)P(8)P(15)P] Each P in active frames represents a projectile spawned 632146B Lv4 Values in [] are during OD Minimum Damage 10%: 570 [900] Air version has 7F landing recovery Frame advantage calculated when Rachel is in the corner and opponent is at point-blank range Shoots 6 Cows, 1 Pumpkin, 1 King Frog [6 Cows, 2 Pumpkins, 1 King Frog] Projectiles shoot in intervals: P(5)P(5)P(5)P(5)P(5)P(5)P(15)P [Projectiles shoot in intervals P(5)P(5)P(5)P(5)P(5)P(5)P(6)P(12)P(15)P] Each P in active frames represents a projectile spawned" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "Gerbera Lute", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. 300/638 Minimum Damage Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 300 {580+58}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "Clownish Calendula", + "text": "2363214CwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 180F Heat Gauge Cooldown 1-55 Guard Point against all attacks 180F Heat Gauge Cooldown On Guard Point, hitstop for Rachel is 0F. Opponent hitstop unchanged Projectile will not interact in any way with any object other than the opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel", + "title": "Rachel", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Okizeme", + "title": "Hakumen", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Okizeme", + "title": "Hakumen", + "section": "Overview", + "text": "Blazblue is a game which offers a wide array of options on wake up. On top of the traditionnal fighting games toolbox, such as reversals and mashing, it also provides multiple universal options, like neutral techs with plenty of invulnerability and rolls. Okizeme isn't Haku's field of predilection, he doesn't have any lingering projectile and his knockdowns are average at best. Therefore, he has a hard time covering everything. Rolls, in particular, are difficult to punish consistently. A setup which beats early rolls may not work against delayed rolls and vice versa. Likewise, back and forward rolls often requires different timings. Back rolls are fully invincible for a longer time, and forward rolls can pass through Hakumen. Regardless, he still has enough tools at his disposal to cover the most basic needs. Instead of having a big option which covers everything, he has a lot of little options that cover 2~3 possibilities each. As such, anticipating and conditioning the opponent is crucial to make the best of his toolkit. Versatility is key." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Okizeme", + "title": "Hakumen", + "section": "Agito", + "text": "Hakumen two main air combo enders arej.B>j.2A> jc >j.2A>j.Candj.B>j.2A> jc >j.B>j.2A>j.214A. The former is meterless ender that sends the opponent flying across the screen and therefore a return to neutral. The latter provides a knockdown at the cost of a magatama. j.214A 2B>623AA>5B> 9jc >j.B>j.2A> jc >j.B>j.2A>j.214A>j.2C(whiff) >2AThe most common okizeme ender after Agito.j.2Cblue beats quick tech and rolls, if it does it can be followed up with3Cfor a knockdown. Neutral tech will make thej.2Cwhiff, so don't auto-pilot3C. If the combo before fallingj.2Cwas very short (Ie:5A>5B> Air combo,2B>623AA>5B> Air combo), thej.2Ccan be followed-up with5A>5B> Air combo is possible to extend the combo. Fallingj.2C>2A/2Bboth covers mashing.2Arecovers fast enough to block Izayoi's623C, Azrael's623Band Nine's214D. The timing for thej.2Chas to be adjusted slightly depending on the height at which Agito is done. It has to be delayed if the air combo started with a high jump. Even ifj.2Cwhiffs, Hakumen keeps the frame advantage. The lower the J.214Aand the earlier thej.2C, the better. The main drawback of this okizeme ender is that it loses to most neutral tech backdash on wake-up.2A>214Acan be done to deal with that. Sample combos: Anti-air5A>5B> 9jc >j.B>j.2A> jc >j.B>j.2A>j.214A. 5C>214A>2C> 9jc >j.B>j.2AC> jc >j.AA>j.214A 2B>623AA>5B> 9hjc >j.B>j.2A> 9jc >j.2C>j.214A> Fallingj.2CThis variation of thej.214Acombo ender leaves the opponent closer to the ground before the knockdown. As a result, thej.2Chits meaty instead of whiffing. Unlike the previous ender, if the opponent uses forward roll,j.2Chit raw and lead to a full combo. This variation however doesn’t catch backrolls. Afterj.214A, Hakumen will cross-up the opponent except on instant neutral tech. This can catch the opponent off guard if he likes to delay tech. Throw >2C> 9hjc >j.B>j.2A>j.214A> Delay ADj.B/ Land2B/ Fallingj.2CThe idea with this route is to keep a jump option available afterj.214Ato IAD to mix the opponent with ADj.B/ Landing2B. ADj.Bloses to all forms of rolls and delay tech so it’s mandatory to condition the opponent first. If done low enough, Land2Bwill also cover rolls and delay tech. Land6Bis also an option but is riskier and loses to mashing. This ender can be effective but often comes at the expense of guaranteed damage and isn’t as strong on characters with reversals." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Okizeme", + "title": "Hakumen", + "section": "3C", + "text": "A common combo ender for ground-based 0 and 1 magatama combos. It's vital to learn how to combo into it consistently. 3C 2B>2A>3C> 66 >2AThe most basic3Cender. It beats mashing and may beat rolls depending on distance/timing. Delay tech can make the2Awhiffs. It loses to backdashes and most reversals. There is enough time to block slow reversals after2Asuch as Izayoi's623C, Azrael's623Band Nine's214D. 662A> 1AB is an option select. On block, it does2A>2B; On whiff, it does2A> Barrier. It's useful to bait the reversals mentioned above. Sample combos: 2A>2A>3C 2B>2A>3C 2A>2B>214A>2A>5A>3C 2B>2A>3C> (66) > (2A) >214AIf timed correctly,214Amay catch backdashes during their recoveries, the 66 is here to adjust the timing and the distance. Some backdashes travel further, but are slower: With 66: Azrael, Bang, Arakune. Without 66: Nu, Lambda, Mu, Izanami, Celica, Izayoi (normal and GA). On counter hit,2Acombos into214A, so it's also useful against emergency tech mashing. If the2Awhiffs due to a delay tech,214Amay loses to a well-timed5Aor2A. The2Acan be omitted as well. Meaty214Abeats backrolls and generates massive frame advantage on block on neutral tech. It loses to forward rolls and Delay tech mashing. 2B>2A>3C> 66 >2BThis okizeme covers mashing and early forward and backrolls, loses to reversals, backdashes with 9f of invincibility frames or more (Bang, Azrael, Arakune, Tager...), Izayoi's backdash in GA and delay tech backdashes. By pressing2Aor214Aquickly after2B, they will come out if2Bhits or is blocked, but not if it whiffs. This is especially useful to continue the pressure or combo after a backroll. At very close range, the 66 can be omitted. An early2Bcan lead to a blue beat combo if the opponent doesn't tech or attempt a roll. It's situational, but deal with delay techs. 2B>2A>3C> Delay/Walk5CThis okizeme beats forward rolls, mashing and make some reversals whiffs if the5Cis done far enough (Jin, Makoto and Mu's623C, Kagura's[2]8C, Bang's236236A...). It loses to back rolls, backdashes and delay tech. 2B>2A>3C> IADj.214ACross-up on wake-up. It beats early backrolls and makes some reversals whiff (Makoto's623C), but it loses to forward rolls and reversals with hitboxes in the back (Ragna's623C, Jin's623Cand623D, Kagura's[2]8C...)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Okizeme", + "title": "Hakumen", + "section": "6B/ Air hit5C>5C", + "text": "6Bhas less recovery and more untechable time than3C, and it thus provides a better okizeme. Even though2A>6Acombos on standing, it remains more situational than3Csince it doesn't work from a far2A. Air hit6Balso provides 3 more frames of hitstun than grounded leading to stronger okizeme. Air hit 6B is most commonly done done in the corner withj.C>5C>6A>6Bcombo enders. Air hit5C>5Cprovides the same amount of frame advantage as air hit6Bon neutral tech. They, however, differ slightly in practice. Air hit6Bgroundbounces whereas Air hit5C>5Cknockdowns. In practice, this means that it is possible to roll/quick tech faster after a5C>5Cknockdown. 6B 2B>214A>2A>6A>6B>6A(whiff)(~6B) >2Aor2B6B>6A(whiff) is +5 if the opponent was grounded before6Band +8 if airborne. Both2Aand2Bbeat mashing. There is enough time to block slow reversals after2Alike Izayoi's623C, Azrael's623Band Nine's214D. 6B>6A(whiff) will blue beat beat and combo into another6Bagainst rolls. Air hit5C>5C>6A(whiff) will automatically catch rolls and lead to full combo. 6A(whiff)(~6B) is an option select. On whiff,6Bdoesn't come out. If the6Ablue beats,6Bto knockdown. Sample combos: Forward Throw > Walk >6A>6B (Crouching)2B>214A>2A>6A>6B. (Corner)2B>236B> IADj.2A>j.C>5C>6A>6B(Air hit6B) 2B>236B> IADj.2A>j.C>5C>6A>6B>5C(whiff) >2Aor2B6B>5C(whiff) is +1 if the opponent was grounded before6Band +4 if airborne. While technically possible midscreen, this okizeme is primarily done in the corner as it requires being close to the opponent for the2A/2Bto hit. If the opponent tries to roll, 5C will blue beat and knockdown the opponent. 6B>5C(whiff)(whiff) will blue beat beat and combo into another6Bagainst rolls. Air hit5C>5C>5C(whiff) will automatically catch rolls and lead to full combo. 2B>236B> IADj.2A>j.C>5C>6A>6B> 9jc >j.A(whiff) > DelayJ.2C:Basic safe-jump option that is most commonly done in the corner. It covers 9f reversal but loses against forward roll. If a bit away from the corner, a well-spaced6B> 8jc >j.A(whiff) > Delayj.Bcan catch rolls but it is situational. Air hit5C>5C> 9jc >j.A(whiff) > Delayj.2Cshouldn't be done as it very easy to roll out of it. 2B>214A>2A>6A>6B> 669 >j.A(whiff) >J.1B~[1]:A cross-up which doubles as a safe-jump, it loses against forward roll, neutral tech5A, a few AA (Rachel's and Terumi's6A) and Arakune's236236C. The 669 is a hop-cancel forward jump, it's almost always necessary to do it to gain enough momentum to cross-up withj.B. This is most commonly done back to corner to reverse positions. 2a>2B>623AA>6A>6B>5A> j.B2AC>623AA>6C>5C6C>5Cis an alternative ender to6C/5C>6A>6Bin the corner. This is primarily done after character specific combos that end withj.C>623AA>6C>6A>6B.6A>6Bis often impossible if the combo was too long. This leads to the same okizeme enders as air hit5C>5C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Okizeme", + "title": "Hakumen", + "section": "5D/2D", + "text": "Since CF2, it’s possible to combo after2D/5D. The parry will almost always grant the meter necessary to combo. Unfortunately, there is no option that covers both forward and backrolls. 5D/2D>2B/Delay2B: Instant2Bcatches back rolls, but not forward rolls, delay2Bdoes the opposite. If it catches a back roll, neither2B>2A/5Awill work since the opponent will be too far.2B>214A> IADj.Bworks, the \"conversion\" section at the bottom provides possible combos. 5D/2D> Delay5C: Catches forward rolls, but not back rolls. Since5Chas less active frames than2B, it's not as good at catching rolls. However, it provides a better reward if it hits, especially if cancelled5Cinto OD. 5D/2D>6A>2A: Meaty2Aon neutral tech, but it's easy to roll out of it." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Okizeme", + "title": "Hakumen", + "section": "6D", + "text": "6Dis a 1 frame counter that sends the opponent across the screen. Comboing after6Dis possible midscreen but the routes are unreliable, costly nd not always worth it. 6D> IADj.A>j.B 6D> IAD >j.2C 6D> hjc IAD >j.A>j.2A 6D> 7hjc IAD >j.A>j.2C Listed from easiest to hardest. All of those safe-jumps recover fast enough to block every reversal in this game. They also beat mashing, catch early backrolls, but lose to forward rolls. It's possible to add a1A> Barrier afterj.B/j.2A/j.2Cto act as a safe-jump. When back to corner, thej.2Aandj.2Csafe-jumps also catch early forward rolls." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Okizeme", + "title": "Hakumen", + "section": "Slow reversals", + "text": "Some reversals are very slow and can be blocked in additional scenarios. Those reversals most notably include Azrael's623B, Nine's214Dand Izayoi's623C. 3C> 66 >2A> Block 6B>6A(whiff) >2A> Block 6B> 66 > Slight delay/Walk2B> Block (Air hit)6A>6B>5C(whiff) >2A> Block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Okizeme", + "title": "Hakumen", + "section": "Conversions", + "text": "2B>5A 2B>5Ais the most basic punish. It is the most stable option may not work if the opponent is too far. 2B>214A 2B>214Aleads to higher damage routes but is more unstable, may not work if the opponent is too high or sideswapped after a forward roll. Midscreen to corner Corner" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Okizeme", + "title": "Hakumen", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Starter", + "title": "Izayoi", + "section": "Zero Weave Gauge", + "text": "An empty Zero Weave Gauge. A partially full Zero Weave Gauge. Izayoi starts the round in Normal Mode. The eye of the Zero Weave Gauge is closed, and in her default color her sword is red. The gauge can hold eight \"stocks\" and is what allows Izayoi to get meaningful and consistent damage in her other mode. Hitting an opponent withanyspecial move gains two stocks. An opponent blockinganyspecial move will gain her one stock. Whiffing any special move will gain no stocks. This is where the fun begins. Gain Artalways switches her sword to greenand comes with green particles on theGM Particle Drivesarmor bits. Aside from that aesthetic difference, Izayoi's grounded dashes propel her upwards into the air, and her airborne dashes gain different angles. She also is allowed to airdash twice before landing. Her special moves gain new follow-ups, and she gains a new version of her teleport. Strike FallGuardAllStartup32 [29]Recovery27Advantagecan be used after623BGuardMidStartup9~90Recovery32Advantage-18,623CGuardMidStartup15~104Recovery46Advantage-32,j.236BGuardAllStartup11RecoveryUntil LAdvantage,j.236CGuardAllStartup11RecoveryUntil LAdvantage, and623BGuardAllStartup11RecoveryUntil LAdvantage. Valkyrie AstraeaGuardStartup9Recovery21Advantage-5can be used after236BGuardLowStartup14~105Recovery28Advantage-14and236CGuardMidStartup11~96Recovery24Advantage-10. Izayoi can use theDversion ofMirage ThrusterGuardStartupRecovery31Advantage. Using any of her special moves that use theDbutton will cost her 1 Zero Weave stock." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Starter", + "title": "Izayoi", + "section": "Overview", + "text": "Normal Modeis all about neutral. Her movement speed is good and her normals are above average in reach and speed. Izayoi gains her resources simply by hitting opponents with special moves, making even her basic blockstrings and fireballs very threatening. That being said, her pressure isn't terrible either." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Starter", + "title": "Izayoi", + "section": "Normals", + "text": "2AGuardLowStartup7Recovery8Advantage+1is a fast, plus on block low. Excellent for pressure and for running at people if they're scared, as well as being her main abare tool. 5BGuardMidStartup10Recovery18Advantage-12makes up most of her midrange game as it has excellent reach and always converts into a combo. 2BGuardLowStartup9Recovery18Advantage-6has a notable low-profile and goes under a lot of common pokes and even air approaches. 5CGuardMidStartup12Recovery20Advantage-9in Normal mode makes for an easy confirm tool in conjunction with the aforementioned5B, similar to characters like Ragna. 6CGuardMidStartup19Recovery30Advantage-14will only combo situationally, but is instead great for blockstrings.6C>236[B]~Ais +1 on normal block and pushes Izayoi back into2Arange." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Starter", + "title": "Izayoi", + "section": "Specials", + "text": "236AGuardAllStartup20RecoveryTotal: 43Advantage-3is a fireball with below-average recovery, at the cost of higher startup. Opponents must avoid it completely or Izayoi will build her resource. 236BGuardLowStartup14~105Recovery28Advantage-14and236CGuardMidStartup11~96Recovery24Advantage-10make for strong buffers from5Bas well as strong pokes themselves.236Bis preferred in confirms as it nets a combo on grounded opponents. 623CGuardMidStartup15~104Recovery46Advantage-32is a meterless reversal with great vertical range, at the cost of short horizontal reach." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Starter", + "title": "Izayoi", + "section": "Overview", + "text": "Where Normal Mode is better suited for neutral,Gain Artexcels in pressure. Izayoi'sCnormals switch to being powerful pressure tools instead of pokes, and her new, aggressive hover dash gives her unreactable overheads that lead to combos. This comes at the cost of her neutral becoming quite awkward, but she retains all her special moves and excellentAandBnormals to fend opponents off, as well as a few new tricks." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Starter", + "title": "Izayoi", + "section": "Normals", + "text": "2CGuardMidStartup18Recovery11Advantage+5in Gain Art is a monster of a normal. It's a shocking+5 on blockand will frame trap from the also excellent GA version of5CGuardMidStartup9Recovery15Advantage-1. 6CGuardMidStartup20Recovery17Advantage+1is a Fatal Counter, plus-on-block advancing launcher. What more could you want from a move?" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Starter", + "title": "Izayoi", + "section": "Specials", + "text": "236DGuardAllStartup20RecoveryTotal: 42Advantageis a menace of a move at the cost of a stock. It controls neutral and also makes for a potent okizeme tool. Cancelling it into214Dis costly at two stocks but can skip neutral entirely against opponents who aren't ready. Valkyrie AstreaGuardStartup9Recovery21Advantage-5is another advancing, Fatal Counter launcher. It can be used to catch people mashing after her slashes or it can be used standalone as a safe, advancing hitbox. Either way, it's a force to be reckoned with and must be respected in neutral." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Starter", + "title": "Izayoi", + "section": "Combos", + "text": "Check theBeginnercombo section for the basics." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Starter", + "title": "Izayoi", + "section": "Round Start", + "text": "Izayoi is typically best off backing off at round start, but do keep in mind her offensive options. After backing off a couple times, the opponent may try to take space and may well run straight into5B. Options like236Aand236Care best suited to punish opponents for backing off themselves. Lastly, while expensive, round start Overdrive builds Izayoi's resource and is entirely safe to do. 5B 236C 236A IADj.C(terrible idea) IAD Airthrow (even worse idea but funny) Backdash Walk back IABD j.B Overdrive" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Starter", + "title": "Izayoi", + "section": "Neutral", + "text": "Izayoi's movement in Normal mode is relatively standard. Her run is respectable and her normals are well-suited to poking. Generally she wants to stay about a half screen away from her opponent and approach on her own terms. 5B: the cornerstone. Easier to confirm in Normal Mode due toNM5CGuardMidStartup12Recovery20Advantage-9. 2B:5B's partner in crime. Anti-airs, low-profiles, hits low, has plenty of gatling options. Your new best friend. 2CGuardMidStartup12Recovery15Advantage-4: safe, disjointed, and highly active fatal counter that also hits low. What more could you want? j.C: huge jump-in normal that must be anti-aired by something with invulnerability. 236A: air-OK fireball. Forces opponents to move due to how her resources work and is generally quite safe if not plus on connect. 236B: far confirm tool and low poke. Somewhat slow in relation to her other tools but always leads to a combo at any range with a teleport cancel. 236C: far poke, but not very rewarding in Normal mode. Izayoi wants to be in her opponent's face in Gain Art, but that doesn't mean her neutral is suddenlybad,it's justdifferent. Her hoverdashes mean dashblocking is far more committal, opting for 669 instead of 661 is typically a safer way to move. She also retains an airdash after her dash jump, letting her further mix up her approach. Her air options are particularly stellar in GA, and much of the time she'll need to use all of them to remain unpredictable and get in. 5B: just as good as it is in Normal Mode, but must be immediately confirmed into236Bor236CasGA5CGuardMidStartup9Recovery15Advantage-1has dramatically less reach. 2B: very potent in GA as her overheads are much quicker. Still retains the same utility it has in NM. This normal is good. j.CGuardHigh/AirStartup12Recovery21Advantage: massive, deep jump normal. It's her turn if the opponent blocks it. 236A/236D>214D: known as The Crutch. Air OK. Summons a projectile (or three) and then teleports behind the opponent so they have to deal with it. j.236A/j.236B: excellent air options from a jump or a hoverdash.j.236Ain particular beats Head invulnerable anti-airs due to being a projectile. 236C/Valkyrie AstreaGuardStartup9Recovery21Advantage-5: while236Bis still just as useful as it was in Normal Mode,236Cbecomes dramatically more useful in Gain Art. Astrea can be used on its own, but it's also highly valuable as a confirm tool." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Starter", + "title": "Izayoi", + "section": "Pressure", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Starter", + "title": "Izayoi", + "section": "What To Do if Izayoi is Knocked Down", + "text": "Blocking is always a good idea.That being said, Izayoi has some great options to not block.Aegis BladeGuardMidStartup15~104Recovery46Advantage-32is ameterless reversalthat leads to good okizeme on hit. It has great vertical reach but its horizontal reach leaves something to be desired. Thankfully, she also hasJustice PhorizorGuardAllStartup1+(88 Flash)+6Recovery49Advantage-39, a massive and quick horizontal reversal super. If all else fails, she can wakeup Overdrive to passively gain stocks. Block (please) 623CGuardMidStartup15~104Recovery46Advantage-32> RC 236236CGuardAllStartup1+(88 Flash)+6Recovery49Advantage-39 Overdrive" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Starter", + "title": "Izayoi", + "section": "Spending Heat", + "text": "AnyStrike FallGuardAllStartup32 [29]Recovery27Advantagethat didn't start from the ground has enough frame advantage on hit to combo into236236C, adding an easy 750 damage. Other good uses for 50 meter are making her reversal safe on block, as well as turning a blocked3C/Valkyrie Astrea into a mixup in Gain Art. Lastly, if she's hurting for stocks, there are ways to use 50 meter to combo into a mode switch, but this is absolutely something that should be learnedaftergetting comfortable with the character. Link Strike Fall into Justice Phorizor Rapid Cancel a blocked Aegis Blade Rapid Cancel GA3Cor Valkyrie Astrea Use Counter Assault to gain space Combo into Mode Change (advanced)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Starter", + "title": "Izayoi", + "section": "Further Learning", + "text": "Check theStrategypage for more detailed information. The wiki editor who wrote this reccommends not watching SKD for reference because he's got that dog in him and never makes mistakes which will make you feel bad when you mess up. Watch Fin or any other Izayoi player first." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Starter", + "title": "Izayoi", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/FAQ", + "title": "FAQ", + "section": "Why does the PS3/PS4/Switch version not have rollback?", + "text": "There is no official statement on why PS4 does not have rollback, though one speculated reason is that there is PS3 crossplay, and PS3 software can no longer be updated to compensate. For the switch version, it is also unknown but it might be just due to this version's unpopularity" + }, + { + "url": "https://www.dustloop.com/w/BBCF/FAQ", + "title": "FAQ", + "section": "Does that mean PS3/PS4 version is a no-buy?", + "text": "This would depend on the region where you live. If you live in Japan, the PS4 BBCF is still active and most of the time the connection would be good enough without rollback. Also, the PS4 version has lower input delay than PC; this might be a deal breaker if you want to attend (PS4) local competitions." + }, + { + "url": "https://www.dustloop.com/w/BBCF/FAQ", + "title": "FAQ", + "section": "Do I need to buy all the iterations of Blazblue?", + "text": "If your goal is to only play online fighting game, then Central Fiction will be your only choice. If you want to read the whole story,BlazBlue: Continuum Shift Extendincludes a simple rushdown on how the story ofBlazBlue: Calamity Triggergoes. Then from there, you can buyBlazBlue: Chronophantasma Extendand BBCF to complete the story. Most of the time the Steam bundle of CT, CS, CP and CF will come at a discount in which you technically get BBCT for free, so that is also an option." + }, + { + "url": "https://www.dustloop.com/w/BBCF/FAQ", + "title": "FAQ", + "section": "Where isJubei?", + "text": "You need to pay individually for him as DLC." + }, + { + "url": "https://www.dustloop.com/w/BBCF/FAQ", + "title": "FAQ", + "section": "What are the optimal Settings for PC?", + "text": "The optimal settings for BBCF for PC are Anti aliasing off Vsync off Bloom off Fullscreen This lowers native input delay of 5.5 frames to 3.5 frames. (The PSN version has 2.5 frames of input delay.)Source" + }, + { + "url": "https://www.dustloop.com/w/BBCF/FAQ", + "title": "FAQ", + "section": "How Balanced is this Game?", + "text": "Good enough that you can get good and blow up anyone with any character." + }, + { + "url": "https://www.dustloop.com/w/BBCF/FAQ", + "title": "FAQ", + "section": "I hear this game is very difficult.", + "text": "On one hand, not really. In terms of execution difficulty, most of the cast's moves and combos are not as hard as you might think (of course there are exceptions). There is also afully comprehensivetutorial mode that you definitely should check out if you are playing this game first time. Of course on the other hand, the game can be real difficult when you are in an actual match. BlazBlue's cast rangesverydifferently, from a common Shoto to characters that are basically playing their own mini-games. Lacking thematch-up knowledgecan make the game unfun. Unfortunately, that difficulty is part of the game." + }, + { + "url": "https://www.dustloop.com/w/BBCF/FAQ", + "title": "FAQ", + "section": "What should I focus on then?", + "text": "Early on, it's best to start with actually figuring the game out. Focus on starting small. Work your way up from the basic mechanics to the crazy stuff later. Make sure you'rehaving fun. You can (and should) go through the Tutorial mode the game has provided; it is a bit wordy but well-written nonetheless. The best thing about BBCF is thatit has individual tutorials for each character. Definitely check those out if you want to try out all the characters and understand their plan fast. There is alsoCombo trialsif you want to take a shot on how combos for each character works. These combos can range wildly in how useful they will be in a real match, but they can give you an idea of how their combos work and you can build off of what you've learned. Once you found your character, get used to your character's buttons and inputs first. Get used to figuring out what to do in neutral. Learn to mix Barrier with regular blocking. Get familiar with movement. There's no reason to overload yourself with the hard stuff first. If you want to be a lab monster, that's absolutely fine. If you want to be a player, it's best to start with actually figuring the game out. You can start in the lab and get an idea. You can start by playing and figuring it out as you go. You can start by watching footage and gleaning that way. Regardless of how you do it, it's best to get into the cycle of doing all three. All you need to do isstart." + }, + { + "url": "https://www.dustloop.com/w/BBCF/FAQ", + "title": "FAQ", + "section": "How different is this game from other ArcSys games?", + "text": "Every ArcSys game is wildly different from each other, in short.You don't necessarily compare them for the sake of \"game X is better than Y\". Nevertheless if you are still curious, we have compiled the differences of some commonly compared games: BlazBlue Itself There are many changes over the 10 years of development. We have compiled it into a table, if you are interested in the changes across the iterations: Negative Penaltyis one way BlazBlue forces offensive interaction between the players. Making too many defensive moves will cause you to enter a negative state.A Red aura will surround the character if they suffer from Negative Penalty and will taketwice as much damage. A Red aura will surround the character if they suffer from Negative Penalty and will taketwice as much damage. Rapid Cancelis the good oldRoman Cancelfrom Guilty Gear XX series. With 50 Heat, you can cancel the attack and return to neutral on hit or on block. Characters now receive1.5xdamage during Negative Penalty. Minimum Damageis introduced. Most Distortion Drives and some moves will now guarantee some amount of damage regardless of the proration. Same Move Prorationis introduced to prevent looping combos. Negative Penalty now only depletes Barrier Gauge and does not come with extra damage penalty. Rather, Barrier regeneration is disabled until you leave Danger state. Proration system is nowtime basedrather than scaling based, meaning every combo now has a hard time limit. The limit now also depends on the starter you used.Same Move Proration nowalso affects hitstun decay, by adding more time on the combo. Same Move Proration nowalso affects hitstun decay, by adding more time on the combo. Heat gain is now affected by proration rather than being static move-dependent. This greatly reduces the heat gain in match. The hitstop is overall reduced by 1, making the game faster. The overall damage is slightly toned down with Overdrive giving more potential damage output. Counter Hitnow deals +10% damage. Same Move Proration doesn't affect hitstun decay anymore. Damage scaling shifted to favor the starter, overall damage is similar Purple Throwmakes its debut. You can throw people that are in hitstun or blockstun, though they have a longer time to tech out. Throw Reject Missis introduced. This is to make Throw Rejects harder, to punish opponents that mash Throw Rejects or abuse a powerful Option Select to escape throws. Astral Heatmakes its debut, similar to the Instant Kill in its predecessor (Guilty Gear). Landing the Astral immediately wins you the game, but it comes with restrictions:100 Heat is required;opponent's health bar is below 20%;you are on matchpoint. 100 Heat is required; opponent's health bar is below 20%; you are on matchpoint. Astral Heat now changes its restrictions:100 Heat is required;opponent's health bar is below35%;1 Gold Burst Icons is required and consumed;you are on matchpoint. 100 Heat is required; opponent's health bar is below35%; 1 Gold Burst Icons is required and consumed; you are on matchpoint. Fatal Counteris introduced. Certain moves will come with Fatal properties; landing a Counter with such moves will increase the hitstun/untech time for that combo, allowing new routes. Astral Heat has its restrictions changed again, by removing the Burst requirement:100 Heat is required;opponent's health bar is below 35%;you are on the matchpoint. 100 Heat is required; opponent's health bar is below 35%; you are on the matchpoint. Active Flowis introduced. This is a buff that happens when you do a lot of offensive actions (Positive Bonus).You gain 10% more damage, burst recover 4 times faster, and the damage of EA doubles. You gain 10% more damage, burst recover 4 times faster, and the damage of EA doubles. Guard Librais the first iteration of BB's defense system. This gauge basically functions like your traditional fighting games' Guard Bar, but instead of having an independent bar for both characters, you twosharesone bar.When the Libra fills up completely to one side, the guarding player will undergo aGuard Crush. When the Libra fills up completely to one side, the guarding player will undergo aGuard Crush. Barrier Gaugemakes its debut, which has its own gauge rather than its predecessor (Guilty Gear).It deals more pushback, negates Chip damage, allows ground moves to be air blocked, and prevents Guard Libra from reducing.If the Barrier Gauge is emptied, you will enter theDANGERstate, where you take1.5xdamage. You will leave DANGER state when your Barrier is half full. It deals more pushback, negates Chip damage, allows ground moves to be air blocked, and prevents Guard Libra from reducing. If the Barrier Gauge is emptied, you will enter theDANGERstate, where you take1.5xdamage. You will leave DANGER state when your Barrier is half full. Instant Block (IB)works by rewarding opponent predicting the attack correctly.(BBCS) You recover from guard stun10Fquicker in the air, and5Fquicker on the ground.The pushback is reduced, you gain3%static Heat every time you Instant Block, and you can use IB to guard the air unblockable.Instant Barriercombines the best of the both options and is an even stronger defense option. (BBCS) You recover from guard stun10Fquicker in the air, and5Fquicker on the ground. The pushback is reduced, you gain3%static Heat every time you Instant Block, and you can use IB to guard the air unblockable. Instant Barriercombines the best of the both options and is an even stronger defense option. Counter Assaultis a metered attack that can be performed when blocking, allowing you to break free from the pressure. Guard Primerreplaces Guard Libra to refine how the defense works. A character will have 4~10 Primers that indicates how manyheavy hitsyou can take: certain moves will deplete some amount of Primers, usually one.When the Primers are depleted, the guarding player will undergo aGuard Crush. When the Primers are depleted, the guarding player will undergo aGuard Crush. Barrier Gauge has some rework. Now instead of preventing Guard Libra from reducing, it will prevent you from a Guard Crush when you have only 1 Guard Primer left. Instant Block is nerfed:You no longer can use IB to guard air unblockable attacks.(BBCS2~) You recover from guard stun6Fquicker in the air, and3Fquicker on the ground. You no longer can use IB to guard air unblockable attacks. (BBCS2~) You recover from guard stun6Fquicker in the air, and3Fquicker on the ground. (BBCS2~) Counter Assaultnow depletes a Guard Primer. Guard Primer is now completely removed and you no longer will be guard crushed by blocking too long. Crush Triggeris introduced to manually guard crush an opponent. It is a special attack that costs 25 Heat and break the opponent's guard unless they're using Barrier.On Barrier Block, a portion of the Barrier Gauge is drained, and the attacker can delay the Crush Trigger to throw off the opponent's timing. On Barrier Block, a portion of the Barrier Gauge is drained, and the attacker can delay the Crush Trigger to throw off the opponent's timing. Instant Block is nerfed again: You gain only1%static Heat everytime you Instant Guard. Characters in DANGER state now take 1.2x damage. Crush Trigger is now faster, but the uncharged version now won't deal extra barrier damage, and their Guard Break duration is shorter. You will leave DANGER state only when your Barrier isfull. Thus, DANGER state lasts for longer (15 seconds).Entering overdrive will re-enable the use of whatever Barrier you have regenerated and end danger state. Entering overdrive will re-enable the use of whatever Barrier you have regenerated and end danger state. Burstis introduced to act as a combo breaker, however comes with significant disadvantage when used:You will have no barrier gauge and are in permanent Danger Condition until that round ends.The startup is variable depending on your Barrier Gauge, making baiting bursts easier when blocking too much. You will have no barrier gauge and are in permanent Danger Condition until that round ends. The startup is variable depending on your Barrier Gauge, making baiting bursts easier when blocking too much. Burst is reworked and has its ownBurst Icon; each Burst will cost 1 Gold Burst Icon. You start with 1 Gold Burst Icon and 1 Gray Burst Icon. Gray Burst Icon will become Gold once you lose a round. You can only have 2 bursts total in the entire match, regardless of how many rounds are in the match. There are now only 2 different types of bursts in the game: Gold and Green. The amount of Barrier does not matter now.You get aGold Burstif you burst when you are at neutral (meaning you can move freely and attack). Gold Burst can also act as a combo starter or extender, as it blows the opponent up rather than away.Bursting at any other time gives you aGreen Burst(getting hit or blocking any enemy's attack). As a penalty,you lose half your Guard Primers(rounded down) for that round. You get aGold Burstif you burst when you are at neutral (meaning you can move freely and attack). Gold Burst can also act as a combo starter or extender, as it blows the opponent up rather than away. Bursting at any other time gives you aGreen Burst(getting hit or blocking any enemy's attack). As a penalty,you lose half your Guard Primers(rounded down) for that round. Burst is reworked again and only has 1 icon. It now also regenerates like in Guilty Gear, instead of a preset number of bursts per match. Overdriveis introduced and shares the same gauge as Burst. Overdrive grants the character powered up versions of their Drive and stops the timer, similar to Ragna'sBlood Kain.You also gain more powerful Distortion Drives during Overdrive.Overdrive will retain 30% of the Burst Gauge, while Burst will deplete all of it. You also gain more powerful Distortion Drives during Overdrive. Overdrive will retain 30% of the Burst Gauge, while Burst will deplete all of it. Gold Burst is removed; Burst now triggers only on block or on hit. (BBCPEX)Guard Cancel Overdriveis introduced. You can now activate Overdrive on block to turn the tide of the battle.(BBCPEX) Burst now only triggers on hit. (BBCPEX) Burst now only triggers on hit. Guard Cancel Overdriverenamed toOverdrive Raid Overdrive Cancel now activates in combos, making jump-cancel cancel Overdrive technique impossible. Exceed Accelis introduced. EA is a Overdrive-distortion that grants Active Flow (if not happened before) and can be served as a reversal or combo ender.(BBCF2) Added minimum damage to Exceed Accel (BBCF2) Added minimum damage to Exceed Accel BlazBlue Cross Tag Battle BBTAG is its own beast basically. ArcSys basically merges some aspect of each game and combines them to a package called BBTAG. As Partner is not part of mainstream BB, most difference related to Partners will not be listed. There is now a universal overhead/low (5C/2C). There is a universal DP (Reversal Action). EX moves exists for all characters, which cost 1 bar (25 Heat equivalent). Only 3 different ground options on knockdown (Forward/Backward/Neutral Tech); all of them are fully invincible.No delay ground tech; you automatically tech as soon as you can. No delay ground tech; you automatically tech as soon as you can. Reject Guard is BBTAG's answer to Barrier; 1 bar required. Burst (Cross Burst) deals damage (will not kill), but costs Partner gauge and is not fully invincible (can be anti-air'd). Resonance Blaze replaces Overdrive as a universal install when there is only 1 character left.Move properties do not change during Resonance Blaze.Specials are Super-cancelable.Astrals are available with 9 bars (only possible during Level 4 RB) and can be performed when the opponent has only 1 character left, regardless of remaining health. All Astrals can combo as well, even Hakumen's. Move properties do not change during Resonance Blaze. Specials are Super-cancelable. Astrals are available with 9 bars (only possible during Level 4 RB) and can be performed when the opponent has only 1 character left, regardless of remaining health. All Astrals can combo as well, even Hakumen's. No barrier; almost all attacks can be blocked mid-air, except Ground Reversal Actions and air throws. No Rapid Cancels. Chip damage cannot kill. No Instant Block. No Fatal Counters. No Crush Trigger. No Counter Assault. Guilty Gear Series While Blazblue is mostly known as a successor of Guilty Gear, they still diverse wildly in many ways. While Gear Series are known for their knockdown-Oki gameplan and BlazBlue also follows, 4 different ground tech options makes the guessing game continue even after knockdown. BlazBlue characters are also less system-mechanic reliant; they have their ownDrivethat helps them achieve their own goal. We only mention the common differences across all main version of GG (+R, Xrd and Strive). There is no universal overhead, though 3C is a universal sweep much like 2D. A new attribute system on all attacks.Invincibility now depends on the attributes of incoming attacks rather than hitbox interactions. Invincibility now depends on the attributes of incoming attacks rather than hitbox interactions. Faultless Defense is replaced by Barrier which has its own gauge.Negative Penalty depletes Barrier instead of Heat (aka Tension).Corresponding, there is universal \"guard break\" option (Crush Trigger, 5A+B). Negative Penalty depletes Barrier instead of Heat (aka Tension). Corresponding, there is universal \"guard break\" option (Crush Trigger, 5A+B). Rapid Cancel is the equivalent of Roman Cancel, though you can only cancel on hit/block (aka only Red Roman Cancels). Also as in +R, no slowdowns on RC. 4 different Ground options on knockdown instead of \"nothing you can do\" in GG (Rolls, Quick Tech, Neutral Tech). Normal throws have way longer startup and tech window (7F startup, 17F tech), however it is comboable almost anywhere.One can also throw characters in hitstun/blockstun (30F tech). One can also throw characters in hitstun/blockstun (30F tech). Astral Heat is the equivalent of Instant Kill, though it can only be activated with 100 heat, match point and opponent has low health. No need for IK mode though, and most casts' AH can be comboed into. Burst shares the same meter with Overdrive (Blazblue ones).Burst only happens when on-hit; on-block and neutral you will get Overdrive. Hence there is no Gold Burst.Burst always depletes the Burst gauge rather than \"keep 1/3 on hit\".Burst is not throwable. Burst only happens when on-hit; on-block and neutral you will get Overdrive. Hence there is no Gold Burst. Burst always depletes the Burst gauge rather than \"keep 1/3 on hit\". Burst is not throwable. BB has Fatal Counters, which increases the hitstun/untech by 3 frames for the rest of the combo. No RISC gauge, so blocking longer won't increase the damage you take. No stun values (so no dizzy). No staggers; a similar effect would be Crumple, which does not require you to shake the joystick (pressing a button is enough). No Tension Pulse; every Heat gain is static. Persona 4 Ultimax Series They have a better page." + }, + { + "url": "https://www.dustloop.com/w/BBCF/FAQ", + "title": "FAQ", + "section": "How do I perform Rapid Cancel/Burst/Overdrive/EA more smoothly?", + "text": "BBCF provides a macro for ABC and ABCD combination, so use it if you want. If youdon't(or can't, for example in arcades) want to use macro, refers tohereto see how to activate OD simpler. If you are using a keyboard,checkif your keyboard supports pressing all buttons at once. If you can't, use a macro. As for RC/Burst/EA, unfortunately there is no such shortcut; you need to input all 3 (or 4) buttons in a continuous 3F window (the input buffer) in order to perform RC/Burst/EA. As EA overlaps everything, it is also not recommended to do special cancel EA when you have more than 25 meter, as it will probably do something that is not EA (Crush Trigger, Rapid Cancel) when not using a macro. Keep practicing!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/FAQ", + "title": "FAQ", + "section": "Why are my half-circle motion not working?", + "text": "In BBCF, half circle specifically is not lenient. You need to input the full 63214withoutmissing any of the direction; 6324, 6214 are invalid. It will not be changed and will remain as-is. However, half-circles that return to the original positions (632146 for example) still allows you to miss one direction except start and end (63246 works, for example)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/FAQ", + "title": "FAQ", + "section": "(PC) How do I do high jumps more consistently if I am using WASD (or similar)?", + "text": "Your space bar is automatically bound to jump. So for high jumps, you can input S~Space. Forward jump would be S~[D]~Space, and backwards would be S~[A]~Space. The latter might be more troublesome than just S~[A]~W, so pick one that is more comfortable for you." + }, + { + "url": "https://www.dustloop.com/w/BBCF/FAQ", + "title": "FAQ", + "section": "Lambda-11 and Nu-13 seem to look and play identically, what's the difference?", + "text": "Quite a lot when you peel back the mechanics. This table summarizes the main points: Lambda emphasizes lockdown and approachLambda's gameplan focuses on suppressing her opponent and moving in with mixups, ideally corner carrying them into her strong oki tools where she can close in and perform her various mixups from up close. Most of Lambda's special moves are attacks that have long recovery if they miss or are blocked, but tend to make highly rewarding callout tools. Nu emphasizes evasion and long rangeNu's gameplan focuses on staying away from her opponent while using her long ranged superiority to harass them from relative safety. Her main high-low mixups exist at medium to long range. Nu's Act Parcer and Gravity Seed look similar to Lambda's, but they are not attacks; instead, they're used to keep distance from her opponent or to close in since they can be whiff-cancelled into other options. Lambda's Drive focuses on space control Drives have negligible deadzones. 2Dand6Dare active for longer. Sickle Storm and Spike Chaser are highly active and advantageous, making them strong oki tools to cover approaches. Crescent Saber is an Overhead that covers a large area close to Lambda. Air Drives have more reward if they hit, but they suffer from bad landing recovery. Nu's Drive focuses on long-ranged sniping Drives spawn further away, reducing the time it takes to get to the target. 2Dand6Daccelerate twice as fast. Sickle Storm is a full-ranged low that is used as a mix-up with4D. Luminous Slave is a powerful threat to prevent approaches and punish mistakes made at any range. Crescent Saber is a long ranged Overhead that can be mixed up in various ways. Air Drives recover in the air, but lead into only modest damage. Lambda's cancels mix together Normals, Drives and Specials more fluidly Drive followups are forced to activate if the first attack hits or is blocked. Second hit is considered part of the same move and may Counter Hit Carry. All cancel options (except Rapid Cancel) only apply to the followup hit. Lambda can cancel the final hit of mostCnormals into Drives. Lambda can use all four grounded Drives in one chain, but cannot repeat any Drives in a single chain. Lambda's Drives can (and do often) link back into normal moves in various combos. Lambda has a complex Rekka chain which is used extensively as part of her mixups, stagger pressure and combos. Nu's Cancels emphasize Drive flexibility Drive followup attacks are manually activated and thus optional. Drives can cancel into other Drives and back again (in chains of three before any jump cancels). Chains only reset if Nu goes fully neutral (Jump startup counts). Drives can cancel from the first or second hit. Nu cannot cancel any other normal attack into normal Drive attacks. Nu can cancel her special attacks into other specials; for example, Sickle Storm can cancel into Gravity Seed on block/hit, and into Luminous Slave on hit. Gravity Seed can whiff-cancel into any move, which is used in combos like a Rapid Cancel. Nu can cancel Drives into Act Parcer on hit/block. Sickle Storm and Crescent Saber can also cancel into Act Parcer in OD." + }, + { + "url": "https://www.dustloop.com/w/BBCF/FAQ", + "title": "FAQ", + "section": "Where are the functions that appears on modern games (frame data, wake-up options, etc.)?", + "text": "Game does not have such functions built in, however there are certain branches of improvement mods that provides such functions." + }, + { + "url": "https://www.dustloop.com/w/BBCF/FAQ", + "title": "FAQ", + "section": "How do I reset to Center and Corner quickly in Training mode?", + "text": "Hold one Direction while pressing the Reset button you've assigned will reset you to different positions: There is no way to quickly swap sides in training mode, you must exit training mode and change your controller side manually Left + Reset to reset both characters to the left corner (P1 in the corner); Right + Reset to reset both characters to the right corner (P2 in the corner); Down + Reset to reset both characters to round start position." + }, + { + "url": "https://www.dustloop.com/w/BBCF/FAQ", + "title": "FAQ", + "section": "What is the meter that runs below the combo counter in Training Mode?", + "text": "It is the hitstun/untechable timer. Full gauge is 30 frames (the untechable can exceed but it will not show). Some moves will have several different hit effects; in such case, the timer will take several resets." + }, + { + "url": "https://www.dustloop.com/w/BBCF/FAQ", + "title": "FAQ", + "section": "Are there Dubs in this game?", + "text": "No, and it will probably never have one. There are custom mods that take Dubs from older titles and BBTAG to fill it up, but for other characters there is no luck for you." + }, + { + "url": "https://www.dustloop.com/w/BBCF/FAQ", + "title": "FAQ", + "section": "Will they add X in this game on future updates?", + "text": "For QoL additions, maybe. For gameplay changes (dash button for example),never." + }, + { + "url": "https://www.dustloop.com/w/BBCF/FAQ", + "title": "FAQ", + "section": "How do I get access to Unlimited Characters?", + "text": "There is no official way to do such in BBCF. You can modify the files to play offline with yourself, butdon't bring them online; this ruins everyone's experience and it sucks. In other versions, you can exchange the characters via Gallery using P$. BBCSEX will require you to reach certain level before you can exchange." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Resources", + "title": "Azrael", + "section": "Intro", + "text": "This page is Azrael's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Resources", + "title": "Azrael", + "section": "Documents", + "text": "Character Video Thread Oki Guide Beginner's Guide Basic Combo Theory Meterless Combo doc Japanese Name: アズラエル Japanese Wiki Japanese BBS Arcade Profile Dan Rankings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Resources", + "title": "Azrael", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. DanteRedgrave's Video Guide- Most recent video guidePart 2 of this Guide- More in depth regarding pressure and handles Frequently Asked Questions Part 2 of this Guide- More in depth regarding pressure and handles Frequently Asked Questions Bojack's Video Guide Azrael MU playlist" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Resources", + "title": "Azrael", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Resources", + "title": "Azrael", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Azrael/Resources", + "title": "Azrael", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Frame_Data", + "title": "Noel Vermillion", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Frame_Data", + "title": "Noel Vermillion", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Frame_Data", + "title": "Noel Vermillion", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Frame_Data", + "title": "Noel Vermillion", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Frame_Data", + "title": "Noel Vermillion", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Strategy", + "title": "Es", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Strategy", + "title": "Es", + "section": "General Tactics", + "text": "Es is a well rounded character that has straightforward tools, which allows her to both rushdown with her large normals or control space with her fireballs and crests. Her simplicity makes her a good choice for beginners and players new to the series, as she isn't difficult to learn and helps teach and reward good fundamentals. Her simple, strong, and easy to adapt neutral gameplan gives her one of the most solid matchup charts in the game. In certain matchups, Es serves as a dominant zoning presence, controlling the air with massive normals likej.BBand6Balong with fireballs. In others, her fast dash speed and quick buttons can make her a frightening rushdown character. In any matchup, Es has a neutral presence to be feared. Once she gets in, Es is able to present strong high-low mixups through her instant overheadj.Cas well as decent stagger pressure with her5Aand2Acombined with her incredible dash speed. Despite this, extending pressure as Es can be difficult without bors or crests having previously been set up. She lacks strong options to reset pressure, given that using drives on offense for plus frames is generally fake, and her other option236Aand236B, (useful on offense to create RPS scenarios that may allow you to go back in), is generally very low reward. In order to succeed with Es you need to not only optimize the damage you deal with your confirms (and this can be difficult due to the nature of certain combo routes i.e. character specifics), but you also need to know how to approach certain matchups and use your fundamental tools to your advantage. In certain matchups against characters who don't have good projectiles like Noel or Ragna, you'll want to use fireballs more often in order to either cover your approach or force them into making a mistake. But against characters that have better projectiles like Litchi or the Murakumo’s (Nu, Lambda), you'll want to rely less on fireballs and instead play a more footsie based game. Knowing when to switch playstyles is key to your success with Es. 6B: Massive anti-air. 5C: Counterpoke tool. 3C: Low hitting sweep, great range j.BB: amazing air to air. 623C: Meterless reversal 236A/B: Good projectiles for zoning j.C: Air ender and instant overhead Es has many tools that give her a flexible playstyle. You can box people out with projectiles and counterpokes, or opt to rushdown and use more setplay with crests. Each of Es's matchups can be played out differently. Regardless, Es has amazing tools at the midrange. She can use fireballs to push people out after ending pressure, use crests to steal back her turn, or just wait for her opponent to make a mistake and punish them. Es's objective is to use her range and crests to force people into making mistakes or eat high/low/throw mixups." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Strategy", + "title": "Es", + "section": "Neutral", + "text": "Es excels in the mid range department, her tools at this distance can overwhelm most opponents with their range. At this rangej.B,6B, and5Cwill be your best assets to poke the opponent with: fireballs are also fine at this range since the opponent won’t be able to punish them easily unless they dash over them.j.Bis Es’ best air to air due to its size and range, if you can get an opponent to block it in the air you can easily transition into a blockstring until they hit the ground and continue pressure from there: effectively putting you in Close Range. In a lot of matchupsj.Bwill be your best tool to control air space, but it still loses out to superior air pokes like Jin or Hakumen’sj.C.6Bcould easily be considered one of the best anti airs in the game, with its amazing horizontal and vertical reach.6Bis a great way to halt the opponent’s air approaches, on block you can cancel into fireballs to push yourself away and make it safe. Be careful with whiffing it though, as the recovery is long.5Cis a good ground poke to, its range rivaling similar pokes like Jin and Ragna’s5C. Unlike those pokes though it has noticeably longer recovery, making whiffing it in neutral dangerous. Similarly3Cis about equal to5Cin range, but has the benefit of low profiling a lot of the opponent’s options (Ragna’s5C, Izayoi round start options 236X,623B, etc.): it has slightly less recovery than5C. In regards to fireballs at this range,236Ais preferable over236Bsince it’s faster. Remember that you can use6Bto discourage your opponent from jumping over it. Es has a few options while at long range from the opponent, most of them include using her fireballs. If you’re goal is to zone the opponent you can zone them from fullscreen with236A~236B, a fast fireball that travels fullscreen, which can be used rapidly in succession. The opponent can jump over this with a super jump though, so if your intent is to keep them on the other side they may not sit still for long. This is also a safe range to apply Bors, which you should do before you start using fireballs.236Borj.236Bis a good choice here since it’s slow moving, this will allow you to run behind it and use it as cover for your approach. At this distance you’ll be able to assess whether the opponent chooses to jump over it, if so you can properly respond with6Bor meet them air to air withj.B. Drives are also an alright option here, you can setj.Dor2Ddown to discourage the opponent from approaching you, if they choose to do so you can play around the crest until it activates. If it activates while they’re near it and puts them in blockstun, you can continue pressure from it.6Dis also a good option since its activation is faster thanj.D’s, but it doesn’t cover as much space. How you choose to use fireballs in different matchups is entirely up to you, but a good strategy to keep in mind is to use them with the intent to annoy your opponents until they make a mistake, and then capitalize on that mistake. You can’t win with just fireballs, but they go a long way towards victory." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Strategy", + "title": "Es", + "section": "General Offense", + "text": "Close range with Es will vary heavily on what the opponent knows about Es, but ultimately Es’ close range pressure could be summed up in one word: lacking. Drive blockstrings should be used sparingly against an opponent that is knowledgeable of Es’ shortcomings: but it is important to not forget them as an option entirely.6Dand2Dare the main Drive attacks you’ll be using for pressure, as you canj.2Bcancel6Dand jump cancel2D. You have quite a few options after both of these attacks, let’s start off with6D. Once you’ve canceled6Dyou can go for a low2B, a throw, instant overheadj.C, or6A, among other options. You can switch between those options to keep the opponent guessing, but a good number of those options can be negated if the opponent jumps and barrier’s after6D. Against these kind of opponents you’ll want to adjust your6Dpressure accordingly by meeting them air to air withj.BBorj.A, then transition into more pressure once they touch the ground. This applies similarly to2Das well, if the opponent is trying to jump out of pressure after you use it, in addition to the meeting them air to air you can also jump back and usej.236A. If timed correctly it will hit at the same time2D’s crest activates, allowing you to continue pressure or bait a reversal (you can do the same with6D, e.g.6D>236A). If you seem to be getting punished for using Drive blockstrings, then you’ll have to fall back on more basic pressure strings. When it comes to basic strings and Es’ pressure in general, you want to keep it short: the farther you get into a blockstring the more unsafe it becomes. Remember,5Aand2Care the only normals that can be jump cancelled on block, so using something like3Cor214Cin a blockstring without meter to rapid cancel can be risky. That being said, with meter you can perform more risky strings and then use rapid cancel to make it safe and continue pressure if the opponent didn’t fall for any frametraps: a simple example of this would be “5B>5C>3C> (delay)214C> RC >5A”. Frame traps are another simple but effective pressure concept that Es can use in lieu of drive blockstrings. Stagger5Ainto tick throws and strings like “5AA>5B>2C> JC >j.BB” are good ways to test your opponent’s defense and to analyze what you can and can’t get away with. As far as overheads go, Es has three options:214B,6A, and all of her air buttons.214Bisn’t a very good option unless you have meter, on hit you won’t be able to confirm into a combo and on block you’re left at -3: ending your pressure. With meter you can do things like “5B>214B> RC > IADj.C”, thej.Cin this case will cross up and force the opponent into crouching state: allowing you to confirm into a combo. You can hold down214Bto make it safer on block, but can keep in mind this gives the opponent more of a chance to hit you out of the startup.6Ais a good option in sparing use, while it is on the slower side and has a tendency of being Overdrive’d through, it does have the advantage of having foot invulnerability: punishing players that try to mash2Aout of overheads. Though if it is blocked you don’t have much in terms of options to make it safe, and you will be forced to play “RPS” with your next move in an attempt to frame trap the opponent. Lastly,j.Cmakes for a fast instant overhead that can be setup in a multitude of ways. The most common ways include “5A> JC >j.C” and after aj.Dsetup in the corner: usingj.Cimmediately after settingj.Dwill allow you to confirm into a combo “j.C>j.2BBB[j.Dcrest activates] > ..”. Unfortunately outside ofj.Dsetups, you won’t be able to confirm into a good combo without rapid cancel, and even with meter the damage you get out of it may not be worth the meter that could instead be used towards mixup. But even it doesn’t net you much damage, it is a strong conditioning tool. (j.Chas a habit of whiffing on some character’s crouching hitboxes, refer to this character specific list ). As for her other air buttonsj.BBandj.A, Es’ low arched airdash allows her to pull off some trick delay airdash mixup once she has the opponent knocked down. Delayed airdash intoj.Borj.Ais another option you should consider afterj.Dokizeme in the corner." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Strategy", + "title": "Es", + "section": "Blockstrings", + "text": "5A>5B>2B>3C- The most common blockstring, after the3Cyou might be tempted to use an A or B fireball to cancel the recovery of3C. But keep in mind A Fireball is -8 and B Fireball is 0. You might get away with using B Fireball if the opponent blocks it, but that version also has longer startup than the A version, meaning the opponent is more likely to jump out of the blockstring and attack you with a jump in while you’re recovering. 5A>5B>2B>3C>236A> RC >2A- An alternate version of the above blockstring, rapid cancelling the236Ais meant to catch the opponent trying to punish the unsafe fireball. From the2Ayou can transition into a different blockstring or stagger pressure with more2A's/5A's. 5A>5A>6D(j.2B) >2A- A blockstring that serves two purposes, the stagger5Aat the beginning is meant to catch the opponent mashing.6Dis low and throw invulnerable immediately following its startup, so if the opponent gets counterhit when you use6Dyou can convert into a combo. If it is blocked you can cancel the animation of6Dwithj.2Bto transition into more pressure. 5AA>5B>2D>236A~236A- Another Drive blockstring, the2D>236A~236Ais meant to serve as a frame trap: by the time you launch the second projectile the crest from the2Dwill explode allowing you to continue your pressure. It should be noted that you need to slightly delay the second fireball in order to time it with the2Dcrest correctly. 5AA>5B>2D> IAD >j.2BB>j.C- A variation of the2Dblockstring above, the IADj.2BBserves as a \"fake crossup\" of sorts. The second hit ofj.2BBwill hit the other side of the opponent, but cross up protection in the game will prevent them from getting hit so long as they continue to block in the same direction they were before. If they are hit by thej.2BBthen you can confirm off of the2Dcrest intoj.C, if they aren't hit by thej.BBthen you can continue your pressure off of the2Dcrest andj.C. But if you do choose to delay the second hit ofj.2BB, it can hit your opponent on the opposite side for real." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Strategy", + "title": "Es", + "section": "Defense", + "text": "Es has quite a few defensive options at her disposal, including a dragon punch and a reversal distortion drive. Es’ DP is a decent reversal as it covers a large range, especially vertically. At 13 frames of startup though, it is possible for the opponent to “Hitstop Option Select” it, meaning you should be cautious when you use it. If you think the opponent might bait it, you can RC the first hit to make it safe and start up pressure afterwards. Other meter burning options include623146C, which is invincible frame 1 making it a good wakeup option. If you want to play it safe and have access to full meter, you can also RC623146Cand pull off a small mixup with it if the opponent blocks.623146C> RC >j.Acreates an instant overhead, and you can also go low with2Bafter the RC to keep the opponent guessing. Lastly, Es’ Install Distortion“Percival” is a good tool to pause the screen for a brief moment to quickly assess a situation. While you shouldn’t use Percival on wakeup as it does not have any invulnerability on startup, you can barrier guard immediately after the startup. Unfortunately this does leave you in the air, limiting your options. Don’t forget that she has two good anti airs at her disposal,6Band2C.6Bis more suited for opponents that are trying to instant air dash in or if they’re in the air space in front of you.2Cis for opponents that are right on top of you, the head invulnerability that2Chas makes it ideal for stopping things like Jin’sj.2C>j.Cpressure, but you should use2Cwith caution since it has even worse recovery than6B. Es’s Exceed Accel is also a pretty good reversal option, the animation is that of a flash kick, as a result it has a good vertical hitbox: making it difficult for an opponent to bait it by just jumping over it. Additionally, relying on counter assault isn’t advised, as Es has better use for that meter since it can augment her pressure and mixup: but it’s still an option to consider if you’re put in a bad situation." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Strategy", + "title": "Es", + "section": "Okizeme", + "text": "214C~214CSafejump Es can perform a safejump after a214C~214Cknockdown withj.C. To perform this safejump, microdash after the214Cknockdown and input j.Aw >j.C. Thej.Awill whiff and time thej.C. Thej.Cwill catch no techs, delay techs, quick getup, and bait reversals, but will lose to backward rolls. You won’t be able to get a combo off of thej.Cunfortunately, since it forces emergency tech. However, this also means you’ll be able to pressure the opponent on their wakeup since they’ll be forced to tech immediately. j.C>j.Dw Oki A common example of Crest Oki. Es often uses this string in order to set up aj.Dcrest after aj.Cknockdown. Thej.Dhere ismeant to whiff. 9/10 times itonlyhits if the opponent opts to not tech. The benefit of this string is that it sets up a crest for Es to use in pressure. This is especially common in the corner. 3C>214D This oki gives up frame advantage for getting a Bors buff. Depending on your playstyle and the matchup at hand you may find yourself in favor of getting Bors more often than setting up a crest, or vice versa.3Cis a very common knockdown into Bors because she can combo into it rather easily, and it ensures she sacrifices the least amount of frame advantage possible." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Strategy", + "title": "Es", + "section": "Tips and Tricks", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Strategy", + "title": "Es", + "section": "Fighting Es", + "text": "Here's a video with multiple tips to deal with Es:" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Strategy", + "title": "Es", + "section": "Defense", + "text": "Es players often utilize her Drives to gain frame advantage via crest followups during blockstrings. This tactic can be negated by fuzzy jumping with barrier, mashing or using reversals during the gaps. Be wary of mashing, though. It's very common for Es to mix in frame traps with6C, projectiles, etc. It's also beneficial to take Es to the lab and memorize crest timings. Each drive attack's crest lasts for a different amount of time before it triggers. Learning the timings of each crest will help you understand how much time Es has before initiating certain mixups. Depending on your character and the situation it may also give you the chance to disrespect some of her pressure or escape.Es's overhead special, Gawain (214B) is plus on block when it's fully charged, but the uncharged version is minus on block. However, both versions have a noticeable gap that can be stuffed with a5Aor an anti-air. This is occasionally mixed in with her command grab (214A). Thankfully, these are slow enough to visually react to if your head's clear. Both attacks also lose to most 5As and anti-airs. Regardless, you have to be on your toes in case your opponent likes to mix it up with other options.Es'sj.Ccan be used during the rising portion of a jump to create an instant overhead (IOH). However, Es can only jump cancel her5A,2C, and2Don block. Assuming there are no crests set, this means that her instant overhead generally comes at the start of pressure or the end of her pressure. She can rapid cancel other parts of her blockstrings to set it up, but that's more risk for Es without much guaranteed damage. IOHj.Cis unreactable, but you can use this information topredictwhen Es might use it. If instantj.Cis blocked, Es will lose her turn. Instantj.Cis very minus on block, and Escannotcancel into anything (even jumps) ifj.Cis blocked." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Strategy", + "title": "Es", + "section": "Offense", + "text": "Es's DP has a giant hitbox despite what the crest placement looks like. While you can still do tricks like jumping above an Es in the corner, it's a bit obnoxious. Thankfully, it's slow enough that you can usehitstop OSto beat it. The enhanced version is also still minus enough to punish, though you may have to microdash in order to reach Es in time.Be cautious about jump ins and air approaches. Es's2Cand6Bhave massive hitboxes.2Cis relatively fast, hits quite high, can also auto correct for either side of her due to being a 2X normal.6Bis rather similar, but the key difference is that Es moves forward and has better H invuln than2C. She can also opt to air to air withj.BB. Getting in Es's face or playing inside the range of her B normals is a solid reward in and of itself because it renders her massive range rather pointless." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Strategy", + "title": "Es", + "section": "Neutral", + "text": "Es controls giant portions of the screen with her sweeping normals, multiangled projectiles, and a high level combined ground projectile. Do not expect to win fireball wars with her without strong projectiles. Her anti-airs are massive along with all of her C pokes but they all suffer from significant recovery. By moving deceptively, you can make Es whiff these normals and you can take the initiative from her. Moves with low profiles or body invuln are a valid way of going through a careless5Cpoke." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Strategy", + "title": "Es", + "section": "External Sources", + "text": "Es 2.0 Guide Google Doc" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Strategy", + "title": "Es", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Combos", + "title": "Es", + "section": "Intro", + "text": "This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.Consider helping rewrite it." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Combos", + "title": "Es", + "section": "Bors", + "text": "A special move enhanced by214DBors is notated with \"en.\" (e.g.623Cenhanced by Bors is notated asen623C.)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Combos", + "title": "Es", + "section": "Combo List", + "text": "For more information and more confirms, check theEs Combo Document" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Combos", + "title": "Es", + "section": "Combo Theory", + "text": "For more information, check theEs Combo Theory Document" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Combos", + "title": "Es", + "section": "Helpful Tips and Information", + "text": "6D> delay jcj.C> (6DCrest Hits) >j.D A very common combo piece in current Es combo theory, so lets go over all the gritty details on how to do it properly. First, you need to delay your jump cancel from6Dfor two reasons. The first is to give6D's crest more time to activate. The second is to get the right jump arc for this part. Ideally, when you jump cancel, you should do a risingj.Cand then do a slight delay cancel intoj.Dso that you have the whole falling portion of your jump to getj.Dout. The slight delay cancel intoj.Dalso serves 2 purposes. The first is to make sure you don't accidentally erase6D's crest as you're placingj.D's crest, which would prevent6D's crest from activating and make the combo drop. The second is to makej.Dhit lower to the ground. This will give you more time to link whatever you need to after landing. Air Throw >214D>2C The timing on special canceling air throw is somewhat awkward compared to most special cancel from most throws. You need to time your214Djust slightly after the third hit in the air throw." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Combos", + "title": "Es", + "section": "Character Specific Lists", + "text": "Here are some examples from the Es Combo Document. To see the full list, check the link above. N >3C>214C~214C>5B>5C>3C>6D/5D(Only in the Corner) Throw >236B>6C" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Combos", + "title": "Es", + "section": "Video Examples", + "text": "BBCF2 ES combo collections" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Combos", + "title": "Es", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tier_Lists", + "title": "Tier Lists", + "section": "Intro", + "text": "There isn't a clear consensus on BBCF tierlists. Some characters may vary significantly between tier lists. In order to avoid bias, the tier lists are ordered alphabetically." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tier_Lists", + "title": "Tier Lists", + "section": "Betadood's tierlist", + "text": "Betadood is an top level American Ragna player. He notably won CEOtaku 2019 and Frosty Faustings XII (2020) Source:Discord" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tier_Lists", + "title": "Tier Lists", + "section": "Don's tierlist", + "text": "Don is a high level American Relius player. Notable for placing highly in major online tournaments and top 8'ing at Combo Breaker 2024 and CEO 2025." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tier_Lists", + "title": "Tier Lists", + "section": "Killakob3s' tierlist", + "text": "Killakob3s is a top level American Bang player. Has top8'd multiple majors.Note:For clarification Low Mid and High Mid isMid Tier Source:TwitterYoutube" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tier_Lists", + "title": "Tier Lists", + "section": "LordMacoT's tierlist", + "text": "LordMacoT is a high level Mexican Kokonoe player. Source:Twitter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tier_Lists", + "title": "Tier Lists", + "section": "Tennti's Tier List", + "text": "Tennti is a Japanese Izayoi player. This tier list was made with the collaboration of Kogatan (Hibiki), Chourou (Rachel), Itou Sae (Carl), and Suya (Valkenhayn). They are some of the best players in the world for their respective characters. Source:Youtube" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tier_Lists", + "title": "Tier Lists", + "section": "XCaliburBladez's Tier List", + "text": "XCaliburBladez is a top level American Carl player who won the EVO 2025 side bracket, which had multiple top players from both the US and Japan." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tier_Lists", + "title": "Tier Lists", + "section": "Alizonius' Tier List", + "text": "Alizonius is a high level Polish BBCF player. Source:Twitter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tier_Lists", + "title": "Tier Lists", + "section": "DLZ's Tier List", + "text": "DragonLordZ/DLZ is a top level EU BBCF player. He notably won Revolution 2018 and has top 8'd multiple majors. Source:Twitter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tier_Lists", + "title": "Tier Lists", + "section": "Fame96's Tier List", + "text": "Fame96 is a top level American Susanoo and Terumi player. Source:Twitter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tier_Lists", + "title": "Tier Lists", + "section": "Fenrich's Tier List", + "text": "Fenrich is a top level Japanese Jin player. Its worth noting that this tier list was made before Susanoo, Es, Mai, and Jubei were released. The tier list is noted to not be in any specific order within the tiers. Notable for winning Evo Japan 2018-2019, AnimeEVO 2018, Combo Breaker 2018, and much more. Source:Gamefaqs" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tier_Lists", + "title": "Tier Lists", + "section": "SKD's Tier List", + "text": "SKD is a top level American Izayoi player. Its worth noting that this tier list was made originally in the opposite order than what is posted here. Notable for winning Anime Ascension 2018-2019, Combo Breaker 2017, and CEO 2017 Source:Twitter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tier_Lists", + "title": "Tier Lists", + "section": "YMST's Tier List", + "text": "Yamashita/YMST is a top level Japanese Izanami player. Notable for winning ArcRevo Japan 2018 and ArcRevo America 2019. Source:YMST's blog" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Strategy", + "title": "Bullet", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Strategy", + "title": "Bullet", + "section": "General Tactics", + "text": "The following video guide is good if you want to incorporate a few new ideas on moving around with Bullet, or if you need a refresher on the character:General Tips and Tricks for neutral." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Strategy", + "title": "Bullet", + "section": "The TL;DR Version (For Beginners)", + "text": "Basic Gameplan: Play defensively, build heat level 2, use it for big damage. Rinse and repeat as needed. 6B: Antiair. Great vertical range, Lackluster hitbox in front of her. 2B: Best poke. Low profiles a ton of moves. j.C: Jump-in normal. It's not jump cancellable on block. 623B/Cutting Sheer: DP. It's slow and has bad range. 360B/Crossfire Wheel: Command Grab 236A/Flint shooter: Antizoning projectile, charged version is common for pressure and combos. Bullet can deal a lot of damage but has a hard time getting in. Bullet's big damage comes from Heat, so you need to manage it carefully. More Heat = Better Combos = Better Damage. Thankfully, you don't have to dash in 24/7. At Fullscreen, use Afterburner (214D) to gain heat and encourage opponents to approch. Against zoning you can use flint shooter. Bullet can't cancel her dash into barrier so it's risky to use at certain ranges. Sometimes it's best to play it safe and forward jump and hold barrier to approach slowly. Mixing this with super jump will also provide a safe approach. Against rushdown characters you can rely on2Bto low profile most moves and poke them. Bullet has useful defensive tools but they each have distinct weaknesses. For that reason it's important to practice defensive system mechanics. Bullet's Overdrive is very good, so it's best to use it instead of Burst most of the time. Bullet lacks strong neutral tools, but her pressure is solid and she can deal good damage off of many hits. During Bullet's pressure, the biggest threat she provides is a counterhit or a C starter, because they can lead to absurd damage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Strategy", + "title": "Bullet", + "section": "General Ideas/Gameplan In Detail (For Intermediate Players)", + "text": "As stated in the overview, Bullet is a high damage character with a unique resource, Heat. Her offense is backed up with 2 standing overheads, a great low profile in the form of2B, and a command grab. She's a simple character with a low execution barrier and grounded neutral. Bullet's main goal is to catch her opponent, build heat, and use it to make her opponent explode. Bullet's main problem is the first step. Many of Bullet's tools make it difficult for her to approach: Her stepdash has a very small window to cancel into barrier (3 frames!), so her dash is a much higher commitment than most other characters. Her projectile, Flint Shooter, is solid against zoning but doesn't clash against many projectiles. She also lacks fullscreen options to contest many spaces. Her other problem is staying in once she's gotten to her opponent. Most of her pressure resets have large gaps that lose to mashing or reversals. Thankfully, the threat of taking massive damage keeps opponents in check. With all that being said, many people assume Bullet that needs to rush in and build heat. In reality, Bullet plays a relatively defensive neutral. Bullet has a few tricks up her sleeve to help her survive neutral. Her B normals are great pokes and counterpokes, and2Bin particular low profiles a disgusting amount of pokes. Despite her limited movement, her air buttons also keep her from becoming dead weight if she's forced to jump.j.Bandj.Chave solid hitboxes and both lead to good reward. J.D is a particularly good button because she can use it to air stall, and with heat it becomes fully invuln during the travel. You can also special cancel fromj.D, so you have many options on hit. Bullet also has high health so she can afford to take stray hits in neutral. The cherry on top, of course, is the fact that she has absurd burst damage that can completely change the momentum of a match. This means that Bullet needs to make the most off of any straight hit. Bullet's first objective in neutral is to either secure a good knockdown or build a level of heat. Depending on the matchup she can play aggressively and dash up with5B/2B, or she can back off and try to build Heat with Afterburner (214D). In certain matchups, using Afterburner is risky because you can get hit with a projectile move during recovery, and some characters have full screen options to call it out. Afterburner in neutral is more or less making a read on your opponent's intentions. On the other hand, just about every knockdown leads into Heat. The main problem is that her most common knockdown (2C) has terrible frame advantage if you cancel into Afterburner. This means that Bullet needs to commit to cover very few wakeup options at a time. Generally speaking, there are times where Bullet has to prioritize between getting heat and getting a good knockdown. This decision making varies from matchup to matchup. There are no hard and fast rules to this, but a good rule of them is to gauge your needs based on the strength of your opponent's neutral. Most people would prioritize knockdown against characters who can abuse Bullet's neutral like Relius, Hazama, or Rachel. Again, these aren't hard and fast rules and they will vary with each character and each player. Keep in mind that knockdowns without Heat are inherently less scary for Bullet's opponents. Most of Bullet's pressure is built on her command grabs and staggers. With heat, her command grab is particularly good because she can use its followup for good damage and oki, on top of maintaining heat. After using command grab, your opponent may be inclined to start mashing or fuzzy jumping. This is where stagger pressure comes in. Her5Band2Bare great normals to stagger with because of their range and speed. She can call out fuzzy jumps with a delay2B, or bait them into fuzzy jumps by resetting pressure on5Bor2B. With heat, she can also dash cancel on5Band6Bto stick to her opponent, though this loses to mashing. She can also stagger from her5C.5Cis minus -1 on block, so you can catch people mashing if you delay a2Cafter it. If your opponent decides to play more passively, you can reset pressure with2Aor charged Flint, or simply walk up and command grab. In addition, with meter she can opt to use her command grab super, Serpentine Assault. Bullet is completely invulnerable until the screen flash, and the hitbox becomes activate on Frame 0. If your opponent did not jump or input a throw invuln move before the flash, they will get hit immediately after it. At H2, this super does absurd damage. With the right setup, you can buffer this super and catch your opponent out. On top of these options she has two standing overheads,6Aand6D.6Acan gatling off of2Band5Bnormals and her other A normals. While it does have poor range, it's a good tool to mix in. Try experimenting by using it in different places.6Ais particularly good for when your opponent doesn't fuzzy jump nor Barrier much. You can also do limited high/low mixups with it because her2Band2Care both lows. On block, though,6Aisn't good because it has very limited cancel options. Bullet's other standing overhead is6D. The main benefit is that it always leads to good damage, and it shares the same startup animation as2D(a low), making it a 50/50.2D/6Dcan catch overwhelmed people, but they both lose to jump back barrier and reversals. Coupled with a slow startup and lack of cancels on block, these moves are much more risky in pressure. With heat they are safer because they become +4 on block, but you still can't cancel into anything. It's important to gauge your opponent's defensive behaviors. Getting greedy during your pressure means your opponent either escapes to neutral, they starttheirpressure, or they get a hit. Bullet has a hard time dealing with most characters' pressure. Her reversal, Cutting Sheer, is embarrassingly slow and has a terrible hitbox. Its saving grace is that its engage switches sides. Bullet's6Bis a solid tool for calling out jump-ins, but the horizontal hitbox is lacking so she has a hard time dealing with shallow jump-ins and opponents who place themselves directly above and behind her. All of this means that Bullet often relies on defensive system mechanics like Instant Barrier and Overdrive. Thankfully, her2B's low profile compliments good Instant Barrier usage and her strong damage potential on counterhits can make a well timed Overdrive turn the tables. Bullet's Exceed Accel has a good vertical hitbox so it can catch people jumping in recklessly, and it also switches sides, so she can suddenly swing the momentum. OD also works well with Serpentine Assault (720A).720Aalready has invuln during the startup, and Bullet can pair that with Overdrive to buffer the input. Additionally, the Heat gain from Overdrive guarantees at least one followup from720A." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Strategy", + "title": "Bullet", + "section": "Blockstrings", + "text": "As a general rule of thumb, these blockstrings aren't something to be married to. Showing different options and different stagger points are important in every match. Blockstrings also change depending on the the players fighting, the opposing character, and the current game state. GCOD and CA in particular can change how people structure pressure. The following blockstrings are some of the simpler examples given in thisPressure guide by KDing: \"...\" Denotes you can do whatever you want as long as it leads to the first listed button. E.g for \"...5C> 2C\", using \"5A >5B>5C> 2C\" is acceptable, as is \"2A >5B>5C> 2C\" and so on. ... >5C>2C Only -2 and unless the opponent instant blocks you should be around optimal2Bpoke range which can beat out a lot of other characters buttons even at -2. 2Cafter5Ccan be delayed by a lot, use this to catch jumpouts or mash attempts. on counterhit2C>6Dworks as a combo for immense damage. Dies to OD after5Cas2Ctakes a long time to finish. ... >5C> Microdash2A/2B/360B 5Cis only -1 and moves Bullet close to the opponent, on top of that she can greatly delay it into2Cto catch lows or mashing for giant reward or into6C. The microdash is not necessary for2A/2Bbut puts you closer, it is necessary for360Bthough. Pretty safe reset since most opponents are conditioned fast not to mash vs Bullet. … >5C>2C>236[A]> microdash2B/5B/5D 236[A]is +3 on block, but the pushback is pretty big making it hard to follow up midscreen. Is a pretty strong pressure reset option in the corner since opponents have to guess between the charged version and uncharged version if they don't have OD. Microdash5Dcan catch opponents that try to jumpout after a blocked flint mid screen … >5B/6B> Dash cancel Gives the opponent 20 frames to react with a jump/mash/dp etc so its rather risky. Puts you in perfect range for command grabs. Not reccomended for the corner as better pressure reset options are available there. At midscreen it's the best way to set up for command grabs however. … >5C>720A Super easy to buffer the 720 during5C. Easy to set up. Predictable, but jumping after5Crisks getting swatted by delayed2C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Strategy", + "title": "Bullet", + "section": "Okizeme", + "text": "For a more in depth overview of Bullet's oki, check the guide here: Most of Bullet's oki revolves around trying to optimize for some combination of heat, damage, and frame advantage. Bullet's best oki almost always comes out ofj.D> ender.j.Dgives Bullet a Heat Up Level and also gives great frame advantage even on some special cancels. Afterburner in particular becomes much more useful because you quickly gain 2 Heat while maintaining great frame advantage. Cutting Sheer (623B) is an exception because the frame advantage is the same regardless of doingj.Dbeforehand." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Strategy", + "title": "Bullet", + "section": "Knockdowns", + "text": "Leads to safe jump In corner, can catch rolls with instant j.[D] Bullet's gets great oki off of Cutting Sheer/DP. It gives her great frame advantage to check for different tech options and leads into her safe jump. To perform her safe jump, input 9 >j.A> [4]j.C. This will cause Bullet to jump forward and whiffj.A, thenj.Cwhile falling. Thej.Ais to help time thej.Cconsistently. If your opponent emergency techs and reversals, Bullet will block it (with very few exceptions). If your opponent mashes or crouches, they'll get hit withj.C. If your opponent decides to block, then Bullet gets to start her pressure. Either way, it's a favorable situation. Keep in mind thatj.Cwill whiff on delay emergency tech and forward roll. Easy, consistent knockdown Usually done for Afterburner oki. Gives a heat level, but with minimal frame advantage. You often use Afterburner (214D) to grab Heat after a2Cknockdown.2C> Afterburner is extremely consistent and easy to get. The problem is that2C> Afterburner has terrible frame advantage. Bullet's opponent can use many tech options to escape pressure with little to no risk. Bullet has to commit hard to beat out only one or two options. A quirk of Afterburner oki is that you have much better frame advantage if you hit an airborne opponent with2C(1) or3Cbeforehand. It's often better to try and combo in toj.Dif you have the resources available.j.D> Afterburner leaves you at H2 and with frame advantage. You can use the frame advantage to command grab them on wakeup, or2Aand check for delay techs. Special Cancel gives many oki options In the corner,214Dcancel can be buffered into720Ato catch rolls Arguably Bullet's best ender. The special cancels give Bullet some flexibility on her offense. She can cancel into Sheer to set up a safe jump, cancel into41236C> Brake to time a command grab,214Dto get another heat level or not cancel at all.j.Dno cancel has the best frame advantage and is also crucial if a combo has prorated too much to get a knockdown from Cutting Sheer. In the corner,214Dcan be buffered into720Ato catch rolls for massive unburstable damage. This works by buffering720Asuch that Bullet walks back slightly so that720Awill reach and catch either roll.720Awill autocorrect for forward roll, and Bullet will reach forward far enough to catch back roll." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Strategy", + "title": "Bullet", + "section": "Tips and Tricks", + "text": "Usej.Dto stall air momentum Bullet's ground buttons have great frame trap applications. Try staggering and resetting pressure in different places! j.Dis Overdrive Cancellable. You can close some rounds withj.D> OD >2363214C Overdrive is a great way to reduce heat requirements and build momentum You can also use Overdrive to chase zoners, deal high damage, to quickly gain Heat, or to make some confirms unburstable. The Heat Level it gives and its high damage potential make it a great comeback factor. 2Bis an amazing low profile move. Use it to counter poke! With the right spacing, it can beat infamous pokes like Ragna5B. Microdash > Barrier Brake (66 >4A+B) is extremely difficult to do consistently on Bullet because of her stepdash. Try doing dash > jump > barrier or super jump > barrier instead. This is easier to execute and still safely moves Bullet forward" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Strategy", + "title": "Bullet", + "section": "Fighting Bullet", + "text": "Characters with dominating neutral (e.g Relius) naturally counter Bullet Bullet's pressure suffers particularly hard from IBB and Barrier Use super jumpj.Aor super jump air throw in order to beat outj.Dstall usage. 6D/2Dmixup is often very fake, you can up-back Barrier on reaction or just reversal outright. Her DP has terrible horizontal and vertical range. You can bait it out in many ways e.g jumping, or hitstop OS. Sometimes it's best to play risk averse vs Bullet and simply cut down her options. Bullet's neutral and lack of strong approaches are major weakness. Keeping her at bay and forcing her to play the aggressor is often a great strategy." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Strategy", + "title": "Bullet", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited/Frame_Data", + "title": "Ragna the Bloodedge", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited/Frame_Data", + "title": "Ragna the Bloodedge", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited/Frame_Data", + "title": "Ragna the Bloodedge", + "section": "Drive Moves", + "text": "1st to 5th Soul Eater hit = 100% lifesteal 6th Soul Eater hit = 110% lifesteal 7th Soul Eater hit = 120% lifesteal 8th Soul Eater hit = 130% lifesteal 9th Soul Eater hit = 140% lifesteal 10th+ Soul Eater hit = 150% lifesteal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited/Frame_Data", + "title": "Ragna the Bloodedge", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited/Frame_Data", + "title": "Ragna the Bloodedge", + "section": "Navigation", + "text": "Template:MechanicsBBCF/Navigation" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Strategy", + "title": "Hakumen", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Strategy", + "title": "Hakumen", + "section": "Overview", + "text": "This is an adaptation of the Hakumen beginner guide by the_undercover_beret. This guide uses common fighting game terminology (Neutral, mix-up, tiger Knee…). The definitions can be found at theGlossary Section." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Strategy", + "title": "Hakumen", + "section": "Introduction", + "text": "Hakumen is a defensive character, who relies on strong neutral tools and powerful combos. His trademark is his unique meter gauge which fills up passively and generates stocks called \"magatama\". Those stocks are consumed whenever Hakumen uses a special or distortion drives. Meter management is at the core of his playstyle. His overdrive is also among the best ones in the game, as it boosts his passive meter gain exponentially. It opens up a wide range of combo options and grants him one of the highest damage ceiling in the game. In neutral, Hakumen possesses some of the farthest reaching normals in the game and decent defensive options with his counters. His weaknesses lies in his limited mobility, overall slow normals and poor pressure. Consequently, Hakumen tends to struggle against fast characters and zoners. This guide provides an overview of the character, teaches about his tools, how to them effectively and provides a few general tips and tricks." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Strategy", + "title": "Hakumen", + "section": "Common mistakes at low level", + "text": "At low level, the most common mistakes is to abuse Hakumen's C-button. However, this is a terrible habit as most of his C-normals are on the slow side and punishable.6Crequires a CH to combo,3Cis heavily punishable on block,j.2Cis easy to anti-air. Most notably, ending blockstrings with3Cand IADj.2Care two of the most common issues at low level. Likewise, most new players tend to abuse the drive button. The drive button is high-risk/medium-reward and isn't a substitute to a proper guard, only use when certain the opponent is gonna attempt a meaty, a blockstring with a gap or on reaction. Most new Hakumen players tend to send too much time in the air and airdash too much. Unfortunately, Hakumen's mobility options are very limited and extremely telegraphed. As such, he is very easy to anti-air. Spending time on the ground, poking with4Cor2B, hoping back and forth, approaching with623AAare also very strong tools to deal with neutral. At last, most new players spend a sizeable amount of meter in combos or pressure. Careful meter management is mandatory with Hakumen as is meter gain is pretty slow and optimal meter management is key at high level. Usually, 2~3 magatama are spent at most in non-OD combos." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Strategy", + "title": "Hakumen", + "section": "Neutral", + "text": "Neutral is at the core of Hakumen’s playstyle. He benefits from strong long range pokes:4Con the ground andj.Cin the air. One of the top priorities with Hakumen is to learn the exact range of those pokes to use them properly. 4C j.C 4Cis Hakumen's main ground neutral tool. It covers a wide space and and only has 10 frames of start-up. Some characters struggle to deal with it and have issues approaching Hakumen on the ground. Learning how to space it properly is key and staying at4Cmax range is key. On the negative side,4Crequires a CH to get a combo and it is impossible to combo from a max range4CCH. Be careful when using4C, as it has quite a lot of recovery and a large hurtbox before the active frames. Notably, some character can low-profile it consistently like Izanami's with2B. Video:4C’s range Video:4Cvs. low profile moves j.Cis essentially an air version of4Cwith similar perks and drawbacks. It has an excellent hitbox but usually doesn't lead to any combo on air hit. Those pokes define Hakumen’s neutral. They both are amazing tools thanks to their range. Only a few characters can contest them at max distance. Moreover, landing several of them will deal significant damage without consuming meter. This is particularly useful at the start and the end of a round to respectively gain the life lead and keep the opponent at bay while stocking up on magatamas. Both4Candj.Care susceptible to moves that can low profile and4Ccan be punished with a well-spaced IAD. At close range, Hakumen also has a few neat tools.2Bhas deceptively long range for its animation and is very fast for a2B(8 frames of start-up). His2A’s reach is one of the best in the game as well. 2A 2B 2Ais a 7f poke with a fairly high range and has the most gatling options of any Hakumen normal. It is excellent close range tool in neutral and pressure. It combos into2Bfor reliable 1 and magatama combos. 2Bis a 8f low with a surprisingly large hitbox. It has a lot of active frames making it ideal to catch rolls. It combos into2A/214A/623AA/236B. A very common mistake while starting Hakumen is the overuse of Hakumen’s subpar C-normals (3C,6C,j.2C) at the expense of his other more solid normals like2Aand2B. Those C-normals are slow and easily punishable. Autopiloting3Cin neutral and blockstrings is especially bad, as it’s -12, non cancellable and leaves Hakumen crouched. The earlier the players get rid of that bad habit, the better. Video: Why3Con block is bad Ironically,2Aand2Bare also often more rewarding since3Cand6Cmost of the time require a CH to combo, whereas2Aand2Bare special cancellable and can lead to solid combos at a low cost. Hakumen gains meter passively, as such, turtling from fullscreen to get meter and waiting for the opponent to approach and intercept them with pokes or OD into a powerful combo is an effective playstyle." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Strategy", + "title": "Hakumen", + "section": "Mobility", + "text": "Hakumen cannot run and only has access to short hops. Adjusting distance between both characters can be tricky at times. It also makes approaching tough, but several tools are available to help with that. Both forward hop and backdash are fast and several specials move Hakumen forward. Hakumen holds two excellent specials to approach623AAand214D. If used wisely, those moves are very potent neutral tools. 214D 623AAis invulnerable to body and head attribute moves. It does a formidable job at dealing with pokes, jumps and air dashes. It's -4 on block but can be special cancelled into any other special move to frame trap or make it safe. On the flip side, It’s weak against projectiles, throws and lows, other characters can deal with it with strong low normals, like Jin's3C, so don’t be predictable with it. 214D 214Dis more costly than623AAbut is invulnerable to everything but grabs. If it catches a move, Hakumen will be fully invincible until he recovers, making it very useful to approach zoners. However, It has a long start-up and is punishable (-7) if it doesn’t catch any attack or if it isn't cancelled into another special. The move's invulnerability only starts on the 4th frame. It thus loses against meaty or if poorly timed. Another drawback is that214Drequires meter to combo on top of its 2 magatama cost. As such, combos after it tend to be very costly. Video:214D’s limit Video: Punishing214D 623AAand214D, no matter how strong they are, they have their weaknesses and over-relying on them will make it predictable and easy to punish. Those options have to be used cautiously. They also require a sizeable amount of meter to worthwhile so use them sparingly. Hakumen's air dash covers a lot of distance. However, it has a long animation which makes it easy to anti-air. To circumvent that, Haku has access toj.Dandj.214A. j.D j.214A j.Dparries and counters non-grab/unblockable moves. It is the quintessential anti-anti-air move. This move has no minimum height requirement and doesn't cancel momentum, a close to the groundj.Dcan be difficult to punish despite the landing recovery. Still, Hakumen will be vulnerable while falling afterj.Dso be careful when doing it from an high position. Anti-airs that can be jump cancelled on block can block the counter grab if the opponent reacts fast enough. j.214Ais a unique air tool, it has every attack property which means it can bypass anti-airs and moves that are also body invincible, like Valkenhayn’s6Afor instance. It also cancels the momentum in the air and has a large hitbox, which can be used after a high jump to make anti-air whiffs and punish them. The attack will only lose to fully invulnerable moves like DPs or moves with full armor. Video: Usingj.214Ato bypass anti-airs’ invulnerabilities Video: Usingj.214Ato make anti-airs whiff Hakumen's other air normals are also very solid and fill different purposes. Notably, IADj.A, 9jc delayj.2A, close to the groundj.2C. j.A IADj.Acan be used to preemptively defeat air-to-air and protect Hakumen against air grabs. This also helps timing an air move as close to the ground as possible and correcting the direction after an IAD cross-up. j.2C j.2Chas a great downward and forward hitbox, but it is an extremely slow move. A very common mistake is to use it immediately after an IAD. While it’s possible to hit an opponent from nearly fullscreen with an IADj.2C, this is predictable andj.2Cis very easy to anti-air. The optimal way to usej.2Cis near the ground while keeping a certain between both characters. This makes it considerably harder to anti-air succesfully. An example would be 9jc > Barrier/j.Awhiff > Delayj.2C. Approaching zoners with fullscreen anti-airs is an arduous task. Fortunately, Hakumen can cut projectiles in the air with any sword normal withj.2Abeing the most commonly used. j.2A It benefits from having a large hitbox in front of Hakumen as well as a lot of active frames. 9jc > Barrier > Delayj.2Ais an efficient way to approach zoners while cutting their projectiles. Beware that a poorly timedj.2Awill often result in getting counter hit. Additionally, Hakumen has an advanced mobility option called forward hop cancel. As the name implies, Haku's forward hop (66) can be cancelled with a jump (7/8/9) while keeping the hop’s momentum. This is done by inputting the jump very quickly after the forward hop. 669 especially useful with a forward jump to get a lot of momentum and travel long distances. Forward hop can also be cancelled into a super jump with 62369. This isn't as useful as it makes it easier to go under Hakumen and sideswap. Moreover, 669 already covers more than enough distance for most situations. Video: Example in neutral Video: Example on okizeme" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Strategy", + "title": "Hakumen", + "section": "Anti-air", + "text": "Even though Hakumen has a lot of anti-air options, they are all situational and require a proper read of the game. 2C 2Cis Hakumen's built-in anti-air, it boasts a huge vertical hitbox and leads to rewarding combos on CH. Sadly, it's a little slow and the invulnerability comes late. It requires a proper read of the game to be effective. Its biggest drawback, however, is its 33 frames of recovery, making easily punishable if it whiffs. To add salt to the injury it leaves Hakumen crouched, which tends to lead to even more punishing combos. On block, it’s special cancellable into214Aand 623A to make it safe. 5A 5Acan act like an anti-air since it only has 5 frames of start-up and has a surprisingly decent vertical and horizontal hitbox.5Ashould only be used at close range, if the opponent is neither too hight, too far or behind. It's usability also suffers from the logical lack of invulnerability, which hinders its usefulness against mix-up/pressure using jumps. 5D Sometimes, both2Cand5Aare hard to use, in particular against ambiguous cross-ups, since they may come out in the wrong direction. In that case,5D,6Dand236236Dcan work as alternatives to catch jump-ins. However, they are easily defeated by empty jumps and safe jumps. 623AA 623AAhas invincibility to head and body attributes move. Per se, it can thus be considered an anti-air. However, it’s hard to use it at such, since it moves Hakumen forward a lot and most of the time, both623AAand the opponent’s jump-in will whiff. However, since it moves Hakumen forward it makes it very effective at dealing with air backdashes and certain moves in neutral. Video: Using623AAagainst Izayoi's GA backdash Overall,5Ais the anti-air that is the most practical,2Cand counters require a greater a understanding of the match's flow, but they shouldn't be ignored regardless. While his anti-airs options aren't that great, they somewhat cover each other weaknesses. Knowing when to use each anti-air is key to be able to win at higher level. Video: Limits of Haku's anti-airs" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Strategy", + "title": "Hakumen", + "section": "Air-to-air", + "text": "As stated in the neutral section,j.Cis one of Hakumen's strongest tool. It is one of the air-to-air with the longest reach in the game. A properly spacedj.Ccan shut down most air-to-air options. Learning how to use it properly is mandatory. His other air-to air options are nothing to scoff at either. j.A j.Ais a very fast air-to-air. It possesses a generous hitbox for aj.Aas well as little recovery, it can be used to preemptively beat air approaches or to apply pressure on the opponent after an air dash. If blocked in the air, it can be used to apply pressure intoj.A>j.B> Land >5A> ... orj.Ax1~2 > Air Throw. Video: Using airdashj.Ato apply pressure j.B j.Bis a bit slower but has a bigger hitbox and leads to higher rewards on CH. On block, it can be cancelled intoj.Aor J.2Ato keep the pressure going until landing. It also has an excellent hitbox especially in the back. As such, it’s a strong move after a cross-up. Video: Maintaining the pressure with air gatlings. j.2A j.2Abenefits from having a lot of active frame and a large hitbox. As stated in the mobility section, it is primarily used to cuts projectiles and is an excellent defensive air-to-air option. When to use which then?j.Ais more effective at close range since it has a smaller hitbox and and is faster, whereasj.2Ais more adequate from further (about roundstart distance plus one backdash).j.Bis an in-between, and can be useful after an IAD to get a strong combo on CH. j.2Cand J.214Acan be used as air-to-air as well by exploiting their big hitboxes below them. After an high jump, it’s possible to hit an opponent below to gain the advantage or to punish an air move that whiffed. Video: Using J.214Ato hit below." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Strategy", + "title": "Hakumen", + "section": "Offense", + "text": "Hakumen’s offense is very situational and subpar. His mix-up tools are very basic. Extending pressure requires using specials and therefore consuming precious meter. Hakumen is also very weak against barrier blocking and mix-ups are limited. As such, pressure relies more on frame-traps and throw reject miss setups. Okizeme options are also fairly limited, but are good at preventing the opponent from rolling on wake up and can be surprisingly rewarding if the opponent doesn't know how to deal with them." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Strategy", + "title": "Hakumen", + "section": "Mix-up and pressure", + "text": "Hakumen's most common mix-up options are as followed: 2A>2A>2Bor6B: Basic meterless high/low mixup. On instant block, there is a gap between2A>2Aand2A>2Band it’s therefore weak against reversals, but this hardly ever happens. By delaying the2Bthis mix-up act as a frame-trap and will prevent fuzzy blocking. 2A> (Delay) Throw: Basic throw mix-up. Keep in mind that if2Ais barriered the throw will whiff. Delay the throw to beat the Barrier/Tech throw OS. 2A/5B/2B/5C/2C>236B/41236C: A high-low mixup that uses meter, be wary since Zantetsu has a rather obvious animation and is easily reactable with a bit of practice, so don’t get predictable with it. Delaying the 236Bprevents fuzzy blocking. 2A/2B/5B/5C/2C>623A> Throw: The other throw mix-up, reacting to 623A is difficult and it narrows the gap between both players, making it less vulnerable to barrier. 2B/5B/5C/2C>214A>2A: Pressure extender, like 623A it brings Hakumen closer to the opponent.214Ais only +1 on block, so if it's instant blocked,2Acan be interrupted. 2A>5B: Basic frame trap. There is a 2-frame gap between2Aand5B. Be careful when using it, because5Bcan whiff if done from too far or if2Ais barriered. 5B>2B/6B: Meterless high/low mix-up. There is a 2-frame gap between5Band2B, making it also a useful frame-trap.5B>2B/6Bis harder to use as2Band6Boften whiffs if5Bis barriered.2A>5B>2Bworks at close range even if both2Aand5Bare barriered, but not2A>2A>5B>2B. With2A>5B>6B,6Bwill whiff if either2Aor5Bis barriered. 2A> Slight delay6A: Basic frame-trap, typically used to end pressure safely. It’s a little trickier to use and rare as it comes with a few drawbacks. 6Ais -1 (0 from a afar) on block and only gatling into6Band drives.6A>6Bis gapless, but6Bis -4 and easy to IB after a6A.6Aand6Bcan both be cancelled by drives, however, it’s an even riskier gamble as it leaves Hakumen open to even greater punishes. If an opponent is respecting too much,6A>2A/2Bcan be used to continue the pressure or beat someone expecting a6Band blocking high respectively. However, there is a wide gap between6Aand2A/2Bdue to the lack of gatlings. Those are the most practical ones, he can extend his pressure by using additional specials, but it’s not recommended since meter is precious and the reward won’t be worthwhile. Unlike most characters, Hakumen cannot cancel some of his normals immediately into other normals. A small amount of time has to be waited. This is called a late gatling. Haku's late gatlings are as followed: 5A: Cancellable on the 10th frame into5B,6B,3C,6A. 5B: Cancellable on the 21st frame into5A,2A,2B,6A,6B. 2A: Cancellable on the 11th frame into2A,2B,5A,5B,3C. 2B: Cancellable on the 18th frame into2A,5A." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Strategy", + "title": "Hakumen", + "section": "Okizeme", + "text": "This section will only cover the basic okizeme options, for more detailscheck the dedicated okizeme section on Dustloop.As mentioned prior, Hakumen’s oki is pretty weak. However, most defensive options can be covered. The 3 main okizeme enders are6B,j.214Aand3C. Arguably,6Bis the best one and3Cthe worst one. 3C 3Cis the easiest okizeme to get, it can be done after a grounded hit2Aand is a common ender for 0 magatama combos.3Cis, however, Hakumen's worst okizeme ender as it as a lot of recovery and doesn't provide much frame advantage. If the resources and starters allow it, going for a6Borj.214Ais usually a much better idea. 3C> Hop2A/2B:2Acan be used as a meaty, but it loses to rolls.2Bhas a lot of active frames so it's slighly better at catching rolls and can combo into214Afor high damage roll punish. Both2Aand2Blose to most reversals and delayed neutral tech. Sample combos: 2A>2A>3C 2B>2A>3C 2A>2B>214A>2A>3C. j.214A j.214Ais one of the main air combo ender Hakumen has:j.B>j.2A> jc > j.2A>j.Candj.B>j.2A> jc >j.B>j.2A>j.214A. The former is meterless ender that sends the opponent flying across the screen and therefore a return to neutral. The latter provides a knockdown at the cost of a magatama. In the corner, it gets strengthened a little withj.B>j.2A> jc >j.B>j.2A>j.C>j.214A. j.214A> Fallingj. 2C: The standardj.214Aokizeme ender afterj.214A,j.2Cprevents rolls if done low enough and acts as a safe-jump. The options after J.214Aare very telegraphed and won't be effective against players with match-up knowledge. Regardless, it remains a decent ender, since there is very little thing that can be done against it. Sample combos: 2A>2B>623AA>5B>j.B>j.2A> jc >j.B>j.2A>j.214A 2A>2B>236B> IADj.2C>5A>5B>j.B>j.2A> jc >j.B>j.2A>j.214A 6B 6Bis overall Hakumen's best okizeme ender. It has more hitstun than3Cand often leaves closer to the opponent.6Bis an excellent corner combo ender and can be easily accessed with236Band the character specific5A>j.B2AC> Land >623AA>6C> (6A>6B/5C) route. Air hit6Bhas 3 more frames of frame advantage than grounded6Bwhich makes it possible to safejumps more reversals. Air hit5Chas the same frame advantage as ait hit6B. Sample combos: 2B>214A>2A>6A>6B (Corner)2A>2B>236B> IADj.2A>j.C>5C>6A>6B. (Corner)2A>2B>623AA>6A>6B>5A>j.B2AC> Land >623AA>6C>5C Sample okizeme: 6B>6A(whiff) >2A: A very solid okizeme,6Aprevents rolls and2Ahits meaty. 6B> 9jc >j.A(whiff) >j.2C: Safe-jump, but it loses to rolls" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Strategy", + "title": "Hakumen", + "section": "Punishes", + "text": "Hakumen possess some of the highest damage output of the roster. In fact, with good combo starter 70~80% are easily achievable. Combined with his Overdrive, punishes can be the best way for Hakumen to turn a match in his favor. It’s important to know when to punish the opponent and what moves to use. The cornerstone of Haku's punishing game is his overdrive, it's one of the best one in the game. It increases his meter gain meter through the roof and provides further access to his high-damage special in combos for a short period. Haku is also the character who exploits EA at the end of combos the best, since it knockdowns and still deal a high amount of damage with AF. Check the overdrive combo section on Dustloop for more information. Optimizing OD combos is tricky, as a wide range of routes are available and they heavily depends on the overdrive's length and the amount of magatama available at the start the combo. However, most of the basic routes deal similar damage under the same circumstances. 5C 5Cis Hakumen's trademark move. It boasts an amazing proration and hitbox and it's very easy to combo after it. It can be immediately canceled into overdrive as well, but there is a small window to burst between5Cand OD. On CH, it's possible to block the burst and punish it with another5C. 3C 3C, or to be more accurate3CCH, is a very effective punish option that leads to high damage combo at a low cost,3Cis faster and has a bit more reach than5C. However, unlike5C,3Ccan't be cancelled into OD. The main drawbacks of3Cis that it requires a CH to combo and it's easily punishable if it whiffs or if it's blocked. 6C 6Cfatal counters and is Hakumen's move with the best proration, but it's more situational since it's fairly slow, requires a CH and doesn't lead to combos if it hits an airborne opponent midscreen. It's main usefulness is to punish an opponent's reversal. 214214B As a last resort, OD +214214Bcan be used to turn the tables. Mugen combos are extremely powerful and any stray hit may turn into a touch of death. However, this comes at a great cost. If it fails, Hakumen will be out of resources and most likely lose the round. For a more detailed explanation about Mugen,check the dedicated Mugen combo section on Dustloop." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Strategy", + "title": "Hakumen", + "section": "Defense", + "text": "Defense is arguably one of the most important aspects of learning Hakumen, his movement is limited and some of his better neutral pokes have a lot recovery, so sometimes the best solution is to just block and wait for a chance to counterattack. Hakumen’s drive is called Zanshin, it deploys a shield in front of him. If an opponent physical moves hit it, Hakumen will initiate a command grab motion and perform a counter. Each of Hakumen’s counter has different properties and catch different types of moves. However, they all lose to throws and the command grab won’t occur if a projectile is caught. If a move is caught, it’s possible to perform a special move instead of the command grab. That special will be fully invincible for 9 frames. This also works with projectiles, which is very useful against projectile okizeme. Video: Using Drives cancel into a special to avoid okizeme. 5D 2D 2Dis active on the first frame. But this comes at the cost of the move having a lot of recovery if not activated. Newer players will probably struggle using2Dat first, it can be extremely hard to time and doesn’t have as large an active frame window as5D. However, mastering it and it becomes one of Hakumen’s best tools for disrupting opponent’s pressure due to its speed and catching an opponent’s meaty attempts. It catches lows and mid, but loses to overheads. 6D Just like2D,6Dis active on the first frame but catches high instead of lows. Unlike5Dand2Dit blows the opponent away instead of knocking them down.6Dleads to combos in the corner and to safe-jumps midscreen. It's usefulness is further strengthened by the fact that it can be used on reaction to counters overheads. Arguably, Hakumen's best drive. j.D j.Dis an airborne counter and catches lows, highs and mids. This move is used to counter characters with strong air-to-airs and anti-airs. As of CF2, it doesn’t cancel the momentum in mid-air anymore making it much harder to punish. 236236D Yukikaze (236236D) is the distortion-drive counterpart to Zanshin and his Hakumen's strongest defensive option. It's active on the 1st frame and catches highs, mids and lows and lands a strong, 1-hit slash (3200) and can be followed-up into short combos by spending additional meter. On successful catch of a physical move. It's a deadly move as it can be used to end the round without letting the opponent burst and to escape or punish high/low okizeme and mix-ups. If it catches a projectile, the opponent is not locked in place and can escape it by double-jumping or using a move with a lot of invulnerability or armor. However, Yukikaze is unblockable and safe as long it activates, since Hakumen is invulnerable for the entire animation of the move. As such, this can be used to escape projectile based okizeme and force a return to neutral. Video: Evading projectile oki with Yukikaze Lastly, a common habit that most new Hakumen players fall into is relying on counters instead of just blocking; They are effective tools, but is not a substitute for good blocking skills. They are vulnerable to throws and the recovery will leave Hakumen punishable. Understanding how and when to use is key; A tool is only as good as its wielder. When and how should they be used then? The correct answer is enough so that they work but not too much to avoid getting punished. Consequently, this will opponent and match-up specific. Some players rely on grabs more often against Hakumen, making his counters harder to use. There are three main counters to grabs on wake-up with Hakumen: Wake-up OD, TKj.214Band TKj.214C. j.214B TKj.214Bbenefits from having invulnerability frames and can deal with some okizeme. However, this has a few shortcomings. First, it whiffs if the opponent is crouched and therefore doesn’t work against2Aand2B. Second, even thoughj.214Bis invincible from frame 1, TKj.214Bisn't due to the jump start-up. As such, this loses to meaty. j.214C j.214Cis a high-risk, high-reward option. Unlikej.214Bit doesn't have any invulnerability. Unlikej.214B,j.214Cis a much better starter, deal plenty of damage by itself and even fatal counters. If the opponent decides to block in an attempt to bait a drive but forgets to barrier,j.214Cwill guard crush leading to a small combo.j.214Cworks best with 4 magatamas or more to create a mind game with236236D. Regardless,j.214Cis still a very expensive option and highly specific. As such, it should be used as a hard read or after conditioning the opponent. Sadly, in most instances counters don’t replace a proper reversal and Hakumen lack of invulnerabily on his backdash hurts his defense quite a bit. Consequently, Hakumen relies a lot on Yukikaze to get out of tight situations. Though not specific to Hakumen, in Blazblue, there is an option select to barrier and tech grabs at the same time. This is done by inputting 1ABC or 4ABC. The point of this OS is to tech grabs without risking doing a grab if it was a bait. This has to be done soon before the grab or it will result in a Throw Reject Miss. Be warned, a skilled opponent will varies with timing of his grab to counter it. Still, this is a very useful option select that should be learned. In case of a problem with a character's blockstrings or okizeme, the best thing to do is to save the replays, analyse the situations in question and replicate them in training mode to find their flaws." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Strategy", + "title": "Hakumen", + "section": "Magatama management", + "text": "Magatama management is at the center of Hakumen's gameplay. It heavily separates low and high level players. A very common mistake with Hakumen is to spend everything as soon as meter as available, this is a terrible habit. On defense, low level players tend to use236236Das soon as they have the required meter. This is a terrible habit. This makes Yukikaze very predictable and easy to play around. At higher level, players use the fact that the opponent might be scared of236236Dto eitherj.214Cor fuzzy jump on wake-up. As far as combos are concerned, beyond 2~3 magatamas the meter invested comes with diminishing return. Using meter sparringly to then unleash a powerful OD combo is often a very effective strategy. Pressure is also a place where lower players tend to waste meter. Hakumen's pressure is very limited at low ressources and it either recommended to end it fairly quickly with a Throw, a well-spaced6A/2Aor a6B. Overextending with multiple214Adoesn't come out with a lot of benefit. With more meter, a common temptation is to spend everything. This is also a bad habit as if it's the opponent blocks everything, they will gain a tremendous advantage. Keeping a few resources available is recommended to remain flexible in neutral afterward. OD management is thus crucial as it's the core of Hakumen's gameplay. Using OD to then benefit from active flow may result in being able to use OD twice per round. This is especially powerful in slow match-ups. Burst is hardly ever used and should be used only to prevent or gain a huge momentum swing. For instance, by cornering a zoner or a character with weak defenses." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Strategy", + "title": "Hakumen", + "section": "Fighting Hakumen", + "text": "Hakumen has several moves which can be punished if block. 6Bis -4, -7 on IB, but be wary about punishing it as it can be cancelled into a drive. 2Cis -17 if Haku doesn't have any magatama left, this is an easy punish. With meter,2C>214Ais gapless. 3Cis -12 and can't be cancelled into anything. It can be punished by most5B. 214Dis -7 on block. It can be punished with most5A/2A. With meter214Dcan be cancelled into214Afor a frame trap or236Bfor a gapless blockstring. Drives are heavily punishable on whiff. To play a around them in pressure, a good strategy is to stop pressure after certain normals where is there is usually a gap and bait the drive. This can lead to powerful CH combos. Dash grab is also a solid and easy option to punish drives. If the Hakumen is overrely on drives, just wait for them and punish. Grabs are also efficient against them. However, don't overuse them as they lose to TKj.214Cor be overdrived through and punished with5BCH or even5CCH if timed correctly. Haku's pressure revolve around frame traps and late gatlings, it possible to DP between a lot of normals. like between2A>2B. Beware that it also means it's very good against fuzzy jumping. A delay214Aor623AAcan easily deal with fuzzy jump attempts. It is also is very weak against barrier. Keep an eye on his meter and beware of41236Cwhen it's above 3 magatamas. From afar, Hakumen cannot do any low aside from623A>236B. After blocking6A, Hakumen's only gatling is6B. Moreover, using barrier against6Aoften pushes Hakumen too far and6Bwill whiff. ODc can also be used after6Ato make 6B whiff and punish with either EA or a powerful combo. 3Cokizeme: Delay or Backdash are often the best idea. Hakumen can catch some backdash with214Aor623AAbut this requires a hard read. j.214Aokizeme: Likewise, wake-up backdash is often the best course of action here. Thej.2C>j.214A> Falling meatyj.2Cvariant loses to forward rolls. 6Bokizeme: The strongest okizeme and the hardest to deal with. A standard okizeme6B>6Awhiff >2A.2Ahits meaty. Don't delay tech as6Awill blue beat and combo into6B. After3Cand6Bif the opponent tries to safejump withj.A(whiff) >j.2C, it is possible to freely roll forward. In neutral, Hakumen's stronges tools are4Cand623AAin most match-ups.4Churtbox is fairly large and often lose to well-spaced2B. Likewise,623AA, isn't invulerable to moves with foot properties. Low moves with a long reach are thus excellent for dealing with it. (Ie: Jin's3C, Izanami's2B...) There are two ways to handle to handle neutral: Either rush Hakumen down at all time or zone him out. Both methods have benefits and drawbacks. Rushing Hakumen means he can't generate magatama, if momentum is gained early it can drastically limit chance of making a comeback by limiting the amount of magatama collected. This will however put Hakumen in range to use his drives and potentially reverse momentum. The other strategy is to zone him out and prevent him from approaching. This can be very effective as Hakumen's mobility is very limited. This strategy can be very effective if the character in question has a solid anti-air and moves with foot properties or that low profiles to deal with4Cand623AA. Beware of Hakumen's ability to cut projectiles in neutral. Zoning with projectiles often requires playing with their timing correctly to bait sword normals. This strategy has the drawback of giving Hakumen plenty of time to collect magatama and potentially deal high damage combo if the opportunity arises. Some characters have a easier doing either. For instance, Valkenhayn can easily rush Hakumen down and deal with most of his tools withw.5C. Some characters have an easier time zoning like Rachel and anti-airing him if he tries to approach." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Strategy", + "title": "Hakumen", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Resources", + "title": "Es", + "section": "Intro", + "text": "This page is Es's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Resources", + "title": "Es", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here. Character Video Thread Japanese Name: エス Japanese Wiki Japanese BBS Arcade Profile Dan Rankings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Resources", + "title": "Es", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Resources", + "title": "Es", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Resources", + "title": "Es", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Resources", + "title": "Es", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Resources", + "title": "Valkenhayn R. Hellsing", + "section": "Intro", + "text": "This page is Valkenhayn R. Hellsing's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Resources", + "title": "Valkenhayn R. Hellsing", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here. Beginner's Guide by Kiba.Written in CF1, but the vast majority still holds up. Valkenhayn Pressure/Escape Doc Japanese Name: ヴァルケンハイン=R=ヘルシング Japanese Wiki Japanese BBS Arcade Profile Dan Rankings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Resources", + "title": "Valkenhayn R. Hellsing", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Resources", + "title": "Valkenhayn R. Hellsing", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Resources", + "title": "Valkenhayn R. Hellsing", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Resources", + "title": "Valkenhayn R. Hellsing", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Resources", + "title": "Taokaka", + "section": "Intro", + "text": "This page is Taokaka's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Resources", + "title": "Taokaka", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here. Tao Combo Document written by Nique CCP Tao Crawl Chart Japanese Name: タオカカ Japanese Wiki Japanese BBS Arcade Profile Dan Rankings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Resources", + "title": "Taokaka", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Resources", + "title": "Taokaka", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Resources", + "title": "Taokaka", + "section": "Players to Watch", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Resources", + "title": "Taokaka", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Resources", + "title": "Taokaka", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Starter", + "title": "Bang Shishigami", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Starter", + "title": "Bang Shishigami", + "section": "General Tactics", + "text": "Bang Guide Doc Our guide will cover Neutral / Nail Management / Pressure / Defense / Float Mixup /Combos / Utilizing OD / Bumpers / Safe Jump setups... and additional tech/character specific resources' Video Guide Covers similar stuff to the doc, not quite as in depth but for those who need a visual and audio reference it is a good start that goes pretty deep in its own right' Advanced Video Guide" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Starter", + "title": "Bang Shishigami", + "section": "TL;DR (For Beginners)", + "text": "5A: Great jab, hits crouchers 2A: Hits low 2B: Poke 6A: Standing low 5C: Standing Overhead j.236X: Nails are a strong neutral tool 214X: Bumpers are good for movement 2D: Antiair Bang is a versatile character with may options for different situations. His versatility is part of what makes him a great character, but it also means that there isn't \"one\" way to play him." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Starter", + "title": "Bang Shishigami", + "section": "Blockstrings", + "text": "Bang's blockstrings tend to be limited because he suffers particularly hard from Barrier and Instant Barrier block. Regardless, you can get very creative with blockstrings. Take these ideas and try to mix them into your own pressure game. 5A>5B>6A This string leaves you plus on block and still keeps you in5Brange. 2A>2A>5B>5C A basic string into5C. 2A>2A>5B>2C This string will push the opponent out, but keep Bang relatively safe. 5B>6A>5B 6Acan cancel into5Bas long as Bang hasn't used more than 2 B normals in the string earlier." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Starter", + "title": "Bang Shishigami", + "section": "Okizeme", + "text": "For more information on Bang okizeme, check the discord. 2C> 214X A reliable way to set up bumper from anywhere on the screen. At midscreen, bumpers have more usage for neutral situations. They still have solid usage in the corner, though. 623Bin the corner Offers bumper setups while covering roll. 5D>214Din the Corner Lets him side swap during wallbounce and still covers roll." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Starter", + "title": "Bang Shishigami", + "section": "Tips and Tricks", + "text": "Nails are an amazing neutral tool, but because there's a limited amount Bang can hold, you need to be careful about overusing them. Use your mobility to your advantage! Try to layer Bang's command grab in your stagger pressure. Don't waste Nails. They're a great neutral tool in some matchups, but without them Bang suffers greatly. Use Bumpers for mixups and ambiguous movement Drives are good as a callout tool,notas a true reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Starter", + "title": "Bang Shishigami", + "section": "Fighting Bang", + "text": "Bang's small reach makes him particularly weak to Barrier and Instant Barrier Bang's stagger pressure makes him weak to reversals. You can actually stagger normals to beat out some Drive attacks if you trigger a guard point. A good example is6D, where you can stagger a low normal. Bang's neutral game suffers hard if his nails run out. Consider making him burn through them in neutral. All of Bang's drives lose to throws. This property means that characters with great command throws have a much better time dealing with his Drive. Characters without command throws can still use their regular throw to call out reversal Drive attempts. Under normal circumstances, each drive move (except forj.D) also has one strike property it doesn't cover. 5Dloses to High property moves.6Dloses to High property moves.2Dloses to Low property moves. All lose to throw. If Bang becomes reliant on Drive, capitalize on it. A whiffed Drive also puts Bang in a long state of recovery. 6D> TELEPORT FOLLOWUP 6Dguardpoint followups are delayed, meaning there is a gap between6D> Explosion and6D> Teleport followups. Delayed followups can be utilized for certain purposes, but loses to stagger pressure. This is very true vs6D> Teleport. Good application of stagger pressure will keep Bang from making the most out of guardpoint and get hit from trying to reversal out of the corner. 6D> EXPLOSION FOLLOWUP Drive guardpoint > explosion followup surrounds Bang with a Massive (Projectile Lvl 5) hitbox, leaves him fully invul and is active for a long period of time. In most cases, this scenario will occur very fast and capitalizing on it will be difficult. The common option is to recognize the guardpoint animation and put yourself in a safe spot to block. Rapid cancel/jump cancel moves. You will lose your turn (around +2 on block), but you didn't get hit. Alternatively, whiff punishing Explosion is real. Whether its OD > EA or character specific tools such as Naoto Shift Sway, be sure to recognize the guardpoint animation." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Starter", + "title": "Bang Shishigami", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "Overview", + "text": "Nu-13 (stylized as ν-No.13-) is ahighly mobile zoner. Her Drive is focused on controlling screen space withfast, long-ranged projectilesthat she is able to high/low mix with. Her specials such as Gravity Seed andLuminous SlaveGuardAllStartup51RecoveryTotal 52Advantage+29 [+39]enablestrong setplaythat reduce the opponent's options while increasing Nu's own for okizeme and offense. Although Nu's melee confirms deal high damage, she'll often start with her Drive which, while low-damaging, is naturally burst safe — Drives also have long recovery so she is required to play reactively or risk being countered. Nu haspoor defensive options and low health,but solid movement to run around her opponent in neutral such as a fast backdash and command dash. Unfortunately, Nu has apolarized toolsetthat results in her having unstable win conditions in some matchups; even with this, however, she still sees use at high levels of play. Nu requires good understanding of matchups, defensive mechanics and neutral to use her tools to the fullest. Nu manifests sword-like projectiles which she can shoot at different angles with theDbutton. All Drive moves have a follow-up attack initiated by pressingDshortly after the attack connects; these followup attacks all spawn based on the position of whatever the first sword hit, so they will pretty much always hit as well. Unlike other characters, Nu cancancelher projectiles into specials and superson hit and on block, including her Act Parcer command dash, and jump cancel themon hit. Sword Summoner is faster and covers a longer range than most other projectiles in the game. Swords are also Level 2 for various durations depending on the Drive, so Nu can reliably challenge other character's projectiles, giving her strong screen control. Nu can perform up tothreeDrives per string, and Drives canfreely chainbetween each other, so5D.D→4D.D→2D.Dand5D.D→4D.D→5D.Dare both valid strings. This limit is only reset byjump cancelsor returning to neutral, such as through a link. Powers up her Drive with the following effects: All Drive normals, including their follow-ups, summon an additional sword.The positioning, angle and delay of each additional sword varies based on the move. Initial swords spawn their additional sword 6 frames after they spawn, and followup swords spawn theirs 1 frame after they spawn.All additional swords are exact copies of the sword they spawn alongside.Unlike normal swords, these additional swords do not cause hitstop for Nu if they hit.Additional Swords do not disappear when Nu is hit, even if they haven't fully spawned yet.Many of the additional swords spawn closer to Nu than normal, reducing her deadzone considerably (notably with5D). The positioning, angle and delay of each additional sword varies based on the move. Initial swords spawn their additional sword 6 frames after they spawn, and followup swords spawn theirs 1 frame after they spawn. All additional swords are exact copies of the sword they spawn alongside. Unlike normal swords, these additional swords do not cause hitstop for Nu if they hit. Additional Swords do not disappear when Nu is hit, even if they haven't fully spawned yet. Many of the additional swords spawn closer to Nu than normal, reducing her deadzone considerably (notably with5D). 4D's minimum distance requirement is removed. Drive normals deal chip damage. Gravity Seed recharges faster. All versions ofSickle StormGuardLow/AirStartup17RecoveryTotal: 62Advantage-18can cancel intoAct ParcerGuardStartupRecovery41Advantageon hit, block or whiff. Crescent SaberGuardHigh/AirStartup18RecoveryTotal: 59+9LAdvantage-11groundbounces, has a larger hitbox and all versions can be canceled into Act Parcer on hit, block or whiff. Luminous SlaveGuardAllStartup51RecoveryTotal 52Advantage+29 [+39]fires a second sword after the first (with the same properties). Legacy EdgeGuardAllStartup16+(41 Flash)+9RecoveryTotal: 57Advantage+79 [+131]becomes invulnerable during its startup and fires more projectiles. Calamity SwordGuardMidStartup10+(52 Flash)+1RecoveryTotal 52[Total 84]Advantage-11 [-9]has its deadzone removed and summons 4 swords in a row." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A disjointed jab that hits most crouching characters but whiffs on some.5Ais decent forstaggerThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.and can be used as a quick anti-air in a pinch. Jump-cancelable on hit or block. Gatling Options:5A,2A,6A,5B,2B,6B,5C,2C,6C,3C CarlHakumenHazamaJubeiKaguraNinePlatinumReliusTagerTerumi(Must be staggered)Valkenhayn AmaneArakuneBangLambdaMakotoMuNuRachelRagnaSusanooTaokakaTsubaki AzraelBulletCelicaEsHibikiIzanamiIzayoiJinKokonoeLitchiMaiNaotoNoel" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A good button for stagger due to its quick speed and neutral frame advantage. It hitsOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"to pickup after confirms likeCHCrescentGuardHigh/AirStartup18RecoveryTotal: 59+9LAdvantage-11, and can cancel into6Beven on whiff. This whiff cancel can be performed by just pressing5Bagain. Jump-cancelable on hit or block. Whiff cancellable into 6B from frame 11" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A normal with huge base damage andP2, this makes it great combo filler. You'll use this duringIADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.routes and corner combos. While it is incredibly disjointed with good range, the long startup and recovery prevent it from being used in neutral. This is susceptible toODin pressure; but the opponent is forced toEAwhich results in minor punishes. If Nu scores a CH and goes into5C, it will also be a CH and do more damage. Hitbox fully extends on frame 19 Projectiles are fired every 4 frames, and each projectile is active for 4 frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A crouching jab used for poking out of pressure and setting upTRMs. Basically fufills the same functions as5Abut universally hits crouchers. Nu's hurtbox becomes small and the hitbox is disjointed, so it can low profile some air normals too. The -4 frame advantage looks awful on paper, but since Nu has the best microdash to get back in against barrier, can cancel into2Bwhich is 0, and that2Aitself has long range for a jab, it's not as bad to use in practice for pressure. Also has a few natural framtraps for high reward like2A→5Cand2A→2C" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A great button that's fast, disjointed, 0 on block, and has less recovery than her2A. Nu's hurtbox also becomes pretty small so this can low-profile some pokes. Pressing2Bagain will automatically cancel into6Binstead on hit or block. This is a staple in pressure because it can reverse beat with6Band6A, is safe fromODR, and has good frame advantage for stagger. The fast recovery makes this great for checkingrollson wakeup while being safe from slowerreversalsTo perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A crouching anti-air. The invul is quite late, but the hurtbox is lower to the ground than the vulnerable frames of6Aand623C. As a crouch input with many active frames, it has uses against jump-ins that target standing hitboxes, or have delayed momentum likeAzrael'sj.2CGuardAllStartup22Recovery10Advantage. Nu's2Chas decent reward withSupraGuardMid, AllStartup12Recovery10+27Advantage-21conversions, though CH is needed for normal gatlings to connect at most heights. Sometimes2D— her other crouching anti-air, is preferable with its quicker startup. 2Cis the onlyCnormal that can be jump cancelled on block. Nu can use it forTKAn input method to perform a special move in the air as fast as possible after you leave the ground. Short for \"Tiger Knee\". For Example: 2369 for a j.236 input.Crescent, backing off, or baiting if the opponent does not have OD available. It's also a 1f gap from2B, working as a high rewardOD OSkiller. Launches on CH Jump-cancelable on hit or block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A standing anti-air.6Ais great for reactive use due to the early invul, and is good against deep jump-ins or escaping the corner. Said invul ends after the first active which makes it very poor for pre-emptive use. This button has a very low hitbox — the lowest out of any anti-air in the game — so it's susceptible to whiffing or being beaten by IAD approaches and disjointed jump-ins. In return, it has much higher reward than the average anti-air, and great options on block:6A→5Bis +2 on air-block for easy pressure. Fortunately, the low recovery makes this button relatively safe on whiff, and can even be pressed again in response to double jumps. The other purpose of this button is pressure.6Ahas excellent gatling options, it goes into and reverse beats with5Band2Bwhich are safe against ODR, enable stagger resets at 0 frame advantage, and contain multiple lows. It even goes into5Cfor high damage routes, and can jump-cancel or go into other jump-cancellable normals so the opponent has to watch out for either TKCrescentGuardHigh/AirStartup18RecoveryTotal: 59+9LAdvantage-11or more stagger/lows. Frames 11~19, no head hurtbox." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nu's best starter. This breaks 4k midscreen and easily gets up to 4.4k-4.5k in the corner. This is your go-to punish starter if your opponent does something unsafe on block. It's decent for pressure as it's safe from ODR and can jump-cancel, but2Bis better suited formeatiesHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.and roll-checking." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This button is combo filler. It's the only non-Drive normal that can go intoAct ParcerGuardStartupRecovery41Advantage, so it's used for nice corner carry off midscreen hits. It alsohard KDsA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.on air hit, so6C's other main purpose is to setupokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.at the end of combos such as236[D]→214[D]. The slow startup and long recovery means you're not going to use this in neutral or pressure much, but if the opponent doesn't have OD, you can do6C→44GuardStartupRecovery30Advantageto back off relatively safely. Hard KD on air hit Fatal Counter Launches on CH Low profile frame 22~27 Fatal Counter Maximum Slide duration 10F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nu's sweep is a multi-hit low with great range, speed, and a long active time for a3C. It's disjointed, makes her small, and doesn't extend her hurtbox at all until the frame it goes active, so it can be used as a hard read to low-profile pokes likeHakumen's4CGuardAllStartup10Recovery24Advantage-4. It can be used as a call out in pressure, as the multi-hitting lows often catch opponents trying to input a fuzzy jump — Nu can cancel3Cinto Gravity to stay safe against ODR or continue pressure, though all of the followups are punishable if Gravity is in cooldown. Only the first 3 hits hard KD on CH — The opponent can Emergency Tech if hit by full move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nu's fastest air button. It's on the slower end of air jabs, but is disjointed and makes her hurtbox small. It's used to keep the opponent in blockstun fromj.Bor to set up air TRMs as it's self-cancellable. Not jump-cancellable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nu's go to air-to-air. It's fast, disjointed, and safer to throw out thanj.C. It's also a decent jump-in and can clash or beat out certain anti-airs due to its disjoint. On taller characters likeSusano'o, it's possible to fuzzy withj.B, althoughLuminousGuardAllStartup51RecoveryTotal 52Advantage+29 [+39]or 50 meter are needed for conversions." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of the fastestj.Cs in the game. A good reaching air-to-air, but the initial hitbox isn't as disjointed asj.B, and the recovery is considerably longer, so keep that in mind. A good place to press it is while retreating after an IABD, as it has no landing recovery. Nu'sj.Cacts as a solid mixup tool; all the hits are overheads and cross behind her, this allows cross ups with IADj.Cand airdash 50/50s withLuminousGuardAllStartup51RecoveryTotal 52Advantage+29 [+39]to prevent mashes during the gap. Hitbox doesn't extend until frame 11 Last 3 hits can land as cross-ups." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The hitbox on this is disjointed, but it's on the slow side, soj.Bis used more for air-to-airs. It makes Nu fall faster and has decent blockstun so it's nice for jailing the opponent to the ground during pressure, however." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "Drive Moves", + "text": "All Drives have a deadzone in front of Nu where they have no hitbox All Drives except4Dstart at Projectile Level 2 and decrease to Level 1 after a set amount of active framesAlways Level 2 during OD Always Level 2 during OD Drives deal chip damage during OD None can be jump-cancelled on block The first sword for any drive normal are spawned and aimed solely using Nu's position, the followup attack spawns based on whatever the initial sword hit (Which might not be the other player)Acceptable non-player targets areGeorge the XIIIGuardAllStartup27RecoveryAdvantage,NirvanaGuardStartup0RecoveryAdvantageandIgnisGuardStartup10FRecovery10FAdvantage. Acceptable non-player targets areGeorge the XIIIGuardAllStartup27RecoveryAdvantage,NirvanaGuardStartup0RecoveryAdvantageandIgnisGuardStartup10FRecovery10FAdvantage. Swords can be spawned off the sides of the stage, but not below it. Swords that would spawn below the stage instead spawn from floor level. Ground Drive angles (Click to see full size) Air Drive angles (Click to see full size)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great zoning tool since it goes nearly fullscreen. It's used to prevent the opponent running straight at Nu and to whiff punish things from fullscreen. It has long recovery, so setting up Gravity is recommended to make this safer on whiff. 5D Can cancel into dashes on hit/block~36F During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2 5DD Can cancel into dashes on hit/block~36F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A great anti-air as Nu's hitbox is low to the ground and it goes steeply upwards. It has fast acceleration and increases in size the further it flies away. 2D Can cancel into dashes on hit/block~33F During first 5 active frames, Projectile Lv2. During OD, always Projectile Lv2 2DD Can cancel into dashes on hit/block~39F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An important option for stopping IAD approaches and opponents at a lower height than what2Dwould catch. It can hit some characters likeAzraelandTagerwhile standing but will whiff on most characters. The followup sword knocks the target upwards and towards you slightly, usually allowing an easy setup into2Dor air combos. Follow up spins the opponent on air hit 6D Can cancel into dashes on hit/block~36F During first 3 active frames, Projectile Lv2. During OD, always Projectile Lv2 6DD Can cancel into dashes on hit/block~44F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "4D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nu's only standing overhead. It tracks the opponent's location and appears behind them. This normal is an anti-zoning tool and is used to threaten overheads during drive pressure — TKCrescentGuardHigh/AirStartup18RecoveryTotal: 59+9LAdvantage-11being preferred for Nu's melee range, although in the corner4Dwill appear offscreen which can make it hard to react to, if the opponent isn't paying attention to Nu's pose. Will whiff if done too close to the opponent. Be careful against characters with meter as5D.D→4Dhas a gap which makes it vulnerable against fullscreen supers likeTerumi'sGleaming FangGuardAllStartup4+(15 Flash)+8Recovery39Advantage-4. However, OD5D→4Dis gapless. Forces crouching on hit, No deadzone in OD Fatal Counter 4D Can cancel into dashes on hit/block~48F Fatal Counter 110% bonus proration 4DD Can cancel into dashes on hit/block~38F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A decent air-to-air summon to call out pre-emptive airdashes or opponents stalling on the other side of the screen. The followup drive pushes the opponent downwards, so it can score a soft KD if low to the ground, but otherwise this button is medium risk for low reward. On block, Nu can either cancel intoAct ParcerGuardStartupRecovery30Advantageto back off orCrescent FeintGuardStartupRecoveryTotal: 55Advantageto fall without landing recovery. j.D Can cancel into dashes on hit/block~38F During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2 j.DD Can cancel into dashes on hit/block~23F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "j.2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Arguably the least used summon, as the angle is covered better by other drives and the risk outweighs the reward.j.2Dsees most use in staircase combos, but can bait anti airs since it stalls Nu's air momentum. Also slightly quicker than the other two air drives to go active. Can be activated by inputtingj.1Dbutnotj.3Das you will getj.6Dinstead j.2D Can cancel into dashes on hit/block~40F During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2 j.2DD Can cancel into dashes on hit/block~39F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "j.6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A decent air-to-ground drive that's good at stopping people running at you and also low air approaches if done far enough. The range is pitiful compared to other drives however so don't expect to do fullscreen zoning with this. As withj.D, it's medium risk for low reward, but on block is made safe byAct ParcerGuardStartupRecovery30AdvantageorCrescent FeintGuardStartupRecoveryTotal: 55Advantage. Can also be activated withj.3Dbutnotj.9D(You will getj.5Dif you do this) j.6D Can cancel into dashes on hit/block~38F During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2 j.6DD Can cancel into dashes on hit/block~23F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "Ground Throw", + "text": "5B+C4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nu's throw launches the opponent high at an angle, and the recovery can only be cancelled into specials or drive normals. At midscreen, converting into236[D]→ Dash →6B→ ... let's her go intoAct ParcerGuardStartupRecovery41Advantageto carry the opponent to the corner and setupLuminousGuardAllStartup51RecoveryTotal 52Advantage+29 [+39]. Throws in the corner can link into5B, but are usually special cancelled intoSupra RageGuardMid, AllStartup12Recovery10+27Advantage-21. Wall bounces in the corner. Backthrow has an identical launch and combo routes, just on the other side. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Air throw is similar to ground throw, it's normally cancelled into Drive normals to go into IAD routes. E.x: AT →6D→2D.D→ IAD → ... It is possible to followup with normals if Gravity orLuminousGuardAllStartup51RecoveryTotal 52Advantage+29 [+39]has been setdown before, however. Air version drops both players to the floor before dealing damage, ensuring consistent followup combos from any starting height Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Triggers the6Banimation with a slightly different hitbox. One of Nu's few defensive options, but it's easily low-profiled by crouching buttons, so use this sparingly. Opponent air techs on normal hit and can emergency tech on CH" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nu's Crush Trigger is one of the best in the game. It's fully disjointed, convertible on uncharged hits (withLuminousGuardAllStartup51RecoveryTotal 52Advantage+29 [+39]), and her hurtbox shifts backwards during the attack so it can be used to baitDPsDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.and other button mashes for big reward on CH. It's a great mixup for 25 meter if Luminous is out, and even if reacted, Nu can still pressure while draining a hefty amount of Barrier guage. With ODLegacy EdgeGuardAllStartup16+(41 Flash)+9RecoveryTotal: 57Advantage+79 [+131], it can be used for unblockable setups in the corner at the cost of high meter usage. Hurtbox retracts backwards frames 13~30 Wallbounces airborne opponents, wall sticks in the corner 5A+B Maximum Slide duration: 15F Crumple Duration 50F, Crumple Fall 83F 5[A+B] Maximum Slide duration: 15F Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "Sickle Storm", + "text": "236D(~C) (Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A projectile that goes fullscreen and hits low. All three versions are considered different moves and can special cancel into: Gravity Seed (on hit/block) Luminous SlaveGuardAllStartup51RecoveryTotal 52Advantage+29 [+39](on hit) Act ParcerGuardStartupRecovery41Advantage(during OD) 236D The standard version, it travels quickly and is common in Nu's combos to juggle the opponent after3C. It can be used in conjunction with4Dfor mixups during drive pressure, and is comboable with Gravity. It's +8 when used point blank and Gravity cancelled, so it can be a pressure / frametrap tool for decent reward at close range. Hard KDs on CH Wall-bounces in the corner. 236[D] This is the charged version, it wall-bounces midscreen and has a long amount of untech time, so this is used for corner and throw combos, it also sees use off some6Aroutes. Nu's corner combos will end in this to safely setup a charged Luminous which is then used for her setplay. It is plus on block, but it's not safe to use this as a reset as the long startup means the opponent can always jump or reversal through it. Fatal Counter Hard KDs if opponent doesn't reach the end of screen. 236D~C Summons Sickle Storm at roughly 4/5th of fullscreen distance. This version travels the slowest, but can catch the opponent offguard due to usually spawning behind them. It crumple stuns on ground hit and has a great vacuum effect on air hit, making this very easy to confirm. It can be used at the end of grounded Drive combos to lockout delay tech or rolls from the opponent while setting up Luminous. Whiffs if the opponent is at fullscreen distance. Extended crumple stun on CH 236D Can cancel into 214A/B/C on hit/block Can cancel into 214D on hit only During OD, can cancel into Act Parcer from frame 18 onwards Maximum Slide duration 10F 236[D] Fatal Counter Can cancel 214A/B/C on hit/block Can cancel into 214D on hit only During OD, can cancel into Act Parcer from frame 29 onwards (projectile created on frame 24) Maximum Slide duration 10F 236D~C Can cancel into 214A/B/C on hit/block Can cancel into 214D on hit only During OD, can cancel into Act Parcer from frame 25 onwards Maximum Slide duration 10F Crumple Duration 39F, Crumple Fall 72F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "Luminous Slave", + "text": "214D(~C) (Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Avitalpart of Nu's gameplan. Luminous Slave spawns a portal above Nu that fires a heavy-hitting sword at the opponent's location but with a delay that depends on the input used. It's used in Nu's neutral, okizeme, and mixups. In Overdrive a second sword with a 20F delay is fired after the first with identical properties, calculating its launch direction independently. Luminous will not fire if Nu is hit or enters blockstun at any time the portal is present. In all cases, there is a short delay after Luminous Slave ends where it cannot be used again, usually this is not relevant however. All versions launch grounded opponents. The sword's launch direction is calculated at the point the sword spawns. 214D The standard version. It has the quickest recovery and fires after roughly 1 second. It's reserved mostly for neutral instead of combos and okizeme. It's easy to convert on hit due to its long stun and on block Nu has enough advantage to start drive pressure. 214[D] The charged version. It has the longest startup but is safe to setup after a236DKD. It fires after 4 seconds have passed or theDbutton is released — this includes buffering it during other normals, Barrier Block and Crush Triggers. Obviously, since you're holding theDbutton, any attempt to use any other Drive move will cause this move to also fire, so this needs to be planned into how you use it. This is very important for making Nu's mixups threatening as going into TK Crescent now becomes plus on block, and comboable on hit for high damage. You can also do unreactable crossups and Airdash 50/50s safely, along with many other options to put the mental stack on the opponent. The high blockstun also enables Nu to go for pressure resets without spending Gravity. 214D~C 214D During OD, fires a second shot 10F after first 214[D] Shot fires 38F after pressing D again During OD, fires a second shot 10F after first 214D~C During OD, fires a second shot 10F after first" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "Crescent Saber", + "text": "j.214D(~C) (Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Crescent Saber has two main functions: scoringair knockdownsat the end of staircase combos, and as amixup tool. From this, Nu can go into high/low mix and resets at close range which while risky, are made safer ifLuminous SlaveGuardAllStartupsee notesRecoveryTotal 61Advantageis setup beforehand. Hard Knockdown Halts air momentum Ground bounces into a hard KD during OD All versions can cancel intoAct ParcerGuardStartupRecovery37Advantageduring OD j.214D Vanilla Crescent. This is your ender for staircase combos, it flings the oppponent to the opposide end of the screen, so you can safely setup Gravity Seed and play neutral. For mixups, it acts as arguably Nu's main overhead and can be done from many points in pressure such as5B,6B, and6A. By itself, conversions need meter or OD/CH, and it's punishable if blocked, but with Luminous set up it's + on block and Nu can combo meter-lessly. Is 24f startup and -11 on block at TK height. Hitbox becomes bigger during OD Ground bounces on CH and OD. j.214[D] The charged version, performs a fakeout version of the above before performing the real one shortly afterwards. It has longer startup, but is combo-able on normal hit as Nu lands to the ground quicker after it strikes. TK Charged is +16 on block so Nu can reset pressure with this and/or frametrap. Somewhat gimmicky, but Charged Crescent can be used at the end of staircase combos to tech-trap the opponent for a full combo. Hitbox becomes bigger in OD Ground bounces on CH and OD j.214D~C A feint version of Crescent. Nu cancancel the recovery into any moveafter this version, including Act Parcer, so she can act or dash mid-air. Air Drives are commonly cancelled on block into this to make them safer since Nu can air dash away or go into more. For mixups, Nu can fake an overhead and then dash in with2Bto trip up the opponent's guard. It's also used in crossup attacks with Luminous deployed. Resets the limit on Drive summons. Overrwites the landing recovery of any previous Drive. j.214D Values in [] are during OD [Can cancel into Air Act Parcer from frame 30 onwards] Frame advantage calculated from TK height Landing recovery only applies if move reaches frame 13 j.214[D] Values in [] are during OD [Can cancel into Air Act Parcer from frame 28 (projectile summoned on frame 24)] Frame advantage calculated from TK height If used, cannot use j.214D~C in same jump j.214D~C Can cancel into all attacks or Act Parcer from frame 20 onwards During OD, can instead cancel into Act Parcer from frame 14 onwards Can only be used once per jump, and cannot be used if j.214[D] was used in same jump Cancels any landing recovery applied by an earlier move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "Gravity Seed", + "text": "214A/B/C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A strong setplay and neutral tool. Nu creates a field thatreduces the opponent's horizontal speed to 30% of normal. This affects moves with momentum likeNoel's6DGuardLowStartup27~39Recovery44 [25]Advantage-27 [-8]and the teleport dashes ofAzrael,NineandArakune. It does not slow down projectiles nor Ignis / Nirvana. Gravity Seed is another vital piece of Nu's gameplan, it gives her space to start zoning and make it more difficult for the opponent to punish whiffed summons. It also functions as aconversion toolas almost all of Nu's moves can cancel into Gravity Seed andthe recovery can be cancelled into almost any attack and Act Parcerin turn — allowing Nu to combo moves that wouldn't normally be possible. Has a recharge period of 4 seconds Recharges twice as fast in Overdrive. Field only disappears if Nu is hit, not if she blocks. Can be cancelled into Act Parcer on Frame 13 onwards. Can be cancelled into any attacking move on Frame 19 onwards. (Excludes Exceed Accel and Astral Heat) Summons the field next to Nu. It's used in corner combos and to setup up Luminous okizeme. In neutral it can be used to setup up an immediate wall and then be cancelled into Act Parcer to make it difficult for the opponent to chase after Nu. Summons the field midscreen. The standard version Nu uses to make Drives less dangerous on whiff. Cancelling this into5Ais faster than letting Gravity recover naturally, so Nu can summon Drives in pressure more quickly. On hit, doing2147Bcounts as a jump-cancel and resets the drive limit without Nu leaving the ground. For combos, it's used in Nu's standard BnBs such as236D→214B→5D.Dand623C→214B→5Cto carry the opponent into the corner. Can be cancelled into any attack (and taunt) except Astral/EA from frame 19 Can be cancelled into Act Parcer on frames 13-39" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "Supra Rage", + "text": "623C(air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A move with high damage and great corner carry, often used only in combos rather than by itself due to the risk-reward being unfavourable, but still has its applications outside filler. Landing recovery of both versions can only be cancelled into Gravity on hit. 623C A high risk anti-air. It's one of the best in the game in terms of its hitbox and invul — early on frame 5 and an arc covering in front, above, and behind Nu ensures this will cleanly beat most jump-ins, especially ones6Aand2Cmay struggle against, but it is much more unsafe on block or if baited. Supra's reward is also not as great as Nu's other options due to it being a short starter. In combos, Supra Rage is a staple in optimal routes as the long untech time enables her to confirm into214B~5Cor6Bfor high damage routes at midscreen and in the corner. j.623C The air version of Supra is mainly used as combo filler instead of an anti-air due its lack of head invul. The high base damage, noSMPinfliction with ground Supra, and lower recovery make this a staple in Nu's most optimal routes, and can be used for conversions off melee confirms when Gravity is in cooldown. 623C First hit that connects deals 700 damage and must be Barrier Blocked in air, remaining hits do 140 and are air blockable Cancellable into 214A/B/C on hit only (after landing) j.623C First hit to hit opponent always does 700. Remaining hits do 140 Cancellable into 214A/B/C on hit only (after landing)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "Act Parcer", + "text": "66/44 after certain moves (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Act Parcer is a series of command dashes. The 66 and 44 versions are different moves, but both can be cancelled into after: 6C. Any Drive normal Gravity Seed Crescent Feint Sickle Storm (during OD) Crescent Saber (during OD) X > 66 Nu's command dash. It's fast and covers a lot of space while being able to pass through her opponent. It can also be cancelled into any other normal, special or super move on Frame 27 onwards. Midscreen routes use this a lot as the carry is great ensuring most confirms will result in a Luminous corner setup. With specific spacing she can end up in front of the opponent and go for (somewhat gimmicky) surprise throw. It has a long window to pass through the opponent and Nu's hurtbox shrinkssignificantly(much lower down than it looks), so she can use this for crossups or escaping back to neutral quickly after a Gravity summon or Drive. Low profile 4f-20f. Can pass opponent during 12-24F X > 44 Nu's command backdash. It's a back-jump with a short amount of invul, technically making it safer than an IABD. Nu can cancel into this after setting Gravity and then air dash back to make it difficult for the opponent to chase after her. She can also go into air drives to snipe the opponent now below her. Costs an air action. j.X > 66andj.X > 44 These are similar to air dashes, they can be used in pressure with Luminous to set up some gimmicks, or to back off safely after air drives. Some OD routes also use these. Cost an air action. X > 66 No invulnerability, but has no hurtbox above knees on frames 4~20 Can pass through opponent frames 12~24 Cancellable into attacks from frame 27 X > 44 Cancellable into attacks from frame 19 j.X > 66 Can pass through opponent frames 9~19 Cancellable into attacks from frame 22 j.X > 44 Cancellable into attacks from frame 22" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "Legacy Edge", + "text": "236236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A super that fires a barrage of projectiles fullscreen. They're all level 2 and will beat any other Projectile in the game, including supers likeTsubaki'sRequiem MaledictusGuardAllStartup1+40RecoveryTotal 1+57Advantage. Like most of Nu's moves, there is a deadzone between her and the portal. Nu can act independently while the super is firing, so on hit, she can carry the opponent fullscreen and convert from normals like3Cwhen Gravity is in cooldown. On block, the frame advantage lets her perform 50/50s with air dash mixups, alongside TK Crescent, IAD crossups, empty jumps into lows, etc... The invul is fairly unique, shared only with the guard point onTager'sMagna TechwheelGuardAll×19, High/AirStartup7+(38 Flash)+12Recovery72Advantage-56andHakumen'sFuumajinGuardallStartup1RecoveryAdvantage: it will go throughanything that has the projectile attribute, including strike-projectile attacks such as all ofNine'snormals (which are normally avoided by strike invuln and not by normal projectile invuln). This long duration makes it easy to punish the zoning of other characters, and evenacts a reversal against projectile okizemesetups likeLambda'sSpike ChaserGuardAllStartup29RecoveryTotal: 69Advantage-5. Launches on hit Wall bounces Disables collision box on hit, allowing Nu to run past them Guarenteed to come out after the superflash Will 'CH Carry' if used after a CH starter Legacy becomes fully invul in Overdrive, making the startup uninterruptable. Theoretically, it can be used as a reversal that is obscenely + on block, althoughthe deadzone isn't removedunlike Calamity Sword, so its defensive use would need to be complimented with the pushback of Barrier and IBB. Values in [] are during OD Each P in active frames represents a projectile spawned Minimum Damage 10%: 312 [481]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "Calamity Sword", + "text": "632146D(air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A distortion ender you can use in place of Crescent Saber to add more damage when you end your combos due to its minimum damage. It has a flat, hard KD, but it's sometimes possible to pick up with2Bor3Cif the opponent were high in the air when hit. Calamity has invul butthere is a big deadzonebetween Nu and the hitbox, allowing many characters to comfortable meaty or pressure with the exception of wide hurtboxes likeTager's(Who cansledgehammerGuardAllStartup20Recovery18Advantage-4this with impunity anyway). The OD version summons four swords in a row that will always combo into each other. The deadzone is removed and It also pushes back the opponent significantly, giving Nu a safe on block reversal. Although it's expensive and heavily telegraphed, it's Nu's best defensive option. Note that this reversal isn't entirely foolproof, as the opponent can use moves with frame 1 projectile invulnerability after the super flash to punish it. 632146D Values in [] are during OD Minimum Damage 40% [23%]: 960 [1288] Situational reversal j.632146D Values in [] are during OD Minimum Damage 40% [23%]: 960 [1288]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "True Impreza", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nu's Exceed Excel is quite unique compared to other characters: Rather than a close range attack, Nu fires a sword that travels almost fullscreen. It's unusually minus for a system mechanic making this even more dangerous to use for escaping the corner than other character's EAs, but it's Nu's only defensive option other than Overdrive Calamity Sword which is resource intensive. Can be used as a matchup-specific punish against telegraphed projectiles such asRachel'sTempest DahliaGuardAllStartup10+(34 Flash)+??RecoveryTotal 81Advantage+15 [+28]on reaction, though OD Legacy Edge will offer greater reward when 50 Heat is available while only being marginally slower. There is enough time afterwards to set a Gravity Seed or Luminous Slave before the opponent techs. The only EA in the game that is projectile property. This projectile canonlyinteract with the opponent. It will not interact in any way with projectiles, dolls or other entities and will simply just pass through them. Otherwise behaves the same as every other Exceed Accel. 288/606 Minimum Damage Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 288 {570+36} Projectile will not interact in any way with any object other than the opponent. Crumple Duration 9999F, Crumple Fall 68F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "Sword of Destruction", + "text": "214214DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of the only Astrals without startup invul, meaning Nu can't use it as a reversal. At least it looks cool. The range is somewhat small but it's easy and practical to combo into from Act Parcer routes and buttons such as 5C 2C 3C 6A(on air hit). And many more." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13", + "title": "Nu-13", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Frame_Data", + "title": "Celica A. Mercury", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Frame_Data", + "title": "Celica A. Mercury", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Frame_Data", + "title": "Celica A. Mercury", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Frame_Data", + "title": "Celica A. Mercury", + "section": "Revolver Action Table", + "text": "5AA and 2AA count as uses of 5A and 2A, respectively" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Frame_Data", + "title": "Celica A. Mercury", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Frame_Data", + "title": "Celica A. Mercury", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Frame_Data", + "title": "Mu-12", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Frame_Data", + "title": "Mu-12", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Frame_Data", + "title": "Mu-12", + "section": "Drive Moves", + "text": "For all Drive moves Startup listed is for the stein's own attack. Mu herself only animates the move for the listed recovery time." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Frame_Data", + "title": "Mu-12", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Frame_Data", + "title": "Mu-12", + "section": "Revolver Action Table", + "text": "5Band2Bare tied together - they can be used a combined total of 2 times per string 5Cand2Care tied together - they can be used a combined total of 2 times per string" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Frame_Data", + "title": "Mu-12", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Frame_Data", + "title": "Mu-12", + "section": "Twitter", + "text": "Twitter Tag#BBCF2_MU" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Frame_Data", + "title": "Mu-12", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Starter", + "title": "Hazama", + "section": "Key Moves", + "text": "Hazama does not play normal neutral games. Chains are your best friends to approach, poke, combo and more! j.D is a good option to throw out when you want to approach air-to-air... ...and j.6D for air-to-ground. An immediate D cancel from j.4D (j.4DD) shoots you forward. Use this to approach fast! Without chains, 3C is your best tool in the midrange. Poor Hazama does not have strong options when out of chains, so keep the chain counters healthy! 5A is your main tool for anti-air due to its speed. 2C is a strong, albeit slow,anti-airA grounded attack that hits the opponent out of the air. Counter hit from this is juicy. 623D can be used as an extremely hard-read tool. The reward is big! 2A is your main tool forAbareAn attack during the opponent's pressure, intended to interrupt it.and creating simplestagger pressureThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.. 5B is +2 on block normal that glues together your combo game and pressure, a core normal for staggers. 214B provides stance that gives powerful followups. When in doubt, pull this out! 2A>5B>5C>3C>214B~C— This combo will grant you knockdown anywhere and asafejumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening., allowing you to set up the situation again and repeat. If you find3Cinto214Bdropping, try cancelling on the first hit of5Cor omitting3Centirely. 2A>5B>5C>3C>236A— Very similar to the first combo, however this one will grant you space and screen control, setting up Hazama for an approach. 2C> jc > j.C7 >214B— is a simple air conversion that will grant you knockdown right at your feet. Once you get the hang of microdashing and linking chains, stronger BnB's will become available to you: Load videoLocal FileLocal File might collect personal data.ContinueDismisshttps://www.dustloop.com/w/File:BBCF_Hazama_CoreCombos1.webm Load videoLocal FileLocal File might collect personal data.ContinueDismisshttps://www.dustloop.com/w/File:BBCF_Hazama_CoreCombos3.webm" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Resources", + "title": "Jubei", + "section": "Intro", + "text": "This page is Jubei's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Resources", + "title": "Jubei", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here. Jubei Guide by Elyon Jubei Combo Doc Jubei Combo-Gameplay Resources Japanese Name: 獣兵衛 Japanese Wiki Japanese BBS Arcade Profile Dan Rankings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Resources", + "title": "Jubei", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Intro to Jubei How to play Jubei by MattoCat" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Resources", + "title": "Jubei", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Resources", + "title": "Jubei", + "section": "Twitter", + "text": "Twitter Moment with Jubei tech" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Resources", + "title": "Jubei", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Frame_Data", + "title": "Izayoi", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Frame_Data", + "title": "Izayoi", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Frame_Data", + "title": "Izayoi", + "section": "System Data", + "text": "Can cancel Gain Arts Forward Dash into attacks from frame 10 onwards GA Forward Dash must be held for at least 2 extra frames in order to reach the minimum height required for airdash; earliest airdash is after 16F forward dash including the held frames Gain Arts Forward Dash, ground or air, adds 4 frames of landing recovery (unless overridden by using j.236A before landing) Can cancel Gain Arts Back Dash into attacks from frame 17 onwards Gain Arts Back Dash, ground or air, adds 2 frames of landing recovery (unless overridden by using j.236A before landing)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Frame_Data", + "title": "Izayoi", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Frame_Data", + "title": "Izayoi", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Frame_Data", + "title": "Izayoi", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "Overview", + "text": "Tsubaki is awell-rounded characterwith potent rushdown capabilities and several tools enhanced by her Drive. After charging her install gauge, Tsubaki can perform enhanced versions of her specials which can be used to extend combos or pressure, or strengthen her already solid neutral game. She has a good poke, great mobility with her extremely fast run and huge airdash, and specials that allow her call out a variety of attacks from her opponent. On offense Tsubaki has very powerful stagger pressure. She has whiff cancels that move her forward, large stagger windows on most of her normals, and a multitude of good lows complimented by an unreactable command throw. Tsubaki does good average damage without resources, but can do incredible amounts of damage off of most hits with stocks available. All of Tsubaki'sBandCnormals are two-stage attacks, after using any of these normals, you can input the same normal again and get a second attack. You can do this on hit or block as you'd expect, but you can still cancel for up to 8F after the previous move's active frames end, even if you missed. This allows most of Tsubaki's normals to be potential frame traps with delayed cancels. Tsubaki has a unique resource called the Install Gauge. She starts each round at 0 charges (usually called stocks) and can hold a maximum of 5 charges. Pressing5D,2D, orj.Dwill cause her to charge this gauge. Tapping theDbutton will charge it by about 1/5th of a stock. Holding theDbutton continues the charge. It takes 2/3 second (40 frames) to fully charge a stock. Certain situations will affect the charge rate. Usingj.Dat certain heights will slow down the charge rate after gaining about 1/2 a stock. After using certain specials, Tsubaki can charge at a briefly increased rate for a short burst of stock gain. Tsubaki can spend a charge (also called a \"stock) of this meter to perform enhanced versions of her specials with theDbutton. TheDversions of her specials have properties that can lead to new mix-up options, higher damage, and combos. Gaining and using stocks effectively is key to success with Tsubaki. Tsubaki automatically charges the Install Gauge at a set rate during OD. Stocks charge at about ~1 stock per second (166 units per frame). Charging the Install Gauge manually will add to this as normal. Charge cancelling recovery is shortened during OD, which makes her more advantageous on block and allows her to link slower moves after an air charge cancel. All of her normals can be OD cancelled except3Cand3CC." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "Normal Moves", + "text": "All of Tsubaki's normals, besides5A/2A, are air unblockable. All followups are available on hit, whiff, and block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cancels into itself up to 3 times, even on whiff Standard jab which hits crouching opponents so it's very useful as a pressure tool, but lacks range. It's useful for setting up throws, her command grab or for scoring throw reject misses. Also, delay-cancelling5Ainto any of her other fast normals (5B,2B, or5C) is a great way to frame trap against mashers. This normal is especially useful against those who are trying to keep you out with barrier, as it allows for stagger pressure with micro-dashes. You might find yourself using this in combos at times because it's easier, but it does slightly mitigate the overall damage dealt." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tsubaki's best poke. Great balance of range, speed, on top of being jump cancellable. You have a high/low mixup with6Aand6B, which provides a max-range confirm, though damage is low without a stock for22D. Use this normal with caution however, because several characters have normals which can low profile it. Examples include Hazama's3C, Bullet's2B, Taokaka's2B(She can also crawl under it) and Platinum's2B. Still, it is a must-use normal in Tsubaki's repertoire as it is her best poking tool. Whiff cancellable into 5BB from frame 15 (first frame of recovery)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "5BB", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Follow-up to5Bthat moves Tsubaki forward; Delay-able, so it's useful for frame traps. It can whiff if5Bhits too far which can leave you open to an attack. It's difficult hit confirming with5BBsince you're unlikely to hit with5BB'raw'.5BBstill offers a high/low mixup but without careful attention to spacing, you will find yourself whiffing this normal often, so you will want to use5B>6Bwhen uncertain if5BBwill connect.5BBadds some proration to combos, so if you can master the hitconfirm, it can be better to use5Balone or followup into5CC. Inputting5B6Bquickly will prevent5BBfrom coming out on whiff, while still gatling into6Bon hit, which is useful for avoiding unwanted5BBwhiffs" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Chas less range than5Band is not jump cancellable (even on hit) so is less used in neutral, but it shares5B's traits of being charge cancellable, special cancellable and air unblockable. It mostly serves as blockstring/combo filler, but can also be used as a frame trap by delaying it after5B/5BB/2B, and is a strong punish normal, being quick, with good proration, and comboing into6Con CH. As it only has 8F of startup, it can be a strong punish normal after using Overdrive Raid through an opponent's slow attack. ODR →5CC→6BBtakes long enough for you to gain 1 stock, opening up the option for a623Dconfirm or Mugen confirm (if you have the meter for it). Whiff cancellable into 5CC from frame 11 (first frame of recovery)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "5CC", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fatal Counter Followup to5Cand often used as combo/pressure filler. Delay-able, which makes it a strong frame trap that confirms nicely into6Con CH for huge damage. Remember5C(C) →6Ccan only be done on hit, so a nice OS you can use is5CC→6C+B. On block you get6B, and if5CChits -6Ccomes out, but be aware that it's only a combo on CH. This is also Tsubaki's heaviest normal with varied cancel options: it's neutral on block when charge cancelled, and the6Bcancel leaves no gap unless IB'd. The Fatal Counter is quite difficult to hit in neutral, since it requires5Cto whiff and takes a total of 23 frames to come out. Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cancels into itself 3 times, even on whiff Standard crouching jab which is very good when used to initiate pressure/jab out. It's slightly more advantageous than5Aso it's better for pressure, but slightly slower. You can also use this to set up tick throws and command throws, making it a valuable asset to your pressure. You can use2Ato begin your mixup or fish for hits if you're using stagger pressure. 2Acan be used to pick up knocked down opponents, which has a variety of applications, such as usingj.214Dto extend air combos midscreen. The fact that it OTGs also means that using it after a proper knockdown can threaten a blue beat combo extension if the opponent opts not to neutral tech and it is fairly good for catching rolls due to its extended lower hitbox." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hits low and is a standard blockstring/combo filler that gatlings into2BB,6A,6C(no use),2Cand5Con hit and block. Not especially fast considering its short range but short recovery and good hitbox structure makes it a viable counterpoke in neutral, especially against opponents that try to target5B. You can chain to the overhead6Aor to2BBas an additional low as a simple mixup. Good cancel options, short hitstop and being -1 on block makes2Ba good pressure reset point.2Bdoes not scale damage very well, and should generally not be used as combo fodder for that reason. After ending a combo with a hard knockdown, you can dash and use this normal to cross under an opponent that immediately neutral techs. By applying a slight delay you can also opt not to cross them up which provides some good mixup potential. If they don't tech you can followup2Binto an air combo and extend the corner carry. Whiff cancellable into 2BB from frame 14 (first frame of recovery)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "2BB", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An additional low hit, moves Tsubaki forward and can be delayed slightly to provide another frame trap with decent reward, or cancelled into immediately to target movement or reversal attempts. Useful as a threat of a second fast low to back up2B's potency as a pressure reset/mixup point, while also keeping you relatively close to the opponent. The forward movement on2BBgives it more effective range than2Balone, when5Bgets blocked just outside of2B's range, it's possible to whiff cancel2Binto2BBto preserve some strong gatling options and maybe confuse the opponent. Like5BB,2BBreduces overall combo damage as compared to confirming into5C, which is something to keep in mind after confirming a previous hit. Gatlings into5B,5C,6Cand2C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tsubaki's dedicated Anti-air. Tsubaki crouches low and hits upwards. Staggers on ground CH and can be followed up with a fallingj.Cafter jump cancelling2C. Can be confirmed easily on air hit with the followup2CC, 236/214 series or by jumping/super jumping and using an air normal depending on the height.2Conly gatlings into2CCon block so it's better to jump/special cancel or avoid the followup entirely as it's mainly used for combo filler. Decent recovery, crouching state can make it hard to punish from the air. 2Cis a great move for catching opponents that approach in the air at an angle due to its diagonal shape, but it is sometimes useless against characters that have air moves that allow them to hit from directly above or behind you as2Cwill whiff easily, unless it clips a very extended hurtbox. If2Cis used on a juggled opponent that is close enough to the ground, the opponent will not be able to tech before they land which allows this move to be used as a combo ender in some cases to provide a knockdown. Because it is both jump and special cancellable, it can be used to set up oki with421A/Dor the blade super and proper safejumps in the corner with correct jump cancel andj.Ctiming. Cancellable into 2CC (including on whiff) from frame 18 On CH Crumple Duration 48F, Crumple Fall 73F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "2CC", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Followup to2Cthat launches both grounded and airborne opponents, hitbox is very vertical, so be careful of whiffing it. Gatlings into5Cif5Chas not already been used. Can catch an opponent falling into it after2Cwhiffs, but the lack of any head invul may become a liability when directly contested. Jump and special cancels makes2CCsafe on block, but the 29 frames of recovery on top of the narrow hitbox make this normal very punishable when misused." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 110% Bonus Proration Fatal counters. Forces crouch. Tsubaki's standing overhead,6Aleads to fairly sizeable damage and corner carry, but is quite slow and short ranged compared to many other standing overheads. Take care to avoid being predictable when using this normal because it is easy to get grabbed or mashed out of even if you gatling out of another normal. If6Ais blocked it gatlings into5Cwhich is air tight even on IB, so even if the6Ais blocked you can charge cancel the5Cwhich gives you another chance to open up the opponent.6Ais a good spot for an OD cancel so you can trap your opponent's burst, but the downside is that the confirm is pretty tight. On FC, you can do6A→5CC→6CCinto a variety of followups, with IADj.CCbeing the most common option. Bonus Proration 110% Fatal Counter Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Standing Low Steps forward a lot during its early frames, making it good for kara-throws, but6Cis better. Tsubaki spins then does an advancing low kick which unsurprisingly, hits low, making it a standing low. The slow startup of this normal makes it a natural frametrap from5B,5BBand5C. On CH, it causes the opponent to trip, which can be confirmed into a full combo with2Bor6BB→214B. This normal's greatest feature is converting from5Bat any range on any grounded hit, and allowing it to catch people trying to jump out after5B/5C; However, it is not plus on block, making it a somewhat riskier place to reset pressure. Cancel options are limited to only6BBand specials, which still lets you threaten and reset pressure, but also opens up more opportunities for the opponent to contest, especially with good IB usage. In general, the safest way to end pressure after committing to6Bis6BB→421A. 6Bcan be used to catch backward rolls after22Bandj.236A→j.214Aenders. A common roll catch route would be6BB→214B. Cancellable into 6BB (including on whiff) from frame 20" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "6BB", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The followup to6Band another low attack.6BBmostly serves as a threat to deter mashing after6B. Unsafe if blocked but difficult to punish if used at max range. Only cancels into specials. On air hit,6BBcauses a long float state than can be confirmed with214B,22B,623Dfor damaging combos. Mostly happens after CH6Bor roll catch." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll High damage combo tool, key for some of Tsubaki's most dangerous routes. Steps forward a lot during its early frames, making it good for kara-throws. Whip-based attack that hits multiple times. Cancels into6CCand specials on block, jump cancelable on hit. The single best combo starter on normal hit, about tied with5CCon counterhit.6C's combo prowess comes from its large base damage, low damage scaling and massive hitstun. Slow startup means6Cconnects from a few specific moves, notably CH5B/5C,421D→236D, air throw and other combo routes that set it up correctly. This move can also help close distance in pressure against opponents who abuse barrier, but it is not jump cancellable on block so pressure can be ended safely by cancelling into421Aor22B. Cancelling into421Acan be used to extend pressure if the opponent insists on staying grounded since you can run in while the opponent is blocking the projectile. This special cancellability can also be used to get in sneaky command grabs effortlessly if the opponent does not use barrier while6Clands. You can perform kara throws with this move by inputting6C~Bin quick succession (A 3 frame window). Tsubaki will say the voice line for6Cand will appear to step forward and perform a grab. Kara throws allow Tsubaki to threaten grabs outside of normal range. Cancellable into 6CC (including on whiff) from frame 33" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "6CC", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 110% Bonus Proration Followup to6Cwhere a sword shoots upward from the ground. Heavily unsafe if blocked, with no options except rapid cancel, so avoid using in a blockstring. There is a small gap between6Cand6CC, so it can be used as a frame trap, but there are definitely much better options. Can be used after6Cto continue the combo. If done at the beginning of a combo, the amount of untech time after the launch guarantees thatj.Cwill connect after an IAD for good damage and corner carry.6CCwill not always boost combo damage, since its base damage is not the best and the launch is not always desireable after6C, varies per combo. Bonus proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fatal counters. Followup possible from the start of the move until 8F after active frames end. Can even cancel before this move goes active Tsubaki's slide/sweep which travels a fair distance but does not low profile much since Tsubaki's head sticks up and has a hurtbox. Can only cancel into3CC, but it can be done at any point during3C, even before it goes active. The many active frames mean that getting blocked near the end of the slide is often safe. Can combo with no requirements, leads into good damage. Fatal Counter Whiff cancellable into 3CC from frame 18 (first active frame)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "3CC", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fatal counters. In the air 23~31F. Launches the opponent into the air after3C. Head invul from the very first frame until the first active makes3CCa legitimate anti air, on top of the very tall hitbox. This can be used to trick your opponent into thinking they can punish you after3C, however if this followup is blocked you will be vulnerable to attacks. It does have a slight pushback effect so certain characters may have difficulty trying to punish it if they don't have a fast normal with decent range. Do not abuse. Important combo filler to launch opponents after3Cto confirm into combos. Ending a combo with this normal gives you enough time to set up a safejump. Fatal Counter Airborne from frame 23 Airborne recovery can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Small air jab. Used for its speed that makes up for the small size. On block, it's useful for applying air pressure or setting up aerial tick throws/throw reject misses." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Horizontal normal, used in air combos and neutral. This makes a better air to air normal thanj.Ato contest air space, since it has more range and comparable speed. Not bad as a jumpin either, good balance of speed, size and hitstun. Plays a very important role in confirming off random anti air hits thanks to its speed. Usually cancelled intoj.BBorj.Cfor pressure and combos. Cancellable into j.BB (including on whiff) from frame 12" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "j.BB", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Followup toj.B. Can be delayed, and has a hitbox above Tsubaki. Lifts the opponent above Tsubaki so it is great for adjusting relative air spacing during air combos for the sake of advantageous knockdowns. Also a good air-to-air since it covers an uncommon angle and comes out quickly afterj.B, but you still need to be quick on the draw to get this to win." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The go to normal for air to ground offense. This is Tsubaki's longest range air normal and sports the best downward hitbox out of all them, exceptj.CC. Can combo afterj.Band its followup. If you're close enough to the ground,j.Ccan connect to5A,5B, or5C. With a CHj.Clanded on an airborne opponent regardless of distance off the ground, you can go into a full combo if you catch the opponent so long as you hit the ground first. As an air-to air, its slightly slower speed and standard size make it kind of average, but its strength comes when you're above the opponent or score a hit. On block, you can delay the followupj.CCto add more overhead pressure, but this can worsen your frame advantage due toj.CC's halted momentum. Cancellable into j.CC (including on whiff) from frame 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "j.CC", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Followup attack toj.C. It is mostly used in combos afterj.C, or for an added overhead after a blockedj.C. The short hop that she does can be used as both a mixup and a frame trap after aj.Cthat is done very close to the ground, but can be dangerous at other times as it can be low profiled due to the lack of a deep reach likej.C. It can also be used in neutral to cover aj.Cwhiff usingj.CC's sweeping hitbox. Has the most blockstun out of every air normal, but the extra air time can severely limit pressure/combo options when pressed from too high up. High attack level works well with charge cancel, which lets you frame trap with fallingj.Aorj.B. On hit, if you cannot land in time, combo intoj.214Binstead." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "Drive Moves", + "text": "Numbers in brackets indicate values during Overdrive." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll CH state for the duration of the move Hold D to continue charging After the minimum duration, charging returns to the normal rate. Aside from Overdrive and63214C, this is the main way to charge stocks. While Tsubaki does not need stocks to play her game, the fast charge gain and short recovery let you use this frequently in neutral. This often comes at the cost of space control, so avoid charging when in immediate danger or when the opponent can use that time to start pressuring you. The fastest possible charge cancel will build 1/4th of a stock. On hit, some specials can be charge cancelled as well, which lasts slightly longer and builds half a stock instead. Tsubaki can cancel into this move from many of her normals. This is commonly called a \"charge cancel\". Charge cancelling allows Tsubaki to effectively improve the frame advantage of her stronger attacks with higher blockstun and longer recovery, allowing for stronger and safer stagger pressure. The minimum total duration of5Dis 18 frames, which is short enough to make her punishable attacks safer, or 14 frames during OD, which can allow her to even be plus off certain attacks. Below is a comparison of each attack's advantage with and without charge cancelling: Listed startup is frames until gauge is gained No maximum hold duration Values in [] are in OD Minimum total duration 18F [14F] Active time refers to when Install gauge increases First 4 frames charge at 500 units frame normally, then 250 units per frame thereafter If special cancelled, the rate is 1250 for the first 4 frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as5D, but crouching. 2Dsees much less use than5Dbecause getting hit will result in a crouching counter hit, often extending the opponent's combos. Listed startup is frames until gauge is gained No maximum hold duration Values in [] are in OD Minimum total duration 18F [14F] Active time refers to when Install gauge increases First 4 frames charge at 500 units frame normally, then 250 units per frame thereafter If special cancelled, the rate is 1250 for the first 4 frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Causes forced landing recovery, which is applied even after pressing buttons or blocking in the air. Charges 1/2 a stock at an accelerated rate, then very slowly for the other 1/2 charge, then charge rate becomes inversely proportional to height. Stops Tsubaki's movement and momentum. Cannot be performed instantly while rising from a ground jump. j.Ddecreases her falling speed, so it can be good for avoiding AAs or the opponent's projectiles depending on their trajectory. Even if started high in the air, Tsubaki's charge speed will increase as she descends. Has fairly short recovery when landing recovery is not accounted for, so it can actually be used to extend air combos by charge cancellingj.Corj.CCand then linkingj.Aorj.Bdirectly afterj.D's recovery ends. In Overdrive, the reduced recovery allowsj.Candj.CCto be linked to anotherj.Cwhich slightly increases combo damage. This requires tight spacing and can only be utilized if you haven't used an air option. However, it does get you lots of charge mid-combo. Listed startup is frames until gauge is gained Values in [] are in OD Active time refers to when Install gauge increases First 4 frames charge at 500 units frame normally If special cancelled, the rate is 1250 for the first 4 frames Afterwards the rate varies on height: 50/f above 500,000 units, 200/f if above 400,000, 250/f if above 200,000 and 350 otherwise. Landing recovery is applied when move reaches frame 4 If Tsubaki lands during this move, instead enters 15F landing animation" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage: 1500 Tsubaki throws her opponent forward, causing a wallbounce. A delayed214Bis the easiest way to followup from this midscreen. You can also followup with micro dash5C→2Cbut the timing on it is quite strict.236Bis also an option, but if you214Bto continue from there it may whiff. In the corner, if you have some meter to spare, cancelling straight into Crush Trigger leads to massive damage. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage: 1500 Staggers opponent Minimum Damage 100%: 1500 Crumple Duration 36F, Crumple Fall 69F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage: 1500 Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 25% Heat. 180F Heat Gauge Cooldown. Possible to charge. Causes hard knockdown on air hit. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "Special Moves", + "text": "Regular and followup versions of specials are considered two different moves and do not trigger SMP when both are used in a combo. Certain specials have follow up options, normal versions of each follow up can only be executed on hit, andDversions may also be executed on block and whiff. 236A/B/C/DSanctus Aequum 214B/D**Sanctus Veritas * 22B/D**Angus Dei * 22B/D**Angus Dei * 623C/DBenedictus Rex j.236A/D**Aequum Elesion * j.214A/B/C/D**Lux Aeterna * j.214A/B/C/D**Lux Aeterna *" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "Sanctus Aequum", + "text": "236A/B/C/D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll CVersion passes through opponent on hit or block. All versions can cancel into214B/Dor22B/Don hit and214Dor22Don block or whiff. Dversion launches on hit. Dversion shares Same Move Proration with412D ~ 236D Charges forward with the shield. TheAversion travels a little less than half screen, theBandCversions travel about 3/4 screen, and theDversion travels slightly farther than them. The stockless versions do not function as gap closers. Instead, they're usually combo filler. Different versions can be used in combos so that SMP is not activated. You can followup with214Dand then/or22Dto catch people trying to punish you in the recovery of the moves.A,BandCversions have a static active time, and get safer when blocked later into their travel time. TheDversion by contrast, is proximity based and cuts to its recovery as soon as it connects which means its frame advantage will always be +2 on normal block. TheAversion has the fastest startup. It's only used late in combos where236Bmight not work. Covers small ground, shorter recovery and travel makes it the safest on block bar236D. TheBversion deals more combo damage and leaves smaller gaps when cancelled. Slightly slower than theAversion but travels about 1/2 screen. TheCversion crosses straight through the opponent and allows you to switch sides at any time during a combo. It travels the same distance as theBversion. It leaves you a little farther than2B's length behind your opponent on block. On hit, it crumples the opponent. In pressure, you can rapid cancel at different points to create a left/right mixup TheDversion launches the opponent and can be followed up with a dash5B/Cif the opponent is hit off the ground or even6Cif the opponent is being juggled after2Cfor example. It is a staple for extending combos midscreen and it leads to great corner carry. It is the fastest in terms of travel speed, covers the most ground, and is positive on block so it can be used to extend pressure. On normal block it leaves you about a5B's length in front of your opponent. 236C On hit/block, Tsubaki goes behind opponent. Recovery 26 in that case 236D Values in {} are during Macto Maledictis" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "Sanctus Veritas", + "text": "214B/DorSanctus Aequum >214B/D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll All versions can cancel into22B/Don hit and22Don block or whiff. Start-up and invul calculated when at point-blank range; Values change depending on distance from opponent. Dversion is jump cancellable when not used as a followup. The 2nd attack of Tsubaki's 'rekka' combo. It launches the opponent on hit and has body invulnerability. Unsafe on block from close up, but delivers a sufficient amount of pushback to make you harder to punish. The invul frames are not immediate, but good guesses let you phase through and punish plenty of moves at all phases of the round. Just like with the 236X series, you can follow up with22Don block to catch people trying to punish you and/or hold onto your turn. The regularBversion flips the opponent when it launches them. It has short recovery after launching the opponent which makes it possible to followup with5B/Cor623Cand go into a juggle or air combo. However, confirming into this move requires a couching confirm or the opponent to already be juggled. Body invul ends by the first active frame, so contesting an active move results in a trade, which may let you come out with a combo thanks to the long juggle. The followupBversion does not flip the opponent when it launches them, launches them a bit lower, and deals less damage. Due to the launch being lower (and the recovery of the move being greater) it cannot be followed up with another normal and must be special cancelled into22B/Din order to continue. Using both the regular and followup versions in a combo will not trigger SMP. The regularDversion flips the opponent when it launches them and is jump cancellable on hit. The jump cancel opens up a variety of combo paths that all lead to great damage and corner carry. By jump cancelling the move, you can go into a simple air combo withj.C. By either preforming an IADj.Cor delayingj.Cuntil you are near the ground, you can get a juggle combo going by connecting5Cafter touching the ground. The jump cancel can even be used to cancel214Dinto a Crush Trigger or raw OD. This technique known as a \"jump cancel cancel\" allows the jump startup of a jump cancellable move to be cancelled into a special move and the paths stemming from use of this technique are where a good number of Tsubaki's big damage combos come from. Just like theBversion, it cannot be used out of conventional confirms and requires the opponent to be juggled or crouching. Unlike theBversion, the body invul lasts through the active frames, and also starts 3 frames earlier, which makes214Dmore effective than214Dat times. The followupDversion does not flip the opponent when it launches them, is not jump cancellable on hit, and deals less damage. Unlike theBversion, it can still be followed up with5Ceven after being special cancelled into which means it can be used to start an air or juggle combo even out of one of the 236X series. If used first without cancelling out of one of the 236X series, the recovery of the move is shorter which makes it possible to followup with5B/Cor623Cand go into a juggle or air combo. However, using this attack by itself requires a couching confirm or the opponent to already be juggled. Has slightly longer body invulnerability compared to theBversion that lasts until the active frames instead of just before. Follows the same rules concerning SMP exemption. 214D Values in {} are during Macto Maledictis Followup 214D Values in {} are during Macto Maledictis" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "Agnus Dei", + "text": "22B/DorSanctus Veritas >22B/D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Same startup for both versions, but22Dhas greater range and damage. Considered airborn and has foot invul, but can be interrupted if predictable due to high startup Third part of Tsubaki's 'rekka' combo. It is a versatile special that helps Tsubaki maintain close-range for pressure while also being a relatively safe potential starter on its own. The final attack in Tsubaki's string of special attacks that bounces or knocks the opponent down. Tsubaki leaps forward and swings a hammer overhead, forcing the opponent to block high while avoiding potential lows. theDversion has advantage on block, making it a great way to continue pressure as it leaves you close to the opponent. Due to its high startup it can be interrupted by a wary opponent, but because of the many options it can be canceled from, an opponent might be hesitant to call it out. TheBversion hits once with the hammer, bouncing the opponent off the ground. It can be followed up easily with a large variety of normals with the most common one being5C. While using it as a way to close distance has its advantages, the opponent may learn to start expecting it. If the opponent respects Tsubaki's close-range pressure, it may be useful to throw out as a potential mixup at a closer distance. The followupBversion knocks the opponent to the ground. Without meter it cannot be followed up as the opponent can quickly tech once knocked down. As followups are unlikely, it is typically canceled with5D/2D. Cancelling into5D/2Dafter knocking the opponent down with it speeds up charge generation for a few frames which guarantees a certain amount of a charge after ending a combo, though this can only be done after theBversion. As this cancel can be done at the end of a22Bstarter combo, it is only recommended for the followup. The accelerated charge speed caused by cancelling this move into5D/2Dgenerates a minimum of 0.5 charges before going back to the regular charge rate. TheDversion hits twice with the hammer, bouncing the opponent off the ground like theBversion, but deals slightly more damage and leaps almost twice the distance. It is roughly the same as22Bin terms of combo routes as the bounce caused is identical, but where it is unique is in how it can be used to make 236X or 214X safe. As these specials are punishable and cannot be canceled into22Bon block,22Dmay be able to catch or trade with an opponent looking to punish them." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "Benedictus Rex", + "text": "623C/D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tsubaki's only metreless reversal, and a pretty good one. Rex is fast with a decent hitbox, but what sets it apart from other DPs is its ability to cancel into charged followups,even on whiff. These aren't foolproof, but can make Tsubaki awkward to punish, or even allow her to escape and take her turn back against unprepared opponents. An interesting quirk of Rex is that it's coded exactly like a projectile, even being a seperate entity from Tsubaki — It's simply B attribute instead of P. This leads to interesting interactions as Tsubaki doesn't experience any hitstop, and so cannot be caught by Hakumen's parries, and won't be 'frozen' by anything with guardpoint either. Both versions can cancel into Aequum Eleison or Lux Aeterna on hit.Both versions can cancel into theD variantof the aforementioned moves on block or whiff. Both versions can cancel into theD variantof the aforementioned moves on block or whiff. Active frames calculated off 1st hit. TheCversion fires a single pillar upward towards the sky which is actually active the entire time it is on screen. It launches the opponent and can be cancelled into the air specialsj.236Aandj.214Aon hit in order to get a knockdown immediately in front of Tsubaki when she lands. Despite the projectiles insanely long active time, it leaves Tsubaki's side and the invul frames only overlap with a single active frame, so delayed attacks will trade or flat out beat623C. If the move is whiffed or blocked, it can be cancelled into theDversions of those moves in order to make the reversal harder to punish. Usingj.214Dcompletely prevents the opponent from scoring a counterhit on you since it replaces the counterhit recovery of the DP with normal recovery, but they can still punish you with a solid close-range starter. Usingj.236Dwill move you backward and fire a projectile, but you will still be in counterhit state until you touch the ground and be punishable. Cancelling intoj.236D→j.214Dis a knowledge check and sometimes legitimately difficult to deal with, depending on character. 623C reversal 623D reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "Aequum Eleison", + "text": "j.236A/D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Can cancel intoj.Don hit from 33F onwards if the first part of the attack hits or on whiff from 59F onwards. FollowupAversion can cancel intoj.Dfrom 31F onwards. All versions except for the followupAversion have projectile startup of 25F. All versions can cancel intoj.214A/B/C/Don hit without the projectile landing. Dversion can be cancelled intoj.214Don whiff. Following up eitherDversion withj.214Dactivates the aura. Tsubaki's aerial projectile special. It also happens to be the second part of her \"rekka\" out of623C. The projectile is perfect to use in neutral to control movement, shield approaches, and create opportunities to charge. Be careful when using this while higher in the air or when your opponent is nearby because its startup isn't the fastest and it has long recovery. If you are too high up, your opponent can simply walk right under the projectile and it may even disappear before touching the ground since it is only on the screen for a limited amount of time. A handy trick to getting the projectile out safely is to tiger knee the special input (2369A) which makes the special happen right out of jump startup and very close to the ground. Can be cancelled intoj.Dto generate a minimum of 0.5 stocks TheAversion fires the orb and moves Tsubaki slightly backward while in the air. Its projectile can be used in neutral as stated above and even for oki in the corner (using a certain right combo path). Has combo potential in the corner in conjunction withj.Dby linkingj.Bwhile the opponent is still in hitstun from the orb. Air recovery lasts until landing, which is the main risk factor The followupAversion does not launch a projectile. It's only accessible after a DP, so Tsubaki uses it exclusively as part of a combo ender. Crumple stuns grounded opponents. Ground bounces on air hit Hard KDs on air it. TheDversion fires a larger white orb and moves Tsubaki slightly forward while in the air. Although its projectile can be used just like theAversion's projectile, it costs a stock and has unique benefits. This version's recovery can end in the air, letting you block, press or use remaining movement options, the projectile also does not disappear if Tsubaki gets hit. Ifj.214Dis used directly after this special, it will active the aura and change the properties of the move entirely and allow for a stronger followup from an air combo thanj.214Dby itself. j.236A P in active frames represents a projectile spawned j.236D Values in {} are during Macto Maledictis P in active frames represents a projectile spawned Crumple Duration 50F, Crumple Fall 78F Followup j.236D Values in {} are during Macto Maledictis P in active frames represents a projectile spawned Crumple Duration 50F, Crumple Fall 78F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "Lux Aeterna", + "text": "j.214A/B/C/D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll All versions exceptDcan cancel into5D/2Don hit. Dversion always causes hard knockdown. Non install versions only have hard knockdown on ground hit, or when used as part of her air \"rekka\" of 623X and j.236X. Tsubaki's air combo ender and final part of her string of specials starting from623C. It nets a knockdown and leaves her right in front of the opponent when she lands. In BnBs, this special often follows j.236X. Cancelling into5Dor2Dafter grounding the opponent speeds up charge generation for a few frames. This guarantees about 1/2 a stock before going to the regular charge rate. Just like the 22X series, this cannot be done after theDversion of the special. If your back is to the corner, it can be used after a super jump to scale the screen and run away from your opponent. TheAversion travels at a -60° angle and covers the least distance, it is usually unpunishable on block except by jabs at close range. TheBandCversions travel at a -45° angle and a -30° angle respectively and are extremely punishable on block. The regularCversion pauses for a moment, then descends. On air hit it wallbounces in the corner but causes soft knockdown. You can use this to set up different oki situations. The followup properties can be attained by special cancelling out of either the 623X series or j.236X series. These versions are one of Tsubaki's main combo enders. After getting a hard knockdown, Tsubaki can call out delay techs with2Ato continue a combo and net some corner carry. The regularDversion descends at theCversion's angle. It will always hard knockdown and has long untechable time. By dashing you can pick the opponent back up and go into another full air combo or end in a super. This move is essential as it allows any air combo to be converted into a ridiculous amount of damage and corner carry from anywhere on the screen.2Bafter the post-landing dash is the simplest way to follow up the special, but stricter options like6BB,3Cand6Ccan yield higher reward. This move is extremely useful in neutral due to its travel speed and angle, as well as how low its recovery is. While not positive on block on average, in general you will be not be punishable, so the threat of623C, 214X, or 22X will almost always be there for the opponent. The frame advantage of this move, like most divekicks is based on the angle and at what point the opponent blocked it, so it can be extremely plus if the opponent blocks it crouching in the late (near ground) active frames, but it can also become potentially punishable if the opponent blocks it standing in the frames where you are not close to landing. On average, imagine the move as being somewhere between -2 and +2 depending on crouching or standing block, so make sure to confirm how the opponent blocked it. Do not become overly reliant on this as a way to \"skip neutral\" since it is easy to call out, but if you have 50 meter, go nuts since you can turn the blocked dive into a mixup. j.214D Values in {} are during Macto Maledictis Followup j.214D Values in {} are during Macto Maledictis" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "Lux Aeterna (Aura)", + "text": "j.236D~j.214D(Aura) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Starts up whenj.214Dcomes into contact withj.236D's projectile. Hard KD Even though they look the same, cannot be caused by colliding with the421DProjectile Costs 2 stocks in total. This combination special goes through projectiles and contributes a lot to combo damage. This is the trickiest followup to punish after a blocked/whiffed623C, considering its delay and safety on block. Can be used to continue combos with3Cmidscreen easily since it grounds the opponent and causes hard knockdown for a long period of time. Values in {} are during Macto Maledictis" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "Lux Macto", + "text": "421A/D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Dversion can cancel into236Dat any time after startup. Tsubaki's ground projectile. It is really beneficial to Tsubaki's overall game because it possesses a lot of handy features. It can be used in neutral to cover your approaches, control the opponent's movement, or create opportunities to charge just likej.236A. It can be used for oki and pressure as well. TheAversion sends out a pink orb that travels almost fullscreen screen before disappearing. It has fairly slow startup, so just likej.236A, it should only be used in neutral when you are a comfortable distance from your opponent. You can also use it against passive opponents to reset pressure. When used this way, you should cancel into it from high attack level moves like6Cor6Bso you don't get mashed on as easily. On most knockdowns, you can send out the projectile to cover your opponent's wakeup so they have to block while you run in. Lasts about a screen and a half TheDversion sends out a larger white orb that starts out accelerating very slowly before rocketing off the screen similar toCarl'sVolanteGuardAllStartup31RecoveryTotal: 90[Total: 52]Advantage. Notably, it also persists if Tsubaki gets hit. The large size and acceleration make it even better at doing nearly everything theAversion's can do. The fast startup and slow initial travel protects the space directly in front of you when it is called out and can be used as a shield. It's also an excellent oki/pressure/scramble tool, as the projectile will cause you to trade with just about anything that doesn't directly negate projectiles." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "Sanctus Aequum (Aura)", + "text": "421D~236D(Aura) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 19-40 Projectile Guard Point. Starts up when236Dcomes into contact with421D's projectile. Will not interact with the projectile fromj.214D. GP calculated on whiff. Possible to cancel into214B/Dor22B/D. Considered part of236Dwithout the Aura, so shares its same move proration. Values in {} are during Macto Maledictis On Guard Point, hitstop for Tsubaki is 0F. Opponent hitstop unchanged." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "Sanctus Aerolata", + "text": "63214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tsubaki's command throw. When it successfully connects, it will give her two stocks, but deal very minimal damage. It can be rapid cancelled during startup in order to go into a combo although she will not acquire exactly two charges if the move is rapid cancelled before it is over since stocks are gained based on the number of hits dealt. Since this move scales its damage with every hit, you must decide if you want to RC early to do more damage but get fewer stocks, or vice-versa. Without rapid cancel, you don't deal much damage but still recover noticeably before they do, allowing you to maintain pressure with your newly earned stocks, particularly in the corner. The startup is very fast, matching her2Bso it's definitely something to consider especially if you're having a difficult time opening up your opponent. Remember that if this is used on your opponent's wakeup or during blockstrings they can avoid it by jumping, and this is why you would mix it up by using meaties and frame traps for effective punishes, It's all about conditioning your opponent. There are many setups you can use with this command throw so please check out the strategy guide. Though this command throw is a very strong tool that gives access to a frightening strike/throw game, it has a long, CH state recovery so a wary opponent will be able to punish you heavily for misusing this move. Like the normal throw, it's possible to kara cancel6Cinto this move to give it extra range by inputting63216~4Cor walk it forwards slightly with632146~C. Keep in mind this technique is tricky and strict, and carries the risk of letting out an unintended move. Minimum Damage 100%: 1200" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "Confutatis Maledictis", + "text": "236236C/D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cversion Minimum Damage:600 [750] Only possible to Rapid Cancel on block. Can be used as a reversal option because it has invincibility, but it has awful horizontal range and costs 50 meter,623C/Dare ironically better reversals overall. The upside is the damage potential, as236236Clinks into2366D(shortcut for microdashing during the input), and also3CCin the corner, leading into much higher damage than that of meterless DP combos. Good frame advantage on hit, 600 minimum damage (750 in OD). Does not consume any charge. The OD version is also invincible on startup, but Tsubaki ends this version with a shield charge that floats the opponent into the air allowing for followup combos. If you have the meter+stocks, combo236236Cinto236236Dfor burst safe damage DVersion Minimum Damage: Lv0: 525; Lv1: 600; Lv2: 750; Lv3: 900; Lv4: 1050; Lv5: 1500 OD Minimum Damage: Lv0: 600; Lv1: 748; Lv2: 895; Lv3: 1042; Lv4: 1360; Lv5: 1740 OD with Mugen Minimum Damage: Lv0: 628; Lv1: 792; Lv2: 958; Lv3: 1119; Lv4: 1470; Lv5: 1880 Only possible to Rapid Cancel on block. DVersion cannot be extended by any means, weaker knockdown and deals less damage than236236Cunless you have stocks. TheDversion is your main combo ender since it catches up toC's damage with just 1 stock, is much faster and reaches much farther. TheDversion will consume all the stock you have. If this version is used used during Macto Maledictus (214214D), it will use the amount of charge stock that Tsubaki had on Macto's activation (indicated by the digit next to the gauge). With a high stock count and especially in OD, this super is a powerful round ender from any combo thanks to its insane damage potential. 236236C Values in [] are during OD Minimum Damage 15%: 600 [750] reversal but 623C/D is superior unless there is confidence it will hit 236236D Invuln ends Values in [] are during OD Values in {} are during Macto Maledictis Minimum Damage 15% Lv0: 525 Lv1: 600 Lv2: 750 Lv3: 900 Lv4: 1050 Lv5: 1500 [Minimum Damage 15% Lv0: 600 Lv1: 750 Lv2: 895 Lv3: 1042 Lv4: 1360 Lv5: 1740] {[Minimum Damage 15% Lv0: 628 Lv1: 792 Lv2: 958 Lv3: 1119 Lv4: 1470 Lv5: 1880]} Base Damage of projectile Lv0: 2500, Lv1: 3000, Lv2: 4000, Lv3: 5000, Lv4: 1200×5 Lv5: 1000×9 [Base Damage of projectile Lv0: 500×4, Lv1: 750×4, Lv2: 570×7, Lv3: 710×7, Lv4: 710×10 Lv5: 960×10] {[Base Damage of projectile Lv0: 550×4, Lv1: 825×4, Lv2: 627×7, Lv3: 781×7, Lv4: 781×10 Lv5: 1056��10]}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "Macto Maledictis", + "text": "214214D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Also nicknamed Mugen. Install gauge is consumed at a rate of 100 points per frame; During OD the rate is 50 points per frame. Allows unlimited use ofDmoves without spending any charge; When the gauge is empty, the effect ends. Increase the base damage of certainDmoves by 10%. Requires at least one stock to activate this move. Technically invulnerable on frame 7 (the frame before the superflash), but the invuln runs out during the superflash meaning Tsubaki is effectively invulnerable for less than 1 frame. Tsubaki enters the install state during the superflash before the invuln runs out, meaning the install will not be stopped by attacks that would connect on what is effectively frame 7. This super is an important aspect of Tsubaki since it gives her access to ridiculously high damage in many scenarios. The bonus damage from the freeDspecials than can be used during Mugen are what make this possible. Even with the minimum amount of charge needed to start up the super, breaking 5k out of an average confirm is easily possible. Potential libility when the opponent has burst available, since Mugen takes your resources upfront before any damage is dealt, forcing bursts is very strong in BBCF, but it comes at the cost of momentum. If you are in OD, there is no escape and the gauge will deplete at half-speed. Consumes 100 install points per frame normally, 50 during overdrive" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "Requiem Maledictus", + "text": "632146B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nicknamed Banana Super. Minimum damage: 90*8 (720) OD: 120*8 (960) Tsubaki summons eight swords that home in on the opponent; a very versatile super. It can be used from fullscreen as a neutral tool to help Tsubaki get in against zoning characters or to get space to charge against rushdown characters. It can also be used to lock the opponent down and force a mixup upon them after a knockdown. Since it is invulnerable from 16F on, using it after a knockdown will evade any of the opponent's reversal attempts. If it hits you can confirm into a combo for a smidgen of damage and another knockdown. However, it is possible to hit her out of it during start-up when the blades are still coming out, so don't use it like a reversal super. Many opponents like to CA during this super so if they have the meter it is advised to be on the look out and bait it if possible. While in Overdrive, the summoned projectiles change their appearance and fire off slightly slower, effectively locking down the opponent longer. Additionally, they actually hold the opponent in place likeRachel'sTempest Dahliaeven if they are in the air or using barrier. Values in [] are during OD Shots fire in 4F intervals starting on 41F Minimum Damage 20%: 630 [960]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "Macto Lux Kyrie", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 300/610 Minimum Damage. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 300 {572+38}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "Requiem Aeternam", + "text": "632146CwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tsubaki dashes nearly full screen at her opponent. Despite the somewhat slow startup, Tsubaki can combo into this from most standard combos: Commonly set up from: Forward/back/air throw . Air hit2C. 6C/6CC. Air hit6BB. Various counterhit starters." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi", + "title": "Tsubaki Yayoi", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "Overview", + "text": "Izanami is anoffensive powerhousewith a multitude of options to open the opponent up and start her turn. Between her powerful Drive, great mobility and abundance of tools, she can go from an evasive zoning playstyle to a relentless rushdown character. With a strong okizeme, terrifying mixup options and an uniquePassive Super ArmorGuardStartupRecovery46Advantagespecial, few can match Izanami's offensive prowess. Izanami's Drive (nicknamed Exodus) is the Yasanaki no Magatama, the three large triangular pieces (nicknamed \"bits\") that float behind her. She uses these to block and also perform various attacks. Izanami has two modes, and can switch between them by pressing the D button: Normal Mode: In this mode, she has access to unique followups on her C normals, gains access toj.2C, and can block normally. Active Mode: In this mode, Izanami activates her special unit, Yasakani No Magatama:Izanami loses the ability to do C normal followups and, most importantly, sheloses the ability to block normally,including barrier and instant block (She can still throw reject as normal).She gains the ability to shoot bits with1/2/3D,4Dand6D; these can all be activated independently of whatever Izanami is doing (except during Distortion Drives, Exceed Accel and Astral Heat)Drive special moves also gain the ability to be activated without a startup animation from Izanami herself, allowing her to use them while performing other actions.There is a short recharge time before the bits reappear after using them in any Drive move. During this time, she cannot perform actions that require bits or switch back to Normal Mode.Drive special moves end Active Mode upon returning. Drive normals remain in Active Mode upon return.Hitting either timestop move, her Exceed Accel or Astral and ending time stop will clear any current Drive attacks, but not end Active Mode.If Izanami is hit, Active Mode immediately ends, meaning she will be able to block normally once the combo against her finishes. Having her own throw rejected by the opponent also counts as a hit and ends active mode. Izanami loses the ability to do C normal followups and, most importantly, sheloses the ability to block normally,including barrier and instant block (She can still throw reject as normal). She gains the ability to shoot bits with1/2/3D,4Dand6D; these can all be activated independently of whatever Izanami is doing (except during Distortion Drives, Exceed Accel and Astral Heat) Drive special moves also gain the ability to be activated without a startup animation from Izanami herself, allowing her to use them while performing other actions. There is a short recharge time before the bits reappear after using them in any Drive move. During this time, she cannot perform actions that require bits or switch back to Normal Mode. Drive special moves end Active Mode upon returning. Drive normals remain in Active Mode upon return. Hitting either timestop move, her Exceed Accel or Astral and ending time stop will clear any current Drive attacks, but not end Active Mode. If Izanami is hit, Active Mode immediately ends, meaning she will be able to block normally once the combo against her finishes. Having her own throw rejected by the opponent also counts as a hit and ends active mode. Upon activation, her Exodus Arc stops any action and returns Izanami back to Normal Mode, even if her Drive is recharging. Instead of a double jump, Izanami can float by pressingjumpwhile in the air. The float time is based on her height; when at near-maximum superjump height or above, it is 42F, at slightly above normal jump height it is 120F and below that is is 240F, meaning thatonly heights above normal jumps have shorter duration. When the float time is close to expiring, the aura under Izanami will flash red. This can be done either by itself or by using an action that can be cancelled into float, such as all her air attacks (except Drive), air dash/backdash and6A. Float state cannot be performed again without landing first. After hitting a throw of any kind while in float state, Izanami current float timer will be set to 60F if it was less, usually giving her just enough time to perform the throw. During float, Izanami has access to her ground moveset instead of her air one: she can use all her ground normals, specials and any system mechanic. However, there are some details: She is still consideredairbornefor its duration.Moves that need to be barrier blocked in the air still need to be barrier blocked.She will avoid moves that require the target to be grounded, such as most throws.Her own throws and command grabs will only work on airborne opponents instead of grounded. They also do not have much of a vertical distance they can connect with however and cannot connect to anyone below Izanami at all. Moves that need to be barrier blocked in the air still need to be barrier blocked. She will avoid moves that require the target to be grounded, such as most throws. Her own throws and command grabs will only work on airborne opponents instead of grounded. They also do not have much of a vertical distance they can connect with however and cannot connect to anyone below Izanami at all. Any strike that must be blocked low normally can also now be blocked while standing. All strikes are considered to have Head (H) Attribute (meaning that moves with H invul can ignore them). While she is airborne, she still experiences friction the same as when she is standing, so things like dash momentum and external forces likeKokonoe'sGravitron andTager'sMagnetism will feel more like they do when someone is grounded." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Does not cancel into itself. Whiffs on most crouchers. Jump cancellable on hit and block. One of Izanami's few jump cancellable normals on block. The hitbox is very close to her arm, making this very impractical as an antiair jab. Use it to set up TRMs with5Awhiff > Throw." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hurtbox fully extends on frame 8, while Hitbox reaches full size on frame 10. Quick and far reaching poke, similar to Ragna's5B. Leads to solid damage, but does not convert very well from max range. Can be used either as a footsies tool or an air-to-air during float. Hitbox fully extended after 10 frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Surprisingly quick5C. Reaches farther than it looks, as Izanami moves forward before attacking. Fairly high recovery. One of Izanami's key normals, its great stats and numerous cancel options makes it very versatile both in combos and pressure.5Cis one of Izanami's best starters and a great punish tool." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "5CC", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Only available in Normal Mode. Is gapless even if5Cwas Instant Blocked.If5CCis Instant Blocked, the opponent can reversal as there will always be a gap into Special cancel after. If5CCis Instant Blocked, the opponent can reversal as there will always be a gap into Special cancel after. Uses Izanami's bits to push the opponent back. Sees some use in Normal Mode combos. Izanami is also affected by hitstop Counterhit state ends late, frames 24-27 (first 4 frames of recovery) are still CH state Maximum Slide duration 10F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Does not cancel into itself. Jump cancellable on hit or block. 2A~88 into float is+4when executed as soon as possible. A small delay (at least 4f) is needed to go into float off 2A (8 > wait > 8 or wait > 88). Faster than the average2A. Because it can't cancel into itself, standard2A>2Astagger pressure will lose to instant block. However, it has a neutral frame advantage and is one of Izanami's few jump cancellable normals on block, often used in her more advanced pressure." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Slides Izanami forward. Low-profiles so much that it's effectively body invul.Low profiles on frame 2~35, spanning almost the entirety of the move. Low profiles on frame 2~35, spanning almost the entirety of the move. Fairly high recovery. Izanami's main low normal, has great speed and range.2Blowers Izanami's hurtbox to an absurd extent, making it a great move for counterpoking or anti-airing. Because the low-profile is frame 2, it is a legitimate reversal in many cases, such as escaping certain blockstrings, even ones that are normally gapless when IB is used. It can also be used to create RPS situations that require hard callouts to punish Izanami." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fatal Counter Izanami's best move to punish DPs. Occasional frame trap. A very powerful punish tool, a Fatal Counter2Callows Izanami to deal enormous damage while also pratically ensuring you end up in the corner due to the immense corner carry it can provide. However, without counter hit, it is only slightly better damage-wise compared to5Cand requires you to be much closer to confirm well from it, making it less pratical overall. It can be used occasionally as a frame trap and pressure reset due to being able to cancel into2CCand5C>2Chaving a natural gap of3 frames, but it's very vulnerable to OD.2Chas a very high recovery, and although it can cancel into2CCon whiff, it is normally too slow to prevent a punish from the opponent. Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "2CC", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Only available in Normal Mode. Vacuums the opponent and spins on hit. Potentially plus if it hits close enough. The frame advantage can vary between0 to +5depending on how late it hits. Due to the projectile coming from behind, the frame advantage will increase the closer the opponent is. Mostly used for crouch confirms, as the spin allows you to follow up with214BGuardLow/AllStartup28Recovery16Advantage-9for immense corner carry. Can be used to reset pressure and frame trap, but it may leave you vulnerable to certain defensive options, such as Overdrive. Izanami is also affected by hitstop Counterhit state ends late, frames 27-31 (first 5 frames of recovery) are still CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Main anti-air and launcher. Hurtbox doesn't touch the floor frames 10~35, giving it effective foot invul. Gatlings from most of Izanami's normals. Cancels float if used during it. 6A~8 into float is-1. Izanami's dedicated anti-air, has a fairly fast startup and good range, retains its head invulnerability even if used while floating, meaning it will simply beat a lot of characters jumping up at Izanami when she is floating. On hit or block Izanami, can buffer her jump to immediately float afterwards, or cancel into any air move aside from Air Throw if done during float. It's also a staple in Izanami's midscreen routes, allowing her to repeatedly juggle the opponent while carrying them to the corner. Cancellable into float from frame 28 onward Airborne from frame 10 Recovery duration can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 110% bonus proration Airborne for a few frames during startup. NOTan overhead during float. Cancels float if used during it. Mostly used in the corner as a mixup or to add damage, needs Drive or other resources to convert well midscreen. Due to being considered airborne for a few frames, Izanami can leap through most throw moves with it. However, she lands before the move goes active, so you can still get grabbed. Cancels float if done during it, and if done that way, can be cancelled into air normals if it hits the opponent. Gatling options: None During float, 6B ends float and Izanami can cancel into air normals on hit/block, but is no longer an overhead Bonus Proration 110% Airborne from frame 13, move plays out normally even if moved by external forces and will recover airborne if necessary" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hits low first, then overhead second. First hit will launch, second hit will either ground bounce if airborne or crumple if grounded. Only the first hit can be jump cancelled on hit. A staple in corner routes, as it allows Izanami to change to Exodus mid combo due to its great untech. Can also be used during pressure to frame trap or setup mixups with either proper spacing or Rapid Cancel. During Float, this move has Starter value Long Crumple Duration 29F, Crumple Fall 62F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "6CC", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Only available in Normal Mode. 110% bonus proration. Knocks opponents downwards. Cannot be used on block. Despite having bonus proration, this move never sees any use as there are much better options for combos and it can only be used after hitting a6C. Izanami is also affected by hitstop Bonus Proration 110% Counterhit state ends late, frames 23-31 (first 9 frames of recovery) are still CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great combo filler and pressure tool in float. Ground version has no cancels on block. Immense recovery. Izanami does a slide very close to the ground while striking with her horn. This move has a low hurtbox with amazing range and speed, but the lack of cancels on block and immense recovery makes it very risky. This risk is mitigated when used on float due to gaining cancels on block, making it a great pressure tool and sometimes an approach method. However, it is still very vulnerable to Overdrive as it maintains the same recovery. Frequently used in corner carry combos and some corner routes." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Main move forF-ShikiSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.mix-ups Can be repeated indefinitely Standard aerial jab. Fallingj.C> microdash Risingj.Ais one way to setup a F-Shiki that hits most of the cast and can be converted with relative ease. Can be used overj.Bduring float mixups if the height is too low for it at the cost of some damage, but it won't work on extremely low heights." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Primary air to air when not floating Great range with low recovery Your preferred overhead during float mixups, due to being much faster thanj.Cwhile being a better starter thanj.A. Its hitbox allowsj.Bto be used for crossups or, if the character is tall enough, an F-Shiki." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Second hit is only available in Normal Mode Second hit is automatic, unlike other Drive follow ups. Second hit cannot be float cancelled The first hit is mostly used as a combo filler, but it also can be used for jump ins and setting up mixups. The second hit, on the other hand, is scarcely used. Second hit (projectile) activates when Izanami has Magatama equipped Izanami is also affected by hitstop of projectile With magatama equipped, counterhit state ends late, frames 31-33 (first 3 frames of recovery) are still CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Only available in Normal Mode Spins her magatama projectiles around her while in midair, significantly reducing her aerial momentum during use Can hit either 3 times on button press or 12 times if held for long enough Sees use at the end of Time Stop combos since it will be allowed to play out fully after the timestop effect is due to end. Values in [] are if button is held Checks for held button on third hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "Drive Moves", + "text": "With the exception of5D, All drive moves may be performed at any time while Active Mode is enabled and her Sharin is available. (Note that being hit disables Active Mode immediately)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "5D", + "text": "(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Briefly halts air momentum In Normal Mode, works with any directional input (e.g,2D) Activating Active Mode can be done with any direction, Deactivating itmustbe done with direction neutral (mostly because holding other directions will activate an attack, but even pressing 8D will do nothing at all, even though there's no moved mapped to that) Counterhit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "1D/2D/3D", + "text": "(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Izanami fires all three bits in a fan shape, with the three directions altering the overall angle. like other drive moves, this is only usable in Active Mode and disappears if Izanami is hit. Since all three versions start up very quickly and are performed independently of whatever else Izanami is doing, these are your go-to moves for reacting to your opponent while performing other actions along with4D. 1D Shoots the bits at a downward angle. Covers a lot of space, but only useful while airborne since the other two options just do a better job while grounded. 2D Level angle, and thus the most general purpose. Useful if you're floating somewhat close to the ground to cover both grounded and aerial approaches. 3D" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "6D", + "text": "(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Only usable in Active Mode Disappears if Izanami is hit Despite its appearance, this is one singular projectile that hits three times rather than three projectiles. Aims at opponent's position at startup, but travels in a straight line once it starts moving." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "4D", + "text": "(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Only usable in Active Mode Disappears if Izanami is hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage While floating, catches airborne opponents instead of grounded opponents Hard knockdown Minimum Damage 100%: 1500 While floating, Izanami can grab airborne opponents instead of grounded ones" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage While floating, catches airborne opponents instead of grounded opponents. Always wall bounces regardless of positioning Minimum Damage 100%: 1500 While floating, Izanami can grab airborne opponents instead of grounded ones" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage Replaced with her grounded throws while Izanami is floating Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great horizontal reach Crumples on ground hit Wall bounces on air hit, wallsticks in the corner 5A+B Maximum Slide duration 15F Crumple Duration 50F, Crumple Fall 83F 5[A+B] Maximum Slide duration 15F Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "Flaming Dome", + "text": "41236C(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Combo ender and situational neutral tool Incredibly active move, even after exploding Hold downCto charge it, up to Level 4 Hold backwards to release it closer to Izanami Hold button to charge shot Damage when charging shot increases from 500×N > 600×N > 700×N > 800×N. During Timestop, damage is set to 300×N When firing shot damage is 300×N,500×5" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "Thunderbolt Lance", + "text": "214A/B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 214A Izanami disappears for a split second, then performs a palm thrust Blows the opponent back Wall bounces in the corner Fatal Counter. Increases untech time so that you can dash and pick up the combo from anywhere. 214Ais mostly used as a corner combo tool, serving as a high damage extension. It can also be used to move around, punish a whiffed move or as a combo ender, so long as the opponent is not too high. 214B Izanami disappears for a split second, then performs a sliding kick If used while Izanami is floating, she will reappear on the ground Frame advantage may vary depending on how late it hits Harder to confirm off an air hit, needs Drive or RC 214Bis one of the reasons your opponent needs to remain cautious even while you are floating, as it gives you access to an almost fullscreen low attack while midair. Due to its hurtbox, this move can low profile many buttons and even beat anti air attacks with proper spacing. It's slow and unsafe on block from most distances, needing either Drive or Rapid Cancel to make it safe. Beyond that, its advantage increases up to -2~+2 on block when done from fullscreen, depending on the character's crouching hurtbox. 214A Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "Ghost Peak Strike", + "text": "236A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Decent combo tool Can be used to end pressure, and is neutral on barrier block. Crumples on Counter Hit Raises a dinosaur ghost's head from the ground. Mostly used to extend certain combos or creating space in a blockstring, but it may also be used as another way to extend pressure when combined with Exodus." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "Arms of Sympathy", + "text": "j.63214B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Briefly halts air momentum before diving forward Cancels into Float on block and on hit, but keeps land recovery when touching the ground On hit/block, Izanami bounces back and is in recovery until landing + 5 On hit/block, cancellable into float after 16 frames of recovery" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "Distant Affection", + "text": "63214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Command Throw On successful hit, she recovers 500 health and 30% Barrier Gauge. Reduces Opponent's Barrier Gauge by 20%These gains and losses aren't tied, Izanami will still gain the full 30% Barrier Gauge even if her opponent doesn't have any to steal.Barrier gains and losses do not apply for that character if they are in danger state.May inflict Danger State if opponent runs out of barrier These gains and losses aren't tied, Izanami will still gain the full 30% Barrier Gauge even if her opponent doesn't have any to steal. Barrier gains and losses do not apply for that character if they are in danger state. May inflict Danger State if opponent runs out of barrier Will hit airborne opponents instead of grounded ones during float Removes shield of dreams on the first frame of startup. A command grab where Izanami grabs the opponent and brutally bites them. Izanami gains 500 Health and 3000 Barrier on successful throw Opponent loses 2000 Barrier on successful throw" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "Shield of Dreams", + "text": "623B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Creates a passive guard point that blocks Head, Body, Foot and Projectile attribute attacks for a short time while Izanami is free to move and attack as normal.Disables most other forms of invulnerability Izanami may gain for its duration.Izanami becomes invulnerable as usual during Overdrive activation, Stake of Supremacy and Melancholy Deathexceptagainst unblockable attacks, including normal throws.Guard point turns into regular invuln during the active frames of any throw (Probably to stop weird interactions happening) Disables most other forms of invulnerability Izanami may gain for its duration. Izanami becomes invulnerable as usual during Overdrive activation, Stake of Supremacy and Melancholy Deathexceptagainst unblockable attacks, including normal throws. Guard point turns into regular invuln during the active frames of any throw (Probably to stop weird interactions happening) Appears on Frame 17 Spends 2000 barrier units on startup and then consumes 25 units per frame starting from frame 1 until either the barrier runs out, one of the moves mentioned below is used, or Izanami gets hit by an attack that it cannot block. With full barrier gauge, it can maintain the shield for 320 frames before the gauge is depleted. Drain is paused during time stop. If all of her barrier is depleted, Izanami entersDanger Stateas normal.Shield of dreams will continue to be in effect until Izanami ends her current move, if any. When Shield of Dreams blocks, Izanami will experience normal blockstop from moves, but no blockstunAll blocked hits consume 10% barrier, including every hit of multi-hit attacksCrush Triggers do not drain additional meter. All blocked hits consume 10% barrier, including every hit of multi-hit attacks Crush Triggers do not drain additional meter. Being throw rejected counts as a hit against Izanami and ends Shield of Dreams. Disppears whenactivating:Distant AffectionGuardThrowStartup13Recovery40AdvantageBulwarkGuardAllStartup12Recovery6Advantage-13Eternal DarknessGuardAllStartup7+(30 Flash)+15Recovery81Advantage-78 Distant AffectionGuardThrowStartup13Recovery40Advantage BulwarkGuardAllStartup12Recovery6Advantage-13 Eternal DarknessGuardAllStartup7+(30 Flash)+15Recovery81Advantage-78 Orsuccessfully hitting:Stake of SupremacyGuardAllStartup4+(30 Flash)+3Recovery32Advantage-17Melancholy Death (Arc Drive)GuardAllStartup4+(30 Flash)+3Recovery32Advantage-17. Stake of SupremacyGuardAllStartup4+(30 Flash)+3Recovery32Advantage-17 Melancholy Death (Arc Drive)GuardAllStartup4+(30 Flash)+3Recovery32Advantage-17. Disables Izanami's ability to block normally for its duration. This is generally only relevant when trying to block bursts, however there are other examples such as blockable throws. Inputting barrier block will give you 5B or 2B instead, preventing you from using 4/1 A+B+C as an Option Select. A very powerful tool that allows Izanami to force a degree of respect from the opponent, allowing her to attack with relative impunity and without worrying about most reversals. This is especially effective during Active Mode as it largely negates its biggest downside, allowing Izanami to keep them trapped in the corner alongside Exodus, as most characters have very limited options to deal with it. It can also be used in neutral to brute force your way in, but the short overall duration makes this very situations with many characters able to flee until your barrier runs out, leaving you much more vulnerable. Also remember that you still don't get to act with total freedom; throws, unblockables and bursts penetrate the shield so it's still important to respect these options when pressuring your opponent. If necessary, you can block normally the instant the shield ends, subject to normal restrictions. Appears on 17F On shield Guard Point, hitstop for Izanami reduced by 1F. Opponent hitstop unchanged Costs 2000 Barrier to activate Shield consumes 25 Barrier per frame" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "Bulwark", + "text": "623Bduring Shield of Dreams H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll CH Recovery. Ends Shield of dreams upon activation, but is fully invulnerable from frame 1. Unusually long active time Grants 10% Barrier on successful hit, even during Danger State Leaves opponent in untech until they hit the ground Your main way of ending Shield of Dreams safely. Can be used during combos to preserve barrier and even confirm off certain hits, such as6Bin midscreen. However, sometimes it's better to not use it and enter Danger State in order to recover barrier faster. Counterhit state for entire move Gains 1000 Barrier on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "Droplet", + "text": "41236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Izanami's magatama surrounds the opponent before firing off lasers that electrocute them. Can be held down to delay the attack up to 94 frames Tracks the opponent formostof its startup frames, can still miss if the opponent is moving fast at the right time. Considered as using Bits, she is essentially considered to be in active mode without her bits until they return. (Meaning she cannot block, switch modes etc...) During Active Mode, Izanami can use this move while performing other actions Izanami will be in normal mode when the bits return regardless of the mode the move was activated from." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "Orchid", + "text": "63214D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Remains active until the end of active frames unless it hits 6 times Can be held down to keep moving it forward. Pressing up or down repeatedly while holding the button will make it ascend or descend Considered as using Bits, she is essentially considered to be in active mode without her bits until they return. (Meaning she cannot block, switch modes etc...) During Active Mode, Izanami can use this move while performing other actions Izanami will be in normal mode when the bits return regardless of the mode the move was activated from. Projectile moves forward until button is released" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "Stake of Supremacy", + "text": "236236B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Great round-ending super and Izanami's main reversal Short ranged, but very fast and invincible from startup until end of active frames Relatively low recovery makes it harder to punish Minimum damage 960 (1220 during OD) Disables active mode on hit, meaning you cannot use drive moves to add damage during the animation or pick up the combo afterwards without an RC or being in OD. Izanami kicks the opponent, then performs a series of midair dash attacks that ends with her dragging the opponent along the ground before knocking them away. This super will always sideswap on a successful hit. The Overdrive version adds more midair dashes and sends them further away towards the corner. Values in [] are during OD Minimum Damage 20%: 960 [1220] reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "Hour of Nihility", + "text": "214214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A Super Command Grab that goes active during the superflash, meaning they can't avoid on reaction Very long recovery on miss and counterhit state during this time, missing this will be very painful indeed. On hit, causes time stop for 3 seconds (5 in OD).Using another Hour of Nihility increases the time stop timer for about 2 seconds (not affected by OD), while any other throw will simply miss Using another Hour of Nihility increases the time stop timer for about 2 seconds (not affected by OD), while any other throw will simply miss See below for time stop effects. Values in [] are during OD Minimum Damage 100%: 300 [500] Timestop lasts for 3 [5] seconds All damage caused during timestop cannot end the round Executes Timestop End at end of timestop" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "Moment of Benevolence", + "text": "720A(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Izanami gathers energy before freezing time for 6 seconds. See below for the effects of timestop. Requires 100% heat. Heat is only consumed when the move goes active Cancels float state on startup, but Izanami falls slower than normal until she lands on the ground Fullscreen unblockable that beats most types of invulnerability. Only avoidable by actions that are invulnerable to burst such as Relius' Led Ley or the pre-flash frames of Overdrive activation, or by having literally no sprite/hurtbox on screen such as during Arakune's forward/back dashHowever, due to the recovery being fully invulnerable, it's not possible to truly punish it However, due to the recovery being fully invulnerable, it's not possible to truly punish it Overdrive version reduces startup time by 1 second Counterhit state for the entire move Values in [] are during OD Costs 100 Heat 100% minimum damage: 0 Executes Timestop End at end of timestop All damage caused during timestop cannot KO opponent" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "Time stop effects and ending taunt", + "text": "214214Cor720A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll After using either of the above two moves, time appears \"stopped\" and Izanmi can freely attack her opponent for a set period of time. However what is really happening is the following: Izanami is completely invulnerable, so any lingering projectiles and suchlike might still animate, but can't harm Izanami. All attacks performed by Izanami gain 9999 Frames of hitstop but also cannot kill the opponent, including the attack that caused timestop. This means all attacks performed will always form one combo. Burst is locked for the whole duration Any throw other than Hour of Nihility will simply miss. During time stop, the round timer is frozen. Some gauges will neither increase nor decrease during it, such as Burst, Overdrive and Rachel's windExceptions to this rule are doll gauges, Active Flow, float state and the barrier gauge during Danger State. However, if barrier reaches maximum while time is frozen, Danger State will end with almost no barrier Exceptions to this rule are doll gauges, Active Flow, float state and the barrier gauge during Danger State. However, if barrier reaches maximum while time is frozen, Danger State will end with almost no barrier After the time stop duration expires, timestop does not end immediately. Instead, control is taken from the Izanami player and Izanami will perform a taunt animation the first moment she can. (In other words, she will wait until whatever move she is doing completes and perform the taunt then)The taunt deals 100 damage fullscreen and ends all timestop effects at the same time, this 100 damage can end the round.The attack causes crumple stun if they're grounded (Which must be emergency teched at the earliest), or blows them away horizontally and wallbouces if they were airborne.The taunt pose ends at roughly the same point the opponent hits the floor from crumple stun, leaving Izanami with excellent Okizeme. The amount of advantage she gains for an air hit varies considerably. Technically it's possible to combo afterwards, but her opponent will be able to tech instantly if anything hits them.Using the Taunt button manually during timestop will end time stop the same way. Its only use is to end a round sooner if you've already done enough.Stake of Supremacy and Melancholy Death will also end time stop effects immediately and perform the attack normally, skipping the taunt and its damage. The taunt deals 100 damage fullscreen and ends all timestop effects at the same time, this 100 damage can end the round. The attack causes crumple stun if they're grounded (Which must be emergency teched at the earliest), or blows them away horizontally and wallbouces if they were airborne. The taunt pose ends at roughly the same point the opponent hits the floor from crumple stun, leaving Izanami with excellent Okizeme. The amount of advantage she gains for an air hit varies considerably. Technically it's possible to combo afterwards, but her opponent will be able to tech instantly if anything hits them. Using the Taunt button manually during timestop will end time stop the same way. Its only use is to end a round sooner if you've already done enough. Stake of Supremacy and Melancholy Death will also end time stop effects immediately and perform the attack normally, skipping the taunt and its damage. Startup is performed while time is still stopped Ends timestop Minimum Damage 100%: 100 Crumple Duration 999F, Crumple Fall 53F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "Melancholy Death (Arc Drive)", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll On a successful hit during Float, Izanami will drop to the ground before resuming the attack. Otherwise behaves like other Exceed Accels Minimum damage 300, increasing to 627 in Active Flow. Izanami kicks the opponent on startup, then entraps the opponent in a ring of skulls. A horrifying scream rings out as the screen turns black and white and Izanami dons a skull mask. She then impales the opponent with her hand. On Active Flow, chains are added to the ring of skulls and the screen turns red when Izanami impales the opponent. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 300 {570+57} Crumple Duration 9999F, Crumple Fall 53F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "Eternal Darkness", + "text": "1632143DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Immediately calls Izanami's bits back to attack, cancelling any Drive attack/special and Shield of Dreams Small horizontal hitbox around Izanami's entire Body, but great reach upwards Very long active time, and even longer invulnerable time Izanami uses her magatama to create a whirlwind of souls that launches the opponent into the air, then leaps after them. Still holding onto the opponent, she sends them plummeting to the ground as seven giant, ghostly skulls surround them both. The skulls converge on the opponent, sending them into the underworld while leaving Izanami unharmed. Very practical Astral with an unusually long lasting hitbox. Because it combos from3C, Izanami can more or less do any basic BnB into her Astral. The hitbox also extends just under her, which makes it much easier to land this while floating on a grounded opponent. The tall hitbox and long active frames let her combo it from things like level 3 Flaming Dome. Combos Directly From: 2CC(Ground hit) 6C 6B 3C Forward throw (Ground and Low Height float only) Back Throw (Always)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami", + "title": "Izanami", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Resources", + "title": "Iron Tager", + "section": "Intro", + "text": "This page is Iron Tager's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Resources", + "title": "Iron Tager", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here. Tager Basics Tager Combo Doc Japanese Name: テイガー Japanese Wiki Japanese BBS Arcade Profile Dan Rankings [1]Complete combo links document" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Resources", + "title": "Iron Tager", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. MustachedVillain's Channel. Contains a decent amount of Tager gameplay and Tech.These combos are recorded on iThatGuy's channel.The First Part is Here These combos are recorded on iThatGuy's channel.The First Part is Here Character Video Thread" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Resources", + "title": "Iron Tager", + "section": "Players to Watch", + "text": "Plays over 20 different characters. Retired to be a Vtuber. Mutiple clips and footage in the offline and netplay SA scene." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Resources", + "title": "Iron Tager", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Iron_Tager/Resources", + "title": "Iron Tager", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Frame_Data", + "title": "Izanami", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Frame_Data", + "title": "Izanami", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Frame_Data", + "title": "Izanami", + "section": "Normal Moves", + "text": "Listed Guard and Attribute types are for when Izanami is on the ground. During floating state, ground normals gain the following properties unless otherwise stated:Strikes can be blocked All and become Head attribute attacks.Can be canceled into end-float on hit/block Strikes can be blocked All and become Head attribute attacks. Can be canceled into end-float on hit/block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Frame_Data", + "title": "Izanami", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Frame_Data", + "title": "Izanami", + "section": "Revolver Action Table", + "text": "All cancels from j.C are on the first hit only Izanami's command throws (63214C, 214214C) are not included in Special/Super cancels" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Frame_Data", + "title": "Izanami", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Frame_Data", + "title": "Izanami", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Combos", + "title": "Celica A. Mercury", + "section": "Intro", + "text": "You can help by editing it. 214C(bf): Hit with Lance Quiche's backfire" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Combos", + "title": "Celica A. Mercury", + "section": "Combo Docs", + "text": "There are several combo resources for Celica: General Combo Guide by Shinespark Optimized Combos by Stripy Additional Optimized Combos by jeese Older Combo Guide by UnsafeOnHit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Combos", + "title": "Celica A. Mercury", + "section": "Midscreen", + "text": "5A>5B>5C>5D>6DD>5DDD Basic BnB. You can use5DDif you want to switch sides. 5B>2C>5D>214B>6C> jc > delayj.C>6B>6D An example of a6Dender. Leaves you with recovery capacity and hard knockdown. B+C>5B>6B>3C>6D>6DD>214B>3C>6D Basic throw combo. Leaves you with Recovery capacity and hard knockdown. j.B+C>6C> jc > delayj.C>6B>3C>6D Basic Air Throw combo. Leaves you with Recovery capacity and hard knockdown Air hit6B>2C> sjc >j.B>j.C>j.D>6DD>6DDD Basic Anti Air route for healing 2A>5B>2C>5D>214B> dash > [6B>5C>5D>214Cbackfire]x2 >5B>6B>3C>6D Basic example of a Backfire loop 6A> 66 >2B>5B>6B>2C>j.B>j.C>j.B>j.C>j.214A Basic route off of overhead. Needs to be very close to opponent" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Combos", + "title": "Celica A. Mercury", + "section": "Corner", + "text": "214B>5B>6B>5C>5D>214B>5B>6B>3C>6D>214B>5B>6B>3C>6D A combo for when you open an opponent up with an enhanced214B. 6A>2B(1)5B>6B>3C>6D>j.214A A basic confirm from an overhead. B+C>6B>5D>214B>6C> jc > delayj.C>6B>3C>6D>214C>3C>6D>j.214A Corner throw confirm Throw >236[C]>5B>6B>5C>5D>214[B]>5B>6B>3C>2D~5D~5D>236B(whiff) 5B>2C>6C> jc > delayj.C>6B>2C>5D>214C(bf) >6B>5C>5D>214C(bf) >5B>6B>3C>6D>214B> microdash >3C>6D>j.214A Big damage crouching confirm. Uses Backfire loops" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Combos", + "title": "Celica A. Mercury", + "section": "Combo Theory", + "text": "Backfire Loops A common way of optimizing Celica's combos. By hitting with the back of214C, you can loop sequences of it in your combos." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Combos", + "title": "Celica A. Mercury", + "section": "Video Examples", + "text": "Midscreen Combos Corner Combos BBCF2 Celica combo collection BBCF2 Celica Double Super All combos (Corner Only)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Combos", + "title": "Celica A. Mercury", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Starter", + "title": "Susano%27o", + "section": "Intro", + "text": "This section is a guide intended for beginners or players trying to figure out how to play Susano'o. If you need a quick breakdown on how to play this character, here is a2-minutes-long video guide by Adroth. For complete guides that go more in-depth, here are some places you can go to: Strategy Page General Doc by Hutch Offense Doc by Fame96 Mixup Doc by Hi_Im_Sunfish This page will useNumpad Notation(for example:will be written as236A)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Starter", + "title": "Susano%27o", + "section": "Introduction", + "text": "Are you a beginner or looking for aneasycharacter to play? Do you like havingbig buttonsfor good space control? Do you like doingbig damageoff any stray hit you get? If you answered yes to any of the questions above, thenthis big guymight just be for you. Susano'o is a brawler that's easy to pick up and get good results with from the get-go thanks to his greatfootsiesA complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using long range attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name.-oriented playstyle, with a hint ofrushdownStyle of play where you constantly attack the opponent in close range fighting, never giving them an opportunity to retaliate.to keep your opponent on their guard. His gigantic buttons matching his stature, as well as his ludicrous damage output, allow him to end rounds in a matter of three (sometimes even two) interactions under the right conditions, befitting of his title of God of Destruction. Susano'o can be a bit unconventional however, meaning some aspects of him might take time to get used to at first: No microdashesDue to having a 0.25s startup on his run, Susano'o cannot microdash. While this does mean you will need to be more preemptive with positioning, he actually becomes extremely fast past that delay, allowing you to catch up on fleeing prey in no time. This is not a problem inpressureTo attack the opponent continuously and leave little room for counter attacks.either thanks to his fast walk speed, the majority of his buttons moving him forward and jump cancelling intoIADsAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.putting him back into position when done moderately. Due to having a 0.25s startup on his run, Susano'o cannot microdash. While this does mean you will need to be more preemptive with positioning, he actually becomes extremely fast past that delay, allowing you to catch up on fleeing prey in no time. This is not a problem inpressureTo attack the opponent continuously and leave little room for counter attacks.either thanks to his fast walk speed, the majority of his buttons moving him forward and jump cancelling intoIADsAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.putting him back into position when done moderately. Limited defense early onSusano'o is very reliant on his specials and universal resources if he wants to take his turn back, meaning you will have to be extremely patient if you loseneutralWhen neither player is in an advantageous position in terms of stage position.and don't have access to any of those defensive options. YourabareAn attack during the opponent's pressure, intended to interrupt it.tools range from average to slow in terms of speed, which means you will beIBingInstant BlockA special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both.andIBBinga lot if you want to mash againststagger pressureThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.. Once you unlock yourDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.(623C) however, defense becomes incredibly easier. Susano'o is very reliant on his specials and universal resources if he wants to take his turn back, meaning you will have to be extremely patient if you loseneutralWhen neither player is in an advantageous position in terms of stage position.and don't have access to any of those defensive options. YourabareAn attack during the opponent's pressure, intended to interrupt it.tools range from average to slow in terms of speed, which means you will beIBingInstant BlockA special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both.andIBBinga lot if you want to mash againststagger pressureThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.. Once you unlock yourDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.(623C) however, defense becomes incredibly easier. Susano'o's Drive,Divine Warrior, defines his core identity as a character. At the start of a round, all of his special moves are locked and unusable. Each time an attack connects on hit or on block, a cursor appears, circling between his seal icons from one to eight. Then, at the press of aDbutton, the currently highlighted seal will unlock, allowing Susano'o to use that special move for the rest of the round. His first, thirdand fourthseals can also be upgraded by unlocking them again. Divine Warrior is a Drive that increases the amount of options Susano'o has, be it his pressure tools, his combo damage or his neutral and movement options. This makes Susano'o first and foremost asnowballingcharacter who wants to unlock all of his key seals to survive specific matchups, then grab the rest of his moveset to overwhelm his opponent. Sundering Claws (236AGuardAllStartup15Recovery19Advantage-3)Basic combo ender. Can be upgraded up to Lv3 for movement and combo-extending applications. Basic combo ender. Can be upgraded up to Lv3 for movement and combo-extending applications. Towering Flame (623CGuardMidStartup12RecoveryTotal 70Advantage-28)A meterlessreversalAn attack that has a type of invulnerability from early into and for most of its start-up or duration, and frequently with lots of recovery. Commonly used to describe attacks like Ragna's Inferno Divider or Sol's Volcanic Viper.that hits from both sides and above. Your main survival tool when on the back foot. A meterlessreversalAn attack that has a type of invulnerability from early into and for most of its start-up or duration, and frequently with lots of recovery. Commonly used to describe attacks like Ragna's Inferno Divider or Sol's Volcanic Viper.that hits from both sides and above. Your main survival tool when on the back foot. Megalith (214AGuardAllStartup20RecoveryTotal 42Advantage+1)Pressure reset,frame trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.tool and combo extender in the corner. Can be upgraded up to Lv3 for a meterlessGuard Crush. Pressure reset,frame trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.tool and combo extender in the corner. Can be upgraded up to Lv3 for a meterlessGuard Crush. Hunter's Fang (214BGuardHigh/Air, AllStartup23Recovery24Advantage-10)OverheadAn attack that the opponent must block high.special. Can be upgraded up to Lv2 forneutralWhen neither player is in an advantageous position in terms of stage position.and combo-extending applications. OverheadAn attack that the opponent must block high.special. Can be upgraded up to Lv2 forneutralWhen neither player is in an advantageous position in terms of stage position.and combo-extending applications. Dancing Dual Kick (236BGuardLow/Air×5, AllStartup18Recovery19+11LAdvantage-15)Main combo-extending tool, hits low multiple times. Main combo-extending tool, hits low multiple times. Inevitable Calamity (CCCCGuardAllStartup6Recovery20Advantage-7)Versatile tool with a tricky input that can be cancelled manually. Safe pressure ender (or reset), combo extender and damaging combo ender in the corner. Versatile tool with a tricky input that can be cancelled manually. Safe pressure ender (or reset), combo extender and damaging combo ender in the corner. Splintering Thrust (63214CGuardThrow (70)Startup30Recovery37Advantage)Command grab. Command grab. Blade of Judgement (236DGuardAllStartup19Recovery24Advantage-6)Long-ranged neutral tool and amazing corner combo extender. Gives access to his236236DGuardAllStartup7+(75 Flash)+8Recovery55Advantage-20Super. Long-ranged neutral tool and amazing corner combo extender. Gives access to his236236DGuardAllStartup7+(75 Flash)+8Recovery55Advantage-20Super." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Starter", + "title": "Susano%27o", + "section": "Key Moves", + "text": "5BGuardMidStartup9Recovery16Advantage-5— Your primary poke. Fast, long horizontal range and hard to punish. Use it to dominate ground neutral and general offense. 5AGuardAllStartup8Recovery6Advantage+3— Low-commitment counterpoke with a big disjoint. A stop sign against grounded approaches. 2AGuardAllStartup7Recovery10Advantage±0— Abare normal to get out of pressure. Best used in tandem with Instant Block. j.CGuardHigh/AirStartup12Recovery23Advantage— Massive air-to-ground engage tool, best used along IADs. Starts pressure on block and a damaging combo on hit. 6BGuardMidStartup18Recovery10Advantage+4— Important pressure starter and your best Counter Hit punish. Very plus on block, meaning you get to reset pressure off it. 6AGuardAllStartup16RecoveryTotal: 52Advantage-10— Fullscreen hitscan for poking grounded, faraway opponents only. 623CGuardMidStartup12RecoveryTotal 70Advantage-28— Most important defensive unlock, meterless reversal. 236BGuardLow/Air×5, AllStartup18Recovery19+11LAdvantage-15— Most important combo unlock, hits low five times and can catch fuzzy jumps. 214BGuardHigh/Air, AllStartup23Recovery24Advantage-10— Overhead special and combo extender. Very good neutral tool at Lv2. 236DGuardAllStartup19Recovery24Advantage-6— Anti-zoner unlock, long-ranged grounded poke and corner combo extender. 2CGuardMidStartup10Recovery22Advantage-10— Dedicated anti-air against general air approaches. Leads to a ground combo on Counter Hit for ludicrous damage. 5AGuardAllStartup8Recovery6Advantage+3— Alternative anti-air against IADs or frontal air approaches thanks to its speed and disjoint. 2BGuardMidStartup10Recovery19Advantage-5— Situational anti-air with consistent low profiling. Mostly used against moves likeJin'sj.CGuardHigh/AirStartup10Recovery20+4LAdvantagefor example. j.AGuardHigh/AirStartup8Recovery15Advantage— Similar attributes to5A, a rising anti-air that covers angles the moves above can't. 6CGuardHighStartup25Recovery20Advantage-3— Standing overhead, safe to end pressure with or gatling from. 6DGuardHighStartup20Recovery26Advantage-14— Standing overhead, longer range but more committal. 3CGuardLowStartup12Recovery23Advantage-8— Sweep, for whenever they block high by default." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Starter", + "title": "Susano%27o", + "section": "Neutral", + "text": "Start the round with anRPSRock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive.: 5Bas an offensive option, where you can either start a combo on hit or pressure on block with6B. Back high jump barrier as a defensive option. You can play a reactionary game from afar with5Aor2C, as well as poking with6Ato unlock623C. Once you've identified your opponents habits, choose any offensive option to beat them and get a lead started. From there, depending on your opponent's playstyle and character, either counterpoke their engage on reaction, or go aggressive and use run-up5B, IADj.B/j.Cor even a mix of both with 66 > Barrier Brake > IAD to mess up their counterpoke / anti-air timing. If they fall for your bait and whiff, retaliate with5Bor6Bto punish them. Against opponents who default to jumping away once you run at them, jump alongside them to either air throw them or usej.Ato lock them in an air blockstring ending withj.Dto keep your advantage going. Once you got a hit on them or locked them in blockstun, it's time to start your pressure on them." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Starter", + "title": "Susano%27o", + "section": "Example Blockstrings", + "text": "5A>5A>5A...— Stagger pressure you can use against mashers. 5A>2A>5A>5A> dl.5B>6B>2A...— More extensive stagger pressure blockstring. 5B>6B>5B>6B...— The \"infinite\". If they don't know how to Instant Block, this will filter them out. 5A> IAD >j.C...— Alternative pressure reset to get back to your opponent's face when pushed out. 5A>5B>2B>2C>3C>236A/CCCC— Gapless blockstring to prevent reversals to come out, even on Instant Block. 6C>6D— The gapless double overhead. Interchangeable with2Dfor a high-low50/50A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A \"true 50/50\" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly.. Great reward on hit but unsafe on block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Starter", + "title": "Susano%27o", + "section": "Combos", + "text": "While Susano'o's most advanced routing requires lots of awareness on his already-unlocked seals and cursor position, starting by focusing on a few select seals first will most definitely help you on a more basic level. Get comfortable with those routes first, then move on to theCombo Pageonce you feel ready to learn how Susano'o's freeform routing works. 5B>5C>5D>2D>236ALv1A simple combo you can do at roundstart or anywhere on the screen to get you started. It requires no seals and sets you up at the perfect position to IAD >j.BGuardHigh/AirStartup10Recovery22Advantagefor asafe jumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.. If you seal cursor was at position 0, you will unlock623Cas you press5DGuardMidStartup17Recovery28Advantage-10, a very useful unlock for almost every matchup. 5B>5C>5D>2D>5A+B>6B>6C>6D>236B> hjc.j.C(1) > jc.j.B>j.C>j.DA combo that utilizesCrush TriggerA chargeable guard crush that can be performed with 25 meter. Sometimes used in combos as charged crush trigger have 100P2.(5A+B) to extend your combo and unlock additional seals. The great thing about this route is that it guarantees a236Bunlock, no matter where your cursor position was prior to you pressing5D. Use a forward high jump cancel after236Bto transition into an air combo. This specific air route can be changed to unlock a different seal withj.DGuardAllStartup15Recovery21+8LAdvantage, though this one will unlock214BLv1for you, giving you all of your most important seals in a single combo. Note: If2Dunlocks a seal instead of5D, your cursor will highlight your first seal, making the following route unlock214Binstead. To go for a236Bunlock, follow your Crush Trigger with6B>5B>2C(1) >6Dinstead. 6B+C/4B+C>5B>6B>6C>6D>236B> hjc.j.C(1) > jc.j.B>j.C>j.DYour universal throw combo that works with both forward and back throw, albeit with a small delay before5Bon the first one. Just like the previous route, this combo focuses on unlocking your beloved236Bto make unlocking more seals midscreen a breeze. Feel free to also usehjc.dl.j.C>j.Dto unlock623C, orhjc.j.B>j.C>j.Dto unlock214Ainstead. AA2C> hjc.j.B>j.A>j.C(1) > jc.j.B>j.C>j.DBasic and universal anti-air route. Feel free to remove hits if you want to unlock a specific seal, though this specific air route will unlock236Dfor you. 214BLv1 >5B>6B>6C>6D>214BLv2 > dl.5B>2C> hjc.j.B>j.C(1) > jc.j.B>j.C>j.DUse this route whenever you open people up with214BLv1. A very small delay is necessary for5Bafter using214BLv2, in order for both2Chits to connect. If not delayed,2Cmight whiff entirely. This specific air route will unlock236Dwithj.D." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Starter", + "title": "Susano%27o", + "section": "Okizeme", + "text": "Early in the round,236ALv1is your best way to end a ground combo midscreen without seals to use or meter to spend. It has fairly good corner carry, decent damage and puts the opponent at the tip of your5Brange. From there, you can use IAD >j.Bto perform a safe jump against their reversals on wakeup, or press5Bon their delayed tech to start an air combo on them. Once you unlock more seals to extend your combos with, you will be using a lot more air combos. Once this happens,j.Dwill serve as your main way to end combos. It leads to a soft knockdown and gives you time to either reposition yourself or prepare to meaty them with5Aor any other mixup possibilities. This is where5Atruly shines. It is a frightening oki tool due to its long active frames and short recovery – if you time it so that only its last active frame hits the opponent, you can apply pressure if they block on wakeup as well as recovering fast enough to block 9F reversals or slower. The majority of the cast has to respect that button as they tech, giving you a free ticket to start blockstrings on them while getting a free combo if they try to challenge it. There is also an OS you can use:5A>4A+B. Whenever5Aconnects, it will immediately gatling into5Bto start pressure on block or a combo on hit – if they use a reversal however,4A+Bwill use Barrier Block instead, allowing you to block the reversal just in time. You can also use5A>4Bto block normally or5A>1Bto crouch block. If you put enough distance between you and your opponent for them to stop right in front of you at the end of their roll, your meaty5Ashould catch them without any problem. If you're close to them and their roll crosses under you,2Awill definitely cover this option in addition to the previous one as well." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Starter", + "title": "Susano%27o", + "section": "Further Learning", + "text": "TheStrategypage contains lots of information about all sorts of tricks and tips that Susano'o can do. After you feel like you have become comfortable with Susano'o, it is recommended to proceed further into more intermediate and advanced techniques like: In-depth usage of key moves and seals Situational moves and niche applications F-ShikisSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. CCCCcancels Oki setups RPS situations Option selectsA technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Starter", + "title": "Susano%27o", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Frame_Data", + "title": "Jubei", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Frame_Data", + "title": "Jubei", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Frame_Data", + "title": "Jubei", + "section": "System Data", + "text": "Backdash can be cancelled into 44~6 on frame 19 (on landing)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Frame_Data", + "title": "Jubei", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Frame_Data", + "title": "Jubei", + "section": "Revolver Action Table", + "text": "2nd hit of 5D/j.D/j.6D only comes out on hit, unless Jubei is in Overdrive" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Frame_Data", + "title": "Jubei", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jubei/Frame_Data", + "title": "Jubei", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Strategy", + "title": "Mu-12", + "section": "Intro", + "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it. Please feel free to make edits, but include edit summaries and sources where applicable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Strategy", + "title": "Mu-12", + "section": "General Tactics", + "text": "Readpochp's basic guideto get started." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Strategy", + "title": "Mu-12", + "section": "Offense", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Strategy", + "title": "Mu-12", + "section": "Defense", + "text": "Backdash can be hard to beat for some characters, don't forget to consider this option, maybe even in the corner to throw them off. Throwing out your DP (623C) with a rapid cancel is great to escape certain character's setups. Omohikane is also an okay option in some situations due to its longer range. You can catch people trying to sit outside of your DPs range and catch predictable baits. Don't forget that blocking (especially Instant Block/Barrier/Instant Barrier) is also a good option! Anti air options aren't as straightforward. 6A: Standard anti air, fast and long lasting head inv but unimpressive vertical range. 2C: More vertical range, but slow invulnerability frames, high recovery and the hurtbox extending prior to the invulnerability means it must be used preemptively. 5A: Quick and low recovery, but the hitbox means it can't beat certain moves when well spaced. Air throw: Great to call out someone trying to bait the anti airs. Backdash/DP: Risky, but invulnerable on the first frame. Risingj.A: Pre-emptive use. Great on hit or on block. Jump backj.C: Needs to be used preemptively, but spaces most buttons very well. Dash under: Can be risk averse, great against superjump" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Strategy", + "title": "Mu-12", + "section": "Neutral", + "text": "Use your long normals (5C2Bj.C) to make sure your opponent respects your space, then set up steins, one at a time. Always be ready to cancel into something if the opponent takes action. Place steins behind your opponent if you think they will move forward. Place steins near you if you think your opponent will stay where he is. This will allow them to aim better. Use the steins to move in on your opponent if they are too passive, by covering your approach with the lasers. The steins may also force your opponent into moving forward, and you need to be ready for either of these possibilities. Your objectives in general shout be to use smart movement to avoid unfavorable positions. Avoiding being in a position where you're forced to block allows your steins to fire, and this can grant you hits while you are taking minimal risks. The use of special moves and distortion drives is pretty situational, and can do more harm than good if you don't have a good reason to use them." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Strategy", + "title": "Mu-12", + "section": "Blockstrings", + "text": "Remember only 2a and 2b are safe to ODR, so try to stagger with them if your opponent is trigger happy with it 6b must be spaced correctly to hit as an overhead, so practice strings with it against normal block and barrier block Watch the video above for more ideas" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Strategy", + "title": "Mu-12", + "section": "Okizeme", + "text": "In the corner, Mu-12 has several different enders that lead to strong oki. These are some examples of corner oki: A common way to catch all delay techs. The beauty of this oki is that Mu can opt for it from most corner routes. Most combos that go into this oki set several steins for more setplay. An example of a simple ender to setup SoD whiff is SOD >5D>3C> SOD >2D> SODw. Ender that places two charged steins. You can safejump from this with 9 > delayj.B. Properly timing thej.Bwill catch rolls and quick rise. You will also block reversals with at least 7F startup. You can fake out the safe jump with mixups such as empty jump2Blow, and so on. If they block thej.B, jump cancelling is a safe option because the charged Steins provide extra coverage. For more checkCorner Enders" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Strategy", + "title": "Mu-12", + "section": "Tips and Tricks", + "text": "Set one stein at a time max. Learn to use movement to pick your spots. Learn to use your normals to get your opponent to hesitate to approach you. Once you've established that, then start to consider specials and drive options. 214Dis strong." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Strategy", + "title": "Mu-12", + "section": "Fighting Mu", + "text": "Superjump airdash to mess up stein usage. Keep your burst to OD through her slower normals like 5b, 6b or any C normal. Don't be reckless escaping her pressure. You can react to her mixup if you've practiced, so there's no rush. Her C normals have a lot of recovery, getting them to whiff can give you a window to get in." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Strategy", + "title": "Mu-12", + "section": "External References", + "text": "Guide to Mu Offense" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Mu-12/Strategy", + "title": "Mu-12", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Resources", + "title": "Kagura Mutsuki", + "section": "Intro", + "text": "This page is Kagura Mutsuki's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Resources", + "title": "Kagura Mutsuki", + "section": "Documents", + "text": "https://docs.google.com/document/d/1SJrIFtneINLNwlj327nVZ3w8lQx6cr38PjoqDdRwVxY/edit?usp=sharing Flak Maniak's Kagura Notes Kagura Normals Guide Japanese Name: カグラ=ムツキ Japanese Wiki Japanese BBS Arcade Profile Dan Rankings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Resources", + "title": "Kagura Mutsuki", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Kagura Overview Video Character Video Thread" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Resources", + "title": "Kagura Mutsuki", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Resources", + "title": "Kagura Mutsuki", + "section": "Players to Watch", + "text": "VS Fuzzama (HZ)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Resources", + "title": "Kagura Mutsuki", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Resources", + "title": "Kagura Mutsuki", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "Overview", + "text": "Valkenhayn is ahigh mobilityrushdown character. His Drive functions as amode change change mechanicwhere he switches between his slow human form and his high speed wolf form. In wolf form, Valkenhayn has access to some of the strongest mixups in the game with his famouswolf brakeGuardStartupRecovery5Advantagej.AGuardHigh/AirStartup6Recovery10Advantage. This is complimented by his excellent corner carry. Valkenhayn transforms into a wolf by pressing the D button. In wolf form, Valkenhayn gains a completely new moveset and movement properties and is generally a smaller target. However, Valkenhayn cannot block while in this form. Pressing the D button again or getting hit will revert back Valkenhayn back into human form. Despite its low profile, getting hit while in a wolf state is never considered to be a crouching hit. If the gauge reaches 0, Valkenhayn will automatically transform back into a human and must wait for the gauge to completely refill before he is able to transform again. While in wolf form, the following decreases the Wolf Gauge: Moving backwards Using Geschwind Wolf or Rasen Wolf Using any of Valkenhayn's wolf form specials. Time spent airborne Cannot be activated in wolf form. During Endless Wolf, the Wolf Gauge regenerates much faster. The wolf gauge constantly regenerates unless Valkenhayn is in the air in wolf form. Regeneration varies based on Valkenhayn's form. It regenerates at its fastest when Valkenhayn is grounded in human form. When fully depleted, the wolf gauge fully regenerates 3 times faster. Valkenhayn also gains the following buffs: w[j.214A/B/C] have drastically increased hitstun. They also cause hard knockdown. j.Ccancels into Geschwind Wolf. Rasen wolf, Geschwind Wolf, w[236X] and w[j.214X] all have faster startup." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Whiffs on all crouchers Cancels into transform A jab with very small range that cancels into itself 3 times on whiff. It whiffs onallcrouching hitboxes, which limits its use.5Acan be used to time a meaty2Bon grounded opponents. For example, after ending a corner combo with humanj.C, when you land, whiff5A, then followup with2Bwhich can catch players who roll or remain grounded.5Acan also be used as a situational anti air where the opponent is directly above you, butw5Bis still vastly superior." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Standard midrange poke. It is pretty safe and reliable with little recovery, and has a ton of gatling options making it a great normal to begin high/low mixup. It is a good place for you to incorporate wolf mixup i.ej.D>3D>wj.Aor human high/low mixup with5B> IOHj.C,5B>3Cor5B>6C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Chas good horizontal range, it's wolf cancellable on hit, block and also on whiff. Despite being unsafe, it is a really good poke which is quite difficult to punish when used from max range. If used at max range Valkenhayn has no combo routes unless you confirm it into sturm wolf. If it's a CH or on a crouching opponent, you can followup into236C. Use of this normal is not highly encouraged during pressure options afterwards are unsafe, but it can be used occasionally where an opponent does not expect it. Try not to get reliant on using5Cas it can also only gatling into6C. Some characters are even known to low profile this attack so take caution using this in neutral. It's main use is fishing for hits (particularly counter hits) in neutral, or for a long ranged punish. Cancellable into Geschwind Wolf from frame 20, or frame 18 in OD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cancels into transform Can be low-profiled more easily than most2Amoves. Self gatlings up to a maximum of 3 times, but it is not recommended to do so as you will push yourself out and make it difficult to start any real mixup. It's a good normal to set up tick throws, TRMs or even to setup wolf pressure i.e2A>5D>w5A/5C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Low profiles some jump ins Can be used to low profile situational attacks and has very small recovery. It's not too bad on block but the use for this normal is really limited outside blockstring filler where you want to threaten the opponent with a human low. It can be used in some corner combos where the opponent is too low after236Afor a5B/2Cfollowup and you don't want to opt for2A/5Asince those don't scale very well." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Situational anti-air Jump cancellable, and also wolf cancellable on hit, block and whiff. This normal also has a ton of followup options making it possible to go for high/low/wolf mixup, but it is mainly used as combo filler. It has no head invulnerability and has a horrible extended hurtbox, but it can be used as an alternative anti air in situations where you can't fully rely onw5B, like against Litchi IAD >j.B. In combos, the high hitstun is useful to setup an air ender or setting up6B. Cancellable into Geschwind Wolf from frame 21, or frame 15 in OD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5-12 GP Guard Point does not work against throws, Foot attribute, projectiles or unblockable attacks. Floats opponent on hit Launches much higher on CH The Guard point is not Frame 1 so it's not recommended as a reversal on wakeup as it can lose to meaty attacks, throws and lows. It's best used as an AA. It is somewhat risky because it cannot be jump cancelled nor cancel into any attack on block or on hit. You can also use this as a callout tool against blatant pressure resets. On a normal grounded hit, this links into2Aif Valkenhayn is close. On air hit, this can be followed up much more easily. On CH you can combo into5Cor3Cdue to the increased untech and launch. 110% bonus proration On Guard Point, hitstop for Valk is 0F. Opponent hitstop unchanged Cannot guard against unblockables" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Doesn't hit crouchers until frame 23 Cancels into5D Forces crouching on hit Valkenhayn's grounded human overhead. Punishable on block unless cancelled into5D. Can be used to open the opponent up on occasion, but mainly used as combo filler. First 2 active frames only hit above Valk Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fatal counters 34F~ can cancel into Geschwind Wolf Valkenhayn uses a werewolf arm for an elbow strike, then slashes them with his claws, which has a vacuum effect. Great normal which is plus on block, has good range, wolf cancellable and fatal counters. Something to consider is that6Cis usually better when done before236A, resulting in slightly more damage. For example, on airborne opponents in the corner,2C>6C>236A>2Cis better than doing2C>236A>2C>6C.6Cprovides a massive advantage on block.6CFrame traps from all of Valkenhayn's normals, so it can be used in a blockstring to discourage your opponent from mashing.6Calso provides the opportunity for wolf cancel mixup but this is generally unsafe to do. Fatal Counter Cancellable into Geschwind Wolf from frame 31" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Downs opponent on hit Hard knockdown on ground CH A standard sweep. Hits low, has decent range and is wolf cancellable on hit, block and whiff. Grounds the opponent for some time on CH. Pretty safe on block but ends all pressure.236Ais usually used as a followup for hitconfirm. The pushback is also a little strong so you may have to go back to neutral. Cancellable into Geschwind Wolf from frame 18, or frame 15 in OD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A diagonally downwards jab that self galtings, has decent range and cancels intoj.5D. Can be used air to air or as combo filler in the sjj.B>j.A>j.B> jcj.B>j.Ccombos. If you catch your opponent with this move as an air to air you can mash this attack to maintain your pressure." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Solid air normal with great reach and can reverse gatling intoj.A. Covers more space thanj.A, butj.Ais a more common option. This is also the normal you will be relying on a lot on during your air combos, often using thej.B> jcBj.B>j.C. Has a hitbox behind Valkenhayn, and as such can be used for cross-ups." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 23F hitstun Grounds opponent on air hit 1F landing recovery Air combo ender. The vertical reach on this move is on a ridiculous level. With 50 meter, it's a go-to air to ground move. In pressure, it also works as an instant overhead from jump cancellable normals, but it can whiff on characters with a smaller crouching hitbox, notably Nine and Es.j.Citself is pretty unsafe if used on a grounded opponent so you have to doj.C> RC >j.Cfor safe mixup. The only other option is to special cancel it withj.214Band then drive cancel it for more pressure (unsafe method) or to get away. This is why IOHj.C> RC >j.Cis only safe when you have the meter to cover for it. However, keep in mind that this is an instant overhead, so it's highly likely to hit as is. During OD only, cancellable into Geschwind Wolf from frame 14" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "5D/2D/j.5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Valkenhayn is in a CH state while transforming into wolf form Transforms to wolf form on 7F 7F~ in human form and able to cancel into human attacks 5D[w] Can cancel into non-Drive attacks, jump, forward/back walk and taunt from frame 7 j.D Can cancel into ground normals and throws on 7F j.5D[w] Can cancel into air normals and throw on 7F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "4D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Transforms into wolf form on frame 10 CH state for the duration Enters standard landing recovery upon landing (cannot walk/jump for 5 frames, but can attack)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "Geschwind Wolf", + "text": "Cancel Human Attack with direction +D Valkenhayn spins in place, changes into wolf form, then charges in the direction of your choice. This does not actually attack, but moves you in a direction at a very high speed whilst draining your wolf meter for as long as Valk dashes. The dash can be stopped or cancelled into wolf attacks after different amounts of time depending on the direction and whether Valkenhayn is in Overdrive; check Valkenhayn'sFull Frame Datapage for more info. All groundedCnormals and all of Valkenhayn's human specials can be cancelled into Geschwind Wolf.j.Cbecomes cancelable in Overdrive j.Cbecomes cancelable in Overdrive Costs 15% Wolf Gauge when done from the ground Costs 10% Wolf Gauge when done from the air" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "Rasen Wolf", + "text": "Any Direction +Dduring Werewolf Valkenhayn pauses, then dashes in the direction of choice. Wolf gauge decreases quickly while using this, but it is vital for many of Valk's combos. Similar to Geschwind Wolf, the dash can be stopped (cancelled into Break) or cancelled into other attacks at different timings depending on the direction; more detail can be found on Valkenhayn'sFull Frame Datapage. Note that the cancel timings between Geschwind Wolf and Rasen Wolf are different: Rasen Wolf can cancel into Break much sooner than it can cancel into other attacks, and doing so is critical to performing things like Valkenhayn's infamous Wolf Dash Brakej.Ainstant overhead! Once the dash has started, Valkenhayn behaves as if he was in the air:5Dtransforms Valkenhayn back into human form, Valkenhayn can cancel into his jumping attacks, and so on. Rasen Wolf can also cancel into itself indefinitely, as long as there is enough Wolf Gauge left. Wolf4Dand7Dhave 10 frames of invincibility on startup, so they are especially good to use to bait reversals on your opponent's wakeup for instance, or for getting some invincibility for an unsafe special you might have done. Costs 15% Wolf Gauge when done from the ground Costs 10% Wolf Gauge when done from the air After initial cost, Wolf gauge constantly decreases during the dash." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "Break", + "text": "4Cduring Geschwind/Rasen Wolf H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Valkenhayn scratches right in front of him. A good normal with decent range and self gatlings into itself a maximum of 3 times. Its speed and range make it useful as a neutral poke. Even if this hits from max range you will always be able to confirm it into w5C which is a better combo route than w[5A>5B>5C].w5A's hitstun/blockstun is quite low so it's a good way to set up tick throws." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Anti-air Air unblockable This is your most reliable anti air. It has good vertical range and can even hit behind Valkenhayn.5D> w5B is good against jump ins because you can give yourself extra head invincibility. If it hits an airborne opponent the most common followup is wj.A. It's also often used as a blockstring filler since you can still use high/low mixup with wolf brakewj.Aafterwards. w[5B> wolf brakej.A] is tight even on IB (if you use 1DCA) so it works really well against characters with DPs." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Downs on hit Hard knockdown on CH Valkenhayn has limited options after this, and if the opponent is aware of this they can try to beat you by simply mashing. Rather than always going forw5C>6D, you can go for w[5C>1/2/3D~4C>5C] for a little more variation. Not only is this normal good for mixup but it's also useful in baiting DPs and reversals when used at the correct spacing. The range of this normal is really deceptive so it can be used for footsies midscreen. This is a really good combo starter leading into 3.5k max without wolf loop and is a staple in Valkenhayn's offense. w5C > wolf brakej.Ais also really good against mashers, so it's better than using w[{{{2}}}>6D>j.A]. However it'll still lose to DPs so take caution." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Can cancel into wj.AAuntil 16F Can cancel into wj.AAAuntil 11F Bonus 110% proration on wj.AAA A bite which can be pressed 3 times for different animations, similar to Hazama'sj.C. Mostly a wolf hit confirm filler and it's not as damaging to combos as much as other character's5A/j.Aso it's not bad to use, although it's normally used for combo enders. It's also a fantastic air to air normal because it has deceptive range and it's fast! An overhead which is very useful for maintaining pressure. It's extremely useful when used at the correct spacing after aj.B> jcj.B>j.Cknockdown because the range is really deceptive when using wolf brakewj.A. Combine this withw5C, and you already have a high low mixup. From a blocked6D(not wolf brakew.jA!)w.jAyou can go intowj.Cfor another overhead. This is the normal you should be using if you're air to air with your opponent.wj.Awill help to level up your pressure and mixup if you use utilize it with wolf brake (1DCA OR6D~4C~j.A). There is no reason not to use it as not only is it faster than6D>wj.Abut it also consumes slightly less wolf meter. j.AAA[w] 110% bonus proration" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Valkenhayn spins and brings his tail down for an attack. This will ground slam on air hit. Mostly used to end wolf combos resulting in a knockdown, to perform overhead mix-ups such aswj.C> wolf brake >wj.B, or as combo filler at the right height." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Propels Valk upwards slightly. Sets up a few mixup options if blocked, such as a grab or wolf brake > wj.A. You can also use it as additional mix after a blocked wolf brakewj.Awith w[j.A>j.C] and w[j.A>5C]. Also functions as combo filler." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "Ground Throw", + "text": "5B+Cor4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage (1500) Ground slides at midscreen Wallbounces in the corner Can be followed up with236Cmidscreen, but the wallbounce in the corner allows for different followups. Valkenhayn's throw has a deceptively big hitbox for what it is. Even without a followup, Valk throws the opponent to the other side of the screen, allowing good corner carry. You may find yourself not using his throw because the wolf provides you with a ton of more effective options, but it is an option if you are low on/out of wolf meter and want to get some breathing space. B+C Minimum Damage 100%: 1500 Maximum Slide duration 20F 4B+C Minimum Damage 100%: 1500 Maximum Slide duration 20F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage (1500) Wall bounces at midscreen, wall sticks in the corner. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Uses 50 heat. 180F Heat Gauge Cooldown 1-20 All Invul" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Uses 25 heat. 180F Heat Gauge Cooldown Behaves like otherCrush Triggers Causes hard knockdown on air hit 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "Nacht Jager", + "text": "236A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Skips remaining active frames on hit or block Can cancel into Geschwind Wolf either 27F~ or after hitstop Blows back on air hit Quite useful in pressure. The shoulder charge continues after Valkenhayn is blocked, meaning he can essentiallyignore the pushback from barrier and remain at +1. This creates interesting pressure extensions and gap closing ability. However, it will still leave Valkenhayn close and minus on instant block. On hit/block, Valk goes into Recovery animation (23F)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "Schwarz Jagd", + "text": "236B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Downs opponent on hit Can cancel into Geschwind Wolf 18F~, the frame before the hitbox becomes active Can cancel into Weiß Jagd on hit or block 24F~ Fatal Counter Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "Weiss Jagd", + "text": "236Bafter Schwarz Jagd H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Slides opponent on hit Can cancel into Geschwind Wolf 15F~ Maximum Slide duration 40F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "Nacht Rosen", + "text": "236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Floats opponent on hit Can cancel into Geschwind Wolf 22F~" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "Mondlicht", + "text": "j.214B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Floats opponent on hit Can cancel into Geschwind Wolf 15F~" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "Konig Wolf", + "text": "236A/B/Cduring Werewolf (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Ground versions become airborne on 7F~ 22F~ can pass through opponent Floats opponent on hit 9F~ after hitstop able to cancel into various moves on hit or block 30F~ after histop or on whiff can cancel into Rasen Wolf 236Candj.236CFatal Counter Better known asWolf Cannon. A wolf rushing attack while drilling forward. You can use this in air as well. The A version makes you charge forward, the B version has you attack in a ~45 degree angle, and the C version goes straight up. Note that this does not hit overhead. Pops your opponent straight upwards on hit. Typically you will be using this move to fish for hits. A blocked wolf cannon is pretty unsafe and each character has various ways of punishing you. You can try to make it safe with7D/4Dif it gets blocked, but characters such as Jin can punish7Dfollowups with623B. Check theCombos Sectionto look at potential followups." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "Eisen Wolf", + "text": "j.214A/B/Cduring Werewolf H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Grounds opponent on hit Causes hard knockdown on CH Hard knockdown in OD. Does not cancel into other specials Cancels into Rasen wolf ~7F after landing recovery. AlsocalledWolf Cannon. This attack is similar to Konig Wolf. Valkenhayn rushes diagonally downwards and lands. The A version attacks in a ~45 degree angle downward, the B version is at about 60 degrees downward, and the C version goes straight down. Grounds the opponent for soft knockdown on hit. This is more unsafe than 236X because of the extra landing recovery before cancelling into4D/7D. In neutral it's best used to catch opponents who are trying to anti air you and shouldn't be thrown out randomly." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "Himmel Wolf", + "text": "B+Cduring Werewolf (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A non-standard throw, but can still be rejected like a normal throw can.If this move gets Throw Rejected, Valkenhayn will revert to his human form. If this move gets Throw Rejected, Valkenhayn will revert to his human form. Wall bounces opponent Freezes wolf gauge from 1~17F for the ground version, 1~9F for the air version 100% minimum damage (1400) Air version has 11F landing recovery On successful throw, Valkenhayn transforms back to human form and the Wolf Gauge fully restores.Refills 25% of the Wolf Gauge on hit. This hit is cancelleable into specials, Distortions, and Rasen Wolf. Refills 25% of the Wolf Gauge on hit. This hit is cancelleable into specials, Distortions, and Rasen Wolf. B+C[w] Minimum Damage 100%: 1400 j.B+C[w] Minimum Damage 100%: 1400" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "Sturm Wolf", + "text": "632146Dwhile Human H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 1012 minimum damage (1280 in Overdrive) Reversal Super / Distortion Ender Values in [] are during OD Minimum Damage 20%: 1012 [1280] reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "Konig Flug", + "text": "j.236236C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 1000 minimum damage (1280 in Overdrive) 180F Heat Gauge Cooldown Landing attack cannot be rapid cancelled after hitstop Air combo distortion ender. Wolf version leaves Valkenhayn closer to the opponent after the followup. Valkenhayn charges diagonally downwards towards his opponent then follows up with two more attacks on hit. If the landing attack does not connect then the last hit will not come out. You can also recharge low wolf meter with this ender but not as much as Sturm Wolf because Valkenhayn spends most of this super in the air, halting the wolf gauge. Another important factor to consider is that this should only be used when you're going for the kill as the opponent has the option to roll forward and past you, making you lose any form of oki you had planned. However, there is a way to counter this if you have 100 meter. After a Konig Flug in the corner, at the end of the recovery, input412364D. This is an option select. If the opponent rolls behind you, Sturm wolf will activate and hit them, but if you're too quick you'll end up in front of them and the attacks will whiff. If the opponent does not roll you'll get a w4D backdash. Values in [] are during OD Minimum Damage 20%: 1000 [1280]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "Sieg Nagel", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as every other Exceed Accel. 295/627 Minimum Damage Strong Pushback on block Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 295 {570+57}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "Blut Vollmond", + "text": "214214Cwhile Human whenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 180F Heat Gauge Cooldown 7F~ after superflash in the air 1-19 All Invul Hits 3 times on block. If any of these hits connect, the attack will land. Valkenhayn does a flash kick and launches the opponent into the air with a view of the full moon. Important to note that this is air unblockable without barrier and can be combo'd into from just about any normal up close. Sadly, however, it is somewhat lacking in horizontal range, so be careful when trying to combo into it. Due to Valk's freeform nature there's a variety of ways to set this up, especially with Geschwind cancels. Overall a great astral. Combos From... 6ACH 5B/2B All C normals All Throws (Grounded human throws in the corner) 236C ...And alotmore!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing", + "title": "Valkenhayn R. Hellsing", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "Overview", + "text": "Carl is apuppet characterwho controls a separate character called Nirvana. Carl is focused more on quick and short-ranged strikes while Nirvana focuses more on slow, damaging strikes with large reach. Together, they are capable ofamazing pressure, looping unblockables and strong okizeme. Carl is the actual character the player directly controls and is trying to keep alive, while Nirvana is one he gives commands to and is essentially immortal (Although can be temporarily disabled by damage or over-use). Carl must track Nirvana's position at all times, as he strongly relies on her for neutral and offense. Without Nirvana, Carl's weaknesses become much more apparent as he has low life and no true reversal outside of his Exceed Accel. Carl's Drive revolves around controlling Nirvana (otherwise known by her human name Ada), who moves and acts independently of Carl but is controlled at the same time. The main details are: Hold the D button to activate Nirvana, release D while not holding any direction to deactivate. While active, she can move forward by holding any forward/backward direction (including diagonals). Nirvana is solid to both Carl and his opponent while active Nirvana will attack whenreleasingthe D button while either holding a direction or after completing the inputs for one of her special moves. Nirvana will remain active afterwards if you are holding D as the move ends. Note that the directional inputs required for moves is based onCarl's current facing, not necessarily Nirvana's. For example: If Carl is facing right and Nirvana is facing left, pressing D, inputting 623 and releasing D will give you Con Brio, not Volante. Similarly,opponents always face towards Carland thus input moves and block attacks based on his location, not Nirvana's, even if Nirvana is attacking from behind them. Nirvana has a health bar that gets consumed when she attacks or gets hit while active. While this health regenerates rapidly if she is left inactive for a short period; If Nirvana runs out of health, she will be disabled and regenerate more slowly, only becoming usable once she has fully recovered. If Carl gets hit or blocks something, Nirvana is interrupted in most cases and reverts to her inactive state. Nirvana cannot cancel her moves into each other in any way and are essentially all links (Making the recovery time of each move important to understand). Rapid Cancels cannot be triggered by anything Nirvana does, nor do they affect her when used otherwise.Overdrive: Synchro High Speed Carl's overdrive grants Nirvana a power up: Nirvana recovers faster from her moves and many of her moves gain new properties and hitstop Nirvana's moves cost none of her health to use. Nirvana's walk speed is 50% faster. Nirvana's meter recovery speed is also increased by a flat 5hp per frame at all times, and an additional 18hp per frame while disabled. (Meaning she will fully recharge from disabled in under 3 seconds) Carl gains access to a new Distortion Drive and the other three are improved significantly." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A standard 6F jab that hits crouchers. Has a very long cancel window, making it good for staggers. This is also Carl's go-to abare. Cannot whiff cancel This move can be done twice in a blockstring or combo." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of Carl's most important normals for neutral, combos, and pressure. It's not the longest poke compared to5C, but it's less committal, and the hitbox is disjointed enough to win against other buttons in neutral. Microdashing gives5Bsome extra range, too. Jump cancellable on block, which allows him to easily set-up airdash high-low mixups with Nirvana. Pressing5Bagain on contact will go into6B." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A long poke with a disjointed hitbox. A nice feature of5Cis that it doesn't extend Carl's hurtbox at all untilafterit goes active. A strong button in a vacuum, but in application doesn't see as much use as you'd think, as Carl has safer options in neutral hiding behind Nirvana, and in pressure he can threaten strong mixups without needing to commit beyond hisA/Bnormals. It's still decent combo filler even if5B→5Cwon't convert on air hit, and solo Carl can go into either6Cor6Bfor a workable mixup. This is also the go-to button for punishing DPs and the like, allowing Carl to deal upwards of up to 5K without spending meter." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Like5Abut crouching. It It also has a very long cancel window, making it good for stagger pressure. Combining this with the ability to cancel to5Aallows for some good stagger pressure. Since it startup is 1f slower than5A, this is only used in abares where the opponent has Body invul. Cannot whiff cancel" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A general all-purpose low poke. Shares the same startup as5B, but cannot be jump cancelled and has the foot property. In mixups, it is used alongsidej.Cas part of Carl's unreactable and safe mixup." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Carl's crouching anti-air normal. Although its invincibility frames start later than6A, its smaller vertical hurtbox during startup makes this a very useful anti-air (arguably even better than6A) in some situations. For example, beating air normals that could tag standing hitboxes such asSusanoo'sj.CGuardHigh/AirStartup12Recovery23Advantage In combos,2Cis one of Carl's launchers beside Cantabile. Launches on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Carl's go to anti air with fast head invul.6Ashifts Carl's hurtbox backwards which can sometimes catch your opponent if they try to cross you up. If positioned correctly, it can consistently catch opponents trying to IAD past Nirvana. Launches on CH Whiffs on a few crouchers, like Ragna." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "6B/5BB", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Standing low, Carl steps forwards before attacking, giving it more range. Being as slow as it is, you need to be careful using it as anything that cancels into it on block leaves a 3f gap for the opponent to reversal out of. Spins on CH, giving ample time to confirm. Can be performed after5Bconnects by pressing5Bagain" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Carl's standing overhead. Fast, but only gatlings from5A/2Aand5C. It has decent reach, lengthy foot-invul to beat opponents mashing, and solid reward with its above average scaling — Carl being able to get near 5k with ODC. Has no gatlings on block, but this is negligible with Nirvana backing his pressure, and with RC it leads to a fuzzy setup on taller characters. E.X6C→ RC → 669 →j.A. And lastly,6Cground-bounces on air hit, and this is used for adding supers at the end of kill combos, but doing3Cinstead is easier for little damage loss. Forces crouching. Hard KD on air hit. Fatal Counter. Fatal Counter Forces crouching on hit Airborne from frame 10, invuln ends on landing, hit occurs on frame 3 of landing Startup/invuln duration can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An advancing sweep that shrinks Carl's hurtbox significantly, to the point he can slide under standing normals and even most2As, although it's quite late into the startup for it to kick in. It has good range and reward on CH, further so with microdashing, but is on the slower end of sweeps. For combos, it usually sets up distotion drives. As a starter, it combos into Crush Trigger. Hard knockdown on CH Low-profiles 13-23f" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fast air jab that has some disjoint. Useful for winning air scrambles and jailing the opponent with its reverse beats." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Air to air move, mostly used as combo filler, or as the overhead in Carl's corner Unblockable setups." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An important air normal:j.Cwill knockdown airborne opponents to setup okizeme or juggle with Nirvana after in combos. In combos, try to incorporatej.Cas early as possible to get that 110% bonus proration. As an ender, it serves as an alternative toj.214C, leaving Carl closer to the opponent. In mixups, this is part of Carl's unreactable safe mixup, being the overhead. Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Main air to ground move for Carl. Near symmetrical hitbox makes it ideal for crossups. On hit/block, Carl bounces and recovers in the air, animation 26. Combo staple due to its relatively good damage and ability to cancel intoj.B,j.Candj.214Cto get back onto the ground fast. Not an overhead. On hit/block, Carl bounces forward and recovers in the air (26F) On hit, cancels into normals available from frame 9 of bounce, special cancels available immediately" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "Drive Moves", + "text": "The following section is for Nirvana.All move properties, frame data, etc... apply only to her; Carl is fully free to act.This also applies to any of Nirvana's specials.The only times where Carl and Nirvana have tied recovery are his Distortion Drives and Astral, explained further there. All move properties, frame data, etc... apply only to her; Carl is fully free to act. This also applies to any of Nirvana's specials. The only times where Carl and Nirvana have tied recovery are his Distortion Drives and Astral, explained further there. All normals can be performed regardless if Carl is on the ground or in the air — They are inputted the same.E.X:j.[D]→j.B→j.C→j.2]D[will have Nirvana do2D E.X:j.[D]→j.B→j.C→j.2]D[will have Nirvana do2D" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "Inactive", + "text": "5]D[ H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Default State for Nirvana, will revert to this state ifDis released or Carl is hit or blocks. This is the primary way you'll regenerate her health; knowing when to give Nirvana a rest but also make good use of her is key to learning Carl. Be aware that if your opponent starts a combo on you, Nirvana will likely get back to full health by the time you recover, so you don't need to be too conservative with spending her health most of the time. While you might notice Nirvana has an animation when she deactivates, this is purely visual and can be interrupted at any time by activating her again. While inactive, Nirvana has no collision and cannot be hit. Nirvana starts with 5000 health and can lose it when hit or when using any of her moves (See each move for costs). After 29F of being inactive, Nirvana will regenerate 10 health per frame. This occurs even if Carl is in hitstun or hitstop. At the start of a round, Nirvana spawns 195,000 units behind Carl. (About 2/5ths of the distance to the other player). Animation for powering down can be interrupted at any time" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "Active", + "text": "5[D] H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Active state. Can be performed and held at any time Carl is not blocking, in any kind of hitstun or tech recovery. Nirvana can walk around by holdingDand inputting any sideways direction, walking slightly faster than Carl overall (And much faster when in Overdrive). Notably you can make her walk without forcing Carl to also move by holding 1 or 3 since Carl will simply crouch instead. If you are holdingDas Nirvana ends some other action that requires active state, she will remain in the active state and can immediately perform something else. Nirvana must fully start up before being able to commence any other action (Including walking). This takes 16F but cannot be interrupted by any hit in this time (And any damage is reduced to 25% of normal). Usually you'll use this state for as little as possible to transition directly into an attack, but sometimes it's useful just to activate Nirvana to create a physical barrier to opponents and projectiles since Nirvana's health is much more expendable than Carl's. If possible, try to use Nirvana's startup armour so she takes take less damage. During this 16F, any Nirvana move can be buffered and she will perform it as soon as startup is finished, meaning you can just tap a move, e.g.6D, and it will come out. During this state and all attacks, Nirvana is solid and may be hit and collide with both players. Any hits she takes deals unscaled damage to her health (Projectile damage is halved). Hits on Nirvana are treated like blocked attacks, even though Nirvana may still get interrupted and take damage; Opponents hitting Nirvana only have access to cancels possible on block, they cannot trigger any cinematic attacks or throws, they will never launch or knock down Nirvana etc... Additionally, both players gain heat for Nirvana being hit equal to whatever each player would normally gain if Carl had blocked that attack. Nirvana has a walking speed of 8,000 forwards and 7,000 backwards, these values go to 12,000 and 10,500 in overdrive. To perform Nirvana's moves, input the required directions andreleaseD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "Disabled", + "text": "Automatic when Nirvana's health reaches zero H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nirvana's dead state when she runs out of health where she cannot be used at all. This is something youalways want to avoidsince Carl really needs her to cover his shortcomings. When learning to play Carl, it's useful to get a feel for how many moves you can get away with Nirvana using while keeping a small reserve of health to protect her from getting hit and finished off. If Nirvana is disabled and youreallyneed her back, activating Overdrive will rapidly restore her health, but you're unlikely to have much Overdrive time left to make any other use of it by the time she's operational again. Like the inactive state, Nirvana cannot be interacted with by either player. Can be caused by using any move Nirvana hasn't got enough health to pay for. In this instance,Nirvana will still perform the move as normalbut will then become disabled immediately afterwards. In this case, the move in question will not be interrupted if Carl is put into hit/blockstun, even getting hit by Burst (Nirvana herself will still be interruptible normally however) Regenerates at 7hp/frame until fully recovered, then performs a 65F revive animation before going back to the inactive state. The entire process takes about 13 seconds overall. Regenerates an additional 18hp/frame during overdrive, reducing the recovery time down to just over 4 seconds, optimally. Startup time is time to regenerate a full health bar, recovery is a fixed animation" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Values in [] are during OD Costs 900 (18%) of Nirvanas health to use On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A punch that slides Nirvana forwards. This is Nirvana's most basic move, easy to hit with, helps keep Nirvana in range when attacking and (most importantly) the cheapest move she has. This is your go-to Nirvana move whenever you have any doubts about what move to use. When Nirvana is on the opposite side of the opponent, this move becomes additionally useful at stopping Carl's opponent being pushed away during pressure and combos Causes a groundslide if opponent was hit in the air. Values in [] are during OD Costs 600 (12%) of Nirvanas health to use On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged Maximum Slide duration 45F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "4D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nirvana's fastest normal, and the only one with body armour. The threat of4Dis to scare opponents from hitting her, as unlike other moves, she won't be interrupted and the resulting Fatal counter will lead to a hefty punish. Although, it'll lose to crouch buttons, or be checked by jump cancellable normals. It has a strong vacuum effect, and hard KDs on air hit for easy sideswaps. Carl can also frametrap in pressure with4D, though it's more expensive than using6D. Pulls the opponent towards Nirvana. Hard knockdown on air hit Crumple stuns on CH Fatal Counter Values in [] are during OD Costs 900 (18%) of Nirvanas health to use Fatal Counter On Guard Point, hitstop for Nirvana and Opponent unchanged On CH Crumple Duration 33F, Crumple Fall 63F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "8D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A more niche anti-air compared to623D, due to how its positioned directly above Nirvana and a lack of head invul. However, its long active frames help punish against IADs and various air mobility tools. Its use particularly shines in combos, as a high-damage extension that leads into almost anything you desire. Can hit grounded opponents if they are directly next to Nirvana. Long untechable time, allowing for various combos. Very low recovery, making it quite doll-meter efficient if you let her regenerate afterwards. 8D Values in [] are during OD Bonus Proration 110% Costs 900 (18%) of Nirvanas health to use On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "3D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Values in [] are during OD Costs 900 (18%) of Nirvanas health to use On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "Forward Throw", + "text": "B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% Minimum Damage (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% Minimum Damage (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% Minimum Damage (1500)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll In pressure, it is often used alongside2Dto drain the opponent's Barrier Gauge by a huge amount. In combos, it is mostly used to stall for Nirvana, in corner combos and to force stand in Carl's corner unblockable loops. Hard KD on air hit. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "Vivace", + "text": "236A/B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A command dash with quite a lot of utility packed into it: Carl uses Vivace for repositions, ambigious crossups (when done with Nirvana attacking at the same time), and as a defensive tool with its invulnerability. Even if this move doesn't pass through Carl's opponent, Carl's facing still switches at a consistent point in the move (and then he turns around after the move ends if need be). Be sure to get a feel as to when Carl thinks he's facing the other way so you don't accidentally use the wrong move with Nirvana when using this (Remember, Nirvana's command inputs are based on Carl's facing!). CH state throughout both moves. 236A This version travels a short distance but recovers quickly, making it ideal for pressure strings as Carl can cross through the opponent for mixups, or to approach while they're locked down by Nirvana. The projctile invul can be used as a reversal against characters who use projectiles in their pressure such asNine'sKunziteGuardHigh/Air, AllStartup21RecoveryTotal: 40Advantage+6orNu'sDrives, but this aspect of the move is quite MU specific. Can pass through opponents from frame 1-18 236B This version goes further and has longer invul, being intended as a getaway tool. Vivace loses to crouching moves, projectiles and throws, so using it often on wakeup isn't advised, but is a solid choice when mixed properly with other tech options. During mid-pressure, it can be used on reaction if the opponent does a jump in, enabling quick escapes that can be difficult to catch. Can pass through opponents from frame 1-24" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "Cantabile", + "text": "623C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Carl sends the pawn out to grab the opponent. Not a throw, or a low, but can't hit airborne opponents. On hit, it pulls opponents towards Carl and launches them into the air, enabling easy followups with both Nirvana and Carl, as appropriate. Due to the first hit dealing 0 damage, the second hit will always experience combo scaling, doing 1080 damage if used at the start of the combo. Has an enormous amount of hitstop, allowing you to RC and leave the opponent stuck in place for nearly a full second. also delays the opponents burst until they get launched, letting you react to the burst flash and RC if they burst too early. Also forces standing on hit RC, allowing for some very niche Unblockable setups where you can't fit a CT. Enters recovery animation immediately on block Cannot hit airborne opponents CH state until last 15 frames of recovery" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "Allegretto", + "text": "j.214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Multihitting air special that keeps Carl's current air momentum briefly (allowing for some funky movment with dash orj.2C), then stops his momentum in the air and makes him recoil slightly, common air combo filler. Ends the air combo midscreen unless Nirvana can get her own hit in afterwards. Used often in corner combos for added regen time early on (xx>623c>Brio>dash j.214c>5a>5b), or as an ender to set up for Volante as an oki option while putting carl at a safer distance than the usual j.C The first hit that actually deals damage will deal 700 damage (Even if it's not the first actual attack in the sequence) then the remaining hits will deal 100. P2 applies only once for the entire move. First hit that connects deals 700 damage, remaining hits deal 100 All hits deal full chip damage (5%: 35) on block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "La Campanella", + "text": "22D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Values in [] are during OD Costs 100 (2%) of Nirvanas health to use" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "Con Fuoco", + "text": "41236D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A multi-hit attack that covers a large stretch of horizontal ground and deals a lot of damage. Good neutral move and combo filler but leaves Nirvana in recovery for a long time and can be low profiled by a number of moves. Be sure to follow it or risk being separated In OD, applies p2 only once and is overall far faster to start and end, making for a staple move in OD routing Launches the opponent Wall-bounces midscreen and corner Hard KDs during OD Values in [] are during OD Costs 900 (18%) of Nirvanas health to use Max 5 hits On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "Con Anima", + "text": "63214D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nirvana runs forward with her arms raised and attempts a grab when she gets close. If it hits they will get slammed to the ground for a hard knockdown with no bounce, meaning you need to use the throw animation time to get carl into position quickly. Nirvana slams the opponent on the opposite side to her so this (usually) makes positioning easier. This is Nirvana's option to deter hitting her, but use it carefully as opponents can both jumpcancel to block or outspace it and on whiff it's a green light for the opponent to close in. Also works well against Haku's trying to parry Nirvana. This move is fast, fully armored, and much more subtle animation makes it great at punishing opponents being a bit too eager to smack her Also synergizes very well with Nirvana's startup armor, being the only move she cant get \"meaty-ed\" out of The running animation is not active, when Nirvana gets in range (usually standard throw range) or runs too far she will perform a grab animation with 8F startup.The grab itself has a throw range of 140,000 units between bounding boxes. The grab itself has a throw range of 140,000 units between bounding boxes. Can catch airborne opponents. Can be blocked but cannot be throw rejected, even in combos, also does not have any minimum damage. Has Head, Body, Foot AND Throw attributes. Basically only moves with full invulnerability or full guard point will protect against it. Fatal Counter Values in [] are during OD Costs 900 (18%) of Nirvanas health to use Fatal Counter Nirvana automatically attacks after getting close to the opponent On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "Con Brio", + "text": "623D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Anti air attack that covers a huge space, must be barrier blocked in the air. Wall-sticks in the corner. Superior to 6D in corner for combos, due to its much higher damage and basically same effective cost (very low recovery). For some reason doesn't stop if Carl gets hit. Makes for a very scary scramble option after you air tech with Nirvana close by because of this (just be careful of her 16F general startup) Values in [] are during OD Costs 900 (18%) of Nirvanas health to use On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "Volante", + "text": "421D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Projectile attack, Nirvana launches a large orb that accelerates with time. This is probably Nirvana's most versatile move, notably used in oki against characters with DP, and much more use cases, especially in neutral: Sometimes used point blank in some combos. Can be used with Nirvana offscreen for a surprise attack. Projectile does not go away if Carl blocks or Nirvana is hit, however Nirvana's animation itself will be interrupted if she hasn't finished summoning the projectile Flies just above the opponent while they are knocked down (only after the initial bounce from hitting the ground; only exceptions are Rachel and Tager, who are just barely too tall on the ground), meaning if timed/spaced properly can very consistently catch all options similar to 2d while not hitting them OTG to Blue-beat. On top of all that after a knockdown, forces characters with non-projectile property or non-armor reversals to RC it on block or risk getting hit by the orb Values in [] are during OD Costs 900 (18%) of Nirvanas health to use On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "Laetabilis Cantata", + "text": "632146C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll General purpose damage dealing distortion, but be wary that it has no meaningful invulnerability, so don't try to use this as a reversal. Has a rather lengthy animation, which allows Nirvana to regenerate some HP. This is often used as a combo ender to finish off opponents, and with 100 meter, this can be comboed from Fermata through214214D>3C>632146Cfor high minimum damage (1000). Projectile does not disappear on hit, leading to favourable trades. If done midscreen the opponent can be pushed out before the super finishes. If this happens, Carl is left horribly minus, but it is still relatively difficult to punish him due to the persistent projectile and him still being able to control Nirvana. Carl can be pushed around during the animation, and even be inside of the projectile itself. Technically invulnerable on frame 8 (the frame before superflash), but the invuln runs out during superflash meaning Carl is invulnerable for effectively less than 1 frame. The projectile comes out during superflash on the same frame as the invuln ending; being hit during superflash ends the freeze on the opponent, making the effective startup of the projectile hitbox 40 frames post-flash in this situation. Values in [] are during OD Frame Adv listed is when opponent blocks until they are pushed out normally midscreen If opponent blocks all hits, then Frame Adv is +18 Minimum Damage 10%: 500 [660]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "Rhapsody of Memories", + "text": "236236D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nirvana attacks in a long string of attacks while Carl is free to move and do what he wants. During this time, Nirvana cannot be interrupted by hitting her or hitting Carl. Not the most damaging Distortion Drive, but it doesn't need to be. Often used to basically force Carl's opponent to stay still and block while Carl freely tries a number of mixup options to try and open them up. Be wary that you aren't completely impervious to damage while in this state since a number of moves can both hit Carl and launch the player to safety if timed correctly. Keep in mind that if the opponent gets hit airborne, the combo will likely drop and won't deal a lot of damage. Does not cost any of Nirvana's health to use. Nirvana will keep attacking during Carl's own superflashes Nirvana will not change facing during the move if she ends up on the wrong side of the opponent during the move 236236D Frame Adv listed is when opponent blocks all hits First hole that appears on normal block after blocking 8 hits. Frame adv in this case is +59 Active Frames are: 3(12)3(12)3(9)3(12)3(12)3(12)6(9)6(23)5(26)5(38)6 Minimum Damage 20%: 40×3, 60×2, 70×2, 100 On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged Carl has total animation 10+(40 Flash)+69 on the ground and 10+(40 Flash)+53 in the air When done in the air, the move becomes active 9f after the superflash rather than the grounded 18 236236D OD Frame Adv listed is when opponent blocks all hits First hole that appears on normal block after blocking 16 hits. Frame adv in this case is +99 Active Frames are: 2(8)2(8)2(6)2(8)2(8)2(6)2(8)2(8)2(6)2(8)2(8)2(8)4(6)4(6)4(6)4(21)5(24)5(54)6 Minimum Damage 20%: 40×12, 60×4, 70×2, 100 On Guard Point, hitstop for Nirvana is 7F. Opponent hitstop unchanged Carl has total animation 10+(40 Flash)+69 on the ground and 10+(50 Flash)+53 in the air If performed in the air, the move becomes active 9f after the flash rather than the grounded 18" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "Fermata", + "text": "214214D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nirvana does one big uppercut that launches opponent very high. Despite the long animation and superflash, this move is the second fastest move Nirvana has and cannot be interrupted. While technically fast, the 50-frame superflash makes it easily reacted to, making it useless for pressure or neutral. Due to its poor scaling and how much combo timer it wastes, Fermata is best used as yet another combo ender, and can also be comboed intoLaetabilis Cantata. In comparison toLaetabilis Cantata, Fermata's singular hit has a niche advantage: Preventing the opponent from refilling their burst gauge sooner, because the game refills burst meter faster the more hits you do in a combo. Does not cost Nirvana any health to use. Minimum Damage 20%: 500 [600] Carl has total animation 1+(103 Flash)+42 on the ground and 1+(103 Flash)+36 in the air. Both ground and air versions have Invul 1~1 All Vaules in [] are during OD Minimum Damage 20%: 500 [600] Carl has total animation 1+(103 Flash)+42 on the ground and 1+(103 Flash)+36 in the air. Both ground and air versions have Invul 1~1 All" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "Arpeggio of Oblivion", + "text": "632146Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Carl's version of Relius'Vol TedoGuardAllStartup7+(88 Flash)+4~12RecoveryTotal: 39Advantage-10~-2, where Nirvana teleports behind Carl and punches forward. Carl is fully invulnerable until recovery, while Nirvana is fully invulnerable (not guard point, like she normally is) for the entire move after the superflash. One of the few Overdrive-only distortion drives. It is not particularly unique amongst Carl's supers or other overdrive-only supers, since it is mostly just a combo-ending super. This super however, should be used over other supers in Overdrive due to its high minimum damage, and that it is not position-dependent, since Nirvana always teleports behind Carl. Minimum Damage 10%, 25%: 1035 If an attack connects with Nirvana on frame 1 of this move, she will be frozen by the superflash as well, causing the move to behave strangely: The startup will be extended by the length of the superflashandremaining hitstop of the guarded attack, and cause Carl to instead be stuck in an extended animation (around ~110F) and remain invulnerable until he reaches the usual whiff/on-block frames. If Carl recovers before Nirvana's attack connects, he will remain actionable instead of entering the usual on-hit or on-block animations. Cannot be buffered out of Overdrive activation, for some reason; can be buffered just fine on wakeup or out of blockstun. Carl immediately enters extended recovery (48F) on block Minimum Damage 10%, 25%: 1035 Costs roughly 1500 of Nirvanas health to use, not counting the passive regeneration from OD Crumple Duration 200, Crumple Fall 233F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "Symphony of Lament", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Carl's only reversal option. Can be his only way to get out of trouble when isolated from Nirvana. Behaves the same as every other Exceed Accel. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 300 {520+44}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "Deus Ex Machina", + "text": "64641236DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nirvana teleports in front of Carl and opens up a portal which contains the hitbox that starts the move. If it fails, Nirvana's gauge is depleted entirely. If you are in OD as you use this however, she will regenerate before she actually dies, though still with nearly all of her bar depleted" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover", + "title": "Carl Clover", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Resources", + "title": "Litchi Faye Ling", + "section": "Intro", + "text": "This page is Litchi Faye Ling's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Resources", + "title": "Litchi Faye Ling", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Resources", + "title": "Litchi Faye Ling", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Resources", + "title": "Litchi Faye Ling", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here. Japanese Name: ライチ=フェイ=リン" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Resources", + "title": "Litchi Faye Ling", + "section": "Depreciated Resources", + "text": "Dustloop Forums Litchi CF Tech Dump From Uri More Litchi CF2 Tech From ZakOneStar A VOD featuring an Introduction to Litchi(About an hour and a half long) Japanese Wiki English Wiki Japanese BBS Arcade Profile Dan Rankings Color Palettes on https://blazblue.wiki" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Resources", + "title": "Litchi Faye Ling", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "Overview", + "text": "Jin is one of Blazblue's closest examples of a\"Shoto\"Short for\"Shotokan\"A character archetype defined by being similar in some way to Ryu from Street Fighter. Shotos usually have a horizontal fireball, an invulnerable reversal, and a forward moving special move.character. He's agood all-arounderwith many tools for any given situation. He is alsobeginner friendlyand relatively easy to pick up. Jin's unique mechanics come in the form of his Drive and his EX Specials. Jin's Drive gives him the ability to Freeze his opponents and followup with attacks, or create unique mixups to continue his offense. Jin's EX specials allow him to use stronger versions of his special attacks at the cost of Heat. Jin's Overdrive is also an amazing tool that powers up his Freeze mechanic and greatly improves his damage. Jin's Drive gives him the ability to freeze his opponents, allowing for extended combos and unconventional reset opportunities. As a basic rule of thumb, Jin's Drive normals can only freeze once in a combo and he can use his EX-Specials for further freezes. See theattack attribute pagefor more details on how Freeze works. Jin has access to a set of special moves that consume 25% Heat, similar to Force Breaks fromGuilty Gear Accent Core +R, EX Attacks fromStreet Fighter IV, and SB Skills fromPersona 4 Arena. All of Jin's EX-Specials freeze the opponent and have Freeze Count 10, effectively ignoring the Freeze Count limit. If Jin attempts an attack that requires 25% Heat without sufficient meter, the non-EX version will be done instead (for example, inputting623Dwith less than 25 Heat will cause Jin to perform623C). All EX-Specials trigger Heat cooldown for about 3 seconds (180F) upon use.Overdrive: Zettou (Frost End) During Overdrive, all of Jin's sword normals and specials freeze the opponent; the Freeze Count limit for Jin's normal Drive attacks is altered; and Jin's EX-specials gain additional properties (groundbounce, wallbounce, etc.). Sword normals (5C,2C,3C,6C,j.C,j.2C) will now freeze the opponent and have a Freeze Count limit of 3. Normal Drives (5D,2D,6D,j.D) gain an extended Freeze Count limit of 3. Special moves will now freeze the opponent and have a Freeze Count limit of 5. Normal Drives (5D,2D,6D,j.D) gain more frame advantage and freeze for a longer period of time. Most EX-Specials gain better effects on hit for combo extensions, and lose their heat cooldown period." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "Normal Moves", + "text": "All of Jin's Normal moves and Drive moves are Special and Super cancelable except6Aand6D" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Standard jab. Whiffs on crouching opponents except those with large crouching hitboxes, such asTagerandHakumen. Can be used as an antiair against late/weak jumpins. Cancels into itself up to 3 times per string. Jump cancelable on hit and block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A two hit move. Both hits have a slight vacuum effect. It has good reach and quick a startup, making it a common combo starter. Used as a frame trap tool since it can cancel into many normals, and being only -3, makes the opponent guess if you will frame trap them with a gatling or reset pressure. Has a backward hitbox that is capable of hitting cross-up. In addition to its use in pressure,5Bis also part of Jin's neutral game; it can even anti-air or catch an opppnent who air techs poorly. Jump cancelable on hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A strong zoning and neutral tool. While it is a good poke, Jin's hurtbox extends before the active hitbox reaches out fully and as a result it might end up losing to other potentially slower pokes at certain distances, making it better suited as a counter-poke. It has a pretty quick startup, particularly for its range. Use it as a frame trap, punish tool or even to fish for CHs in neutral. On CH,5C>6Bis the go-to confirm however at longer ranges5C>2Dwill be the only way to pick as6Brisks whiffing. The first two active frames have little horizontal range, but can actually hit opponents above Jin's head, also making this a (situational) antiair! Freezes opponent for 30F during OD. Freeze Count 3. Hitbox fully extends on frame 12. Jump cancelable on hit and block. During OD Freezes for 30, Freeze Count 3" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Average startup but very long range for a2Aand is only -1 on block. Mostly used for stagger pressure and sometimes as a situational antiair, as Jin's hitbox shrinks quite a bit, allowing him to low profile some air attacks, such as his ownj.B. Jump cancelable on hit and block. It also has use as a meaty, as if an opponent tries to forward roll, Jin will autocorrect and tag them, while an opponent who neutral techs will block2A. Jump and Throw cancelable on hit and block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hits low. Two frames slower than2A, but2Bhas more range and is a better starter; in return, it has more recovery than2A. Can be used to reset pressure from time to time and as an alternative for forward roll catches, though it is more prone to switching sides with the opponent on succesful hit compared to2A." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll It has a huge vertical hitbox but it has significant startup and recovery. Can be used as an effective frame trap due to long startup and good reward on counter hit. As an antiair,2Cis slower than some of Jin's other options, but it has a lengthy period of head invul and great vertical range, making it useful against certain air approaches; however,2Ccan be beaten by quick attacks due to its startup. Unfortunately, in addition to the rather lengthy startup,2C's hitbox is unreliable at actually catching opponents that end up behind Jin, a weakness that is made even worse by the fact that it will also move Jin ever so slightly forward. It is jump-cancellable on block, so even if an opponent tries to bait2Cwith a double jump, it is still possible to potentially keep your turn against an inattentive opponent or to simply disengage away from them. Head invul 9-19f. Freezes opponent for 30F during OD, Freeze Count 3. Jump cancelable on hit and block. During OD Freezes for 30, Freeze Count 3" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Quick and hard to see overhead that resets pressure on hit, but it can only be followed up if it lands as a counter hit or with 50 Heat.2Aand5Aare the only moves that gatling into6A, so beware becoming predictable in your strings: Jin's6Ais an excellent tool that's difficult to block due to its speed and animation, but opponents aware of your gatling options will block6Aeasily if you simply throw it in at obvious points. You give up pressure if this is blocked without meter to Rapid Cancel, but reward is poor without meter. With meter, however,6Ais absolutely terrifying and will easily lead into good damage. Has a very lengthy window during which you can Rapid Cancel, making it easy to confirm hits. On CH, can link to fast normals but6Aitself cannot be canceled to anything. 110% bonus proration. Forces crouch on hit. Jin's only standing overhead. +4 on normal hit. Bonus Proration 110% Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A key combo component in metered and crouching combos. In pressure, it crushes lows and throws, and while it leaves Jin next to the opponent at -3 on block, you can cancel the recovery into air or ground specials for more options to force more respect or simply back off safely. Looks like an overhead, but isn't. Can beat F attribute moves, especially reliable against2Amash. Airborne from frame 4, after active Jin is in recovery until landing Airborne recovery time can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll It has a pretty good vertical hitbox, so it can be used as a situational antiair in the corner, though it lacks head invul. Jin moves forward while performing the attack. Other than that, this move is mostly used as combo filler or as a high risk frame trap. One of Jin's strongest combo starters.6C>6Dcan be used against opponents who are truly respecting your pressure or you can cancel6Cinto236Dfor a true blockstring. Freezes opponent for 45F during OD, Freeze Count 3. During OD Freezes for 45, Freeze Count 3" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Jin's sweep. It has long reach and fast startup for its range, but it's punishable on block if you don't special cancel it. It can also be used to low profile under certain moves, such as Ragna's5Bat max range or ground projectiles, but beware the long recovery. Jin steps forward before attacking, giving3Cmore range than the image suggests. Freezes opponent for 30F during OD, Freeze Count 3. During OD Freezes for 30, Freeze Count 3" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A standard air jab. Hits high. Mostly used as an air-to-air. Jin's fastest air normal, but it has the least range and it is not jump cancellable on hit. Cannot be jump-cancelled on hit or block. Counterhit state ends late, frame 10 (first frame of recovery) is still CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Pretty versatile move: it can be used as a jumpin, for crossups, etc. During the latter active frames, the hitbox extends fully. Capable of hitting above, in front of, below, and behind Jin at certain frames. Jump cancelable on hit and block. Crucial air to air confirm tool,j.A>j.Bto tag an airborne opponent then react accordingly. Reverse beat intoj.Aallows for a gapless gatling afterj.Bjumpins that can be used to tickthrow due to the low blockstun it applies. Reverse beats intoj.A." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Another great zoning/neutral move. Mostly used as an air-to-air and to control space while fishing for CHs. Be careful not to be too predictable with this as it is easily low profiled when used air-to-ground. Can be jump canceled on hit only. Freezes opponent for 30F during OD, Freeze Count 3. During OD Freezes for 30, Freeze Count 3 Landing recovery applies if move reaches frame 6" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Another versatile move, as it hits all around Jin. Primarily used as a jumpin due to its hitbox; unlikej.C,j.2Chas a stronger vertical hitbox, whereasj.Chas a superior horizontal one. Can be jump cancelled on hit and block. Freezes opponent for 30F during OD, Freeze Count 3. During OD Freezes for 30, Freeze Count 3" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "Drive Moves", + "text": "Data in [ ] refers to Jin in Overdrive." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Dhas a massive hitbox which makes this a good poking tool but it's relatively slow and has quite a bit of recovery. Can be special canceled. The reward off-of stray hits is generally quite small however as Jin requires at least 25 meter in order to convert into a full combo if he isn't point blank or in the corner. Dash Cancelable on hit and block. Dash cancel is -6[±0] on block. Values in [] are during OD Freezes for 26 [36]. Freeze Count 1 [3] On Dash Cancel, Jin does a 22F dash. Frame advantage in this case is -6 [0]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Pretty good hitbox and range make it seem enticing to use as a spacing tool, but if you whiff this you're guaranteed to get punished. It has a bit of frame advantage so it can be used to reset pressure, but the move requiring distance from the opponent in order to connect in exchange for the only minor frame advantage makes it somewhat limited. Vacuums the opponent on hit and block. The hitbox is high enough to catch some characters double jump start up. Values in [] are during OD Jump cancellable on hit and special cancellable on hit/block from frame 39 onwards Freezes for 40 [55]. Freeze Count 1 [3]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A close range ice wall that's painfully slow to start up, but has huge block and hitstun, making it exceptionally plus. Thus it can be used to reset pressure from time to time or used as a resource-less Oki tool. It's most effective if used at a point when an opponent wouldn't expect a reset such as after5B(1) or in place of a jump cancel after2A/5C/2C. Jin's best drive move P1/P2 for starting combos. 110% Bonus Proration. Values in [] are during OD Freezes for 45 [55]. Freeze Count 1 [3] Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll It hits all around Jin so it can be used as a high risk crossup with an IAD. Mostly used as combo filler, connecting it during an air combo will restand the opponent. Values in [] are during OD Freezes for 50 [60]. Freeze Count 1 [3] Landing recovery applies if move reaches frame 10" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "Ground Throw", + "text": "B+Cor4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Jin has pretty solid throw range for Blazblue standards, and he gets pretty good damage and corner carry off it meterless. Can kara throw with3Cfor additional range. The first part of the throw can be rapid cancelled, which avoid the bad proration of the 1500 damage hit. This can be used in meter dump combos in the corner using OD for very high damage. Both versions share all cancel options and on-hit properties, with the only difference being the side swap. Making the followup combos the same for both. Third hit is dash cancellable. The first hit of the forward throw can be Rapid Cancelled. Freezes for 55. Freeze Count 3 Minimum Damage 100%: 1500 Crumple 38F Duration, Crumple Fall 73F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll As with every other air throw, this acts a pretty decent air-to-air. Be aware that it will always sideswitch. Always sidewitches. Freezes for 65. Freeze Count 3 Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Charged version sees use in the most damaging combos for less than 100 Heat. Notably it combos from6Cin the corner and ODCnormals anywhere. Jin can get good damage and oki if he catches a crouching opponent with it in the corner, this combined with Jin's stickiness during pressure and6C> CT being gapless makes it an occasional suprise tool for 25 Heat. With 75 Heat and Overdrive you can surprise your opponent and seal their Burst with Crush Trigger > RC > OD to end a round. Hard KD on air hit. During OD, freezes for 60F. Freeze Count 3. 5A+B During OD, freezes for 60. Freeze Count 3 Crumple 50F Duration, Crumple Fall 83F 5[A+B] During OD, freezes for 60. Freeze Count 3 Crumple 50F Duration, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "Dash Cancel", + "text": "66 After specific moves H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Functionally identical toRagna'sdash cancelGuardStartupRecoveryTotal 22Advantage, mostly a situational combo tool, shouldn't really be used in pressure outside of OD. However do be aware that it is not like a regular dash, Jin will run for a fixed duration during which hecan be counterhitandis unable to do anythinguntil the end of the short run, meaning there are instances where using this mindlessly during pressure will get you severely punished. Used instead of Jin's normal forward dash whenever you input 66 during moves that allow dash cancels. Only possible after5Don hit or block, or after landing either grounded throw." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "Hishouken", + "text": "236A(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Primarily used to zone and annoy your opponents. Counter hit launches the opponent for a combo with5Bif used from within about5Crange, otherwise it just pesters them. When used in the air, Jin will jump backwards before throwing it. Makes it useful to suddenly change momentum and fake out commitments in neutral. The most basic of basic projectiles. Freezes in OD. 236A During OD freezes for 30. Freeze Count 5 First 9 active frames deal 800 damage and floats opponent on CH j.236A During OD freezes for 30. Freeze Count 5 First 9 active frames deal 800 damage" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "Hishousetsu", + "text": "236Dwith 25 Heat (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Colloquially known as \"Snowflake\",236Dis a stationary projectile that hits three times and lingers for quite some time, making it a very versatile way to spend 25 meter. It sets up damaging combos midscreen and in the corner, resets pressure very well (especially off of6C, in which case the cancel is airtight and Jin is moved forwards), and it can allow for continued pressure after normally unsafe pressure options likej.D,6C,3C, etc. while simultaneously auto-hitconfirming. Can situationally also see use as an okizeme option, particularly in the corner, or simply planted during certain neutral situations to passively control space for little risk. TKj.236Dis +38 on block. 236D Freezes for 36. Freeze Count 10 Re-hits every 6 (+ hitstop) frames Disappears after 3 hits j.236D Freezes for 36. Freeze Count 10 Landing recovery applied when move reaches frame 4" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "Musou Senshouzan", + "text": "214B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The infamous \"Ice Car.\" Mostly used as combo filler and as a combo finisher. Can create tricky pressure situations with delayed RC on first hit or immediate RC on the second hit, but beware guard cancel overdrive. Despite looking like Jin is off the floor, he is still considered grounded during the first part and can be ground thrown out of the move. 214B Immediately enters recovery on hit/block During OD freezes for 45. Freeze Count 5 Airborne from frame 4 Cancellable into followup on hit/block, or frames 18~24 on whiff 214B~C During OD freezes for 45. Freeze Count 5" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "Musou Tosshougeki", + "text": "214Dwith 25 Heat H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 214D Freezes for 45. Freeze Count 10. Otherwise 26F hitstun Immediately enters recovery on hit/block Airborne from frame 4 Cancellable into followup on hit/block, or frames 18~26 on whiff 214D~C Maximum Slide duration 15F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "Fubuki", + "text": "623B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Thanks to its speed, hitbox, and head invul frames, Fubuki works well as an antiair, particularly for covering specific angles taken by opponents and against very fast air attacks that can't be answered with2C. Just make sure the move is at least blocked: on whiff, Jin is vulnerable to a punish due to the move's lengthy recovery, while on block, you at least retain the option of Rapid Canceling to keep the initiative. During OD freezes for 55. Freeze Count 5" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "Rehhyou", + "text": "623C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A mediocre meterless reversal with huge vertical range that is decent at catching air crossups, but the horizontal range leaves something to be desired and you're in a terrible counter hit state for the entire huge recovery window if you miss or get blocked. Worse still, Jin is considered to be crouching during this move, meaning your opponent can potentially inflict even more damage if they get a counterhit and crouch confirm against it. Has a bad starter rating and only leads to reward on high anti-air counter hits although it allows for a safejump on an opponent if it ever counterhits them. For most cases, gets outclassed by623Das a much better reversal, relegating this move for when you don't have the Heat to spend, or are countering more aerial approaches. Sees use as filler in some of Jin's harder and more optimised routes anywhere on screen. During OD freezes for 70. Freeze Count 5 Reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "Hirensou", + "text": "623Dwith 25 Heat H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Your go-to reversal that hits all around Jin. Huge horizontal hitbox and hefty invul frames. Sees some uses in corner combos as an early launcher or to squeeze damage. Sends the opponent flying in to a wallbounce midscreen as long as they are not hit behind Jin. Being a very short starter, you can only confirm it into3C>214B~Cmidscreen. This move is relatively unsafe on block but has solid pushback and it is possible to frame-trap by delaying the second hit if the first one is ever blocked. Beware, the second hit can be airblocked safely while certain moves on the ground can either low profile it or invul through it. Second hit is chargeable.Fully charged hit is a Fatal Counter.Fully charged hit becomes unblockable on the ground only (can still be blocked without barrier in the air). Fully charged hit is a Fatal Counter. Fully charged hit becomes unblockable on the ground only (can still be blocked without barrier in the air). Second hit wallsticks in the corner and is a long starter. First hit freezes for 50. Freeze Count 10 Second hit is Unblockable on the ground and Fatal Counter if fully charged Reversal Maximum Slide duration 30F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "Sekkajin", + "text": "22Cnear opponent H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A rapid flurry of sword strikes that only activates properly if Jin is quite close to his opponent. Retains freeze if the opponent was hit while frozen. This property is often used to set up powerful resets in the form of restands. This ensures that the opponent cannot delay tech/roll out of the reset, and are tricky to reversal out of because Jin can simply run up and5A(up to about 3 times) to throw off a defender's timing. From an ice restand, you can throw, use an overhead, use a low, or simply continue pressure. There aremanymixups and pressure resets Jin can use. Fatal Counters. Freezes opponent for 50F if already frozen. Freeze Count 3. During OD, Freeze Count 5. +20 on hit on Freeze reset. You must be close to the opponent in order to trigger this move, otherwise Jin will go into a 37F punishable whiff animation. Can be canceled into the followup on hit for 25 Heat. Needs Jin's origin to be within 300px of his opponent's origin horizontally to perform properly. This is roughly 2.5x normal throw range, but doesn't compensate forTagerandSusano'o'slarger collision box, making it slightly harder to get into range for this attack. Fatal Counter If opponent was frozen, then last hit freezes for 50. Freeze Count 3 During OD, last hit freezes for 50. Freeze Count 5 If too far away from opponent Jin does not attack and does a pose instead, total duration 37 Crumple Duration 29F, Crumple Fall 62F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "Sekkajin Followup", + "text": "22C~Dwith 25 Heat H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll First hit [First 6 hits ] of followup freezes for 70. Freeze Count 10 Only 1 hit on block/whiff. Recovery in this case is 52F Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "Hizansen", + "text": "j.214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A big downward slash that stalls Jin's momentum. Useful for beating out anti airs due to its ability to outrange them, but generally requires a counterhit to pick up a combo from. Sees love in6B> dlj.214Croutes, and is usually continued with 662Bor3C. Causes a hard knockdown which makes it a good combo ender in or near the corner, but it sends the opponent a long distance away from you when used midscreen, which may or may not be desirable. When used as an air combo ender, the lower Jin is to the ground the more frame advantage the knockdown has. Causes a short untechable crumple on ground hit. Causes a long untechable crumple on ground Counterhit. During OD freezes for 55. Freeze Count 5 Landing recovery applied when move reaches active frames Crumple Duration 99F, Crumple Fall 31F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "Hizangeki", + "text": "j.214Dwith 25 Heat H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Usable as an overhead if done immediately after leaving the ground. It is a cheaper alternative to6A> RC but with an initial Heat cost. It can also be used as an incentive to make the opponent stand up in order to do a more effective jump cancel pressure reset. Niche as a ground extender due to the similarity to its meterless version, but unlike the meterless version it recovers before touching the ground when done high enough in the air. As such, it is mostly delegated as a combo ender to tackle extra damage at the end of a staircase combo since it links intoj.632146D. In OD, it becomes a very effective air combo extender/stabilizer as the ground bounce allows Jin ample of time to convert. There are setups to make the 2nd hit whiff in order to go into a freeze restand or use as a last ditch combo extender, but they are often character specific. Fastest TKj.214Doverhead is 24 frames (19 frames excluding jump startup). TKj.214Dis -5 on block. Causes untechable crumple on groundhit. Causes ground bounce on Overdrive air hit. First hit cannot hit grounded opponents, even if hitboxes overlap. First hit freezes for 80. Freeze Count 10 First hit cannot hit grounded opponents Crumple Duration 99F, Crumple Fall 33F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "Touga Hyojin", + "text": "632146C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Jin launches a huge and fast shockwave that travels the entire stage. Normal Version It can catch people off guard or pushing buttons from time to time during neutral. Pretty useful against projectile zoners. Definitely not a super you want to use up close, as it has a small minimum distance in order to connect. You WILL get hit out of the startup if a projectile is already too close to you or a poke is about to touch you when you finish inputting the move, so don't throw it out on a whim. Overdrive Version During Overdrive, the wave will freeze the opponent and Jin will deal several extra hits. Serves you as the combo ender as it has the highest Minimum Damage during Overdrive at 1120. However632146Dis still a better ender when Jin is fully in the corner due to Touga missing most of its extra hits. Refreshes hits every frame, allowing it to plough through other Level 2 projectiles without losing any hits of its own. In spite of this, it cannot hit the opponent more than 5 times in total, regardless of hitboxes. The first hit that damages the opponent will have the 1600 base damage shown and all subsequent hits will have a base of 400. During OD freezes for 100. Freeze Count 20 Minimum Damage 20%: 320+80×N First hit that connects deals 1600 damage, remaining hits deal 400 damage Re-hits every 2 frames Maximum Slide duration 20F Crumple Duration 30F, Crumple Fall 63F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "Hiyoku Getsumei", + "text": "632146D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Normal Version Jin launches a very high speed projectile at 30 degrees upwards (ground version) or 30 degrees downwards (Aerial version). Outside Overdrive, this is your go-to combo finisher when you need to add extra damage to a combo. Despite the invulnerability, this move is incredibly bad as a wakeup reversal due to its high angle, making it whiff against anything remotely low to the ground, it is completely outclassed by623Dor623CRC. Overdrive Version 632146D Values in [] are during OD First hit freezes for 45. Freeze Count 20 Only does 1 hit on block Minimum Damage 15%: 735 [915] Reversal j.632146D Values in [] are during OD First hit freezes for 45. Freeze Count 20 Only does 1 hit on block Minimum Damage 15%: 735 [915]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "Kokuujin: Yukikaze", + "text": "236236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A super parry, akin to whatHakumenhasGuardStartupRecovery44Advantage. If the parry part blocks anything, a completely invincible and unblockable followup slash activates that covers the width of the screen. Opponents hitting the guardpoint experience extended hitstop that basically guarentees this hits. One of the few moves that can guard point bursts, making for an extremely flashy callout should you manage it. Unlike Hakumen's equivalent, this move has a superflash on the parry part, rather than the followup, making it prone to being kara-barriered if the opponent is still in the first few frames of a normal move at that point. Normal Version Situational counter reversal that catches both highs and lows, can be effective when used against safejumps or to escape setups meant to pin down Jin in blockstun such asCarlRhapsody of MemoriesGuardAllStartup10+(40 Flash)+18Recovery48Advantage(236236D) orTsubaki'sRequiem MaledictusGuardAllStartup1+40RecoveryTotal 1+57Advantage(632146B). In these situations, the opponent can often avoid the attack, but Jin is fully invincible so the best they can do is get a meaty afterwards. It should be noted that it can punish certain projectile attacks. Since superflash and guard point begin on the first frame, if the guard point blocks during the superflash, Jin skips his part of the super flash and goes right into the attack while everything else is still paused as normal for the superflash, even on projectile attacks, effectively the attack's startup time becomes 21F. Overdrive Version 236236D If an attack is caught on 1F, then attack startup begins during super flash (attack startup effectively reduced to 21) On Guard Point, hitstop for Jin is 4F. Opponent hitstop is 72F Parry reversal 236236D Attack Values in [] are during OD First hit Fatal Counter Only does followup hits on hit Crumple Duration 9999F, Crumple Fall 53F [Initial attack can only hit once (but can be \"blocked\" 5 times)] All except last hit Freeze for 180. Freeze Count 60 Minimum Damage 20%: 800 [1200]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "Gekka Hyourou", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of Jin's better combo enders in Active Flow. It's particularly great for Jin because it keeps the opponent near Jin, allowing for relatively good oki (rolling away is still an option midscreen). It also hits an angle, so it functions well as an antiair. The pushback also makes it difficult for most characters to punish this move. On regular block, only characters with long and quick jabs (e.gRagna5AGuardAllStartup5Recovery9Advantage0) can punish this after a microdash. On instant block, however, most of the cast can punish this move. Like many EAs with good vertical hitboxes, this move has a relatively average horizontal hitbox. At some spacings, certain characters can even duck and cause this move to whiff entirely. However, this spacing is very precise and difficult to maintain in a match. Good vertical hitbox, not so good horizontally. Otherwise behaves like every other Exceed Accel. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 305 {585+58}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "Rengoku Hyouya", + "text": "[2]8DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A rather impractical fullscreen low, a bit harder to use due to Jin's reliance on meter. It combos from ground throws,2D,6D, Counterhitj.Dif it connects at its lowest possible height, Counterhit6C, Counterhit3Cand Fatal Counter22Cand OD6C. Because the invul runs out as the move becomes active, it's possible for it to trade. When this happens, Jin will get counter hit and fail to continue into rest of the Astral, while the opponent will be staggered but take no damage. Long invuln to go with its long startup, but runs out of invuln just before becoming active." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin", + "title": "Jin", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Frame_Data", + "title": "Susano%27o", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Frame_Data", + "title": "Susano%27o", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Frame_Data", + "title": "Susano%27o", + "section": "System Data", + "text": "Backdash animation is 31F total, but the last 9 frames are cancellable into any action" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Frame_Data", + "title": "Susano%27o", + "section": "Drive Moves", + "text": "On hits that unlock, hitstop becomes 20F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Frame_Data", + "title": "Susano%27o", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Frame_Data", + "title": "Susano%27o", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Frame_Data", + "title": "Susano%27o", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Frame_Data", + "title": "Taokaka", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Frame_Data", + "title": "Taokaka", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Frame_Data", + "title": "Taokaka", + "section": "System Data", + "text": "During Overdrive, the blockstop of all of Taokaka's attacks is set to 5 frames." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Frame_Data", + "title": "Taokaka", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Frame_Data", + "title": "Taokaka", + "section": "Overdrive", + "text": "All normals, drives and specials that are strikes create a shadow that: hit 20F after the original attack have hitstop 5F can be guarded All" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Frame_Data", + "title": "Taokaka", + "section": "Revolver Action Table", + "text": "5Aand5Bare tied together - they can be used a combined total of 3 times per string All cancels from6Aare on the 2nd hit if it connects, or after the 2nd hit if only the 1st connects" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Frame_Data", + "title": "Taokaka", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Taokaka/Frame_Data", + "title": "Taokaka", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Frame_Data", + "title": "Rachel Alucard", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Frame_Data", + "title": "Rachel Alucard", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Frame_Data", + "title": "Rachel Alucard", + "section": "Drive Moves", + "text": "Can be activated at any time, except when Rachel is in hitstun, blockstun, is performing any tech roll or is performing distortion drives, exceed accels or astral heats. Can be performed during another sylpheed, stacking their effects. Push force adds a velocity of 1000 for each frame in one direction. For diagonal pushes, a value of 707 is used in both the X and Y directions. Rachel is pushed for 60F Opponent is pushed for 6F unless they are in hitstun. Cannot be activated above a height of 4,000,000 (literally as far as the camera will pan upwards) There is a minimum delay of 6F before another wind stock may be used. Slypheed gauge properties:40,000 units in total, 10,000 per blockGains 45 units per frame if grounded, 166 per frame if grounded and more than 500F has passed since last using a wind stock, 15 if airborne or 5 if above a height of 1,000,000While in overdrive, gain 250 units per frame if grounded, 50 if airborne.While performing Tempest Dahlia, after frame 10, gain is set to 250 per frame (333 in overdrive), overwriting the above. 40,000 units in total, 10,000 per block Gains 45 units per frame if grounded, 166 per frame if grounded and more than 500F has passed since last using a wind stock, 15 if airborne or 5 if above a height of 1,000,000 While in overdrive, gain 250 units per frame if grounded, 50 if airborne. While performing Tempest Dahlia, after frame 10, gain is set to 250 per frame (333 in overdrive), overwriting the above." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Frame_Data", + "title": "Rachel Alucard", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Frame_Data", + "title": "Rachel Alucard", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Frame_Data", + "title": "Rachel Alucard", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Okizeme", + "title": "Arakune", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Okizeme", + "title": "Arakune", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Starter", + "title": "Ragna the Bloodedge", + "section": "Intro", + "text": "You should pick Ragna if You like having strong neutral buttons that convert at basically any range. You want a strong, fast, and reliable meterless reversal. Having above average damage that gets even higher with Overdrive and/or meter is something that sounds like fun. You Should Avoid Ragna if You want to play a character with a focused identity instead of an all-rounder. You dislike strike/throw mixups and conditioning-based high/lows and need an exceptionally quick overhead. You absolutely need a projectile to lean on in neutral." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Starter", + "title": "Ragna the Bloodedge", + "section": "Key Moves", + "text": "Normals 2AGuardAllStartup7Recovery10Advantage0: An important button on offence and defence due to its quick frame data. It’s notably +0 on block, allowing Ragna to run hisstagger pressureThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.. This will be your simplest go-tomeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.option. 6AGuardMidStartup12Recovery24Advantage-11: Primaryanti-airA grounded attack that hits the opponent out of the airbutton, it has fast head invulnerability allowing it to be used as a strong reactionary anti air. 5BGuardMidStartup8Recovery16Advantage-7: A versatilefootsiesA complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using long range attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name.tool with many applications ranging from counter-poking, checking opponents and catching jumps, learn how to use this button well. 2BGuardLowStartup9Recovery15Advantage-3: Fast low that can be used forfootsiesA complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using long range attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name.and pressure. 6BGuardHighStartup24Recovery19Advantage-6: Ragna’s groundedoverheadAn attack that the opponent must block high.. It’s decent as an overhead but has larger combo applications. 5CGuardMidStartup13Recovery20Advantage-5: Ragna’s largest groundpokeAn attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk.. When used at max ranges it can be very hard to punish. Can be used infootsiesA complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using long range attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name.situations at times or as a counter poke. 2CGuardMidStartup12Recovery13Advantage+1: +1 on block normal that can be used for pressure resets and frame traps. j.AGuardHigh/AirStartup7Recovery9Advantage: Quick air jab that can be used forair-to-airA jumping attack that hits the opponent out of the airinteractions. Easily hit confirmable due to it being infinitely self-cancellable. j.CGuardHigh/AirStartup12Recovery32Advantage: A strong jump-in attack with a wide horizontal reach. Your primary choice of air-to-ground control, and the move you'll most likely use in combos and block strings. Soul eater: Ragna’s unique mechanic that allows him to heal when dealing damage with Drive attacks, giving him the potential to have the highest effective health pool in the game whilst also off setting his low starting health. Soul Eater will trigger on both on hit and chip damage. The health recovered also increases with the amount of Soul Eater hits in a combo. 5DGuardMid, AllStartup15Recovery29Advantage-11: An important combo tool. 2DGuardLowStartup17Recovery23Advantage-6: A long range low mostly used for combos and pressure that is safe when spaced properly, and good for catching peoplefuzzy jumpA form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws.ing. 6DGuardMidStartup21Recovery14+16LAdvantage-12: A strong pressure tool, which crushes lows, that allows Ragna’s more ambiguousmix-upTo perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.situations. Notably, doing 6D > j.D is +10 minimum. j.DGuardHigh/AirStartup13 [11]Recovery20+3LAdvantage: Go to part of Ragna’s air combos due to high hit stun whilst also providing life steal. Hits above Ragna so can be used in neutral to catch opponents above you. Specials 214AGuardAllStartup15Recovery26Advantage-4- Hell's Fang: Main combo ender for far hits from midscreen that provides solid corner carry. RC’ing it allows damaging combo extensions, or a powerful pressure reset. 214BGuardHigh/AirStartup20Recovery28Advantage-12- Gauntlet Hades: Used in almost all non-OD routes, very important special for combos. As an overhead, it’s risky due to it being punishable on block but has more versatile cancels than 6B. j.214CGuardAllStartup17Recovery20Advantage-5- Nightmare Edge: Main aerial combo ender that provides good damage and solid okizeme. 22CGuardStartup11Recovery11Advantage– A combo extender used on downed opponents usually after 3c, leads to massive corner carry midscreen and big damage in the corner. 623CGuardMidStartup9Recovery39Advantage-28/623DGuardMid, AllStartup7Recovery48Advantage-37- Inferno Divider: The C version is your go-to fully invulnerable DP. Can be used to interrupt the opponent’s pressure or used on wake up. The D version has no invulnerability but does more damage so is used as a situational combo ender when Nightmare edge isn’t available. 236DGuardAllStartup26RecoveryTotal: 57Advantage-1 [+9]- Dead Spike: A slow moving projectile used for resetting pressure, it’s +2 on block after the earliest dash cancel. Also, plays an important part in corner combos." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Starter", + "title": "Ragna the Bloodedge", + "section": "Neutral", + "text": "TBW Use 5b as your go-to neutral button. As it is great as controlling space on the ground and gives you big reward on hit. Make sure you are playing around the range of 5b. When approaching in neutral dash blocking is a must. Ragna can sometimes struggle to get in, so dash blocking can help your approaches be much safer." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Starter", + "title": "Ragna the Bloodedge", + "section": "Defense", + "text": "TBW Of course, Ragna can naturally rely universal mechanics such asBarrier,Instant BlocksandCounter Assaultson defense like any other character." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Starter", + "title": "Ragna the Bloodedge", + "section": "Combos", + "text": "Ragna’s combo game is very beginner friendly with many easier routes to start out with whilst having depth to try increasing damage once you start feeling comfortable. On most hits, Ragna is able to get above average damage with good corner carry; However, this does depend on his close he is to the opponent or the corner. Identifying when you can go for higher damage routes based on these factors is an important skill to develop. Skills such ascrouch confirmA combo that only works on crouching opponents. In some games, opponents hit while crouching may take extra hitstun as opposed to while standing, allowing for generally better combos on crouching hit.ing can prove to be useful as well but they are not a necessity when starting out unlike with characters such asJin Kisaragi. This section will be limited to discussing more accessible routes for Ragna so for more in-depth information about his routing, please refer to hiscombopage. Ragna can get good damage midscreen if he is able to get a close hit but on further away hits, his damage is not particularly impressive unless he has meter. Learning when you can combo into6Alauncher is an important skill for midscreen. The go-toBNBA staple combo that is simple yet effective.for hits from further away: Ragna won't get much damage on far away hits. (Starter) >5B>5C>214A~214D Load videoLocal FileLocal File might collect personal data.ContinueDismisshttps://www.dustloop.com/w/File:RagnaBeginnerCombo1.mp4 Your simplest and most reliable route on far hits. Almost every starter will allow this combo. Whilst it doesn’t do much damage, it does have good corner carry. Allows you to do dash up5BforokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. This will catch jump attempts. For when you're a bit closer: Does a bit more damage but won't work at max range. (Starter) >5B>5C>2D>623D~236C~214D Load videoLocal FileLocal File might collect personal data.ContinueDismisshttps://www.dustloop.com/w/File:RagnaBeginnerCombo2.mp4 Does a bit more damage than the previous combo but does require you to be closer as this won't work at max range. It also does less corner carry but leaves does leave the opponent closer to you. You can do2Aor2Bfor okizeme to catch rolls in after the knockdown. The main BNB for close hits: Properly confirming into6Awill allow you to do much more damage and corner carry. (Starter) >5B>5C>6A>214B~delay214D>5B>5C> sjc >j.CD> jc >j.CD>j.214C~214D Load videoLocal FileLocal File might collect personal data.ContinueDismisshttps://www.dustloop.com/w/File:RagnaBeginnerCombo4.mp4 It's important to practice at what ranges6Awill be able to connect at as this is what will enable Ragna's higher damage at mid ranges. Be careful with it as if you whiff6A, the opponent will be able to get their turn back at the very least. If you are struggling with the5Clauncher, then you can do6Alauncher instead, which is easier but will also reduce damage. With6Alauncher, the ladder routing will also differ as shown here: (Starter) >5B>5C>6A>214B~delay214D>5B>6A> sjc >j.CD> jc >j.D>j.214C~214D Load videoLocal FileLocal File might collect personal data.ContinueDismisshttps://www.dustloop.com/w/File:RagnaBeginnerCombo5.mp4 Combo'ing from grab: 4/5BC>214B~delay214D>5B>5C> sjc >j.CD> jc >j.CD>j.214C~214D Load videoLocal FileLocal File might collect personal data.ContinueDismisshttps://www.dustloop.com/w/File:RagnaBeginnerCombo6.mp4 Delaying the Gauntlet Hades cancel after the throw will make this combo easier and more consistent to do. As with the midscreen BnB,6Alauncher can be used instead if not confident. Many beginners struggle with the delay on the Gauntlet Hades follow up, Spin kick. Especially in the corner, where not delaying enough can lead to Ragna getting crossed up and put in the corner himself, which is not ideal. This video covers how to avoid that situation." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Starter", + "title": "Ragna the Bloodedge", + "section": "Post-Knockdown", + "text": "TBW" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Starter", + "title": "Ragna the Bloodedge", + "section": "Overdrive Utilisation", + "text": "TBW Overdriveas a general mechanic is very versatile due to its varied and very powerful uses, most notably as a very strong defensive option or simply as a way to extend combos." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Starter", + "title": "Ragna the Bloodedge", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Resources", + "title": "Carl Clover", + "section": "Intro", + "text": "This page is Carl Clover's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Resources", + "title": "Carl Clover", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here. A collection of Twitter videos showing various tech A guide to disabling Nirvana Japanese Name: カルル=クローバー Japanese Wiki Japanese BBS Arcade Profile Dan Rankings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Resources", + "title": "Carl Clover", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. A video featuring Unblockables Another video guide on Carl Unblockables A video guide on dealing with Nirvana's normals in neutral" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Resources", + "title": "Carl Clover", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Resources", + "title": "Carl Clover", + "section": "Depreciated Resources", + "text": "Dustloop Forums A guide to beating Carl's defensive options(mostly outdated)NOTE: Wakeup Doll options are no longer possible as of CF2. NOTE: Wakeup Doll options are no longer possible as of CF2." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Carl_Clover/Resources", + "title": "Carl Clover", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "Overview", + "text": "Jin is one of Blazblue's closest examples of a\"Shoto\"Short for\"Shotokan\"A character archetype defined by being similar in some way to Ryu from Street Fighter. Shotos usually have a horizontal fireball, an invulnerable reversal, and a forward moving special move.character. He's agood all-arounderwith many tools for any given situation. He is alsobeginner friendlyand relatively easy to pick up. Jin's unique mechanics come in the form of his Drive and his EX Specials. Jin's Drive gives him the ability to Freeze his opponents and followup with attacks, or create unique mixups to continue his offense. Jin's EX specials allow him to use stronger versions of his special attacks at the cost of Heat. Jin's Overdrive is also an amazing tool that powers up his Freeze mechanic and greatly improves his damage. Jin's Drive gives him the ability to freeze his opponents, allowing for extended combos and unconventional reset opportunities. As a basic rule of thumb, Jin's Drive normals can only freeze once in a combo and he can use his EX-Specials for further freezes. See theattack attribute pagefor more details on how Freeze works. Jin has access to a set of special moves that consume 25% Heat, similar to Force Breaks fromGuilty Gear Accent Core +R, EX Attacks fromStreet Fighter IV, and SB Skills fromPersona 4 Arena. All of Jin's EX-Specials freeze the opponent and have Freeze Count 10, effectively ignoring the Freeze Count limit. If Jin attempts an attack that requires 25% Heat without sufficient meter, the non-EX version will be done instead (for example, inputting623Dwith less than 25 Heat will cause Jin to perform623C). All EX-Specials trigger Heat cooldown for about 3 seconds (180F) upon use.Overdrive: Zettou (Frost End) During Overdrive, all of Jin's sword normals and specials freeze the opponent; the Freeze Count limit for Jin's normal Drive attacks is altered; and Jin's EX-specials gain additional properties (groundbounce, wallbounce, etc.). Sword normals (5C,2C,3C,6C,j.C,j.2C) will now freeze the opponent and have a Freeze Count limit of 3. Normal Drives (5D,2D,6D,j.D) gain an extended Freeze Count limit of 3. Special moves will now freeze the opponent and have a Freeze Count limit of 5. Normal Drives (5D,2D,6D,j.D) gain more frame advantage and freeze for a longer period of time. Most EX-Specials gain better effects on hit for combo extensions, and lose their heat cooldown period." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "Normal Moves", + "text": "All of Jin's Normal moves and Drive moves are Special and Super cancelable except6Aand6D" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Standard jab. Whiffs on crouching opponents except those with large crouching hitboxes, such asTagerandHakumen. Can be used as an antiair against late/weak jumpins. Cancels into itself up to 3 times per string. Jump cancelable on hit and block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A two hit move. Both hits have a slight vacuum effect. It has good reach and quick a startup, making it a common combo starter. Used as a frame trap tool since it can cancel into many normals, and being only -3, makes the opponent guess if you will frame trap them with a gatling or reset pressure. Has a backward hitbox that is capable of hitting cross-up. In addition to its use in pressure,5Bis also part of Jin's neutral game; it can even anti-air or catch an opppnent who air techs poorly. Jump cancelable on hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A strong zoning and neutral tool. While it is a good poke, Jin's hurtbox extends before the active hitbox reaches out fully and as a result it might end up losing to other potentially slower pokes at certain distances, making it better suited as a counter-poke. It has a pretty quick startup, particularly for its range. Use it as a frame trap, punish tool or even to fish for CHs in neutral. On CH,5C>6Bis the go-to confirm however at longer ranges5C>2Dwill be the only way to pick as6Brisks whiffing. The first two active frames have little horizontal range, but can actually hit opponents above Jin's head, also making this a (situational) antiair! Freezes opponent for 30F during OD. Freeze Count 3. Hitbox fully extends on frame 12. Jump cancelable on hit and block. During OD Freezes for 30, Freeze Count 3" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Average startup but very long range for a2Aand is only -1 on block. Mostly used for stagger pressure and sometimes as a situational antiair, as Jin's hitbox shrinks quite a bit, allowing him to low profile some air attacks, such as his ownj.B. Jump cancelable on hit and block. It also has use as a meaty, as if an opponent tries to forward roll, Jin will autocorrect and tag them, while an opponent who neutral techs will block2A. Jump and Throw cancelable on hit and block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hits low. Two frames slower than2A, but2Bhas more range and is a better starter; in return, it has more recovery than2A. Can be used to reset pressure from time to time and as an alternative for forward roll catches, though it is more prone to switching sides with the opponent on succesful hit compared to2A." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll It has a huge vertical hitbox but it has significant startup and recovery. Can be used as an effective frame trap due to long startup and good reward on counter hit. As an antiair,2Cis slower than some of Jin's other options, but it has a lengthy period of head invul and great vertical range, making it useful against certain air approaches; however,2Ccan be beaten by quick attacks due to its startup. Unfortunately, in addition to the rather lengthy startup,2C's hitbox is unreliable at actually catching opponents that end up behind Jin, a weakness that is made even worse by the fact that it will also move Jin ever so slightly forward. It is jump-cancellable on block, so even if an opponent tries to bait2Cwith a double jump, it is still possible to potentially keep your turn against an inattentive opponent or to simply disengage away from them. Head invul 9-19f. Freezes opponent for 30F during OD, Freeze Count 3. Jump cancelable on hit and block. During OD Freezes for 30, Freeze Count 3" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Quick and hard to see overhead that resets pressure on hit, but it can only be followed up if it lands as a counter hit or with 50 Heat.2Aand5Aare the only moves that gatling into6A, so beware becoming predictable in your strings: Jin's6Ais an excellent tool that's difficult to block due to its speed and animation, but opponents aware of your gatling options will block6Aeasily if you simply throw it in at obvious points. You give up pressure if this is blocked without meter to Rapid Cancel, but reward is poor without meter. With meter, however,6Ais absolutely terrifying and will easily lead into good damage. Has a very lengthy window during which you can Rapid Cancel, making it easy to confirm hits. On CH, can link to fast normals but6Aitself cannot be canceled to anything. 110% bonus proration. Forces crouch on hit. Jin's only standing overhead. +4 on normal hit. Bonus Proration 110% Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A key combo component in metered and crouching combos. In pressure, it crushes lows and throws, and while it leaves Jin next to the opponent at -3 on block, you can cancel the recovery into air or ground specials for more options to force more respect or simply back off safely. Looks like an overhead, but isn't. Can beat F attribute moves, especially reliable against2Amash. Airborne from frame 4, after active Jin is in recovery until landing Airborne recovery time can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll It has a pretty good vertical hitbox, so it can be used as a situational antiair in the corner, though it lacks head invul. Jin moves forward while performing the attack. Other than that, this move is mostly used as combo filler or as a high risk frame trap. One of Jin's strongest combo starters.6C>6Dcan be used against opponents who are truly respecting your pressure or you can cancel6Cinto236Dfor a true blockstring. Freezes opponent for 45F during OD, Freeze Count 3. During OD Freezes for 45, Freeze Count 3" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Jin's sweep. It has long reach and fast startup for its range, but it's punishable on block if you don't special cancel it. It can also be used to low profile under certain moves, such as Ragna's5Bat max range or ground projectiles, but beware the long recovery. Jin steps forward before attacking, giving3Cmore range than the image suggests. Freezes opponent for 30F during OD, Freeze Count 3. During OD Freezes for 30, Freeze Count 3" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A standard air jab. Hits high. Mostly used as an air-to-air. Jin's fastest air normal, but it has the least range and it is not jump cancellable on hit. Cannot be jump-cancelled on hit or block. Counterhit state ends late, frame 10 (first frame of recovery) is still CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Pretty versatile move: it can be used as a jumpin, for crossups, etc. During the latter active frames, the hitbox extends fully. Capable of hitting above, in front of, below, and behind Jin at certain frames. Jump cancelable on hit and block. Crucial air to air confirm tool,j.A>j.Bto tag an airborne opponent then react accordingly. Reverse beat intoj.Aallows for a gapless gatling afterj.Bjumpins that can be used to tickthrow due to the low blockstun it applies. Reverse beats intoj.A." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Another great zoning/neutral move. Mostly used as an air-to-air and to control space while fishing for CHs. Be careful not to be too predictable with this as it is easily low profiled when used air-to-ground. Can be jump canceled on hit only. Freezes opponent for 30F during OD, Freeze Count 3. During OD Freezes for 30, Freeze Count 3 Landing recovery applies if move reaches frame 6" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Another versatile move, as it hits all around Jin. Primarily used as a jumpin due to its hitbox; unlikej.C,j.2Chas a stronger vertical hitbox, whereasj.Chas a superior horizontal one. Can be jump cancelled on hit and block. Freezes opponent for 30F during OD, Freeze Count 3. During OD Freezes for 30, Freeze Count 3" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "Drive Moves", + "text": "Data in [ ] refers to Jin in Overdrive." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Dhas a massive hitbox which makes this a good poking tool but it's relatively slow and has quite a bit of recovery. Can be special canceled. The reward off-of stray hits is generally quite small however as Jin requires at least 25 meter in order to convert into a full combo if he isn't point blank or in the corner. Dash Cancelable on hit and block. Dash cancel is -6[±0] on block. Values in [] are during OD Freezes for 26 [36]. Freeze Count 1 [3] On Dash Cancel, Jin does a 22F dash. Frame advantage in this case is -6 [0]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Pretty good hitbox and range make it seem enticing to use as a spacing tool, but if you whiff this you're guaranteed to get punished. It has a bit of frame advantage so it can be used to reset pressure, but the move requiring distance from the opponent in order to connect in exchange for the only minor frame advantage makes it somewhat limited. Vacuums the opponent on hit and block. The hitbox is high enough to catch some characters double jump start up. Values in [] are during OD Jump cancellable on hit and special cancellable on hit/block from frame 39 onwards Freezes for 40 [55]. Freeze Count 1 [3]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A close range ice wall that's painfully slow to start up, but has huge block and hitstun, making it exceptionally plus. Thus it can be used to reset pressure from time to time or used as a resource-less Oki tool. It's most effective if used at a point when an opponent wouldn't expect a reset such as after5B(1) or in place of a jump cancel after2A/5C/2C. Jin's best drive move P1/P2 for starting combos. 110% Bonus Proration. Values in [] are during OD Freezes for 45 [55]. Freeze Count 1 [3] Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll It hits all around Jin so it can be used as a high risk crossup with an IAD. Mostly used as combo filler, connecting it during an air combo will restand the opponent. Values in [] are during OD Freezes for 50 [60]. Freeze Count 1 [3] Landing recovery applies if move reaches frame 10" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "Ground Throw", + "text": "B+Cor4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Jin has pretty solid throw range for Blazblue standards, and he gets pretty good damage and corner carry off it meterless. Can kara throw with3Cfor additional range. The first part of the throw can be rapid cancelled, which avoid the bad proration of the 1500 damage hit. This can be used in meter dump combos in the corner using OD for very high damage. Both versions share all cancel options and on-hit properties, with the only difference being the side swap. Making the followup combos the same for both. Third hit is dash cancellable. The first hit of the forward throw can be Rapid Cancelled. Freezes for 55. Freeze Count 3 Minimum Damage 100%: 1500 Crumple 38F Duration, Crumple Fall 73F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll As with every other air throw, this acts a pretty decent air-to-air. Be aware that it will always sideswitch. Always sidewitches. Freezes for 65. Freeze Count 3 Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Charged version sees use in the most damaging combos for less than 100 Heat. Notably it combos from6Cin the corner and ODCnormals anywhere. Jin can get good damage and oki if he catches a crouching opponent with it in the corner, this combined with Jin's stickiness during pressure and6C> CT being gapless makes it an occasional suprise tool for 25 Heat. With 75 Heat and Overdrive you can surprise your opponent and seal their Burst with Crush Trigger > RC > OD to end a round. Hard KD on air hit. During OD, freezes for 60F. Freeze Count 3. 5A+B During OD, freezes for 60. Freeze Count 3 Crumple 50F Duration, Crumple Fall 83F 5[A+B] During OD, freezes for 60. Freeze Count 3 Crumple 50F Duration, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "Dash Cancel", + "text": "66 After specific moves H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Functionally identical toRagna'sdash cancelGuardStartupRecoveryTotal 22Advantage, mostly a situational combo tool, shouldn't really be used in pressure outside of OD. However do be aware that it is not like a regular dash, Jin will run for a fixed duration during which hecan be counterhitandis unable to do anythinguntil the end of the short run, meaning there are instances where using this mindlessly during pressure will get you severely punished. Used instead of Jin's normal forward dash whenever you input 66 during moves that allow dash cancels. Only possible after5Don hit or block, or after landing either grounded throw." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "Hishouken", + "text": "236A(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Primarily used to zone and annoy your opponents. Counter hit launches the opponent for a combo with5Bif used from within about5Crange, otherwise it just pesters them. When used in the air, Jin will jump backwards before throwing it. Makes it useful to suddenly change momentum and fake out commitments in neutral. The most basic of basic projectiles. Freezes in OD. 236A During OD freezes for 30. Freeze Count 5 First 9 active frames deal 800 damage and floats opponent on CH j.236A During OD freezes for 30. Freeze Count 5 First 9 active frames deal 800 damage" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "Hishousetsu", + "text": "236Dwith 25 Heat (Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Colloquially known as \"Snowflake\",236Dis a stationary projectile that hits three times and lingers for quite some time, making it a very versatile way to spend 25 meter. It sets up damaging combos midscreen and in the corner, resets pressure very well (especially off of6C, in which case the cancel is airtight and Jin is moved forwards), and it can allow for continued pressure after normally unsafe pressure options likej.D,6C,3C, etc. while simultaneously auto-hitconfirming. Can situationally also see use as an okizeme option, particularly in the corner, or simply planted during certain neutral situations to passively control space for little risk. TKj.236Dis +38 on block. 236D Freezes for 36. Freeze Count 10 Re-hits every 6 (+ hitstop) frames Disappears after 3 hits j.236D Freezes for 36. Freeze Count 10 Landing recovery applied when move reaches frame 4" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "Musou Senshouzan", + "text": "214B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The infamous \"Ice Car.\" Mostly used as combo filler and as a combo finisher. Can create tricky pressure situations with delayed RC on first hit or immediate RC on the second hit, but beware guard cancel overdrive. Despite looking like Jin is off the floor, he is still considered grounded during the first part and can be ground thrown out of the move. 214B Immediately enters recovery on hit/block During OD freezes for 45. Freeze Count 5 Airborne from frame 4 Cancellable into followup on hit/block, or frames 18~24 on whiff 214B~C During OD freezes for 45. Freeze Count 5" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "Musou Tosshougeki", + "text": "214Dwith 25 Heat H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 214D Freezes for 45. Freeze Count 10. Otherwise 26F hitstun Immediately enters recovery on hit/block Airborne from frame 4 Cancellable into followup on hit/block, or frames 18~26 on whiff 214D~C Maximum Slide duration 15F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "Fubuki", + "text": "623B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Thanks to its speed, hitbox, and head invul frames, Fubuki works well as an antiair, particularly for covering specific angles taken by opponents and against very fast air attacks that can't be answered with2C. Just make sure the move is at least blocked: on whiff, Jin is vulnerable to a punish due to the move's lengthy recovery, while on block, you at least retain the option of Rapid Canceling to keep the initiative. During OD freezes for 55. Freeze Count 5" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "Rehhyou", + "text": "623C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A mediocre meterless reversal with huge vertical range that is decent at catching air crossups, but the horizontal range leaves something to be desired and you're in a terrible counter hit state for the entire huge recovery window if you miss or get blocked. Worse still, Jin is considered to be crouching during this move, meaning your opponent can potentially inflict even more damage if they get a counterhit and crouch confirm against it. Has a bad starter rating and only leads to reward on high anti-air counter hits although it allows for a safejump on an opponent if it ever counterhits them. For most cases, gets outclassed by623Das a much better reversal, relegating this move for when you don't have the Heat to spend, or are countering more aerial approaches. Sees use as filler in some of Jin's harder and more optimised routes anywhere on screen. During OD freezes for 70. Freeze Count 5 Reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "Hirensou", + "text": "623Dwith 25 Heat H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Your go-to reversal that hits all around Jin. Huge horizontal hitbox and hefty invul frames. Sees some uses in corner combos as an early launcher or to squeeze damage. Sends the opponent flying in to a wallbounce midscreen as long as they are not hit behind Jin. Being a very short starter, you can only confirm it into3C>214B~Cmidscreen. This move is relatively unsafe on block but has solid pushback and it is possible to frame-trap by delaying the second hit if the first one is ever blocked. Beware, the second hit can be airblocked safely while certain moves on the ground can either low profile it or invul through it. Second hit is chargeable.Fully charged hit is a Fatal Counter.Fully charged hit becomes unblockable on the ground only (can still be blocked without barrier in the air). Fully charged hit is a Fatal Counter. Fully charged hit becomes unblockable on the ground only (can still be blocked without barrier in the air). Second hit wallsticks in the corner and is a long starter. First hit freezes for 50. Freeze Count 10 Second hit is Unblockable on the ground and Fatal Counter if fully charged Reversal Maximum Slide duration 30F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "Sekkajin", + "text": "22Cnear opponent H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A rapid flurry of sword strikes that only activates properly if Jin is quite close to his opponent. Retains freeze if the opponent was hit while frozen. This property is often used to set up powerful resets in the form of restands. This ensures that the opponent cannot delay tech/roll out of the reset, and are tricky to reversal out of because Jin can simply run up and5A(up to about 3 times) to throw off a defender's timing. From an ice restand, you can throw, use an overhead, use a low, or simply continue pressure. There aremanymixups and pressure resets Jin can use. Fatal Counters. Freezes opponent for 50F if already frozen. Freeze Count 3. During OD, Freeze Count 5. +20 on hit on Freeze reset. You must be close to the opponent in order to trigger this move, otherwise Jin will go into a 37F punishable whiff animation. Can be canceled into the followup on hit for 25 Heat. Needs Jin's origin to be within 300px of his opponent's origin horizontally to perform properly. This is roughly 2.5x normal throw range, but doesn't compensate forTagerandSusano'o'slarger collision box, making it slightly harder to get into range for this attack. Fatal Counter If opponent was frozen, then last hit freezes for 50. Freeze Count 3 During OD, last hit freezes for 50. Freeze Count 5 If too far away from opponent Jin does not attack and does a pose instead, total duration 37 Crumple Duration 29F, Crumple Fall 62F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "Sekkajin Followup", + "text": "22C~Dwith 25 Heat H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll First hit [First 6 hits ] of followup freezes for 70. Freeze Count 10 Only 1 hit on block/whiff. Recovery in this case is 52F Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "Hizansen", + "text": "j.214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A big downward slash that stalls Jin's momentum. Useful for beating out anti airs due to its ability to outrange them, but generally requires a counterhit to pick up a combo from. Sees love in6B> dlj.214Croutes, and is usually continued with 662Bor3C. Causes a hard knockdown which makes it a good combo ender in or near the corner, but it sends the opponent a long distance away from you when used midscreen, which may or may not be desirable. When used as an air combo ender, the lower Jin is to the ground the more frame advantage the knockdown has. Causes a short untechable crumple on ground hit. Causes a long untechable crumple on ground Counterhit. During OD freezes for 55. Freeze Count 5 Landing recovery applied when move reaches active frames Crumple Duration 99F, Crumple Fall 31F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "Hizangeki", + "text": "j.214Dwith 25 Heat H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Usable as an overhead if done immediately after leaving the ground. It is a cheaper alternative to6A> RC but with an initial Heat cost. It can also be used as an incentive to make the opponent stand up in order to do a more effective jump cancel pressure reset. Niche as a ground extender due to the similarity to its meterless version, but unlike the meterless version it recovers before touching the ground when done high enough in the air. As such, it is mostly delegated as a combo ender to tackle extra damage at the end of a staircase combo since it links intoj.632146D. In OD, it becomes a very effective air combo extender/stabilizer as the ground bounce allows Jin ample of time to convert. There are setups to make the 2nd hit whiff in order to go into a freeze restand or use as a last ditch combo extender, but they are often character specific. Fastest TKj.214Doverhead is 24 frames (19 frames excluding jump startup). TKj.214Dis -5 on block. Causes untechable crumple on groundhit. Causes ground bounce on Overdrive air hit. First hit cannot hit grounded opponents, even if hitboxes overlap. First hit freezes for 80. Freeze Count 10 First hit cannot hit grounded opponents Crumple Duration 99F, Crumple Fall 33F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "Touga Hyojin", + "text": "632146C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Jin launches a huge and fast shockwave that travels the entire stage. Normal Version It can catch people off guard or pushing buttons from time to time during neutral. Pretty useful against projectile zoners. Definitely not a super you want to use up close, as it has a small minimum distance in order to connect. You WILL get hit out of the startup if a projectile is already too close to you or a poke is about to touch you when you finish inputting the move, so don't throw it out on a whim. Overdrive Version During Overdrive, the wave will freeze the opponent and Jin will deal several extra hits. Serves you as the combo ender as it has the highest Minimum Damage during Overdrive at 1120. However632146Dis still a better ender when Jin is fully in the corner due to Touga missing most of its extra hits. Refreshes hits every frame, allowing it to plough through other Level 2 projectiles without losing any hits of its own. In spite of this, it cannot hit the opponent more than 5 times in total, regardless of hitboxes. The first hit that damages the opponent will have the 1600 base damage shown and all subsequent hits will have a base of 400. During OD freezes for 100. Freeze Count 20 Minimum Damage 20%: 320+80×N First hit that connects deals 1600 damage, remaining hits deal 400 damage Re-hits every 2 frames Maximum Slide duration 20F Crumple Duration 30F, Crumple Fall 63F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "Hiyoku Getsumei", + "text": "632146D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Normal Version Jin launches a very high speed projectile at 30 degrees upwards (ground version) or 30 degrees downwards (Aerial version). Outside Overdrive, this is your go-to combo finisher when you need to add extra damage to a combo. Despite the invulnerability, this move is incredibly bad as a wakeup reversal due to its high angle, making it whiff against anything remotely low to the ground, it is completely outclassed by623Dor623CRC. Overdrive Version 632146D Values in [] are during OD First hit freezes for 45. Freeze Count 20 Only does 1 hit on block Minimum Damage 15%: 735 [915] Reversal j.632146D Values in [] are during OD First hit freezes for 45. Freeze Count 20 Only does 1 hit on block Minimum Damage 15%: 735 [915]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "Kokuujin: Yukikaze", + "text": "236236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A super parry, akin to whatHakumenhasGuardStartupRecovery44Advantage. If the parry part blocks anything, a completely invincible and unblockable followup slash activates that covers the width of the screen. Opponents hitting the guardpoint experience extended hitstop that basically guarentees this hits. One of the few moves that can guard point bursts, making for an extremely flashy callout should you manage it. Unlike Hakumen's equivalent, this move has a superflash on the parry part, rather than the followup, making it prone to being kara-barriered if the opponent is still in the first few frames of a normal move at that point. Normal Version Situational counter reversal that catches both highs and lows, can be effective when used against safejumps or to escape setups meant to pin down Jin in blockstun such asCarlRhapsody of MemoriesGuardAllStartup10+(40 Flash)+18Recovery48Advantage(236236D) orTsubaki'sRequiem MaledictusGuardAllStartup1+40RecoveryTotal 1+57Advantage(632146B). In these situations, the opponent can often avoid the attack, but Jin is fully invincible so the best they can do is get a meaty afterwards. It should be noted that it can punish certain projectile attacks. Since superflash and guard point begin on the first frame, if the guard point blocks during the superflash, Jin skips his part of the super flash and goes right into the attack while everything else is still paused as normal for the superflash, even on projectile attacks, effectively the attack's startup time becomes 21F. Overdrive Version 236236D If an attack is caught on 1F, then attack startup begins during super flash (attack startup effectively reduced to 21) On Guard Point, hitstop for Jin is 4F. Opponent hitstop is 72F Parry reversal 236236D Attack Values in [] are during OD First hit Fatal Counter Only does followup hits on hit Crumple Duration 9999F, Crumple Fall 53F [Initial attack can only hit once (but can be \"blocked\" 5 times)] All except last hit Freeze for 180. Freeze Count 60 Minimum Damage 20%: 800 [1200]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "Gekka Hyourou", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of Jin's better combo enders in Active Flow. It's particularly great for Jin because it keeps the opponent near Jin, allowing for relatively good oki (rolling away is still an option midscreen). It also hits an angle, so it functions well as an antiair. The pushback also makes it difficult for most characters to punish this move. On regular block, only characters with long and quick jabs (e.gRagna5AGuardAllStartup5Recovery9Advantage0) can punish this after a microdash. On instant block, however, most of the cast can punish this move. Like many EAs with good vertical hitboxes, this move has a relatively average horizontal hitbox. At some spacings, certain characters can even duck and cause this move to whiff entirely. However, this spacing is very precise and difficult to maintain in a match. Good vertical hitbox, not so good horizontally. Otherwise behaves like every other Exceed Accel. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 305 {585+58}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "Rengoku Hyouya", + "text": "[2]8DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A rather impractical fullscreen low, a bit harder to use due to Jin's reliance on meter. It combos from ground throws,2D,6D, Counterhitj.Dif it connects at its lowest possible height, Counterhit6C, Counterhit3Cand Fatal Counter22Cand OD6C. Because the invul runs out as the move becomes active, it's possible for it to trade. When this happens, Jin will get counter hit and fail to continue into rest of the Astral, while the opponent will be staggered but take no damage. Long invuln to go with its long startup, but runs out of invuln just before becoming active." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi", + "title": "Jin Kisaragi", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Matchups", + "title": "Amane Nishiki", + "section": "Intro", + "text": "Dustloop is always a work in progress. A more comprehensive overview of Amane's matchups will be made, but for now, here's a little overview of what to be thinking about and how to form your own strategies for dealing with different characters. If the tips in this section aren't enough and there's a particular character you still want to know more about, consider joining theDiscord.There's several experienced and knowledgeable Amane players who are more than happy to answer any questions you may have." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Matchups", + "title": "Amane Nishiki", + "section": "Overview", + "text": "What changes the most from matchup to matchup is how you use your C normals. Slower characters like Hakumen and Iron Tager can be harassed very effectively, but you still have to be mindful of their character specific tools. However, fast characters such as Lambda or Valk can very effectively navigate the deadzones and punish you for them. Amane is not reliant on his long range pokes the same way a character like Axl Low or Dhalsim are. If it doesn't work, don't do it. Don't be afraid to stop using your C normals in neutral entirely and full lean into evasive gameplay with your ambiguous movement options. Be mindful on your offense. Anti airs with good horizontal range may cover a stance cancel reset as well as a zettou reset. Similarly, large reversals such as Naoto's or Ragna's have to be played around with much more care than smaller DPs like Mu's. Try not to overextend. If you're comfortable in neutral, returning to neutral is not an issue. Against a character as explosive as Hakumen, it can be advisable to play it safe during pressure. Also, several characters have specific options to deal with 6D oki reliably on reaction, especially with meter. Those same options can usually beat hariken oki if you don't do it off the correct knockdown. Above all else, remember the player matchup trumps the character matchup. If 'bad' tactics are working, there's no reason to stop. Amane is an obscure character absolutely rife with knowledge checks, so take every chance you can get. Remember, until your opponent hasproventhey can punish236236D, it's safe on whiff." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Matchups", + "title": "Amane Nishiki", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Combos", + "title": "Susano%27o", + "section": "Intro", + "text": "Susano'o Susano'ois a character that gets good mileage out of optimizing his combo routing in order to unlock the seals he needs, enabling his snowballing gameplan. His combo routing is pretty freeform due to him being encouraged to unlock or upgrade a new seal with each press of aDbutton, which can be a little intimidating at first. Not to worry, as Susano'o already has fairly simple beginner combos thanks to his 5th seal Dancing Dual Kick (236BGuardLow/Air×5, AllStartup18Recovery19+11LAdvantage-15), as well as his Crush Trigger routes guaranteeing certain key unlocks. While this guide is pretty complete, feel free to also checkthis combo docwhich this page is based on, as well as thiscombo videothat visually showcases almost every single combo listed here. To make yourself familiar with Susano'o's combo notations outside of this page, his special moves will be mentioned as their community names: Sundering Claws (236AGuardAllStartup15Recovery19Advantage-3) =Tackle Towering Flame (623CGuardMidStartup12RecoveryTotal 70Advantage-28) =DP Megalith (214AGuardAllStartup20RecoveryTotal 42Advantage+1) =Sandkick Hunter's Fang (214BGuardHigh/Air, AllStartup23Recovery24Advantage-10) =Wheel(or Spin) Dancing Dual Kick (236BGuardLow/Air×5, AllStartup18Recovery19+11LAdvantage-15) =GV(Ground Viper) Inevitable Calamity (CCCCGuardAllStartup6Recovery20Advantage-7) =Orb(or Sparkfist / Sparkhand) Splintering Thrust (63214CGuardThrow (70)Startup30Recovery37Advantage) =God Press Blade of Judgement (236DGuardAllStartup19Recovery24Advantage-6) =Sword Every combo listed assumes your cursor position is at 0." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Combos", + "title": "Susano%27o", + "section": "Basic Combos", + "text": "Require no seals Work against every character in the game Can be performed from most positions in the play area Down below is a list of essential no-seal combos that will help you succeed on a surface level. Click on the tabs below to view each category: 2A>2A>2A>5B>5C>2D>236B> hjc.dl.j.C>j.DMashing happens and this is how you can get the best out of it. You usually want to avoid it due to how much damage you lose doing so however. Damage: 2121 - Meter Gain: 15 Unlocks GVand DP 5A/2A>5B>2B>2C(1) >5C>2D>236B> hjc.dl.j.C>j.DA useful combo that give enough hits to unlock GV for a combo extension if your cursor is at 0. This is the optimal order for damage, but you can be pretty flexible with it as long as it ends with5Cfor the hitstun to connect into5D/2D, due to the combo timer being short here. 5A: Damage: 3195 - Meter Gain: 222A: Damage: 2882 - Meter Gain: 20 Unlocks GVand DP 5A/2A>5B>2B>2C(1) >5C>5D>2D>236B> hjc.j.B>j.C>j.DSame thing, but to unlock Wheel and to squeeze out a bit more damage. 5A: Damage: 3404 - Meter Gain: 242A: Damage: 3080 - Meter Gain: 22 Unlocks GVand Wheel Lv1 5B>5C>5D>2D>236ALv1Your most basic BnB. At roundstart,5Bcan hit anyone and will win a lot of interactions if your timing is on point. This will also serve as your universal max range5Bcombo and it works on both standing and crouching opponents. Note: If5Bhits at the very tip, it's possible that5Dwon't be in range to connect. Use2Ddirectly instead to increase your reach and get your seal unlock. Damage: 2400 - Meter Gain: 17 Unlocks DP 5B>5C>2C>5D>6D>214BLv1 >5B>5C> jc.j.B>j.C(1) > jc.j.B>j.C>j.DA simple and optimal route where the seal you unlocked mid-combo is immediately put to use after. Only works againstup-close standingopponents, as2Cmight whiff if they are too far and6Dwill drop if they are crouching. Note: Switch5C>2Cwith2C>5CagainstTaokakaandEsfor6Dto connect. Damage: 3818 - Meter Gain: 27 Unlocks Wheel Lv1and Sword 5B>5C>2C>5D>214BLv1 > dl.5B>5C>2C(1) > hjc.j.B>j.C(1) > jc.j.B>j.C>j.DSome characters likeJubeiare too small to get hit with6D's intial hitbox no matter what. But being considered crouching, the additional 2F of hitstop allow for Wheel to connect right after5D. Delaying5Bhelps stabilizing the height against some characters so that2C(1) doesn't whiff. Be also wary that characters likeAzraelorSusano'owill get hit with the second hit of2Cinstead of the first, so it can mess up your high jump timing. Switch5C>2Cwith2C>5CagainstNoeldue to her crouching hurtbox making the second hit of2Cwhiff on her. Damage: 3811 - Meter Gain: 27 Unlocks Wheel Lv1and Sword FC6B>5B>5C>5D>6D>214BLv1 >5B>6B>6C>6D>236B> hjc.dl.j.C>j.DA very damaging combo that'll make anyone regret playing a high-risk game with you. Only works on standing opponents, but6Bmoving you forward makes the spacing more forgiving to connect6Dafterwards, as long as you're not at complete max range. The combo timer gets very short towards the end, so unless you change the routing, you'll only be able to unlock DP after using GV without dropping. If you reach the corner after hitting6C, you can do5D> dl.GVfor a very slight damage optimization. Damage: 4862 - Meter Gain: 34 Unlocks Wheel Lv1, GVand DP FC6B>5B>5C>5D>214BLv1 >5B>6B>5B>2C(1) >6D>236B> hjc.dl.j.C>j.DThe same route, adapted for crouching opponents. Thanks to the 2F of additional hitstun on crouchers, you can connect5Dwith Wheel to replace6D. Since the cursor will be at 0 instead of 1 after hitting5D, the route is changed to add another hit for a GV unlock. Damage: 4778 - Meter Gain: 34 Unlocks Wheel Lv1, GVand DP AA2C> hjc.j.B>j.A>j.C(1) > jc.j.B>j.C>j.DBasic and universal anti-air route. Feel free to remove hits if you want to unlock a specific seal. Can also lead into a staircase if you have Wheel Lv2,more details here. Damage: 2680 - Meter Gain: 19 Unlocks Sword Throw >5B>6B>6C>6D>236B> hjc.j.C(1) > jc.j.B>j.C>j.DA BnB that universally works with both Forward and Back Throw. A small delay for5Bis necessary with Forward Throw since they take some time to fall down. Change your air combo as see fit to unlock any seal of your choice. In the corner, you can use6C>5D> dl.GVinstead for slightly more damage. Note: If you're using Back Throw and the corner is nearby, the opponent will wallstick to it instead of wallbouncing as usual. If you're too far for5Bto hit, use6B>5B>2C(1) >6Dinstead if you're in range. Damage: 3439 - Meter Gain: 24 Unlocks GVand Wheel Lv1 Air Throw > dl.6B(1) >6C>2B>2C(1) >6D>236B> hjc.j.C(1) > jc.j.B>j.C>j.DOptimal route but very tricky to get right at first. The delay for6B(1) depends on the height at which you grabbed them; you need to hit it as high as possible to increase6C's HKD duration to allow for2Bto connect. If you're not comfortable with the timing, you can replace2B>2C(1)with2A>2C(1), which makes the route a lot easier and more consistent for a negligeable damage loss. Damage: 3408 - Meter Gain: 24 Unlocks GVand Wheel Lv1 5A/2A>5B>5C>5D>2D> CT20 >6B>6C>6D>236B> hjc.dl.j.C>j.DA good route that uses Crush Trigger (5A+B) to guarantee you unlocking GV and DP back to back, no matter what your cursor's position is. Whenever you have 25 Heat and you're missing key seals, this will help you unlocking them anywhere on the screen. The combo timer is short here, so you can only afford to dohjc.dl.j.C>j.Dafter GV if you don't want to drop. If you skip5Chowever, you have just enough time to go forhjc.j.B>j.C>j.Dif you want. 5A: Damage: 3392 - Meter Gain: 182A: Damage: 3069 - Meter Gain: 16 Unlocks Sandkick Lv1, GVand DP 5B>5C>5D>2D> CT20 >6B>6C>6D>236B> hjc.j.C(1) > jc.j.B>j.C>j.DA powerful route that guarantees you unlocking GV and another seal of your choice back to back, no matter what your cursor's position is. Much more flexible and damaging compared to its jab starter counterpart due to being a Long Starter, allowing to unlock Wheel Lv2 for your air combo if desired. Damage: 3550 - Meter Gain: 19 Unlocks DP, GVand Wheel Lv1 5B>5C>5D>6D> CT30 >6B>6C>6D>236B> hjc.j.C(1) > jc.j.B>j.C>j.DThe same route, this time using6Dand charged Crush Trigger's better proration to massively increase your damage. As usual with6D, make sure you hit your opponentstandingand up-close so that your combo doesn't drop. If they are crouching, use2D> CT20instead. Damage: 4416 - Meter Gain: 22 Unlocks DP, GVand Wheel Lv1 FC6B(1) > CT30 >5C>2C(1) >6C>2B>5B>6B(1) >6D>236D> dl.5B>5C> jc.j.C(1) > jc.j.B>j.C>j.DAn extremely damaging FC BnB that's worth the 25 Heat. If you did it correctly,6Dwill hit the other way, as well as sending the opponent behind you for Sword to connect. Due to the sideswap, you'll need to input Sword as214Dinstead of236D(except when done onTagerandSusano'o). Damage: 5540 - Meter Gain: 24 Unlocks Swordand Orb" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Combos", + "title": "Susano%27o", + "section": "Core Combos: 0 Seal Routes", + "text": "Introduce important early round BnBs Give a solid combo theory basis Increase the player's damage output and unlocking efficiency" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Combos", + "title": "Susano%27o", + "section": "AStarters", + "text": "Anormals are Normal Starters, so they do low damage and will drop if you stretch the combo too much, so be wary.5A>6Bworks on Counter Hit on both grounded and airborne opponents. 6Don standing opponents duringAstarter routes willvery likelydrop, so avoid going for it. ACombos" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Combos", + "title": "Susano%27o", + "section": "BStarters", + "text": "Bnormals are Long Starters, so they do good damage and you don't need to worry that much about your combo dropping.5B>6Bworks on crouching and airborne opponents, as well as on Counter Hit.5B>2Cwill whiff at max range. General rule forDbuttons in combos is to do6Don standing and2Don crouching opponents. In the corner,2C(1) >5Dloops are an easy way to unlock Tackle Lv3 and DP, although not universal. Note that2Cin most routes starting with5B>5C>2C>5D- notably to unlock Wheel Lv1 - greatly affects the combo timer and may drop the combo later on against some characters;5B>5C>5Dwill fix it if you already have Wheel unlocked. BCombos" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Combos", + "title": "Susano%27o", + "section": "CStarters", + "text": "Cnormals are Long Starters, except6Cbeing a Normal Starter that forces crouching.5Cis your most damaging non-CH starter, thanks to its great damage and scaling. As always, try going for5D>6Dif the opponent isn't crouching instead of5D>2Dfor more overall damage. CCombos" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Combos", + "title": "Susano%27o", + "section": "DStarters", + "text": "Dnormals are Long Starters, except6Dbeing a Normal Starter that either Crumples on standing, Hard Knockdowns on crouching / grounded or Ground Slides on airborne opponents, creating different routes for each situation. DCombos" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Combos", + "title": "Susano%27o", + "section": "Tackle Lv1", + "text": "Your only seal unlocked from the start. Serves as a basic combo ender anywhere and leads to safe jump with IAD >j.B. Not combo-able on a standing or grounded normal hit, but links into5Bon Counter Hit and high air hits in the corner. Despite being a Long Starter, standing6Dwon't work if you extend the combo too much, like with5C>2C. Tackle Lv1Combos" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Combos", + "title": "Susano%27o", + "section": "Core Combos: 1 Seal Routes", + "text": "Give the player sample routes Allow them to mix those routes to learn combo theory Have practical use for every unlocked seal in their arsenal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Combos", + "title": "Susano%27o", + "section": "Tackle Lv2", + "text": "Tackle Lv2 might seem like it does less damage in normal combos, but it gives combos to starters that used to have no reward, like3Cand2D. For example,6D/2Dwill allow you to get a2Afollow-up in the corner, while3Cand Tackle Lv2 air hit can let you get a full5Bextension. Tackle Lv2Combos" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Combos", + "title": "Susano%27o", + "section": "Tackle Lv3", + "text": "Even better than Tackle Lv2. Now you can convert off3Cand2Danywhere. Hitting them airbone orOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"with2Dfor example will allow you to get a5Bextension after, while hitting them standing with a raw hit or directly after6Dwith no delay will only allow for a5Aextension afterwards. 3Clets you link into 10F normals after, like2Band2C, thanks to the gain in height. Tackle Lv3Combos" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Combos", + "title": "Susano%27o", + "section": "DP", + "text": "Despite being a reversal tool with a very long recovery, DP has its place in combo routes, serving as a powerful damage booster you should try including in your routing. You can combo off DP without even needing to Rapid Cancel if it's a high air hit, making your late active frames connect and reducing your recovery as a result (notably after2Cor5Dair hit in the corner). DPCombos" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Combos", + "title": "Susano%27o", + "section": "Sandkick Lv1", + "text": "Works similarly to Tackle Lv2 as a way to combo off3Cand2D, with better damage and scaling in the corner. It's safer to use it early in a combo, as stretching the combo timer will make any follow-up drop. Sandkick Lv1Combos" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Combos", + "title": "Susano%27o", + "section": "Sandkick Lv2", + "text": "Loses the ability to combo off3Cand2Ddue to the increased startup (20F > 30F), but gains increased hitstun allowing you to combo into6B, mostly after a high air6Cor a raw standing6Dhit. This only works when done very early, as anything longer than5B>5D>6Dwill render the6Bfollow-up impossible. This seal gets heavily outclassed by Sandkick Lv3, so it's recommended to upgrade it ASAP. Sandkick Lv2Combos" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Combos", + "title": "Susano%27o", + "section": "Sandkick Lv3", + "text": "Same startup and combo utility as Lv2, with even higher hitstun, damage and better scaling. Comboing into6Bis now consistent and can be done later in a combo. Being usable by default in Overdrive, this seal is a cornerstone of high-damage OD corner combos along with Sword. Sandkick Lv3Combos" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Combos", + "title": "Susano%27o", + "section": "Wheel Lv1", + "text": "Overhead special normal starter that does good damage. Universally connects into 10F normals like2Cwhen hitting the opponent crouching or after6C. However, hitting them during6D's Crumple Fall or OTG can make Wheel Lv1 behave weirdly on some characters, only making 9F normals like5Blinkable. If you're unsure which one to use,5Bis universal and your safest option. Wheel Lv1Combos" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Combos", + "title": "Susano%27o", + "section": "Wheel Lv2", + "text": "Same properties as Wheel Lv1, with much greater damage potential. Opponents hit by the projectile raw are left in untech frames until they hit the ground, Counter Hit or not. Used for Susano'o's infamous Staircase combos. Wheel Lv2Combos" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Combos", + "title": "Susano%27o", + "section": "GV", + "text": "A normal starter that should preferably be used as the last launcher in a combo if you have any other launchers like every other seal (except God Press). After hitting it, you can change the air combo route based on either the combo timer or on getting a specific seal. After5Dair hit during corner combos, you can go for a GV(1), skipping all of the lows to directly hit with the last kick; this helps with the combo timer, proration and allows you to get seals you wouldn't normally get with a full GV. GVCombos" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Combos", + "title": "Susano%27o", + "section": "Orb", + "text": "Long starter which you can convert into a combo on CH. Really good combo extender in the corner, getting up to 12f normals or lower. The method to cancel calamity is to use B+C+D but, you can also use OD macro if you have one. OrbCombos" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Combos", + "title": "Susano%27o", + "section": "God Press", + "text": "Normal starter with instant corner carry. In order to combo into it, you will either need Orb, Rapid Cancel or to do it right after a Fatal Counter6B(1) starter. God Press will only hit an opponent who is standing or crouching and cannot connect against airborne or knocked down opponents. When done raw, the combo timer starts when the opponent is thrown into the wall. However, when done after a starter, the time taken to drag the opponent across the stage counts towards the combo timer, so keep that in mind when making routes on the fly with it. God PressCombos" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Combos", + "title": "Susano%27o", + "section": "Sword", + "text": "Normal starter can hit both in front and behind Susano'o, allowing him to extend combos midscreen. It's also his best combo-extending special for extra damage in corner combos. It naturally links into6Aand Sword Super (236236D). SwordCombos" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Combos", + "title": "Susano%27o", + "section": "Specialized Combos: Multi-seal Combos", + "text": "Give access to more staple routes to include in combo theory Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute This section will focus on multiple seals combos to give you some ideas on what to do when having specific seal combinations. 5B>5C>5D>6D> dl.236ALv3 >5B>2C>6D>236B> hjc.j.C(1) > jc.j.B>j.C>j.DA useful route that lets you unlock more seals thanks to Tackle Lv3. Make sure to delay Tackle after using6Dso thay are considered grounded for more height, or you won't be able to combo into5B. OnJubeiand crouching opponents, use5D>2D> Tackle Lv3instead. Damage: 3951 - Meter Gain: 28 Unlocks DPand Wheel Lv1 + Lv2 3C>214ALv1 >5B>6B> dl.5D>236B(1) > hjc.dl.j.B>j.C(1) > jc.j.B>j.C(1) >j.214BLv2 >6B(1) >5D>6D>236B> jc.dl.j.C>j.DAlso works with Orb as an alternative to Sandkick Lv1, which allows you to remove the delay on5D. It will give you more combo timer to finish the route with both hits of6Band unlock God Press instead for 3779 damage. Feel free to also skip6Baltogether if your Wheel Lv2 doesn't look like it hit high enough (on characters likeIzanamifor example) to go for a Sword unlock. Damage: 3853 - Meter Gain: 27 Unlocks GV, Orband DP 6C>5D>214BLv1 >2C(1) >6D>CCCC(1) >2B>2C> hjc.j.B>j.C(1) > jc.j.B>j.C>j.DA stylish route you can perform universally to unlock Sword. If you want however, you can gain more damage on certain characters by using specific routes for them after doing Orb(1), written below. Damage: 4011 - Meter Gain: 28 Unlocks Tackle Lv2 + Lv3and Sword 2B>2C- 4011, 28, This route is universal and only works for these characters:Valkenhayn,Amane,Kagura 5B>2C- 4024, 28, Only optimal on him:Azrael 2B>5B>2C(1) - 4026, 28, Works on most of the cast:Jin,Noel,Litchi,Bang,Carl,Tsubaki,Hazama,Mu,Platinum,Relius,Izayoi,Bullet,Kokonoe,Terumi,Celica,Hibiki,Izanami,Mai 2B>5B> dl.2C(1) - 4026, 28, Delay to avoid it whiffing:Naoto(frame perfect),Susano'o,Jubei 5B>5C>2C(1) - 4117, 29, the optimal route:Ragna,Rachel,Taokaka,Tager,Arakune,Hakumen,Nu,Makoto,Lambda,Nine,Es Note:2B>5B>2C(1)also works on characters using the5B>5C>2C(1)route exceptArakune(needs strict dl.2C(1))andEs(doesn't work). 5B>5C>5D>236B> 9hjc.dl.j.B>j.C(1) > 8jc.j.B>j.C(1) >j.214BLv2 >5D>214BLv2(P) >6D>236B> jc.dl.j.C>j.DA good way to unlock more seals with a Staircase, as well as an amazing corner carry route that goes from corner to corner. You can also do5D>2D> GVwith a different cursor position to guarantee an Orb and DP unlock. You will have to do this route very far away from the corner so that only the pillar of the second Wheel Lv2 hits. Damage: 4310 - Meter Gain: 30 Unlocks DPand Sword CH6A> RC >236B> 9hjc.dl.j.B>j.C(1) > 8jc.j.B>j.C(1) >j.214BLv2 >6B>5D>6D>236ALv1A niche route to confirm off CH6A, especially when trying to close a round from afar with 100 meter. Damage may slightly vary due to the amount of GV and Wheel Lv2 hits. Damage: 3989 - Meter Gain: 15 Unlocks God Press 63214C> RC >5B>6B>6C>5D>6D>236B> hjc.dl.j.B>j.C(1) > jc.j.B>j.C(1) >j.214BLv2 >6B(1) >5D>6DA God Press RC route that makes use of your maxed out Wheel to unlock GV without taking detours. The combo timer is short however, so the route needs to be cut short to avoid the opponent from teching out; that includes no specials after6D(apart from Supers) to guarantee goodokiFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.after the hard knockdown. Damage: 5118 - Meter Gain: 25 Unlocks DPand Sword CH236D>6B>6C> dl.214BLv2 >5B>2C(2) > 9hjc.j.A>j.B>j.C(1) > 8jc.j.B>j.C(1) >j.214BLv2 >2D>623CThe variable damage/heat gain is due to Wheel Lv2 hitting an additional time against bigger characters. This route is a good way to capitalize on CH Sword's damage with a Wheel Lv2 Staircase. At very close range, your first Wheel Lv2 might cross-up if you don't delay it after6C, making you lose height. You want to make sure to maximize your height, to a point where only the second hit of2Cconnect (hence2C(2)). Damage: 5141 ~ 5378 - Meter Gain: 36 ~ 38 Unlocks DP 5B>5C>5D>6D>236B> TKCCCC(1) >2C(1) >623C>2C(1) >5D>236B(1) > hjc.j.C(1) > jc.j.B>j.C>j.DAn example of a TK Orb route. To do this, you will need to hold [7], [8] or [9] as you mashCduring GV, so that Orb cancels your jump startup out of GV. Orb needs to hit, so this must be done in the corner. Damage: 3984 - Meter Gain: 28 Unlocks DP, Sandkick Lv1and Wheel Lv1 63214C>CCCC(1) >5A>5B>5D> dl.623C>5B>2C> hjc.j.B>j.C(1) > jc.j.B>j.C>j.DYour main way to combo off God Press meterless. You can use2Aafter Orb(1) to make the timing more lenient. It is better to slightly delay DP here, especially againstArakunefor example, to make sure it doesn't hit with its early active frames. Damage: 4125 - Meter Gain: 29 Unlocks DPand Sword" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Combos", + "title": "Susano%27o", + "section": "Specialized Combos: Overdrive Combos", + "text": "Allow him to score an early snowball off a good hit Offer insane comeback potential at low HP Deal massive damage, enough to close a round with Down below is a list of Overdrive combos you can use to help you snowball or steal a round. Click on the tabs below to view each category: 5B>5C>5D>2D> OD >6B>6C>214BLv2 >5B>5D>6D>236B> hjc.j.B>j.C>j.DRoundstart position. An universal route to help you unlock key seals right away to get you snowballing. The variable damage / meter gain is due to Wheel Lv2 hitting an additional time against bigger characters; full list below. Additionally, here is aroundstart OD combo compilationto help you decide which route fits your needs the most. Damage: 4165 ~ 4319 - Meter Gain: 29 ~ 30 Unlocks DP, GVand Wheel Lv1 Wheel will have its initial hitbox connect onRagna,Rachel,Taokaka,Tager,Arakune,Hakumen,NineandSusano'oOTG, hitting an additional time and dealing more damage. This makes the route much stricter on them due to the combo timer as a result. 5B>5C>5D>2D> OD >6B>6C>5D>236D>5C>2C(1) > hjc.j.B>j.A>j.C(1) > jc.j.B>j.C>j.DRoundstart position. A route to help you unlock key seals right away to get you snowballing. This route is universal, but against the vast majority of the cast, both hits of2Ccan connect, so you can skipj.Ato deal 4351 damage; full list below. Additionally, here is aroundstart OD combo compilationto help you decide which route fits your needs the most. Damage: 4318 ~ 4351 - Meter Gain: 30 ~ 31 Unlocks DP, Wheel Lv1and Sword If they haven't walked back at roundstart,2C(1) is mandatory againstArakune,Carl,Makoto,Kokonoe,Nine,NaotoandMai. Otherwise, both hits of2Cconnect on the rest of the cast. OD >5B>5C>5D>6D>214BLv2 > dl.5B>2C>6D>236B> hjc.j.B>j.C(1) > jc.j.B>j.C>j.DCan be done anywhere. A standard OD route you can perform without seals, at full health, as long as it wasn't an ODR (halves the duration). Make sure to thoroughly delay5Bto avoid6Dfrom sending the opponent flying the other way. Damage: 4153 - Meter Gain: 29 Unlocks DP, Wheel Lv1and GV OD >5B>5C>5D>2D>236ALv3 >5B>5C>2C(1) >6D>236D>5B>2C> hjc.j.B>j.C(1) > jc.j.B>j.C>j.DCan be done anywhere. A standard OD route you can perform without seals, at full health, as long as it wasn't an ODR (halves the duration). The combo timer gets tight towards the end, so no6Dto tackle on more damage here. Damage: 4138 - Meter Gain: 29 Unlocks DP, Wheel Lv1and Sword 6B+C> dl.OD >236D>6B>6C>5D> EACorner throw route that locks the opponent's burst. Works at any HP%. Delaying OD helps saving some precious time while waiting for them to fall down for Sword to connect. Feel free to replace EA with any Super to end the round with it, as well as adding6Dbefore it if you have more timer. Damage: 3432 - Meter Gain: 21 Unlocks Wheel Lv1 4B+C> OD >[2]8D>5B>5C>2C(1) >6D>CCCC(1) > dl.5A>5B>5D>6D>236D>3C>236B> jc.dl.j.C>j.DBack Throw corner route. A powerful route that allows you to unlock every seals AND level ups in one swoop (apart from Tackle upgrades). You can either delay5Aafter Orb(1), or delay Orb(1) to instantly do5A, both to stabilize height for5D. Damage: 3394 - Meter Gain: 18 Unlocks everything except for Tackle Lv2 OD >5B>5C>236B> 9hjc.dl.j.B>j.C(1) > 8jc.j.B>j.C(1) >j.214BLv2 >2C> 9hjc.dl.j.B>j.A>j.C(1) > 8jc.dl.j.B>j.C(1) >j.214BLv2 >5D>6D> EACan be done anywhere and provides full corner carry. Must be done up-close however, so that GV connects immediately. No5Dbefore GV either to save combo timer so that the combo doesn't drop before the second staircase. Feel free to replace EA with any Super to end the round. Damage: 4787 - Meter Gain: 31 Unlocks GV OD >5B>5C>236D>5B>6B(1) >6C>5D> dl.236B> 9hjc.dl.j.B>j.C(1) > 8jc.j.B>j.C(1) >j.214BLv2 >5D>6D> EACorner route. Uses Sword early for great damage and scaling. Damage: 5332 - Meter Gain: 36 Unlocks GVand Wheel Lv1 6B+C> OD >6C>214ALv3 >6B>6C>5D>6D> EACorner throw route that locks the opponent's burst. Go for this route if you have a little more OD timer to do more damage. Feel free to replace EA with any Super to end the round. Damage: 3615 - Meter Gain: 23 Unlocks GV 6B+C> dl.OD >236D>5C>2C> 9hjc.j.B>j.A>j.C(1) > 8jc.j.B>j.C(1) >j.214BLv2 >6B(1) >5D>6D> EACorner throw route that locks the opponent's burst, only possible with a full duration ODR (4s). The OD timer is extremely tight, so you will need to activate OD at the opponent's apex height and immediately use Sword, while doing the route with no delay. If you did it correctly, you should be able to use EA/Enhanced Super with 0.01s left on the clock. If5Chits too low, use thehjc.j.A>j.B>j.C(1)air route instead to make the opponent go higher with no delay while still giving you access to6B(1) afterwards. If5Chits too high however, staircase might not be possible. Feel also free to skip6Baltogether and end the combo with5D>6Dor even2Dif you feel you lost some time or messed up the timing. Note: Being below 35% HP, you'll passively gain meter throughout the duration of the route, effectively giving you around 38 total Heat. Damage: 4156 - Meter Gain: 27+11 Unlocks DP A collection of different pieces of knowledge to help you improvise combos on the spot. Click on the tabs down below to check each category: Susano'o's best starters are:5B,6B,5C, or any groundedDbutton. 5Bis a great move that will be your go-to starter in most situations like during neutral or for fast punishes. 6Bgoes into many of the combo routes that5Bleads into, with the advantage of its Fatal Counter properties, allowing for links that build into needed seals or full sending combos for absurd damage. 5Cfills a similar niche to5Bwith worse gatling options for seals in exchange for scaling the combo less and higher damage. Dbuttons depend on grounded or air hit, but all generally lead into combo-extending specials like236Bto potentially score more seals. Always take a look at your cursor when starting a combo, that way you will be able to tell which route to go for to unlock a specific seal and extend your combo from there, whether it matters or not. Due to Susano'o's combo routing being freeform, it's important to know when you have enough combo timer to go for additional seal unlocks and when you need to cut it short. Thankfully, his combo ratings are pretty easy to remember due a large majority of his key moves beingLongStarters. All of his jabs (5A,2A,6A,j.A), as well as GVand Sword, areNormalStarters. All of his throws (God Pressincluded) and grounded OHs (6C,6D, Wheel) are alsoNormalStarters. CT20 is aNormalStarter, while CT30 is aLongStarter. His DP, Counter Assault and Sword Super (236236D) areVery ShortStarters. Everything else including hisB,C,Dnormals and Specials areLongStarters. Whenever you use5C,2Cor GV, you'll want to choose which seal to unlock at the end of your air combo; the seal you will get depends on your cursor position after you jump cancel. There are a few routes you can do to unlock a specific seal: If you need a visual guide on how to perform Wheel Lv2 Staircases,check out this video. Staircases are routes that transition from an air combo to a grounded one. Susano'o can access Staircase routes meterlessly with the help of air Wheel Lv2 (j.214B). Those routes rack up tons of additional damage, allow for more varied seal unlocks, as well as setting up round-ending OD / Supers. After using5C,2Cor most commonly GV, you can use these following Staircase routes: 9hjc.j.A>j.B>j.C(1) > 8jc.j.B>j.C>j.214BLv2A staple Staircase route. It raises the opponent the highest without needing any delay, so it's especially good for5Cand2Cair pick-ups. You can also use it right after GVwith no delays between hits, basically guaranteeing a6Bfollow-up on the way down. However, usingj.Ascales your proration down, reducing your overall damage. As a result, you should preferably use this route when needing a lot of height with not much combo / OD timer remaining. 9hjc.j.B>j.A>j.C(1) > 8jc.(dl.)j.B>j.C>j.214BLv2Deals more damage than the previous route, but doesn't work after GV. You'll be exclusively using this route after5Cand2Cair pick-ups. Most of the time, you will have to add an additional delay after your second jump cancelj.Bto attempt a5Dor even a6Bpick-up. 9hjc.dl.j.B>j.C(1) > 8jc.(dl.)j.B>j.C>j.214BLv2Your go-to GVStaircase route. You should be delayingj.Ba fair amount, so feel free to experiment with the timing and check how high it puts the opponent up until you feel comfortable with it. Very rarely works after5C/2C, unless the opponent gets pushed extremely high up to a point where the two previous routes will make Wheel Lv2whiff. If that happens, make sure to add plenty of delay betweenbothjc.j.Bs. If you performed your Staircase correctly, the stomp should completely miss the opponent while only the pillar connects. Note that you can also doWheel Lv1 > RC >6Bif you need to end the round and have 100 meter, but the stomp needs to connect for it to work, so make sure to not go for a staircase delay in this specific case. Based on how high the opponent was compared to you, you'll lessen your recovery and get access to these follow-ups: Gets hit by5BOTG These specific characters can get hit OTG with5B, acting as a damage optimization for almost all routes using2BOTG pick-ups. Air hit5B>5C>2C(1) Specifics In some ground-to-air combos (after Wheel Lv1for example),5B>5C>2C(1)will turn into2C(2) on these characters due to their hurtbox being slimmer. This means you need to delay your high jump cancel timing on them. This route will also drop on them on shorter combo timers as a result. 2C(1) >5DLoop Specifics These specific characters are the only ones who you can do corner2C(1) >5Dloops on without having to use DPto re-stabilize their height. Standing6D> Wheel Lv1Specifics These specific characters have an unusual Crumple Fall animation, making Wheel Lv1connect too late and reducing their overall height. You can still link5Bon them, but2Cwon't work. This isn't an issue if you hit them crouching, however. Gets hit by Wheel's initial hitbox OTG These specific characters can get hit OTG with Wheel's initial hitbox outside of the stomp, dealing an additional hit's worth of damage on them. Wheel Lv2Staircase Specifics Some characters, notablyTaokakaandTager, have weird interactions with Wheel Lv2; they both have a much bigger hurtbox, meaning they are more prone to get hit by the stomp's hitbox, invalidating the grounded follow-up. ForTaokaka, add more delay to your Staircase route to gain more height, as it will only work if you manage to get a6Bpick-up. Eson the other end is too small, so you need to reduce your delays a bit for Wheel Lv2 to reach. The stomp also has a harder time connecting as a result, making the timing a bit more forgiving on her." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Combos", + "title": "Susano%27o", + "section": "Video Examples", + "text": "BBCF2 Instructive Combo Videos Older BBCF2 Combo Collections" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Combos", + "title": "Susano%27o", + "section": "External References", + "text": "Susano'o Combo Theory Doc by Adroth Susano'o Staircase Combo Guide by Adroth Susano'o General Doc by Hutch" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Combos", + "title": "Susano%27o", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Combos", + "title": "Nu-13", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Combos", + "title": "Nu-13", + "section": "Basic Combos", + "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Combos", + "title": "Nu-13", + "section": "Day 1 Beginner Combo", + "text": "2A>2B>3C>236DDay 1 combo, works with any grounded starter. Not particularly great on its own but can be built off of easily once the muscle memory has been buit up. Use214Bafterwards to setup an advantage for Nu's zoning." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Combos", + "title": "Nu-13", + "section": "Midscreen Zoning Combo", + "text": "5DD>4DD>5DD>236D~C>214DBasic combo off of5DD, mostly used while zoning.236D~Cleaves the opponent in a crumple state, removing all tech options and214Dwill hitmeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.. This allows Nu to approach for close range pressure. Alternatively, after236D~C, Nu can choose to use214A/214Bor set up214[D], if zoning in neutral is prefered." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Combos", + "title": "Nu-13", + "section": "The Drive Ladder", + "text": "jump cancel >j.5DD>j.6DD>j.5DD> 8jc >j.2DD>j.5DD>j.6DD>j.214DNu's generic damage extension. Requires some familiarity to be able to intuit, as the Drives must be delayed by varying amounts to keep the opponent in the right place. The general rhythm to the combo starts slow and speeds up as it goes. Depending on the distance to the opponent, a forward or backwards jump cancel may be needed to stabilize the combo. Alternatively, at really far distances, usej.6Dinstead ofj.2Dfor the second string. While Nu usually wants to go into IAD orAct ParcerGuardStartupRecovery41Advantageroutes for better damage and corner carry, this route is nontheless crucial to learn as it's completely burst-safe. Instead ofj.214Dit's also possible to doj.632146Dfor increased damage, usually when it'll win the round." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Combos", + "title": "Nu-13", + "section": "Drive AA Combos", + "text": "2DD>4D>6D> 8jc > Drive ladderAir connect2Dis the simplest route into the Drive ladder. This won't be the last time it'll be useful either. 6DD>2DD>4D> 9jc > Drive ladderAnti-air6Dalso routes into the Drive ladder, albeit a little differently." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Combos", + "title": "Nu-13", + "section": "Drive Ladder BnB", + "text": "2A>2A>2B>3C>236D>214B>5DD>4DD> 8jc > Drive ladderRelatively easy midscreen BNB off ofAstarters, with the infamousDladder. Requires Gravity Seed. The pickup after Gravity Seed can also be done on an air connect5D. If this combo drops, its likely because236D>214B>5DDwas to slow. Remember that236D>214Bis a special to special cancel, and then214Balso cancels into5D." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Combos", + "title": "Nu-13", + "section": "Basic Throw Combo", + "text": "Throw > delay2DD>4D>6D> 8jc > Drive ladderDelaying2Dkeeps the opponent farther away from Nu and makes the combo harder to Burst." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Combos", + "title": "Nu-13", + "section": "Core Combos", + "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Combos", + "title": "Nu-13", + "section": "Midscreen Corner Carry Combo", + "text": "2B>3C>236D>214B>5DD>IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.>j.B>j.C>6A>5C(1)>6C>66GuardStartupRecovery41Advantage>3C>236D>214D~C>3C>236D>214A>6C>236[D]>214[D]Standard corner carry combo that transitions into the corner ender. Works even from max range3C. If you're too far from the corner for66GuardStartupRecovery41Advantage>3Cto connect, you can do66GuardStartupRecovery41Advantage>6C>66GuardStartupRecovery41Advantage3Cinstead. Requires Gravity Seed. Nu can sideswap using this combo by inputting5DD>IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.>j.B>j.C>microdashThe act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button.>6A(must be inputted as 664A)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Combos", + "title": "Nu-13", + "section": "Midscreen Supra Combo", + "text": "6B>3C>623C>214B>5C>6C> 66 >5B>6A>6C> 66 >3C>236D>214D~C>3C>236D>214A>6C>236[D]>214[D]Combo more used for midscreen punishes, but also works from her other normals, as long as Nu is close enough for623Cto hit fully. Also works as an anti-air combo off of6A>5C>623C... Requires Gravity Seed." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Combos", + "title": "Nu-13", + "section": "Midscreen 2D IAD Combo", + "text": "2DD>IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.>j.B>j.C>6A>5C>6C> 66 >6C> 66 >3C>236D>214D~C>3C>236D>214A>6C>236[D]>214[D]Harder anti-air combo from2D." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Combos", + "title": "Nu-13", + "section": "Midscreen Throw BnB", + "text": "Throw >236[D]> dash >6B>6A>6C> 66 >6C> 66 >3C>236D>214D~C>3C>236D>214A>6C>236[D]>214[D]Throw combo that provides good corner carry and doesn't require Gravity to be ready beforehand.2Bcan be used instead of6B, offering more range and making the combo easier to do, at the cost of a bit of damage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Combos", + "title": "Nu-13", + "section": "Corner BnBs", + "text": "... >3C>236D> (214A>6C>236[D]>microdashThe act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button.) >3C>236D>214D~C>3C>236D>214A>6C>236[D]>214[D]Standard corner BnB. Requires Gravity Seed, if it is not available, replace the section in parenthesis with another214D~C. 2A>2B>3C>623C>microdashThe act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button.>6B>6A>6C>236[D]> dash >3C>236D>214D~C>3C>236D>214A>6C>236[D]>214[D]More damaging corner combo but only works if close to the opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Combos", + "title": "Nu-13", + "section": "Corner Throw Combos", + "text": "Throw >623C>microdashThe act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button.>6A>5C>6C236[D]>microdashThe act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button.>3C>236D>214D~C>3C>236D>214A>6C>236[D]>214[D]Standard corner BnB. Throw > dl.214D~C> (6)6B>6A>5C>6C>236[D]>663C>236D>214D~C>3C>236D>214A>6C>236[D]>214[D]Useful for when Nu throws their opponent near the corner but is not close enough for the supra throw route. Can also be done in the corner." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Combos", + "title": "Nu-13", + "section": "Specialized Combos", + "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Combos", + "title": "Nu-13", + "section": "Midscreen 5DD 236D~C Combo", + "text": "5DD>236D~C>214C> 66 >3C>623C>microdashThe act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button.>6B>6A>6C> 66 >6C> 66 >3C>236D>214A>6C>236[D]>214[D]Hard confirm off of5DDbut for much bigger reward. Only works at particular spacings, if done too close you will Parcer through the opponent, and at max range236D~Cwhiffs." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Combos", + "title": "Nu-13", + "section": "Double Supra Carry Combo", + "text": "6B>TKAn input method to perform a special move in the air as fast as possible after you leave the ground. Short for \"Tiger Knee\". For Example: 2369 for a j.236 input.623C>2DD>IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.>j.B>j.C>623C>214B>5C(1)>6C(3)> 66 >6C(3)> 66 >3C>236D>214D~C>3C>236D>214A>6C>236[D]>214[D]Maximum corner carry off of a6Bstarter. Involves performing anTKAn input method to perform a special move in the air as fast as possible after you leave the ground. Short for \"Tiger Knee\". For Example: 2369 for a j.236 input.j.623Cwhich can be difficult." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Combos", + "title": "Nu-13", + "section": "Combo Theory", + "text": "All of Nu'sCnormals are multi-hit, however, unlikeLambda's, they can be canceled into another move after any amount of hits. Nu has to manually timegatlingsThe special category of cancels that describe how each character can cancel normals into other normals and specials.like5C>6Cto maximize damage as she cannot buffer the next normal/special early. This has various applications during combos and pressure, with the most prominent example being5C, which is often canceled after its first hit (5C(1)). CuttingCnormals short reduces the overall combo timer, something Nu often struggles with during her combos. In some routes, this simply trades damage for consistency, while other combos aren't possible without limitingChits." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Combos", + "title": "Nu-13", + "section": "Midscreen", + "text": "[...] >j.5DD>j.6DD>j.5DD> jc >j.2DD>j.5DD>j.6DD>j.214DOne of Nu's staple combo pieces, possible to route into from just about any hit. Depending on the opponent's height, delays on some drives are required, with some spacings calling for the replacement ofj.2DDwithj.6DD. The main advantage these routes have over other combos is the fact that they're completely burst-safe, making them ideal for closing out rounds. On the other hand, theOkiShort for \"Okizeme\"Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.they offer isn't particularly great, which is why corner carry combos are prefered if available. Hitting an airborne opponent with drives most of the time forces Nu into the drive ladder route, however it is possible (at specific heights) to confirm into an airdash combo like for example2DD>IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.>j.B. Curiously, omitting drive followups in grounded drive strings usually increases damage (e.g.2DD>4D>6Ddoes more damage compared to2DD>4DD>2DD). [...] >3C>236D>214B>5DD>IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.>j.B>j.C>6A>5C>6C> [...]Standard corner carry piece, usually followed up byAct ParcerGuardStartupRecovery41Advantage(66) to transition into the corner route. For additional corner carry, another6C> 66 can be performed after the first one. To cover as much distance as possible, [...] >6C(3) > 66 >6C(1) > 66 > [...] is recommended but not necessary; depending on the screenposition all hits of6Cmay be done. If this is still not sufficient to reach the corner, a sideswap should be used instead. If Gravity isn't available, Nu can still continue the combo if she has 25 Meter available by routing into [...] >3C> CT >dl.665DD> IAD > [...] Unlike the Supra Corner Carry route, the IAD combo allows for a sideswap at any screenposition by inputting446A. [...] >623C>214B>5C>6C>66GuardStartupRecovery41Advantage>5B>6A>6C> [...]Thanks toSupraGuardMid, AllStartup12Recovery10+27Advantage-21(623C), this route does more damage than the IAD variant and is usually the prefered version to combo into. More often than not,623Cis combo'd into from aC-Normal like3Cor5C, although other options are possible. Should Nu have her back to the corner, this route will automatically sideswitch after doing66GuardStartupRecovery41Advantage, but doesn't allow for sideswitches otherwise. 6B>TKAn input method to perform a special move in the air as fast as possible after you leave the ground. Short for \"Tiger Knee\". For Example: 2369 for a j.236 input.623C>2DD>IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.>j.B>j.C>623C>214B>5C(1)>6C(3)> 66 >6C(3)> 66 > [...]Usually done from a6Bstarter,TKAn input method to perform a special move in the air as fast as possible after you leave the ground. Short for \"Tiger Knee\". For Example: 2369 for a j.236 input.SupraGuardMid, AllStartup12Recovery10+27Advantage-21(623C) offers several advantages over other routes at the cost of its execution requirement. It can be used even with Gravity on cooldown as it'll recharge by the time it's needed. Additionally, air and ground Supra don't shareSMP, bolstering the damage of these combos. Lastly, the combination of IAD and doubleAct ParcerGuardStartupRecovery41Advantage(66), gives a great deal of corner carry. Despite these pros, knowing this route is not necessary to proficiently play Nu, it's merely another option should one desire so. There are several input methods to get TK Supra at the minimum possible height and the one used usually comes down to personal preference. 6239C 6923C 6321473C(Stick method)6321478963C 6321478963C As the TK motion is usually input from a jump cancelable normal and can therefore be buffered, consistency and clean inputs are more important than fast execution." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Combos", + "title": "Nu-13", + "section": "Corner", + "text": "[...] > ((66)3C>236D>214D~C>)3C>236D>214A>6C>236[D]>214[D]Go-to ender for any combo that ends in the corner. This will setup Nu's most importantOkiShort for \"Okizeme\"Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.-tool,Luminous SlaveGuardAllStartupsee notesRecoveryTotal 61Advantage(214[D]), allowing her to go for various mixups. On particularly prorated combos it can be necessary to omit the part in parenthesis. Should Gravity be on cooldown and more time is needed to continue into the ender, then3C>236D>214D~Ccan be looped twice, given enough combo time is available. However, this comes at the cost of some damage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Combos", + "title": "Nu-13", + "section": "Overdrive Usage", + "text": "[...] >6C> ODC >6C>236236D>632146D> EADouble super ender. Will tack on an extra 2375 damage onto any combo.ODC6Ceither on the 1st hit or last hit for consistency. The EA ender won't be possible unless at low health (<35%) with a 4:00 ODC timer. Even without OD, it is possible to combo6C>236236D>632146D. [...] >3C> ODC >6A>6C>236[D]> 66 >5B> EAMidscreen routing into EA. Minimum requirement is 90% health at which point6C(1) needs to be done. A 2:50 timer is already enough to fit in all hits of6C. [...] >j.xD>j.6DD> ODC >j.5DD>j.6DD>j.621346DVery common and consistent way for Nu to use OD and Super for a burst-safe round finish." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Combos", + "title": "Nu-13", + "section": "Video Examples", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nu-13/Combos", + "title": "Nu-13", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Resources", + "title": "Izanami", + "section": "Intro", + "text": "This page is Izanami's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Resources", + "title": "Izanami", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here. Japanese Name: 冥王・イザナミ Japanese Wiki Japanese BBS Arcade Profile Dan Rankings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Resources", + "title": "Izanami", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Character Video Thread" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Resources", + "title": "Izanami", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Resources", + "title": "Izanami", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Resources", + "title": "Izanami", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Combos", + "title": "Naoto Kurogane", + "section": "Intro", + "text": "Disclaimer: Naoto can be played effectively without the usage of high damage combos due to his straightforward gameplan and strong but simple pressure. It is recommended to focus on learning fundamentals such as pressure, neutral and defence rather than focusing on learning difficult combos. Note: Combos listed will assume that you have learned combo pieces covered earlier in the page. Remember that combos can and should be adjusted to what you are able to execute." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Combos", + "title": "Naoto Kurogane", + "section": "Starter By Starter List", + "text": "If just looking for a combo from a particular starter, browse theold version of the pageor the video below Note: Starters or types of routes with their own section on this page (e.g. Charged Drive Starters, Fatal Counter Combos, Metered Combos, etc.) may be more optimal or in-depth than those found on the old page. The old page and video both use old Naoto combo notation (which is still used by the Naoto community)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Combos", + "title": "Naoto Kurogane", + "section": "Basic Combos", + "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Combos", + "title": "Naoto Kurogane", + "section": "Beginner Combos", + "text": "At this stage, it is recommended that you learn about Naoto's okizeme and practice his General Roll Catchhere, because for Naoto the most important reward from a combo is not the damage but the pressure he can start after it. Starter >5C214A~dc/5D~dcEn623C,5A5AA2Cjcj.Cjcj.Cj.623D~j.2CEn623Cis Naoto's main way of launching a grounded opponent from common starters. The dash cancel intoEn623Ccan be thought of as a single motion (65623C) as dash cancel is instantly special cancellable. Although generally quite difficult when learning Naoto, dash cancelling from214Ais highly encouraged as compared to dash cancelling from a drive normal, it can be cancelled one frame earlier and can be cancelled into from any normal, unlike Naoto's drives. Some find it easier to input this sequence as2146A623C. En623Ccan be slightly delayed after the dash cancel to allow the combo to work from any distance. Starter >5C214A~dc/5D~dcEn623C,5A2C5D214A~8A,5C2Cjcj.Cjcj.Cj.623D~j.2CReaching the corner allows Naoto to extend with a drive normal, allowing him to use214A~8A. 214A~8Adoes a lot of damage and can be consistently followed up with a5Cafter. Starter >5C3C214D, dl.665BEn236BBB~dc dl.En214D,5B2Csjcj.Cjcj.Cj.623D~j.2CDelayEn214Dso that it hits as low as possible and optionally perform a very short microwalk back (may not be possible during very long combos) before5Bso that Naoto does not swap sides. If this ender is too difficult or inconsistent, replace5Bwith a delayed5A5AAor simply end inEn623D~j.2C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Combos", + "title": "Naoto Kurogane", + "section": "Core Combos", + "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character Starter >5C3C214A~dcEn623C~dl.j.2C(w),2C5D214A~8A,5C2Cjcj.Cjcj.Cj.623D~j.2Cj.2Ccannot be whiffed after grounded launches with3CandEn236BBBon Arakune. To whiffj.2C, delay it as much as the cancel window allows. It allows Naoto to recover much earlier afterEn623Cas the followup has no landing recovery. Route >6D214A~dcEn214A~8A, EnderThis ender can be used after any route that ends in a drive string and adds a high amount of damage to Naoto's corner combos. When doing a full drive string (5D2D6D), microdash2Cor omit2Don Bang, Platinum and Arakune. Can also be done with2D214A~dcEn214A~8Afor Midscreen routes that do not fully reach the corner. Starter >214A~8A, Variation >En236BBB~dc > RouteDue to being a combo throw,214A~8Awill stabilize the opponents height and allow for consistent conversions from air hits if routed into. When doing5D6D, 665B, microdash2Cor do a longer dash before5Bon Rachel and Makoto. Starter >214A~8A, dl.662C> Variation >214A~dcEn236BBB~dcEn623D~j.2CIf done early, Naoto can do a drive string after214A~8A. When doing214A~8A, 662C5D, delay 662Con Noel, Rachel, Taokaka, Tsubaki, Mu, Relius, Amane, Bullet, Hibiki, Naoto and Izanami. Starter > 662CEn214A~8A, Variation >En236BBB~dc EnderNaoto's way to side swap an airborne opponent. Works later in combos than2C214A~8Adue toEn214A~8Abeing slightly faster. Starter >5C> Variation >214A~dcEn236BBB~dcEn623C~dl.j.2C(w), EnderEn236BBB~dcEn623Cdoes not work outside the corner on Arakune. Crouching hit routing that will work at any distance from the opponent. Starter >5C214A~dc/5D~dcEn623C,5A2C214A~dcEn236BBB~dc dl.En214D,5B2Csjcj.Cjcj.Cj.623D~j.2CNearly Naoto's best midscreen combo, only beaten byj.2C(w), 662Crouting which has a significant difference in difficulty. Has extremely good corner carry, almost working when Naoto's back is to the corner. Whenever too far from the corner after anEn236BBBfor5Bto hit afterEn214D, instead end inEn236BBC8sjcj.Cjcj.Cj.623D~j.2C. 214Amust be used after2Cand the cancels must be done immediately. Starter >5C3C214D,En623C~dl.j.2C(w),2C> Variation >En214A~8A,En236BBB~dcEn623D~j.2CA variant of Corner Whiffj.2Crouting that does more damage. The listed combos below end inEn214A~8A,En236BBBwhich does more damage thanEn214A~8A, 665CifEn236BBBhas not been used yet. j.2Ccan be whiffed against Arakune with this launch ifEn623Cis done fast enough. Starter >2C5D214A~dcEn214D, (66)2C> Variation >214A~dcEn214A~8A, EnderUsed after setting up a drive string route without usingEn214D. Starter > (dl.)En214D,2C5D2D214A~dc, (66)2C5D2D6D214A~dcEn214A~8A, EnderUsed after routing intoEn214Dearly in a combo. Starter >c.En214D, 662CEn214A~8A, 665CEn236BBB~dc dl.En214D,5B2Csjcj.Cjcj.Cj.623D~j.2CHigh damage routing but risky to use as autopilots in neutral due toEn214Dbeing punishable on block, making it more useful when punishing. A longer dash on2Ccan be used afterc.En214Dto ensure thatEn214A~8Awill side swap on every character. Starter >c.En214D, Variation (dl.)En236BBB~dc dl.En214D, (66)2C5D2D6D214A~dcEn214A~8A, 665CEn623D~j.2CFor side swapping afterc.En214Dwhile not necessarily requiring Naoto to be as far into the corner as possible. When doing5D214A~dcEn236BBB,En236Bcan be delayed after the dash cancel so that Naoto travels further before it, allowing it to work from further distances from the corner or even midscreen (although this may be character specific). Starter >c.En214D, 662C5D2D214A~dc, (66)2C> Variation >214A~dcEn214A~8A,En236BBB~dcEn623D~j.2CFor side swapping afterc.En214Dwhen Naoto is as far into the corner as possible. Naoto can fairly easily route into resource dumps at the end of combos if it will ensure a kill. Spending meter. Spending Overdrive." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Combos", + "title": "Naoto Kurogane", + "section": "Specialized Combos", + "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute Combos listed as Very Hard represent routes that are considered too difficult for practical use in matches. Starter > Route (66)2C> Variation >214A~dcEn214A~8A,5C2Cjcj.C(jcj.C)j.623D~j.2CNaoto'sj.Chas the same base damage and scaling as5Dand2D, so moving it to after6DandEn214A~8Awhen possible increases the overall combo damage. Doing this ender often requires omitting2D. Route >(En)214A~8A, 665CEn236BBB~dcEn623D~j.2CDrops on Ragna, Bang, Tsubaki, Mu, Platinum and Izanami. If the second hit ofEn236BBBis delayed, it only drops on Mu and Izanami. 665Ccan be omitted so that this does not occur but may do less damage than other enders. May require shortening a drive string, most notably: WhenEn236BBBhas not been used but will not work after5D6D214A~dcEn214A~8A, it can be replaced with5D214A~8A, and Whenever5D2D6D214A~dcEn214A~8A,En236BBBis done,2Dcan be omitted and replaced with 665C. Combos past this point will use the Optimisations whenever possible. Starter >3C214D, 662C5D2D214A~dc, (66)2C> RouteOnly works when Naoto is close to the opponent before3C.Do not use5Con Rachel, Hakumen, Makoto, Izayoi and Celica. The optimal route after typical grounded hit starters. After5A/2Astarters, only two normals can be used before3Cat most. Starter >5C214A~dcEn236BBB~dcEn623C~dl.j.2C(w), (66)2C5D2D6D214A~dcEn214A~8A, 665CEn623D~j.2CUsed when5C5Dwould result in no drive string afterEn623C~dl.j.2C(w). Starter >5C214A~dcc.En214D> RouteWill not work if Naoto is too far from the opponent.Does not work on Tager and Susano'o. Starter >En623C~dl.j.2C(w), 662C/663C> RouteNaoto must be close forEn623Cto hit correctly after3C. Microdashing2Callows for additional combo options, giving him either more carry and damage than the Midscreen BnB or a side swap opportunity for when Naoto's back is far into the corner. j.2C(w), 663Cis very rarely used due to being heavily outclassed by 662Cwith the only exception being corner to corner routes whereEn236BBBhas been used already. Launching the opponent high can allow623Cto hit late, making Naoto plus enough to link a 665Aor even anEn623C. Ideally, it should hit as low as possible while hitting with the airborne active frames. This can be used to stabilize a combo when an airborne opponent is too high to route into214A~8Abut is generally too difficult to go for considering its mediocre reward, with the exception of an anti-air2Cstarter." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Combos", + "title": "Naoto Kurogane", + "section": "Fatal Counter Combos", + "text": "The additional untech from a fatal counter allows for new combo pieces. Notable combo pieces used in most routes are: 2C6D, 5C5D, and En214A~8A,5C2C(which will now work at -10f untech)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Combos", + "title": "Naoto Kurogane", + "section": "Burst Safe Combos", + "text": "When punishing reversals, Naoto has routes that are safe to early bursts by launching the opponent, jump cancelling and blocking, doing falling air normals then continuing the combo once he lands. Baiting bursts that aren't at the start of counter hit punishes generally force Naoto to end the combo early and/or require a Rapid Cancel. A notable point where a burst can be baited without spending resources while still getting a knockdown is after a2C, by doing a jump cancel, blocking, then doing aj.Aafter. Naoto must block for at least 6 frames after hitstop ends (ignoring prejump), as bursts have 6f startup." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Combos", + "title": "Naoto Kurogane", + "section": "Miscellaneous Combos", + "text": "These starters use routing that may not have been covered earlier or are more cohesive when grouped together. The listed routes can be adapted to the routing that you have learned." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Combos", + "title": "Naoto Kurogane", + "section": "Throw Starters", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Combos", + "title": "Naoto Kurogane", + "section": "En214DStarters", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Combos", + "title": "Naoto Kurogane", + "section": "Charged Drive Starters", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Combos", + "title": "Naoto Kurogane", + "section": "Metered Combos", + "text": "Naoto's5D,2Dand5[D]have a special property on air hit where when they hit at certain heights close to the ground, they gain additional untech. By having5Dor2Dhit as high as possible while still getting the additional untech from a \"low hit\", they can combo into any of his charged drives, even6[D]. 623Dscales better but will cause anEn623D> Ender to deal low damage. Additionally,623Chas slightly more untech and will work after weaker starters. (dl.)(66)2[D](dl.)5[D]requires the moves to be delayed in a total amount that allows5[D]to get a \"low hit\". c.En214DRC perfectly sets up a \"low hit\"5[D]but does not allow for5[D]6[D]due to the opponent's crumple animation. To side swap after632146D(1) RC, run under the opponent before using a normal. After a microdashEn632146BRC, any specials inputted after will be Enhanced without needing to input a dash due to the Enhancer window still lasting. (En)632146BRC outside the corner is incredibly difficult to convert after, with routing being both character specific and incredibly difficult. En236BBBcan simply be dash cancelled into a delayedEn632146Boutside the corner and a delayedEn632146Din the corner. j.632146Bcan consistently link into623C~j.2Cin the corner. After(En)214A~8A, Naoto can do 662CEn632146Bor dl.2C632146D(not delaying enough will have the projectile version hit after a short combo and allow the opponent to air tech and punish after a long combo). Naoto can double super with a few of his supers. The projectile version of632146Dcan be used after 665C/662CEn236BBBand then linked into(En)632146Bor(En)632146D. Naoto's more damaging double super involves usingj.632146B, as not only is it plus enough on hit to consistently link into623C~j.2Cas mentioned earlier, it can also link into(En)632146B. If Naoto is low to the ground or ifj.632146Bhits late, Naoto can even link into2Cor(En)632146D. This may require doing aTKAn input method to perform a special move in the air as fast as possible after you leave the ground. Short for \"Tiger Knee\". For Example: 2369 for a j.236 input.j.632146B, which can be inputted as632146[9]Bor632147896B(full circle starting from 6)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Combos", + "title": "Naoto Kurogane", + "section": "Overdrive Combos", + "text": "2DODC,2[D]leads into an Overdrive charged drive loop, Naoto's primary use of Overdrive for combos. They deal high damage and can be done after any drive string. They should ideally be ended with a metered super asExceed Accelslead to poor okizeme. Overdrive Cancels can be used outside of the corner, however as charged drive loops will not work, the damage increase generally does not justify spending Overdrive. The Overdrive string depends on the amount of Overdrive time: With 2 seconds, one charged drive string can be done or two charged drive strings can be done without an Overdrive super ender. With 2.5 seconds, two charged drive strings can be done without6[D]. With 3 seconds, two charged drive strings can be done. With 3.25 seconds, three charged drive strings can be done without an Overdrive super ender if routed into early. With 4 seconds, two charged drive strings into6A2D6[D]can be done if routed into early. Alternatively, doing three charged drive strings will end Overdrive, allowing for a double super." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Combos", + "title": "Naoto Kurogane", + "section": "Unassorted Overdrive Cancel Combos", + "text": "The large increase in Overdrive time allows for a high number of charged drive loops if routed into very early. The faster startup of charged drives can also be utilised at the start of combos.6[D]can also be used as a viable punish against reversals if they whiffed through Naoto's Overdrive activation, allowing Naoto to use his fatal counter only double super - OD632146D,(En)632146B. OD,(En)632146BRC will always induce Active Flow when used at red health, the only exception being if Active Flow was already triggered." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Combos", + "title": "Naoto Kurogane", + "section": "Character Specific Combos", + "text": "Works on Jin, Rachel, Tager, Arakune, Tsubaki, Hazama, Valkenhayn, Kagura, Terumi and Susano'o. Can be used to optimise 662CEn236BBBor2C5D6D, 665B. Works on Ragna, Rachel, Taokaka, Tager, Arakune, Hakumen and Susano'o. Can be used to optimisec.En214D, 662CEn236BBB. Does not work on Ragna, Litchi, Arakune, Bang, Carl, Mu, Makoto, Izayoi, Amane, Bullet, Azrael, Kokonoe, Celica, Hibiki, Naoto, Izanami and Mai. Can be used to optimise5D2[D]and can be looped (although5[D]'s long startup generally means it should only be done twice at most). 236BBCdl.jcc214A~8Aon regular hit only works on Arakune. \"jcc\" refers to a \"jump cancel cancel\", where Naoto's prejump is cancelled into a grounded special.214Acan be inputted as2147A. Can be used after routing intoEn236Bdue toEn236BBB~dcEn623Cnot working on Arakune outside the corner. Starter >5C214A~dc/5D~dcEn623C~dl.j.2C, (dl.)5A2C214A~dcEn236BBB~dc dl.En214D,5B2Csjcj.Cjcj.Cj.623D~j.2Cj.2Cwill hit on Jin, Noel, Rachel and Makoto.5Amay need to be delayed by one frame in order to hit at the lowest height possible for the route. On characters wherej.2Cwhiffs, the additional plus frames will make landing5Aas low as possible very difficult. Can be used to optimise any route usingEn623C,5Abut is generally not worth the effort." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Combos", + "title": "Naoto Kurogane", + "section": "Character Specifics List", + "text": "Adjustments j.2Ccannot be whiffed after grounded launches with3CandEn236BBB, andEn236BBB~dcEn623Cdoes not work outside the corner onArakune. When doing corner2C5D2D6D, microdash2Cor omit2DonBang, Platinum and Arakune. When doing5D6D, 665B, microdash2Cor do a longer dash before5BonRachel and Makoto. When doing(En)214A~8A, 662C5D, delay 662ConNoel, Rachel, Taokaka, Tsubaki, Mu, Relius, Amane, Bullet, Hibiki, Naoto and Izanami. Corner(En)214A~8A, 665CEn236BBBdoes not work onRagna, Bang, Tsubaki, Mu, Platinum and Izanami. If the second hit ofEn236BBBis delayed, it only does not work onMu and Izanami. When doing3C214D, 662C, do not use5ConRachel, Hakumen, Makoto, Izayoi and Celica. Crouching Hit5C214A~dcc.En214Ddoes not work onTager and Susano'o; route intoEn236BBB. Fatal Counter236B(w)BCdl.jcc214A~8Adoes not work onNoel, Mu and Naoto; route into Late Hit623C. When doing Counter Hit5B6D214A~dc dl.En214D, microdash5BonRachel, Hakumen, Makoto, Valkenhayn, Platinum, Izayoi and Celica. (En)214A~8A,(En)632146Bdoes not work at -10f untech onRachel, Litchi, Bang, Hakumen, Mu, Valkenhayn, Platinum, Relius, Izayoi, Bullet, Kagura and Izanami; route into another Overdrive route. A low Overdrive2D5[D]does not work onIzayoi, Amane, Bullet, Azrael and Hibiki; route into non-Overdrive routing. Outside the corner Overdrive2[D](no wallstick)~dc (66)2[D]does not work onLitchi, Bang, Carl, Mu, Izayoi, Amane, Bullet, Azrael, Kokonoe, Celica, Hibiki, Naoto, Izanami and Mai; route into6[D]~dc loops instead. Routing OTG5Cworks onJin, Rachel, Tager, Arakune, Tsubaki, Hazama, Valkenhayn, Kagura, Terumi and Susano'o. c.En214D, 665Cworks onRagna, Rachel, Taokaka, Tager, Arakune, Hakumen and Susano'o. 2D5[D]does not work onRagna, Litchi, Arakune, Bang, Carl, Mu, Makoto, Izayoi, Amane, Bullet, Azrael, Kokonoe, Celica, Hibiki, Naoto, Izanami and Mai. 236BBCdl.jcc214A~8Aonly works onArakune. Grounded/Low Air HitEn623C~dl.j.2C, (dl.)5Aworks onJin, Noel, Rachel and Makoto." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Combos", + "title": "Naoto Kurogane", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hibiki_Kohaku/Data", + "title": "Hibiki Kohaku", + "section": "j.C", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Strategy", + "title": "Tsubaki Yayoi", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Strategy", + "title": "Tsubaki Yayoi", + "section": "General Tactics", + "text": "There are many resources available. Check the written guideHere. For a long form video, check theBeginner's Guideby raidhyn. These videos by GuraFighter also cover the character in depth." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Strategy", + "title": "Tsubaki Yayoi", + "section": "TL;DR (For Beginners)", + "text": "Important Moves 5A: Jab that hits crouchers 2A: Catches rolls consistently 6A: Standing overhead 5B: Main poke tool 2C: Antiair j.B: Air to air poke j.C(C): Air to ground approach 623C: Reversal j.214X: Air ender Tsubaki is a straightforward character with good tools for any situation. On offense, Tsubaki's followups to her normals and large cancel windows give her solid pressure. These followups also autocorrect for Tsubaki, making it easier to hit opponents if they're trying to crossup. In particular, it's useful for2C. In neutral, Tsubaki either sits back to charge stocks and goad opponents into approaching, or she makes her way in with5B,j.B, andj.C.j.Cis a massive attack that covers great range, and Tsubaki can bait some responses by delayingj.CC. With stocks, Tsubaki can also use her D specials for certain gap closers, whiff cancels, and pressure resets. On defense, Tsubaki's reversal,623C, is useful for its fast startup and long active frames. However, it actually has short invuln frames. Tsubaki's5Bis useful as a poke and counter poke on defense. She can rely on system mechanics like IBB to push opponents out and then5Bto punish attempted resets. Tsubaki's counter assault also good range, though it can be baited like any other. Tsubaki's toolset leaves room for creativity, so there are many different ways you can handle a situation." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Strategy", + "title": "Tsubaki Yayoi", + "section": "Blockstrings", + "text": "Tsubaki's pressure, like most characters in Blazblue, isveryfreeform. With followups to each of her normals and massive cancel windows, she particularly excels at stagger pressure. She can pair this up with good pokes and charge cancels to increase frame advantage and build charge. Take the ideas from these blockstrings and integrate them into your own game, or completely revamp them at your leisure. 5B>6B>6BBvs5B>6B>5B These two blockstrings are a quick example of using a command normal followup to condition your opponent.6Bnaturally catches jumps and frame traps, so people are forced to use a reversal or spend resources. You can also delay6BBin order to catch jumps! Once your opponent expects a6BBfollowup, you can reset pressure with5Band do it all over again. 5B>6B>421A> dash5A>5A An example of using421Ato reset pressure. 5A>2BB>5B>5D> X A basic example of a charge cancel to maintain some frame advantage.5A>2BBis a gapless low." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Strategy", + "title": "Tsubaki Yayoi", + "section": "Okizeme", + "text": "Tsubaki's okizeme is relatively simple. Her primary knockdowns are 22X (Hammer) and j.214X. These are common ground and air enders respectively and grant hard knockdown. From both situations, Tsubaki can catch rolls with2A,5A,2B,6B, and even3C.2Band6Bare arguably the most common options because they cover good space and lead to solid reward.2BBis nice for covering roll forwards because it will autocorrect, and6Breaches far enough to hit opponents that roll backwards. In the corner, use '2Bafter knockdowns to catch all options. This leaves you with enough time to react to delay tech. If you're willing to spend the meter, Requeim Meledictus/Sword Super (632146B) is a good way to lock down the opponent. However, it only gives Tsubaki time to go for about one mixup. Some mixups include run up6Aand delay2B. Generally speaking, it's best to hold off on this super and spend the meter if you're close to killing the opponent. If you have to do a rekka series ender midscreen you can alternatively end in 236a->214b and omit hammer. This will allow you to do a microdash 2b or 2a and will blue beat into a full extension if your opponent does anything but e tech and will still allow you to meaty them afterwards. if you want to OS murakumo backdashes after 214b oki midscreen you can do microdash 2a/5b 5b, this will catch e techs as stated above, it will meaty them if they try to hit a button and will catch the backdash and cam be confirmed with 6b. This may lose to opponents that do delay backdash, but you can do 5a instead of 5b to meaty them frame one instead.video example here" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Strategy", + "title": "Tsubaki Yayoi", + "section": "Tips and Tricks", + "text": "5Bis your main poke, but against characters with good low profiles you may have to opt for2BBinstead to interrupt them You can delayj.CCor fall and2Bto mixup opponents when you approach them j.Dis somewhat risky, but an option to bait out antiairs If you start a ground rekka or whiff one of them, you can often cancel into22Dto reset pressure" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Strategy", + "title": "Tsubaki Yayoi", + "section": "Fighting Tsubaki", + "text": "Tsubaki has a small window where she's vulnerable between2Cand2CC. You can air stall to bait out2Cand hit her before the followup comes out 22Bis H property, so fast antiairs can beat it out. Low profile pokes are a strong answer to Tsubaki's5B. Tsubaki's DP is very active, but it actually has low invuln frames. The Dive followup is also unsafe, but it will autocorrect if she switches sides." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Strategy", + "title": "Tsubaki Yayoi", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Combos", + "title": "Hazama", + "section": "Intro", + "text": "This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.Consider helping rewrite it." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Combos", + "title": "Hazama", + "section": "Notes", + "text": "The j.C7 in the combos meansj.Cx2 > jc >j.Cx5, and j.C5 meansj.Cx5. j.C7 does not work on all situation, so adjust if you must. Hazama chains link into each other after retracting with the A followup, so chains does not cancel into other chains.However for notation simplicity, we will consider chains being cancelable to other chains. For example instead of notation like5D~A,6D, it's written as5D~A>6D. Hitting an air button during a chain followup will cause Hazama to start falling. This is essential for most BnBs with5D~D>whiffj.2C. Regarding combos that needs to whiffj.2C, there are two ways to do it: do it as soon as possible and do a microdash to continue; or delay thej.2Cafter your character has contacted with opponent. This will left you almost right below the opponent. Some combos require certain character specific delays, otherwise the chain will hit in its deadzone and the opponent will tech out." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Combos", + "title": "Hazama", + "section": "Basic Combos", + "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple 2Aor5A>5B>5C>3C> EnderThis is Hazama's most basic press-and-work combo. Depend on the situation you want there are several Ender you can choose: 236AGuardAllStartup15Recovery21Advantage-1. Use this when you want to gain some distance from the opponent. With 50 Heat this can combo into632146CGuardAllStartup1+(30 Flash)+15RecoveryTotal 70Advantage-46to finish opponent off without risky combos. Doing this from anAstarter is tight, however. 214BGuardAllStartup15Recovery104Advantage+10for anokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.attempt. After hit, you can do:Nothing and left in stance, for an auto high-low mixup next time;RessengaGuardHigh/AirStartup18Recovery1+11LAdvantage+1 [+3]for close range Oki.2Aafter will catch forward rolls, and is a safer Oki option.ZaneigaGuardLow/AirStartup16Recovery20Advantage-5 [-3]for damage. After than, IADj.2Cis a staple safe jump and has a chance to catch rolls. Nothing and left in stance, for an auto high-low mixup next time; RessengaGuardHigh/AirStartup18Recovery1+11LAdvantage+1 [+3]for close range Oki.2Aafter will catch forward rolls, and is a safer Oki option. ZaneigaGuardLow/AirStartup16Recovery20Advantage-5 [-3]for damage. After than, IADj.2Cis a staple safe jump and has a chance to catch rolls. Launchers >214D~C,666C>5D~D>whiffj.2C▷2C>4D~A>j.8D~D> j.C7 >j.214BAs you definitely can not rely on BnB to get your damage done (look at that measly damage!), you need to make every bit of damage count. The more damaging combos revolves around one move:Charged ZaneigaGuardLow/AirStartup16Recovery20Advantage-5 [-3]. There are several ways to combo into it (i.e. the Launchers above): ThrowGuardThrow(70)Startup7Recovery23Advantage. In such case, you need to do dash Zaneiga (66C). Backward ThrowGuardThrow(70)Startup7Recovery23Advantagedon't need dash Zaneiga unless they are in the corner. Nevertheless it will help. HoutenjinGuardAllStartup3+(40 Flash)+1Recovery51Advantage-33. Anything you have problems with can be solved by this move, however it does waste a lot of combo time, making some combo change. Now on to the aerial parts. There are many variations after 5D~D, but for here we give the most basic one you can do. For how to performwhiffj.2C, the tip is to hit 2 as soon as5Dis out, and then press C as soon as possible (you can just mash). Another problematic part would bej.8Das you might accidentally double jump; in such case, hold 8 (or 7 or 9) for a little longer after jump then pressDsoj.8Dcan come out without a jump." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Combos", + "title": "Hazama", + "section": "Core Combos", + "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character 2A>5B>5C>214B~66B,665B▷5C>2C>4D~A>j.8D~D> j.C7 >j.214BHazama's combos, in short, are a pain to pull off, in terms of difficulty and the distance requirement. But you need damage, so it's time to learn how to do the combo. There are2microdashes you need to do, i.e. the214B~66B,665Bpart. The first microdash is done as fast asJagaiGuardAllStartup15Recovery104Advantage+10hits, no need to time this. The second microdash is done when Hazama lands and his coat is near fully fallen. For help landing a665Bafter214B/D~B, check thisplaylist by Chickzamato see Hazama land it at various screen positionings at different speeds. Alternatively, you can replace665Bwith (dl.)665Awhich makes it easier despite having lower damage, however if the opponent is too far away after214B~66B, then this option becomes unavailable. 6A>236236B>214D~66C,666C>5D~A>66D>214D~66A> (66)5C>2C>4D~A>j.8D~D> j.C5 >j.214BThis is a core combo to get the most out of the launch. Some points to note that: 214D~66Cmust hit real close, preferably your dash should go almost full length; 214D~66Amust be as fast as possible. If you knock your opponent too high,214D~66Amay whiff, you can remedy this by delaying5D 66Dis optional with a ~100 damage dropoff. 6T >214D~66C,666C>5D~D> whiffj.2C▷665C>2D~A> walk back slightly4D~A>j.8D~D> j.C7 >j.214BIf you can't get a point blank214D~66C, use this route instead. Note that the height after665Cmust be enough so it does not hit the dead zone of2D. Walking back slightly is not technically required, but it may help with more obscure conversions from neutral if you happen to land an anti air5C" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Combos", + "title": "Hazama", + "section": "Optimal Combos", + "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute 214D~A,665C>6C>5D~D>whiffdl.j.2C▷ (66)5C>2D~D> dl.j.4D~A> dl.j.8D~A▷4D~D> j.C7 >j.214B2D~D>j.4D~A>j.8D~A▷4D~Dis the most damaging air route you can get in most scenarios, though it comes with some criteria. You need to start from a Long starter, delay yourj.2Cwhiff so that you dont need to microdash the5Cafter, and you need to pressj.8Dclose to the ground. The reward is between 50 and 150 damage depending on the starter. 5B>3C> cOD,665C>6D>214D~A,5C> (dl.)2D~A, (66)6A,5C>2C>4D~A>j.8D~D> j.C7 >j.214B(100% Health)The main structure of this combo revolves around getting the 110% proration moves like2Dor6Ain the combo, so that it can deal the most damage. Using this the combo above already deals 4144 damage, but the lifesteal ring also removes 440 of the opponent's health, and heals 550 for you. That's a net 5k difference! Depending on the opponents distance and height,RessengaGuardHigh/AirStartup18Recovery1+11LAdvantage+1 [+3]can side switch, this can be prevented by performing a quick backwardsJakatsuGuardStartupRecovery32Advantagebefore you pressA. The closer Hazama is to the opponent the more likely he is to side-switch, so you can also change how likely it is by changing how far you microdash the first5Cafter the ODc Microdashing or walking can help with getting5Cand6Ato connect more consistently The delay of2Dcan be described as cancelling near the beginning of recovery rather than during the active frames of5C 5C>3C>214B~66Bᐅ665C,2C>6D,4D~A,j.8D~D, j.C7 >j.214BBasically the same as midscreen standingJagaiGuardAllStartup15Recovery104Advantage+10BNB, but with stricter distance requirement and dash timing. This combo gives you ~300 more damage compared to the standard BNB. You can replace665Cwith665B>5Cfor easier timing, but you will need to omit the6Das it will whiff. The structure of this combo can also be used to connect a662Bif you believe you are too far to reliably connect665Bor665C j.2C> jc (direction is situational) >j.4D~D>665C>3C>214B~66Bᐅ665C>2C>4D~A>j.8D~D> j.C7 >j.214BWhere you hit thej.2Cwill affect how you will jump as well as how strict the timing will be. The lower the hit the easier the timing will be. If you hit too close direction you'll need to jump backwards to prevent the chain from deadzoning. If you hit on the other side of them you may have to inputj.4D~Dbackwards as you'll turn around after the jump. There is also a chance thatj.4D~Dwill side switch after the followup if you're high enough, and in this case you must make sure to reverse your inputsafterlanding. Air Throw,6C> dl.5D~dl.C,j.C,5C>4D>214D~D,623D,665C>2C>2D~A,j.8D~D,j.Cx5 >j.214BThis is an essential route to learn if you want to maximize your corner damage, with proper spacing, and enough combo time, it can be done off of almost anything you can connect 6C after in the corner. Note that cancelling 4D into214D~Dhere is optional, only helping with timing. It can be replaced with anA FollowupGuardStartupRecoverySee notesAdvantageinstead if you wish to manually time yourJakouGuardBarrierStartup14RecoveryTotal: 55Advantage, but this is usually harder. Variations of this route that do even more damage like...6C> dl.5D~dl.C,j.C,665C>2D>214D~B,623D...sometimes appear after moves likeZaneigaGuardLow/AirStartup16Recovery20Advantage-5 [-3], but these are much more starter specific. 5B>5C, 9j.2C, 9j.4D~D▷665C>3C>214B~66B,665C>2C> (6D~A),4D~A,j.8D~D, j.C7 >j.214BThis combo leads to some of your highest damage midscreen without counterhit or resources, even compared to most stance combos, off5Bspecifically this actually is not the most damage you can get, as you can average ~400 more damage using tkj.214broutes, but those are usually not considered consistent enough to go for in a match. Sadly, a combo like this doesnt come without drawbacks, connecting 9j.2C, is character specific and will drop on Kokonoe, Es, Hibiki, Bullet, Bang, and strangely, Ragna Other Starters & Edge Cases If you don't wish to side-switch during this combo you can do a neutral jump (8) before thej.4Dinstead of the 9 notated above, although there is usually no reason to do this as if you're in a position where sideswitching would matter significantly you could just useJakouGuardBarrierStartup14RecoveryTotal: 55Advantageto put the opponent where you need them. This combo (with some minor adjustments), works off of almost all of Hazama's normals! Off of a2Aor5Astarter you will need to omit the6D, asAstarters have lower combo time, causing the 6D to drop.Off of a5Cstarter (assuming you're point blank) you will be closer to the opponent compared to a 5B starter, and will required to perform a neutral jump instead of a forward jump for either j.2C or j.4D, either one (neutral jumpj.2Cwil drop on Taokaka), or you will be too far to reliably connect214B~66B>665Cafter side switching. If you do not wish to side-switch off of a 5C starter you'll need to increase the character specificity of the combo by picking between one of these two options depending on the character you're fighting:1. forward jump thej.2C, and jump backwards for thej.4D, (drops on taokaka, makoto)2. neutral jump thej.2C, and dont jump cancel before thej.4D~D, this is easier, but assumes you have dash momentum and is much more different from the original combo(drops on tager, and taokaka) 5B>5C>3C> ODc, (66)5D>214D~66C,665C(crossup) >2D>214D~B,623D,665C>2C>4D~A,j.8D~D,j.Cx5 >j.214BThis combo is an amazing way to cash out your OD in the corner without using any meter, it works with any amount of health and does just shy of 5K damage without being super difficult to perform. If you have trouble connecting the5Cafter the crossup in the corner you can do662Dinstead, though note with this route you will not turn around beforeJasetsuGuardStartupRecovery86Advantage, so you will have to input it as if you were facing into the corner if you choose to do this.ZaneigaGuardLow/AirStartup16Recovery20Advantage-5 [-3],662Dcan also be used to connect aCharged Crush TriggerGuardGuard Break 60/BarrierStartup30~61Recovery25Advantage±0, followed by665C>2C,623D, for even more damage, although, like mostCharged Crush TriggerGuardGuard Break 60/BarrierStartup30~61Recovery25Advantage±0combos, this damage (~400) is fairly negligible under most circumstances. Only use it if you need it to kill, as saving your meter for a super will almost always be more valuable. Off of a5Cstarter you can actually break 5K meterless by doing2D~Binstead ofGashoukyakuGuardMidStartup9Recovery13+15LAdvantage-17 [-15], saving enough combo timer to doj.2Cbefore yourj.Cx5. Combo timer is stretched so thin by this point in the combo that j.C7 will not work, as the time it takes for the first twoj.Chits leads to enough hitstun decay that you cant connect thej.Cx5. 5B>5C>3C> ODc,665D~A,66A,665C>4D~D,j.4D~D>623D>665C>2C>2D/4D,j.8D~D,j.Cx5 >j.214BThis is another great way to spend your Overdrive, it gets you the corner from a little more than half the stage while giving you good damage, working at any health, and not costing you any other resources. You should prefer doing2Dafter pulling the opponent into the corner withJakouGuardBarrierStartup14RecoveryTotal: 55Advantagewhere possible as4Ddoes less damage ontop of theSMP penaltyyou will suffer since it was already used in the combo. However if your spacing requires you to do 4D you'll only lose ~125 damage. If you get a5Cstarter and have more than 2 Seconds of OD time after the ODc you can replace the665Dwith665C>2Dto get ~400 more damage with the same corner carry." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Combos", + "title": "Hazama", + "section": "Meterless, Normals Starters", + "text": "You can replace all combos below that uses665Cwith665Bor665Ato lower the difficulty, but you need to omit6D~A, if presented. If it did not counter, you can only use Houtenjin to follow-up." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Combos", + "title": "Hazama", + "section": "Meterless, Chain Starters", + "text": "All the Chain will need to hit the Far version in order to be comboable. You can replace all combos below that uses665Cwith665Bor665Ato lower the difficulty, but you need to omit6D~A, if presented." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Combos", + "title": "Hazama", + "section": "Meterless, Special Starters", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Combos", + "title": "Hazama", + "section": "Houtenjin Combos", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Combos", + "title": "Hazama", + "section": "Mizuchi Rekkazan Combos", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Combos", + "title": "Hazama", + "section": "Overdrive Combos", + "text": "Combos that end in EA will have their damage list as Normal [Active flow].Active flow isinactivethe whole time for the Normal values, while AF will always be active during the combo for the values in []. Active flow isinactivethe whole time for the Normal values, while AF will always be active during the combo for the values in []. Damage might be listed as a sum like A+B; this means that the combo deals A actual damageplusB damage stolen from the ring. This number might depend on several factors so it's for reference only.Note Hazama also heals 125% of the ring damage dealt to himself. Note Hazama also heals 125% of the ring damage dealt to himself. Health means the most health you can have to perform this combo. Remember, less health = more OD time." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Combos", + "title": "Hazama", + "section": "Microdashing", + "text": "To put it simply, microdashing (Inputting 66, before a normal) is very important for Hazama. It is used for his BnBs, regular combos, pressure, OD combos, and will probably never leave. While this will be hard to learn, after enough practice, it will become second nature. Hazama's combos require different timings for the microdash to be buffered but are essential to know if you want to deal solid damage at different ranges. Such examples of microdashing are: Combo Filler >214B~66B>665B> etc: The first microdash is done near immediately after Jagai(214B) makes contact with the opponent. The second microdash is done when Hazama lands and his coat is near fully fallen. 5D~D>j.2C(Can be on hit or whiff) >665C> etc: As soon as thej.2Cmakes contact with the opponent, the microdash is inputted. Same for it on whiff. As soon as it comes out, input 66. 214D~A>665C>2C> etc: The microdash is buffered as soon as both Hazama and the target touch the floor. For help landing a microdash B after214B/D~B, check thisplaylist by Chickzamato see Hazama land it at various screen positionings at different speeds." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Combos", + "title": "Hazama", + "section": "Mid-range Grounded Combo", + "text": "Between the close range (when5Bcan hit) and the far range (5Dhas longer hitstun) is the weakest range that you can have combos if you don't have the meter. Usually you will land ~>2B>3C>(either Jabaki or Jagai) to send them in the corner or prepare for the next okizeme. When you have 50 meter, Hazama's combo game becomes viable in mid-range since you can always use Houtenjin to solve your problem." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Combos", + "title": "Hazama", + "section": "Close-range Grounded Combo", + "text": "Grounded combos at a close range usually use214B~66Bas a launcher. In the corner you can use3C's knockdown to set up for more damage. As a cheeky example, you can loop3C>236A>663C>236Aseveral times. Most combos will use3C>665C>6Cin order to set up5D. Note that the microdash from a3C>236Astring is very tight, so it may take time to get used to." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Combos", + "title": "Hazama", + "section": "Launchers", + "text": "Almost 90% of the time your combo will end in Jamenjin, namely ~>j.Cxn >j.214B, so it is important to know your launcher's option. The main ground-to-air launcher is the Jagai >dashGashoukyaku (214B>66B), charged Zaneiga (214D~C), and Gasaishou (236C) if you break their guard with command throw. If opponent is in hard knockdown (e.g. CH3C,214D~A), then5C>2Cwill do the job. Of course, if you feel that you could drop, you can always call Houtenjin (236236B) to help if you have meter." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Combos", + "title": "Hazama", + "section": "Character Specific Parts", + "text": "The following characters can be hit by 2A while downed:Rachel,Tager,Susano'oandValkenhayn. These charcters can utilize new combo partsTKj.214B,2A. The combo part5C(1) >2Dafter downedwill hit for the following characters: Carl,Celica,Hibiki,Izanami,Jin,Kagura,Litchi,Platinum." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Combos", + "title": "Hazama", + "section": "Video Examples", + "text": "BBCF2 HAZAMA combo collections" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hazama/Combos", + "title": "Hazama", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Matchups", + "title": "Jin Kisaragi", + "section": "Intro", + "text": "Disclaimer Content here can be considered incomplete until expertise is given. Much of this page is very much still a work in progress Replay Theateris a great resource to find high level matches. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Matchups", + "title": "Jin Kisaragi", + "section": "Template", + "text": "Summary template Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Overview General information about a character and their playstyle Neutral Information regarding the character's strengths/weaknesses and options in neutral, how Jin's own options interact with them. Offense Information on the character's offensive options (pressure options, mixups, okizeme and potential setups/gimmicks) and potential ways to circumvent them (such as mash options, whether IB(B)ing specific parts allows for more options). Defense Information on the character's defensive options (fastest mash option, reversal options, potential gimmicks) and potential ways to deal with them if necessary. Conclusion Recap of the most important points and their potential consequences on the matchup. Character Specific Notes Character specific interactions including but not limited to specific option selects, combo related optimisations and/or oddities, etc." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Matchups", + "title": "Jin Kisaragi", + "section": "Azrael", + "text": "Azrael's at his weakest in the neutral and as such in order to take full advantage of this matchup it is best for Jin to play at a range where Azrael is forced to make bigger commitments. Applying offense on Azrael can potentially be quite tricky due to his backdash and relatively strong mash options whereas defending Azrael will mostly rely on utilising different Option Selects, having a good awareness of his pressure reset options and utilising Barrier liberaly will prove to be incredibly useful for this specific matchup. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Overview Azrael is a close range brawler who thrives off-of frustrating the opponent into making potentially dangerous commitments on their defense in order to deal with his offense. Defined by his relatively short pressure but potentially devastating mixups and risky to interrupt pressure resets, Azrael is at his strongest whenever he is right next to his opponent. Neutral Azrael struggles a lot in neutral against Jin, staying away from his effective range and throwing out5C,3Cand potentially even5Din neutral will keep him in check from recklessly using his236AGuardAllStartup13~23Recovery24Advantage+1,5CGuardMidStartup15Recovery16Advantage-3and6CGuardMidStartup28Recovery9LAdvantage+2thus forcing him to reconsider how he attempts to approach you, do be aware that Azrael's6AGuardMidStartup19Recovery14Advantage-4can potentially stuff out moves like Jin's5Cif he is close enough but it will lose reliably to non B attribute moves like Jin's3Cbut in that case Azrael can still attempt to utilise his own3CGuardLowStartup15Recovery18Advantage-9instead so it is best to avoid overusing any of the options listed. Azrael's5Cis also a pretty good poke, being aware of its effective range and the spacings at which it is possible to low profile it with3Cwill be quite useful. Jin’s236Aisn’t as useful on the ground as it is in a lot of other matchups primarily due to Azrael’s ability to214BGuardAllStartup5Recovery36~111Advantage-26the projectile but it is still possible to use them in the air pretty reliably. In the event that he ends up absorbing a projectile then it is possible to low profile the Phalanx projectile (236BGuardAllStartup5RecoveryTotal 26Advantage-2) and still not get hit by the projectile with3Cif Azrael attempts to do it immediately. In the air,j.Cstuffs out basically every single one of his potential approaches however try to avoid getting in close-range air-to-air situations as Azrael’s air buttons are very good in that regard. Beware of hanging above Azrael anywhere on screen, in the air hisj.CGuardHigh/AirStartup12Recovery15Advantageis very good at hitting you if you’re right above him and depending on spacing he can also use his6CGuardMidStartup28Recovery9LAdvantage+2to swat you out of the air if you’re at a lower height or IADing towards him. On top of that, his grounded normals are generally very good at dealing with most of your air approaches, the only button he struggles to anti-air reliably isj.2C, in which case he is forced to rely on the more committal and awkward to use6BGuardMidStartup13Recovery37Advantage-24. Offense However, once Azrael gets in it can get pretty tricky, hisAbuttons are extremely potent in their effective range but his offense is not particularly oppressive compared to a lot of other characters because it is full of gaps but it still nonetheless applies mental stack on you due to the fact that he can make you pay dearly for any woefully timed mashes, jump out attempts or if he ever blocksC-DP you’re in for a lot of pain as the counterhit and crouch recovery state gives him one of his most damaging meterless combos available to him. It should also be noted that by design Azrael will usually come on top from pretty much every single trade in the close range and as such it is best to just block if that ever happens. Aside from that, his teleport-dash cross up is another aspect of his offense that can be difficult to deal with, thankfully there are a couple of option selects to use, do be aware that some of these options might potentially lose to Azrael’s own options after a cross up dash or not be reliable in every situation where a cross-up dash is attempted, such as after Azrael gets a knockdown. 1AB: Barrier/2B, by tapping 1ABduring Azrael's pressure either barrier will come out if he does not cross up or2Bwill if he does it. Will lose to cross up TK214Band if gthe Azrael player is observant he will notice barrier flicker if you're constantly mashing this specific option select. 1[B]AAA: Barrier/2A, Tapping 1ABand then holding theBbutton while repeatedly tappingAwill result in barrier if Azrael does not cross up or in2Aif he does it. Will lose to cross up TK214Band if the Azrael player is observant he will notice barrier flicker if you're constantly mashing this specific option select. 1ABC: Barrier/Throw, beats out cross up TK specials however it is unreliable against TK214Bif the Azrael player can do it perfectly, might expose you to TRM setups or it can just be teched if he doesn't do anything. It is also unreliable if Azrael is not exactly point blank whenever he does the dash cross up as its very much possible for the throw to whiff. 1[D]ABC: Barrier/OD, needs OD and while it is safe it just creates another situation where things might go either way depending on what the Azrael does. 421AB~X : Barrier/DP, might expose you to TRM setups ifC-DP is being used, can naturally just be blocked and punished instead after a crossup. On most characters he can attempt another cross up by doing IADj.Bin order to make the DP whiff or in order to mix your inputs, however both of Jin’s DPs hit around him so this is inconsequential if the DP is done immediately. If he attempts to crossup as you're inputting either one of your DPs, Azrael will end up getting hit. In regards to his pressure specifically, as mentioned earlier Azrael’s pressure is very short compared to most Blazblue characters meaning that he generally has to go for some form of mixup very early on or attempt a potentially risky pressure reset. While it is possible to stuff out any of his attempts at mixing you up or on his pressure resets it also carries an inherent risk as his counterhit combos are quite deadly. Here are some of his potential pressure resets : 236AGuardAllStartup13~23Recovery24Advantage+1: Gustav, it is +1 on block and will always guarantee that his5AGuardMidStartup6Recovery9Advantage-1connects even on a trade. The easiest way to deal with Gustav is to just instant block it which can be tricky but nonetheless doable especially if done from longe range or if the Azrael player constantly autopilots it after making you block his5C, do keep in mind however that while he loses his turn he is still able to attempt a DP or simply backdash out of your attempt at gaining your turn back. Aside from that, it is also possible to just gamble with a reversal if you do not manage to IB gustav but wiser Azrael players will start baiting those options out by either backdashing or just blocking them. Aside from that, on normal block Azrael gets a new turn to run his offense and is in throw range. 5BBGuardMidStartup11Recovery9Advantage+5:5BGuardMidStartup9Recovery10Advantage±0on its own is neutral on block but the followupBis +5, there is a 1F gap technically so it is possible to DP out (especially on IB) though do be aware that he isn’t forced to immediately go into the followup and such he can simply do something else entirely or make you regret using a DP by just blocking it or making it whiff. Rejump pressure reset : Azrael’s rejump pressure isn't particularly hard to anti-air with Jin, depending on the way you blocked his previous buttons it might even be possible to jump-up airthrow or challenge withj.A. Azrael's only jump cancellable buttons on block are his5Aand5Bwhile standing, in the air all of his non-drive normals are jump cancellable except for hisj.2CGuardAllStartup22Recovery10Advantage. What is scary however, is his ability to potentially attempt an IAD crossupj.Bbecause at certain spacings it will reliably allow Azrael to hit his opponents even while they're crouching. Luckily, Jin'sC-DP can hit him out of it pretty reliably and in the worst case scenario it is not the hardest thing to react to. Menacingly walking towards you, usually after a5A. It is possible to contest him with any button or to simply jump but obviously whether or either of those options ends up working will depend entirely on the Azrael player. 6CGuardMidStartup28Recovery9LAdvantage+2: Lunges with a forward kick, you can hit him out of it pretty reliably with most of your buttons. If it is done meaty you can also DP it pretty reliably otherwise you will have to hold it. It will also catch out fuzzy jump attempts or airdashes at certain heights pretty reliably on top of being air unblockable. TCL Mindgames : self explanatory, whiffing or blocking either the first or second part of his236CGuardAllStartup13Recovery18Advantage-4rekka doesn’t necessarily mean that he gives up his turn because if you ever try to contest it might be a potentially deadly gamble for you. It is possible to DP out of it if he staggers but naturally that comes with its own set of previously discussed risks. 214CGuardAllStartup47RecoveryTotal: 55Advantage+12: Somewhat of a gimmicky option that is massively plus on block, has guardpoint frames however it is possible to simply keep pressing buttons in to it and counterhit Azrael in the process. If you are crouching as Azrael does the move it will cross up over your head as well so beware. Dash cross up : pretty hard to deal with reactively, it is generally better to OS it during his pressure by utilising any of the OSes discussed earlier. A bit trickier to deal with on wakeup as Azrael generally has enough advantage to be safe from wakeup mash options. 5DGuardHighStartup21Recovery20Advantage-4: His go-to overhead option during pressure, decently fast but it is possible to react to it or potentially even mash a button as he attempts it,2Amash in particular will allow for an air-hit if Azrael attempts it or potentially even attempt to throw him out of it (be aware that he is technically airborne in the first few frames of his5Dand as such the throw will need to be timed in the later frames of the startup). Be careful however as any mistimed mashes will lead in to a very damaging counterhit combo for Azrael. Relatively safe on block, Azrael's turn is ended after this. 2DGuardLowStartup15Recovery12Advantage+2:Low option Azrael can potentially attempt instead of an overhead, it is +2 on block but depending on the spacing it might be borderline impossible for Azrael to continue his pressure regardless. 6DGuardHighStartup27Recovery14Advantage-2/3DGuardLowStartup24Recovery15Advantage-2: Another set of Overhead/Low options with very similar animations, significantly slower but can potentially hit you from a further range while also having very good reward on counterhit if a mash attempt is caught. It is possible to simply fuzzy jump out from either option however. Overall, most of Azrael's pressure normals are very stubby. Utilising (instant) barrier blocking will be very effective Azrael as that will force him to attempt his pressure resets or mixups way earlier than he might like if he does not want them to whiff entirely from being pushed out too far or in an attempt to keep you locked down. Azrael’s oki in the isn’t anything extraordinary out of the corner most of the time, he generally has to make some strong commitments in order to catch any particular wakeup option and if he uses the wrong option in an attempt to catch one of your wakeup options he at best loses his turn or at worst gets punished for it, naturally in the corner these options will be far more reliable and oppressive. Here are some of the common options : 5AGuardMidStartup6Recovery9Advantage-1/5BGuardMidStartup9Recovery10Advantage±0Meaty : standard meaty, be warned that he can hitstop OS both of Jin’s DPs with these. 2AGuardLow/AirStartup9Recovery9Advantage+2/2BGuardMidStartup12Recovery18Advantage-7: his go-to no tech catches,2Ais generally preferred as it isn’t as committal compared to2B. Throw/5ATRM : Throw OS counterplay. 5DGuardHighStartup21Recovery20Advantage-4: Overhead option, loses to late tech and rolls, however he can still block on a delay tech. 2DGuardLowStartup15Recovery12Advantage+2: Low option, loses to backrolls and reversals. 6DGuardHighStartup27Recovery14Advantage-2: Overhead option, loses to DPs and wakeup OD. It is + on normal block if done meaty. 3DGuardLowStartup24Recovery15Advantage-2: Low option, generally works as a backroll callout and is also usually safe on wakeup OD. 665A/5B: crossup attempt that also acts as a meaty if its blocked, can be rolled out of generally. 66 TK special :236A,214B,236Cand214Care all options he can TK after a forward dash. You’ll have to hold236Aif you manage to react properly, however in the case of TK214Byou will be able to get a heavy punish on Azrael while TK236Ccomes with its own set of mindgames on block. The best way to deal with these is generally to option select, especially TK214Bbecause it is practically impossible to react to it (at its earliest if done perfectly it is a 13F crossup). IADj.BGuardHigh/AirStartup9Recovery12Advantage: safe jump if it is done after a214DGuardLow/AirStartup27~57Recovery24Advantage-13. 66 9jcj.B: corner crossup, setup done in order to reverse your inputs around whenever you attempt a DP. 66 9jc IADj.B: corner crossup, similar to the setup above, but comes with added protection to delay wakeup rolls. Depending on your wakeup timing, this can put Azrael either in front or behind you. Defense Defensively, Azrael has a few options however all of them carry a risk. His fastest normal is his 6F5A, whereas his fastest (and arguably riskiest) mash option is214Bwith its 5F of startup, relatively generous hitbox and the ability to nullify projectiles it is a surprisingly decent defensive option that limits Snowflake usage just by existing. Aside from that, he can potentially attempt to use214Cas a pseudo-reversal with its guardpoint frames but they do not last very long at all and as such simply running your usual pressure on his wakeup will beat it clean. Do be aware that on wakeup this will usually cross you up if you’re crouching and if Azrael is not hit out of it. His actual reversal options are not particularly great either as they are very slow, his623BGuardMid, AllStartup18Recovery30Advantagereversal has 18F of startup and on top of that it can be low profiled pretty easily by the majority of the cast, however in Jin’s case he can only low profile it with3Cif he is right in front of him or if he is spaced out properly he can somewhat low profile with2B. His 50 meter reversal in214214DGuardAllStartup6+(129 Flash)+10Recovery46Advantage-28has a startup of 16F. Both of those reversal options can be easily safe jumped. Aside from that one of his best options on defense is his backdash, which has 1~20F of invul (28F total). The existence of his backdash alone hinders Jin’s ability to truly open Azrael up as he can easily do it whenever a6Aattempt is made on him to get out of pressure immediately. Thankfully it is possible to call it out in pressure if the Azrael player loves backdashing constantly with a 665Bwhich is a risky option but it will allow you to get a meterless combo or with a slightly delayed5Dwhich will generally require at least 25 meter in order to convert properly but in contrast it is ever so slightly safer, far more reliable at any distance and harder to stuff out for Azrael if you aren't within range of his5A. After getting a knockdown on Azrael, Jin does possess an OS that will easily catch his wakeup backdash attempts and make his wakeup623Bwhiff in (66)[3]B~A~C/(66)[3]A~B~C. If done properly, whenever he attempts a backdash the3Cwill catch him whereas if a DP is attempted it will simply whiff over your3Cwhich will allow you to recover in time and attempt to punish him and of course if he simply wakes up normally he will be forced to block either a2Aor2B. Unfortunately, Azrael can still generally roll out one way or another but it is nonetheless still possible to cover backrolls with 66[3]B~A~Cwhereas forward rolls will be checked reliably by [3]A~B~C. Be aware that this OS breaks down if the Azrael player utilises his214214Das a wakeup option instead. Conclusion To conclude, this matchup is primarily Jin favored if you manage to control the neutral. However in the event that Azrael manages to get in to run his offense, things somewhat even out but might not necessarily go in Azrael's favor as Jin can rely on the common anti-Azrael OSs on top of the fact that all of his potential mash-out and/or reversal options are pretty decent against Azrael especially since all of Jin’s reversal options cover every area around him which deny Azrael’s cross up shenanigans somewhat effectively. Although, while Jin’s answers to Azrael’s pressure are pretty effective they are still very risky to use, especiallyC-DP due to the grounded counterhit + while crouching recovery. In essence, once Azrael is able to get past Jin’s neutral or overtake him on his offense thanks to his unorthodox defensive options the match will generally be decided by the players themselves and their responses/habits to each other’s attempts on both offense and defense. Character Specific Notes (66)[3]B~A~C/(66)[3]A~B~Care both OSes that can cover most of Azrael's wakeup options, excluding214214D. If able to, he can also attempt to roll out but it is still possible to rollcheck him with the OS." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Matchups", + "title": "Jin Kisaragi", + "section": "Hakumen", + "text": "Hakumen is a pretty slow character however he possesses strong neutral and defensive options. Playing this matchup will require a very patient and methodical approach in order to be able to close in on Hakumen and run your offense. Hakumen's drives throw a wrench in how Jin has to structure his pressure, in order to deter him from using them it might be wiser to attempt mixups sooner instead of relying on frame traps or potentially try to Option Select his drives. However, due to his very tall crouching hurtbox5Abecomes a viable option on offense allowing for more extended pressure squences while also becoming an usable defensive mash option. In comparison to his neutral and defense Hakumen's offense is somewhat lackluster meterlessly. In order to get any form of mileage out of his offense he is forced to invest hefty amounts of meter to either extend his pressure or attempt deadlier mixups. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Overview Hakumen is a neutral oriented juggernaut who usually thrives in playing a slower paced game where he does his best in keeping the opponent at an arm’s length as he grows in power by the second thanks to his passive meter gain. His drives on their own force pretty much every single character in the game to adapt their offense and okizeme entirely and on top of that his OD also grants him an unparalleled damage ceiling and comeback potential, essentially meaning that as he loses HP he only becomes stronger and should he ever get a hit on you when he has resources to spend it is very likely you will suffer dearly. Neutral In neutral, Hakumen possesses longer ranged options compared to Jin but he is limited by a simple critical flaw, that being his movement. His hop dashes and long airdash do not do him any favors in that regard whatsoever, therefore he can struggle to position himself effectively at ranges where he can easily make use of his strong neutral buttons such as4C,3C,j.Cand623AAamong many others. Much of the neutral game against Hakumen will boil down to dealing with his strong neutral options while also attempting to position yourself in ways that allow you to avoid them entirely or outright beat them as you try to approach him. It should also be noted that any P attribute moves will be hard to use against Hakumen due to the fact that all his sword normal normals can cut them to create a large hitbox in the area where the projectile was cut which also protects him from any other incoming projectiles and on top of that his parry drives also effectively destroy them while granting him invulnerability against any followup attacks, moves like236A,6D,2Dand236Dbecome significantly less useful in this matchup although not entirely useless as it is still possible to alter the timings of those moves in order to mess around with Hakumen's anti-projectile options. Here are some of Hakumen’s options in neutral and potential ways to deal with them effectively : 5CGuardMidStartup14Recovery20Advantage-3: It is not particularly uncommon for Hakumen to use his5Cin neutral as it is quite reliable at beating players recklessly approaching towards him, especially in the air. If it is blocked he can cancel it immediately into a special to keep his turn otherwise on hit it will lead to pretty damaging combos if he is willing to spend resources. 4CGuardAllStartup10Recovery24Advantage-4: His main grounded neutral poke and control tool, possesses great horizontal range but it can be easily low-profiled by Jin’s3C. At certain ranges it is also possible to effectively hit him out of its startup with5Dor5C, keep in mind both require Jin to be within Hakumen’s3Crange in order to hit Hakumen if he ever attempts a4Chowever so they are somewhat riskier to use. It is pretty hard to contest4Cat roundstart and as a result it is best to simply back away or gamble with either a3Cor an upwards jump. Punishing this move is impossible unless it is IB’d in melee range as it is only -4 on normal block, it is safe to attempt to approach him afterwards as he cannot cancel it on block into anything. 3CGuardLowStartup8Recovery28Advantage-12: Hakumen’s3Cis it a pretty good low with a fast startup. It is fast enough to beat a good amount of Jin’s options if he is within its effective range and potentially even make certain air buttons whiff if they’re not done low enough to the ground. The best way to deal with it is to simply advance slowly and block it as he cannot do anything afterwards without RCing. It is also possible to call it out by simply air dashing over it or with a6Bbut of course those options come with their own risks. It is very hard to punish it at max range on block even though it is -12 although if Jin is close enough he can get a free5Ccrouch confirm punish but at longer ranges it will be necessary to instant block in order to potentially get a microdash5Cpunish at best or a3Cpunish. j.2AGuardHigh/AirStartup11Recovery12Advantage: A pretty decent air option for Hakumen in closer ranges, primarily used to cut any potential projectiles in the air if you chose to utilize them against him. A spacedj.Cin the air will beat it clean whereas623Bwill hit him out of it if he is within its effective range. j.CGuardAllStartup12Recovery32+3LAdvantage: Hakumen’s main long range air-to-air control tool, it is slightly slower than Jin’sj.Cbut in exchange it has more range. It is also pretty decent at controlling certain ground spacings if it is done low enough to the ground much like Jin'sj.C. Unless you are close enough to Hakumen, using any air buttons should be avoided as he will likely hit you out of them at longer ranges. Throwing out623Bif he is within its effective range is a good option and in some situations it is also possible to potentially hit him out ofj.Cwith5C,5Dor2Dfrom a decent distance, be aware that it is still possible for Hakumen to potentially hit Jin out of any of those options if he doesj.Clow enough to the ground. 623AAGuardMidStartup6Recovery16Advantage-4: His prime whiff punish, callout and movement option.623AAis an insanely powerful move with the low magatama* cost of 1, this move will constantly have to be itching at the back of your mind constantly as it will be a constant threat in Neutral. It is possible to hit him out of it either during the first few frames of its startup or by utilizing a F or P attribute move. It is relatively safe on block at -4 and if he has any extra meter to burn he can keep his turn by special canceling into another special. 214DGuardallStartup30Recovery18Advantage-7: His advancing parry, another potential whiff punish, callout and movement option with far more considerable drawbacks and certain specific advantages. It costs 2 magatama and the main advantage it has over623AAis the fact that it guardpoints everything except T attribute moves from frame 4 and onwards, as a result it can easily catch any of Jin’s attempts at pre-emptively stuffing out623AA. Since it is still a drive guardpoint it is possible to hold 7 and block the parry followup if done pre-emptively while a jump cancellable move is used. On block it is -7 as the parry followup attack is always attempted and it is still possible for him to special cancel either at some point during the guardpoint catch or after the attack is done. In short, approaching Hakumen slowly and trying to stick close to him is generally pretty ideal although his3Cremains a constant threat due to its very fast startup and of course the drives can also potentially stunt your offense. If for whatever reason the Hakumen player is instead trying to approach you aggressively, the advantage shifts in Jin’s favor as he has plenty of ways to keep him out. If he is recklessly airdashing constantly towards you623Bis very reliable especially because of Hakumen's hurtbox. If they are very high above you2Ccan be a reliable anti-air as well due to the fact that Hakumen’s hurtbox is once again still pretty big making it far less likely for it to whiff if he ever goes over your head, although that can still happen if he delays his jump in buttons long enough. It should be noted that trying to anti-air Hakumen in general will carry an inherent risk due to the fact that he possessesj.214A, a disjointed Projectile attribute move that can easily beat a lot of anti-airs and he also hasj.Dwhich is his air parry that will catch pretty much every anti-air attempt. Should their approach be more grounded, he can easily be kept out by using moves such as5C,3Cand5D, although with meter he might attempt to use either623AAor214D.623AAin particular is renowned for the distance it covers and on top of that it will beat moves like5Cand5Ddue to its B invul. It is not a bad idea to start throwing out2Bevery now and then in neutral in order to potentially catch a623AAattempt,3Calso being an option that covers more ground but it is also a lot more committal. His214Don the other hand is a bit trickier, it is possible to hit him out of the startup as it only gains a guardpoint on frame 4 but that is a bit unreliable if you aren't already next to him while pressing a button already, another option is to throw out a jump cancellable button such as5Cin neutral and immediately hold up afterwards in order to avoid the followup parry attack. Naturally, options such as2B,3C,5Dwill lose to his214Dpretty handily unless they somehow recover before his followup parry attack triggers. It is also possible to potentially throw him out of it his advancing parry but that shouldn't be an option to rely on unless they're very predictable with their214Dusage. Offense Offensively Hakumen is rather lackluster as his options are severely limited without spending meter and as a result he is somewhat reliant on conditioning with staggers/frame traps, pressure resets and strike/throw. Constantly using barrier against Hakumen is not a particularly bad idea as it will force him to make greater commitments or to spend his resources if he wishes to stick close to you. He does possess a fantastic 18F overhead with F attribute invul in6Bbut few of his options gatling in to it immediately on block and as a result if he has not managed to successfully condition you to stay put it is possible to escape out of his6Battempts either by mashing with a non F attribute move (keep in mind5Abecomes a viable mash option against Hakumen as it hits him crouching), using a reversal, throwing him out of it if he isn't spaced out properly or potentially jumping out depending on how far he has been pushed out. Once Hakumen has meter to spend and is willing to actually use it, things can become a bit tricky as he gains access to an extensive array of options that will keep his offense going as long as he is willing to keep spending the meter as virtually everything will cancel into his metered specials which themselves can be canceled into other metered specials. Here is a rough list of things to keep in mind with Hakumen’s pressure overall : Late gatlings and cancels on block : Hakumen will naturally rely on staggering with2AGuardMidStartup7Recovery9Advantage0s and potentially frame trapping with a2BGuardLowStartup8Recovery15Advantage-4/5BGuardMidStartup10Recovery15Advantage0/Special afterwards or attempt a6BGuardHigh, MidStartup18Recovery23Advantage-4. Most of his gatlings are actually late cancels, meaning that he cannot immediately cancel his normals into each other but instead has to wait a few frames before he can cancel them. Virtually every single normal of Hakumen’s can be canceled into his drive which can be relevant if he somehow reads your mash attempts or tries to steal his turn back. Most of his normals are special cancellable, however his4Cand3Ccannot be canceled into anything else but one of his supers. His jump cancels on the other hand are a bit more limited and less threatening compared to Jin’s with only5AGuardMidStartup5Recovery6Advantage+3which whiffs on crouchers,5B,j.2A,j.BGuardHigh/AirStartup9Recovery20Advantage,236BGuardLow, MidStartup9Recovery21Advantage-5(2) andj.214BGuardMidStartup11Recovery35Advantagebeing jump cancellable on block. Special Cancellable Specials : Hakumen can cancel all his specials into each other as long as he has the meter. Always keep this in mind at all times. Depending on the magatama at Hakumen’s disposal this can result in a pressure reset, frame trap, mixup or all of three options at once. 6AGuardMidStartup12Recovery16Advantage-1: Somewhat limited pressure option that can be done from his5A/2Apretty quickly and it is a delayed gatling from his5B, if Hakumen spaces himself properly he can be neutral on block, if done close he will be -1. Its gatling options are also limited to6Band his drives only and as a result if its done directly in front of you it is possible to just take your turn with a5Awhich is also a jump cancellable button, which allows to OS his drives. Barrier blocking Hakumen before and as he does6Acan prove to be quite beneficial as it may make his followup options more committal and allow you to potentially escape from his clutches. 6BGuardHigh, MidStartup18Recovery23Advantage-4: Hakumen’s prime overhead option, he lacks any immediate cancels into it aside from his5Awhich does not hit crouching and as a result he will have to rely on conditioning you in order to start using it properly. Without at least 50% meter he cannot get much from it and as such it is best to simply take it. In the event that it is blocked it is -4 on normal block and he can still cancel in to any of his drives, retake your turn back with5Aand attempt to OS his drives by holding 7. 623AGuardStartupRecovery18Advantage(623AAGuardMidStartup6Recovery16Advantage-4) :623AAis not a particularly great option in pressure on its own as it leaves him at -4, however with some extra meter he can potentially use it to frametrap with a special cancel.623Aon the other hand will form an integral part of his offense as it will allow him to reset pressure from some of his normals. Trying to challenge Hakumen to retake your turn after he does623Ain general poses a risk, as he is perfectly capable of slightly delaying the followup, which can technically still be mashed on with a F attribute move, or potentially gamble by using a drive move to callout any attempts at retaking your turn back. Generally, he will not use623Aoff-ofAnormals as that will leave him pretty minus (-11 on normal block) while off-ofBnormals he will be -2 on normal block meaning it can still be a bit risky to challenge him. Otherwise, for other cases he will generally be neutral on normal block, particularly afterCnormals and out of most of his specials. 214AGuardAllStartup14Recovery15Advantage+1: His go-to special if he ever attempts to reset pressure, costs one magatama and it leaves him at +1. It is very likely for Hakumen to utilize this move after a blocked special as a low cost pressure reset. It is also possible for Hakumen to cancel into it from most of his normals, exceptions being6A,6B,4C,3Cand6C. Ideally this move is of course IB'd to prevent a pressure reset which may or may not be easier to do depending on the habits of the opponent or alternatively its possible to jump out of most his followup pressure options (particularly so if barriered or if spaced out). 236BGuardLow, MidStartup9Recovery21Advantage-5: Special that has 2 different hits, the first hit being a low with the followup being a mid. Costs 2 magatama and is particularly useful as a frametrap from any sort of special cancel if he is willing to spend the meter. Aside from the usual special cancels Hakumen can jump cancel it on its second hit in the event that it is blocked, but it is possible to make the second hit whiff entirely by holding barrier, which will net you a decent5B/2Bpunish or even a5Cone if he is not able to special cancel or does not special cancel it quickly enough. -5 on block and it becomes neutral on block if the Hakumen utilizes623Aimmediately after236B(1). 41236CGuardHigh/Air, Low/AirStartup21Recovery18Advantage-2: His infamous metered overhead. Possesses 2 different hits, first being overhead and the second one being a low, it can be used from basically everything except6A,6B,4C,3Cand6Con block. Thankfully it has a hefty magatama cost of 3 which makes it far more telegraphed and on top of that its startup is also quite fast at 21F. He is -2 if both hits are blocked, however if he cancels after41236C(1) with623Ahe is +2. j.AGuardHigh/AirStartup7Recovery9Advantage: A decent air-to-air button for Hakumen, he can potentially set up tick air-throws with it. Gatlings intoj.Band of course it is special cancellable. Be aware ofj.D j.BGuardHigh/AirStartup9Recovery20Advantage: A potent pressure option for Hakumen, has a surprisingly great hitbox that allows him to easily crossup opponents especially if he manages to sneak in with an IAD. It is of course still possible to special cancelj.Bor simply jump cancel it and attempt another air normal or delayed special. j.2AGuardHigh/AirStartup11Recovery12Advantage: Not exactly a stellar pressure tool but it has a decent downwards hitbox which can be useful, jump cancellable and special cancellable. j.2CGuardHigh/AirStartup16Recovery30Advantage: Bigger hitbox thanj.Bbut it is significantly slower, canceling into a drive is only possible after landing otherwise he can still cancel into a special in the air. j.214AGuardAllStartup12RecoveryTotal 35Advantage-2: A powerful special costing 1 magatama, it is a downwards disjointed hitbox that is also a projectile. It is notorious for beating most anti-air options and as such it is best to exercise caution when it is available. While it is technically minus on block it is very risky to attempt to take your turn back after this move as it will recover fast enough to the point where Hakumen can attempt aj.Dto deal with any potential anti-air attempts. His other option will generally bej.Bto try and keep his turn but it is possible to anti-air him pretty reliably out of it and as such Hakumen primarily relies on his opponents to respect the threat ofj.Din order to use it properly. Generally, the best course of action will be to utilise the anti-drive OS, particularly useful with2Cin this scenario as it will hit him out of any air normals he may attempt and if he does aj.Dsimply holding 7 will prevent the followup from catching you while letting you attempt to take your turn again after he lands. Another way to potentially deal with the situation afterwards is to ideally IB hisj.214Aand then immediately perform a rising air-throw as that will easily counter most of his options afterwards (of course he can still tech the throw if he does not a press anything). j.214CGuardGuard Break 60/BarrierStartup15Recovery22+4LAdvantage: Special costing 3 magatama, its use in pressure is not particularly amazing as it doesn’t do anything but trigger a guard crush effect on opponents who aren’t barriering, it will lead in to damaging combos on a guard crush however. Can have some decent usage in catching jump out attempts or delayed defensive mashes although it is potentially possible to hit him out of it with5A. Hakumen’s okizeme can vary quite a bit depending on how he ended his combo, generally it is somewhat decent and it will naturally be significantly more effective in the corner. Aside from losing his turn at worst he doesn’t necessarily have to make any big commitments in order to deal with any particular option off-of most enders that put him at a huge risk. One thing to note is that both6Band5Cknockdowns on Hakumen’s side share the same possible oki options, although5Cis a hard knockdown compared to6Bmeaning that if any of his tech catches actually work he will get a new combo afterwards instead of a blue beat. Here are some of the options he can perform after a knockdown and the conditions required: 2A/2B: His go to meaty and roll catches that can be utilized from basically everything. He can recover in time to block Jin’s DPs if2Awhiffs but2Aitself isn’t very reliable at catching backrolls however2Bis but in exchange it can be DP’d out of on e-tech pretty reliably. Both options will catch delay techs but e-tech/neutral tech will allow you to wakeup properly and block. Depending on the type of knockdown he got, he might even be able to fit in a forward hop2A/2B. 6A: Usually done after a6Bknockdown, particularly potent against any form of delay teching, forcing the opponent to neutral tech in order to make it whiff. Nonetheless even on whiff Hakumen is still +5 (+8 on airborne6Bhits), which allows him to attempt to meaty you with2A/2Bagain or attempt to bait a reversal. 5C: Similar option to6Aafter a knockdown, except it is +1 (+4 on airborne6Bhits) on whiff. Primarily done in the corner as it is not reliable in the midscreen because the followup2Aneeds Hakumen to be close. Trying to delay tech or roll will usually net him either a blue beat or reset and since it is a5Cstarter it is arguably better to simply neutral tech. Fallingj.2C: In most scenarios, Hakumen will utilise a fallingj.2C(w) in order to auto-time the followup oki options better or to catch delay techs however in certain situations he can instead get thej.2Cto hit as a meaty which will allow him to catch delay techs and forward rolls. He can also recover in time to block Jin’s DP if he ever attempts it, effectively acting as a safejump as well. Be aware that he will cross you up if you do not perform an instant neutral tech. j.A(w) >j.2C: Safejump against 9F or slower DPs off-of a6B/5Cknockdown. Works midscreen but it is more reliable in the corner. 669 >j.A(w) >j.B: Safejump that also acts as a crossup against 9F or slower DPs from a6B/5Cknockdown. Delay airdashj.B/ Land2B: Will require Hakumen to preserve an air action. Afterj.214Ahe can attempt to airdashj.Bin an attempt to get a crossup hit or do nothing and simply land with2Bin order to catch rolls or delay tech. Can easily be reversaled out of. IADj.214Acrossup : Gimmicky option that will catch early backrolls, can just be delay teched, rolled out or reversaled out of as Jin’s DPs hit all around him. Defense Defensively, Hakumen is very hard to pressure due to the constant threat of his drives. Nothing much can be done other than attempting to OS his drives by using a jump cancellable button while holding 7 or learning the habits of the Hakumen’s player. Mixing in throws a lot more often in your offense can also prove to be very powerful as none of his drives can deal with them netting you a free throw counter. Aside from that in regards to his normals he possesses a 5F5AGuardMidStartup5Recovery6Advantage+3which he can somewhat utilize as an anti-air or as a mash option, otherwise his anti-air capabilities are rather limited as his2CGuardMidStartup13Recovery33Advantage-17suffers the same problems as Jin’s on top of having a slightly shorter vertical hitbox, aside from that his5Ccan be a surprisingly potent AA option as well but its not a particularly reliable option either. Of course he can still attempt to utilise his drives,5Din particular being a decent option as it can be held for roughly 40F which may potentially catch any delayed buttons. Another committal option Hakumen can attempt to use against air approaches is hisj.214Bas it is effectively an air-DP but it is pretty committal and he has to spend 2 magatama in order to use it but aside from that he does not possess a true grounded meterless reversal and as such he is somewhat reliant on either his drives or his236236DYukikaze metered reversal parry in order to escape pressure, it is essentially the same one as Jin’s but it is far more powerful as the superflash only triggers on the guardpoint frames activated on top granting him access to very damaging combos if he has the resources. Due to his rather tall crouching hurtbox, it is possible to utilise5Avery reliably in pressure at all times while jump cancel pressure can prove to be much more effective but he can of course still utilise his AA options or drives to defend himself, especially if you are being predictable. Regarding all of his drives specifically : 5DGuardStartupRecovery40Advantage: Guardpoint only triggers from frame 6 and onwards, can be held for a decent amount of time (40F max). Will guard against mids and overheads, if the followup is blocked Hakumen is left at -1. 2DGuardStartupRecovery46Advantage: Guardpoint triggers frame 1, doesn't last long however. Will guard against mids and lows, if the followup is blocked Hakumen is left at -6. 6DGuardStartupRecovery43Advantage: Guardpoint triggers frame 1, also does not last long. Will guard point mids and overheads, if the followup is blocked Hakumen is left at -1. j.DGuardStartupRecoveryUntil L+17Advantage: Guardpoint triggers frame 1, does not last long either. Essentially guardpoints against everything, frame data can vary on block but he will be minus generally. 214DGuardallStartup30Recovery18Advantage-7: Guardpoint triggers from frame 4, lasts roughly as long as the dash and the followup attack is always attempted even if nothing was pressed, leaving Hakumen at -4. 236236DGuardStartupRecovery44Advantage: 50 meter option, guardpoints against everything from frame 1. If triggered by a projectile it is possible to superjump out of the followup attack and depending at the height from which Yukikaze is hit it is also possible for it to whiff entirely. Thankfully, Hakumen’s backdash lacks any form of strike invul, being only invulnerable to throws and as such it is pretty easy to potentially catch him out of it. On top of that, he is considered airborne during both his forward and backwards hop-dashes, meaning it is possible to get more damaging air-hit routings on him if he is caught. Do be aware that he can potentially attempt to perform one of his air specials with either of his hop dashes which may beat your options if you do not properly catch his hop dashes. Getting a knockdown on him doesn’t make things any easier either as he once again can rely on either of his frame 1 drives to retake his turn, not to mention that utilizing any type of P attribute okizeme is discouraged because his drives will grant him invul frames if they connect with P attribute moves which he can then transfer into the subsequent special cancel to potentially punish you or start his pressure. Of course it is still possible to potentially throw off his timings by delaying either6Dor236Devery now and then in your pressure or okizeme. Utilizing meaty throws every now and then might deter him from performing drives often on his wakeup, however that exposes you to some of his most risky but also rewarding wakeup options at his disposal, TK'd air specials. While all of them can technically be used the most common ones are likely going to be TKj.214Candj.214B, both of them will beat clean any meaty throw attempts while also granting a potentially damaging combo. TKj.214Cespecially can also potentially catch a delayed meaty while TKj.214Bcan be used against oki utilising jumpins due to its invul frames as he gets off the ground. Conclusion To conclude, this matchup is arguably pretty even as both characters have answers to each other's toolkits and will primarily boil down entirely to player matchups. As long as you approach the matchup properly and play patiently while probing at the Hakumen’s habits it should be doable. Naturally if either player is reckless the balance of power will shift accordingly, particularly favoring whomever is able to capitalise on any interaction. Character notes Magatama refers to the orbs that make up Hakumen's meter. It is possible to option select against Hakumen's drives by pressing a jump cancellable button and immediately holding 7, this will result in the follow up parry attack being blocked as Jin jumps up. The firstj.Cwill always whiff in5C> sjcj.C>j.2C> ... /j.2C>j.C> ... unless a delay is applied to it, alternative staircase routings likej.B>j.C> ... will work pretty reliably however. 5Ahits him even while crouching. 623B>623Ccan be quite unreliable due to his wonky air hurtbox, often requiring the use of 6623C. CH6C>6Dworks midscreen if done point blank, potential punish option on his Drive attempts." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Matchups", + "title": "Jin Kisaragi", + "section": "Susano'o", + "text": "Despite the fact Susano'o is a relatively cumbersome character that doesn't start out with his full seal arsenal unlocked from the very beginning he is still a threat thanks to his incredibly strong normals and potent pressure. Thankfully, Jin has a few options that can keep Susano'o at bay somewhat reliably, however once Susano'o is able to get in close enough to utilise his normals it can be incredibly hard to contest them as the risk/reward is simply not in Jin's favor. If he is ever able to get in and open Jin up things can easily snowball out of control in to his favor, conversely if Jin is able to get in on Susano'o first it is possible to keep him locked down for a good while. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Overview Susano'o is an offense oriented juggernaut defined by his strong offense, incredibly high average damage and the fact that most of his specials are locked behind a seal mechanic that he is able to unlock through the utilisation of his drive. He is arguably at his weakest once any round starts and as such he is incentivized to be aggressive in all stages of the game as that will allow him to snowball out of control as he gains access to more and more options that further amplify his neutral, offense and defense. While his offensive prowess is one of his stronger aspects, he nonetheless possesses a good array of defensive options (especially if he is able to unlock the appropriate seal) and his normals are a constant threat in neutral at their respective ranges. Neutral Susano'o's neutral is extremely potent thanks to his good array of normals, particularly so on the ground with his long reaching5Band a good amount of advancing moves, chief among those being his6Bwhich covers a good amount of space in front and even above him while also advancing him forward on top of having a surprisingly low amount of recovery. In the air virtually all his normals are incredibly hard to contest in their effective ranges, thankfully Jin'sj.Cis potent against Susano'o as it outranges his longest reaching normals such as hisj.Bandj.C. In addition to that he also possesses6Awhich is a potent hitscan projectile that hits from fullscreen that is generally useful against projectiles however it has virtually no vertical reach. Of course, on top of his normals he also possesses a good amount of specials that can be quite tricky to deal with in neutral. Here are the most common options Susano'o will use in neutral and potential ways to deal with them effectively : 6AGuardAllStartup16RecoveryTotal: 52Advantage-10: A hitscan projectile that covers most of the grounded space in front of Susano'o. If used at longer distances it can allow Susano'o to cancel in to his4Dto gain a seal relatively safely, whether it is on hit or block. It does however have high recovery on whiff and if used point blank it is susceptible to getting punished on block. It is also possible to low profile it with Jin's3Cif close enough or while having some dash momentum. 5BGuardMidStartup9Recovery16Advantage-5: One of the cornerstones of Susano'o's entire movelist. It is a very hard to contest long reaching normal that covers a good amount of the ground space. Dealing with it is pretty hard as its recovery isn't particularly long either, ideally it is best to play ever so slightly outside its range and potentially hit him in counterpoking situations or it is called out with an airdash. 6BGuardMidStartup18Recovery10Advantage+4: Another incredibly potent normal, it is a two-hit forward advancing move that covers a good amount of space, both in front and ever so slightly above Susano'o. Much like his5Bit is also very hard to contest properly and essentially requires a good awareness of your own spacing in relation to Susano'os. Unlike his5Bhowever, trying to airdash over it and potentially whiff punish that way can be tricky as Jin will need to be at a higher height during the airdash in order to avoid getting hit. 3CGuardLowStartup12Recovery23Advantage-8: A two-hitting low move. Generally this it will not be used often in neutral as it is quite committal but it has a pretty good reach on top of its potential low profile having some potential use. If it whiffs it can potentially be hard to punish him reliably depending on distance but in most scenarios it won't be too hard to get a crouch confirm punish. j.CGuardHigh/AirStartup12Recovery23Advantage: A two-hitting air normal, both hits reach pretty far out. Can be really hard to contest during pressure but in neutral Jin can easily deal with an overzealous Susano'o player that overuses this move, especially off-of IADs, thanks to the fact that Jin's ownj.Coutranges in air-to-air situations and even on the ground623Bcan be very reliable at swatting him down from the sky. 236AGuardAllStartup15Recovery19Advantage-3(Lvl1-3): \"Tackle\" is a forward advancing special Susano'o with some situational uses whose reward and travel speed varies with its levels. Allows Susano'o to cover a good portion of the screen at a very rapid pace, especially if the move is levelled up. Can also situationally be used to whiff punish Jin as it can slightly low-profile some of his air approaches in addition to just being a very fast forward advancing mid. Its main downside is that if it is blocked then Susano'os turn is effectively over as he is -3 and if it is IB'd then it is5Apunishable however on whiff it can be very hard to punish, unless of course Susano'o ends up whiffing it in front of Jin. 236BGuardLow/Air×5, AllStartup18Recovery19+11LAdvantage-15: \"Grand Viper\" is another situational special similar to tackle in its usage in neutral, main difference that is a multi-hitting low move that advances forward much more rapidly while being far more risky but also more rewarding without requiring a seal levelup. On block he is -15 and the recovery on whiff is generally pretty punishable from most distances as well. 214BGuardHigh/Air, All×2Startup23Recovery24Advantage-10Lvl2: \"Spin\" or \"Sonic\", can be done both on the ground and in the air. The first hit is an overhead at all levels but in neutral specifically it is the level 2 variant that is the troublesome one thanks to the added-followup projectile attack it gets. In essence, it is a big disjointed hitbox that covers a good portion of the screen in front of Susano'o. If Susano'o is spaced properly by making you block the projectile hitbox on its own, he will be +1. Whiff punishing this move can be tricky but as long as the projectile hitbox is not blocked it is very much feasible with a normal like5C. And of course if he does not space it properly and the entire move ends up blocked from a close hit he will be -10. Offense Placeholder Defense Placeholder Conclusion Placeholder Character Specific Notes Placeholder" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Matchups", + "title": "Jin Kisaragi", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "Intro", + "text": "This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.Consider helping rewrite it." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "Documents", + "text": "This combo section was taken from the following documents by Beret. BBCF2 Combo guide Character Specific Routing Document" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "Beginner combos", + "text": "The following combos are very basic and very practical combos with Hakumen. If you are new toBlazblueor or simply wants to experiment with Hakumen, it is recommended that you start by learning those combos first. Hakumen has a very extensive combo game that may be overwhelming to new players. For more practical routes and variations,check the bread and butter section. 2B>2A>3CThe most basic meterless combo. This is commonly used to save meter while scoring a knockdown. Beware that the knockdown from3Cis very poor. Contrary to most characters, Hakumen has late gatlings. That implies that both2Aand3Chave to be delayed a bit. 4CCH >214A>3C4Cis one of Hakumen's best neutral tool. It has a very long range and only 10 frames of start-up. It only leads to combos on CH. Alternative routes include,4CCH >623AAand4CCH >214A>236B. Check the other tabs for sample623AAand236Bcombos. Unfortunately,4CCH doesn't combo into214Aor623AAat max range. 2A>2B>623AA>5B> hjc >j.B2AC> jc >j.C623AA>5B> Air combo is a staple route as it leads to decent damage at the cost of only one Magatama.623AA>5Bis a link;623AAhas a bit of recovery thus the5Bhas to be delayed quite a bit. 2A>2B>236B> IADj.2C>5A>5B> hjc >j.B2AC> jc >j.C236B> IADj.2Cis one of the main236Broute available. It deals higher damage than the 1 Magatama623AAroutes. Thej.2Chas to be delayed quite a bit for the5Ato connect. If done too high, there won't be enough time to connect into5A; If done too low,j.2Cwill whiff. For more236Broutes,check the bread and butter section. Forward Throw >2C> 9hjc >j.B2AC> jc >j.CBasic Throw combo. 9hjc (Done by pressing 259) may be a bit difficult to new players but it is an important combo filler. An easier Throw combo would be Forward Throw >6A>6B. It ends with a knockdown but deals less damage. 2D>623AA>5B>j.B2AC> jc >j.CBasic2Dcombo. This also works with5Das a starter. j.214ACH > Fallingj.2A>5C>623A>6A>6B>5A>5B> hjc >j.B2AC> jc >j.Cj.214Ais a key part of Hakumen's air neutral game as it has an excellent vertical hitbox. It also has projectile properties and can beat dedicated anti-airs. This route is arguably the most practical and usefulj.214ACH route. Fallingj.2Acan be replaced with Fallingj.Bfor a bit more stability at the cost of damage. Airthrow >j.2A>5Cis also the most practical Airthrow combo." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "Air combo enders", + "text": "In CF2, Hakumen's main air combo enders arej.Candj.214A, which both have advantages and disadvantages over the other. This isn't an exhaustive list; please see the end of the document for more advanced enders and on who they work. Disclaimer:For the sake of simplicity, the routes in the rest of the document will mostly use the first air combo ender. j.Cis a meterless combo ender that sends the opponent flying and make it go back to neutral. … hjc >j.B2AC> jc >j.C- Basic aircombo ender midscreen … jc >j.B2A> jc >j.2AC- Basicj.Cender. Used to be the go-to air combo ender in the previous versions. It is still done in the rare few instances where the first route isn't doable due to combo length or height. … hjc >j.B2A> jc >j.B2AC- More damage but character and route specific. … hjc >j.B2AC> jc >j.2AC- Most damagingj.Cender combo ender. Character and route specific. j.214Aprovides knockdown at the cost of 1 Magatama. … jc >j.B2A> jc >j.B2A>j.214A- Basicj.214Aender. … hjc >j.B2AC> jc >j.AA>j.214A- Alternativej.214Aender, deals a bit more damage than the route above. Character and route specific. … hjc >j.B2AC> jc >j.2AC>j.214A- Universal near corner and corner ender, optimal in terms of damage and provides knockdown. There is no definitive answer. Understanding the pros and cons ofj.214Aorj.Cis critical to understand how and when to use them. Hakumen often recovers a bit more than one Magatama per combo, enablingj.214Amost of the time. Intuitively, knocking down the opponent seems more rewarding than having the opponent fullscreen, which would makej.214Athe better option. However, whilej.214A's cost doesn't look like much, it restricts the pressure/mix-ups afterward when low on Magatamas. Moreover, the okizeme options afterj.214Aare very limited and won't work against more experienced players. On top of that, the opponent may use OD or a reversal followed by RC to reverse the momentum, which can change the flow of the match. On the other hand,j.Cbrings the game back to neutral. A place where Hakumen shines thanks to his strong pokes and passive meter gain. Nevertheless,j.Cisn't ideal either. Hakumen struggles against zoners (Nu, Nine...) and mobile characters (Valkenhayn, Taokaka...). Going back to neutral against them can be unwise, since it will require catching them a second time. In that case, going forj.214Ais a better option. That's, at the very least, the theory. In practice, it also depends on the opponents and their strengths and weaknesses. For instance, against a DP-happy player, it is possible to heavily punish them afterj.214Awith the correct read. To sum it up,j.214Ais the better choice in situations where offense and rushdown strategies are preferred.j.Cis better when going back to neutral is more appropriate." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "Bread and butter", + "text": "The bread and butter section gathers the most practical Hakumen combos. It also includes explanations about the routes and why they are recommended. If you are new toBlazblueor to Hakumen, it is heavily recommended that you practice them first. Hakumen has a wide range of combos available, his specials are excellent combo filler but require managing his Magatamas carefully.214Ais a 1 Magatama basic combo filler that leads to simple knockdowns and very damage efficient air combos on crouching opponents.623AAis a 1 Magatama special that leads to stable air combo at all range.236Bis 2 Magatama special that leads to a variety of high damage combos but has limited range. The main challenge with Hakumen's combo are meter management and choosing the right routes and enders depending on the context. If you are new to the game, don't worry about it and focus on learning a few routes until you are consistent with them. It is also often recommended to end combos with at least 1 Magatama or more if it doesn't kill. This is to ensure Hakumen has enough resource to play neutral or apply pressure afterward. Some players follow certain rules for optimal meter management: Only use X Magatamas if the route will do X000 damage (I.e Spending 2 magatams should yield at least 2000 damage). Only spend X+1 Magatamas for a route if that route more than 500 damage than an optimal X Magatamas route. Always end a combo with at least 1 Magatama. Those are only guidelines and there are of course exceptions to them. However, those are worth keeping in mind while experimenting or in matches. The combos below are mandatory to learn since they are the most practical way to score a conversion or knockdown while spending little to no Magatama. Those routes are very commonly used when trying to preserve resources. 2B>214A>2A>6A>6BA very basic combo into6Bknockdown. Quite common in matches as it the easiest and most practical method to get a decent knockdown at low cost. Unfortunately, it doesn't work with a2A/5Astarter. With 1 Magatama, the most common routes involve214Aor623AA.214Aleads to low damage3Cand6Benders.623AAleads to stable air combos but requires one more Magatama for okizeme. If the opponent is crouched,214A>2Cis the optimal combo filler in terms of damage. 2A>2B>623AA>5B> hjc >j.B2AC> jc >j.C623AA>5B> Air combo is a staple route as it leads to decent damage at the cost of only one Magatama.623AA>5Bis a link;623AAhas a bit of recovery thus the5Bhas to be delayed quite a bit. j.Cleaves the opponent fullscreen and doesn't knockdown. It's also possible to end it with5B> hjc >j.B2A> jc >j.B2A>j.214Afor okizeme. With 2 Magatamas, Hakumen's main combo revolves around236B. It is a launcher that leads to high-damage meter-efficient route.236B> IADj.2Chas high corner carry but low damage;236B>6A>6Bhas high damage but low corner carry. It is also possible to add a214Abefore236Bfor hit confirming purposes albeit this costs 1 more Magatama and doesn't add a lot of damage. An alternative is623AA> Delay5B>214A. That route is a bit more triky but offers a nice trade-off between both routes. It unfortunately doesn't work with2A/5Astarters. 2A>2B>236B> IADj.2C>5A>5B> hjc >j.B2AC> jc >j.C236B> IADj.2Cis one of the main236Bavailable. Thej.2Chas to be delayed quite a bit for the5Ato connect. If done too high, there won't be enough time to connect into5A; If done too low,j.2Cwill whiff. 2A>2B>236B>6A>6B>5A>5B> hjc >j.B2AC> jc >j.CSlighly more damage than the route above but less corner carry. The6Ahas to be delayed quite bit. If done early, the6Bmay whiff. The main asset of this route is that it's always available. At2Bmax range,623AA> Delay5Bremains possible, whereas2B>236Bwill whiff on some characters. 3 Magatamas and above routes are mostly situational. Their costs are high in practice and do not improve damage much over 2 Magatamas routes. Beyond 3 Magatamas, spending additional ones comes with diminishing returns. 4 Magatamas and above are rare aside from OD and Mugen combos. 5C>214A>2C> 9jc >TK j.214B> ADj.2C>6A>6B>5A>5B> hjc >j.B2AC> jc >j.Cj.214B> Delay ADj.2C>6A>6Bis a high-damage and meter efficient route. It provides great carry and and can be easily changed into a midscreen to corner route. This route can be a bit tricky, the AD has to be delayed a bit and thej.2Chas to hit while the opponent is slighly above Hakumen. If they are too low or too high, it won't be connect into6A. An alternative or back-up plan is to doj.2C>5Binstead. Very high damage 3 Magatama route with solid meter gain and corner carry. It works from a max range2B, but not further. Aj.2Ccan be added after2Cfor a bit more damage, but it's harder and distance specific. This is a fairly common5Croute as it forces crouching. In the corner, Hakumen's combos become considerably more threatening. His routes become much more meter-efficient and it is easier to end with the better combo enders. Hakumen has access to high-damage meter-efficient routes with6A>6B>5A>5B>9hjc>j.B2AC>9jc. Unfortunately, that route is character specific. The optimal okizeme enders are6B/Air hit5C. However, ending with them often requires adjusting the combo or shortening it. Combos that end withj.214Afor okizeme often deal more damage but are more costly. 2A>2B>623AA>6A>6B>5A>5B>9hjc>j.B2AC>9jc>j.2AC>j.214AIn the corner, Hakumen gains better air combo enders.5B>9hjc>j.B2AC>9jc>j.2AC>j.214Adeals more damage than the midscreen routes and provide a knockdown. 2A>2B>236B> IADj.2A>j.C>5C>6A>6BIn the corner, Hakumen has much easier time ending with6Bor5C. Those are better combo enders thanj.214Aand may lead to safejumps, meaties, high/low mixups... It doesn't work on: Rachel, Tager, Valkenhayn, Izayoi, Amane, Bullet, Hibiki, Naoto, Izanami. Delay 6B and/or 5A, j.B2AC as fast as possible on: Carl, Azrael, Susanoo, Mai, Jubei Delay 5A, 8jc, j.B2AC as fast as possible on: Celica. Overdrive is a key-piece of Hakumen's gameplan. It enables high damage routes while offsetting their Magatamas cost. This section only covers basic and practical OD combos. If you want more details about Overdrive combo theory or more routes. Check the Overdrive section later in the document. 5C> ODc >5C>41236C(1) >623A>6A>6B>214D> EAThis is a basic overdrive combo. A common mistake with this route is doing the214Dtoo late. The214Dhas to be buffered during6B." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "Midscreen/Anywhere:", + "text": "The following section list variations of the routes present in BnB, alternatives which require a few more Magatamas for a bit more damage and routes with more specific starters. They are usually less practical. Several combos are very similar but are listed for damage comparison." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "214A routes", + "text": "214Ais a practical combo filler that enables easy3Cand6Bknockdowns. If the opponent is crouched it combos into2Cand leads to the optimal air combo routes." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "623AA routes", + "text": "623AAis a reliable launcher that allows practical routes into air combo. It suffers from a 72P2 which often hinders the damage done by those. Regardless, it is still a very useful combo fillers for 1 and 2 Magatamas. More damaging variation but character and distance specific. Works on (Easy): Ragna, Litchi, Arakune, Hakumen, Nu, Tsubaki, Hazama, Mu, Valkenhayn, Relius, Izayoi, Amane, Bullet, Azrael, Kagura, Kokonoe, Terumi, Lambda, Hibiki, Nine, Naoto, Izanami, Susanoo, Es, Mai. 6A delay 6B(Hard, 6B/j.B whiffs otherwise): Jin, Bang, Noel, Rachel, Taokaka, Tager, Makoto. Doesn't work on: Carl, Platinum, Celica. || Highest damage variation but character and distance specific. Works on (Easy): Ragna, Litchi, Arakune, Nu, Tsubaki, Hazama, Mu, Valkenhayn, Relius, Izayoi, Amane, Bullet, Azrael, Kagura, Kokonoe, Terumi, Lambda, Hibiki, Nine, Naoto, Izanami, Susanoo, Es, Mai. 6A delay 6B(Hard, 6B/j.B whiffs otherwise): Jin, Bang, Noel,Tager. Doesn't work on: Rachel, Taokaka, Carl, Hakumen, Makoto, Platinum, Celica. ||" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "236B routes", + "text": "236Bis a versatile combo filler that leads to a wide diversity of route with varying damage ceiling and corner carry. Routes in which214Acan't be added can only be done with one move before236Bat best. 236B> IADj.2Cis a practical combo filler that leads to routes with high corner carry. 236B>6A>6Bis a higher damage variation but it has low corner carry. 236B> IADj.B>j.2Ais a situational extender. It often requires 3 Magatamas to be worthwhile." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "Counter hit", + "text": "6Band3Care two normals that do not combo into anything on normal but gain a great amount of hitstun on CH.6Bis invincible from frame 4 to moves with foot attributes and can be used to crush low or a a frametr.3Cis a very fast long range sword move, beware that it's very unsafe on block. The main route for them is2B>214A> IADj.B>j.2A. It is high damage and meter efficient. While this route is difficult, it's also the optimal one, so it's recommended to practice it at least for the characters the route works fairly well on. If it's too difficult, the3CCH section contains more2B>214Aroutes. It isn't possible to end some of those routes with hjc >j.B2AC> jc >Cas the combos are too long. 3CCH >2B>214A> IADj.B>j.2A>5C>5C>623AA>5B>j.B2A> jc >j.2AC2B>214A> IADj.B>j.2A>5Cis either fairly impossible or very difficult depending on the character. It is also impossible at certain range against a few characters. Delayingj.2Aand/or5Chelps adjusting the timing on a lot of characters. 6B CH main routes 3C CH main routes The combos below are alternative3CCH routes that are easier but not as efficient: 6A CH main routes 6Ais a situational frame-trap and punish. On CH, this move has a considerable amount of hitstun that leads to" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "4C routes", + "text": "4Cis one of Hakumen's best neutral route. It isn't special cancellable and only links into specials on CH. Moreover, it doesn't combo into214Aor623AAat max range. 4CCH >623AA> Slight Delay214A> 66 >6A>6B>5A>5B> hjc >j.B2AC> jc >j.CPractical4CCH route that works at far range. At closer range, a5Bhas to be added after623AA." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "6C routes", + "text": "6Cis a situational high damage DP punish move. It fatal counters and enables routes which are otherwise impossible due to the bonus hitstun. 6CFC >214A>2C>623AA>6A>6B>5A>5B>j.B2AC> jc >j.CPractical6CFC that works at most range. At closer range, a5Ccan be added for a bit more damage. Although there are more damaging routes for the same cost at close range (see the last combo in the table below.)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "Throws", + "text": "Forward throw Hakumen has a variety of throw routes available depending on the resources available. All the routes below are practical. Using one over the others often boils down to player preferences. Forward Throw > Walk back >2C>623AA>6A>6B>5A>5B>j.B2AC> jc >j.CBasic Throw combo. Decent damage for a low cost. Walking back is necessary otherwise623AAwill whiff. It's universal, but the timing is strict on Mai, Naoto and Celica. Back throw Back Throw >623A>6A>6B>5A>5B> hjc >j.B2AC> jc >j.CBasic and simple Back Throw combo. The6Ahas to be delayed a bit otherwise the6Bwill whiff. There is aslighly better route for the same cost but a bit more difficult (see the table below). Air Throw Hakumen has 3 main air throw routes depending on the heights. Air Throw >j.Borj.2Ais the most practical one and works at most height. Air Throw >j.2Conly works if the opponent is very high but is more meter efficient. Air Throw >2Aonly works if the opponent is very close to the ground. Air Throw >j.2A>5C>623A>6A>6B>5A>5B>j.B2A> jc >j.2ACThe most common airthrow combo. Stable and available most of the time." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "Drives", + "text": "Drives are very short starters, as such the combos after them are limited. The routes below are the easiest and/or most meter efficient. 2D>623AA>5B>j.B2A> jc >j.2ACBasic2Dcombo. This also works with5Das a starter. Since drives are very short starters, it isn't possible to do the hjc air combo ender." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "Specials", + "text": "Hakumen's specials are sometimes used as combo starters. They are either solid in neutral (623AA,214D), used for mix-up purposes (236B/41236C) or are used defensively (j.214B,j.214C). Some specials also have unique combo routes if they are done as combo starters. j.214ACH >j.2A>5C>623A>6A>6B>5A>5B> hjc >j.B2AC> jc >j.Cj.214Ais a key part of Hakumen's air neutral game as it has an excellent vertical hitbox. It also has projectile properties and can beat dedicated anti-airs. This route is arguably the most practical and usefulj.214ACH route." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "Anti-air", + "text": "5A and 2C are Haku's two main anti-airs. 5A has a decent vertical hitbox and only has 5 frames of start-up. 2C is invincible to air moves and boasts a great vertical and horizontal hitbox. However, the invincibility kicks in late and the move is heavily punishable on whiff. Use them according to the situation.For more details here is the beginner guide's section about AA. AA2CCH > Fallingj.2C>6A>6B>5A>5B> hjc >j.B2AC> jc >j.CPractical and high damage2CCH anti-air punish. The opponent has to be slightly above Hakumen when thej.2Chits." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "Air-to-air", + "text": "Bothj.Bandj.2Ahave amazing hitboxes and act as great air-to-air. If close enough to the ground, a CH isn't necessary. However, this is pretty rare.j.2Cis slow and is easy to anti-air, but as an even bigger hitbox thanj.Bandj.2A. Due to its recovery it, most of the time, only combos into5Aon air hit. Air-to-airj.A>j.B>j.214B> Delay ADj.2C>6A>6B>5A>5B> hjc >j.B2AC> jc >j.CPractical air-to-airj.Aconfirm. The airdash has to be more or less delayed depending on the height." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "Combo enders", + "text": "In the corner, Hakumen possesses three main combo enders. …5A>5B> 9hjc >j.B2AC> 9jc >j.2AC>j.214A …5A>j.B2AC> Land > 9jc >j.2AC> 9jc >j.2AC>j.214A … Delay5A>j.B2AC> Land >623AA>6C>5C The first route is the simplest and works on the entire cast. The exceptions are Hakumen, Celica, Kokonoe, Hazama and Terumi but only if the combo is too long. It can be fixed on Celica by doing 8hjc instead. The other routes deal more damage and have a higher meter gain. However, they are highly character specific. Doesn't work on: Rachel, Tager, Valkenhayn, Izayoi, Amane, Bullet, Hibiki, Naoto, Izanami Delay6Band/or5A,j.B2ACas fast as possible on: Carl, Azrael, Susanoo, Mai, Jubei. Delay5A, 8jc,j.B2ACas fast as possible on: Celica. Land > 9jc >j.2Aworks but623AAwhiffs on: Carl, Bang. 2A>2B>623AA>6A>6B>5A>j.B2AC> Land >9jc>j.2AC>9jc>j.2AC>j.214A6A>6B>5A>j.B2ACis a practical and versatile corner route. It is character specific (see the corner section for more details). Against some characters delaying the6Band/or5Ais either necessary or makes the route easier. Although this route is character specific, it works on a vast majority of the cast, add decent damage and is more versatile. It is definitely worth learning. 2A>2B>623AA>6A>6B>5A>j.B2AC> Land >623AA>6C>5CThis variation of the character specific route leads to5Cknockdown. With shorter combos or better starters, it is possible to get6C>6A>6Bfor a bit more damage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "Basic corner combos", + "text": ": Doesn't work on Hakumen, Hazama, Kokonoe, Terumi, Celica" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "6B enders", + "text": "6Band air hit5Clead to better okizeme in the corner. For more details, check thecheck the okizeme section." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "2C > j.C > 9jc > Delay j.2AC", + "text": "2C>j.C>9jc> Delayj.2ACis an advanced low meter corner combo that leads to high damage for its cost. It's difficult on Tager, Valkenhayn, Izayoi, Hibiki and Naoto and doesn't work on Bullet and Izanami. Forward Throw >2C>j.C>9jc> Delayj.2AC> Land >9jc>j.C>9jc>j.2AC>j.214AHigh damage meter positive throw route. This route may require a bit of practice. The timing of the delayj.2Ais quite precise and may require a bit of practice. Land >9hjc>j.2Aj.Cis also doable for a bit more damage but is bit harder to do." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "Midscreen to corner", + "text": "Midscreen, after an Air hit214Aor a TKj.214Bit's possible to adjust the combo if the opponent reaches the corner. This can lead to stronger combos or better okizeme. As far as okizeme is concerned, ending with6Bis the best choice. It doesn't require any additional Magatama but often implies sacrificing damage. … > Air hit214A> IADj.B>j.2A>5C>6A>6B … > TKj.214B> IAD j.C>5Cor6C>6A>6B Air combo enders are also possible to deal a bit more damage but thej.214Ais significantly worse. … > Air hit214A> IADj.B>j.2A>5C>2C>j.B2A> jc >j.2AC>j.214A … > TKj.214B> IAD j.C>5Cor6C>2C>j.B2A> jc >j.2AC>j.214A 5A>j.B2ACis a character specific route that deals more damage than the route above and may end with6C>5Cfor better okizeme. … > Air hit214A> 66 >6A>6B>5A>j.B2AC> 9jc >j.2AC> jc >j.2AC>j.214A … > Air hit214A> 66 >6A>6B>5A>j.B2AC>623AA>6C>5C … >j.214B> IADj.2C>6A>6B>5A>j.B2AC> 9jc >j.2AC> jc >j.2AC>j.214A … >j.214B> IADj.2C>6A>6B>5A>j.B2AC>623AA>6C>5C 2B>236B> IAD Delayj.2C>2B>214A> IADj.B>j.2A>5C>6A>6BMidscreen to corner236Bconversion. Thej.2Chas to be delayed significantly to combo into2B." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "Back to corner", + "text": "Hakumen's main way to corner swap is with236B>623A> (sideswap)6A/6C/5C. While fairly expensive, it leads to high damage and is easily made accessible with wake-up OD. 2A>2B>236B>623A>6A>6B>5A>j.B2AC> Land > 9jc >2AC>2AC>j.214ABasic and practical back to corner combo. As usual, the6Ahas to be delayed a bit. : Doesn't work on Hakumen, Hazama, Kokonoe, Terumi, Celica Another common way to sideswap is with5Dand2D. This is usually done to deal with the opponent's pressure or okizeme option. They both lead to reliable damage and are" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "Overdrive", + "text": "Hakumen boasts one of the strongest overdrives in the game. It drastically increases his meter gain meter and gives access to high damage combos. EA is also practical combo ender and deals high damage while in active flow. It is difficult to establish a list of optimal overdrive combos as they are heavily dependent on the amount of meter available and remaining life upon activation. Additionally, some combos may deal more damage but leave Hakumen with less magatame at the end of the combo. A compromise thus has to be found if the combo doesn't kill. At last, while EA triggers AF or may deal high damage while it's active, it leads to poor okizeme. In the corner, it's possible to freely roll forward to get out. With a few exceptions, overdrive combos follow a similar pattern: Starter > [High damage specials]*n > [Special >5C]*n > EA In order to maximize damage, high damage specials with very good P2 (41236C,j.214C, CT) are often early in the combo. While they are expensive, their cost is offset by overdrive's high meter gain. Raw OD Time: 100 - 91%: 4s 90 - 82%: 4.5s 81 - 73%: 5s 72 - 63%: 5.5s 62 - 54%: 6s 53 - 45%: 6.5 44 - 35%: 7s 34 - 0%: 8s OD >5C>41236C(1) > CT(charged) >6C>632146C(wave) >623A>6A>6B>214D> EARaw overdrive into41236Csample combo. In overdrive,632146C's wave causes a wallbounce midscreen enabling high damage combos. The632146Chas to be delayed a bit otherwise the sword hitbox will hit instead of the wave. The main overdrive combo starter are as followed: OD cancel: Drive starter: Raw OD: After5C: The remaining part of the combo is where it gets tricky. Depending on how much OD time and meter is left, it's possible to further extend the combo. The core idea is to repeatedly loop5Cfollowed by special moves. The main way to extend the combos are: ... >5C>236B>5Cor [6A>6B] > ... ... >5C>623A>5Cor [6A>6B] > ... ... >5C>214A>623A>5Cor [6A>6B] > ... And the end the combo with5C> EA or6A>6B>5A/214D > EA.6A>6BIn the corner, another common combo ender is6A>6B>214D>632146C>623A>5C> EA. In order to adjust the combo, it is recommended to check how much meter and OD time is left after every5Cto make sure it's possible to extend the combo and being able to end with EA. The basic combo enders and how much time they require as followed: The following enders are combinations of the multiple enders listed above. It is not necessary to learn them by heart. They are here to provide an idea on how to articulate them and highlight how much time they take. Forward Throw > ODc >6C(level 2) >5C>214A>5B> TKj.214B> AD >j.C>5C> EAThrow into overdrive is unburstable and lead to reliable sources of damage even with low Magatama. Forward Throw > ODc combos into6C(level 2) which is one of Hakumen's best combo filler normal as it deals high damage and has an excellent proration. Throw is a short starter and has a fairly bad P2. As such, the very expensive OD routes do not add that much damage compared to the low meter routes. Therefore, this route is overall an excellent compromise. Midscreen: Corner: Back to corner: Any corner combo ending withj.C>5C> … can be canceled into OD to deal a lot of damage and end the round. 2B>236B> IADj.2A>j.C>5C> ODc >6C>6A>6B>214D>632146C>623A> EABasic combo late overdrive cancel to go into super and EA. Often done at the end of a round if the opponent is low enough on health and close too getting burst back." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "Mugen", + "text": "Aside from overdrive, Hakumen has a situational comeback mechanism in the form of Mugen (214214B). Costing 8 Magatamas and lasting ~7 seconds, it allows Hakumen to perform specials and supers without spending Magatamas and removes their same-move proration. This makes Mugen combos extremely deadly, capable of hitting in the ten thousand with a good starter. However, it suffers from several flaws. First of all, there are only a few ways to combo into Mugen since it has a lot of recovery. Namely,6ACH and a fully charged6C. As such Mugen is often activated in neutral. Unfortunately, this means the opponent can just run away from Hakumen while Mugen is active or punish it during the start-up. Alternatively, it is possible to end a combo with3Cor6Bwith 8 Magatamas and cancel them into Mugen. Mugen is almost always combined with overdrive. OD freezes Mugen's meter depletion while it is active, making it last a lot longer. Additionally, this makes Mugen combos unburstable. Similarly to OD combos, most Mugen combos follow a similar pattern: Starter > Loop with41236C> combo ender. 6ACH >214214B>236B> (41236C>623A)x8 >41236C>632146C>623A>632146C(41236C>623A)xN is the main Mugen combo filler. It isn't too difficult but requires a bit of practice to get the rhythm down. The main Mugen combo ender is632146C, if Overdrive active it is also possible to time a OD632146C>623A>632146Cor OD632146C>632146Cbefore OD ends." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "Starter", + "text": "The starter is essentially anything that can lead into41236C. 6ACH >214214B>236B>41236C(1) > ... 6C(level 3) >214214B>5C>41236C(1) > ... Following41236C(1), the loop can be started." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "Loop", + "text": "In CF2, there are 2 major Mugen loops. They both provide high damage and great corner carry. 41236C(1) >623A>41236C(1) > … The more damaging one, but is slightly harder to do. Practicing it a lot on both sides of the screen is recommended as it is not necessarily easy and dropping it a match will often result in a round loss. 41236C(1) >214D>41236C(1) > … It takes more time than the other route, as such fewer loops are doable and it deals less damage. Its selling point is it's execution. This loop is extremely easy to do and is consistent. Mugen combos are combos that must not be dropped as the stakes are very high. It's mostly practical when a 10k combo isn't required to kill but only 6~8k.. In Mugen, supers do not cost anything either, which means that Shippu (632146C) is an ideal combo ender when nearly out of Mugen as it will deal 1000 minimum damage once, and 200 if used multiple times. Moreover, OD Shippu and regular Shippu count as different supers and will both deal 1000 damage each if used consecutively. As such, one of the best ways to end a Mugen combo is to use632146Cwhile nearly out of OD and follow it up with a regular632146C. … >41236C(1) > (0.1s~0.5s) OD632146C>623A>632146C" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "Execution tips", + "text": "The following routes are universal: 236B> IADj.2C>2B 236B>6A>6B>2B 236B>6A>6B>5A>5B 236B> IADj.2C>2B>214A> 66 >5B 236B>6A>6B>2B>214A> 66 >5B 623AA>5B> hjcj.B2AC> jc >j.C [Crouching]214A> 2C > hjcj.B2AC> jc >j.C [Corner]6A>6B>5A>5B> hjcj.B2AC> jc >j.C A bit tricky, the AD has to be delayed a little and hit withj.2Cat a precise height. The opponent has to be slightly above Hakumen when thej.2Chits. If they are too low, it won't link into6A. The airdash has to be done as early as possible and thej.2Chas to be delayed a little, if done too early Hakumen will land to late and there won't be enough hitstun to hit with2B. 6Ahas to hit the opponent at a certain height, above6Bwill whiff, below2Bwon't hit. Advanced midscreen route that is heavily character and distance specific. Works on (Easy): Ragna, Litchi, Arakune, Hakumen, Nu, Tsubaki, Hazama, Mu, Valkenhayn, Relius, Izayoi, Amane, Bullet, Azrael, Kagura, Kokonoe, Terumi, Lambda, Hibiki, Nine, Naoto, Izanami, Susanoo, Es, Mai. Delay 6A (Hard, 6B/j.B whiffs otherwise): Jin, Bang, Noel, Rachel, Taokaka, Tager, Makoto. Doesn't work on: Carl, Platinum, Celica. Advanced midscreen route that is heavily character and distance specific. Works on (Easy): Ragna, Litchi, Arakune, Nu, Tsubaki, Hazama, Mu, Valkenhayn, Relius, Izayoi, Amane, Bullet, Azrael, Kagura, Kokonoe, Terumi, Lambda, Hibiki, Nine, Naoto, Izanami, Susanoo, Es, Mai. Delay 6A (Hard, 6B/j.B whiffs otherwise): Jin, Bang, Noel,Tager. Doesn't work on: Rachel, Taokaka, Carl, Hakumen, Makoto, Platinum, Celica. The214Aneeds to be delayed against Valkenhayn, Azrael, Kagura and Mai. A near universal timing at close range is214A> Delay 8jc > AD >j.B>j.2A; it's a bit harder to do but it works on everyone except Kagura. To practice the timing, try that route on Litchi or Izanami. See the the character specific table in the section below for a list of the easier/recommended timings. Doesn't work on: Rachel, Tager, Valkenhayn, Izayoi, Amane, Bullet, Hibiki, Naoto, Izanami. Delay6Band/or5A,j.B2ACas fast as possible on: Carl, Azrael, Susanoo, Mai, Jubei Delay5A, 8jc,j.B2ACas fast as possible on: Celica." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Combos", + "title": "Hakumen", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo/Frame_Data", + "title": "Susanoo", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo/Frame_Data", + "title": "Susanoo", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo/Frame_Data", + "title": "Susanoo", + "section": "System Data", + "text": "Backdash animation is 31F total, but the last 9 frames are cancellable into any action" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo/Frame_Data", + "title": "Susanoo", + "section": "Drive Moves", + "text": "On hits that unlock, hitstop becomes 20F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo/Frame_Data", + "title": "Susanoo", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo/Frame_Data", + "title": "Susanoo", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susanoo/Frame_Data", + "title": "Susanoo", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Resources", + "title": "Yuuki Terumi", + "section": "Intro", + "text": "This page is Yuuki Terumi's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Resources", + "title": "Yuuki Terumi", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here. Yuuki Terumi Beginner Guide By DGF Terumi Heat Values Japanese Name: ユウキ=テルミ Japanese Wiki Japanese BBS Arcade Profile Dan Rankings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Resources", + "title": "Yuuki Terumi", + "section": "Videos", + "text": "These videos will at least give you the basic rundown on how Terumi is usually played in Blazblue. BBCF2 Terumi Beginner Guide by DGF BBCF2 Terumi Basic Combos by Meno BBCF2 Terumi combos by Hentaitop BBCF2 Terumi Overdrive Combos by DGF Part 1 BBCF2 Terumi Overdrive Combos by DGF Part 2 BBCF2 Terumi Oki Examples by DGF BBCF2 Yuuki Terumi Rapid Cancel into 6B and J.C Followups part 1 By DGF BBCF2 BBCF2 Yuuki Terumi 6C RC 6B J.C Followups part 2 By DGF Meter Gain and Cooldown by Fame96 BBCF2 Terumi Combo Primer Part 1 By Fame96 BBCF Terumi Combo Primer Part 2 By Fame96 BBCF2 Terumi 6C RC Primer by Fame96 BBCF2 Terumi Crush Trigger Primer by Fame96" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Resources", + "title": "Yuuki Terumi", + "section": "Notable Snake Players", + "text": "Will Update this as needed in the Future" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Resources", + "title": "Yuuki Terumi", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Resources", + "title": "Yuuki Terumi", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Resources", + "title": "Amane Nishiki", + "section": "Intro", + "text": "This page is Amane Nishiki's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Resources", + "title": "Amane Nishiki", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here. Bode's Amane Combo Theory Mega Thread Matchup Guide Japanese Name: アマネ=ニシキ Japanese Wiki Japanese BBS Arcade Profile Dan Rankings Color Palettes on https://blazblue.wiki" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Resources", + "title": "Amane Nishiki", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Introduction Video on Amane" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Resources", + "title": "Amane Nishiki", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Resources", + "title": "Amane Nishiki", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Amane_Nishiki/Resources", + "title": "Amane Nishiki", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Resources", + "title": "Platinum the Trinity", + "section": "Intro", + "text": "This page is Platinum the Trinity's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Resources", + "title": "Platinum the Trinity", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here. Platinum Guide(Incomplete as of 04/19/21) Japanese Name: プラチナ Japanese Wiki Japanese BBS Arcade Profile Dan Rankings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Resources", + "title": "Platinum the Trinity", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Resources", + "title": "Platinum the Trinity", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Resources", + "title": "Platinum the Trinity", + "section": "Players to Watch", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Resources", + "title": "Platinum the Trinity", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Platinum_the_Trinity/Resources", + "title": "Platinum the Trinity", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "Overview", + "text": "Tsubaki is awell-rounded characterwith potent rushdown capabilities and several tools enhanced by her Drive. After charging her install gauge, Tsubaki can perform enhanced versions of her specials which can be used to extend combos or pressure, or strengthen her already solid neutral game. She has a good poke, great mobility with her extremely fast run and huge airdash, and specials that allow her call out a variety of attacks from her opponent. On offense Tsubaki has very powerful stagger pressure. She has whiff cancels that move her forward, large stagger windows on most of her normals, and a multitude of good lows complimented by an unreactable command throw. Tsubaki does good average damage without resources, but can do incredible amounts of damage off of most hits with stocks available. All of Tsubaki'sBandCnormals are two-stage attacks, after using any of these normals, you can input the same normal again and get a second attack. You can do this on hit or block as you'd expect, but you can still cancel for up to 8F after the previous move's active frames end, even if you missed. This allows most of Tsubaki's normals to be potential frame traps with delayed cancels. Tsubaki has a unique resource called the Install Gauge. She starts each round at 0 charges (usually called stocks) and can hold a maximum of 5 charges. Pressing5D,2D, orj.Dwill cause her to charge this gauge. Tapping theDbutton will charge it by about 1/5th of a stock. Holding theDbutton continues the charge. It takes 2/3 second (40 frames) to fully charge a stock. Certain situations will affect the charge rate. Usingj.Dat certain heights will slow down the charge rate after gaining about 1/2 a stock. After using certain specials, Tsubaki can charge at a briefly increased rate for a short burst of stock gain. Tsubaki can spend a charge (also called a \"stock) of this meter to perform enhanced versions of her specials with theDbutton. TheDversions of her specials have properties that can lead to new mix-up options, higher damage, and combos. Gaining and using stocks effectively is key to success with Tsubaki. Tsubaki automatically charges the Install Gauge at a set rate during OD. Stocks charge at about ~1 stock per second (166 units per frame). Charging the Install Gauge manually will add to this as normal. Charge cancelling recovery is shortened during OD, which makes her more advantageous on block and allows her to link slower moves after an air charge cancel. All of her normals can be OD cancelled except3Cand3CC." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "Normal Moves", + "text": "All of Tsubaki's normals, besides5A/2A, are air unblockable. All followups are available on hit, whiff, and block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cancels into itself up to 3 times, even on whiff Standard jab which hits crouching opponents so it's very useful as a pressure tool, but lacks range. It's useful for setting up throws, her command grab or for scoring throw reject misses. Also, delay-cancelling5Ainto any of her other fast normals (5B,2B, or5C) is a great way to frame trap against mashers. This normal is especially useful against those who are trying to keep you out with barrier, as it allows for stagger pressure with micro-dashes. You might find yourself using this in combos at times because it's easier, but it does slightly mitigate the overall damage dealt." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tsubaki's best poke. Great balance of range, speed, on top of being jump cancellable. You have a high/low mixup with6Aand6B, which provides a max-range confirm, though damage is low without a stock for22D. Use this normal with caution however, because several characters have normals which can low profile it. Examples include Hazama's3C, Bullet's2B, Taokaka's2B(She can also crawl under it) and Platinum's2B. Still, it is a must-use normal in Tsubaki's repertoire as it is her best poking tool. Whiff cancellable into 5BB from frame 15 (first frame of recovery)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "5BB", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Follow-up to5Bthat moves Tsubaki forward; Delay-able, so it's useful for frame traps. It can whiff if5Bhits too far which can leave you open to an attack. It's difficult hit confirming with5BBsince you're unlikely to hit with5BB'raw'.5BBstill offers a high/low mixup but without careful attention to spacing, you will find yourself whiffing this normal often, so you will want to use5B>6Bwhen uncertain if5BBwill connect.5BBadds some proration to combos, so if you can master the hitconfirm, it can be better to use5Balone or followup into5CC. Inputting5B6Bquickly will prevent5BBfrom coming out on whiff, while still gatling into6Bon hit, which is useful for avoiding unwanted5BBwhiffs" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 5Chas less range than5Band is not jump cancellable (even on hit) so is less used in neutral, but it shares5B's traits of being charge cancellable, special cancellable and air unblockable. It mostly serves as blockstring/combo filler, but can also be used as a frame trap by delaying it after5B/5BB/2B, and is a strong punish normal, being quick, with good proration, and comboing into6Con CH. As it only has 8F of startup, it can be a strong punish normal after using Overdrive Raid through an opponent's slow attack. ODR →5CC→6BBtakes long enough for you to gain 1 stock, opening up the option for a623Dconfirm or Mugen confirm (if you have the meter for it). Whiff cancellable into 5CC from frame 11 (first frame of recovery)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "5CC", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fatal Counter Followup to5Cand often used as combo/pressure filler. Delay-able, which makes it a strong frame trap that confirms nicely into6Con CH for huge damage. Remember5C(C) →6Ccan only be done on hit, so a nice OS you can use is5CC→6C+B. On block you get6B, and if5CChits -6Ccomes out, but be aware that it's only a combo on CH. This is also Tsubaki's heaviest normal with varied cancel options: it's neutral on block when charge cancelled, and the6Bcancel leaves no gap unless IB'd. The Fatal Counter is quite difficult to hit in neutral, since it requires5Cto whiff and takes a total of 23 frames to come out. Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cancels into itself 3 times, even on whiff Standard crouching jab which is very good when used to initiate pressure/jab out. It's slightly more advantageous than5Aso it's better for pressure, but slightly slower. You can also use this to set up tick throws and command throws, making it a valuable asset to your pressure. You can use2Ato begin your mixup or fish for hits if you're using stagger pressure. 2Acan be used to pick up knocked down opponents, which has a variety of applications, such as usingj.214Dto extend air combos midscreen. The fact that it OTGs also means that using it after a proper knockdown can threaten a blue beat combo extension if the opponent opts not to neutral tech and it is fairly good for catching rolls due to its extended lower hitbox." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Hits low and is a standard blockstring/combo filler that gatlings into2BB,6A,6C(no use),2Cand5Con hit and block. Not especially fast considering its short range but short recovery and good hitbox structure makes it a viable counterpoke in neutral, especially against opponents that try to target5B. You can chain to the overhead6Aor to2BBas an additional low as a simple mixup. Good cancel options, short hitstop and being -1 on block makes2Ba good pressure reset point.2Bdoes not scale damage very well, and should generally not be used as combo fodder for that reason. After ending a combo with a hard knockdown, you can dash and use this normal to cross under an opponent that immediately neutral techs. By applying a slight delay you can also opt not to cross them up which provides some good mixup potential. If they don't tech you can followup2Binto an air combo and extend the corner carry. Whiff cancellable into 2BB from frame 14 (first frame of recovery)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "2BB", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An additional low hit, moves Tsubaki forward and can be delayed slightly to provide another frame trap with decent reward, or cancelled into immediately to target movement or reversal attempts. Useful as a threat of a second fast low to back up2B's potency as a pressure reset/mixup point, while also keeping you relatively close to the opponent. The forward movement on2BBgives it more effective range than2Balone, when5Bgets blocked just outside of2B's range, it's possible to whiff cancel2Binto2BBto preserve some strong gatling options and maybe confuse the opponent. Like5BB,2BBreduces overall combo damage as compared to confirming into5C, which is something to keep in mind after confirming a previous hit. Gatlings into5B,5C,6Cand2C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tsubaki's dedicated Anti-air. Tsubaki crouches low and hits upwards. Staggers on ground CH and can be followed up with a fallingj.Cafter jump cancelling2C. Can be confirmed easily on air hit with the followup2CC, 236/214 series or by jumping/super jumping and using an air normal depending on the height.2Conly gatlings into2CCon block so it's better to jump/special cancel or avoid the followup entirely as it's mainly used for combo filler. Decent recovery, crouching state can make it hard to punish from the air. 2Cis a great move for catching opponents that approach in the air at an angle due to its diagonal shape, but it is sometimes useless against characters that have air moves that allow them to hit from directly above or behind you as2Cwill whiff easily, unless it clips a very extended hurtbox. If2Cis used on a juggled opponent that is close enough to the ground, the opponent will not be able to tech before they land which allows this move to be used as a combo ender in some cases to provide a knockdown. Because it is both jump and special cancellable, it can be used to set up oki with421A/Dor the blade super and proper safejumps in the corner with correct jump cancel andj.Ctiming. Cancellable into 2CC (including on whiff) from frame 18 On CH Crumple Duration 48F, Crumple Fall 73F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "2CC", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Followup to2Cthat launches both grounded and airborne opponents, hitbox is very vertical, so be careful of whiffing it. Gatlings into5Cif5Chas not already been used. Can catch an opponent falling into it after2Cwhiffs, but the lack of any head invul may become a liability when directly contested. Jump and special cancels makes2CCsafe on block, but the 29 frames of recovery on top of the narrow hitbox make this normal very punishable when misused." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 110% Bonus Proration Fatal counters. Forces crouch. Tsubaki's standing overhead,6Aleads to fairly sizeable damage and corner carry, but is quite slow and short ranged compared to many other standing overheads. Take care to avoid being predictable when using this normal because it is easy to get grabbed or mashed out of even if you gatling out of another normal. If6Ais blocked it gatlings into5Cwhich is air tight even on IB, so even if the6Ais blocked you can charge cancel the5Cwhich gives you another chance to open up the opponent.6Ais a good spot for an OD cancel so you can trap your opponent's burst, but the downside is that the confirm is pretty tight. On FC, you can do6A→5CC→6CCinto a variety of followups, with IADj.CCbeing the most common option. Bonus Proration 110% Fatal Counter Forces crouching on hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Standing Low Steps forward a lot during its early frames, making it good for kara-throws, but6Cis better. Tsubaki spins then does an advancing low kick which unsurprisingly, hits low, making it a standing low. The slow startup of this normal makes it a natural frametrap from5B,5BBand5C. On CH, it causes the opponent to trip, which can be confirmed into a full combo with2Bor6BB→214B. This normal's greatest feature is converting from5Bat any range on any grounded hit, and allowing it to catch people trying to jump out after5B/5C; However, it is not plus on block, making it a somewhat riskier place to reset pressure. Cancel options are limited to only6BBand specials, which still lets you threaten and reset pressure, but also opens up more opportunities for the opponent to contest, especially with good IB usage. In general, the safest way to end pressure after committing to6Bis6BB→421A. 6Bcan be used to catch backward rolls after22Bandj.236A→j.214Aenders. A common roll catch route would be6BB→214B. Cancellable into 6BB (including on whiff) from frame 20" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "6BB", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The followup to6Band another low attack.6BBmostly serves as a threat to deter mashing after6B. Unsafe if blocked but difficult to punish if used at max range. Only cancels into specials. On air hit,6BBcauses a long float state than can be confirmed with214B,22B,623Dfor damaging combos. Mostly happens after CH6Bor roll catch." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll High damage combo tool, key for some of Tsubaki's most dangerous routes. Steps forward a lot during its early frames, making it good for kara-throws. Whip-based attack that hits multiple times. Cancels into6CCand specials on block, jump cancelable on hit. The single best combo starter on normal hit, about tied with5CCon counterhit.6C's combo prowess comes from its large base damage, low damage scaling and massive hitstun. Slow startup means6Cconnects from a few specific moves, notably CH5B/5C,421D→236D, air throw and other combo routes that set it up correctly. This move can also help close distance in pressure against opponents who abuse barrier, but it is not jump cancellable on block so pressure can be ended safely by cancelling into421Aor22B. Cancelling into421Acan be used to extend pressure if the opponent insists on staying grounded since you can run in while the opponent is blocking the projectile. This special cancellability can also be used to get in sneaky command grabs effortlessly if the opponent does not use barrier while6Clands. You can perform kara throws with this move by inputting6C~Bin quick succession (A 3 frame window). Tsubaki will say the voice line for6Cand will appear to step forward and perform a grab. Kara throws allow Tsubaki to threaten grabs outside of normal range. Cancellable into 6CC (including on whiff) from frame 33" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "6CC", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 110% Bonus Proration Followup to6Cwhere a sword shoots upward from the ground. Heavily unsafe if blocked, with no options except rapid cancel, so avoid using in a blockstring. There is a small gap between6Cand6CC, so it can be used as a frame trap, but there are definitely much better options. Can be used after6Cto continue the combo. If done at the beginning of a combo, the amount of untech time after the launch guarantees thatj.Cwill connect after an IAD for good damage and corner carry.6CCwill not always boost combo damage, since its base damage is not the best and the launch is not always desireable after6C, varies per combo. Bonus proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fatal counters. Followup possible from the start of the move until 8F after active frames end. Can even cancel before this move goes active Tsubaki's slide/sweep which travels a fair distance but does not low profile much since Tsubaki's head sticks up and has a hurtbox. Can only cancel into3CC, but it can be done at any point during3C, even before it goes active. The many active frames mean that getting blocked near the end of the slide is often safe. Can combo with no requirements, leads into good damage. Fatal Counter Whiff cancellable into 3CC from frame 18 (first active frame)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "3CC", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Fatal counters. In the air 23~31F. Launches the opponent into the air after3C. Head invul from the very first frame until the first active makes3CCa legitimate anti air, on top of the very tall hitbox. This can be used to trick your opponent into thinking they can punish you after3C, however if this followup is blocked you will be vulnerable to attacks. It does have a slight pushback effect so certain characters may have difficulty trying to punish it if they don't have a fast normal with decent range. Do not abuse. Important combo filler to launch opponents after3Cto confirm into combos. Ending a combo with this normal gives you enough time to set up a safejump. Fatal Counter Airborne from frame 23 Airborne recovery can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Small air jab. Used for its speed that makes up for the small size. On block, it's useful for applying air pressure or setting up aerial tick throws/throw reject misses." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Horizontal normal, used in air combos and neutral. This makes a better air to air normal thanj.Ato contest air space, since it has more range and comparable speed. Not bad as a jumpin either, good balance of speed, size and hitstun. Plays a very important role in confirming off random anti air hits thanks to its speed. Usually cancelled intoj.BBorj.Cfor pressure and combos. Cancellable into j.BB (including on whiff) from frame 12" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "j.BB", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Followup toj.B. Can be delayed, and has a hitbox above Tsubaki. Lifts the opponent above Tsubaki so it is great for adjusting relative air spacing during air combos for the sake of advantageous knockdowns. Also a good air-to-air since it covers an uncommon angle and comes out quickly afterj.B, but you still need to be quick on the draw to get this to win." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The go to normal for air to ground offense. This is Tsubaki's longest range air normal and sports the best downward hitbox out of all them, exceptj.CC. Can combo afterj.Band its followup. If you're close enough to the ground,j.Ccan connect to5A,5B, or5C. With a CHj.Clanded on an airborne opponent regardless of distance off the ground, you can go into a full combo if you catch the opponent so long as you hit the ground first. As an air-to air, its slightly slower speed and standard size make it kind of average, but its strength comes when you're above the opponent or score a hit. On block, you can delay the followupj.CCto add more overhead pressure, but this can worsen your frame advantage due toj.CC's halted momentum. Cancellable into j.CC (including on whiff) from frame 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "j.CC", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Followup attack toj.C. It is mostly used in combos afterj.C, or for an added overhead after a blockedj.C. The short hop that she does can be used as both a mixup and a frame trap after aj.Cthat is done very close to the ground, but can be dangerous at other times as it can be low profiled due to the lack of a deep reach likej.C. It can also be used in neutral to cover aj.Cwhiff usingj.CC's sweeping hitbox. Has the most blockstun out of every air normal, but the extra air time can severely limit pressure/combo options when pressed from too high up. High attack level works well with charge cancel, which lets you frame trap with fallingj.Aorj.B. On hit, if you cannot land in time, combo intoj.214Binstead." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "Drive Moves", + "text": "Numbers in brackets indicate values during Overdrive." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll CH state for the duration of the move Hold D to continue charging After the minimum duration, charging returns to the normal rate. Aside from Overdrive and63214C, this is the main way to charge stocks. While Tsubaki does not need stocks to play her game, the fast charge gain and short recovery let you use this frequently in neutral. This often comes at the cost of space control, so avoid charging when in immediate danger or when the opponent can use that time to start pressuring you. The fastest possible charge cancel will build 1/4th of a stock. On hit, some specials can be charge cancelled as well, which lasts slightly longer and builds half a stock instead. Tsubaki can cancel into this move from many of her normals. This is commonly called a \"charge cancel\". Charge cancelling allows Tsubaki to effectively improve the frame advantage of her stronger attacks with higher blockstun and longer recovery, allowing for stronger and safer stagger pressure. The minimum total duration of5Dis 18 frames, which is short enough to make her punishable attacks safer, or 14 frames during OD, which can allow her to even be plus off certain attacks. Below is a comparison of each attack's advantage with and without charge cancelling: Listed startup is frames until gauge is gained No maximum hold duration Values in [] are in OD Minimum total duration 18F [14F] Active time refers to when Install gauge increases First 4 frames charge at 500 units frame normally, then 250 units per frame thereafter If special cancelled, the rate is 1250 for the first 4 frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Behaves the same as5D, but crouching. 2Dsees much less use than5Dbecause getting hit will result in a crouching counter hit, often extending the opponent's combos. Listed startup is frames until gauge is gained No maximum hold duration Values in [] are in OD Minimum total duration 18F [14F] Active time refers to when Install gauge increases First 4 frames charge at 500 units frame normally, then 250 units per frame thereafter If special cancelled, the rate is 1250 for the first 4 frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Causes forced landing recovery, which is applied even after pressing buttons or blocking in the air. Charges 1/2 a stock at an accelerated rate, then very slowly for the other 1/2 charge, then charge rate becomes inversely proportional to height. Stops Tsubaki's movement and momentum. Cannot be performed instantly while rising from a ground jump. j.Ddecreases her falling speed, so it can be good for avoiding AAs or the opponent's projectiles depending on their trajectory. Even if started high in the air, Tsubaki's charge speed will increase as she descends. Has fairly short recovery when landing recovery is not accounted for, so it can actually be used to extend air combos by charge cancellingj.Corj.CCand then linkingj.Aorj.Bdirectly afterj.D's recovery ends. In Overdrive, the reduced recovery allowsj.Candj.CCto be linked to anotherj.Cwhich slightly increases combo damage. This requires tight spacing and can only be utilized if you haven't used an air option. However, it does get you lots of charge mid-combo. Listed startup is frames until gauge is gained Values in [] are in OD Active time refers to when Install gauge increases First 4 frames charge at 500 units frame normally If special cancelled, the rate is 1250 for the first 4 frames Afterwards the rate varies on height: 50/f above 500,000 units, 200/f if above 400,000, 250/f if above 200,000 and 350 otherwise. Landing recovery is applied when move reaches frame 4 If Tsubaki lands during this move, instead enters 15F landing animation" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "Forward Throw", + "text": "5B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage: 1500 Tsubaki throws her opponent forward, causing a wallbounce. A delayed214Bis the easiest way to followup from this midscreen. You can also followup with micro dash5C→2Cbut the timing on it is quite strict.236Bis also an option, but if you214Bto continue from there it may whiff. In the corner, if you have some meter to spare, cancelling straight into Crush Trigger leads to massive damage. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "Back Throw", + "text": "4B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage: 1500 Staggers opponent Minimum Damage 100%: 1500 Crumple Duration 36F, Crumple Fall 69F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 100% minimum damage: 1500 Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Costs 25% Heat. 180F Heat Gauge Cooldown. Possible to charge. Causes hard knockdown on air hit. 5A+B Crumple Duration 50F, Crumple Fall 83F 5[A+B] Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "Special Moves", + "text": "Regular and followup versions of specials are considered two different moves and do not trigger SMP when both are used in a combo. Certain specials have follow up options, normal versions of each follow up can only be executed on hit, andDversions may also be executed on block and whiff. 236A/B/C/DSanctus Aequum 214B/D**Sanctus Veritas * 22B/D**Angus Dei * 22B/D**Angus Dei * 623C/DBenedictus Rex j.236A/D**Aequum Elesion * j.214A/B/C/D**Lux Aeterna * j.214A/B/C/D**Lux Aeterna *" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "Sanctus Aequum", + "text": "236A/B/C/D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll CVersion passes through opponent on hit or block. All versions can cancel into214B/Dor22B/Don hit and214Dor22Don block or whiff. Dversion launches on hit. Dversion shares Same Move Proration with412D ~ 236D Charges forward with the shield. TheAversion travels a little less than half screen, theBandCversions travel about 3/4 screen, and theDversion travels slightly farther than them. The stockless versions do not function as gap closers. Instead, they're usually combo filler. Different versions can be used in combos so that SMP is not activated. You can followup with214Dand then/or22Dto catch people trying to punish you in the recovery of the moves.A,BandCversions have a static active time, and get safer when blocked later into their travel time. TheDversion by contrast, is proximity based and cuts to its recovery as soon as it connects which means its frame advantage will always be +2 on normal block. TheAversion has the fastest startup. It's only used late in combos where236Bmight not work. Covers small ground, shorter recovery and travel makes it the safest on block bar236D. TheBversion deals more combo damage and leaves smaller gaps when cancelled. Slightly slower than theAversion but travels about 1/2 screen. TheCversion crosses straight through the opponent and allows you to switch sides at any time during a combo. It travels the same distance as theBversion. It leaves you a little farther than2B's length behind your opponent on block. On hit, it crumples the opponent. In pressure, you can rapid cancel at different points to create a left/right mixup TheDversion launches the opponent and can be followed up with a dash5B/Cif the opponent is hit off the ground or even6Cif the opponent is being juggled after2Cfor example. It is a staple for extending combos midscreen and it leads to great corner carry. It is the fastest in terms of travel speed, covers the most ground, and is positive on block so it can be used to extend pressure. On normal block it leaves you about a5B's length in front of your opponent. 236C On hit/block, Tsubaki goes behind opponent. Recovery 26 in that case 236D Values in {} are during Macto Maledictis" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "Sanctus Veritas", + "text": "214B/DorSanctus Aequum >214B/D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll All versions can cancel into22B/Don hit and22Don block or whiff. Start-up and invul calculated when at point-blank range; Values change depending on distance from opponent. Dversion is jump cancellable when not used as a followup. The 2nd attack of Tsubaki's 'rekka' combo. It launches the opponent on hit and has body invulnerability. Unsafe on block from close up, but delivers a sufficient amount of pushback to make you harder to punish. The invul frames are not immediate, but good guesses let you phase through and punish plenty of moves at all phases of the round. Just like with the 236X series, you can follow up with22Don block to catch people trying to punish you and/or hold onto your turn. The regularBversion flips the opponent when it launches them. It has short recovery after launching the opponent which makes it possible to followup with5B/Cor623Cand go into a juggle or air combo. However, confirming into this move requires a couching confirm or the opponent to already be juggled. Body invul ends by the first active frame, so contesting an active move results in a trade, which may let you come out with a combo thanks to the long juggle. The followupBversion does not flip the opponent when it launches them, launches them a bit lower, and deals less damage. Due to the launch being lower (and the recovery of the move being greater) it cannot be followed up with another normal and must be special cancelled into22B/Din order to continue. Using both the regular and followup versions in a combo will not trigger SMP. The regularDversion flips the opponent when it launches them and is jump cancellable on hit. The jump cancel opens up a variety of combo paths that all lead to great damage and corner carry. By jump cancelling the move, you can go into a simple air combo withj.C. By either preforming an IADj.Cor delayingj.Cuntil you are near the ground, you can get a juggle combo going by connecting5Cafter touching the ground. The jump cancel can even be used to cancel214Dinto a Crush Trigger or raw OD. This technique known as a \"jump cancel cancel\" allows the jump startup of a jump cancellable move to be cancelled into a special move and the paths stemming from use of this technique are where a good number of Tsubaki's big damage combos come from. Just like theBversion, it cannot be used out of conventional confirms and requires the opponent to be juggled or crouching. Unlike theBversion, the body invul lasts through the active frames, and also starts 3 frames earlier, which makes214Dmore effective than214Dat times. The followupDversion does not flip the opponent when it launches them, is not jump cancellable on hit, and deals less damage. Unlike theBversion, it can still be followed up with5Ceven after being special cancelled into which means it can be used to start an air or juggle combo even out of one of the 236X series. If used first without cancelling out of one of the 236X series, the recovery of the move is shorter which makes it possible to followup with5B/Cor623Cand go into a juggle or air combo. However, using this attack by itself requires a couching confirm or the opponent to already be juggled. Has slightly longer body invulnerability compared to theBversion that lasts until the active frames instead of just before. Follows the same rules concerning SMP exemption. 214D Values in {} are during Macto Maledictis Followup 214D Values in {} are during Macto Maledictis" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "Agnus Dei", + "text": "22B/DorSanctus Veritas >22B/D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Same startup for both versions, but22Dhas greater range and damage. Considered airborn and has foot invul, but can be interrupted if predictable due to high startup Third part of Tsubaki's 'rekka' combo. It is a versatile special that helps Tsubaki maintain close-range for pressure while also being a relatively safe potential starter on its own. The final attack in Tsubaki's string of special attacks that bounces or knocks the opponent down. Tsubaki leaps forward and swings a hammer overhead, forcing the opponent to block high while avoiding potential lows. theDversion has advantage on block, making it a great way to continue pressure as it leaves you close to the opponent. Due to its high startup it can be interrupted by a wary opponent, but because of the many options it can be canceled from, an opponent might be hesitant to call it out. TheBversion hits once with the hammer, bouncing the opponent off the ground. It can be followed up easily with a large variety of normals with the most common one being5C. While using it as a way to close distance has its advantages, the opponent may learn to start expecting it. If the opponent respects Tsubaki's close-range pressure, it may be useful to throw out as a potential mixup at a closer distance. The followupBversion knocks the opponent to the ground. Without meter it cannot be followed up as the opponent can quickly tech once knocked down. As followups are unlikely, it is typically canceled with5D/2D. Cancelling into5D/2Dafter knocking the opponent down with it speeds up charge generation for a few frames which guarantees a certain amount of a charge after ending a combo, though this can only be done after theBversion. As this cancel can be done at the end of a22Bstarter combo, it is only recommended for the followup. The accelerated charge speed caused by cancelling this move into5D/2Dgenerates a minimum of 0.5 charges before going back to the regular charge rate. TheDversion hits twice with the hammer, bouncing the opponent off the ground like theBversion, but deals slightly more damage and leaps almost twice the distance. It is roughly the same as22Bin terms of combo routes as the bounce caused is identical, but where it is unique is in how it can be used to make 236X or 214X safe. As these specials are punishable and cannot be canceled into22Bon block,22Dmay be able to catch or trade with an opponent looking to punish them." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "Benedictus Rex", + "text": "623C/D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tsubaki's only metreless reversal, and a pretty good one. Rex is fast with a decent hitbox, but what sets it apart from other DPs is its ability to cancel into charged followups,even on whiff. These aren't foolproof, but can make Tsubaki awkward to punish, or even allow her to escape and take her turn back against unprepared opponents. An interesting quirk of Rex is that it's coded exactly like a projectile, even being a seperate entity from Tsubaki — It's simply B attribute instead of P. This leads to interesting interactions as Tsubaki doesn't experience any hitstop, and so cannot be caught by Hakumen's parries, and won't be 'frozen' by anything with guardpoint either. Both versions can cancel into Aequum Eleison or Lux Aeterna on hit.Both versions can cancel into theD variantof the aforementioned moves on block or whiff. Both versions can cancel into theD variantof the aforementioned moves on block or whiff. Active frames calculated off 1st hit. TheCversion fires a single pillar upward towards the sky which is actually active the entire time it is on screen. It launches the opponent and can be cancelled into the air specialsj.236Aandj.214Aon hit in order to get a knockdown immediately in front of Tsubaki when she lands. Despite the projectiles insanely long active time, it leaves Tsubaki's side and the invul frames only overlap with a single active frame, so delayed attacks will trade or flat out beat623C. If the move is whiffed or blocked, it can be cancelled into theDversions of those moves in order to make the reversal harder to punish. Usingj.214Dcompletely prevents the opponent from scoring a counterhit on you since it replaces the counterhit recovery of the DP with normal recovery, but they can still punish you with a solid close-range starter. Usingj.236Dwill move you backward and fire a projectile, but you will still be in counterhit state until you touch the ground and be punishable. Cancelling intoj.236D→j.214Dis a knowledge check and sometimes legitimately difficult to deal with, depending on character. 623C reversal 623D reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "Aequum Eleison", + "text": "j.236A/D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Can cancel intoj.Don hit from 33F onwards if the first part of the attack hits or on whiff from 59F onwards. FollowupAversion can cancel intoj.Dfrom 31F onwards. All versions except for the followupAversion have projectile startup of 25F. All versions can cancel intoj.214A/B/C/Don hit without the projectile landing. Dversion can be cancelled intoj.214Don whiff. Following up eitherDversion withj.214Dactivates the aura. Tsubaki's aerial projectile special. It also happens to be the second part of her \"rekka\" out of623C. The projectile is perfect to use in neutral to control movement, shield approaches, and create opportunities to charge. Be careful when using this while higher in the air or when your opponent is nearby because its startup isn't the fastest and it has long recovery. If you are too high up, your opponent can simply walk right under the projectile and it may even disappear before touching the ground since it is only on the screen for a limited amount of time. A handy trick to getting the projectile out safely is to tiger knee the special input (2369A) which makes the special happen right out of jump startup and very close to the ground. Can be cancelled intoj.Dto generate a minimum of 0.5 stocks TheAversion fires the orb and moves Tsubaki slightly backward while in the air. Its projectile can be used in neutral as stated above and even for oki in the corner (using a certain right combo path). Has combo potential in the corner in conjunction withj.Dby linkingj.Bwhile the opponent is still in hitstun from the orb. Air recovery lasts until landing, which is the main risk factor The followupAversion does not launch a projectile. It's only accessible after a DP, so Tsubaki uses it exclusively as part of a combo ender. Crumple stuns grounded opponents. Ground bounces on air hit Hard KDs on air it. TheDversion fires a larger white orb and moves Tsubaki slightly forward while in the air. Although its projectile can be used just like theAversion's projectile, it costs a stock and has unique benefits. This version's recovery can end in the air, letting you block, press or use remaining movement options, the projectile also does not disappear if Tsubaki gets hit. Ifj.214Dis used directly after this special, it will active the aura and change the properties of the move entirely and allow for a stronger followup from an air combo thanj.214Dby itself. j.236A P in active frames represents a projectile spawned j.236D Values in {} are during Macto Maledictis P in active frames represents a projectile spawned Crumple Duration 50F, Crumple Fall 78F Followup j.236D Values in {} are during Macto Maledictis P in active frames represents a projectile spawned Crumple Duration 50F, Crumple Fall 78F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "Lux Aeterna", + "text": "j.214A/B/C/D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll All versions exceptDcan cancel into5D/2Don hit. Dversion always causes hard knockdown. Non install versions only have hard knockdown on ground hit, or when used as part of her air \"rekka\" of 623X and j.236X. Tsubaki's air combo ender and final part of her string of specials starting from623C. It nets a knockdown and leaves her right in front of the opponent when she lands. In BnBs, this special often follows j.236X. Cancelling into5Dor2Dafter grounding the opponent speeds up charge generation for a few frames. This guarantees about 1/2 a stock before going to the regular charge rate. Just like the 22X series, this cannot be done after theDversion of the special. If your back is to the corner, it can be used after a super jump to scale the screen and run away from your opponent. TheAversion travels at a -60° angle and covers the least distance, it is usually unpunishable on block except by jabs at close range. TheBandCversions travel at a -45° angle and a -30° angle respectively and are extremely punishable on block. The regularCversion pauses for a moment, then descends. On air hit it wallbounces in the corner but causes soft knockdown. You can use this to set up different oki situations. The followup properties can be attained by special cancelling out of either the 623X series or j.236X series. These versions are one of Tsubaki's main combo enders. After getting a hard knockdown, Tsubaki can call out delay techs with2Ato continue a combo and net some corner carry. The regularDversion descends at theCversion's angle. It will always hard knockdown and has long untechable time. By dashing you can pick the opponent back up and go into another full air combo or end in a super. This move is essential as it allows any air combo to be converted into a ridiculous amount of damage and corner carry from anywhere on the screen.2Bafter the post-landing dash is the simplest way to follow up the special, but stricter options like6BB,3Cand6Ccan yield higher reward. This move is extremely useful in neutral due to its travel speed and angle, as well as how low its recovery is. While not positive on block on average, in general you will be not be punishable, so the threat of623C, 214X, or 22X will almost always be there for the opponent. The frame advantage of this move, like most divekicks is based on the angle and at what point the opponent blocked it, so it can be extremely plus if the opponent blocks it crouching in the late (near ground) active frames, but it can also become potentially punishable if the opponent blocks it standing in the frames where you are not close to landing. On average, imagine the move as being somewhere between -2 and +2 depending on crouching or standing block, so make sure to confirm how the opponent blocked it. Do not become overly reliant on this as a way to \"skip neutral\" since it is easy to call out, but if you have 50 meter, go nuts since you can turn the blocked dive into a mixup. j.214D Values in {} are during Macto Maledictis Followup j.214D Values in {} are during Macto Maledictis" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "Lux Aeterna (Aura)", + "text": "j.236D~j.214D(Aura) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Starts up whenj.214Dcomes into contact withj.236D's projectile. Hard KD Even though they look the same, cannot be caused by colliding with the421DProjectile Costs 2 stocks in total. This combination special goes through projectiles and contributes a lot to combo damage. This is the trickiest followup to punish after a blocked/whiffed623C, considering its delay and safety on block. Can be used to continue combos with3Cmidscreen easily since it grounds the opponent and causes hard knockdown for a long period of time. Values in {} are during Macto Maledictis" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "Lux Macto", + "text": "421A/D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Dversion can cancel into236Dat any time after startup. Tsubaki's ground projectile. It is really beneficial to Tsubaki's overall game because it possesses a lot of handy features. It can be used in neutral to cover your approaches, control the opponent's movement, or create opportunities to charge just likej.236A. It can be used for oki and pressure as well. TheAversion sends out a pink orb that travels almost fullscreen screen before disappearing. It has fairly slow startup, so just likej.236A, it should only be used in neutral when you are a comfortable distance from your opponent. You can also use it against passive opponents to reset pressure. When used this way, you should cancel into it from high attack level moves like6Cor6Bso you don't get mashed on as easily. On most knockdowns, you can send out the projectile to cover your opponent's wakeup so they have to block while you run in. Lasts about a screen and a half TheDversion sends out a larger white orb that starts out accelerating very slowly before rocketing off the screen similar toCarl'sVolanteGuardAllStartup31RecoveryTotal: 90[Total: 52]Advantage. Notably, it also persists if Tsubaki gets hit. The large size and acceleration make it even better at doing nearly everything theAversion's can do. The fast startup and slow initial travel protects the space directly in front of you when it is called out and can be used as a shield. It's also an excellent oki/pressure/scramble tool, as the projectile will cause you to trade with just about anything that doesn't directly negate projectiles." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "Sanctus Aequum (Aura)", + "text": "421D~236D(Aura) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 19-40 Projectile Guard Point. Starts up when236Dcomes into contact with421D's projectile. Will not interact with the projectile fromj.214D. GP calculated on whiff. Possible to cancel into214B/Dor22B/D. Considered part of236Dwithout the Aura, so shares its same move proration. Values in {} are during Macto Maledictis On Guard Point, hitstop for Tsubaki is 0F. Opponent hitstop unchanged." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "Sanctus Aerolata", + "text": "63214C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tsubaki's command throw. When it successfully connects, it will give her two stocks, but deal very minimal damage. It can be rapid cancelled during startup in order to go into a combo although she will not acquire exactly two charges if the move is rapid cancelled before it is over since stocks are gained based on the number of hits dealt. Since this move scales its damage with every hit, you must decide if you want to RC early to do more damage but get fewer stocks, or vice-versa. Without rapid cancel, you don't deal much damage but still recover noticeably before they do, allowing you to maintain pressure with your newly earned stocks, particularly in the corner. The startup is very fast, matching her2Bso it's definitely something to consider especially if you're having a difficult time opening up your opponent. Remember that if this is used on your opponent's wakeup or during blockstrings they can avoid it by jumping, and this is why you would mix it up by using meaties and frame traps for effective punishes, It's all about conditioning your opponent. There are many setups you can use with this command throw so please check out the strategy guide. Though this command throw is a very strong tool that gives access to a frightening strike/throw game, it has a long, CH state recovery so a wary opponent will be able to punish you heavily for misusing this move. Like the normal throw, it's possible to kara cancel6Cinto this move to give it extra range by inputting63216~4Cor walk it forwards slightly with632146~C. Keep in mind this technique is tricky and strict, and carries the risk of letting out an unintended move. Minimum Damage 100%: 1200" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "Confutatis Maledictis", + "text": "236236C/D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cversion Minimum Damage:600 [750] Only possible to Rapid Cancel on block. Can be used as a reversal option because it has invincibility, but it has awful horizontal range and costs 50 meter,623C/Dare ironically better reversals overall. The upside is the damage potential, as236236Clinks into2366D(shortcut for microdashing during the input), and also3CCin the corner, leading into much higher damage than that of meterless DP combos. Good frame advantage on hit, 600 minimum damage (750 in OD). Does not consume any charge. The OD version is also invincible on startup, but Tsubaki ends this version with a shield charge that floats the opponent into the air allowing for followup combos. If you have the meter+stocks, combo236236Cinto236236Dfor burst safe damage DVersion Minimum Damage: Lv0: 525; Lv1: 600; Lv2: 750; Lv3: 900; Lv4: 1050; Lv5: 1500 OD Minimum Damage: Lv0: 600; Lv1: 748; Lv2: 895; Lv3: 1042; Lv4: 1360; Lv5: 1740 OD with Mugen Minimum Damage: Lv0: 628; Lv1: 792; Lv2: 958; Lv3: 1119; Lv4: 1470; Lv5: 1880 Only possible to Rapid Cancel on block. DVersion cannot be extended by any means, weaker knockdown and deals less damage than236236Cunless you have stocks. TheDversion is your main combo ender since it catches up toC's damage with just 1 stock, is much faster and reaches much farther. TheDversion will consume all the stock you have. If this version is used used during Macto Maledictus (214214D), it will use the amount of charge stock that Tsubaki had on Macto's activation (indicated by the digit next to the gauge). With a high stock count and especially in OD, this super is a powerful round ender from any combo thanks to its insane damage potential. 236236C Values in [] are during OD Minimum Damage 15%: 600 [750] reversal but 623C/D is superior unless there is confidence it will hit 236236D Invuln ends Values in [] are during OD Values in {} are during Macto Maledictis Minimum Damage 15% Lv0: 525 Lv1: 600 Lv2: 750 Lv3: 900 Lv4: 1050 Lv5: 1500 [Minimum Damage 15% Lv0: 600 Lv1: 750 Lv2: 895 Lv3: 1042 Lv4: 1360 Lv5: 1740] {[Minimum Damage 15% Lv0: 628 Lv1: 792 Lv2: 958 Lv3: 1119 Lv4: 1470 Lv5: 1880]} Base Damage of projectile Lv0: 2500, Lv1: 3000, Lv2: 4000, Lv3: 5000, Lv4: 1200×5 Lv5: 1000×9 [Base Damage of projectile Lv0: 500×4, Lv1: 750×4, Lv2: 570×7, Lv3: 710×7, Lv4: 710×10 Lv5: 960×10] {[Base Damage of projectile Lv0: 550×4, Lv1: 825×4, Lv2: 627×7, Lv3: 781×7, Lv4: 781×10 Lv5: 1056×10]}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "Macto Maledictis", + "text": "214214D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Also nicknamed Mugen. Install gauge is consumed at a rate of 100 points per frame; During OD the rate is 50 points per frame. Allows unlimited use ofDmoves without spending any charge; When the gauge is empty, the effect ends. Increase the base damage of certainDmoves by 10%. Requires at least one stock to activate this move. Technically invulnerable on frame 7 (the frame before the superflash), but the invuln runs out during the superflash meaning Tsubaki is effectively invulnerable for less than 1 frame. Tsubaki enters the install state during the superflash before the invuln runs out, meaning the install will not be stopped by attacks that would connect on what is effectively frame 7. This super is an important aspect of Tsubaki since it gives her access to ridiculously high damage in many scenarios. The bonus damage from the freeDspecials than can be used during Mugen are what make this possible. Even with the minimum amount of charge needed to start up the super, breaking 5k out of an average confirm is easily possible. Potential libility when the opponent has burst available, since Mugen takes your resources upfront before any damage is dealt, forcing bursts is very strong in BBCF, but it comes at the cost of momentum. If you are in OD, there is no escape and the gauge will deplete at half-speed. Consumes 100 install points per frame normally, 50 during overdrive" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "Requiem Maledictus", + "text": "632146B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Nicknamed Banana Super. Minimum damage: 90*8 (720) OD: 120*8 (960) Tsubaki summons eight swords that home in on the opponent; a very versatile super. It can be used from fullscreen as a neutral tool to help Tsubaki get in against zoning characters or to get space to charge against rushdown characters. It can also be used to lock the opponent down and force a mixup upon them after a knockdown. Since it is invulnerable from 16F on, using it after a knockdown will evade any of the opponent's reversal attempts. If it hits you can confirm into a combo for a smidgen of damage and another knockdown. However, it is possible to hit her out of it during start-up when the blades are still coming out, so don't use it like a reversal super. Many opponents like to CA during this super so if they have the meter it is advised to be on the look out and bait it if possible. While in Overdrive, the summoned projectiles change their appearance and fire off slightly slower, effectively locking down the opponent longer. Additionally, they actually hold the opponent in place likeRachel'sTempest Dahliaeven if they are in the air or using barrier. Values in [] are during OD Shots fire in 4F intervals starting on 41F Minimum Damage 20%: 630 [960]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "Macto Lux Kyrie", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll 300/610 Minimum Damage. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 300 {572+38}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "Requiem Aeternam", + "text": "632146CwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tsubaki dashes nearly full screen at her opponent. Despite the somewhat slow startup, Tsubaki can combo into this from most standard combos: Commonly set up from: Forward/back/air throw . Air hit2C. 6C/6CC. Air hit6BB. Various counterhit starters." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki", + "title": "Tsubaki", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "For beginners", + "text": "Rachel is argued to be one of the hardest character in the game. As far as combos are concerned, she can be a bit tricky to tackle due to how wind is used in combos. With a few exceptions, her combos are actually not that difficult, but may be unintuitive to new players. Most of her combo routes are combinations of multiple mini-routes. If you are new to fighting games, learning her full combo routes from the get go may be difficult. In those cases, it is recommended to practice her mini-routes first before moving to the full routes. Those routes are as follows: Basic launcher commonly used in midscreen combos. Although it costs 2 winds this is often not an issue thanks to Rachel's excellent wind regeneration.5Dhas to be done immediately after6B;8Dhas to be delayed after3C. This route is commonly used in anti-air and air-to-air confirm. It is also used to adjust the opponent's height in combos. This can be easily practiced with a dash6A>5B> 9jc >j.Cin training mode. The 9jc has to be done immediately and the secondj.Chas to be done very late. A common mistake is not delaying thej.Cenough. The routes in first two visual guides are typically followed by this one. It leads to decent corner and can even be done twice in certain combos. This route can practiced with a Throw starter as shown in the video. This route can be a bit tricky if the opponent is very high, see the midscreen section for more details and workarounds. Practical windless launcher. Like the route above, this can be easily practiced with a dash6Astarter in training mode. Thej.Ahas to delayed a fair amount. Thej.Ccan also be delayed but it isn't mandatory. The timing for this route is character specific, see the midscreen section for additional notes about this route. A standing-only 1 wind route. This route provides decent corner carry and is very wind efficient. If you are finding it too difficult, feel free to skip it at first and stick to the first route. Regardless, practicing 9jc >3Dis useful as3D~j.Band3D~j.Care potent neutral tools. Another very common mistake is for beginner to start by learning Rachel's optimal damage combo ender: ... >6A>236A>663C(1)>214C>66 4B>5C. The timing for this route is height/distance/character specific and is dropped frequently even at high level. If you are new to fighting games or BB doNOTbother with that route until you have fully mastered the rest of her combos." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "Basic combos", + "text": "Here are some of Rachel's basic combos. It is recommended that you master them first: Midscreen: Corner:" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "Midscreen", + "text": "Playlist" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "Starters", + "text": "In Blazblue, hitstun decay is determined by the length of the combo and the starter. Some starters are referred to asNormalorVery shortstarters and come with an hitstun decay penalty, whereasLongstarters come with none. Most5A/2AareNormalstarters; Most5B/5Cnormals areLongstarters. Some starters also require more moves than others to get into the same route and thus are more penalized by hitstun decay. For instance, IOHj.Aoften requires going intoj.B>5Bat the start of the combo when5Acan go straight into5B. With Rachel, that hitstun decay penalty can be quite impactful and reduce the amount of routes available and/or the possible okizeme enders if the combos are too long. Rachel's most commonNormalstarters are: 2CCH,j.A,2A,5A, Throw Rachel most commonLongstarters are: 2B,5B,6B,5C,3C,214C,214A" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "Combo theory", + "text": "A practical combo filler that leads to high corner carry routes without spending wind. With certain starters, this route can be done twice but may limit the combo enders options.. IAD is the most common option after 6A. With certain anti-air starters, the opponent might be very high and it might be necessary to do 8jc, 7jc or delay the airdash instead to adjust the opponent's height. 8jc is used if the opponent is a bit too high and 7jc/delay airdash if the opponent is very high. The dash input can also be delayed to further adjust height. Those minor adjustments are especially important when performing the optimized confirms with236A>663C(1)as the opponent needs to be at a certain height for the lobelia to hit late. A key part of Rachel's midscreen combos. Thej.Aneeds to be delayed as much as possible after6Ain order to have enough time to land and combo with6A. Although not necessary, slightly delayingj.Cis possible to make 666Aa bit easier. Thej.Ahas to be slightly less delayed against Hazama, Kokonoe, Litchi, Platinum. An alternative to above route would be6A> sj.dl.66 >j.A>j.B>j.C> 666A. This gets rid of the need to delayj.Aandj.Cbased on height and the character. An alternate route for those characters is to doj.B>j.A>j.B>j.Cinstead. It does not work on: Arakune, Carl, Es, Hakumen, Jin, Nine, Noel, Tager, Taokaka, Lambda, Mu, Nu. Another more niche route isj.[C]>j.B>j.C. It only works on some characters: Ragna, Tager, Litchi, Arakune, Bang, Hakumen, Nu, Tsubaki, Hazama, Mu, Makoto, Valkenhayn, Relius, Izayoi, Terumi, Lambda, Nine, Naoto, Izanami, Susanoo, Mai. This route deals a bit more damage thanj.A>j.B>j.Cbut makes6A>236Asignificantly harder. A very common combo filler for anti-air confirms. The secondj.Chas to be done very close to the ground. Otherwise, there won't be enough hitstun to combo into6A. Sincej.Chas a lot of hitstun, this route is very resilient to hitstun decay and works even if the opponent is very high. The dash before6Aisn't necessary at close range but is very often needed in practice, especially against characters with finicky aerial hurtboxes like Izanami or Amane. Alternative routes include 9jc >j.[C]>j.B>j.C> 666Aand 9jc >j.[C]>j.[C]>j.C> 666A. Those variants do not require any wind. However, they are more sensitive to hitstun decay and leave the opponent much higher. Therefore, they may not lead to any combos if the opponent is too high after the firstj.C. In order to continue 666Awith the IADj.Broute, it is often necessary to delay 7jc > AD instead. Those routes are trickier to perform but saving one wind in combos can be very significant. If you are starting the character, feel free to ignore those variations and focus on mastering the basicj.C> 9jc >2D> Delayj.Cfirst." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "Enders", + "text": "Solid combo ender midscreen. Ends with5CCsliding knockdown and gives plenty of time to set-up214Aand/or poles, or dash up and meaty your opponent if they tech in place. Advanced version of the above ender. It does a bit more damage, provides more carry and wind regeneration than the route above. This route is fairly difficult and requires a bit of practice to pull off consistently.6A>4B>5CCis more than enough to get by with the character. With some of the longer routes, the basic6A>4B>5CCmay not be possible whereas this route will still work. In some rarer instances the664Bmay also have to be omitted. 236Bknockdowns and leaves the opponent at midrange.22Ahits meaty if the opponent neutral techs. This ender leaves the opponent closer to Rachel and with a lotus attached. Disclaimer: In the following sections, combos which end with \"6A> ender\" can be ended with either of the routes above. For the sake of simplicity,6A>4B>5CCwill be used for damage calculation." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "5D>3C>8D>5Broutes", + "text": "... >5D>3C>8D>5B>6Ais one of Rachel's key combos. It works on both standing and crouching opponents, works from2A/5Astarters and provide a decent amount of corner carry. Learning this route as a starting point is heavily recommended. This route's main drawback is that it requires 2 stocks of wind. 6B>5D>3C>8D>5BBasic wind management commonly used in midscreen combos. This will teach basic wind usage in combos.5Dhas to be done immediately after6B;8Dhas to be delayed after3C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "6B> 9jc >3D~j.B>j.Croutes", + "text": "6B> 9jc >3D~j.B>j.Cis an alternative to the route above on standing opponents (and Tager crouching). For 1 less wind, this route deals a similar amount of damage as5D>3C>8Dand provides a similar amount of corner carry. A staple at higher level to better manage wind resources. 6B> 9jc >3D~j.B>j.C>5B: A standing only low wind route. Useful to save wind meter. If you are finding it too difficult, feel free to skip it at first and stick to the first route. Regardless, this is a good route to practice as3D~j.Band3D~j.Care potent tools in neutral to approach." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "IOHj.A", + "text": "Rachel's instant overhead (IOH) is a very powerful tool in pressure. The fundamental idea is to make the opponent guess between low (2B,3C) or high (IOHj.A). It can be performed consistently from5A,5B, or6B. It is done by pressing 9 (jump cancel) during a jump cancel-able normal (5A,5B,6B) then by pressing 2AD(j.Aand wind down at the same) as the move ends and Rachel is leaving the ground. IOHj.Acan also be performed without a jump cancellable but must be performed significantly faster due to the lack of jump buffer." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "Throw", + "text": "Throw >7D> 666Ais the most common midscreen Throw route. The7Dhas to be done soon after the throw. Too early and it won't have any effect; too late and they will land before it has any effect." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "Anti-air", + "text": "Rachel's6Ais one of the best anti-air in the game. It has an excellent hitbox and is quite fast. It is most commonly followed with 665B> 9jc >j.Cor immediately into 9jc >j.C. j.C> 9jc >2D> delayj.C> 666A: Commonly used in anti-air and air-to-air confirm. It is also used to adjust the opponent's height and is very commonly used in combos. This can be easily practiced with a dash6A>5B> 9jc >j.Cstarter in training mode. The 9jc has to be done immediately and the secondj.Chas to be done very late. A very common mistake is not delaying thej.Cenough." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "Air-to-air", + "text": "Withj.Bandj.Cstarters the double IAD routes are stable. Depending on the opponent's height, the timing for 9jc >2D>j.Chas to be more or delayed. The higher the opponent, the morej.Chas to be delayed." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "Specials", + "text": "Raw214Ahas a lot of hitstun, it is possible to 66 Barrier for a bit to bait bursts. Since there is very little hitstun decay thej.[C]>j.[C]>j.Cis possible. If you find it too difficult, switch to a basic IAD route." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "2C CH", + "text": "2Chas full body guard point from frame 5 to 35f. It is a risky option best used to call out opponents trying to reset pressure or frame trap (The gap must be bigger than 4 frames). This route requires delaying the1Dsignificantly as2Chas a lot of recovery. The1Dhas to be done soon after they launch. If it's done too early, the opponent won't launch; if it's done too late they will be pushed too far away." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "5C FC", + "text": "5CFC is Rachel's main DP punish. It has enough hitstun to combo into214A> 665B. This enables high-damage and low-wind combos. The tricky part about that route is timing the8Dcorrectly to launch the opponent just high enough to microdash into5B. The8Dhas to be done soon after2Chits." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "214C mid combos", + "text": "After a6B/5C/3C, it's possible to use214Cnear a pole as launcher. This enables 0 wind routes which also regenerates a decent amount of wind. Visual reference for how far the pole can be with a6BD>3C(3)>214Croute." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "5CC>236C~3D> 9jc >9D~j.214C", + "text": "5CC>236C~3D> 9jc >9D~j.214Cis a high corner carry route. This routes isn't used often due to requiring at least 2 wind stocks. It's also often outclassed by sideswap routes. The236C~3D> 9jc >9D~j.214Cpart of the combo acts as an auto-burst bait. A \"hard at first, easy once mastered\" type of route. The3Dhas to be done almost immediately after236Cand likewise thej.214Chas to be done soon after9D. The timing is fairly lenient for both." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "632146Cenders", + "text": "If the opponent is low on life, it's possible to end combos with632146C, setup one or two214Band go for the kill. Those situations are quite rare but the routes are worth learning. It is not recommended to go for those routes if the combo doesn't kill." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "Corner", + "text": "Rachel's corner combo fall into 2 categories. The optimal okizeme enders and the214Bloops (kill combos)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "Corner okizeme", + "text": "Rachel's corner okizeme is one of the scariest in the game. She can easily setup one or more projectiles on wake-up and force the opponent to remain locked down in the corner. 6A>236A>3C>22Ais powerful combo ender that is easy to setup and requires no wind. 22A>2A(whiff): This setup is used to catch forward rolls and makes it possible to block 9f reversals. If timed correctly,2Awill whiff on neutral tech but the opponent will be forced to block22A. This setup loses to delay tech and the opponent will be able to tech in the air after2A. The timing can be a bit tricky at first and may require a bit of practice. The6Ahas to hit the opponent fairly high, otherwise they will fall to the ground before3Ccan hit. This okizeme ender is most typically done after4B>5CC>214C. Slighly delaying the5CCand waiting a bit or microdashing after the214Chelps adjusting the opponent's height. Near corner, 1 wind okizeme ender.236Bhits the opponent as soon as they wake-up keeping them in grinder.236B~9Dis usually followed by214Ato force the opponent to block. If the236B~9Dis timed and spaced correctly, the214Acannot be reversaled. If done too close to the corner, the opponent can forward roll out of the corner. A near corner variation of the route above is3C>214C>4B>5CC>236C~6D>214A. Rachel's most basic okizeme ender and easiest to setup. Unfortunately,214Acan be avoided by delaying wake-up and thus this okizeme is often considered weaker than the ones above. Here are some of the most common options after214A: 214A>2A(whiff): If done immediately,2Awill blue beat prevent rolls and long delay tech. The opponent can air tech forward after2Ato get out of the corner. 214A> Meaty5B> IOHj.A/2B: Meaty5Bsetup into potential 50/50. Loses to delay tech and reversals. 214A> (delay 9jc >2D>j.A) or (2B): 50/50 on wake-up. It isn't as strong as it appears.j.Aloses to forward rolls, delay tech, mashing and reversals.2Bdeals with forward rolls and mashing but still loses to reversals and delay tech. Essentially used to prevent early counter assaults. 214A> (66 Throw) or (9jc >2D> Throw): Throw setup, essentially used as an anti-Hakumen drive tech. Loses to forward rolls, delay tech, mashing and reversals. Those are her most common okizeme enders. She has a plethora of options available, though the ones above are the most common ones. Knowing how to cycle through her okizeme options is key to keep the opponent's mental stack high and catch them off guard while minimizing the risks of being interrupted." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "Okizeme routes", + "text": "If a pole is already set in the corner,214Cleads to windless routes with high wind regeneration. It's a very practical to keep corner momentum. Following236B~9D>214Aokizeme, it's possible to go for an IOHj.Aon okizeme. If thej.Ahits,214Aenables combos which usually aren't possible." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "214B loop", + "text": "The main idea behind Rachel's max damage routes is to use as many214Bas possible. Each deal a total of 500 poison damage over a small amount of time that can be shortened by using wind. By using 4~5 of them per combo it's possible to do high damage combos even with a bad combo starter. Furthermore, those combos often ends with 1 or 2 supers to maximize damage and further increase the amount of214B. Those combos are very resource intensive in terms of wind, meter and oftentimes OD. As such, those combos are often done only if they can kill the opponent. Sample214Bloop. It may appear daunting but is relatively easy with a bit of practice. Understanding how to time the winds and delay is key. 5CC>236C~9D>5CC: Very stable, the9Dhas to be done soon after236C. 5CC>214B> (lobelia hit) >6A/5CC:214Bhas to be done immediately after5CC. It is also possible to microdash or delay the after the214Bto adjust the opponent's height. 6A>236B~9D>3C(3): The timing of the9Dhas to be slightly adjusted depending on the opponent's height. If they are close to the ground, the9Dhas to be delayed a bit. Otherwise it can be done immediately. If they are too high or low, it may not be possible to get all 3 of 3C hits. 3C(3)>214B> (lobelia hit) >3C(3): The214Bhas to be done immediately after the last hit of 3C. 632146C~8D>214B> OD >632146C~8D>214B>22A~8Dor Throw~8D> EA: The tricky part is timing the8Dwithout jumping hence the22Aor Throw input. This section takes a bit of practice to get correctly. However, they will probably be dead after the two supers. Rachel has two main214Bloop combo routes: The main combo enders after632146C~8D: The22Ais only here to input8Dwhile preventing Rachel from jumping and keeping her on the ground to land EA. This is also possible by whiffing a Throw. An alternative way to start the combo is with (standing)5CC>214B~8D>5CC. However, this makes the combos very costly in terms of wind." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "Hybrid: Corner214Amidcombo", + "text": "5CC>236C~Delay9D>5CC>214A>3C>214Bis an hybrid between the high damage214Broutes and the low meter okizeme routes. The9Dhas to be delayed a bit more than in the214Bloop combos to launch the opponent higher. It is doable of any route that leads into the usual5CC>214B>5CCor4B>5CCroute." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "Far 6C(1) whiff", + "text": "If6Cis done from a certain distance from the corner, the first few hits may whiff and launch the opponent lower. This enablesj.C>5CCroutes into 214B loops or the hybrid214Adescribed in the section above." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "Midscreen to corner", + "text": "Rachel possesses two main midscreen to corner combos:5CC~delay5D>3C(whiff)and236C~3D> 9jc >9D~j.214C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "5CC~delay5D>3C(whiff)", + "text": "5CC~delay5D>3C(whiff) is the most practical and meter efficient. It works from roughly midscreen position and carries the opponent to the corner early on in the combo to end into corner okizeme or go into 214B loop. Fairly simple route. Doing the5D/3Ctoo early will cause the first hit of3Cto hit. Beware that this route doesn't work if too close to the corner as3Cmay hit even if timed correctly." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "236C~3D> 9jc >9D~j.214C", + "text": "Similarly to the midscreen route,236C~3D> 9jc >9D~j.214Ccan be used as a midscreen to corner route. The corner carry is slightly better than the3C(whiff)route. However, the cost of that route is very high." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "j.C~3D>j.C", + "text": "Coming soon." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "Back to corner", + "text": "Rachel can easily side swap by using her wind and well timed dashes. The most common methods are as followed: 6A> 9jc >j.A>j.B>j.C> long dash6A>4B: If done correctly will be done in the opposite direction. 6A> IAD >j.B>j.C> long dash6A>4B: Similar as the route above. j.C> 9jc >2D> delayj.C> Long dash5B: Cross-up for air confirms routes. 6BD>3C~9D>5B: 5B tends to whiff if too far from the opponent or on some characters like Amane. 6BD>3[C]> delay8D>5B> delay 8D > 5B: More stable than the route above. However, 5B may not cross-up if the opponent is too far. Simple and most common sideswap combo. Beware that the5Bmay whiff if they are too far away." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "Overdrive", + "text": "Contrary to most characters, Rachel doesn't have a exclusive overdrive combos. However, the boost to wind regeneration grants access to her most costly routes while ignoring their wind costs. This is especially useful for corner carry and/or fitting a few214Bfor higher damage. High-corner carry midscreen to corner examples: The wind gain depends on how long overdrive lasts." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "Advanced routes", + "text": "The following routes are fairly advanced and aren't recommended for most players. They have several perks but are either heavily character specific, challenging or wind intensive." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "663Cmidscreen", + "text": "6A>236A> 663C>214C> 664B>5CCis an advanced combo ender with Rachel midscreen. It is typically done after IADj.B>j.Cand6A>j.A>j.B>j.C. This route does a bit more damage than6A>4B>5CCas well as provides a bit more corner carry and wind regeneration. The most common error is doing the6Atoo late. The opponent needs to be fairly high after the6Aconnects. 6Aideal height. 6Atoo low. If the opponent is too low,236Awill hit the opponent almost immediately after being thrown. The opponent will quickly fall to the ground while Rachel is stuck in236A's recovery and there won't be enough time dash into3C. 236Aideal height. 236Atoo close. This route is relatively stable after6A>j.A>j.B>j.C. It can be a bit more finicky with the IADj.B>j.Cvariations, in particular after double AD routes or air confirms. In those instances, delaying the6Aand microdashing helps adjusting the timing. The timing of this route varies also slightly depending on the character.214Cmay also whiff on some characters if they are too low after3C, notable examples include Hakumen, Susanoo and Mai. 663Cis also very difficult on Celica." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "j.2Clevel 2 >j.214Bcorner", + "text": "Delay 9jc >j.C>j.2D> delayj.2Clevel 2 > >j.214B>236C>236A~9D>214B>6Ais a difficult, high damage, wind intensive route, corner route. It deals roughly 600 more damage than the traditional214Bloops. The idea is to land a very close to the groundj.2Clevel 2 while the enemy is slightly above Rachel. This gives enough time to follow-up it up with an airj.214B, land and connect with a236Cwhile the enemy is still high in the air. With236A~9D, the enemy will be hit once by236Aand a second time by236Con the way down. This gives enough time to follow-it up with another214Band continue the combo with6Aor5CC. This route is tricky for several reasons. If the opponent isn't launched high enough afterj.2C, the first hit of236Cwill hit too low and the second one will either whiff or the opponent will hit the ground before6A." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "Video Examples", + "text": "Basic combos by Rachel's Husband." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Rachel_Alucard/Combos", + "title": "Rachel Alucard", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Strategy", + "title": "Izayoi", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Strategy", + "title": "Izayoi", + "section": "Key Neutral Tools", + "text": "Izayoi is a character built with a strong set of pokes. Her sword normals and long-reaching kicks give her a surprising amount of range and she's able to enforce it with her incredible conversion ability. Grounded opponents can be picked up essentially anywhere in either mode with236B~214B. 5B: Long reaching poke that converts well. 2B: Shorter than5Bbut has a great hurbox. 236A: Fireball that gains Izayoi resources in Normal Mode and can be cancelled into214Din Gain Art. 236B: Long-reaching low conversion tool that can be chained into Valkyrie Astrea in Gain Art. 236C: Gigantic mid poke, but requires Valkyrie Astrea to be effective. Regardless of what mode she's in, Izayoi's pokes remain very similar. In Normal Mode she's able to leverage her grounded movement, but in Gain Art she has to use stocks and advancing moves instead. Hoverdashing is a commitment that she can't always afford to make, especially against characters with projectiles or large, high-hitting pokes." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Strategy", + "title": "Izayoi", + "section": "Abare Tools", + "text": "Izayoi's mainabareAn attack during the opponent's pressure, intended to interrupt it.tool is her2AGuardLowStartup7Recovery8Advantage+1. Her5AGuardAllStartup6Recovery9Advantage0whiffs almost universally on crouching opponents even though it's one frame faster. The 1ABCThrow Tech Barrier Option Select on wakeup is a strong option to present and use until the opponent shows that they can deal with it using TRM. Izayoi has a meterlessreversalTo perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.with623CGuardMidStartup15~104Recovery46Advantage-32. It's risky to use in blockstrings or on wakeup due to its short horizontal reach, but a reversal is a reversal and the opponent must respect that she has it. Izayoi's defense becomes much stronger with 50 meter. DP RC is very strong, particularly in Gain Art where it has enough blockstun to cover a hoverdash mixup. It also opens up the usage of her excellentCounter AssaultGuardAllStartup16Recovery27Advantage-12andJustice PhorizorGuardAllStartup1+(88 Flash)+6Recovery49Advantage-39distortion. Phorizor is preferred when the safety of DP RC isn't needed as it's much faster and much bigger than623C. Izayoi uses the Overdrive Option Select and Overdrive Raid particularly well due to how her Overdrive works. Simply hold1Aand mash the Overdrive macro for a non-cancelled Overdrive. However, keep in mind that this Option Select loses to 1-frame gaps as2Ahas to come out and bekara cancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.led. Alternatively, for 100 meter, Izayoi can definitively say it's her turn with Phorizor RC or definitively say something stupid withAstralGuardAllStartup4+(131 Flash)+11Recovery35Advantage-30(provided the conditions are correct). Stick to DP RC and save the meter." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Strategy", + "title": "Izayoi", + "section": "Anti-Airs", + "text": "Izayoi has only one dedicated Head invulnerable anti-air which also happens to be difficult to use on reaction. Instead of having one catch-all solution, she relies on multiple spacing-dependent options. Unfortunately, while strong,cross underA specific form of a crossup where an attacker moves under the defending opponent to switch sides.anti-airs are almost entirely exclusive to Normal Mode, as she's forced to walk under instead of dashing in Gain Art. 623: Only head invul option, very specific angle. 5A: Can stop IADs, but not reliable. 2B: Low profile landing catch. 623C: Full invul, catches people above Izayoi but very slow. j.A: Strong option out of a retreating jump. Airthrow of the gods. 5AGuardAllStartup6Recovery9Advantage0is a very last-minute anti-air, tends to get crushed by most heavier jump-ins. Combo options from CH AA5Aare also quite limited, but can lead to a knockdown if confirmed into623C.2B's somewhat low-profile gives it some use as an anti-air as well, being particularly good at sniping landings. In Gain Art,5CGuardMidStartup9Recovery15Advantage-1is very positioning-dependent but especially rewarding after a crossunder. 623BGuardMidStartup9~90Recovery32Advantage-18is the only move that Izayoi has which actually has Head invulnerability. It's somewhat difficult to use reliably as its hitbox is narrow and is a difficult motion to pull off with how fast Blazblue is. It will fail you even if you can get it out sometimes.623CGuardMidStartup15~104Recovery46Advantage-32hits much more vertically at the cost of being slower. Izayoi can situationally get a combo out of CH623Bin NM, being easier if the opponent is launched into the corner. In Gain Art, she can cancel into214Dto get a combo regardless of how they connect. 7j.AGuardHigh/AirStartup6Recovery9Advantageandrising AirthrowGuardThrow(120)Startup7Recovery23+3LAdvantagemake for decent air approach interceptions but are highly dependent on what the opponent is doing and what angle they're approaching at.j.Ais a pretty catch-all air-to-air but lacks the reward of herairthrow. Her airthrow range is shockingly huge but converts weird on small characters like Rachel." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Strategy", + "title": "Izayoi", + "section": "Gameplan", + "text": "Izayoi in Normal Mode wants to strike/throw her opponent when up close or push them out of close range to make them block special moves. Her pressure is somewhat unremarkable outside2A. Generally strings that end in5C>2C>236Awill push opponents back to midscreen and leave Izayoi at a slight advantage, but the gap between herCnormals and236Ais contestable. To avoid this, cancel into236Bor236Cto swat them out of their jump. If those are blocked she can either sit there and let it rock or cancel into214Cto build space." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Strategy", + "title": "Izayoi", + "section": "Neutral", + "text": "Izayoi wants to play more passively in Normal Mode, using special moves to poke and gain resources. Her best neutral tools don't change between modes." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Strategy", + "title": "Izayoi", + "section": "Offense", + "text": "2A>2Cis a 1-frame gap on normal block and generally incontestable on Instant Block.2Cis a Fatal Counter starter and generally gives her a bunch of resources to work with in the following combo (even if the damage is lacking).6Acan be used instead, as it is a worse starter but retains a lot of gatling options while still having the same utility as a frame trap. 5C/2C>6Cis a 3-frame gap on normal block and will trade with 6f normals (heavily in Izayoi's favor) on Instant Block.6Cis also a Fatal Counter starter and has similar reward to2C, albeit with worse damage. 5Band2Bhave generous cancel windows which allows delay cancels into each other or herCnormals to act as frame traps as well. 2Ais naturally plus and a 6f gap into itself if allowed to recover instead of gatling-ing. Against characters with 7f or slower2As, it's very difficult to contest. The only real roadblock are 6f5As that hit crouching opponents as it'll force a trade. It'spossiblethat opponents may Instant Block2A, but not very likely. If they do this then gatling into something else and begin praying. NM Izayoi having a normal dash makes it much more straightforwards to reset pressure off this move. 6C>236[B]~A, orstance cancelled6Cis +1 on normal block. This is somewhat predictable towards the end of her strings, but6Cis already useful as a frame trap. Not something to reset pressure off of every time but excellent to keep in the back pocket. If6Cis Instant Blocked, Izayoi is forced into some minor RPS. Releasing236Bafter a slight delay will catch mashing but be significantly negative on block. If she cancels the stance like normal she'll be -2. Not the end of the world, but her turn is over and she's quite close to her opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Strategy", + "title": "Izayoi", + "section": "Gameplan", + "text": "Izayoi's pressure changes from very middle-of-the-road in Normal Mode to \"best in the game\" in Gain Art. Her hoverdash gives her incredibly fast mixups and pressure resets, but the Izayoi player must take care in not going too crazy. Restraint is the key, as repeatedly hoverdashing is very interruptible. Instead of relying on one option, use Izayoi's wealth of frame traps and threats to overwhelm the opponent's mental stack before picking them apart." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Strategy", + "title": "Izayoi", + "section": "Neutral", + "text": "Gain Art's hoverdash is incredible as a pressure tool, but heavily limits Izayoi's approach options as it's very difficult to dash block with. She's forced to commit to at least 1- frames of movement. To compensate for this, Izayoi has two airdashes and a double jump, as well as various ways to spend stocks to force respect or a way in. Valkyrie AstreaGuardStartup9Recovery21Advantage-5covers a lot of space very quickly and can be used as a pseudo-dash. However, it's generally better to save the stocks for using Astrea in corner combos or keeping a stray236Bor236Csafe. 214Dis incredibly annoying when paired with236Aand236D. Both versions of Sonic Sabre will whiff cancel into the teleport, putting a fireball on screen that persists if Izayoi is hit and teleporting her behind the opponent. Sabre and214Dare also usable in the air, making her air approach even harder to deal with. This is a strong option, particularly with236D, but it does come with some drawbacks. For one, both236Dand214Dcost 1 stock, meaning using both takes1/4th of Izayoi's total resources. Opponents who are ready for236D>214Dwill simply throw Izayoi when she appears behind them to avoid the projectiles entirely, putting Izayoi at a massive resource disadvantage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Strategy", + "title": "Izayoi", + "section": "Offense", + "text": "5CGuardMidStartup9Recovery15Advantage-1>2CGuardMidStartup18Recovery11Advantage+5is an incredible conditioning tool. There's only a 2-frame gap on normal block and a 5-frame gap on Instant Block, and surprise surprise, GA2Cis a Fatal Counter starter. If the opponent gets hit by Fatal2Cthey pretty much die. 2CGuardMidStartup18Recovery11Advantage+5>6CGuardMidStartup20Recovery17Advantage+1is only really necissary if the second hit of2Cis Instant Blocked, but again,6Cis a Fatal Counter starter. They will respect2Cor they will die. 2Cis +5 on block and +2 on Instant Block, all while vacuuming opponents back into her pressure. Keen opponents will always IB the second hit as it's telegraphed by the first, but this can be worked around by gatling-ing either hit into6Cto vary the timing or punish a jump/mash attempt. She can also take the +2 and reset into2A, although this loses to mashing. If you're feeling particularly brave and/or stupid, 66 AT will grab people jumping out while also faking out 66j.A. If the opponent doesn't Instant Block,5C>2Cwill loop into each other almost indefinitely. 6C, not to be left out, is also +1 on block. It cannot be cancelled into anything on block though, so if they IB this they're out. However, it's hard to be mad at an advancing, plus on block, Fatal Counter launcher. 5Cwill usually be respected out of fear of2C, which means Izayoi can leverage its jump cancel for a quick IAD pressure reset. Onlyj.Aorj.Bwill connect here, asj.Cis too slow and will hit the ground before it comes out." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Strategy", + "title": "Izayoi", + "section": "Hoverdash", + "text": "The core of Izayoi's mixups in Gain Art. 66j.AAis a 16 frame overhead that combos into5Con crouching opponents, and 66j.Cis an incredibly plus pressure reset. She can mix these with her already quite good lows (2AGuardLowStartup7Recovery8Advantage+1,2BGuardLowStartup9Recovery18Advantage-6) or slightly delay her lows to make the mixup ambiguous.3CGuardLowStartup16Recovery21Advantage-10is designed to be a 50/50 with 66j.Aas they're both 16 frames.3Cis the higher reward option of the two, but also cannot be cancelled (aside from RC) on block and is -10 up close. By comparison,j.AAis slightly plus, typically around +7 on normal block. Izayoi can also fake going high with her hoverdash by usingAirthrowinstead of a jump normal. This has the bonus effect of catching jump outs and making you look like a god. It's highly useful once the threat of her overheads has been established and the opponent is scared to mash, as its her easiest way to get back into ground throw range or even connect a fast low. Be careful though, as it is much slower than going for an overhead out of hoverdash and will lose hard to mashing. Forcing respect of her plus on block normals will cover her dash, but she can also try to reset off something minus if the opponent thinks she will continue the string instead. Most importantly,Valkyrie AstreaGuardStartup9Recovery21Advantage-5,Aegis BladeGuardMidStartup15~104Recovery46Advantage-32, or even3CGuardLowStartup16Recovery21Advantage-10all have 16 frames of blockstun, turning each one into a potential mixup with 50 meter on hand." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Strategy", + "title": "Izayoi", + "section": "Okizeme", + "text": "After basically any sort of knockdown, pop Trans-Am to observe what they're doing during the super flash. If they are trying anything except for a normal tech, she get to confirm a free punish during the super flash. If they wake up normally, there are a couple of tricks that are possible. A common one is to3Cunder them and get a free cross under while the bits cover Izayoi's recovery. Feigning her overhead (6[B]) will cause the bits to hit the opponent and let her go for an empty low or some other kind of mixup." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Strategy", + "title": "Izayoi", + "section": "Tips and Tricks", + "text": "Note that all the following tricks are specific to Gain Art mode. 236A>214Dfrom fullscreen can often catch people who are passively responding to fireball zoning. It converts into a full combo on hit and leads to pressure on block. 66j.C> jump cancel > airdash >j.Cwill cross up to the nature of her airdash. This works as a fast crossup to crack open particularly stubborn defense. Whiffing air grab after a hoverdash lets Izayoi fall faster than normal and opens up empty low/throw as mixup options. 44j.236B>j.214Dis a stock intensive but strong wakeup option. The backdash tends to have enough invuln to escape meaties (obviously not viable against Jin's snowflake or other oppressive setups) andj.236Bcan convert into ~3.5-4k depending on stock usage. This can also be used as a means of baiting and punishing DP's when the opponent has meter to rapid cancel. 5A2Acan crush fuzzy block attempts when the opponent is expecting another 66j.AA." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Strategy", + "title": "Izayoi", + "section": "Fighting Izayoi", + "text": "Izayoi's gameplan can be simplified into a few main steps: Fill her Zero Weave gauge Get in Run hoverdash mixups Fall back to Step 1 if she runs out of resources (or spend Overdrive) Knowing this, exploit her lack of resources during Step 1 and keep her there as long as possible. Dodge her fireballs in neutral and get a sense for what special moves the Izayoi player uses on block. While she covers big sections of the screen with her specials, they are somewhat slow to recover. Air approaches are a decent options because her anti-airs are limited, and623B(while head invul) hits at a very specific 45 degree angle. None of her teleports are safe. Committing to one in Normal Mode signals the end of her pressure, and some characters can punish them outright with long-reaching horizontal moves. Now she has stocks and is starting to look a bit scary. She needs to get in to leverage her hoverdash effectively, but she can burn stocks to do augment her NM neutral tools. She also has two airdashes and a double jump to work with. Izayoi is committing to at least 14 frames of vulnerability every time she goes for a hoverdash, as if she tries to Barrier any earlier she'll getj.Band most likely whiff it. The only teleport she has in the air is214D, which means she will always go behind. Teleports are always unsafe and can be punished with throw if she gets there before a fireball. Avoiding fireballs is still an important part of neutral because of the214Dcancel on whiff. Izayoi's hoverdash high/lows are unreactable withj.A, but going for them without meter requires her opponent to sit still. She has tools to fight mashing but the best way to stop her layer 1 offense with hoverdash is to anti-air her with a normal like5A. Her pressure is stubbier in GA mode due to5C's reduced range and6C's lack of cancel options, which makes Barrier and IBB more of a threat. Unless she shows that she's willing to end pressure/burn stocks when pushed out far enough, expect them to hover dash to reset pressure once they can't hit you with2C. Izayoi gets most of her damage fromCcounterhits, but doing so means she can't go for a mixup." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Strategy", + "title": "Izayoi", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Strategy", + "title": "Noel Vermillion", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Strategy", + "title": "Noel Vermillion", + "section": "General Tactics", + "text": "For more information on Noel's offense, check thisOffense Guidehere." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Strategy", + "title": "Noel Vermillion", + "section": "TL;DR (For Beginners)", + "text": "5A:jab, staggers & allows for whiff pressure tactics 2B: 7 frame low / 0 on block, great for pressure and catching fuzzy jumps. Allows for whiff pressure tactics 5B:decent poke, can convert to drives on confirms with6A>5D. 6C:situational anti-air, good meaty tool. 2nd strongest punish starter at 8 frames 2C:frame advantage +1, hits low twice, best pressure reset & catches fuzzy jump attempts 4D/d.4D:body and projectile invuln, situational reversal & DP or distortion super / poke baiting tool 6D/d.6D: body and projectile invuln, situational anti zoning tool d.6B(\"DLC\" version in particular): fast in-drive attack overhead, main mix up tool 236A/236B: positional projectile tool, can use236Aversion to reset pressure from a distance 236C: secondary short combo ender, risky situational anti air (no invuln) & poke gesture tool j.214C: air combo ender, Good keep out tool & clash kills most projectile moves Noel is an offensive rushdown character with good natural mobility and an unorthodox toolset that allows for creative construction of pressure & mix-ups. Noel's Drives give access to additional attack chains that can extend offense to pressure or open up the opponent viad.6B&d.6Dfor a high low mixup (albeit a risky one). Her drive can also be manipulated using \"DLC\" ( Drive Landing Cancellation) which allows Noel to skip a drive starter and access her most potent mix up from an air normal into a potential fast 50 / 50 withd.6Band2B. Noel has multiple tools: Chamber Shot (236C), which can be used as a poke gesture and in some instances a big hitbox that can potentially anti-air from a distance. Revolver Blast (j.214C) which is typically TK'ed to produce an attack that keeps opponents out, can clash kill most projectiles and offers high punishing oki in the corner to control wake up options. Noel’s Optic barrels (236A/236B) can patronize opponents into making a neutral mistake by enticing them to rush in a certain way. This lets you preemptively attack them during their approach. It is also occasionally used to extend pressure with236Avia pushback from block or barrier guard after a longer pressure string as it can be dash cancelled to close the distance. Noel’s Neutral and demeanor is usually passive aggressive or somewhat defensive. As far as spacing and pokes, she primarily uses5B. At 9 frames it’s a decent ranged poke in most cases even next to her5C.5Cis not only one of Noel’s longest pokes (beaten by her slow3C) but is also her strongest punish tool especially in the corner. It is important to note however that some of her normals are somewhat often low profiled like her2A,5Band5C. Her6Ais one of the weaker anti airs in the game but it gets by. Be very careful on its placement as it tends to fail when the opponent is directly above Noel. In general, Noel does not have an answer for everything and it is heavily implied to flex full control and expertise of her mobility and proper use of system mechanics such as instant blocking, instant barrier blocking, and OD to supplement defensive escapes. Noel’s direct defensive options are4Dand Fenrir super. Noel primarily benefits off the opponent’s mistakes in neutral or eagerness to disrespect her offense / pressure / oki. This being said, neutral positioning and awareness of when & where her options are applicable in her matchup are keys to her success. It is important to condition opponents to help facilitate other forms of offense such as microdash kara throws or setups for DLC mix ups using instant air dashes in the corner and rapid cancels. Noel's normals are also very good at catching some DP input attempts or fuzzy jump attempts. Conditioning also opens up creative use of whiff pressure to prolong offense while baiting bad mashing that can be punished with clever use of frame traps. With4Dyou can also occasionally bait most reversals, but be careful as it can backfire if it becomes predictable. Noel's pokes have a shorter range than most traditional neutral based characters but she has decent ways to throw up deceptively big hitboxes such as236C,j.214C,j.C, and6C(among other tools) that are useful preemptive attacks to catch approaches." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Strategy", + "title": "Noel Vermillion", + "section": "Drive Landing Cancel", + "text": "(Placeholder header for restructure/rewrite to describe this technique in full later) - Sig" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Strategy", + "title": "Noel Vermillion", + "section": "Blockstrings", + "text": "Most of Noel's blockstrings are rather short. It's generally built off of5Aand2Astaggers. This keeps Noel from overextending and getting her offense blown up. With meter, Noel can opt for longer strings to keep herself safer. The following strings are examples taken from the Offense Doc linked above: A basic string into a pressure reset.2Bwhiff is a solid option to reduce frame disadvantage Another pressure reset idea. You can use delay2Bto frame trap your opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Strategy", + "title": "Noel Vermillion", + "section": "Okizeme", + "text": "- Instant airdash intoj.Ccan force the opponent to block a high/low mixup between Drive Landing Canceledd.6Band2B. Note though that the opponent can still roll or mash out of this due to the long delay when setting it up.-5D>d.6Ais the weakest option in terms of control but the most rewarding in terms of offensive power. If the opponent does not tech immediately,5Dwill hit them (although there are some characters on which5Dwill whiff). If they tech immediately,6Awill meaty and you can go for a 50/50 between a highd.6Bor a crossup lowd.6D. This WILL lose to reversals." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Strategy", + "title": "Noel Vermillion", + "section": "Choosing an Oki Route", + "text": "Noel can bait reversals by using4Din addition to backdashing and blocking due to the large amount of body invuln in that move. Do note that this should only be used for hard reads since it locks you into drive if they wake up normally. Midscreen Noel's midscreen oki is pretty paltry since she has to commit to hard reads or just let the opponent tech away for free.After ad.236D, you can immediately instant airdash withj.Cwhile holding 1 (down back) to make this turn into a safe jump. There is little to prevent the opponent from simply rolling away but if they choose not to, you can begin to reset pressure or bait a reversal. As an added bonus, if they blockj.Con wakeup, you can immediately enforce a 50/50 between Drive Landing Canceledd.6Band2B. Alternatively, you can run at the opponent after Bloom Trigger and try to predict where they will tech. After ad.5A>d.6B>236A,d.5B>236A, orj.214C>j.2Cender at certain heights, you can run at the opponent while doing a sliding2Bto cross under an opponent if they choose to immediately tech in place. The combo routes that enable this can be somewhat specific due to the positioning. Crossing under will also be harder on characters like Tager or Susanoo.Here is one such example of this in action.Technically speaking, all236Amidscreen enders can be crossed under with2Bwith all characters. Corner Noel's corner control is surprisingly good. After aj.214C>j.2Cender in the corner, you can check all delayed techs with a5C>236Coption select. If the opponent neutral techs, the5Cwill whiff and therefore will not cancel into Chamber Shot. You can then choose to meaty with2Aor bait a reversal. If the opponent does a delayed tech of any kind, the5Cwill hit them and will automatically cancel into Chamber Shot which can then be linked into5Bfor a nice punish combo. At a high enough elevation, certain Bloom Trigger enders will allow for a safe jump. A common way to achieve this is with the following ender:6C(2) > sj.2C> dlj.D>d.4D>d.2D>d.5B>d.4D>d.236D. Note that while the popular JP ender ofd.214D>22BBBBBdoes space you so that the opponent cannot roll out immediately, this is not actually optimal in terms of how much lockdown it offers you after your combo. What it does offer is some rewarding mixup opportunities on a thoroughly conditioned opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Strategy", + "title": "Noel Vermillion", + "section": "Tips and Tricks", + "text": "Against characters and players that like to push heavy buttons on round start (Hakumen, Nine, Kokonoe etc.), players can opt for a high risk opening with6Dor2D, abusing the body/low invuln in order to get a full combo into the corner. 6Dcan also be used to punish players that predictably include projectiles or slow Body property moves in the middle (Terumi5D) or end (Ragna's Deadspike) of their blockstrings. It can also be used to beat out characters running in with a mid poke. 2Dis also technically throw invuln since the game treats Noel as airborne during the middle of the animation. \"Drive Landing Cancellation\" is a technique where timing a D press in conjunction with another drive move input as you land from a jump will let you use any drive move without committing to the long animation of5D,6D,4D, or2D. Obvious applications of this are to used.6Bfor a jump in mixup,d.5Bas a long range poke, and Spring Raid (d.623D) as a fully invincible uppercut.Here is an older video of the concept being demonstrated in Calamity Trigger. In 2.0,j.Bgot a hitbox behind Noel so you can do close jumps in the middle of pressure and catch people off guard with this. On round start, there are a number of options she can take:" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Strategy", + "title": "Noel Vermillion", + "section": "Fighting Noel", + "text": "(Vutsrq's Anti Noel Doc)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Strategy", + "title": "Noel Vermillion", + "section": "Defending", + "text": "Drive mixup suffers vs barrier sinced.6Bwhiffs after just a few barriered moves. Generally speaking, there is nothing a Noel can do about DP's during drive unless she is willing to commit tod.4Dwhich loses to a mashed out low. As a general rule, blocking high in drive should be the default due to the fact thatd.6Bhits at a wicked fast 16f (18f?) whiled.6Dis 24f. Characters with DP's can invuln fairly consistently through drive chains since Noel's only real solution to DP mash is a preemptived.4D, a read that risks letting the opponent jump out. Barrier can also cause ad.6Bto whiff if the Noel player is not compensating for the pushback. Characters with a 6f normal can beat out6B>5D. Yes, it's that bad. Take note of hitbox/hurtbox placement though since Jin's5Awill hit but Ragna's5Awill not. You will have to be absolutely sure of the timing though or you're eating a Fatal combo for 5k. Larger reward may be possible with instant block. When playing a competent Noel, be prepared to anti-air during her pressure. Noel's best mixup comes from a jump in so being able to shut that down will limit her up front threat. Be very careful about when you use Overdrive during her drive pressure.d.4Dwill beat out all EA's, most mid punish starters, and most reversals. Optic Barrel pressure resets of any kind are fake and leave Noel at slight frame disadvantage even when dash canceled. Bursting during Noel's combos is fairly reliable since she lacks a proper way to bait bursts during drive chains." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Strategy", + "title": "Noel Vermillion", + "section": "Neutral", + "text": "A badly spaced6Dcan be jumped over or swept quite easily.6Dis not invuln before going active so it can be mashed or even thrown.After being knocked down at full screen (ie. After one of Noel's Distortion Drives), block for a split second first since Optic Barrel is often thrown after as a check." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Strategy", + "title": "Noel Vermillion", + "section": "Offense", + "text": "Always meaty Noel with a low if possible to avoid getting hit by4Don wakeup.Do not autopilot into body or foot property moves with noticeable startup or recovery during pressure. A smart Noel will take notice and blow through with2Dor6D.A common mistake when punishing Noel's supers is running in at the wrong time. Fenrir has a very long recovery animation after all the bullets are fired so it's fine to wait until the bullets stop. It's also possible to go for an early punish with a move that will low profile the later bullets. Thor has the missile follow up that tends to catch people a lot. You can wait until she's in recovery to do a full screen punish or you can run inimmediatelyafter the bullets stop. Running in late often leads to a failed punish or even getting hit by the missile." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Strategy", + "title": "Noel Vermillion", + "section": "External References", + "text": "Playlist of CF Noel Tech by Litherain 22B(w) oki Vutsrq's Anti Noel Doc" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Strategy", + "title": "Noel Vermillion", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Resources", + "title": "Relius Clover", + "section": "Intro", + "text": "This page is Relius Clover's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Resources", + "title": "Relius Clover", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here. [https://docs.google.com/document/d/17eFgUxSeM-nDhdLObsAMPG4uCkVflp_-qTHdssjZAak/edit?usp=sharingBeginner's GuideBeginner's Guide by BasedTuxedoMask. Useful as a starting point. Beginner's Guide by BasedTuxedoMask. Useful as a starting point. Comprehensive Guide on ReliusOutdated guide, though it may provide some useful information in certain sections. Outdated guide, though it may provide some useful information in certain sections. Japanese Name: レリウス=クローバー" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Resources", + "title": "Relius Clover", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. https://www.youtube.com/watch?v=xM8hsazO7LcBeginner Guide by Don Beginner Guide by Don" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Resources", + "title": "Relius Clover", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Resources", + "title": "Relius Clover", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Resources", + "title": "Relius Clover", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited/Data", + "title": "Ragna the Bloodedge", + "section": "Links", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Ragna_the_Bloodedge/Unlimited/Data", + "title": "Ragna the Bloodedge", + "section": "214214D", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Matchups", + "title": "Bang Shishigami", + "section": "Intro", + "text": "Replay Theateris a great resource to find matchup footage. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree. Please feel free to make edits, but include edit summaries and sources where applicable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Matchups", + "title": "Bang Shishigami", + "section": "Hazama", + "text": "Bang has a lot of tools that hazama doesn't like, and has the damage/hp to abuse those tools to make haz somewhat uncomfortable fighting him. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Matchups", + "title": "Bang Shishigami", + "section": "Defense", + "text": "On defense drives are really good, haz doesn't really have the defensive options or the damage/hp to feel comfortable just straight brawling with bang. Haz has a lot of situations where he's like +2, so gambling on 5d post 5b or 6b or whatever is decent sometimes. Stance barring instant B followup obvi loses to fuzzyjump but bang j.d will cook all options besides that aswell, and if you have the read 6d>explosion will cook b followup. All followups barring B on meaty 214b will lose to 6d>explosion. Haz struggles dealing with 6d on wakeup in general. Ight enough on dealing with Haz's pressure, the bigger issue is definitely neutral. If they try to mix your shit in their OD just pop FRKZ and run away unless you have an insane lead you can risk losing, otherwise trying to block it out isn't worth." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Matchups", + "title": "Bang Shishigami", + "section": "Neutral", + "text": "There are a few major aspects of dealing with haz that bang can use and abuse that other characters can't.1.) nails (esp b nail) are fantastic at occupying neutral space vs hazama. You can do IAD back B nail and force haz to kinda chill and not spaz out. D nail is good at allowing you to go turbo aggro then if he catches your approach he'll get hit out of whatever he wants to confirm with so you have low risk, and A nail is incredibly strong when you condition him to sit and wait with stance by either fucking him up in the air multiple times prior OR by getting shippugeki and making him play super grounded out of fear of the grab. You wanna route to get shippugeki ASAP to force haz to play in a way where he has to eat nail approaches on the ground.then 2.) most characters after blocking a chain do not have the window to antiair; is not a bang specific issue. But what bang can do is drive the initial chain (with any drive mind you, its a projectile not so 6d/5d/2d/j.d all can cook) and then depending on the read you have on the haz player let the drive rock/tp and force him to not commit with the chain approaches, or if he does commit, just do explosion and he kills himself for trying to get in. You wanna play very floaty and far back from haz and be super non comital. then when you see a chance with decent odds of success you hard commit to things and go in really heavy. 1.) nails (esp b nail) are fantastic at occupying neutral space vs hazama. You can do IAD back B nail and force haz to kinda chill and not spaz out. D nail is good at allowing you to go turbo aggro then if he catches your approach he'll get hit out of whatever he wants to confirm with so you have low risk, and A nail is incredibly strong when you condition him to sit and wait with stance by either fucking him up in the air multiple times prior OR by getting shippugeki and making him play super grounded out of fear of the grab. You wanna route to get shippugeki ASAP to force haz to play in a way where he has to eat nail approaches on the ground. then 2.) most characters after blocking a chain do not have the window to antiair; is not a bang specific issue. But what bang can do is drive the initial chain (with any drive mind you, its a projectile not so 6d/5d/2d/j.d all can cook) and then depending on the read you have on the haz player let the drive rock/tp and force him to not commit with the chain approaches, or if he does commit, just do explosion and he kills himself for trying to get in. You wanna play very floaty and far back from haz and be super non comital. then when you see a chance with decent odds of success you hard commit to things and go in really heavy. Be weary of using shippugeki too much. The threat of it is very strong because it forces haz to not be a fucking spaz in neutral but it itself gets beat by j2c, tk or just high jameijin, his command grab, and B stance followup. If the haz is good at the matchup they'll also do shit like jump then chain pull themself to the ground very quickly to bait your twitch reaction on the jump to super and then punish you so be weary of all that. The super is a lot better bc it forces them to be ready to do all this shit which kinda requires them to play low to the ground or sit around in stance in neutral. When they are doing these things IAD A nail and D nail approaches shit on him, and when bang gets in in this matchup he kinda just wins. You kinda just reign in how much you commit depending on how the hazama ur fighting wants to commit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Matchups", + "title": "Bang Shishigami", + "section": "Offense", + "text": "Every hazama player is a chronic fuzzyjumper, so kill them for it. 2d 623b works so just route to do that and always get 4 seals off any hit that corners. Burning CT to get 4 if ur too far is also worth imo. Slight delay 2b on wakeup is great bc haz players like to backdash on wakeup. Be careful tho bc they will OD on wakeup a lot, so once you corner them don't commit to anything more than j22a j.b or 2a/5a on wakeup." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Matchups", + "title": "Bang Shishigami", + "section": "Naoto Kurogane", + "text": "Bang has strong tools to deal with Naoto's simpler gameplan, The matchup is primarily about minimizing risk, running circles around naoto and forcing him to commit to riskier options, and blowing him when he does. If he doesn't Bangs baseline safe neutral approach will usually beat out Naoto's. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Matchups", + "title": "Bang Shishigami", + "section": "Defense", + "text": "On defense bang has pretty solid options if he so chooses to RPS naoto pressure. 6d/5d/2d all have their place against his pressure, ashura is strong (don't daifunka in this matchup you will get scooped by phantom pain), j.d is decent against certain pressure strings and is solid to bait antiair against naoto. Mostly just try to block things out and only take risks if you feel comfortable. Naoto is not gonna mix you out of your socks, being patient and forcing naoto to overextend so you can contest his pressure or punish him is viable. take care to properly IB/IBB his strings, try to min/max risk reward unless your nasty and you got the read then you can box, yall are gonna do similar damage numbers whoever ends up being right. Difference is you get seals he gets nothing. Shippugeki is a very strong reversal against naoto's pressure, he can't rps and threaten drives and drive cancels as much once you get it. Defensive OD is usually not amazing against naoto, bang is the exception as naoto struggles to deal with bang tweaking out in FRKZ. popping it mid pressure to force him to rps with you is scary for naoto to deal with. The more seals you have the scarier it is for him." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Matchups", + "title": "Bang Shishigami", + "section": "Neutral", + "text": "Against naoto you want to force him to commit to fighting you in the air most of the time. your air buttons aren't too much better but your air mobility is much stronger, and your air confirms are quite high reward whereas Naoto's are not. Nails are very strong against naoto. poison nail is solid in some scenarios, but the angle B nail covers is fantastic against naoto. IAD back B nail is great for stuffing his approaches, IAD forward B nail is great for beating out his antiair. D nail approaches are also incredibly strong but be careful of burning nails as nailless bang vs naoto is kind of tricky. Ultimately its about conditioning naoto to be scared to fight you in the air, then bully your way in with nails once you do force him to play more grounded. If he refuses to respect your superior air control he will eat a stray j.a or j.b or whatever, give you 2-4 seals and be put in the corner from anywhere on the screen." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Matchups", + "title": "Bang Shishigami", + "section": "Offense", + "text": "Utilize j.22a>j.b as a safejump, it will beat all of his reversals options if done perfectly. j.4b is the God offensive option in this matchup. Naoto has a very tough time dealing with it. It will clash with 2c often, as a meaty it will beat out every reversal option. Even tho it leaves you about 3/4s screen away you can still press 3c to fatal punish EN dp attempts on j4b. As naoto is a DP character B nail oki in the corner is strong. Jumping attacks coming from directly above him will beat out reversals used tho so you can get away with set bumper a lot aswell. crossup safejump post 5d 214b is strong, and standard 214d set bumper post 623b 2c is strong aswell. Naoto has a low 2a but don't be too scared to go for 2d in pressure to bait reversals, it is amazing to have an option that is a consistent answer to phantom pain, en dp, and his supers all in one so keep it in the back pocket and bust it out when you feel its worth using." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Matchups", + "title": "Bang Shishigami", + "section": "Carl Clover", + "text": "The carl Matchup is a tricky matchup for many players, due to several reasons. One of them is the lack of Carl players in general, and the other is that Carl is just a very strong character in general. Dealing with his Doll is a big part the matchup, and not knowing what to do about it is frustrating, and can get to a person easily. These are a few tips to help overall in the matchup, should give you a general basis on how to approach this matchup. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Blocking Carl in the air is perfectly A-okay, since he struggles to jail to the ground. It helps that getting air clashes is a winning situation for Bang, meaning Bang can start the counter offense against him. Challenging Carl in the air has better Risk-Reward the further away you are from his doll, so keep that in mind if you want to get him in the air. The general way you should view fighting Carl is punishing him for trying to hit you, instead of trying to force your offense or cheesing him on defense. Against Carl's unblockable setup, you should aim to OverDrive it. Hold 2A, and get the OD macro to neutral, proceed to blow Carl up via the scramble. Overdrive Guard Cancel is VERY strong against Carl: he’s one of the few character who GCOD is better on compared to just standard Overdrive. You may think it’s bad since you lose half your OD timer, but OD Neutral vs Carl is disadvantageous due to Counter Hit movement, so the low timer is fine. If Carl tries to extend pressure with the doll, GCOD can force him to gamble against what you do. At airdash height, he can jail you but at Super jump height, he really can’t. Carl has to commit pretty hard when you’re falling above his head. From there, j.22A and other shenanigans are what can net you some good rewards. If you aren’t confident though, empty jump Barrier is essentially risk free. As an added benefit, if you cross Carl, you can change the position of you being sandwiched between Carl and his Doll, to Carl between Bang and the Doll, which means he has less access to Doll options. Doing a jump while he’s in range of j.B > punish is pretty good. His Doll can’t cover Carl as well as when he summons it, and even then it can be a small victory because your forcing him to spend meter. Go for big jumps, air Instant Block and double jump airdash away when he tries to jail you, airdashes are kinda scary. This matchup is about constantly struggling for position and constantly whittling at his resources to force so Carl burns bar and spends meter, and thus gets him worse damage. The ground game should be played sometimes, because if his Doll isn’t is messed up places (i.e, behind you), Bang generally wins in that aspect. As a general tactic, force a situation early, confirm that carl picks a good option for the scenario, get out and force him to burn the ada gauge while not ever taking a major risk yourself. You’re already playing hard, so play smart to capitalise correctly. B Nail (j.236B) is pretty good at stopping Carl to cover himself while the Doll is covering some other place on the screen. When it comes to Carl’s dash allegretto, don’t be afraid to just stand IB and punish when his Doll isn’t in a very favourable position. Carl SHOULD struggle when trying to catch Bang. That’s how this matchup is Ideally played. Big air movements, single jumps, neutral is all about safety and non commitment. Make sure to do tighter strings, such as 665A>623Cinstead of5A> 66 >623C" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bang_Shishigami/Matchups", + "title": "Bang Shishigami", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Combos", + "title": "Lambda-11", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Combos", + "title": "Lambda-11", + "section": "Combo List", + "text": "Damage and Heat Gain values assume all C hits make contact." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Combos", + "title": "Lambda-11", + "section": "5B/2BStarter", + "text": "(5C) means the combo needs running momentum to include it. On some characters, including (5C) will always make the combo drop." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Combos", + "title": "Lambda-11", + "section": "5CStarter", + "text": "All combos in the5B/2Btable also work with5Cas the starter." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Combos", + "title": "Lambda-11", + "section": "Overdrive Combo List", + "text": "Lambda's overdrive increases her damage for routes that don't involve Gravity, and isn't a character who benefits from OD'ing mid-combo unless it will kill, or the times Gravity is in cooldown. This list has been written primarily for activating Overdrive during defence or to cash out for round enders. For low times, the usual Gravity BnBs are often equal or better damage, but combos have been listed for players who'd prefer to save it for okizeme." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Combos", + "title": "Lambda-11", + "section": "Combo Theory", + "text": "Lambda's combos focus on carrying the opponent to the corner and ending in an okizeme setup, this will usually be Spike Chaser. There are different routes depending if you can land Gravity Seed or not. The ones where she can are high damage and always ensure the corner, but require Lambda to be close to the opponent such as a melee confirm or through IAD'ing in from midscreen pokes. Routes without Gravity can still land the opponent in the corner but require them be hit in the air, or be launched from a move like6Bor Spike Chaser." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Combos", + "title": "Lambda-11", + "section": "Common Gravity Routes", + "text": "It's possible to get to the corner no matter the screen position via Gravity Seed from3C. For example: X >3C>214C>665C>6C> (Delay)>236C> (route ender) This is the most common route into Gravity, and it has two main variations depending on distance. The easiest and standard is when you’re around roundstart with the ender being66C>236D>6C>214D, so a combo at this range would look like: 5B>3C>214C>665C>6C> (Delay) >236C>66C>236D>6C>214D It's possible to do236C>214D>66C… if you are close enough for them to wallstick in the corner. The other variation is if you're much father back from round start position— if you were cornered yourself. It follows the same pattern as the above, but you do66C(1) >236B(w)~6C>6C>236D>6C>214D. For example: 5B>3C>214C>665C>6C> (Delay) >236C>66C(1) >236B(w)~6C>6C>236D>6C>214D This will travel from corner-to-corner and work even off short length starters such as2A. You need to cancel66C(1) almost immediately for it to be consistent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Combos", + "title": "Lambda-11", + "section": "Gravity IAD Routes", + "text": "If you land a confirm but aren't in range for3C, you can still land Gravity through IAD routes. These can be done from max-range2B/5Band5Dconfirms and use X >5D> IAD >j.B>j.C>663C>214C. For example: 5B>2B>5C>5D> IAD >j.B>j.C>663C>214C>665C>6C> (Delay) >236C>66C>236D>6C>214D 5B>2B>5C>5D> IAD >j.B>j.C>663C>214C>665C>6C> (Delay) >236C>66C(1) >236B(w)~6C>6C>236D>6C>214D These routes sacrifice little damage and have a good regen amount, but can't be performed from2A/5Anor air buttons due to the hit stun decay. It's still possible to fit in214Dhere for extra damage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Combos", + "title": "Lambda-11", + "section": "Common IAD routes", + "text": "This IAD example ties into confirms where Gravity is (usually) not possible to go into, like that of6Band air hit6D/2D. Just like before, there are two main variations depending on your distance from the corner: from around roundstart position, and cornered yourself. The first route is for round start position and uses X > Delay >2D> IAD >j.B>j.C>6A> Delay >5C>6C>236D> (route ender). You will usually be too close to the corner after236Cto set up Spike Chaser, so here you would either do6C> Gravity okizeme, or, if you wanted to squeeze out extra damage,6C>2D>5D>236B. For example: 6B/6D> Delay >2D> IAD >j.B>j.C>6A> Delay >5C>6C>236D>236C>6C>214A 6B/6D> Delay >2D> IAD >j.B>j.C>6A> Delay >5C>6C>236D>236C>6C>2D>5D>236B Ending in236C> Delay >3C(1) >236Bis a safejump setup. E.x236B> 66 >j.B. Gravity as okizeme cripples the opponent's mobility on wakeup making it good to see what they do and react without the worry of them escaping or doing a reversal, you can also be more aggressive and roll check with662Bafter and still meaty if they didn't. As for236B, it's a hard knockdown which is nice for scoring a KD while getting the most meterless damage out of a confirmor trying to bait a wakeup reversal." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Combos", + "title": "Lambda-11", + "section": "IAD Crossup", + "text": "The other route, if you are cornered or very far from the next corner, is a sideswitch instead of corner-to-corner, by buffering66Aas Lambda lands she will crossup under the opponent. For example: 6B> Delay >2D> IAD >j.B>j.C>66A>6C>236D>236C>66C>2D>5D>236B If the spacing allows, you can do …>236D> 66 >6C>214Dfor a Spike Chaser setup." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Combos", + "title": "Lambda-11", + "section": "Video Examples", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Combos", + "title": "Lambda-11", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Starter", + "title": "Kagura Mutsuki", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Starter", + "title": "Kagura Mutsuki", + "section": "Should you be playing Kagura Mutsuki?", + "text": "You should pick Kagura if You like big damage You like big normals and don’t mind longer recovery You enjoy using specials by pressing 2 buttons in succession You enjoy charge characters You like to call out your opponents actions and reap handsome rewards You know how to get away with unsafe options You should avoid Kagura if His normals and move speed feel sluggish to you You want to run safe / gapless pressure / mixups You want to be the one dominating neutral You want plus on block normals You don’t like being patient in certain matchups Don’t be discouraged even if You dislike charge characters, as he is way less dependent on charges than most other characters of this archetype You don’t like memorizing lots of specials. They follow a pattern, so memorizing them is manageable." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Starter", + "title": "Kagura Mutsuki", + "section": "Keymoves", + "text": "j.CGuardHigh/AirStartup13Recovery24Advantage: Great disjointed air button, perfect for spacing 2AGuardAllStartup7Recovery10Advantage-1,5BGuardLowStartup8Recovery11Advantage±0: Close up pokes, perfect for stagger,5BGuardLowStartup8Recovery11Advantage±0hits low 6BGuardMidStartup9Recovery21Advantage-8: Midrange poke 2CGuardMidStartup16Recovery23Advantage-9: Primary longrange Poke 5CGuardMidStartup19Recovery23Advantage-4: Longrange poke, when you expect them to jump over2CGuardMidStartup16Recovery23Advantage-9 [2]8CGuardMid, All×5Startup9Recovery29+20LAdvantage-45\"C-Fafnir\": DP flashkick, that covers a lot of space [2]8BGuardMidStartup13Recovery20+12LAdvantage-18\"B-Fafnir\": Anti-air flashkick, covers less space thanC-Version, but is safer and hits behind [4]6AGuardAllStartup18RecoveryTotal: 36Advantage-3/BGuardAllStartup40RecoveryTotal 51Advantage10\"Orb\": Projectiles for zoning and oki 6D~CGuardAllStartup13~18Recovery26Advantage-11\"Wyvern\": Projectile Invul special, that moves forward 2D~AGuardHigh/AirStartup20Recovery41Advantage-27\"Vritra\": Overhead, RC to make it safe on block 5D~BGuardThrow(120)Startup7Recovery38Advantage\"Drake\": Command grab 2D~CGuardMid, LowStartup18Recovery27Advantage-9\"Naga\": safest ender for drive pressure" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Starter", + "title": "Kagura Mutsuki", + "section": "Overview", + "text": "Kagura is a high risk high reward charge character with long range, explosive damage, strong defense, mixup and call out tools. His long range and Projectiles make him good at keeping out the opponent and his reversals let him turn the tides quickly on defense. Due to him being slow in terms of movement and normals as well as having exploitable weaknesses it can be difficult to win neutral, but once you do he steamrolls quickly with his insane damage and mixup potential, utilizing his stagger pressure, overheads and (command) grab. The key to mastering this character is knowing when and how to commit to make the right calls. This is equally true for his neutral, defense and offense. Recap: High risk / high reward Charge character Long range, but slow Excels at keep-away, mixup, defense and steamrolling Now we will briefly explain the purpose of each of Kaguras Attacks to give you a general Idea when to use each. Please take a look at the overview section for a more in-depth analyzis of them. A-buttons= pretty standard, generally your fastest Mash Out Options5AGuardAllStartup5Recovery9Advantage±0= 5f, whiffs on crouchers, good for punishes, pseudo Anti-Air2AGuardAllStartup7Recovery10Advantage-1= 7f default mash out option, good for stagger pressure6AGuardHighStartup22Recovery19Advantage-3= 22f Overhead, late cancellable into Fafnirj.AGuardHigh/AirStartup7Recovery9Advantage= 7f go to Air to Air Option 5AGuardAllStartup5Recovery9Advantage±0= 5f, whiffs on crouchers, good for punishes, pseudo Anti-Air 2AGuardAllStartup7Recovery10Advantage-1= 7f default mash out option, good for stagger pressure 6AGuardHighStartup22Recovery19Advantage-3= 22f Overhead, late cancellable into Fafnir j.AGuardHigh/AirStartup7Recovery9Advantage= 7f go to Air to Air Option B-buttons= stubby but fast5BGuardLowStartup8Recovery11Advantage±0= 8f standing low, neutral on block, good for stagger pressure2BGuardLowStartup10Recovery14Advantage-3= 10f crouching low, mostly used in pressure6BGuardMidStartup9Recovery21Advantage-8= 9f poke, can also be accessed via5BBj.BGuardHigh/AirStartup10Recovery15Advantage= 10f Air Poke, good for jump ins, can cross up 5BGuardLowStartup8Recovery11Advantage±0= 8f standing low, neutral on block, good for stagger pressure 2BGuardLowStartup10Recovery14Advantage-3= 10f crouching low, mostly used in pressure 6BGuardMidStartup9Recovery21Advantage-8= 9f poke, can also be accessed via5BB j.BGuardHigh/AirStartup10Recovery15Advantage= 10f Air Poke, good for jump ins, can cross up C-buttons= long range pokes5CGuardMidStartup19Recovery23Advantage-4= 19f long ranke poke, can catch opponents jumping, best combo starter2CGuardMidStartup16Recovery23Advantage-9= 16f go to long range poke, has foot property6CGuardMidStartup22Recovery29Advantage-10= 22f preemptive Anti Air, can be made safer by stance cancelling3CGuardLowStartup14Recovery23Advantage-9= 14f combo tool, can be used for 50/50s with TK Kadamosj.CGuardHigh/AirStartup13Recovery24Advantage= 13f aerial defense tool, good for covering space, knocks down on air hit,rising overhead against Tager, Hakumen and Relius 5CGuardMidStartup19Recovery23Advantage-4= 19f long ranke poke, can catch opponents jumping, best combo starter 2CGuardMidStartup16Recovery23Advantage-9= 16f go to long range poke, has foot property 6CGuardMidStartup22Recovery29Advantage-10= 22f preemptive Anti Air, can be made safer by stance cancelling 3CGuardLowStartup14Recovery23Advantage-9= 14f combo tool, can be used for 50/50s with TK Kadamos j.CGuardHigh/AirStartup13Recovery24Advantage= 13f aerial defense tool, good for covering space, knocks down on air hit,rising overhead against Tager, Hakumen and Relius [2]8BGuardMidStartup13Recovery20+12LAdvantage-18\"B-Fafnir\" = Go to Anti-air, pretty safe when blocked in the air [2]8CGuardMid, All×5Startup9Recovery29+20LAdvantage-45\"C-Fafnir\" = Invincible reversal, mostly save from cross ups j.[8]2CGuardHigh/AirStartup13RecoveryUntil L+8Advantage\"Kadamos\" = Combo Ender, potent overhead if buffered on the ground [4]6AGuardAllStartup18RecoveryTotal: 36Advantage-3\"A-Orb\" = your go-to projectile, restricts opponents movement [4]6BGuardAllStartup40RecoveryTotal 51Advantage10\"B-Orb\" = slow Projectile, use with caution Drivelets Kagura go into 3 Stances with 3 Moves each Forward Stance 6D= Movement and call-out tools6D~AGuardAllStartup26~35Recovery20Advantage-6\"Dahaka\" has full invul, great to beat DPs6D~BGuardAllStartup33-42Recovery24Advantage-8\"Azhidaha\" crosses sides, risky repositioning tool6D~CGuardAllStartup13~18Recovery26Advantage-11\"Wyvern\" Projectile invul, great to beat (slow) Projectiles 6D~AGuardAllStartup26~35Recovery20Advantage-6\"Dahaka\" has full invul, great to beat DPs 6D~BGuardAllStartup33-42Recovery24Advantage-8\"Azhidaha\" crosses sides, risky repositioning tool 6D~CGuardAllStartup13~18Recovery26Advantage-11\"Wyvern\" Projectile invul, great to beat (slow) Projectiles Down Stance 2D= High / Low Mixup2D~AGuardHigh/AirStartup20Recovery41Advantage-27hits high, evades low2D~BGuardLow/Air, AllStartup13Recovery22Advantage-7hits low, reaches far2D~CGuardMid, LowStartup18Recovery27Advantage-9hits mid and then low, safest drive 2D~AGuardHigh/AirStartup20Recovery41Advantage-27hits high, evades low 2D~BGuardLow/Air, AllStartup13Recovery22Advantage-7hits low, reaches far 2D~CGuardMid, LowStartup18Recovery27Advantage-9hits mid and then low, safest drive Neutral Stance 5D= Utility Moves5D~AGuardMidStartup19Recovery31Advantage-14armored move, loses to lows and throws5D~BGuardThrow(120)Startup7Recovery38AdvantageCommand Grab, great mixup tool5D~CGuardMidStartup17Recovery34Advantage-16preemptive Anti Air, lets you switch sides at will 5D~AGuardMidStartup19Recovery31Advantage-14armored move, loses to lows and throws 5D~BGuardThrow(120)Startup7Recovery38AdvantageCommand Grab, great mixup tool 5D~CGuardMidStartup17Recovery34Advantage-16preemptive Anti Air, lets you switch sides at will You can cancel the Stance with4D Drivesin the air move you to the groundYou can influence the direction by holding 4 or 6 afterwardsthe distance traveled depends on Kaguras air height You can influence the direction by holding 4 or 6 afterwards the distance traveled depends on Kaguras air height Drivesare generally unsafethey lose to overdrive or DPsmany are punishable on block they lose to overdrive or DPs many are punishable on block 28D“Zanga” = Damage super [4]1236C“Lindwurm”GuardAllStartup1+(62 Flash)+3RecoveryTotal: 59Advantage-8= 4f, no invulnerability, can be used to beat projectiles" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Starter", + "title": "Kagura Mutsuki", + "section": "Input Tips & Tricks", + "text": "Kagura is the only Charge Character in this game, but also behaves differently from charge characters in other games, due to how Blazblue handles charge Inputs so here are the most important Input Tips and Tricks. You can back charge with 1,4,7 and downcharge with 1,2,3 You can release charge move with 3,6,9 or 7,8,9 respectively Input6BGuardMidStartup9Recovery21Advantage-8as646Bto discharge after blocking for an extended period of time Optimally Charge orbs with 1 and release with 3 to keep the charge for fafnir Whenever you and your opponent switch sides, you can still do the orb input in the original direction. (i.e. useful in cornered combos) You can input most attacks with a back charge, making it easier to get orbs afterwards (eg.5CGuardMidStartup19Recovery23Advantage-4=4C) this applies to5BBas well which is the same as5B,6BGuardMidStartup9Recovery21Advantage-8 You can prebuffer either Fafnir when gatling2AGuardAllStartup7Recovery10Advantage-1into6AGuardHighStartup22Recovery19Advantage-3to combo on hit.(C-Fafnir is easier to link, but does not grant a full combo) You can charge Fafnir while running by inputting 663 After a Fafnir, kadamos does not need an up charge, just inputting82Cis enough. You can do an early aerial (TK) Kadamos by holding an up direction after a jump cancellable normal inputting6BGuardMidStartup9Recovery21Advantage-8as9Bcan make this easier, especially, when you are still in landing recovery. You can charge a TK Kadamos while barrierguarding, as7ABwon't make you jump. If you already used2Dyou can get into the other stances by pressing1Dfor5Dand3Dfor6D, making it easy to maintain downcharge You can alter your direction after an aerial drive by inputting 4 or 6. The distance covered is dependent on Kaguras current height in the air. (used in combos) You can hold down the Attack Button after eachdriveto ensure the fastest use of the corresponding move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Starter", + "title": "Kagura Mutsuki", + "section": "Neutral", + "text": "Kagura excels with his range at the cost of attack speed and mobility. In most matchups you can outspace your opponents by usingj.CGuardHigh/AirStartup13Recovery24Advantage,2CGuardMidStartup16Recovery23Advantage-9and orbs. If your opponent is aggressive, let them run to you rather than chasing them yourself. On more reactive opponents try to engage with them without overextending, as everyCButton andDriveis quite punishable. In these cases you might want to use2AGuardAllStartup7Recovery10Advantage-1,5BGuardLowStartup8Recovery11Advantage±0,6BGuardMidStartup9Recovery21Advantage-8,j.AGuardHigh/AirStartup7Recovery9Advantage,j.BGuardHigh/AirStartup10Recovery15Advantageand orbs from afar instead. Against Zoners you have to be very patient as they have the range advantage over you and you lack the mobility to get close to them quickly. Try to take any chance to get closer by dashblocking and jumping over projectiles where applicable. If they Overextend with a slow or telegraphed projectile you have a chance to use6D~CGuardAllStartup13~18Recovery26Advantage-11\"Wyvern\" and punish handsomely. Make sure to use Orbs outside their airdash range, so you can recover before they get to you (and potentially snipe their jump in with a\"B-Fafnir\"). Be extra careful against Zoners, when using it, as it has quite some startup. Orbs create a great opportunity to get in, as the opponent either has to block or move around it, greatly limiting their options. Once your opponent blocks a move or even better you get a knockdown it is time to start your Offense. Recap: Let aggressive opponents come to you Try to safely engage with reactive opponents Stay patient against zoners, slowly close distance and use6D~CGuardAllStartup13~18Recovery26Advantage-11\"Wyvern\" when they overcommit j.CGuardHigh/AirStartup13Recovery24Advantage,2Cand5CGuardMidStartup19Recovery23Advantage-4for spacing 2AGuardAllStartup7Recovery10Advantage-1,5BGuardLowStartup8Recovery11Advantage±0,6BGuardMidStartup9Recovery21Advantage-8,j.AGuardHigh/AirStartup7Recovery9Advantageandj.BGuardHigh/AirStartup10Recovery15Advantagefor non committal pokes Use orbs from outside opponents airdash range" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Starter", + "title": "Kagura Mutsuki", + "section": "Offense", + "text": "Kagura only offers short blockstrings, generally no plus frames and hisdrive attacksare mostly unsafe. As such he relies on stagger pressure with2AGuardAllStartup7Recovery10Advantage-1and5BGuardLowStartup8Recovery11Advantage±0to get his offense going. Which is generally strong as he has strong mixup options with high rewards off either button. Your opponent wants to mash or jump out of your pressure, so try to get a read on your opponent's habits and act accordingly. If they want to mash, work with delays and continue your gatlings. You can also use the guard points of5D~AGuardMidStartup19Recovery31Advantage-14\"Hydra\" or short invincibility of6D~AGuardAllStartup26~35Recovery20Advantage-6\"Dahaka\" to beat mashing and DPs. If you think they will jump out, air to air them withj.AGuardHigh/AirStartup7Recovery9Advantageor use a preemptive6CGuardMidStartup22Recovery29Advantage-10. You can reset your pressure by jump canceling5B / 6Bintoj.BGuardHigh/AirStartup10Recovery15Advantageor usingA-orbafter2CGuardMidStartup16Recovery23Advantage-9/5CGuardMidStartup19Recovery23Advantage-4.2CGuardMidStartup16Recovery23Advantage-9is especially strong to pressure from afar, as you can go into5CGuardMidStartup19Recovery23Advantage-4to beat jumpers, stance or reset pressure withA-orb. It can also catch backdashes if your opponent is still in range of2CGuardMidStartup16Recovery23Advantage-9. If they patiently block you can try mixing them up with the overheads6AGuardHighStartup22Recovery19Advantage-3,2D~AGuardHigh/AirStartup20Recovery41Advantage-27\"Vritra\" and[8]2C \"Kadamos\", a throw or your command grab5D~BGuardThrow(120)Startup7Recovery38Advantage\"Drake\". Recap: Stagger with2AGuardAllStartup7Recovery10Advantage-1and5BGuardLowStartup8Recovery11Advantage±0 Beat mashers by continuing the gatling (eg.2AGuardAllStartup7Recovery10Advantage-1,5BGuardLowStartup8Recovery11Advantage±0,2CGuardMidStartup16Recovery23Advantage-9) or6D~CGuardAllStartup13~18Recovery26Advantage-11/5D~AGuardMidStartup19Recovery31Advantage-14 Bait DPs with6D~AGuardAllStartup26~35Recovery20Advantage-6 Contest Jump outs withj.AGuardHigh/AirStartup7Recovery9Advantageor a preemptive6CGuardMidStartup22Recovery29Advantage-10 Beat Backdashes with2CGuardMidStartup16Recovery23Advantage-9 Reset pressure with jump cancelj.BGuardHigh/AirStartup10Recovery15AdvantageorA-orb 2CGuardMidStartup16Recovery23Advantage-9can pressure from afar, thanks to5CGuardMidStartup19Recovery23Advantage-4gatling, orb reset andDrives You can always go for mixup Kagura's greatest strength in terms of mixup is that he has the ability to always go into stance, giving him access to the overhead2D~AGuardHigh/AirStartup20Recovery41Advantage-27\"Vritra\", the low2D~BGuardLow/Air, AllStartup13Recovery22Advantage-7\"Sirrish\" and the command grab5D~BGuardThrow(120)Startup7Recovery38Advantage\"Drake\" at any time. In addition he has some nice 50/50s as2AGuardAllStartup7Recovery10Advantage-1can gatling into the overhead6AGuardHighStartup22Recovery19Advantage-3or the standing low5BGuardLowStartup8Recovery11Advantage±0and2BGuardLowStartup10Recovery14Advantage-3/6BGuardMidStartup9Recovery21Advantage-8can either go into the overhead[2]8C \"Kadamos\"or the low3CGuardLowStartup14Recovery23Advantage-9. Since you can delay the timing of the faster follow ups, it is not reliable for your opponent to fuzzy guard.It is also worth noting that Kagura is the only character in the game who can command grab grounded Opponents with j.5D~BGuardThrow(120)Startup7Recovery38Advantagefrom the air, this is especially strong after a jump inj.BGuardHigh/AirStartup10Recovery15Advantage, as they risk getting hit by a5BGuardLowStartup8Recovery11Advantage±0when they try to jump out. Keep in mind that you ideally have RC available for all your Mixup Options.2D~AGuardHigh/AirStartup20Recovery41Advantage-27\"Vritra\",2D~BGuardLow/Air, AllStartup13Recovery22Advantage-7\"Sirrish\" and[8]2C Kadamosneed RC to stay safe on block and the latter 2 also need it to get a full combo on hit.6AGuardHighStartup22Recovery19Advantage-3is safe on block, but you often want to go into a prebuffered[2]8B \"B-Fafnir\"to get its meterless conversion, so it is also better to have 50 Meter to RC in case the[2]8B \"B-Fafnir\"gets blocked. While this is a downside, using RC creates new opportunities. After2D~BGuardLow/Air, AllStartup13Recovery22Advantage-7\"Sirrish\" you can simply continue your grounded pressure and mix, whereas on2D~AGuardHigh/AirStartup20Recovery41Advantage-27\"Vritra\",[8]2C Kadamosand[2]8B \"B-Fafnir\"you essentially have 2 choices: Either stuff their punish attempt with aj.CGuardHigh/AirStartup13Recovery24Advantageor airdash into pressure and potentially the previously mentioned air to groundj.5D~B(6). Recap: You can always go intostanceand mixup with2D~AGuardHigh/AirStartup20Recovery41Advantage-27,2D~BGuardLow/Air, AllStartup13Recovery22Advantage-7,5D~BGuardThrow(120)Startup7Recovery38Advantage 2AGuardAllStartup7Recovery10Advantage-1can gatling to6AGuardHighStartup22Recovery19Advantage-3or5BGuardLowStartup8Recovery11Advantage±0/2BGuardLowStartup10Recovery14Advantage-3for a 50/50 2BGuardLowStartup10Recovery14Advantage-3/6BGuardMidStartup9Recovery21Advantage-8can go into[2]8C \"Kadamos\"or3CGuardLowStartup14Recovery23Advantage-9for a true 50/50 if you delay accordingly Air to ground with the commad grabj.5D~B(6)\"Drake\" after jump inj.BGuardHigh/AirStartup10Recovery15Advantage RC2D~AGuardHigh/AirStartup20Recovery41Advantage-27/2D~BGuardLow/Air, AllStartup13Recovery22Advantage-7/[8]2C \"Kadamos\"/6AGuardHighStartup22Recovery19Advantage-3,[2]8B \"B-fafnir\"to stay safe and continue pressure / mixj.CGuardHigh/AirStartup13Recovery24Advantage/ Instant Airdash >j.BGuardHigh/AirStartup10Recovery15Advantageafter Rapid canceled2D~AGuardHigh/AirStartup20Recovery41Advantage-27/[8]2C \"Kadamos\"/6AGuardHighStartup22Recovery19Advantage-3,[2]8B \"B-fafnir\"continue pressure or commit to mix after rapid cancelled2D~BGuardLow/Air, AllStartup13Recovery22Advantage-7(i.e with5BGuardLowStartup8Recovery11Advantage±0/5D~BGuardThrow(120)Startup7Recovery38Advantage/6AGuardHighStartup22Recovery19Advantage-3/2D~AGuardHigh/AirStartup20Recovery41Advantage-27) j.CGuardHigh/AirStartup13Recovery24Advantage/ Instant Airdash >j.BGuardHigh/AirStartup10Recovery15Advantageafter Rapid canceled2D~AGuardHigh/AirStartup20Recovery41Advantage-27/[8]2C \"Kadamos\"/6AGuardHighStartup22Recovery19Advantage-3,[2]8B \"B-fafnir\" continue pressure or commit to mix after rapid cancelled2D~BGuardLow/Air, AllStartup13Recovery22Advantage-7(i.e with5BGuardLowStartup8Recovery11Advantage±0/5D~BGuardThrow(120)Startup7Recovery38Advantage/6AGuardHighStartup22Recovery19Advantage-3/2D~AGuardHigh/AirStartup20Recovery41Advantage-27) Stancesare good for opening the opponent up, but generally risky, especially if your opponent has overdrive available. Make sure to vary your entry point, the timing, the order and thestancesyou use, to keep your opponents guessing. Canceling yourstanceswith4Dis a good option, as your opponent will most likely keep blocking in order to punish your stance usage, or try to overdrive through. If they overdrive you recover in time to block. Generally speaking6D~CGuardAllStartup13~18Recovery26Advantage-11,5D~AGuardMidStartup19Recovery31Advantage-14, and6D~AGuardAllStartup26~35Recovery20Advantage-6are good drives to use, due to their defensive properties.6D~CGuardAllStartup13~18Recovery26Advantage-11and5D~AGuardMidStartup19Recovery31Advantage-14beat mids and highs, while6D~AGuardAllStartup26~35Recovery20Advantage-6beats DPs. All of these moves lose to lows, though, so It is worth noting that2D~AGuardHigh/AirStartup20Recovery41Advantage-27can beat these. Ideally you rapid cancel especially riskyDrive attacks, such as2D~AGuardHigh/AirStartup20Recovery41Advantage-27and2D~BGuardLow/Air, AllStartup13Recovery22Advantage-7, which allows you to not only stay safe, but also add more pressure and mixup on top. If you don’t have the meter to do so try to end in2D~CGuardMid, LowStartup18Recovery27Advantage-9to stay safe or go into4Dfor drive cancels. Recap: Vary when you usestances, whichstancesyou use, how much you delay them and in which order you use them. Cancel the Stance with4Dwithout using a move to stay safe against opponents actively looking to punish yourdrive attacks 6D~CGuardAllStartup13~18Recovery26Advantage-11and5D~AGuardMidStartup19Recovery31Advantage-14are useful to beat mids and overheads 6D~AGuardAllStartup26~35Recovery20Advantage-6can beat DPs 2D~AGuardHigh/AirStartup20Recovery41Advantage-27is mix and beats lows Use2D~CGuardMid, LowStartup18Recovery27Advantage-9as your safeststancepressure ender RC2D~AGuardHigh/AirStartup20Recovery41Advantage-27and2D~BGuardLow/Air, AllStartup13Recovery22Advantage-7on block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Starter", + "title": "Kagura Mutsuki", + "section": "Defense", + "text": "Kaguras defense is excellent, albeit with some weaknesses. As a charge character he has flashkicks rather than traditional DPs with motion inputs. These offer crossup protection and good reward, but require a downcharge. In addition he has lots of callout tools and preemptive anti-airs, so if you can either get a read on your opponent or have charge ready, you can make a losing situation into a winning one. This reliance on downcharges and reads however is a notable flaw, as he has no onebutton anti-air and his default mashing option2AGuardAllStartup7Recovery10Advantage-1is on the slower side. Great reversals and anti-airs Many preemptive anti-airs and callout tools Heavy reliance on down charges TheC-version of Fafnir is a DP with an exceptional good horizontal and vertical range, which is easy to use and excellent to stuff out overheads or delayed attacks, especially when you have 50 Meter to Rapid Cancel it and make it safe on block.In which case you can RC early on block to start pressure of your own, or late to reposition in the air with an airdash or double jump to escape or try to land withj.CGuardHigh/AirStartup13Recovery24Advantage. Since you want to be able to have your reversal as often as possible it is recommended to switch from a downback input (1) to down/downforward (2/3) input when attempting to instant block, as that keeps your charge. Keep in mind that you can’t neutral tech and reversal after a hard knockdown, as that would result in a quick get up instead. You can still be sneaky and Reversal after a roll. [2]8C \"C-Fafnir\"Overheads or in Gaps, when you have the read, or 50 meter to RC You can only use Fafnir on neutral tech after a Soft Knockdown, but not a hard one, as you will quick get up instead. Instant Block with 1,2,1 rather than 1,4,1 to keep the down charge Your go to Option for an Anti-Air is[2]8B \"B-Fafnir\", a great anti air, that covers lots of space behind and can lead into around 3k damage. If you don’t have charge available5AGuardAllStartup5Recovery9Advantage±0is your best reactive option, leading into mediocre reward on regular hit, but great reward on Counter hit. If you do have a read though,6CGuardMidStartup22Recovery29Advantage-10is your best preemptive Anti Air, but you can also go for5D~CGuardMidStartup17Recovery34Advantage-16instead. Both reward you handsomely if you can confirm them. Alternatively you can go for the air to air withj.AGuardHigh/AirStartup7Recovery9Advantageorj.BGuardHigh/AirStartup10Recovery15Advantage, which is safer but has mediocre reward. [2]8B \"B-Fafnir\"with Charge 5AGuardAllStartup5Recovery9Advantage±0without Charge Preemptive:6CGuardMidStartup22Recovery29Advantage-10/5D~CGuardMidStartup17Recovery34Advantage-16 Air to Air:j.AGuardHigh/AirStartup7Recovery9Advantage/j.BGuardHigh/AirStartup10Recovery15Advantage 5AGuardAllStartup5Recovery9Advantage±0is your fastest punish on standing opponents with only 5f of startup. On crouching opponents you want to use2AGuardAllStartup7Recovery10Advantage-1or5BGuardLowStartup8Recovery11Advantage±0instead, which are on the slower side with 7f and 9f of startup respectively. For punishes further away you want to use6BGuardMidStartup9Recovery21Advantage-8. Make sure to discharge the orb input by hitting 6,4,6 in order to use it after blocking for an elongated period of times.2CGuardMidStartup16Recovery23Advantage-9can occasionally also be used as a punish, mostly on opponents whiffing buttons from afar, or landing afar from you.For the biggest of punishes you use5CGuardMidStartup19Recovery23Advantage-4, as that is Kaguras best starter. If you manage to jump out neutral or backwards,j.CGuardHigh/AirStartup13Recovery24Advantageoffers a large hitbox that your opponent has to respect. If you jump out forwards insteadj.BGuardHigh/AirStartup10Recovery15Advantageis the better option to start your pressure. go to mash option2AGuardAllStartup7Recovery10Advantage-15AGuardAllStartup5Recovery9Advantage±0is faster but only hits standing opponents 5AGuardAllStartup5Recovery9Advantage±0is faster but only hits standing opponents 6BGuardMidStartup9Recovery21Advantage-8for punishing midrangeremember to discharge6BGuardMidStartup9Recovery21Advantage-8by inputting646B remember to discharge6BGuardMidStartup9Recovery21Advantage-8by inputting646B 2CGuardMidStartup16Recovery23Advantage-9for long range punishes 5CGuardMidStartup19Recovery23Advantage-4for the heftiest punishes j.CGuardHigh/AirStartup13Recovery24Advantagefor neutral / backwards jump out j.BGuardHigh/AirStartup10Recovery15Advantagefor forwards jump out Fighting zoners with kagura is tough, due to his slow movement speed and his long range normals usually being outsped by even longer ones. As such it comes down to your fundamentals dealing with projectiles:Being patient, utilizing dashblocks, jumps and airdashes to their utmost potential. However once your opponent overcommits to a projectile you can rip out6D~CGuardAllStartup13~18Recovery26Advantage-11and turn the tides quickly. If you are dealing with slower projectiles from non-zoners (i.e. Jin's Hishouken) you can also shoot back with your own orbs, as they will clash or beat out the other projectile depending on their travel time. Patience, dashblocking and jumping over projectiles is important 6D~CGuardAllStartup13~18Recovery26Advantage-11on a read or against especially laggy projectiles A-OrbandB-Orbcan win projectile wars against slower projectiles, as they have multiple hits after they travel some distance" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Starter", + "title": "Kagura Mutsuki", + "section": "Okizéme / Wake Up Game", + "text": "Kagura has different qualities of knockdowns. Usually you want to end your combos into2D~BGuardLow/Air, AllStartup13Recovery22Advantage-7or[2]8C \"C-Fafnir\">82C \"Kadamos\"for better Oki or better damage respectively. Both leave you at a favorable spot afterwards.You can go for an[4]6A \"A-orb\"to catch them after a regularly timed get up or[4]6B \"A-orb\"if you expect them to delay their getup heavily.If you have a less favorable knockdown or expect them to roll out, go into5BGuardLowStartup8Recovery11Advantage±0instead. This can catch their rolls and can be canceled into6BGuardMidStartup9Recovery21Advantage-8even on whiff, so you have a doubled chance of hitting your opponent on their wakeup.If you expect them to DP you can go for a Safejump withj.BGuardHigh/AirStartup10Recovery15Advantageor use the invulnerability of6D~AGuardAllStartup26~35Recovery20Advantage-6for a hard read. Similarly2D~AGuardHigh/AirStartup20Recovery41Advantage-27can be used as a hard read against an opponent mashing low, or5D~AGuardMidStartup19Recovery31Advantage-14can be used as a hard read of an opponent mashing mids. Occasionally you can use2CGuardMidStartup16Recovery23Advantage-9as a meaty, this is useful against characters you don’t want to get close to. (i.e. Tager) Recap: Orb oki (especially after2D~BGuardLow/Air, AllStartup13Recovery22Advantage-7)[4]6A \"A-orb\"for regular getup[4]6B \"B-orb\"for delayed getup [4]6A \"A-orb\"for regular getup [4]6B \"B-orb\"for delayed getup Meaty5BGuardLowStartup8Recovery11Advantage±0to catch rolls, can whiff and late cancel into6BGuardMidStartup9Recovery21Advantage-8to give you 2 chances Meaty2CGuardMidStartup16Recovery23Advantage-9from afar can also work Safejump withj.BGuardHigh/AirStartup10Recovery15Advantage Hard Reads with6D~AGuardAllStartup26~35Recovery20Advantage-6(DPs),2D~AGuardHigh/AirStartup20Recovery41Advantage-27(lows) and5D~AGuardMidStartup19Recovery31Advantage-14(mids)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Starter", + "title": "Kagura Mutsuki", + "section": "Ressource Management", + "text": "Kaguras Utility Super Lindwurm is lackluster to say the least. As such its best to use Meter to keep yourself or get a combo extension. Notably you should Rapid Cancel2D~BGuardLow/Air, AllStartup13Recovery22Advantage-7\"Sirrish\" ,2D~AGuardHigh/AirStartup20Recovery41Advantage-27\"Vritra\" and[2]8BGuardMidStartup13Recovery20+12LAdvantage-18/C\"Fafnir\" on Block. If you want to use it to increase the combo damage the best use is after a long range confirms2D~BGuardLow/Air, AllStartup13Recovery22Advantage-7>RC>6CGuardMidStartup22Recovery29Advantage-10for great damage and corner carry. You can generally use28Dafter a3CGuardLowStartup14Recovery23Advantage-9or even most drives (eg.6D~CGuardAllStartup13~18Recovery26Advantage-11) if your opponent is in the corner. Primarily use meter to keep yoursel safe or extend combos Use 50 Meter to RC after blocked2D~BGuardLow/Air, AllStartup13Recovery22Advantage-7,2D~AGuardHigh/AirStartup20Recovery41Advantage-27, Fafnir and more extend long range Confirms with2D~BGuardLow/Air, AllStartup13Recovery22Advantage-7>RC>6CGuardMidStartup22Recovery29Advantage-10 28Dafter3CGuardLowStartup14Recovery23Advantage-9orDrives Kaguras Overdrive lets him chain more than 3 Stances and dash cancel any of his Drive specials, to boost his offense. As cool as this is, its use to open up opponents or win neutral is very limited, so OD is best used in defensive capacities:To overdrive through laggy attacks, to burst or to extend your Combos.Generally speaking you use OD late in combos, replacing your regular ender to add a good chunk of damage. In most combos this means using: ...2CGuardMidStartup16Recovery23Advantage-9/3CGuardLowStartup14Recovery23Advantage-9, OD,2CGuardMidStartup16Recovery23Advantage-9/3CGuardLowStartup14Recovery23Advantage-9,6D~CGuardAllStartup13~18Recovery26Advantage-11,2D~BGuardLow/Air, AllStartup13Recovery22Advantage-7,6D~AGuardAllStartup26~35Recovery20Advantage-6,2D/5D,28Dto end your combo.If your Combo routes into5D~AGuardMidStartup19Recovery31Advantage-14instead go for this extension: ...5D~AGuardMidStartup19Recovery31Advantage-14,OD,6CGuardMidStartup22Recovery29Advantage-10,44,2CGuardMidStartup16Recovery23Advantage-9,2D~BGuardLow/Air, AllStartup13Recovery22Advantage-7,5D/6D, dl.28D use OD for defensive purposes use OD to extend Combos after3CGuardLowStartup14Recovery23Advantage-9or in the Corner5D~AGuardMidStartup19Recovery31Advantage-14 Don't use OD to enhance your neutral / pressure" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Starter", + "title": "Kagura Mutsuki", + "section": "Combos", + "text": "These Combos can be quiet advanced, so if you are new to the game focus on getting the panic confirm and the BnB far poke consistently and build from there. Any Combo here can be clicked to see it in Motion on Youtube. If you prefer to watch, rather than read, you can check out theYoutube Playlist.If you seek even more Combo Wisdom please check out the Combo Section. dl.= delayjc.= jump cancel[]= Charge Input/= either move works, and damage difference is negligible()= not always necessary, either adds damage or consistency or explanation...= multiple ways to route into this comboender= C-faf>kad or orb oki at your own discretion Here and in conversation you might see these abreviations:B-faf=[2]8BGuardMidStartup13Recovery20+12LAdvantage-18C-faf=[2]8CGuardMid, All×5Startup9Recovery29+20LAdvantage-45Kad=j.[8]2C/j.82CGuardHigh/AirStartup13RecoveryUntil L+8Advantage(if used as a Fafnir Follow Up)A-orb=[4]6AGuardAllStartup18RecoveryTotal: 36Advantage-3B-orb=[4]6BGuardAllStartup40RecoveryTotal 51Advantage10 These combos can generally be performed anywhere, regardless of position. Some of these might require adjustments when getting too close to the corner panic confirm...2A>5BB>2C/3C>(6D~C)>2D~B>ender BnB Close range2A>5BB>2C>2D~A>5D~C>dl. B-Faf>dl. Kad>(66)>3C>2D~B>enderYou can sideswitch at will by controlling the delay of theKad. Use it when the Opponent slightly in front of you to not sideswitch, or slightly behind to sideswitch. BnB Far Poke2C/5C>2D~B>ender Far Poke Metered2C/5C>2D>B>RC>6C>6D~A>2D~A>A-Orb>2C>2D~A>5D~C>dl. B-Faf>dl. Kad>(66)>3C>2D~B>enderYou can sideswitch at will by controlling the delay of theKad. Use it when the Opponent slightly in front of you to not sideswitch, or slightly behind to sideswitch. ThrowThrow>A-Orb>6C>6D~A>2C>2D~A>5D~C>dl. B-Fafnir>dl. Kad>(66)>2C/3C>2D~B>enderYou can sideswitch at will by controlling the delay of theKad. Use it when the Opponent slightly in front of you to not sideswitch, or slightly behind to sideswitch. Air ThrowAir Throw>dl.A-Orb>2C>2D~A>5D~C>dl.B-Faf>dl.Kad>(66)>3C>2D~B>enderYou can sideswitch at will by controlling the delay of theKad. Use it when the Opponent slightly in front of you to not sideswitch, or slightly behind to sideswitch. Command Grab5D~B>2D~B>ender Anti-AirB-Faf>6B>Kad>66>3C>2D~B>ender Reversal 100 MeterC-faf>Kad>RC>66>28DThis can work without the airdash (especially in the corner), but is inconsistent without it. OD ThroughOD>6B>2C>2D~B>5D/6D>2D~A>5D~C>A-Orb>6C>6D~A>2C>2D~B>ender These combos only work around midscreen, but offer some reward compared to the anywhere routes. No videos yet. Midscreen BnB5BB>2C>2D~C>5D~A>66>6B>5C>6D~C>2D~B>B-faf>(2B)>6B>j.B>Kad>(3C)>C-faf>Kad2Band3Care optional, but help stabilize the combo / add more damage Midscreen Anti-AirB-faf>(66)>6B>5C>6D~C>2D~B>C-faf>KadDoes not work if opponent is too high. Works regardless of counter Hit. Midscreen OD Through(no Video yet)OD>6B>2C>2D~B>5D/6D>2D~A>5D~C>A-Orb>6C>6D~A>2C/5C6D~C>2D~>C>5D~A>C-Faf>Kad5Cadds more damage, but requires you to hit the opponent as high as possible with the6D~A, as such2Cis recommended. Corner BnB by starterA-Starter2A>6B>2C>2D~C>5D~A>44>6B>5C>2D~A>5D~C>6>6D~A>2C>(6D~C)>2D~B>enderYou have to input6D~Aas4D~Ain this Combo. If you include6D~Cyour opponent recovers before you on Kadamos ender. B-Starter / j.Cj.C/j.B/5B/2B>6B>2C>2D~C>5D~A>44>6B>5C>A-Orb>5C>5D-C>dl.B-faf>dl. Kad>2C/3C>6D~C>2D~B>enderYou can use2D~A>dl. Kad>(6) or2D~C>5D~A>44>interchangably. The Combo is quite tricky, you have to be speedy on the5C>[4]6A>5Cpick up. It helps inputting the5Cas4Cto get a fast orb. Delay the5D~Cuntil you hear the shing and then delay theKadamosa bit as well. C-Starter2C/5C/6C>6D~C>2D~C>5D~A>44>6B>5C>A-orb>5C>5D~C>dl.B-faf>dl. Kad>2C/3C>6D~C>2D~B>enderEssentially the same as for B-Starters, but the extra6D~Clets you get this combo quite far from the corner. If you start with6Cyou have to delay the6D~C. Corner Throw Air ThrowThrow / Air Throw>>dl. 5C>dl.2D~C>dl. A-orb>dl.6B>5C>2D~A>5D~C>6>6D~A>2C>(6D~C)>2D~B>enderHold 6 After5D~Cto switch sides, input6D~Aas4D~Ain this Combo. Kadamos Ender will drop if you integrate6D~C. Corner Command Grab5D~B>B-faf>Kad>6B>5C>A-Orb>5C>5D~A>2D~A>dl.Kad>2C/3C>6D~C>2DB>enderInputB-faf>Kadas fast as possible.5D~B>dl.Kad>6B>5C>A-orb>5D~C>dl.B-faf>dl.Kad>2C/3C>6D~C>2D~B>enderThis is essentially the same as the Corner Bnb.Both routes do the same amount of damage, so do whichever is easier for you. These combos are meant to be used when you are in the corner and want to get a sideswitch. A-Starter...5DC>A-orb>66>6C>(dl.5D~A)>2D~A>Kad>2C/3C>6D~C>2DB>enderYou have to inputA-orbin the original direction. (eg.[4]6Awhen in the left corner).You can use a delayed5D~Ato slighlty increase the damage, depending on the scaling this might make a Kadamos ender whiff, so it is advised to only do that if you want to go for Orb oki. B/C-Starter...5DC>A-orb>66>6C/6A>6B>5C>5DA>2DA>Kad>2C/3C>6D~C>2D~B>enderYou have to inputA-orbin the original direction. (eg.[4]6Awhen in the left corner).6A/6Ccan be used interchangably, generally6Ais easier if you are close to the wall and6Cif you have some distance to it. Ways to route into OD and cashout. Anywhere...2C/3C>OD>(66)>2C/3C>(6D~C)>2D~B>6D~A>2D/5D>28D Corner only...5D~A>OD>6C>44>2C>2D~B>5D/6D>dl.28DThe opponent has to land after2D~B, otherwise28Dwill whiff Generally you want to end your combo in2D~B. This allows you to either tack on more damage withC-Faf>Kador get a better position afterwards for reversal safeA-orboki. So if you come across the term ender in these combos or other resources you generally either continue the combo withC-Faf>Kador place an orb after. you can always leave out2A/5Aif a combo begins with that. in most combos that use5BBhere, you could also go for5B>2B>6Binstead, to keep them closer to your pressure string. you can derive combos for other starters, such as drive attacks from the combo mechanics you have learned here. Situational Combo Mechanics to play around with:A raw2D~Ccombos into6D~A6D~Bcombos into2D~C6Bcan get pickups where2C/3Care too slow A raw2D~Ccombos into6D~A 6D~Bcombos into2D~C 6Bcan get pickups where2C/3Care too slow" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Starter", + "title": "Kagura Mutsuki", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Frame_Data", + "title": "Hakumen", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Frame_Data", + "title": "Hakumen", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Frame_Data", + "title": "Hakumen", + "section": "System Data", + "text": "Can cancel Forward Dash into jump 1~4F Can cancel Forward Dash into air specials 6~12F Can cancel Forward Dash into ground specials and supers 13~16F Can cancel Back Dash into air specials 5~10F Can cancel Back Dash into ground specials and supers 11~15F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Frame_Data", + "title": "Hakumen", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Frame_Data", + "title": "Hakumen", + "section": "Revolver Action Table", + "text": "4Cand6Care not cancellable into Hakumen's Astral Heat" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Frame_Data", + "title": "Hakumen", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Frame_Data", + "title": "Hakumen", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Matchups", + "title": "Noel Vermillion", + "section": "Intro", + "text": "Replay Theateris a great resource to find matchup footage. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree. !!This page was only set up, feel free to write down your advise!! This section on the Noel Dustloop is meant to help you get a general idea, about how to deal with specific characters. It is not a strict rule book to follow.The best way to improve at a Matchup is generally to play it a bunch and then look for yourself which situations against any given character give you the most trouble and find solutions yourself or ask in the Community." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Matchups", + "title": "Noel Vermillion", + "section": "Amane Nishiki", + "text": "No Content yet" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Matchups", + "title": "Noel Vermillion", + "section": "Bang Shishigami", + "text": "Proof reading appreciated, as well as hurtbox info additions Bang is a movement and mixup focused character who can quickly close the distance with his 2 airdashes andnailsGuardAllStartup9RecoveryTotal: 23+9LAdvantage. Those cover a variety of angles, making him difficult to catch and also enable his approach. He can also choose to cover your approach instead using the guardpoints of hisdrive moves. Once he found his way in he becomes a mixup machine, as he has strong lows in his2AGuardLow/AirStartup7Recovery11Advantage-2and6AGuardLowStartup17Recovery13Advantage1, but most importantly always presents the danger of an overhead, as he can cancel many buttons into5CGuardHighStartup18Recovery19Advantage-8orj.BGuardHigh/AirStartup10Recovery20AdvantageusingTK MusasabiGuardStartupRecoveryTotal: Until L+5Advantage. To round this up, you also got hisCommand grab (623C)GuardThrowStartup13Recovery37Advantageto worry about. He does not have overly long true blockstrings, so he relies on Staggerpressure with2AGuardLow/AirStartup7Recovery11Advantage-2/5AGuardAllStartup6Recovery10Advantage-1and pressure resets using6AGuardLowStartup17Recovery13Advantage1andTK MusasabiGuardStartupRecoveryTotal: Until L+5Advantage, which make him somewhat vulnerable to mashes and callouts. His defense is also fairly weak as long as he has no meter, since he is lacking both a meterless invincible reversal and an anti air. Hisdrive movescan somewhat cover for that but suffer from long startup and can be throw countered. Generally speaking you want to use your own mobility to evade his approaches and make him waste ressources such as Nails, while getting in yourself. Call out hisdrives, movement and attacking patterns, while not overcommiting on your owndrive moves. Bang will most likely either try to play hit and run to force his way in withnailsGuardAllStartup9RecoveryTotal: 23+9LAdvantage, or rush in directly using his ground speed and double airdashes to close distance quickly. Either Situation can be difficult to deal with. Try to focus on what the opponent is doing and maneuver around it, making them wastenailsGuardAllStartup9RecoveryTotal: 23+9LAdvantageor interrupt careless approaches. Jump ins and airdashes can be punished with your6AGuardMidStartup11Recovery26Advantage-12, which is still safe on block due to its cancel options. A careless3CGuardLowStartup15Recovery21Advantage-9can be blocked and punished or dodged entirely with2DGuardAllStartup26Recovery2+34 [2+15]Advantage-20 [-1].4DGuardAllStartup25 [20]Recovery37 [12]Advantage-25 [0]can be used to dodge body property attacks ordrives. Keep in mind that yourdrivesare quite risky, so use them with caution. Due to Bangs lack of anti-airs an aerial approach can be quite effective.j.CGuardAllStartup10Recovery16Advantageis a really good button to use preemptively in the air, as it makes it difficult for Bang to approach you with air-to-airs. For jump-ins or air-to-airsj.BGuardHigh/AirStartup7Recovery17Advantageis prefered. If you ever find yourself directly on top of Bangj.DGuardAllStartup16RecoveryUntil L+31[Until L+12]Advantage-25 [-6]is great. It can be really ambigiuos to block and leads to rock paper scissor situations on block. If the Bang chooses a grounded approach, you have a slight speed and range advantage on your buttons (2AGuardAllStartup6Recovery10Advantage-1,5BGuardMidStartup9Recovery14Advantage-2). Due to his ability to quickly close the gap do not use236AGuardAllStartup27RecoveryTotal: 51Advantage0/BGuardAllStartup29RecoveryTotal: 51Advantage+2Optic Barrel as that might give him the opportunity to get in with Nails, or even worse land a fatal counternailsGuardAllStartup9RecoveryTotal: 23+9LAdvantage, which will deall significant damage and grant him 3-4 Seals depening on his routing. They might try to gamble using the guardpoints on theirdrive movesin neutral, toteleportGuardStartupRecovery0Advantageto a favorable position or useexplosionGuardAllStartup7RecoveryTotal: Until LAdvantage+8for big combo damage or frame advantage on block.driveshave different guard point properties, which can be exploited, however throws work on them all. So try to throw Bang as often as you can to discourage him from using hisdrives. With his 4driveshe can gain the Fu-Rin-Ka-Zan Seals, each gving him a small and specific buff, but most importantly enable him to use his full screen tracking command grab superShippugekiGuardThrowStartup19+(60 Flash)+3RecoveryGround: 28Air: Until L+14Advantageif he has all 4 of them. This Option limits your Neutral significantly, as any attack and jump used can be immediately punished. If you have Overdrive available yourself this is not too bad, just stay grounded, don't commit to any attack outside of striking range and use Overdrive when the super is about to grab you to net a strong punish (5DGuardAllStartup23 [17]Recovery37 [18]Advantage-24 [-5]if OD in Air,5CGuardMidStartup12Recovery19Advantage-2on ground). If you don't have Overdrive available avoid jumping as much as possible. If he does try to grab you then, you can hold jump after the superflash (when the Background turns blue) to punish withj.DGuardAllStartup16RecoveryUntil L+31[Until L+12]Advantage-25 [-6]. Keep in mind, if you have the lifelead, you can choose to simply tank the hit of 2.5k damage as to not compromise your neutral, but this itself can be tricky when OD boosts it to 4.2K minimum. Considering Bangs rather weak defense, you can generally pressure normally. However especially slow options such as6BGuardHighStartup26Recovery18Advantage-6might be punished by one of his drives (most likely2DGuardMidStartup23Recovery25Advantage-9). As such make sure to grab him a lot, to disincentivise the usage of his drive moves. If you can get a grasp of your opponents habits, you might want to go into more specific punishes for each drive.If you happen to attack into his drives keep your calm and either block or if that is not an option cancel into4DGuardAllStartup25 [20]Recovery37 [12]Advantage-25 [0]to evade the explosion or potentially get a punish on a bad teleport.Punishing his drives frequently enables you to use slower overheads such as6BGuardHighStartup26Recovery18Advantage-6and jumping normals such asj.BGuardHigh/AirStartup7Recovery17Advantageto get that sweet Drive Land Cancellation mix going. On Wakeup you can mostly expect2AGuardLow/AirStartup7Recovery11Advantage-2/5AGuardAllStartup6Recovery10Advantage-1,j.DGuardHigh/AirStartup22RecoveryUntil L+15LAdvantage, which will punish meaty throws,6DGuardLowStartup24Recovery25Advantage-8, which has guardpoints frame 1 orAshura (236236A)GuardMidStartup1+(42 Flash)+8Recovery33Advantage-15as an invincible reversal if he has 50 meter. Generally you want to do a meaty2AGuardAllStartup6Recovery10Advantage-1/5AGuardAllStartup6Recovery10Advantage-1as it presents a good choice for most wakeup options. His2AGuardLow/AirStartup7Recovery11Advantage-2/5AGuardAllStartup6Recovery10Advantage-1andj.DGuardHigh/AirStartup22RecoveryUntil L+15LAdvantageget straight up beaten by the correct timing. Even if you mistime and thej.DGuardHigh/AirStartup22RecoveryUntil L+15LAdvantageguardpoints trigger, there is a good chance you can hit him out of it, if you continue the pressure string. Of courseexplosionGuardAllStartup7RecoveryTotal: Until LAdvantage+8can cover that, so blocking after triggering the guardpoint is also a valid choice. Similiarily you can do the same if he goes for wakeup6DGuardLowStartup24Recovery25Advantage-8. Here you can also attempt a tick throw after your meaty2AGuardAllStartup6Recovery10Advantage-1/5AGuardAllStartup6Recovery10Advantage-1. Defending against Bang can be really tricky, as he generally spams his overheads5CGuardHighStartup18Recovery19Advantage-8andTK MusasabiGuardStartupRecoveryTotal: Until L+5Advantageintoj.BGuardHigh/AirStartup10Recovery20Advantageto condition you to block high, just to clip you with a low2AGuardLow/AirStartup7Recovery11Advantage-2/6AGuardLowStartup17Recovery13Advantage1and ocassionally2CGuardLowStartup13Recovery22Advantage-6.If you get too focused on blocking he can capitalize with his command grab623CGuardThrowStartup13Recovery37Advantageor regular throw. Your best bet to survive is to look out for stagger pressure and interrupt it with2AGuardAllStartup6Recovery10Advantage-1/5AGuardAllStartup6Recovery10Advantage-1. Similiarily you can interrupt his5CGuardHighStartup18Recovery19Advantage-8with2AGuardAllStartup6Recovery10Advantage-1andTK MusasabiGuardStartupRecoveryTotal: Until L+5Advantagewith your6AGuardMidStartup11Recovery26Advantage-12if you are quick enough.4DGuardAllStartup25 [20]Recovery37 [12]Advantage-25 [0]and2DGuardAllStartup26Recovery2+34 [2+15]Advantage-20 [-1]can be good to call out body property or low options, but bear significant risk. Keep in mind that trades will almost always be to your detriment.Your Counter Assault can be baited, but is still a good tool, to create some space and reset to neutral. Bang is a mobile character, with 2 Airdashes who loves the air Beware hisnailsGuardAllStartup9RecoveryTotal: 23+9LAdvantage, he will use them as cover to get intry to maneuver around all 4 Versions as best as you can try to maneuver around all 4 Versions as best as you can Beware his mixup5CGuardHighStartup18Recovery19Advantage-8is an excellent overhead, can be interrupted with2AGuardAllStartup6Recovery10Advantage-1He can cancel2AGuardLow/AirStartup7Recovery11Advantage-2/5AGuardAllStartup6Recovery10Advantage-1/5BGuardMidStartup9Recovery21Advantage-6/5CGuardHighStartup18Recovery19Advantage-8intoTK MusasabiGuardStartupRecoveryTotal: Until L+5Advantagefor up to 2 extra Overheads (j.BGuardHigh/AirStartup10Recovery20Advantage>Musasabi (j.22A)GuardStartupRecoveryTotal: Until L+5Advantage>j.BGuardHigh/AirStartup10Recovery20Advantage)or to bait Counter Assault and other options2AGuardLow/AirStartup7Recovery11Advantage-2is an insanely fast low6AGuardLowStartup17Recovery13Advantage1is a standing low that is plus on block -> don't mash afterHisCommand Grab 623CGuardThrowStartup13Recovery37Advantagepunishes passiveness on defense 5CGuardHighStartup18Recovery19Advantage-8is an excellent overhead, can be interrupted with2AGuardAllStartup6Recovery10Advantage-1 He can cancel2AGuardLow/AirStartup7Recovery11Advantage-2/5AGuardAllStartup6Recovery10Advantage-1/5BGuardMidStartup9Recovery21Advantage-6/5CGuardHighStartup18Recovery19Advantage-8intoTK MusasabiGuardStartupRecoveryTotal: Until L+5Advantagefor up to 2 extra Overheads (j.BGuardHigh/AirStartup10Recovery20Advantage>Musasabi (j.22A)GuardStartupRecoveryTotal: Until L+5Advantage>j.BGuardHigh/AirStartup10Recovery20Advantage)or to bait Counter Assault and other options for up to 2 extra Overheads (j.BGuardHigh/AirStartup10Recovery20Advantage>Musasabi (j.22A)GuardStartupRecoveryTotal: Until L+5Advantage>j.BGuardHigh/AirStartup10Recovery20Advantage) or to bait Counter Assault and other options 2AGuardLow/AirStartup7Recovery11Advantage-2is an insanely fast low 6AGuardLowStartup17Recovery13Advantage1is a standing low that is plus on block -> don't mash after HisCommand Grab 623CGuardThrowStartup13Recovery37Advantagepunishes passiveness on defense abuse Bangs lack of Anti-airsusej.CGuardAllStartup10Recovery16Advantagefor air footsiesusej.AGuardHigh/AirStartup6Recovery9Advantage/j.BGuardHigh/AirStartup7Recovery17Advantagefor jump ins and air to airsusej.DGuardAllStartup16RecoveryUntil L+31[Until L+12]Advantage-25 [-6]to hit Bang below you usej.CGuardAllStartup10Recovery16Advantagefor air footsies usej.AGuardHigh/AirStartup6Recovery9Advantage/j.BGuardHigh/AirStartup7Recovery17Advantagefor jump ins and air to airs usej.DGuardAllStartup16RecoveryUntil L+31[Until L+12]Advantage-25 [-6]to hit Bang below you punish careless approachesuse6AGuardMidStartup11Recovery26Advantage-12against jump-ins /TK MusasabiGuardStartupRecoveryTotal: Until L+5Advantageblock and punish / use2DGuardAllStartup26Recovery2+34 [2+15]Advantage-20 [-1]against3CGuardLowStartup15Recovery21Advantage-9check stagger pressure with2AGuardAllStartup6Recovery10Advantage-1/5AGuardAllStartup6Recovery10Advantage-1 use6AGuardMidStartup11Recovery26Advantage-12against jump-ins /TK MusasabiGuardStartupRecoveryTotal: Until L+5Advantage block and punish / use2DGuardAllStartup26Recovery2+34 [2+15]Advantage-20 [-1]against3CGuardLowStartup15Recovery21Advantage-9 check stagger pressure with2AGuardAllStartup6Recovery10Advantage-1/5AGuardAllStartup6Recovery10Advantage-1 Try to not attack into Drive Move GuardpointsIf you do happen to do so anyway:guard after your2AGuardAllStartup6Recovery10Advantage-1/5AGuardAllStartup6Recovery10Advantage-1/2BGuardLowStartup7Recovery12Advantage±0or any button with RCor cancel into4DGuardAllStartup25 [20]Recovery37 [12]Advantage-25 [0]to evade the explosion If you do happen to do so anyway:guard after your2AGuardAllStartup6Recovery10Advantage-1/5AGuardAllStartup6Recovery10Advantage-1/2BGuardLowStartup7Recovery12Advantage±0or any button with RCor cancel into4DGuardAllStartup25 [20]Recovery37 [12]Advantage-25 [0]to evade the explosion guard after your2AGuardAllStartup6Recovery10Advantage-1/5AGuardAllStartup6Recovery10Advantage-1/2BGuardLowStartup7Recovery12Advantage±0or any button with RC or cancel into4DGuardAllStartup25 [20]Recovery37 [12]Advantage-25 [0]to evade the explosion Throw bang a lotdiscourages him from usingdrivesto armor throughthis makes it easier to run your own offense discourages him from usingdrivesto armor through this makes it easier to run your own offense Normals 6f low cannot gatling into5AGuardAllStartup6Recovery10Advantage-1or any overhead Option 17f Standing low that is +1 on block can cancel into low2CGuardLowStartup13Recovery22Advantage-6and high6BGuardHigh/AirStartup22Recovery9+8LAdvantage-1 don't mash afterwards 22f Overhead that evades low meager reward, so it is okay to take the hit 18-24f Overheadhits standing on frame 18 and crouching on frame 24Interrupt with your2AGuardAllStartup6Recovery10Advantage-1rather than5AGuardAllStartup6Recovery10Advantage-1 hits standing on frame 18 and crouching on frame 24 Interrupt with your2AGuardAllStartup6Recovery10Advantage-1rather than5AGuardAllStartup6Recovery10Advantage-1 Cancels only from standing attacks5AGuardAllStartup6Recovery10Advantage-1,5BGuardMidStartup9Recovery21Advantage-6 Pretty safe on block, as it can be cancelled into Overheads, lows and Guardpoints:TK MusasabiGuardStartupRecoveryTotal: Until L+5Advantage(>j.BGuardHigh/AirStartup10Recovery20Advantage),6AGuardLowStartup17Recovery13Advantage1,2CGuardLowStartup13Recovery22Advantage-6, anydriveon block 15f sliding low that reaches almost full screen extremely punishable if poorly spaced (use5CGuardMidStartup12Recovery19Advantage-2/5DGuardAllStartup23 [17]Recovery37 [18]Advantage-24 [-5]) leads to insane reward on counter hit you can jump over it with2DGuardAllStartup26Recovery2+34 [2+15]Advantage-20 [-1]on a read Drive Moves 5D 2D 6D j.D All of Bangs Drives have Guardpointsupon triggering a guardpoint, Bang canteleportGuardStartupRecovery0Advantageor trigger anexplosionGuardAllStartup7RecoveryTotal: Until LAdvantage+8explosionGuardAllStartup7RecoveryTotal: Until LAdvantage+8leads to insane damage and is plus on block upon triggering a guardpoint, Bang canteleportGuardStartupRecovery0Advantageor trigger anexplosionGuardAllStartup7RecoveryTotal: Until LAdvantage+8explosionGuardAllStartup7RecoveryTotal: Until LAdvantage+8leads to insane damage and is plus on block explosionGuardAllStartup7RecoveryTotal: Until LAdvantage+8leads to insane damage and is plus on block On Block he can cancel into623BGuardMidStartup16Recovery21Advantage-4/j.623BGuardAllStartup13RecoveryUntil L+7Advantageto keep himself safe. (can be delayed) All of them can be hit before and after the guardpoint is activeThis is not something you should bank on, but be ready to confirm happy accidents This is not something you should bank on, but be ready to confirm happy accidents All of them lose to throw, so attempt to throw him as often as possible 5DGuardMidStartup20Recovery28Advantage-12has guardpoints against all attacks 2DGuardMidStartup23Recovery25Advantage-9has guardpoints against mids and overheads, but loses to lows 6DGuardLowStartup24Recovery25Advantage-8has guardpoints against mids and overheads, but loses to lows j.DGuardHigh/AirStartup22RecoveryUntil L+15LAdvantagehas guardpoints against all attacks Specials Poison (A) Explosion(B) Web(C) Triple(D) Bang has 4 different Types ofnailsGuardAllStartup9RecoveryTotal: 23+9LAdvantage, each with their own angle A-nail has the flatest angle, traveling the furthest and poisonspoison deals damage over time (max 600), expires when Bang is hit poison deals damage over time (max 600), expires when Bang is hit B-Nail has a steeper angle and creates an explosion above its point of impact C-Nail has the steepest angle and can start / extend combosit is super slow, so rarely seen outside of combos it is super slow, so rarely seen outside of combos D-Nail spawns three nails at once that bounce and neutralize projectilesoften spammed in endgame situations often spammed in endgame situations Try to maneuver around the nails and block them when necessarydo not try to invul through with4DGuardAllStartup25 [20]Recovery37 [12]Advantage-25 [0]or6DGuardLowStartup27~39Recovery44 [25]Advantage-27 [-8], as this leaves you vulnerable do not try to invul through with4DGuardAllStartup25 [20]Recovery37 [12]Advantage-25 [0]or6DGuardLowStartup27~39Recovery44 [25]Advantage-27 [-8], as this leaves you vulnerable Movement / Stall Option in the air mostly used as a TK cancel after2AGuardLow/AirStartup7Recovery11Advantage-2/5AGuardAllStartup6Recovery10Advantage-1/5BGuardMidStartup9Recovery21Advantage-6/5CGuardHighStartup18Recovery19Advantage-8for up to 2 addtional overheads usingj.BGuardHigh/AirStartup10Recovery20Advantage>(TK MusasabiGuardStartupRecoveryTotal: Until L+5Advantage>j.BGuardHigh/AirStartup10Recovery20Advantage)or to bait options using Barrier guard for up to 2 addtional overheads usingj.BGuardHigh/AirStartup10Recovery20Advantage>(TK MusasabiGuardStartupRecoveryTotal: Until L+5Advantage>j.BGuardHigh/AirStartup10Recovery20Advantage) or to bait options using Barrier guard can be punished safely with your6AGuardMidStartup11Recovery26Advantage-12, as you can cancel it on block 13f command grabbarrier guard prior attacks to make tick throw attempts whiffjump out if you have the read 13f command grab barrier guard prior attacks to make tick throw attempts whiff jump out if you have the read Bumpers Set Nail Nail Dash Bang sets Bumpers that he can 8 way dash from used for a variety of setups can cancel moves and make otherwise risky moves such as3CGuardLowStartup15Recovery21Advantage-9safe Supers Fully tracking teleporting command grab only usable when Bang has all seals When you are on the ground:hold 9 during the super flash (when the Background is blue) and punish withj.DGuardAllStartup16RecoveryUntil L+31[Until L+12]Advantage-25 [-6]or invul through with OD and punish with5CGuardMidStartup12Recovery19Advantage-2 hold 9 during the super flash (when the Background is blue) and punish withj.DGuardAllStartup16RecoveryUntil L+31[Until L+12]Advantage-25 [-6] or invul through with OD and punish with5CGuardMidStartup12Recovery19Advantage-2 When you are in the Air:use invul through with OD and punish with5DGuardAllStartup23 [17]Recovery37 [18]Advantage-24 [-5]if you don't have OD, a preemptivej.214C Revolver BlastGuardAllStartup10RecoveryUntil L+8LAdvantagecan hit him, but leads to almost no reward. use invul through with OD and punish with5DGuardAllStartup23 [17]Recovery37 [18]Advantage-24 [-5] if you don't have OD, a preemptivej.214C Revolver BlastGuardAllStartup10RecoveryUntil L+8LAdvantagecan hit him, but leads to almost no reward. Invul Super, but slower thanAshura (236236A)GuardMidStartup1+(42 Flash)+8Recovery33Advantage-15 Carries opponent to the corner on hit Block on the ground when Bang only has 50 Meter and punish with5CGuardAllStartup25 [20]Recovery37 [12]Advantage-25 [0] On 100 Meter let it whiff (jump, OD) or punish with4DGuardAllStartup25 [20]Recovery37 [12]Advantage-25 [0] fast invul Super with a high hitbox air unblockable, use barrier guard difficult to punish, but at least take your turn on block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Matchups", + "title": "Noel Vermillion", + "section": "Es", + "text": "No Content yet" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Matchups", + "title": "Noel Vermillion", + "section": "Jin Kisaragi", + "text": "No Content yet" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Matchups", + "title": "Noel Vermillion", + "section": "Mai Natsume", + "text": "No Content yet" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Matchups", + "title": "Noel Vermillion", + "section": "Ragna the Bloodedge", + "text": "No Content yet" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Matchups", + "title": "Noel Vermillion", + "section": "Relius Clover", + "text": "No Content yet" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Matchups", + "title": "Noel Vermillion", + "section": "Susano'o", + "text": "No Content yet" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Matchups", + "title": "Noel Vermillion", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Resources", + "title": "Bullet", + "section": "Intro", + "text": "This page is Bullet's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Resources", + "title": "Bullet", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here. Towito Combo Doc Bullet Combo Doc Bullet Pressure Guide Evernote holding CF2 Resources(Relatively Outdated) Japanese Name: バレット Japanese Wiki Japanese BBS Arcade Profile Dan Rankings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Resources", + "title": "Bullet", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Bullet Video Guide to Neutral Bullet Video Guide to Pressure, Mixups and Oki Bullet Video Translation of Kurenai's Oki Notes Character Video Thread" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Resources", + "title": "Bullet", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Resources", + "title": "Bullet", + "section": "Twitter", + "text": "Twitter Moment of Bullet Tech by Mecha Oni Twitter Moment of Bullet Tech by Towito" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Resources", + "title": "Bullet", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Intro", + "text": "Official source (Japanese):http://www.blazblue.jp/cf/ac/images/refine_v2.pdf Translation sources:https://docs.google.com/document/d/1sQpDd_HQRLYoVE5pLHDhvKcUzMjdbJtKajc-mV8J_1U/ Date Released:August 3, 2017 The final Balance Patch for the mainline Blazblue series." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "System Changes", + "text": "Hurtbox changesSpecial hurtboxes during things like spin and slide are standardized, making combos more consistent.Special hurtboxes like spin have more hitstun on crouching opponents.Wallsplat hurtboxes are standardized, except Tager and Susanoo. Special hurtboxes during things like spin and slide are standardized, making combos more consistent. Special hurtboxes like spin have more hitstun on crouching opponents. Wallsplat hurtboxes are standardized, except Tager and Susanoo. Barrier4A+BBUFFReduced the amount of Barrier Gauge consumed when activating the Barrier from ??? to ???.Shortened the time during which the Barrier Gauge does not recover after ending the Barrier from ??? to ???. Reduced the amount of Barrier Gauge consumed when activating the Barrier from ??? to ???. Shortened the time during which the Barrier Gauge does not recover after ending the Barrier from ??? to ???. Instant BlockBUFFIncrease the Heat Gain from a successful Instant Block from Base Damage × 0.2 to (Base Damage × 0.2) + 100 Increase the Heat Gain from a successful Instant Block from Base Damage × 0.2 to (Base Damage × 0.2) + 100 Crush Trigger5A+BNERFDecrease the Starter Rating of Uncharged Crush Trigger from Long to Normal. Decrease the Starter Rating of Uncharged Crush Trigger from Long to Normal. Active FlowNERFActive Flow now only triggers on the following:When an attack hits (not on block)Activating overdriveHitting with Exceed AccelWhen Opponent gets Negative Penalty Active Flow now only triggers on the following:When an attack hits (not on block)Activating overdriveHitting with Exceed AccelWhen Opponent gets Negative Penalty When an attack hits (not on block) Activating overdrive Hitting with Exceed Accel When Opponent gets Negative Penalty OverdriveBUFFWhen overdrive is being activated, the player is unaffected by outside influence (like magnetism and wind). When overdrive is being activated, the player is unaffected by outside influence (like magnetism and wind). Exceed AccelREWORKEDExceed Accel now has 10% Minimum Damage.Exceed Accel is more unsafe on block. For most Exceed Accels it changed from 0 to -10. Exceed Accel now has 10% Minimum Damage. Exceed Accel is more unsafe on block. For most Exceed Accels it changed from 0 to -10. ThrowsGround throws and command throws now has aVector Check, so you can’t throw people behind you.Air throw ranges all standardized to ??? units (other than Tager). Ground throws and command throws now has aVector Check, so you can’t throw people behind you. Air throw ranges all standardized to ??? units (other than Tager). Gameplay IssuesFixing an issue that causes Negative Penalty values to increase under certain circumstances. Fixing an issue that causes Negative Penalty values to increase under certain circumstances. OthersSome Exceed Accels and Astral Heat animations have changed. Some Exceed Accels and Astral Heat animations have changed." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Ragna the Bloodedge", + "text": "HitboxesNERFAir hurtbox has increased upwards. Air hurtbox has increased upwards. 2DGuardLowStartup17Recovery23Advantage-6BUFFNow hits Low. Now hits Low. 6AGuardMidStartup12Recovery24Advantage-11BUFFStartup decreased from 13 to 12. Startup decreased from 13 to 12. 6BGuardHighStartup24Recovery19Advantage-6BUFFHitstun increased from 19 to 21 (including +2 crouching hitstun). Hitstun increased from 19 to 21 (including +2 crouching hitstun). 6DGuardMidStartup21Recovery14+16LAdvantage-12BUFFStartup decreased from 26 to 21.Reduced the effect of inertia when performing the move while dashing. Startup decreased from 26 to 21. Reduced the effect of inertia when performing the move while dashing. Gauntlet HadesGuardHigh/AirStartup20Recovery28Advantage-12(214BAir OK)BUFFUntechable increased from 28 to 30. Untechable increased from 28 to 30. Blood Scythe (Ground)GuardAllStartup37Recovery15Advantage+3 [+7](214D)BUFFIs now Body, Foot and Projectile invincible from frame 5 to 16.Ground slide duration increased from 10 to 12. Is now Body, Foot and Projectile invincible from frame 5 to 16. Ground slide duration increased from 10 to 12. Nightmare EdgeGuardAllStartup17Recovery20Advantage-5(j.214C)BUFFDecreased damage from 560×n to 480×n.Only prorates once instead of on each hit, improving damage overall.Active frame of first hit reduces from 3 to 2.Can now ground bounce high enough for combo extensions instead of NE(2)The last hit can not be Emergency teched if opponent is hit on the ground, or being Counter Hitted. Decreased damage from 560×n to 480×n. Only prorates once instead of on each hit, improving damage overall. Active frame of first hit reduces from 3 to 2. Can now ground bounce high enough for combo extensions instead of NE(2) The last hit can not be Emergency teched if opponent is hit on the ground, or being Counter Hitted." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Jin Kisaragi", + "text": "5BGuardMidStartup8Recovery16Advantage-3NERFStartup increased from 7 to 8 Startup increased from 7 to 8 2BGuardLowStartup9Recovery15Advantage-3BUFFActive frames increased from 1 to 2Recovery decreased from 16 to 15 Active frames increased from 1 to 2 Recovery decreased from 16 to 15 C attacks during Overdrive (5C,2C,6C,3C,j.C,j.2C)BUGFIXFixed a bug where the opponent would get hit in a way not intended under certain conditions Fixed a bug where the opponent would get hit in a way not intended under certain conditions FubukiGuardMidStartup8Recovery33Advantage-17(623B)BUFFLaunch direction on normal hit changedUntech time increased from 36 to 45P2 worsened from 92 to 82Starter Rating improved from Short to Normal Launch direction on normal hit changed Untech time increased from 36 to 45 P2 worsened from 92 to 82 Starter Rating improved from Short to Normal RehhyouGuardMidStartup13Recovery49Advantage-33(623C)BUFFUntech time increased from 55 to 56 Untech time increased from 55 to 56 SekkajinGuardAllStartup8Recovery29Advantage-13(22C)NERFRange to activate attack reducedPushback on hit reduced to zero for Jin Range to activate attack reduced Pushback on hit reduced to zero for Jin HizansenGuardAllStartup13RecoveryUntil L+7Advantage(j.214C)NERFP2 worsened from 92 to 82 P2 worsened from 92 to 82 HizangekiGuardAll, High/AirStartup9Recovery22+5LAdvantage(j.214D)NERFJin floats upwards before the 2nd hit, which makes the move's frame advantage worse.2nd hit P2 worsened from 92 to 82 Jin floats upwards before the 2nd hit, which makes the move's frame advantage worse. 2nd hit P2 worsened from 92 to 82 Hiyoku GetsumeiGuardAllStartup5+(45 Flash)+5RecoveryTotal: 63[Total: 54]Advantage-35 [-26](632146DAir OK)NERFOn successful hit, last hit's hitstop for opponent increased from 0 to 2Minimum Damage of each hit reduced from 20% to 15% On successful hit, last hit's hitstop for opponent increased from 0 to 2 Minimum Damage of each hit reduced from 20% to 15%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Noel Vermillion", + "text": "HitboxesNERFFrontal hurtbox during Crumple increased Frontal hurtbox during Crumple increased 5BGuardMidStartup9Recovery14Advantage-2NERFNumber of times this can be used per string reduced from twice to once Number of times this can be used per string reduced from twice to once 2BGuardLowStartup7Recovery12Advantage±0BUFFNumber of times this can be used per string increased from once to twice Number of times this can be used per string increased from once to twice 2CGuardLowStartup14Recovery14Advantage+1BUFFUntech time increased from 17 to 19 Untech time increased from 17 to 19 6BGuardHighStartup26Recovery18Advantage-6BUFFJump cancelable on block addedLaunch height on air hit reduced Jump cancelable on block added Launch height on air hit reduced j.BGuardHigh/AirStartup7Recovery17AdvantageBUFFRear hitbox added Rear hitbox added j.2CGuardAllStartup13Recovery24+4LAdvantageBUFFHitbox increased upwards Hitbox increased upwards 4DGuardAllStartup25 [20]Recovery37 [12]Advantage-25 [0]REWORKEDBody+Projectile invul starts earlier - from 4F to 1FStarter Rating worsened from Long to Normal Body+Projectile invul starts earlier - from 4F to 1F Starter Rating worsened from Long to Normal j.DGuardAllStartup16RecoveryUntil L+31[Until L+12]Advantage-25 [-6]BUFFThe move's trajectory won't change regardless of how you jumpStartup shortened from 17 to 16Body invul added - 4~15F The move's trajectory won't change regardless of how you jump Startup shortened from 17 to 16 Body invul added - 4~15F Muzzle FlitterGuardUnblockableStartup26Recovery9+16LAdvantage(214A)BUFFP2 buffed from 80 to 92Untech time increased from 23 to 28Follow-up time is universal for all characters P2 buffed from 80 to 92 Untech time increased from 23 to 28 Follow-up time is universal for all characters" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Rachel Alucard", + "text": "HitboxesNERFFrontal hurtbox during Crumple increased Frontal hurtbox during Crumple increased 2CGuardMidStartup23Recovery42Advantage-34NERFBlowback on CH increased Blowback on CH increased j.BGuardAllStartup9Recovery12AdvantageNERFGuard changed from High/Air to All Guard changed from High/Air to All j.2CGuardHigh/Air→AllStartup13Recovery20LAdvantageNERFLanding recovery decreased from 31 to 20Only cancelable on hitStarter Rating improved from Very Short to Normal Landing recovery decreased from 31 to 20 Only cancelable on hit Starter Rating improved from Very Short to Normal WindNERFAll versions of wind add to negative penaltyCan no longer be used during any kind of ground/air recovery, Overdrive startup, or during Exceed Accel All versions of wind add to negative penalty Can no longer be used during any kind of ground/air recovery, Overdrive startup, or during Exceed Accel George XIIIGuardStartup25RecoveryTotal: 49Advantage(214AAir OK)NERFWhen George is hit by a projectile, he now gets knocked back When George is hit by a projectile, he now gets knocked back Ivy BlossomGuardStartup61RecoveryTotal 32Advantage(214BAir OK)BUFFBats appear fasterBats are blown up in a different way by windThe AoE in which bats deal damage has been increasedDamage increased when touched by a bat, but the max damage has been decreasedRachel's meter won't increase when they are hitBats disappear when Rachel is damaged, will not disappear on block Bats appear faster Bats are blown up in a different way by wind The AoE in which bats deal damage has been increased Damage increased when touched by a bat, but the max damage has been decreased Rachel's meter won't increase when they are hit Bats disappear when Rachel is damaged, will not disappear on block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Litchi Faye Ling", + "text": "Vertical Staff LaunchGuardAllStartupRecoveryAdvantageBUGFIX2nd hit won't force CH when the 1st one hits a CH 2nd hit won't force CH when the 1st one hits a CH Great Wheel (Overdrive)GuardStartup13Recovery23Advantage+22NERFCan no longer be used during any kind of ground/air recovery, Overdrive startup, or during Exceed Accel Can no longer be used during any kind of ground/air recovery, Overdrive startup, or during Exceed Accel BRen ChanGuardAllStartup14RecoveryTotal: 45Advantage-15(214B)BUFFHitstop on block reduced from 8 to 4Hitstop on hit reduced from 11 to 4P2 improved from 79 to 89Air hit vertical launch reducedTotal duration reduced from 51 to 45On Block improved from -16 to -15 Hitstop on block reduced from 8 to 4 Hitstop on hit reduced from 11 to 4 P2 improved from 79 to 89 Air hit vertical launch reduced Total duration reduced from 51 to 45 On Block improved from -16 to -15 CRen ChanGuardAllStartup34RecoveryTotal: 49Advantage+1(214C)BUFFHitstop on block reduced from 8 to 4Hitstop on hit reduced from 11 to 4P2 improved from 79 to 89Air hit vertical launch reducedTotal duration increased from 46 to 49Startup slowed from 24 to 34On Block improved from -9 to +1 Hitstop on block reduced from 8 to 4 Hitstop on hit reduced from 11 to 4 P2 improved from 79 to 89 Air hit vertical launch reduced Total duration increased from 46 to 49 Startup slowed from 24 to 34 On Block improved from -9 to +1 Gut Shot (Charged)GuardAllStartup16~27(37~48)Recovery17Advantage-3 (+1)(421[C]e)BUFFStartup after the crossup sped up by 5FWill crossup even in the corner Startup after the crossup sped up by 5F Will crossup even in the corner" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Taokaka", + "text": "3CGuardLowStartup10Recovery18Advantage-6BUFFP2 improved from 79 to 89 P2 improved from 79 to 89 j.BGuardHigh/AirStartup9Recovery15AdvantageBUFFActive frames increased from 4 to 6Recovery frames increased from 8 to 12 Active frames increased from 4 to 6 Recovery frames increased from 8 to 12 4DGuardAllStartup25Recovery8AdvantageBUFFFatal Counter addedCrumple Duration increased from 29 to 34Crumple Fall starts later from 62 to 67 Fatal Counter added Crumple Duration increased from 29 to 34 Crumple Fall starts later from 62 to 67 Cat Spirit Encore!GuardLowStartup11Recovery20 (33)Advantage-6(236A~Bor236C~B)BUFFRecovery on block and whiff reduced from 30 to 20On Block improved from -16 to -6Fatal Counter removed Recovery on block and whiff reduced from 30 to 20 On Block improved from -16 to -6 Fatal Counter removed Cat Spirit Two!GuardAllStartup9Recovery15+9LAdvantage(j.236B)BUFFHitbox expanded upwards and downwards Hitbox expanded upwards and downwards" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Iron Tager", + "text": "5AGuardAllStartup7Recovery11Advantage0BUFFKnockback on air hit reduced Knockback on air hit reduced 5BGuardLowStartup10Recovery14Advantage0BUFFHitbox expanded upwards Hitbox expanded upwards j.BGuardHigh/AirStartup10Recovery20AdvantageREWORKEDadjusted how the opponent is blown away on CH adjusted how the opponent is blown away on CH j.2CGuardHigh/AirStartup18 [5]Recovery18AdvantageBUFFHitbox right after startup expanded upwards Hitbox right after startup expanded upwards Wedge CatapultGuardUnblockableStartup30Recovery30 (Miss), 41 (Hit)Advantage(360B)BUGFIXFollow-up time is universal for all characters Follow-up time is universal for all characters SledgehammerGuardAllStartup20Recovery18Advantage-4(236A)NERFP1 worsened from 90 to 80 P1 worsened from 90 to 80 SledgehammerGuardAllStartup35~55Recovery20Advantage-7(236B)NERFP1 worsened from 90 to 80recovery increased from 15 to 20On Block worsened from -2 to -7Crumple on ground hit added. Crumple Duration 31F, Crumple Fall 64Ffloats higher on air hit P1 worsened from 90 to 80 recovery increased from 15 to 20 On Block worsened from -2 to -7 Crumple on ground hit added. Crumple Duration 31F, Crumple Fall 64F floats higher on air hit Sledgehammer Followup AttackGuardHighStartup22Recovery30Advantage-17(236A/236B/214D~236A)BUFFEach version (after 236A, 236B, 214D) is considered separate attacks and will not trigger SMP when multiple versions are used in one combo Each version (after 236A, 236B, 214D) is considered separate attacks and will not trigger SMP when multiple versions are used in one combo Voltec Charge Followup AttackGuardHighStartup13Recovery30Advantage-17(214D~236A)BUFFStartup reduced from 22 to 13 Startup reduced from 22 to 13" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Bang Shishigami", + "text": "6AGuardLowStartup17Recovery13Advantage1BUFF6A > 5B cancel added6A can be used up to 2 times per blockstring 6A > 5B cancel added 6A can be used up to 2 times per blockstring 6CGuardMidStartup14Recovery15+27LAdvantage-26BUFFFatal Counter added Fatal Counter added 3CGuardLowStartup15Recovery21Advantage-9BUFFFloat on CH reducedHard Knockdown addedHitbox expanded upwards Float on CH reduced Hard Knockdown added Hitbox expanded upwards All D Normals (5D,2D,6D,j.D)BUFFP2 improved from 82 to 92 P2 improved from 82 to 92 5DGuardMidStartup20Recovery28Advantage-12BUFFHitbox expanded downwards Hitbox expanded downwards 2DGuardMidStartup23Recovery25Advantage-9BUFFLaunch height on normal hit and CH is now the same Launch height on normal hit and CH is now the same Secret Technique: Bang's Pulverizing Blast JutsuGuardAllStartup7RecoveryTotal: Until LAdvantage+8(Dduring Guardpoint)REWORKEDBang's jump is lower height after explosionBang is in recovery until landingAttack now only hits onceFixed a bug where the sprite would last on screen Bang's jump is lower height after explosion Bang is in recovery until landing Attack now only hits once Fixed a bug where the sprite would last on screen Bang's Heavenly Double Palm ThrustGuardMidStartup16Recovery21Advantage-4(623B)BUFFHitbox expanded inwards Hitbox expanded inwards Nail SetGuardStartupRecoveryTotal: 30Advantage(214X Air OK)BUFFBumper's scarf changes as charges are usedBumper will not go offscreen when used in the corner Bumper's scarf changes as charges are used Bumper will not go offscreen when used in the corner Flaming Air AttackGuardStartupRecoveryTotal: Until L+5Advantage(j.22A)BUFFHeight limmitation removedCan be used right after jumping Height limmitation removed Can be used right after jumping Ultra Technique:\"Hyper Shadowstep Strike\"GuardThrowStartup19+(60 Flash)+3RecoveryGround: 28Air: Until L+14Advantage(236236D)BUFFGround version can hit opponents who have just gone airborneAir version can hit opponents who have just landedGround version's recovery on whiff reduced from 43 to 28 Ground version can hit opponents who have just gone airborne Air version can hit opponents who have just landed Ground version's recovery on whiff reduced from 43 to 28" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Arakune", + "text": "HitboxesNERFAir hurtbox expanded downwards Air hurtbox expanded downwards D Normals (5D,2D,6D,j.D) during Non-ODNERFCurse gain on block during Non-OD reduced from 1000 to 750 Curse gain on block during Non-OD reduced from 1000 to 750 j.AGuardHigh/AirStartup7Recovery16AdvantageNERFWhiff cancel into another j.A removed Whiff cancel into another j.A removed ThrowBUGFIXAdjusted how the opponent is blown away, now both forward and backward throws behave the sameFollow-up time is universal to all characters Adjusted how the opponent is blown away, now both forward and backward throws behave the same Follow-up time is universal to all characters Curse BugsNERFCan no longer be used during any kind of ground/air recovery, Overdrive startup, or during Exceed AccelFixed a bug where bugs wouldn't disappear when Arakune got hit under certain circumstances. Can no longer be used during any kind of ground/air recovery, Overdrive startup, or during Exceed Accel Fixed a bug where bugs wouldn't disappear when Arakune got hit under certain circumstances. OverdriveNERFWhen activating OD with a partially filled Curse Gauge, the Curse Gauge depletion speed will not be slowed.If opponent is already Cursed before activating OD or if the Curse Gauge is filled during OD, then the depletion speed will be slowed. When activating OD with a partially filled Curse Gauge, the Curse Gauge depletion speed will not be slowed. If opponent is already Cursed before activating OD or if the Curse Gauge is filled during OD, then the depletion speed will be slowed. Zero VectorGuardStartup33RecoveryTotal: 39Advantage(236DAir OK)REWORKEDGround version total duration reduced from 45 to 39Air version total duration reduced from 38+3L to 33+3LCloud now disappears when Arakune blocks an attack Ground version total duration reduced from 45 to 39 Air version total duration reduced from 38+3L to 33+3L Cloud now disappears when Arakune blocks an attack a±bGuardStartup23RecoveryTotal: 39Advantage(236Dduring Curse Air OK)REWORKEDGround version total duration reduced from 45 to 39Air version total duration reduced from 38+3L to 33+3LCloud now disappears when Arakune blocks an attack Ground version total duration reduced from 45 to 39 Air version total duration reduced from 38+3L to 33+3L Cloud now disappears when Arakune blocks an attack Y-Two DashGuardHigh/AirStartup11RecoveryUntil L+11Advantage(j.236C)NERFP1 worsened from 100 to 90P2 worsened from 90 to 89Starter Rating worsened from Long to Normal P1 worsened from 100 to 90 P2 worsened from 90 to 89 Starter Rating worsened from Long to Normal Permutation N, RGuardAllStartup43RecoveryTotal: 48Advantage(22A/B/CAir OK)NERFCurse gain on block during Non-OD reduced from 1500 to 1000 Curse gain on block during Non-OD reduced from 1500 to 1000 F EqualsGuardAllStartup7+(75 Flash)+31RecoveryTotal 31Advantage(236236Dduring Curse Air OK)BUFFHorizontak knockback reducedThe bug returns faster during Overdrive. Time offscreen reduced from ?? to ?? Horizontak knockback reduced The bug returns faster during Overdrive. Time offscreen reduced from ?? to ??" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Carl Clover", + "text": "Nirvava GaugeNERFGauge recovery rate after breaking has been slowed down from ?? to ?? Gauge recovery rate after breaking has been slowed down from ?? to ?? j.AGuardHigh/AirStartup6Recovery9AdvantageNERFStartup slowed from 5 to 6 Startup slowed from 5 to 6 NirvanaNERFCan no longer be used during any kind of ground/air recovery, Overdrive startup, or during Exceed Accel Can no longer be used during any kind of ground/air recovery, Overdrive startup, or during Exceed Accel Doll Normals except6D(2D,3D,4D,8D)NERFCost increased from 750 to 900 Cost increased from 750 to 900 6DGuardAllStartup13Recovery30+1LAdvantageBUFFCost reduced from 750 to 650Damage reduced from 1040 to 940 Cost reduced from 750 to 650 Damage reduced from 1040 to 940 3DGuardAllStartup13Recovery30+1LAdvantageNERFStarter Rating worsened from Long to Short Starter Rating worsened from Long to Short AllegrettoGuardAllStartup13Recovery30+1LAdvantage(j.214C)NERFP1 worsened from 100 to 80 P1 worsened from 100 to 80 Rhapsody of MemoriesGuardAllStartup10+(40 Flash)+18Recovery48Advantage(236236DAir OK)NERFNirvana no longer hits behind her Nirvana no longer hits behind her" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Hakumen", + "text": "DashBUFFCanceling dash into Special attacks has increased intertia Canceling dash into Special attacks has increased intertia 6AGuardMidStartup12Recovery16Advantage-1and6BGuardHigh, MidStartup18Recovery23Advantage-4BUFFCancel into Kokūjin: Shippu (632146C) on hit/block added Cancel into Kokūjin: Shippu (632146C) on hit/block added j.CGuardAllStartup12Recovery32+3LAdvantageNERFJump cancel now only available on hitHitbox expanded upwards Jump cancel now only available on hit Hitbox expanded upwards Drive (5D,2D,6D,j.D)REWORKEDSpecial cancelable after guarding projectiles.Special cancels (except Crush Trigger) gain Invuln. 1-10 AllDamage reduced from 1600 to 1000 Special cancelable after guarding projectiles. Special cancels (except Crush Trigger) gain Invuln. 1-10 All Damage reduced from 1600 to 1000 5DGuardStartupRecovery40AdvantageNERFHard knockdown time reduced from 33 to 23 Hard knockdown time reduced from 33 to 23 j.DGuardStartupRecoveryUntil L+17AdvantageREWORKEDJump inertia no longer stoppedLanding recovery on whiff increased from 12 to 17Can catch lows nowUntech time decreased on successful counter from 83 to 35Can use jump normals/specials when descending on successful counterAir options regained on successful counter Jump inertia no longer stopped Landing recovery on whiff increased from 12 to 17 Can catch lows now Untech time decreased on successful counter from 83 to 35 Can use jump normals/specials when descending on successful counter Air options regained on successful counter Back ThrowGuardThrowStartup7Recovery23AdvantageBUGFIXFollow-up time is universal for all characters Follow-up time is universal for all characters RenkaGuardLow, MidStartup9Recovery21Advantage-5(236B)BUGFIXVisual effect on 2nd hit changed (no changes to hitbox) Visual effect on 2nd hit changed (no changes to hitbox) TsubakiGuardGuard Break 60/BarrierStartup15Recovery22+4LAdvantage(j.214C)BUFFGuard Crush time increased from 46 to 60 Guard Crush time increased from 46 to 60 YanagiGuardallStartup30Recovery18Advantage-7(214D)REWORKEDCost to use Yanagi increased from 1 Magatama to 2Now performs attack regardless of actually guarding an attack or notSpecial cancelable after guarding an attackSpecials canceled into gain Invuln. 1-10 All Cost to use Yanagi increased from 1 Magatama to 2 Now performs attack regardless of actually guarding an attack or not Special cancelable after guarding an attack Specials canceled into gain Invuln. 1-10 All" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Nu-13", + "text": "3CGuardLow×3, All×5Startup11Recovery22Advantage-6BUFFFloats higher on hit Floats higher on hit j.CGuardHigh/AirStartup9Recovery25AdvantageBUFFStartup reduced from to 11 to 9Hitbox of first 3 hits expanded upwards and downwards Startup reduced from to 11 to 9 Hitbox of first 3 hits expanded upwards and downwards 5DGuardAllStartup15RecoveryTotal 48Advantage-12 [-4]BUFFHitbox expanded downwards Hitbox expanded downwards All aerial Ds (j.D,j.2D,j.6D)BUFFHitbox expanded upwards and downwards Hitbox expanded upwards and downwards Back ThrowGuardThrow(70)Startup7Recovery23AdvantageREWORKEDNow changes sides with the opponent on damage Now changes sides with the opponent on damage Sickle StormGuardLow/AirStartup17RecoveryTotal: 62Advantage-18(236D)BUFFCancel into Gravity Seed changed from on hit only to on hit/block Cancel into Gravity Seed changed from on hit only to on hit/block Gravity SeedGuardStartup13RecoveryTotal: 42Advantage(214A/B/C)BUFFDash cancels can be buffered Dash cancels can be buffered True ImprezaGuardAllStartup20 [10]RecoveryTotal 61[Total 51]Advantage-15(A+B+C+Dduring Overdrive)NERFstartup and active frames now the same as other chars' EATotal duration increased from ?? to to 61On Block worsened from ?? to -15 startup and active frames now the same as other chars' EA Total duration increased from ?? to to 61 On Block worsened from ?? to -15 OD Calamity SwordGuardMidStartup10+(52 Flash)+1RecoveryTotal 52[Total 84]Advantage-11 [-9](632146Dduring Overdrive Air OK)BUGFIXAll hits can now KO the opponent All hits can now KO the opponent" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Tsubaki Yayoi", + "text": "6BGuardLowStartup17Recovery17Advantage-3BUFFHorizontal blowback on air hit addedVertical blowback on air hit lessenedHard knockdown on CH added Horizontal blowback on air hit added Vertical blowback on air hit lessened Hard knockdown on CH added 6BBGuardLowStartup11Recovery20Advantage-7BUFFVertical blowback on air CH increase Vertical blowback on air CH increase 2CCGuardMidStartup12Recovery29Advantage-15BUFFHitbox expanded downwardsLaunch on ground hit added Hitbox expanded downwards Launch on ground hit added 3CCGuardMidStartup17Recovery17+18LAdvantage-18BUGFIXFixed a bug where Tsubaki would not be in CH state under certain conditions Fixed a bug where Tsubaki would not be in CH state under certain conditions Crush TriggerGuardGuard Break 32/BarrierStartup20Recovery25Advantage0(5A+B)BUFFTsubaki no longer steps back after hitting the opponent Tsubaki no longer steps back after hitting the opponent BAgnus DeiGuardHigh/AirStartup28Recovery1+10LAdvantage0(22B)NERFAttack Level reduced from 4 to 3On Block worsened from +2 to 0Hitstop reduced from 14 to 11P2 worsened from 82 to 79 Attack Level reduced from 4 to 3 On Block worsened from +2 to 0 Hitstop reduced from 14 to 11 P2 worsened from 82 to 79 BAgnus Dei FollowupGuardHigh/AirStartup22Recovery5+12LAdvantage-6(22BAfter Other Special Attacks)NERFAttack Level reduced from 4 to 3On Block worsened from -4 to -6Hitstop reduced from 14 to 11 Attack Level reduced from 4 to 3 On Block worsened from -4 to -6 Hitstop reduced from 14 to 11 CBenedictus RexGuardMidStartup10RecoveryTotal 45+19LAdvantage-21(623C)REWORKEDP1 worsened from 60 to 50P2 strengthened from 70 to 89 P1 worsened from 60 to 50 P2 strengthened from 70 to 89 DBenedictus RexGuardMidStartup10RecoveryTotal 50+23LAdvantage-21(623D)BUFFUntech increased from 40 to 44 Untech increased from 40 to 44 Confutatis MaledictusGuardAllStartup5+(30 Flash)+7RecoveryTotal 51Advantage-21(236236C/D)NERFMinimum Damage reduced from 20% to 15% Minimum Damage reduced from 20% to 15% Macto MaledictusGuardStartupRecovery7+(125 Flash)+4Advantage(214214DAir OK)BUGFIXFixed bug where air version would “stagnate” [?]. Fixed bug where air version would “stagnate” [?]." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Hazama", + "text": "AerialDmoves (j.D,j.2D,j.6D,j.4D,j.8D)BUFFAll aerial D moves now become long-range version on 16F.Was on 19F for j.8D, on 20F for j.2D, and on 22F for j.5D, j.4D, j.6D. All aerial D moves now become long-range version on 16F.Was on 19F for j.8D, on 20F for j.2D, and on 22F for j.5D, j.4D, j.6D. Was on 19F for j.8D, on 20F for j.2D, and on 22F for j.5D, j.4D, j.6D. Aerial Drive~A FollowupGuardStartupRecoverySee notesAdvantage(Aafter aerialDmoves)BUFFTotal recovery reduced from 28F to 18F Total recovery reduced from 28F to 18F Drive~B followupGuardStartupRecovery39Advantage(BafterDmoves)BUFFProjectile invul added while in movement Projectile invul added while in movement Ground Forward ThrowGuardThrow(70)Startup7Recovery23Advantage(B+C)BUFFHoriziontal knockback reduced Horiziontal knockback reduced Vengeful ViperGuardAllStartup15Recovery104Advantage+10(214B)BUFFActive frames increased from 3 to 4Follow-ups cancel window on hit/block sped up from 18F onwards to 19FFollow-ups cancel window on whiff sped up from 27F onwards to 22F Active frames increased from 3 to 4 Follow-ups cancel window on hit/block sped up from 18F onwards to 19F Follow-ups cancel window on whiff sped up from 27F onwards to 22F Rising FangGuardMidStartup9Recovery13+15LAdvantage-17 [-15](214D~B)BUFFLanding recovery decreased from 17F to 15FOn Block improved from -19 to -17. Charged version from -17 to -15. Landing recovery decreased from 17F to 15F On Block improved from -19 to -17. Charged version from -17 to -15. Hungry CoilsGuardBarrierStartup14RecoveryTotal: 55Advantage(623D)BUFFActive frames increased from 10 to 12Total duration on whiff increased from 53F to 55F Active frames increased from 10 to 12 Total duration on whiff increased from 53F to 55F Serpent’s Infernal RaptureGuardAllStartup3+(40 Flash)+1Recovery51Advantage-33(236236B)BUFFStartup decreased from 4+1 to 3+1 Startup decreased from 4+1 to 3+1 OD Eternal Coils of the Dragon SerpentGuardAllStartup1+(30 Flash)+15RecoveryTotal 70Advantage-46(632146Cduring Overdrive)BUGFIXBug fix where it wouldn't count as an overdrive finish Bug fix where it wouldn't count as an overdrive finish" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Mu-12", + "text": "HitboxesNERFCrumple hurtbox expanded forwards Crumple hurtbox expanded forwards 5BGuardMidStartup8Recovery20Advantage-9NERFAttack level reduced from 3 to 2Untech time remains the same as before at 17On Block changed from -12 to -9 Attack level reduced from 3 to 2 Untech time remains the same as before at 17 On Block changed from -12 to -9 6BGuardMid, HighStartup16Recovery26Advantage-13BUFFUntech time of 1st hit increased from 17 to 40 Untech time of 1st hit increased from 17 to 40 6CGuardAllStartup18Recovery42Advantage-27NERFP2 worsened from 94 to 84 P2 worsened from 94 to 84 Totsuka BladeGuardAllStartup26RecoveryTotal: 72 [Total 54]Advantage(236DAir OK)BUFFStartup reduced from 36 to 24Total frames in ground verion unchangedAir version takes longer for Mu to start falling Startup reduced from 36 to 24 Total frames in ground verion unchanged Air version takes longer for Mu to start falling" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Makoto Nanaya", + "text": "HitboxesNERFHurtbox during air hitstun expanded upwards Hurtbox during air hitstun expanded upwards 6CGuardMidStartup14Recovery20Advantage-11Horizontal blowback on hit increased and float reducedUntech time increased from 23 to 24 Horizontal blowback on hit increased and float reduced Untech time increased from 23 to 24 3CGuardLowStartup30Recovery13Advantage0BUFFLaunches higher on hit Launches higher on hit 2DGuardMidStartup18Recovery32Advantage-21BUFFHorizontal blowback on hit reduced Horizontal blowback on hit reduced Break ShotGuardMid / AllStartup11 / 12Recovery18 / Total: 31Advantage-11(236A~D)NERFActive frames reduced from 30 to 25Projectile speed reduced and distance traveled shortened Active frames reduced from 30 to 25 Projectile speed reduced and distance traveled shortened Air Corona UpperGuardAllStartup8RecoveryUntil L+20Advantage(j.623C)NERFAir blockable now Air blockable now Infinite RushGuardAllStartup3Recovery33Advantage-20(214A~CCC...)BUFFHitbox expanded upwards except for the final hitRecovery reduced from 36 to 33Enemy floats higher on final hit Hitbox expanded upwards except for the final hit Recovery reduced from 36 to 33 Enemy floats higher on final hit StargazerGuardLow/AirStartup11Recovery14Advantage-1(214A~C~B)NERFLaunch height reduced Launch height reduced Cosmic RayGuardAllStartup15Recovery14Advantage-5(214A~D)NERFHitstop for Makoto increased from 9 to 11Hitstop for opponent on nornal hit is 11, but on block is 9On Block is worsened per Charge Level from -3/-1/+1/+1 to -5/-3/-1/-1 Hitstop for Makoto increased from 9 to 11 Hitstop for opponent on nornal hit is 11, but on block is 9 On Block is worsened per Charge Level from -3/-1/+1/+1 to -5/-3/-1/-1 Shooting StarGuardAllStartup22Recovery25Advantage-9(236B)REWORKEDLow and Throw invuln added 1~7Horizontal blowback on hit increasedWall Stick time increased from 20 to 35Wall Bounce midscreen on Counter Hit addedStarter Rating worsened from Long to NormalP1 worsened from 80 to 70 Low and Throw invuln added 1~7 Horizontal blowback on hit increased Wall Stick time increased from 20 to 35 Wall Bounce midscreen on Counter Hit added Starter Rating worsened from Long to Normal P1 worsened from 80 to 70" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Valkenhayn R. Hellsing", + "text": "6AGuardMidStartup10Recovery27Advantage-13BUFFLaunches lower and closer on hitUntech time increased from 38 to 40Recovery decreased from 31 to 27On Block improved from -17 to -13 Launches lower and closer on hit Untech time increased from 38 to 40 Recovery decreased from 31 to 27 On Block improved from -17 to -13 Wolf GaugeBUFFCooldown now counts down regardless of whether Valkenhayn is grounded or airborne. now a fixed 120F. Previously only counted down while on the ground. Cooldown now counts down regardless of whether Valkenhayn is grounded or airborne. now a fixed 120F. Previously only counted down while on the ground. Wolf5CGuardLowStartup10Recovery21Advantage-5BUFFLaunches higher on hit Launches higher on hit Air Wolf to Human Transform (Wolfj.5D)BUGFIXLanding before transformation completes now results in transforming into human form upon landing Landing before transformation completes now results in transforming into human form upon landing Himmel WolfGuardThrow(70)Startup7Recovery22Advantage(B+Cduring Wolf Aik OK)BUFFNow recovers 25% Wolf gauge immediately after the damage is dealt. Rest of gauge is regained upon transforming to human Now recovers 25% Wolf gauge immediately after the damage is dealt. Rest of gauge is regained upon transforming to human" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Platinum the Trinity", + "text": "HitboxesNERFCrumple hurtbox expanded forwards Crumple hurtbox expanded forwards Powered-up ItemsBUFFBonus Proration 110% added Bonus Proration 110% added Piko Hammer and Piko Hammer SpecialGuardGuard Break 37/BarrierStartup16Recovery17Advantage+6(5Dwith Hammer)BUFFStartup reduced from 18 to 16 Startup reduced from 18 to 16 Magical Cat Hammer SpecialGuardAllStartup11Recovery21Advantage-10(j.Dwith Cat Hammer)NERFGround version P2 worsened from 84 to 82Air version P2 worsened from 94 to 92 Ground version P2 worsened from 84 to 82 Air version P2 worsened from 94 to 92 Magical Bomb and Magical Bomb SpecialGuardAllStartup19RecoveryTotal: 40Advantage+8(5Dwith Bomb Air OK)NERFP2 of the explosion worsened from 89 to 80 P2 of the explosion worsened from 89 to 80 Magical Missile and Magical Missile SpecialGuardAllStartup19RecoveryTotal: 40Advantage+2(5Dwith Missile Air OK)NERFP2 of the explosion worsened from 89 to 80 P2 of the explosion worsened from 89 to 80 Magical Dreamy BoxGuardMidStartup3RecoveryAdvantage(5Dwith Dreamy Box Air OK)NERFBonus Proration removed Bonus Proration removed Magical Dreamy Box SpecialGuardMid, AllStartup3RecoveryAdvantage(5Dwith Dreamy Box Special Air OK)NERFP1 on 2nd hit worsened from 80 to 70 P1 on 2nd hit worsened from 80 to 70 Air Persia MovementGuardStartupRecovery31+6Advantage(236AAir OK)BUFFHorizontal movement speed increasedNow only has Projectile invuln Horizontal movement speed increased Now only has Projectile invuln BandCMami CircularGuardLow/AirStartup13Recovery28Advantage-10(236B/C)BUFFP2 improved from 82 to 92 P2 improved from 82 to 92" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Izayoi", + "text": "Gain Art dash/airdashNERFLanding recovery increased from 2F to 4F Landing recovery increased from 2F to 4F 6AGuardMidStartup12Recovery21Advantage-6BUFFNow forces opponent into crouching state on ground hit Now forces opponent into crouching state on ground hit 6[B]GuardStartupRecovery29+7LAdvantageTrans-Am's bits will attack now Trans-Am's bits will attack now Crusade Seraphim α FeintGuardStartupRecovery12Advantage(623[B]~A)NERFIzayoi immediately loses invuln from Crusade Searaphim α once the fenint starts Izayoi immediately loses invuln from Crusade Searaphim α once the fenint starts OD Valkyrie AstraeaGuardStartup9Recovery21Advantage-5(236B/C~6D)NERFNow only does one hit on blockDamage reduced from 1000, 600×3 to 1000, 150×4 Now only does one hit on block Damage reduced from 1000, 600×3 to 1000, 150×4 Strike FallGuardAllStartup32 [29]Recovery27Advantage(623B/C/j.236B/j.236C/j.623B~D)NERFMinimum damage removed Minimum damage removed Slaver Trans-AmGuardStartupRecovery4+(154 Flash)+2Advantage(632146D)NERFInvul reduced from Fully Invuln. the entire duration to only during Fully Invuln. during superflashfixed malfunction where bits would not move properly Invul reduced from Fully Invuln. the entire duration to only during Fully Invuln. during superflash fixed malfunction where bits would not move properly" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Relius Clover", + "text": "6BGuardMidStartup10Recovery22Advantage-8BUFFStartup reduced from 11 to 10Launch height loweredUntech time increased from 17 to 22Bonus Proration 110% added Startup reduced from 11 to 10 Launch height lowered Untech time increased from 17 to 22 Bonus Proration 110% added Throw/BackthrowGuardThrow(70)Startup7Recovery23Advantage(B+Cor4B+C)BUFFHorizontal blowback reduced Horizontal blowback reduced Doll normalsNERFCan no longer be used during any kind of ground/air recovery, Overdrive startup, or during Exceed Accel Can no longer be used during any kind of ground/air recovery, Overdrive startup, or during Exceed Accel Led LayGuardStartupRecoveryTotal 35Advantage(236A)BUFFBurst invuln added 4~12F Burst invuln added 4~12F Air Id LaugerGuardThrow(70)Startup7Recovery23Advantage(j.236C)BUFFHeight restriction lessened - can TK it now Height restriction lessened - can TK it now Bel LafinoGuardAllStartup30Recovery33 [11]Advantage(j.214B)BUFFIgnis appears closer to Relius on summonP1 worsened from 100 to 80Hard knockdown on ground hit added. Air hit unaffected. Ignis appears closer to Relius on summon P1 worsened from 100 to 80 Hard knockdown on ground hit added. Air hit unaffected. Duo BiosGuardAllStartup10+(57 Flash)+16Recovery48Advantage(236236D)BUGFIXIgnis's attacks now cannot hit behind her Ignis's attacks now cannot hit behind her" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Bullet", + "text": "5BGuardMidStartup10Recovery15Advantage-1,6BGuardMidStartup12Recovery21Advantage-7BUFFDash Cancel during Heat Up Lv 1/2 added Dash Cancel during Heat Up Lv 1/2 added 6AGuardHighStartup24Recovery19Advantage-3BUFFHorizontal knockback reducedGatling into 6B added Horizontal knockback reduced Gatling into 6B added 2CGuardLowStartup14Recovery16Advantage-2BUFFHard Knockdown added to first hitLaunch height of second hit increased Hard Knockdown added to first hit Launch height of second hit increased Drive Normals (5D,2D,6D,j.D)BUFF2C, 6A, and 6B can now cancel into ground Drive Normals on hit/blockAfter a Drive Normal hits the opponent, Bullet gains a Heat Level before she cancels into specials, so any specials will have the additional Heat Level. 2C, 6A, and 6B can now cancel into ground Drive Normals on hit/block After a Drive Normal hits the opponent, Bullet gains a Heat Level before she cancels into specials, so any specials will have the additional Heat Level. 5DGuardAllStartup30~??Recovery14Advantage-5,j.DGuardAllStartup20~??Recovery14AdvantageBUFFFrontal attackbox shrunkBlockstun adjusted to be the same for both ground/air guard from 18/20 to 20/20When blocked, recovery decreased from Until Landing+5 to 12FWhen 5D is blocked and opponent is grounded, then Bullet's recovery is Until LandingBounce height on hit reduced slightlySpecial Cancel timing moved to later in the recoveryFixed a bug where some situations made Bullet stay in Counter Hit state. Frontal attackbox shrunk Blockstun adjusted to be the same for both ground/air guard from 18/20 to 20/20 When blocked, recovery decreased from Until Landing+5 to 12F When 5D is blocked and opponent is grounded, then Bullet's recovery is Until Landing Bounce height on hit reduced slightly Special Cancel timing moved to later in the recovery Fixed a bug where some situations made Bullet stay in Counter Hit state. 2DGuardLow/AirStartup42Recovery18Advantage0BUFFStartup reduced from ?? to 42Recovery reduced from ?? to 18Launch height reduced, vaccum effect removedBlockstun of the Heat Lv 0 version increased from 16 to 20Special Cancel on block removed Startup reduced from ?? to 42 Recovery reduced from ?? to 18 Launch height reduced, vaccum effect removed Blockstun of the Heat Lv 0 version increased from 16 to 20 Special Cancel on block removed 6DGuardHigh/AirStartup38Recovery14Advantage0BUFFUpper attackbox shrunkStartup reduced from ?? to 38Active frames increased from ?? to 7Recovery reduced from ?? to 14Blockstun of the Heat Lv 0 version increased from 16 to 20Special Cancel on block removed Upper attackbox shrunk Startup reduced from ?? to 38 Active frames increased from ?? to 7 Recovery reduced from ?? to 14 Blockstun of the Heat Lv 0 version increased from 16 to 20 Special Cancel on block removed Piercing EngageGuardStartup18Recovery29Advantage(41236C~236D)NERFWall Stick on Heat Lv 1 reduced from 28 to 27 Wall Stick on Heat Lv 1 reduced from 28 to 27 Cutting SheerGuardAllStartup14Recovery38Advantage-23(623B)BUGFIXFixed bug where SMP would not be applied Fixed bug where SMP would not be applied Snap Hands FistGuardT(250)Startup13Recovery29+10LAdvantage(623C)Attackbox expanded downwards, making it is now easier to hit opponents when they are below BulletThe time for followup attacks is now more consistent across characters Attackbox expanded downwards, making it is now easier to hit opponents when they are below Bullet The time for followup attacks is now more consistent across characters Flechette Engage Lv 1GuardStartup13RecoveryAdvantage(623C~623D)BUFFLaunch height reduced and slight vaccum effect added Launch height reduced and slight vaccum effect added non-OD Rage AgressorGuardAllStartup1+(52 Flash)+12~23Recovery10+19LAdvantage-15(2363214C)BUGFIXNow considered a different move than OD Rage Aggressor for SMP Now considered a different move than OD Rage Aggressor for SMP" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Amane Nishiki", + "text": "HitboxesNERFStanding hurtbox during hitstun expanded forwards Standing hurtbox during hitstun expanded forwards 5CGuardAllStartup20Recovery15Advantage±0NERFDamage reduced from 780 to 700 Damage reduced from 780 to 700 2CGuardLow/Air, AllStartup21Recovery23Advantage-8NERFDamage reduced from 720 to 650 Damage reduced from 720 to 650 6CGuardMidStartup23Recovery24Advantage-11NERFDamage reduced from 980 to 800 Damage reduced from 980 to 800 All D Normals except 6D (5D,2D,j.D,j.6D)BUFFChip damage per Level increased from 25%/45%/80% to 30%/60%/90%P2 improved from 82 to 99×N Chip damage per Level increased from 25%/45%/80% to 30%/60%/90% P2 improved from 82 to 99×N 6DGuardAllStartup44RecoveryTotal 73~Advantage+3BUFFP2 improved from 65 to 98×NP1 per Level changed from 90/95/100 to 90 for all Levels P2 improved from 65 to 98×N P1 per Level changed from 90/95/100 to 90 for all Levels Gangan Senbu: GingaGuardAllStartup15RecoveryTotal 50Advantage-8~+24(214C)NERFProjectile will now move offscreen in the corner Projectile will now move offscreen in the corner" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Azrael", + "text": "2DGuardLowStartup15Recovery12Advantage+2BUFFVaccum effect added on hit Vaccum effect added on hit 3DGuardLowStartup24Recovery15Advantage-2/6DGuardHighStartup27Recovery14Advantage-2BUFFLaunch height reduced on normal hit, as a result Azrael has better frame advantage after normal hit without Weakpoints Launch height reduced on normal hit, as a result Azrael has better frame advantage after normal hit without Weakpoints Growler FieldGuardAllStartup5Recovery36~111Advantage-26(214B)NERFNo longer affected by dash intertiaP1 worsened from 80 to 70 No longer affected by dash intertia P1 worsened from 80 to 70 Valiant CrushGuardHigh/AirStartup25~56Recovery38Advantage-26andHornet BunkerGuardLow/AirStartup27~57Recovery24Advantage-13(236D/214D)BUFFP2 improved from 70 to 80 when fully charged P2 improved from 70 to 80 when fully charged Panzer StrikeGuardMid, AllStartup18Recovery30Advantage(623B)NERFStartup worsened from 15 to 18Rising hit blows away further so the second hit will hit more oftenFalling hit reduced horizontal blowback, added ground bounce, and will not hit opponents behind Azrael Startup worsened from 15 to 18 Rising hit blows away further so the second hit will hit more often Falling hit reduced horizontal blowback, added ground bounce, and will not hit opponents behind Azrael Black Hawk StingerGuardAll(see notes)Startup7+(122 Flash)+4[7+(149 Flash)+4]Recovery54Advantage-38(236236D)BUFFSuper Armor changed from during super flash to during super flash through all active framesOD version's startup increased from 6+4 to 7+4 - the same as normal Black Hawk StingerOD version's horizontal blowback on air hit increased Super Armor changed from during super flash to during super flash through all active frames OD version's startup increased from 6+4 to 7+4 - the same as normal Black Hawk Stinger OD version's horizontal blowback on air hit increased" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Kagura Mutsuki", + "text": "HitboxesNERFAerial spinning hurtbox expanded downwards Aerial spinning hurtbox expanded downwards 2CGuardMidStartup16Recovery23Advantage-9BUFFHitbox expanded downwards Hitbox expanded downwards 6BGuardMidStartup9Recovery21Advantage-8BUFFStartup reduced from 11 to 9Active increased from 3 to 4Recovery reduced from 24 to 21On Block improved from -10 to -8Attackbox expanded downwardsDrive cancel added Startup reduced from 11 to 9 Active increased from 3 to 4 Recovery reduced from 24 to 21 On Block improved from -10 to -8 Attackbox expanded downwards Drive cancel added 6CGuardMidStartup22Recovery29Advantage-10NERFLaunch height reduced Launch height reduced 3CGuardLowStartup14Recovery23Advantage-9NERFP2 worsened from 89 to 79 P2 worsened from 89 to 79 j.BGuardHigh/AirStartup10Recovery15AdvantageBUFFLaunch height increased on air hit Launch height increased on air hit j.CGuardHigh/AirStartup13Recovery24AdvantageBUFFStartup reduced from 17 to 13Landing recovery removed, was 4F Landing recoverySpeed of slam down effect increased Startup reduced from 17 to 13 Landing recovery removed, was 4F Landing recovery Speed of slam down effect increased Ground Drive Stances (5D,2D,6D)BUFFCancel window into followup attacks sped up from 14F to 10FCancel window when second/third Stance in a string is unchanged Cancel window into followup attacks sped up from 14F to 10F Cancel window when second/third Stance in a string is unchanged Ground Stance Cancel (4Dafter entering Stance)REWORKEDDuration shortened from 36 to 21Can no longer cancel this move into guard - was 16F onwards Duration shortened from 36 to 21 Can no longer cancel this move into guard - was 16F onwards Dragon’s BladeGuardLow/Air, AllStartup13Recovery22Advantage-7(2D~B)BUFF1st hit float reduced1st hit Hard Knockdown time increased from 23 to 332nd hit Attack Level reduced from 5 to 32nd hit recovery reduced from 26 to 222nd hit horizontal blowback and launch height increasedOn Block remains the same at -7 1st hit float reduced 1st hit Hard Knockdown time increased from 23 to 33 2nd hit Attack Level reduced from 5 to 3 2nd hit recovery reduced from 26 to 22 2nd hit horizontal blowback and launch height increased On Block remains the same at -7 Sky Dragon’s StrikeGuardAllStartup13~18Recovery26Advantage-11(6D~C)BUFFUntech time increased from 28 to 30 Untech time increased from 28 to 30 Dragon’s Dual StrikeGuardMid, LowStartup18Recovery27Advantage-9(2D~C)NERFStartup increased from 16 to 18However because of the stance change, if you do it asap the total startup is faster than before Startup increased from 16 to 18 However because of the stance change, if you do it asap the total startup is faster than before Dragon’s AscentBGuardMidStartup13Recovery20+12LAdvantage-18([2]8B)NERFP2 worsened from 89 to 79 P2 worsened from 89 to 79 Dragon’s AscentCGuardMidStartup13Recovery20+12LAdvantage-18([2]8C)BUFFP2 adjusted from 94×6 to 82 P2 adjusted from 94×6 to 82 Followup Dragon’s DanceGuardHigh/AirStartup14RecoveryUntil L+8Advantage([2]8B/C~j.[8]2C)BUFFDamage increased from 600 to 1200Hard Knockdown addedRecovery reduced from Until L+12F to Until L+8F Damage increased from 600 to 1200 Hard Knockdown added Recovery reduced from Until L+12F to Until L+8F Dark Flame of the Bellowing DragonGuardAllStartup20 [10]Recovery34Advantage-10(A+B+C+Dduring Overdrive)BUGFIXFixed a bug where its reach would change depending on the situation Fixed a bug where its reach would change depending on the situation" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Kokonoe", + "text": "GravitonGuardStartupRecovery32 [29]Advantage(Direction+DAir OK)BUFFGravitron Gauge recovers fasterFixed a bug where the magnetic pull for left/right would side differ Gravitron Gauge recovers faster Fixed a bug where the magnetic pull for left/right would side differ Activate GravitonGuardStartup14RecoveryTotal 23Advantage(236DAir OK)BUFFNew input for this move added: during Special Moves, pressDto activate previously set up GravitonsGravitrons disappear faster once activated New input for this move added: during Special Moves, pressDto activate previously set up Gravitons Gravitrons disappear faster once activated \"Aerial Powerdrive: Solid Wheel v3.37\"GuardAllStartupGround: 19Air: 15Recovery12Advantage(236B)BUGFIXFixed a bug where the opponent would blow away in a different direction if a Graviton or 236D was in effect during it Fixed a bug where the opponent would blow away in a different direction if a Graviton or 236D was in effect during it \"Pyro: Flaming Belobog v2.73\"GuardAllStartup5+(40 Flash)+5Recovery36Advantage-18(214214A/B/C)NERFNormal version P1 worsened from 80 to 60 - now the same as OD versionStarter Rating worsened from Normal to Very Short Normal version P1 worsened from 80 to 60 - now the same as OD version Starter Rating worsened from Normal to Very Short" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Yuuki Terumi", + "text": "Negative Penalty ResistanceValue increased from ?? to 3 Value increased from ?? to 3 2DGuardAllStartup40RecoveryTotal 61Advantage+5BUFFVaccum effect increased Vaccum effect increased 4DGuardAllStartup10Recovery16Advantage-8BUFFAttackbox expanded downwardsUntech during Overdrive reduced from 40 to 28 Attackbox expanded downwards Untech during Overdrive reduced from 40 to 28 SnakebiteGuardAllStartup16Recovery11 (24)Advantage-4(236D)BUFFAttackbox expanded upwardsWill only do followup hits when opponent is within Horizontal and vertical rangeWill now do followup animation even at low opponent heightsBlockstun increased from 16 to 20On Block improved from -8 to -4 Attackbox expanded upwards Will only do followup hits when opponent is within Horizontal and vertical range Will now do followup animation even at low opponent heights Blockstun increased from 16 to 20 On Block improved from -8 to -4 Agonizing FangGuardHighStartup19Recovery18Advantage-4(214C)BUFFStartup decreased from 20 to 19Recovery decreased from 21 to 18On Block improved from -7 to -4Damage decreased from 1000 to 800Now forces crouch on ground hitHorizontal knockback reducedUpper attackbox reduced Startup decreased from 20 to 19 Recovery decreased from 21 to 18 On Block improved from -7 to -4 Damage decreased from 1000 to 800 Now forces crouch on ground hit Horizontal knockback reduced Upper attackbox reduced Cleaving FangGuardAllStartup11Recovery25Advantage(22C)NERFVaccum effect added on hitWallbounce effect now only triggers in corner Vaccum effect added on hit Wallbounce effect now only triggers in corner" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Celica A. Mercury", + "text": "Recovery CapacityQOLAdded an visual effect for when Celica has Recovery Capacity Added an visual effect for when Celica has Recovery Capacity AirdashNERFDuration decreased from 25 to 20 Duration decreased from 25 to 20 HitboxesNERFFrontal hurtbox during Crumple increased Frontal hurtbox during Crumple increased 3CGuardLowStartup13Recovery25Advantage-11BUFFAttackbox expanded upwards Attackbox expanded upwards DmovesREWORKEDThe amount of Recovery Capacity gained by each attack now increases the more D moves are used in a string. 100 > 150 > 200 > etc. Was 100 per attack.The amount of Recovery Capacity gained during OD now same as non-OD. Was 200 per attack.No longer gains Recovery Capacity when attacks are blocked. Was same as on hit value.Special cancel addedCan no longer cancel the later part of recovery animation into guard The amount of Recovery Capacity gained by each attack now increases the more D moves are used in a string. 100 > 150 > 200 > etc. Was 100 per attack. The amount of Recovery Capacity gained during OD now same as non-OD. Was 200 per attack. No longer gains Recovery Capacity when attacks are blocked. Was same as on hit value. Special cancel added Can no longer cancel the later part of recovery animation into guard 2DGuardLowStartup19Recovery29Advantage-17REWORKEDP2 worsened from 82 to 72 P2 worsened from 82 to 72 6DGuardMidStartup20Recovery33Advantage-17REWORKEDP2 worsened from 82 to 72 P2 worsened from 82 to 72 5DDGuardMidStartup7Recovery32Advantage-17REWORKEDP1 worsened from 200 to 100P2 improved from 40 to 72 P1 worsened from 200 to 100 P2 improved from 40 to 72 2DDGuardLowStartup9Recovery33Advantage-17REWORKEDP1 worsened from 180 to 90P2 improved from 40 to 72now a 2-hit move - first hit is behind Celica and second hit is in front P1 worsened from 180 to 90 P2 improved from 40 to 72 now a 2-hit move - first hit is behind Celica and second hit is in front 6DDGuardMid, AllStartup7Recovery29Advantage-17REWORKEDP1 worsened from 200 to 100P2 improved from 40 to 72 P1 worsened from 200 to 100 P2 improved from 40 to 72 Pic ConfitGuardAllStartup15Recovery20Advantage(j.214A)REWORKEDtravel speed decreasedLanding recovery decreased from 24 to 20 travel speed decreased Landing recovery decreased from 24 to 20 Arc GrillerGuardAllStartup18RecoveryTotal: 46Advantage-6(236B)NERFHorizontal blowback and float height decreased Horizontal blowback and float height decreased Lance QuicheGuardAllStartup15Recovery26 (29)Advantage-4(214C)BUFFStrike can no longer hit opponents behind CelicaBackfire can no longer hit opponents in front of CelicaBackfire gained vacuum effect Strike can no longer hit opponents behind Celica Backfire can no longer hit opponents in front of Celica Backfire gained vacuum effect" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Lambda-11", + "text": "j.CGuardHigh/AirStartup9Recovery25AdvantageBUFFStartup shortened from 11 to 9Attackbox during first 3 hits expanded upwards and downwards Startup shortened from 11 to 9 Attackbox during first 3 hits expanded upwards and downwards 5DGuardAllStartup15RecoveryTotal: 48AdvantageBUFFAttackbox expanded downwards Attackbox expanded downwards AerialDAttacks (j.D,j.2D,j.6D)BUFFAttackbox expanded upwards and downwardsGatling Cancel window increased Attackbox expanded upwards and downwards Gatling Cancel window increased Back Throw (4B+C)QOLLambda now changes sides with the opponent upon damaging them Lambda now changes sides with the opponent upon damaging them Act Parser Tri: SpadaGuardHigh/AirStartup21Recovery16+7LAdvantage-10(236B~6A)BUFFOpponent now blows away in the opposite direction of LambdaLanding recovery reduced from 10 to 7Now passes through the opponent on both hit and block Opponent now blows away in the opposite direction of Lambda Landing recovery reduced from 10 to 7 Now passes through the opponent on both hit and block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Hibiki Kohaku", + "text": "HitboxesHurtbox during air hitstun falling to the ground faceup expanded upwards and downardsHurtbox during air hitstun falling to the ground facedown expanded upwards Hurtbox during air hitstun falling to the ground faceup expanded upwards and downards Hurtbox during air hitstun falling to the ground facedown expanded upwards j.2DGuardAllStartup34 [24]RecoveryTotal: 64+4L [Total: 54+4L]Advantage(Normal and OD)Movement changedOD J.2D will no longer get counter hit Movement changed OD J.2D will no longer get counter hit Counter AssaultGuardAllStartup13Recovery30Advantage-14(6A+Bduring Blockstun)NERFNow in Counter Hit state during recovery, like all Counter Assaults Now in Counter Hit state during recovery, like all Counter Assaults Air Soaring KickGuardStartupRecoveryUntil L+7Advantage(j.236A)NEWCan now be done in the airj.236A>Awill do Piercing Muzzle Blade (j.214A) instead of Piercing Feather. Can now be done in the air j.236A>Awill do Piercing Muzzle Blade (j.214A) instead of Piercing Feather. Soaring KickGuardStartupRecovery45+7LAdvantage(236A)BUFFHorizontal speed increasedVertical speed decreasedFalling speed decresaed Horizontal speed increased Vertical speed decreased Falling speed decresaed Piercing FeatherGuardAllStartup24RecoveryUntil L+7LAdvantage(236A~A)BUFFStartup increased from 13 to 24Attackbox changed from projectiles that Hibiki throws to an area on the ground when the projectiles touch the groundCan now cancel recovery into jump attacks or air specials from 34F onwards Startup increased from 13 to 24 Attackbox changed from projectiles that Hibiki throws to an area on the ground when the projectiles touch the ground Can now cancel recovery into jump attacks or air specials from 34F onwards Thrashing ClawGuardHigh/AirStartup12RecoveryUntil L+9Advantage(236A~BAir OK)NERFFalling speed decreasedMomentum kept from Piercing Feather decreasedPushback on block decreased Falling speed decreased Momentum kept from Piercing Feather decreased Pushback on block decreased Pulverizing FinGuardThrow(180)Startup6RecoveryUntil L+15Advantage(236A~CAir OK)BUFFDamage increases by 20% when done high up in the air Damage increases by 20% when done high up in the air Catastrophic StrikeGuardStartupRecoveryUntil L+19Advantage(236A~DAir OK)NERFProjectile invulnerability removed Projectile invulnerability removed Piercing Muzzle BladeGuardAllStartup13Recovery19Advantage(j.214A)NEWCan be done after Air Soaring Kick (j.236A), this version moves faster than regular Muzzle Blade Can be done after Air Soaring Kick (j.236A), this version moves faster than regular Muzzle Blade Dual Wing SmashGuardHigh/AirStartup46Recovery3+16LAdvantage-1(214A/B)Collision added to both Hibiki and the clone Collision added to both Hibiki and the clone Dual Wing Smash: HeavenGuardHigh/AirStartup46Recovery3+16LAdvantage-1(214A)BUFFRecovery changed from Until ??+11L to Until 3+16Lmovement speed adjustedreduced overall durationeasier to hit crouching opponents Recovery changed from Until ??+11L to Until 3+16L movement speed adjusted reduced overall duration easier to hit crouching opponents Air Double Wing CycloneGuardAllStartup7Recovery56Advantage(j.623C)NEWCan now be done in the air Can now be done in the air Double Wing CycloneGuardMid, All×3Startup9Recovery56Advantage-41(623C)NERFInvuln. reduced from 1-34 to 1-12 Invuln. reduced from 1-34 to 1-12" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Naoto Kurogane", + "text": "5BGuardMidStartup8Recovery18Advantage-4BUFFMoves further forward on startupUpper attackbox expanded outwards towards Naoto's headLower attackbox expanded outwards away from Naoto's lower leg Moves further forward on startup Upper attackbox expanded outwards towards Naoto's head Lower attackbox expanded outwards away from Naoto's lower leg 2CGuardMidStartup11Recovery22Advantage-11BUFFUntech time increased from 22 to 23 Untech time increased from 22 to 23 6AGuardHighStartup24Recovery24Advantage-10NERFAttackbox near Naoto's head removed Attackbox near Naoto's head removed 6BGuardAllStartup17Recovery4+12LAdvantage-1BUFFGatlings from5B,2B,5Cadded Gatlings from5B,2B,5Cadded 6CGuardAllStartup35Recovery9+8LAdvantage-2REWORKEDHorizontal and veritical speed increasedDistance traveled increasedStartup increased from ?? to 35Foot invuln. removedCan not hit crouching opponentscan be canceled into specials and normals on landing, even on whiffGatlings from5D,2D, and6Dadded Horizontal and veritical speed increased Distance traveled increased Startup increased from ?? to 35 Foot invuln. removed Can not hit crouching opponents can be canceled into specials and normals on landing, even on whiff Gatlings from5D,2D, and6Dadded AllDnormalsQOLDuring D normal startup, releasing the D button and pressing it again will not count as a hold input During D normal startup, releasing the D button and pressing it again will not count as a hold input Banishing FangGuardAllStartup13Recovery17Advantage-3(236B)BUFFAttackbox expanded upwardsLaunch height on air hit incresased Attackbox expanded upwards Launch height on air hit incresased Banishing Fang: RoarGuardAllStartup9Recovery21Advantage-7(236B~236B)BUFFNaoto no longer considered airborne during attackAttackbox expanded upwardsLaunch height on air hit reduced Naoto no longer considered airborne during attack Attackbox expanded upwards Launch height on air hit reduced Banishing Fang: RaidGuardAllStartup16Recovery30Advantage-19(236B~236B~236C)REWORKEDStartup reduced from 18 to 16Attackbox during first 2 active frames only goes up to Naoto's chestP2 worsened from 92 to 60 Startup reduced from 18 to 16 Attackbox during first 2 active frames only goes up to Naoto's chest P2 worsened from 92 to 60 CInferno CrusadersGuardMidStartup6Recovery26+11Advantage-28 [-22](623CAir OK)BUFFUntech increased from 45 to 48Landing recovery increased from 10 to 11On Block of ground version worsened from -27 [-21] to -28 [-22] Untech increased from 45 to 48 Landing recovery increased from 10 to 11 On Block of ground version worsened from -27 [-21] to -28 [-22] Shift SwayGuardStartupRecovery39 [37]Advantage(214A)BUFFDuration of non enhanced version reduced from 50 to 39Enhanced version unchanged Duration of non enhanced version reduced from 50 to 39 Enhanced version unchanged Phantom PainGuardUnblockable (120)Startup15 [5]Recovery28Advantage(214A~28A)BUFFcommand changed to8AActivation range increasedAmount of time to followup on hit increasedCounter hit now lauches at the same height as normal hit command changed to8A Activation range increased Amount of time to followup on hit increased Counter hit now lauches at the same height as normal hit Slash KaidGuardAllStartup15 [13]Recovery23Advantage-9 [-7](214D)BUFFLaunch height on air hit reduced Launch height on air hit reduced Enhanced Slash KaidGuardAllStartup15 [13]Recovery23Advantage-9 [-7](While Running214D)BUFFCrumple time on non-cross-through hit increased from 29 to 32Now does Crumple when hitting a downed opponent and they are close, behaving the same as a cross-through hit a grounded opponent Crumple time on non-cross-through hit increased from 29 to 32 Now does Crumple when hitting a downed opponent and they are close, behaving the same as a cross-through hit a grounded opponent" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Nine the Phantom", + "text": "HitboxesNERFCrouching hurtbox expanded upwardsCrouching guard hurtbox expanded upwardsCrouching turning-around hurtbox expanded upwardsVertical launch stun hurtbox expanded downwardsVertical spin stun hurtbox expanded upwards, forwards, and backwards. Hurtbox reduced downwards Crouching hurtbox expanded upwards Crouching guard hurtbox expanded upwards Crouching turning-around hurtbox expanded upwards Vertical launch stun hurtbox expanded downwards Vertical spin stun hurtbox expanded upwards, forwards, and backwards. Hurtbox reduced downwards Teleport and Followup Teleport (44 or 66)NERFForward and Back Teleport duration increased from 35 to 40Up and Down Teleport duration increased from 30 to 35Changed timing of visual effects Forward and Back Teleport duration increased from 35 to 40 Up and Down Teleport duration increased from 30 to 35 Changed timing of visual effects Ground Forward Teleport (66)BUFFDistance traveled increased Distance traveled increased Ground Back Teleport (66)NERFNow counts towards Negative Penalty Now counts towards Negative Penalty Air Back Teleport (j.66)NERFNow counts towards Negative Penalty Now counts towards Negative Penalty 2nd Teleport (44/66/22/88 during Dash)NERFForward and back version invuln. reduced from 1-End to 1-25Up an down version invuln. reduced from 1-End to 1-20Now in counter hit state during recoveryAll direction now count towards Negative Penalty Forward and back version invuln. reduced from 1-End to 1-25 Up an down version invuln. reduced from 1-End to 1-20 Now in counter hit state during recovery All direction now count towards Negative Penalty 5AGuardAllStartup9Recovery23Advantage-9NERFRecovery increased from 21 to 23On Block worsened from -7 to -9 Recovery increased from 21 to 23 On Block worsened from -7 to -9 5CNERF 5CGuardAllStartup12Recovery25Advantage-11NERFRecovery increased from 21 to 25On Block worsened from -6 to -10 Recovery increased from 21 to 25 On Block worsened from -6 to -10 2AGuardLow/AirStartup10Recovery23Advantage-9NERFRecovery increased from 20 to 23On Block worsened from -6 to -9Hurtbox expanded upwards Recovery increased from 20 to 23 On Block worsened from -6 to -9 Hurtbox expanded upwards 2BGuardLow/AirStartup11Recovery21Advantage-10NERFHurtbox expanded upwards Hurtbox expanded upwards 2CGuardLow/AirStartup11Recovery25Advantage-11NERFRecovery increased from 22 to 25On Block worsened from -8 to -11Hurtbox expanded upwards Recovery increased from 22 to 25 On Block worsened from -8 to -11 Hurtbox expanded upwards 6AGuardMidStartup11Recovery23Advantage-8BUFFStartup decreased from 12 to 11Active increased from 3 to 4Recovery increased from 21 to 23On Block worsened from -5 to -8 Startup decreased from 12 to 11 Active increased from 3 to 4 Recovery increased from 21 to 23 On Block worsened from -5 to -8 6BGuardMidStartup12Recovery21Advantage-8NERFStartup decreased from 13 to 12Recovery incresaed from 18 to 21On Block worsened from -5 to -8 Startup decreased from 13 to 12 Recovery incresaed from 18 to 21 On Block worsened from -5 to -8 6CGuardMidStartup13Recovery25Advantage-10BUFFStartup decreased from 14 to 13Active increased from 3 to 4Recovery increased from 21 to 25On Block worsened from -5 to -10 Startup decreased from 14 to 13 Active increased from 3 to 4 Recovery increased from 21 to 25 On Block worsened from -5 to -10 3CGuardLow/AirStartup10Recovery25Advantage-13BUFFStartup decreased from 12 to 10Recovery increased from 18 to 25On Block worsened from -6 to -13Hurtbox expanded upwards Startup decreased from 12 to 10 Recovery increased from 18 to 25 On Block worsened from -6 to -13 Hurtbox expanded upwards Ground ThrowGuardThrow(70)Startup7Recovery23AdvantageBUGFIXNine is fully invuln on successful throwThrow range has been adjusted to be the standard range Nine is fully invuln on successful throw Throw range has been adjusted to be the standard range Air ThrowGuardThrow(120)Startup7Recovery23+3LAdvantageBUGFIXThrow range has been adjusted to be the standard range Throw range has been adjusted to be the standard range Flax NutrureGuardAllStartup22Recovery29(Total: 51)Advantage-4(214DAir OK)Damage buff increased from +10% to +20%Hitstop reduced from 11 to 9Knockback on both hit and block reduced Damage buff increased from +10% to +20% Hitstop reduced from 11 to 9 Knockback on both hit and block reduced Lapis Lazuli of Lamentation, Sapphire of Sorrow, Tanzanite of TormentGuardAllStartup10RecoveryTotal: 35Advantage-4(W, WW, WWW)BUFFKnockback now matches Attack Level (decreased)Knockback on air hit reducedAdditional freeze duration when powered up from Flax Nuture removed. Formerly was increased from 36 to 41. Knockback now matches Attack Level (decreased) Knockback on air hit reduced Additional freeze duration when powered up from Flax Nuture removed. Formerly was increased from 36 to 41. Emerald of Enmity, Peridot of Poverty, Malachite of MaliceGuardAllStartup14RecoveryTotal: 40Advantage-10(A, AA, AAA)NERFKnockback increased Knockback increased Heliodor of HumilityGuardAllStartup13RecoveryTotal: 43Advantage(WA)REWORKEDNo longer grants Nine any invulnSkull is now an attack that floats in front of NineDuration of the effect decreased from ?? to 180 No longer grants Nine any invuln Skull is now an attack that floats in front of Nine Duration of the effect decreased from ?? to 180 Amethyst of AnnihilationGuardAllStartup22RecoveryTotal: 43Advantage+7(WF)BUFFNow moves faster at beginning then gradually moves slower Now moves faster at beginning then gradually moves slower Citrine of ChangeGuardAllStartup13RecoveryTotal: 43Advantage0(AF)BUFFNow moves faster at beginning then gradually moves slowerCan now be set up behind opponent Now moves faster at beginning then gradually moves slower Can now be set up behind opponent Andradite of AccordGuardAllStartup48~100RecoveryTotal: 78~84Advantage(WAA)REWORKEDNow has no difference between charged and uncharged versions, aside from startupUncharged version's startup reduced from ?? to 48Total duration increased from ??~?? to 78~84 Now has no difference between charged and uncharged versions, aside from startup Uncharged version's startup reduced from ?? to 48 Total duration increased from ??~?? to 78~84 Kunzite of Keep BreakerGuardHigh/Air, AllStartup21RecoveryTotal: 40Advantage+6(WFF)NERFWill not track opponent if they are behind Nine2nd hit changed from Mid to AllBlockstun decreased from 20, 20 to 20, 11On Block worsened from +15 to +6 Will not track opponent if they are behind Nine 2nd hit changed from Mid to All Blockstun decreased from 20, 20 to 20, 11 On Block worsened from +15 to +6 Nephrite of NullificationGuardGuard Crush/Barrier, All×4Startup623+(60 Flash)+4RecoveryTotal: 40Advantage(WAF)BUFFUntech time increased from 120 to 180 Untech time increased from 120 to 180 Crimson RaiderGuardAllStartup13Recovery22 (27)Advantage-2(214AAir OK)NERFNine is no longer invisible nor invuln. during part of the attack. Was during the gap between the two hits for 6F Nine is no longer invisible nor invuln. during part of the attack. Was during the gap between the two hits for 6F Cardinal NovaGuardAllStartup7+(94 Flash)+3RecoveryTotal 38Advantage+5(236236B)REWORKEDNow only does one hit on blockInvuln. moved from 1-7 to 7-11Total Duration reduced from 50 to 38On Block improved from -7 to +5Vertical launch of first hit increased to make it more consistently combo into followup hits Now only does one hit on block Invuln. moved from 1-7 to 7-11 Total Duration reduced from 50 to 38 On Block improved from -7 to +5 Vertical launch of first hit increased to make it more consistently combo into followup hits Azurite InfernoGuardAllStartup1+(24 Flash)+13Recovery38Advantage-29(236236C)BUGFIXOpponent is no longer invuln. after Nine Rapid Cancels the first hit Opponent is no longer invuln. after Nine Rapid Cancels the first hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Izanami", + "text": "HitboxesNERFCrouching hurtbox during Lv 4 and Lv 5 hitstun expanded forwardAir hurtbox during vertical launch extended downward Crouching hurtbox during Lv 4 and Lv 5 hitstun expanded forward Air hurtbox during vertical launch extended downward 2BGuardLowStartup9Recovery24Advantage-16NERFLow-profile starts earlier — From 3F to 2FHurtbox during startup expanded forwardsAttack Level reduced from 3 to 2Recovery frames increased from 18 to 24On Block worsened from -7 to -16 Low-profile starts earlier — From 3F to 2F Hurtbox during startup expanded forwards Attack Level reduced from 3 to 2 Recovery frames increased from 18 to 24 On Block worsened from -7 to -16 5CGuardMidStartup11Recovery24Advantage-10NERFAttack Level reduced from 4 to 3Startup reduced from 13 to 11As a result of reduced startup, the distance Izanami moves forward is reducedOn Block worsened from -8 to -10Launch height reduced Attack Level reduced from 4 to 3 Startup reduced from 13 to 11 As a result of reduced startup, the distance Izanami moves forward is reduced On Block worsened from -8 to -10 Launch height reduced 5CCGuardAllStartup13Recovery14Advantage-8and2CCGuardAllStartup21Recovery11Advantage0BUFFP2 improved from 79 to 89 P2 improved from 79 to 89 6BGuardHighStartup25Recovery22Advantage-7NERFSpecial cancel and Gatlings changed from on hit+block to on hit only (except during Float) Special cancel and Gatlings changed from on hit+block to on hit only (except during Float) 3CGuardLowStartup14Recovery33Advantage-23NERFGatlings changed from on hit+block to on hit only (except during Float)Horizontal blowback on hit reduced Gatlings changed from on hit+block to on hit only (except during Float) Horizontal blowback on hit reduced All D attackNERFCan no longer be used during any kind of ground/air recovery, Overdrive startup, or during Exceed Accel Can no longer be used during any kind of ground/air recovery, Overdrive startup, or during Exceed Accel 6DGuardAllStartup37RecoveryAdvantageNERFP1 worsened from 100 to 80P2 worsened from 92 to 85 P1 worsened from 100 to 80 P2 worsened from 92 to 85 1/2/3DGuardAllStartup10RecoveryAdvantageNERFP1 worsened from 100 to 80P2 improved from 80 to 85 P1 worsened from 100 to 80 P2 improved from 80 to 85 4DGuardAllStartup10RecoveryAdvantageNERFActive frames reduced from ?? to 20P1 worsened from 100 to 80P2 improved from 80 to 85 Active frames reduced from ?? to 20 P1 worsened from 100 to 80 P2 improved from 80 to 85 AThunderbolt LanceGuardAllStartup25Recovery16Advantage-2(214A)NERFWall Bounce effect now only near the corner on normal hit. Counter Hit unchanged. Wall Bounce effect now only near the corner on normal hit. Counter Hit unchanged. Shield of DreamsGuardStartupRecovery46Advantage(623B)NERFNow costs 2000 Barrier on activationNow disappears when Barrier Gauge is empty. During Training Mode with Barrier set to inifinite, it will disappear after 10 seconds.Fixed a bug where it will guard Burst under certain conditions Now costs 2000 Barrier on activation Now disappears when Barrier Gauge is empty. During Training Mode with Barrier set to inifinite, it will disappear after 10 seconds. Fixed a bug where it will guard Burst under certain conditions BulwarkGuardAllStartup12Recovery6Advantage-13(623Bwith Shield)BUFFNow gains 1000 Barrier on hit Now gains 1000 Barrier on hit Distant AffectionGuardThrowStartup13Recovery40Advantage(63214C)NERFNow deactivates Shield immediately Now deactivates Shield immediately DropletGuardAllStartup68 [64]RecoveryTotal: 36 [0]AdvantageandOrchidGuardAllStartup22 [10]RecoveryTotal: 67 [0]Advantage(41236Dand63214D)NERFCooldown time increased from ?? to ??+30 Cooldown time increased from ?? to ??+30 Hour of NihilityGuardThrowStartup7+(30 Flash)+0Recovery52AdvantageandMoment of BenevolenceGuardUnblockableStartup241 [181]Recovery64Advantage(214214Cand720A)NERFNow deactivates Shield immediatelyCollision on Izanami no longer disabled during Time Stop End Now deactivates Shield immediately Collision on Izanami no longer disabled during Time Stop End Eternal DarknessGuardAllStartup7+(30 Flash)+15Recovery81Advantage-78(1632143D)NERFNow deactivates Shield immediately Now deactivates Shield immediately" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Susano'o", + "text": "Various AttacksBUFFP2 adjusted to be Attack Level's standard P2 - 10 (overall improvement)5DP2 improved from 82 to 842DP2 improved from 75 to 796DP2 improved from 79 to 826AP2 improved from 89 to 923CP2 worsened from 92 to 82j.DP2 improved from 79 to 82236AP2 improved from 75 to 79214AP2 improved from 85 to 89214BP2 improved from 75 to 79 P2 adjusted to be Attack Level's standard P2 - 10 (overall improvement) 5DP2 improved from 82 to 84 2DP2 improved from 75 to 79 6DP2 improved from 79 to 82 6AP2 improved from 89 to 92 3CP2 worsened from 92 to 82 j.DP2 improved from 79 to 82 236AP2 improved from 75 to 79 214AP2 improved from 85 to 89 214BP2 improved from 75 to 79 5BGuardMidStartup9Recovery16Advantage-5,2BGuardMidStartup10Recovery19Advantage-5NERFP1 worsened from 100 to 90 P1 worsened from 100 to 90 6BGuardMidStartup18Recovery10Advantage+4BUFFDamage reduced from 850×2 to 800×2First hit attackbox expanded downwardsHurtbox expanded upwardsRecovery decreased from 12 to 10On Block improved from +2 to +4 Damage reduced from 850×2 to 800×2 First hit attackbox expanded downwards Hurtbox expanded upwards Recovery decreased from 12 to 10 On Block improved from +2 to +4 5CGuardMidStartup17Recovery18Advantage-5BUFFRecovery decreased from 27 to 18On Block improved from -14 to -5 Recovery decreased from 27 to 18 On Block improved from -14 to -5 2CGuardMidStartup10Recovery22Advantage-10BUFFJump cancel on first hit added Jump cancel on first hit added Forward ThrowGuardThrowStartup7Recovery23AdvantageBUFFStrike's hitstop reduced from 20 to 15Launch height reduced Strike's hitstop reduced from 20 to 15 Launch height reduced Towering FlameGuardMidStartup12RecoveryTotal 70Advantage-28(623C)BUFFInvuln duration increased from 1-14 to 1-20Attack box expanded in all directions Invuln duration increased from 1-14 to 1-20 Attack box expanded in all directions Inevitable CalamityGuardAllStartup6Recovery20Advantage-7(CCC...)BUFFStartup decreased from 7 to 6Attackbox expanded downwards Startup decreased from 7 to 6 Attackbox expanded downwards Blade of JudgmentGuardAllStartup19Recovery24Advantage-6(236D)BUFFAttackbox expanded backwards Attackbox expanded backwards Strike of the Possessed GodGuardAllStartup5+(40 Flash)+11Recovery40Advantage-23(632146D)BUFFMinimum Damage of all hits except first hit and last hit increased from 10% to 15%Fixed a bug where certain attacks during animation wouldn't hit Minimum Damage of all hits except first hit and last hit increased from 10% to 15% Fixed a bug where certain attacks during animation wouldn't hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Es", + "text": "HitboxesNERFHurtbox during crouching blockstun expnded upwardsHurtbox during face down falling expande upwards Hurtbox during crouching blockstun expnded upwards Hurtbox during face down falling expande upwards 2AGuardAllStartup7Recovery9 (10)Advantage±0 (-1)BUFFAttackbox expanded inwards Attackbox expanded inwards 5CGuardMidStartup12Recovery21Advantage-7BUFFRecovery reduced from 26 to 21On Block improved from -14 to -9Launch height reduced Recovery reduced from 26 to 21 On Block improved from -14 to -9 Launch height reduced 3CGuardLowStartup13Recovery24Advantage-10BUFFAttackbox and hurtbox expanded upwards Attackbox and hurtbox expanded upwards 2DGuardMidStartup30 [27]Recovery17Advantage-6BUFFRecovery reduced from 21 to 17On Block improved from -10 to -6During Overdrive, 2nd part of Crest activation is now same as other D moves Recovery reduced from 21 to 17 On Block improved from -10 to -6 During Overdrive, 2nd part of Crest activation is now same as other D moves Forward ThrowGuardThrow(70)Startup7Recovery23Advantage(B+C)BUFFHorizontal blowback reduced Horizontal blowback reduced Air Type:Shooter \"Breunor\"GuardAllStartup17RecoveryTotal: 47 + 9LAdvantage(j.236A/B)BUFFHorizontal blowback is now same as grounded projectiles (reduced knockback) Horizontal blowback is now same as grounded projectiles (reduced knockback) Type: Slasher \"Mordred\"GuardAllStartup16~22Recovery24Advantage-7(214C)BUFFNow blows away opponent in the direction Es is facing, even when opponent is behind Es Now blows away opponent in the direction Es is facing, even when opponent is behind Es Type: Assaulter \"Erec\"GuardThrow(70)Startup31Recovery8+15+24LAdvantage(214A)BUGFIXOn successful throw, Es now recovers at a consistent time across all characters On successful throw, Es now recovers at a consistent time across all characters Type: Enchanter \"Percival\"GuardStartupRecovery4+(109 Flash)+10Advantage(632146D)BUFFPower-up duration increased from 300F to 450F. Duration doubled during OD. Power-up duration increased from 300F to 450F. Duration doubled during OD." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver.2.0", + "title": "Patch Notes", + "section": "Mai Natsume", + "text": "5x[B]~8A/CGuardHighStartup20Recovery23Advantage-7REWORKEDNo longer gains any additional hitsop on CHNow also comes out with ~9A/C input No longer gains any additional hitsop on CH Now also comes out with ~9A/C input 5x[B]~6A/CGuardMidStartup13Recovery21Advantage-11BUFFMomentum after wallbounce on normal hit increased to be the same as CHFatal counter added Momentum after wallbounce on normal hit increased to be the same as CH Fatal counter added 5xCGuardMidStartup9Recovery18Advantage-6NERFNo longer hits opponents behind Mai No longer hits opponents behind Mai AHimeyuriGuardAll[Guard Crush 25/Barrier]Startup5 [8]Recovery20Advantage-4 [-2](236A)NERFP1 improved from 90 to 100P2 worsened from 79 to 69. During OD from 82 to 72.Hurtbox expanded upwards and downwardsNow pulls in airborne opponent on tip hitDamage during OD decreased from 1000, 500 to 1000, 250 P1 improved from 90 to 100 P2 worsened from 79 to 69. During OD from 82 to 72. Hurtbox expanded upwards and downwards Now pulls in airborne opponent on tip hit Damage during OD decreased from 1000, 500 to 1000, 250 BHimeyuriGuardAll[Guard Crush 35/Barrier]Startup15 [22]Recovery20Advantage-9 [+0](236B)NERFP1 improved from 90 to 100P2 worsened from 82 to 72. During OD from 84 to 74.Hurtbox expanded upwards and downwardsDamage during OD decreased from 1250, 250×3 to 1250, 125×3 P1 improved from 90 to 100 P2 worsened from 82 to 72. During OD from 84 to 74. Hurtbox expanded upwards and downwards Damage during OD decreased from 1250, 250×3 to 1250, 125×3 Himeyuri: DipperGuardMidStartup9 [16]Recovery24+14LAdvantage-27(236C)NERFP1 improved from 60 to 70P2 worsened from 82 to 72. During OD from 84 to 74.Damage during OD decreased from 1300, 260×3 to 1300, 130×3 P1 improved from 60 to 70 P2 worsened from 82 to 72. During OD from 84 to 74. Damage during OD decreased from 1300, 260×3 to 1300, 130×3 SuzuranGuardAllStartup11Recovery18Advantage(214AAir OK)BUFFDelayed version P2 improved from 82×2 to 82 Delayed version P2 improved from 82×2 to 82 Suzuran: BlazeGuardAllStartup11Recovery20Advantage(214BAir OK)BUFFDelayed version P2 improved from 82×2 to 82Horizontal blowback of first hit when hitting airborne opponent reduced Delayed version P2 improved from 82×2 to 82 Horizontal blowback of first hit when hitting airborne opponent reduced Suzuran: DipperGuardAllStartup11Recovery20Advantage(214CAir OK)BUFFDelayed version P2 improved from 82×2 to 82Horizontal blowback of first hit when hitting airborne opponent reduced Delayed version P2 improved from 82×2 to 82 Horizontal blowback of first hit when hitting airborne opponent reduced" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Strategy", + "title": "Makoto Nanaya", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Strategy", + "title": "Makoto Nanaya", + "section": "TL;DR (For Beginners)", + "text": "Important Moves 6A: Antiair 5B: Primary Poke 6B: Standing Overhead 2B: Low, catches rolls and picks up from the ground. 623C: DP 214X: Good tool for mixup and pressures. j.2C: Anti-air bait. 236A: Oki tool Makoto is a rushdown character with a simple gameplan. Her objective is to get close and stick to the opponent. In neutral, she doesn't have as many options as some characters to contest space. Instead, she often has to run and dash barrier or jump to navigate space. She can also use her Asteroid Vision to mix up her approaches. She can combine this with herj.2Cin order to condition opponents. She can also use236A~Dand5Bto poke at her opponents. Once she's in, she has solid pressure tools to keep up the pace. She can use214A~Ain order to reset pressure, bait bursts and Overdrives.6Band2Bare her standing overhead and her low. She can gatling into them from many moves. On defense, outside of system mechanics she has her DP (623C) and Shooting Star to call out certain options. With good neutral and awareness of her opponent, Makoto can dish out damage and take games." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Strategy", + "title": "Makoto Nanaya", + "section": "Blockstrings", + "text": "Many characters in Blazblue have very freeform blockstrings, so don't let these be the end all be all to your blockstrings. You will always have to adjust your strings based on gamestate, matchup, and the opponent. These blockstrings are meant to show examples and ideas of what Makoto can do. 2A>2A>5B>5C>d.5CC Delay5CCis a strong option to slip into your offense to frametrap. 2A>2A>5B>5C>6B Basic blockstring into an overhead. 2A>2A>5B>5C>214A~A>2A An example of using Asteroid Vision A's cancel in order to reset pressure. Like many pressure resets, this loses to mashes hard. 2A>2A>5B>214A~B>2B>5B An example of using Asteroid Vision's crossup to catch people off guard. This loses to mashes very hard, so balance this with other options carefully. 2A>2A>5B> d.3[C] An example of using3Cto bait out a reversal. This willstill lose to2Amashes, so be mindful." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Strategy", + "title": "Makoto Nanaya", + "section": "Tools", + "text": "Makoto's okizeme is average among the cast, comparable in strength to Jin but less reliant on meter management. Her okizeme mixups are strong but rarely completely unreactable. Extremely basic universal blazblue okizeme.2Bchecks late teching and rolls while2Ahits meaty on emergency techs. Can do this from every knockdown. Strong vs:Emergency tech, rolls, quickrise, block/IB/IBB. Weak vs:Reversals, backdash(character specific). A universal option select that takes some time to set up but automatically baits DPs while autoconfirming pressure on block. Can be combined with214Dor with5Bhitstop option selects to bait DP Rapid Cancel or backdash, respectively. Makoto does not have options to force opponents to emergency tech vs her safejump setups, so she has to call out forward rolls separately. Strong vs:Block, DP, DP RC, backroll IB/IBB, mash, throw tech OS. Weak vs:Forward roll, quicktech. Mixup okizeme. Makoto can use the squirrel illusions to mask her mixup choice. 214AA>2Bis a low that can catch delayed tech and rolls. Generally has to be the default option. 214C>jCCis an overhead that is only available in the corner, hits nonmeaty but baits many jumps. 214AB>2B/5Cis a crossup. 214AC>A/B(RC) also catches rolls but needs meter to be rewarding. Strong vs:block, reversal buttons, jump and backroll, but.. Weak vs:reversal DPs, overdrive and forward roll. 3Clow profiles many DPs and is neutral on block, which lets makoto abuse her strong2Avs characters like Litchi, Mu, Nu, Lambda, Hakumen, Izayoi who have 7f jabs and 5A that whiff on crouch. The strange timing makes it a tricky instant block. +1 on barrier block, weak to IB and IBB. Needs to be timed nonmeaty to beat reversals which makes it vulnerable to reversal mash/jump. Strong vs:Body attribute reversal DPs, barrier. Weak vs:everything else. Comet cannon hasextremely good option coverageby itself butpoor reward on hit or block. The hits have low hitstun, blockstun and hitstop, meaning it is often vulnerable to opponents instant blocking it and gambling after. Strong vs:Everything. Weak vs:IB > gambles, blocking." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Strategy", + "title": "Makoto Nanaya", + "section": "Knockdowns", + "text": "The most common knockdown. Appears simple in theory but the frame data varies based on routing which can make some options not work properly. The best qualityj623Cknockdows are ones where theopponent is higher than Makoto, Makoto is closer to the ground, andMeteor dive is delayedso makoto lands sooner after hitting. Dash2B5Cdash2A 214A>2B 3C 236A(reversal safety varies on KD quality), links into2Aon hit. A surprisingly good knockdown that for combo routing reasons is mainly used as a compromise in extremely short combos like5B214ACCor2AAA5B5CC214ACC where hitstun decay would cause full combos to drop or become too unstable. Safejump: 669jC Dash2B5Cdash2A 214A/214AB The best knockdown in absolute terms, but since it disables emergency tech, its quality can vary subtly based on combo length, meaning precise and manually timed safejumps can be tricky. Versus certain characters (Jin/Hakumen) it can be better to space236Aoki such that it just barely whiffs, but tags the hurtboxes of any actions. Safejump: j9jC(slow reversals only) Dash2B5Cdash2A 3C 23656A(reversal SAFE), links into2Aon hit. A middling knockdown used in relatively niche long corner routes. Worse frame advantage than214AC, but can still safejump slow 13f+ DPs like Jin's. Safejump: j9jC(slow reversals only) Dash2B5Cdash2A 3C 23656A(reversal unsafe)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Strategy", + "title": "Makoto Nanaya", + "section": "Tips and Tricks", + "text": "Use3Cto bait most reversals! 236A~Dis one of your only Midscreen tools outside universal neutral options Try using level 1/2 Drive moves to special cancel and stay safe Bait Counter Assaults with214B" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Strategy", + "title": "Makoto Nanaya", + "section": "Fighting Makoto", + "text": "Video showing punishable gaps in Makoto's pressure" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Strategy", + "title": "Makoto Nanaya", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Frame_Data", + "title": "Naoto Kurogane", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Frame_Data", + "title": "Naoto Kurogane", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Frame_Data", + "title": "Naoto Kurogane", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Frame_Data", + "title": "Naoto Kurogane", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Frame_Data", + "title": "Naoto Kurogane", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Combos", + "title": "Kagura Mutsuki", + "section": "Intro", + "text": "This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.Consider helping rewrite it." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Combos", + "title": "Kagura Mutsuki", + "section": "Combo Theory", + "text": "Kagura's neutral is subpar; his pokes are sluggish, his movement is gimpy, and his one-note gameplan can struggle to stop characters from exploiting his weaknesses. Every hit has to count. Kagura's combo theory is all about making him as consistent and as stable a character as he can be, reserving packing a punch for when it hits the hardest - the corner. In short, Kagura's combo theory consists of launching the opponent, juggling them with his normals and stances for as long as possible before going for a hard knockdown, then going for an OTG extension when he can and ending the combo with 2DB." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Combos", + "title": "Kagura Mutsuki", + "section": "Midscreen", + "text": "Kagura has one goal, and only one goal, when he hits the opponent midscreen: reach the corner. It is a bit counterintuitive for damage to come second, but waiting to cash out until he reaches the corner pays him back dividends. Thankfully, his stances are full of fantastic tools for corner carry, and he can leverage them with two primary routes. When Kagura needs a lot of corner carry, he wants to use the 2DC > 5DA > 66 route. This lets him link into 6B and chain into a juggle that gives him lots of corner carry. If Kagura doesn't need as much corner carry (half screen or less), he can use 2DA > j5DC > [2]8B > dlj[2]8C instead. This juggle sacrifices corner carry for quite a bit of extra damage. After the hard knockdown from the [8]2C, Kagura can OTG with 3C (easy) or 2C (harder but more damage) and extend a little bit more. Some of Kagura's starters don't give him access to these routes, such as a spaced 2C. However, Kagura can combo a spaced 5C, 2C, or 3C into 2DB, then RC the first hit, which causes a hard knockdown, and then OTG for a full combo. An optimized combo gives Kagura well over 4k damage and full corner carry from anywhere on the screen, making it a very strong way to spend 50 Heat. Ideally, Kagura wants to end all of his combos with a [2]8C j[8]2C hard knockdown, but this doesn't give him okizeme midscreen. He can, however, keep his turn by canceling 2DB into [4]6A so that it hits the opponent meaty, but he sacrifices a bit of damage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Combos", + "title": "Kagura Mutsuki", + "section": "Corner", + "text": "In the corner, the goal of Kagura's combos naturally shifts into pouring on as much damage as possible, and a couple new challenging but very damaging routes open up. 2DC has a new use deep in the corner - it can be canceled into [4]6A or 5DA to once again pop the opponent up for a juggle. Likewise, 2DA can be canceled into j[8]2C or delay canceled into 5DA to accomplish the same. Kagura can go on to loop his highly damaging 5C in his staple corner route, or he can go for a double sideswap with 2DA > j5(6)DC > 6DA if he's deeper in the corner. Both options deal competitive damage and are worth knowing. Another thing that Kagura has to think about in the corner is Same Move Proration, which affects all of his drives and special moves. If Kagura chooses to use the same drive or special move twice in the combo, SMP tanks its damage so badly that it's practically never worth going for. Optimizing his damage is much less about flowcharting with practiced chunks of combos and more about tweaking those chunks and rearranging them to crank the combo's damage as much as possible. Depending on the starter, especially if the starter is a stance move or Kagura wants to use Overdrive, this can get quite complicated at times - but the results are worth it." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Combos", + "title": "Kagura Mutsuki", + "section": "Resource Management", + "text": "TBW" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Combos", + "title": "Kagura Mutsuki", + "section": "Beginner Combos", + "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Combos", + "title": "Kagura Mutsuki", + "section": "Midscreen", + "text": "2A>5B>2B>6B>3C>6DC>2DB>[2]8C>j.[8]2C(2.3k-2.5k) Works anywhere 1/4 screen corner carry This is the easiest knockdown that Kagura has. He can do it off of any normal starter, no matter how long or short. A longer starter will scale the combo more, though, so naturally it is better to confirm the hit quickly to avoid that. 2A>5B>2B>6B>2C>2DA>j.5DC>[2]8B>dl.j.[8]2C>3c>2DB>[2]8C>j.[8]2C(2.8k-3.2k) Works midscreen 1/2 screen corner carry Works off any starter so long as Kagura is close enough to hit 2DA Delay thedl.j[8]2Cas long as possible, i.e, until Kagura just barely falls beneath the bottom border of the screen. This is the BnB. The2DA>j5DCroute strikes a balance between corner carry and damage, earning Kagura a solid amount of both. Note the use of2Cinstead of3C-3Cmakes this route drop. 2A>5B>2B>6B>2C>2DC>5DA> 66 >6B>5C>6DC>2DB>[2]8C>j.[8]2C(2.8k-3.2k) Works 5/8 screen Works off any starter This route is for when Kagura needs a little bit of extra corner carry to get all the way to the corner. It deals slightly less damage than the BnB as a tradeoff. 2C>2DB>[2]8C>j.[8]2C(2966) Works anywhere Kagura doesn't get anything more than this off of his C buttons at max range unless he spends a resource. 2C>2DB(1) > RC >6C>6DA>2C>6DC>2DB>[2]8C>j.[8]2C(3570) Works anywhere 3/4 screen corner carry Here's an easy combo that allows Kagura to capitalize off of 2DB(1) RC for a huge amount of corner carry. 6T >2C>2DB>[2]8C>j.[8]2C(2969) Works anywhere except back to corner 1/4 screen corner carry An easy conversion from any throw, front or back, ground or air. 5DB>j.6DC>2DB>[2]8C>j.[8]2C(2969) Works anywhere Corner carry from round start Kagura's basic command grab combo midscreen. 2DA>j.5DC>[2]8B>dl.j[8]2C>3C>2DB>[2]8C>j.[8]2C(3887) Works anywhere Sideswaps in corner or if the2DAhits too close 2DAis a little bit finicky to convert without charge, and without it, this is about all there is to get. CH6DC>66C>6DA>2C>6DC>2DB>[2]8C>j[8]2C(3393) Works midscreen 3/4 screen corner carry Another basic combo, this one from a 6DC counterhit, that prioritizes corner carry off of the opening." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Combos", + "title": "Kagura Mutsuki", + "section": "Corner", + "text": "2A>5B>2B>6B>2C>5C>[4]6A>6B>5C> dl.6DC>2DB>[2]8C>j[8]2C(2.8k-3.2k) Works in the corner Works off any starter In the corner, Kagura's routing opens up a little bit, allowing him to make use of the2C>5Cgatling. Note that in the corner,6DChas to be delayed so that the opponent has time to fall into it. 5B>2B>6B>2C>2DC>5DA> 44 >6B>5C>2DA>dl.j[8]2C>3C>6DC>2DB>[2]8C>j[8]2C(3.2k-3.4k) Works in the corner Works off any starter except an A starter Learning to confirm Kagura's B normals is important since they, being Long starters, can be optimized further. 2DA>j.[8]2C>6B>5C> dl.6DC>2DB>[2]8C>j.[8]2C(3812) Works in the corner A combo off of 2DA that keeps the corner and still deals decent damage. j.[8]2C> RC >6B>5C> dl.5DA>2DA> dl.j.[8]2C>3C>6DC>2DB>[2]8C>j.[8]2C(3731) Works in the corner Instantj.[8]2Cclocks in at a quick 19 frames, and RC conversions off of it are another great way for Kagura to spend 50 Heat." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Combos", + "title": "Kagura Mutsuki", + "section": "Core Combos", + "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Combos", + "title": "Kagura Mutsuki", + "section": "MidScreen", + "text": "2A>5B>2B>6B>2C>2DA>j.5DC>[2]8B>dl.j.[8]2C>663C>6DC>2DB>[2]8C>j.[8]2C(2.9k-3.3k) Works midscreen 5/8 screen corner carry It's the same BnB that you already learned, but with a microdash3C>6DC. It doesn't add much damage, but the corner carry makes it more than worth to know. Once again, the[2]8Bcan be delayed to make this combo sideswap. If Kagura is farther out than 5/8 screen and goes for this route, he can sideswap instead and still reach the corner. 2C>2DB(1) > RC >66C>6DA>2DA>[4]6A>2C>2DA>j.5DC>[2]8B>dl.j.[8]2C>663C>6DC>2DB>[2]8C>j.[8]2C(4441) Works 1/2 screen or farther Full screen corner carry Now, we're cooking with gas. This2DB(1) > RC combo delves well into the 4K damage range. Happy poking! 6C>6DA>2DA>[4]6A>2C>2DA>j.5DC>[2]8B>dl.j.[8]2C>663C>6DC>2DB>[2]8C>j.[8]2C(4512) Works round start or farther 3/4 screen corner carry This combo should look familiar!6Cis a risky move to fish for, especially midscreen, but if it happens to hit, the reward is very good. Use sparingly, but use well. 6T/4T >[4]6A>66C>6DA>662C>2DA>j.5DC>[2]8B>dl.j.[8]2C>663C>6DC>2DB>[2]8C>j.[8]2C(3615) Works 1/2 screen or farther 3/4 screen corner carry Kagura's ground throw, truth be told, doesn't see much use because of5DB. This combo works off of his air throw as well, however (though it's more finicky), and is quite a bit more rewarding than the5DBanywhere combo, so it's worth knowing in the occasional event of Kagura landing a ground throw. The6DA>662Cis a bit tricky at first, but it is worth it. It glues the route together since Throw is a Normal starter. 2DA>j.5DC>[2]8B>dl.j.[8]2C>663C>6DC>2DB>[2]8C>j.[8]2C(4045) Tendency to sideswap, no consistent corner carry Carries to opposite corner at 5/8 screen or further Doesn't work on Fatal Counter 2DAis actually a very finicky starter midscreen, and universal routes off of it are not exactly ubiquitous. The primary use of this route is to actually force a sideswap (which, again, is done by delaying[2]8B) for when Kagura is too far for the midscreen to corner route to work. CH6DC>66C>6DA>662C>2DA>j.5DC>[2]8B>dl.j.[8]2C>663C>2DB>[2]8C>dl.j.[8]2C(4047) Works 5/8 screen or farther 3/4 screen corner carry 6DA>662Cmakes its second and only appearance here, since it is Kagura's other consistent Normal starter. CH6B>6C>6DA>2DA>[4]6A>2C>2DA>j.5DC>[2]8B>dl.j.[8]2C>663C>6DC>2DB>[2]8C>j.[8]2C(4532) Works round start or further 3/4 screen corner carry Great damage and corner carry with which to punish reversals, including blocked Exceed Accels.5Cpunishes deal more damage, but they are more situational midscreen. AA CH5A>6C>6DA>2DA>[4]6A>2C>2DA>j.5DC>[2]8B>dl.j.[8]2C>3C>2DB>[2]8C>j.[8]2C(3733) Works 3/8 screen or further 5/8 screen corner carry 5Ahas a decent enough hitbox to beat some jump buttons and hits at a great angle for antiairs. On CH, Kagura can link into6Cfor strong corner carry and damage. AA[2]8B>66B> jc >j.[8]2C>3C>2DB>[2]8C>j.[8]2C(2922) Works anywhere 1/4 screen corner carry This is Kagura's best antiair. Converting off of it can be finicky and require some delays depending on the height and distance at which the[2]8Bhits, but this is the most reliable confirm off of it and Kagura uses it constantly." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Combos", + "title": "Kagura Mutsuki", + "section": "Midscreen to Corner", + "text": "5B>2B>6B>2C>2DA>j.5DC>[2]8B>dl.j.[8]2C>66B>5C>6DC>2DB>[2]8B>[2]8C>j.[8]2C(3294) Works at 5/8 screen or closer Works with any starter except an A starter The ender of this combo requires the2DBto hit airborne to pop the opponent up high enough for the[2]8Bto hit. Microdashing the6Bmakes this very consistent. The combo timer is also unkind to this route if the2Bis used to hitconfirm. Thej.[8]2Cdoesn't need to be delayed as long here, since OTG6Bis faster than OTG3C. Tarrying too long causes the66B>5Cto drop. Once again, the[2]8Bcan be delayed to make this combo sideswap. If Kagura is farther out than 5/8 screen and goes for this route, he can sideswap instead and still reach the corner. This puts another burden on the combo timer, though, so save it for well-confirmed hits. 5B>2B>6B>2C>2DC>5DA> 66 >66B>5C>6DC>2DB>[2]8B>2B>6B> jc >j.B>j.[8]2C>3C>[2]8C>j.[8]2C(3235) Works slightly farther than 5/8 screen or closer Works with any starter except an A starter Similarly to the BnB, the corner carry route can also be optimized from a long starter. The combo timer and screen position are quite a bit more forgiving at the cost of a bit of damage. 2C>2DB(1) > RC >66C>6DA>2DA>[4]6A>dl.66B>5C>dl.6DC>2DC>5DA>[2]8B>j.[8]2C>[2]8C>j.[8]2C(4588) Works at 1/2 screen or closer From2DA>[4]6A, Kagura can do a6B>5Cextension when he is close to the corner to avoid having to deal with the2DA>j.5DCsideswap if he is too close for that route to work. Here, the6DC>2DC>5DAroute is used because ending the combo6DC>2DBhurts the damage so much that if the extra carry is necessary, it's better to have used the midscreen route instead. 66C>6DA>2DA>[4]6A>dl.66B>5C>dl.6DC>2DC>5DA>[2]8B>j.[8]2C>[2]8C>j.[8]2C(4541) Works at 3/8 screen or closer 2DA>[4]6A>3C>2DC>5DA> 66 >66B>5C>6DC>2DB>[2]8B>[2]8C>j.[8]2C(4219) Works at 5/8 screen or closer Doesn't work on Fatal Counter This is the other useful2DAcombo for when Kagura isn't able to sideswap and reach the corner. 2DA>j.5(4)DC>[2]8B>dl.j.[8]2C>66B>5C>6DC>2DB>[2]8C>j.[8]2C(4291) Works at 5/8 screen or closer Doesn't work on Fatal Counter This combo actually deals more damage than the midscreen route and the midscreen to corner route, combining 5DC's high base damage early in the combo with6B>5Cafterward. Here, the second[2]8Bis omitted due to SMP since it appears earlier in the combo. 6DA>2DA>[4]6A>2C>2DC>5DA> 66 >66B>5C>6DC>2DB>[2]8B>[2]8C>j.[8]2C(4219) Works at 3/4 screen or closer 6DAis a pretty rare starter to hit, but the route is the same as2DAexcept for the2C. Because theDDAlaunches the opponent, Kagura can do[4]6A>2Cinstead of[4]6A>3Con everyone. 6DA>2DA>j.5(4)DC>[2]8B>dl.j.[8]2C>66B>5C>6DC>2DB>[2]8B>[2]8C>j.[8]2C(4291) Works at 3/4 screen or closer Oddly enough, it is slightly better to leave the second[2]8Bin the combo here as opposed to the2DAstarter. There is no harm in omitting it, though, save for a meager 12 points of damage. CH6DC>66C>6DB>5DC>2DA>dl.j.[8]2C>663C>2DB>[2]8C>j.[8]2C(4036) Works between round start and 1/4 screen 3/8 screen corner carry CH6DCis such a finicky starter. This combo actually deals less damage than the midscreen route, but it's so difficult to match that route's damage that even breaking 4K is enough to be happy about. This is because6DCis an essential part of any damaging corner carry route, and using it a second time would trigger SMP and ruins the combo's damage, which severely limits Kagura's routing. CH6B>6C>6DA>2DA>[4]6A>66B>5C>6DC>2DB>[2]8B>2B>6B> jc >j.B>j.[8]2C> {3C>[2]8C>j.[8]2C(4630) Works at 5/8 screen or closer AA CH5A>6C>6DA>2DA>[4]6A>dl.66B>5C>dl.6DC>2DC>5DA>[2]8B>j.[8]2C>[2]8C>j.[8]2C(3840) Works at 1/2 screen or closer AA[2]8B> 66 >6B>5C>6DC>2DB>[2]8C>j.[8]2C(3212) Works at round start or closer This conversion from[2]8Bis quite a bit more difficult, but the value of getting the corner off of it cannot be overstated. It does require a low hit, or the6Bhas to be delayed. Off CH, the untech is much higher and Kagura can convert this way from much higher hits." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Combos", + "title": "Kagura Mutsuki", + "section": "The Corner BnB", + "text": "starter > 2C > 2DA > [8]2C > 6B > 5C > [4]6A > 5C > 5DC > [2]8B > dl.[8]2C > 3C > 6DC > 2DB > [2]8C > [8]2CYour main confirm in the corner and leads to big damage. The 6B > 5C > [4]6A > 5C section will lead to a lot of drops early on. Its all about just starting the charge as soon as you hit the 6B button Reminder you can end the route early by cutting out the [2]8C and instead use [4]6A/B to start your okizeme game." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Combos", + "title": "Kagura Mutsuki", + "section": "Corner 5DB route", + "text": "5DB > [2]8B > dl.[8]2C > 6B > 5C > [4]6A > 5C > 5DA > 2DA > dl.[8]2C > 3C > 6DC > 2DB > [2]8C > [8]2CThe inital [8]2C delay has an akward timing because if you delay too much it will also drop so you must practice to get a specific timing. 5DB as a starter has pretty poor scaling so its not reccomended to spend resources unless you can get the kill Reminder you can end the route early by cutting out the [2]8C and instead use [4]6A/B to start your okizeme game." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Combos", + "title": "Kagura Mutsuki", + "section": "Midscreen Grab", + "text": "Throw > [4]6A > 6C > 6DA > 2C > 2DC > 5DC > [2]8C > [8]2CThe 6C at the start may require a dash before hand to connect, but also dashing make it whiff depending on distance from the wall. Experiment with screen positioning to help get a understanding of when you need to or don't need to." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Combos", + "title": "Kagura Mutsuki", + "section": "Specialized Combos", + "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Combos", + "title": "Kagura Mutsuki", + "section": "Optimal Midscreen Grab", + "text": "Throw > [4]6A > 6C > 6DA > 662C > 2DA > j.5DC > [2]8B > dl.[8]2C > 3C > 2DB > [2]8C > [8]2CMay require j.5D(4)C to stop the combo from side switch, but if done when the combo would not side switch the combo will drop. 5DB > 2DB > [2]8B > 66 > 6B > 5C > 6DC > 2DC > 5DA > [2]8C > [8]2COnly works on Azrael and Tager, but very useful for its corner carry and extra damage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Combos", + "title": "Kagura Mutsuki", + "section": "External References", + "text": "Kagura Basic Combo Guide JP Combo Doc by Hikomaru MENO's basic kagura combo video FlakManiak's Kagura combo notes" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Combos", + "title": "Kagura Mutsuki", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Overview", + "text": "In the game's lore Nine does not possess a Drive, but knows how to use magic. However this still uses theDbutton in game so in gameplay terms it still works like a Drive. Nine's normal attacks are tuned to specific elements:Afor Water,Bfor Air, andCfor Fire. When her normal attacks hit/are blocked by her opponent, she gains mana for that element (Visualised by glowing coloured \"ribbons\" behind her). PressingDcasts a spell using all Nine's mana. Nine can save up to three mana - getting a fourth will delete the oldest one. Different combinations of mana will give different spells (20 in total!). Each spell is determined by the amount of each mana, not the order they are gained. Nine has two slots: Active and Stock. The Active slot is where she stores her mana, and the Stock slot is a backup slot, where she can store mana from the Active Slot viaSeamoss Gate. Nine's movement, even as a broken boss character, is still unorthodox: instead of a run or air dashes, she has teleports that unlike regular Nine, do not have 2nd teleport versions to cancel into. In exchange: The teleports are MUCH faster. Travel further.With the forward dash teleport automatically warping behind the opponent regardless of distance. With the forward dash teleport automatically warping behind the opponent regardless of distance. Can be cancelled out of with normal attacks as soon as she re-appears (which is about when she would be able to do a 2nd teleport normally). Normals can cancel into teleports. She can influence the direction of the teleport which gives her the option to not go straight in 1 direction as she warps. And she can manually teleport up or down with 88 and 22 respectively without having to do another teleport first.She can only teleport down in the air. She can only teleport down in the air. All of this together gives Unlimited Nine MANY more unique opportunities to move around the opponent. Be aware though, her teleport is only first-frame invulnerable to projectiles only, meaning she can't use it to escape properly timed meaty attacks and frametraps. Nine can use both teleports after her double jump.However, she cannot double jump after using a teleport, unless an upwards teleport was performed on the ground (keep in mind pre-jump frames as you do this). However, she cannot double jump after using a teleport, unless an upwards teleport was performed on the ground (keep in mind pre-jump frames as you do this). Nine's backdash still lacks full invul from frame 1, but due to the increase of speed on her teleports, she doesn't suffer from this as much. Refer toNine's Frame Data pagefor more details.Unlimited Changes The following list out the changes for Unlimited Nine: Health increases from 10500 to 15500. An universal 10% damage bonus.This 10% will not be taking into account in the damage listed below. Combo rate increases from 60% to 70%. Has faster walk speeds.A 30% increase to be exact. A 30% increase to be exact. Aside from OD Distortion Drives, the effects of Burning Red are permanently active. Meaning that Nine's normals will gain mana even on whiff. She also receives an element buff when she uses a spell similar toFlax Nurture's buff. Flax Nurturebuffs are always active, with Nine always starting the round with the Fire buff. Fixed amount of Overdrive time regardless of health (600F). Based off of CF 1.0 Nine, which will be seeing special mentions for things that changed drastically from 1.0 Nine to 2.0 Nine for those who aren't in the know, but know that the stats and other things will be based off of 1.0." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Normal Moves", + "text": "All of Nine's 5X normals can cancel into each other, even themselves, so5A→5Aand5B→5Aare possible.No matter the button, there can only betwo5X normals in a string, so5A→5A→5Band5B→5A→5Carenotpossible. No matter the button, there can only betwo5X normals in a string, so5A→5A→5Band5B→5A→5Carenotpossible. All 2X normals can also cancel into each otherLike 5X, there can only betwonormals in a string, regardless of button, so2C→2B→2Cis not possible.5X and 2X normals can be used at any point, but the limitisn't removed, so5A→2C→5Bis possible, but5A→5B→2C→5Bis not. Like 5X, there can only betwonormals in a string, regardless of button, so2C→2B→2Cis not possible. 5X and 2X normals can be used at any point, but the limitisn't removed, so5A→2C→5Bis possible, but5A→5B→2C→5Bis not. Command normals (4X, 6X,3C) follow more traditional rules and have limited gatlings in comparison. All normals are hardcoded not to clash and so cannot clash cancel.This also means they cannot be used to clash with and nullify projectiles, despite being strike-projectile attribute. This also means they cannot be used to clash with and nullify projectiles, despite being strike-projectile attribute." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "5A", + "text": "Unlimited Changes Possibly best ground poke Cancels into itself once on block and on hit Nine fires a blast of water. Possibly Nine's best ground poke. While it doesn't have as much reach as5Band5C, it has enough reach to hit an opponent at round start and get a full combo off of it. It is easy to hit confirm and convert via5Dor followup normals into full combos. Can be cancelled into 4A on block to improve frame data (-5), though this is generally not done as much compared to5Band5C. Values in () are when Nine has Blue buff aura (Chip Damage 5%: 36)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "5B", + "text": "Frames 12-14 Frames 15-17 Unlimited Changes Longest reaching ground poke Cancels into itself once on block and on hit Nine breathes out a gust of wind.5Bhas a lot of reach, making it a great ground. However, at max range, it doesn't really convert into much damage. Usually the most you can get is5B>5B>214A. It's mostly best used as a poke that'll keep the opponent cautious of either trying to approach Nine recklessly or trying to jump out of pressure after you've been pushed out far. Can be cancelled into4Aon block to improve frame data (-5). Values in () are when Nine has Green buff aura (Chip Damage 5%: 36)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "5C", + "text": "Unlimited Changes Cancels into itself once on block and on hit Nine sends out a blast of fire. Typically just combo or blockstring filler to help create the Kunzite/[WFF] or Amethyst/[WF] spell, but also makes for a strong meaty for setups during okizeme due to its range and ability to be jump canceled on block. Can be cancelled into4Aon block to improve frame data (-5). Values in () are when Nine has Red buff aura (Chip Damage 5%: 36)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "2A", + "text": "Unlimited Changes Cancels into itself once on block and on hit Sends out a wave of water. All of Nine's 2X normals are lows. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals. Values in () are when Nine has Blue buff aura (Chip Damage 5%: 33)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "2B", + "text": "Frames 11-13 Frames 14-16 Unlimited Changes Cancels into itself once on block and on hit Breathes a gust of wind. All of Nine's 2X normals are lows. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals. Values in () are when Nine has Green buff aura (Chip Damage 5%: 33)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "2C", + "text": "Unlimited Changes Cancels into itself once on block and on hit Sends out a carpet of flame. All of Nine's 2X normals are lows. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals. Values in () are when Nine has Red buff aura (Chip Damage 5%: 33)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "6A", + "text": "Unlimited Changes Great Anti-Air up close An upward wave of water. Nine's6Adoesn't have as much horizontal or vertical reach as6Bor6Cbut it does hit in a wide arc, making it great for anti-airing opponents up close. Values in () are when Nine has Blue buff aura (Chip Damage 5%: 54)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "6B", + "text": "Frames 12-14 Frames 15-17 Unlimited Changes An upward gust of wind. Has the longest vertical reach of the 6X normals. It can be used to anti-air opponents high up above you up close. Good for catching opponents trying to preemptively double jump over6C. Values in () are when Nine has Green buff aura (Chip Damage 5%: 54)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "6C", + "text": "Unlimited Changes Anti-air option for about round start distance Good option to catch jump outs An upward blast of fire.6Ccan be a good anti-air option to go for at round start or at the same distance in other situations in neutral. Typically, it's safer to do jump upj.Ato catch opponents in these situations but CH6Cis a more damaging starter and can be worth going for in situations where you feel the risks are small. Also, it hits plenty of characters standing and is a great option against opponents trying to airdash over your grounded normals. It's also pretty good at catching opponents trying to jump out of pressure. Values in () are when Nine has Red buff aura (Chip Damage 5%: 54)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "4A", + "text": "Frames 6-8 Frames 9-11 Unlimited Changes Can delete projectiles Grants Water Element upon deleting a projectile A downward splash of water. 4X normals have fast startup compared to Nine's other normals but not much reach. They're typically used to juggle falling opponents in combos where the timing is too tight for5A. The4Avariant is typically used to help setup Tanzanite of Torment/[Wx3] in a combo. All of Nine's 4X normals can be used to erase certain projectiles, giving her an element as a result. Can negate projectiles, but does not clash Values in () are when Nine has Blue buff aura (Chip Damage 5%: 18)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "4B", + "text": "Frames 6-9 Frames 10-13 Unlimited Changes Can delete projectiles Grants Wind Element upon deleting a projectile A downward gust of wind.4Bhits a lot lower to the ground than its other 4X counterparts. For this reason, it doesn't typically get much use in combos compared to them since 4X normals are usually used to juggle airborne opponents in tighter spots. It is, however, massive for its speed and very active. All of Nine's 4X normals can be used to erase single-hit projectiles, giving her an element as a result. Can negate projectiles, but does not clash Values in () are when Nine has Green buff aura (Chip Damage 5%: 18)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "4C", + "text": "Frames 6-9 Frames 10-13 Unlimited Changes Can delete projectiles Grants Fire element upon deleting a projectile A small explosion of fire. 4X normals have fast startup compared to Nine's other normals but not much reach. They're typically used to juggle falling opponents in combos where the timing is too tight for5A. In particular,4Cis used to create the Kunzite/[WFF] spell in some rare-to-see combo routes. All of Nine's 4X normals can be used to erase certain projectiles, giving her an element as a result. Can negate projectiles, but does not clash Values in () are when Nine has Red buff aura (Chip Damage 5%: 18)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "3C", + "text": "Unlimited Changes Ground Combo ender to setup Fairy oki or Uvarovite Sometimes a good round start option A circular carpet of flame. Because of it's ability to give knockdown,3Cis often used as a ground combo ender in order to setup Fairy/[WWF] oki or toss out Uvarovite/[AAF] It's also sometimes a good round start option because of its range and ability to hit low. On hit, you can convert it into a full combo at round start by using Coral of Catastrophe/[Fx1] afterwards. Outside of round start situations, you can convert it into a full combo if you have Kunzite/[WFF] stocked or make it by hitting3C. Values in () are when Nine has Red buff aura (Chip Damage 5%: 45)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "j.A", + "text": "Unlimited Changes Great air to air normal up close A midair wave of water. Nine'sj.Ais her best air to air normal up close because of the wide arc of its hitbox in comparison to her other element air normals. You'll also find yourself usingj.Aa lot in air combos in order to create Tanzanite of Torment/[Wx3] to bring the opponent back down to the ground or to create Kunzite/[WFF]. Values in () are when Nine has Blue buff aura (Chip Damage 5%: 42)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "j.B", + "text": "Frames 10-12 Frames 13-15 Unlimited Changes Great air to air normal at longer ranges Great air to ground normal in a very specific situation. A midair gust of wind. Nine's longest reaching air to air normal. It works well at poking opponents at its max range wherej.Acan't reach. It also can be a great air to ground normal at this range but the situation is more specific. You'll typically use it when you're falling back down to the ground from a well spaced air teleport dash/backdash. At lower heights, it can convert into a full combo on hit and give you good frame advantage on block. Values in () are when Nine has Green buff aura (Chip Damage 5%: 42)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "j.C", + "text": "Unlimited Changes A midair blast of flame. Typically doesn't see much use outside of combos to create the Kunzite/[WFF] spell. It's generally worse thanj.Bdue to being slower, smaller, and less active, However, it can be used in situations where you normally would usej.Bin order to help create a particular spell you need. Values in () are when Nine has Red buff aura (Chip Damage 5%: 42)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "j.2A", + "text": "Unlimited Changes A midair splash of water sent downward. Typically used as an air to ground normal up close in pressure or in combos. The disjoint makes it very difficult to anti air. Also a key tool in Nine's stronger mixups, being an instant overhead (17f) which can be confirmed out of through setplay, typically fairy. Values in () are when Nine has Blue buff aura (Chip Damage 5%: 48)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "j.2B", + "text": "Frames 17-19 Frames 20-22 Unlimited Changes A midair gust of wind fired downward. Similar toj.2Cbut has more vertical range and less horizontal range. Used after3Cto chase backwards roll after a superjump. Values in () are when Nine has Green buff aura (Chip Damage 5%: 48)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "j.2C", + "text": "Unlimited Changes Great jump in normal A midair blast of flame fired downward.j.2Chits at a good angle that makes it great for using as a jump in. It also has great vertical and horizontal reach that'll make anti-airing it at its max range very difficult for most of the cast. Values in () are when Nine has Red buff aura (Chip Damage 5%: 48)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Everlasting Schorl", + "text": "Frames 8-10 Frames 11-12 Unlimited Changes Can be used even with a spell in the active slot with2DThe CPU cannot do this for some reason. The CPU cannot do this for some reason. 110% Bonus Proration Crumples on counterhit Very unsafe on block unless special cancelled. Decent punish starter Nine thrusts a blade of dark energy forward. Does not require any elements to be used. But also means it can only be used at the start of a combo, immediately after a different spell has been used or by switching into a void slot with Seamoss Gate. It's particularly useful for slightly increasing the damage in BnB routes, depending on how the opponent is being juggled, because of its bonus proration, and for getting an air knockdown before casting a setplay spell, such as Uvarovite or Morganite. Bonus Proration 110% Counterhit state for entire move On CH Crumple Duration 35F, Crumple Fall 68F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Lapis Lazuli of Lamentation", + "text": "[WxN] Ice cube restand WW - \"Sapphire of Sorrow\" WWW - \"Tanzanite of Torment\" W WW WWW Unlimited Changes High level single element spells start at the lowest level before chaining into the higher level spells by pressingDa respective amount of times.For example, using Sapphire will start at Lapis Lazuli before Nine can chain into Sapphire afterwards, and then having Tanzanite will add it to the chain by pressingDfor a 3rd time. For example, using Sapphire will start at Lapis Lazuli before Nine can chain into Sapphire afterwards, and then having Tanzanite will add it to the chain by pressingDfor a 3rd time. The higher level spells always have 100 P2 to prevent the combo from scaling from their inclusion. The ice blasts themselves freeze more times per combo (to account for the self chaining), and always have their enhanced freeze times even if you don't have the water buff, with the higher level spells actually having higher freeze timers than that even. Useful combo tool Causes Freeze State Creates a block of ice in front of her. A very common combo tool to help Nine bring her opponents back down to the ground from an air combo to go for a ground ender. This is very useful because Nine tends to have better options and greater control over her opponent's wakeup options from ground enders. Does extremely high chip damage, for some reason. W: Values in () are when Nine has Blue buff aura Freeze 36, freeze count 1
WW: Values in () are when Nine has Blue buff aura Freeze 36, freeze count 1
WWW: Values in () are when Nine has Blue buff aura Freeze 36, freeze count 1" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Emerald of Enmity", + "text": "[AxN] AA - \"Peridot of Poverty\" AAA - \"Malachite of Malice\" Frames 14-16 Frames 17-19 Frames 20-22Hitboxes are identical for each version Unlimited Changes High level single element spells start at the lowest level before chaining into the higher level spells by pressingDa respective amount of times.For example, using Peridot will start at Emerald before Nine can chain into Peridot afterwards, and then having Malachite will add it to the chain by pressingDfor a 3rd time. For example, using Peridot will start at Emerald before Nine can chain into Peridot afterwards, and then having Malachite will add it to the chain by pressingDfor a 3rd time. The higher level spells always have 100 P2 to prevent the combo from scaling from their inclusion. For the wind blasts themselves, they are bigger vertically, the base damage is altered on all hits, and they had their combo stats altered to allow themselves to combo into each other easier. Great anti-zoning spell Goes about 95% full screen Fires a horizontal tornado. As one would expect from a spell that's more or less functions as a laser beam, these spells can be a great anti-zoning tool to keep zoners cautious of pressing buttons. It can be equally useful in general just to hinder an approach. These wind spells also tend to get used to combo into her Flame Punisher distortion to tack on more damage to a combo to end a round. A: Values in () are when Nine has Green buff aura Maximum Slide duration 40F
AA: Values in () are when Nine has Green buff aura Maximum Slide duration 40F
AAA: Values in () are when Nine has Green buff aura Maximum Slide duration 40F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Coral of Catastrophe", + "text": "[FxN] FF -\"Garnet of Gall\" FFF - \"Rubellite of Rage\" Unlimited Changes High level single element spells start at the lowest level before chaining into the higher level spells by pressingDa respective amount of times.For example, using Garnet will start at Coral before Nine can chain into Garnet afterwards, and then having Rubellite will add it to the chain by pressingDfor a 3rd time. For example, using Garnet will start at Coral before Nine can chain into Garnet afterwards, and then having Rubellite will add it to the chain by pressingDfor a 3rd time. The higher level spells always have 100 P2 to prevent the combo from scaling from their inclusion. The fire blasts themselves have some vertical tracking on top of the horizontal tracking they already have, and they had their combo stats altered to allow themselves to combo into each other easier. Good for converting Round Start3Cand some3CLow Mixups All versions can cause Fatal Counters. Creates a flaming skull in front of her. For the most part, this spell is only useful to confirm a round start3Cinto a full combo using Coral of Anger [Fx1]. There's also a few specific blockstrings that'll open up an opponent with3Clow that Rubellite of Rage [FxN] will allow you to convert into a full combo. Fatal Counters on successful Counter Hit. A great tool in pressure due to its speed, disjoint, and fatal counter property. Its also important to note just how often you will have this spell, as your bnb combo routes will often involve stocking one fire. F: Fatal Counter Values in () are when Nine has Red buff aura
FF: Fatal Counter Values in () are when Nine has Red buff aura
FFF: Fatal Counter Values in () are when Nine has Red buff aura" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Heliodor of Humility", + "text": "[WA] The skull Unlimited Changes Based off of the 1.0 version, which lets Nine armor a Body attribute attack while doing anything else, with the only exceptions being in neutral, and if Nine blocks an attack. Now has a bigger hurtbox, lasts longer before it absorbs an attack, and always absorbs any 1 non-throw and non unblockable attack, no matter what she does. Creates a floating projectile in front of Nine that tracks her position for a set period of time Disappears if it hits the opponent, its own timer runs out (Approximately 3 seconds) or if Nine is hit. Heliodor creates a floating goat skull that acts like a floating hitbox. If Nine uses her teleport dash the skull won't teleport with her, instead it quickly floats towards Nine's new position (Probably hitting her opponent if she teleported to the other side of them). Useful for approaching and deterring attacks as it will hit opponents on contact even if Nine is blocking or not doing anything in particular at the moment. Beware that it will clash with projectiles, has a tendency to be low profiled, doesn't last very long, and will disappear if Nine gets hit. Still, a very strong tool in neutral, if you're able to get the stock for it. Can only have one Heliodor active at a time, deletes any existing Heliodor on frame 4" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Amethyst of Annihilation", + "text": "[WF] The electric ball Unlimited Changes Has full homing capabilities. Good for resetting pressure Good for hindering approaches Vanishes after 5 in games seconds if it doesn't hit anything On hit, has a shock effect Fires an electric orb that slowly travels across the screen, slowing as it moves. On hit, leaves the opponent shocked for a period of generous hitstun. Contender for the best fireball in the game, Amethyst is one of Nine's most potent tools. It's large hitbox and generous frame advantage make it difficult to deal with consistently on defense, especially in the corner, often forcing out baitable options like jumps or DPs. In neutral, the majority of the roster will find it difficult to contest with Amethyst at all outside of simply blocking it and allowing Nine to approach. The slow movement combined with the massive hitbox and generous hitstun means random amythest hits in neutral will be common and lead to a short combo with oki. Additionally, the spell formula (water fire), is both common to get off some of Nine's most used normals and is only one normal away from the almighty Kunzite/fairy, meaning defenders will often be looking for Kunzite when you use Amethyst and vice versa. Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Citrine of Change", + "text": "[AF] The mirror Reflects projectiles Can be launched with5A+B Initial Hitbox Standing hitbox Reflected Projectile hitbox Launch hitbox Unlimited Changes Gets shot out further than the 1.0 version initially before slowing down.Almost goes the distance that 2.0 now travels. Almost goes the distance that 2.0 now travels. Now \"reflects\" strikes on top of projectiles, and always has an active hitbox that inflicts the Shock hitstun effect with increased untechable time whether she kicks the mirror or not. Good anti-zoning tool Absorbs projectiles that hit it and shoots a thin projectile back at the opponent Disappears after 6 seconds, or if hit by a strike Will push Nine or the opponent as it moves forward if they obstruct its path Mirror can be kicked forward using Crush Trigger and Exceel Accel and will gain a hitbox. Wall bounces on hit Creates a mirror in front of her that absorbs projectiles. Great anti-zoning tool for dealing with projectiles coming from the front. It won't protect you against stuff like Nu and Lambda's4Dbut it'll still protect you from most projectiles. Citrine of Change: Citrine mirror appears on frame 14, lasts for 360 frames Nine becomes fully invulnerable for rest of animation if mirror reflects a projectile
Citrine of Change (Reflect): Startup is from when projectile is blocked Crumple Duration 27F, Crumple Fall 60F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Celestite of the Covenant", + "text": "[WWA] The gravity field Unlimited Changes Gravity field is MUCH bigger, the hitbox actually covers the whole field, it activates faster, and actually slows down the opponent on top of preventing them from jumping.In exchange, Nine cannot spawn it on top of the opponent anymore. In exchange, Nine cannot spawn it on top of the opponent anymore. Sets a gravity field that activates after 2 in-game seconds Once the field activates, the opponent cannot jump while in the field. If they're in the air, they'll be knocked down to the ground. This deals no damage, but prorates any proceeding hit. 5Dsets it on the opponent's location 4Dsets it in front of Nine Creates a gravity field that prevents opponents from jumping. Can be used to hinder an opponent's advance or their ability to get out of pressure. Generally considered Nine's worst spell, lacking practical setplay options. Only hits airborne opponents" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Taaffeite of Temptation", + "text": "[WWF] The fairy Unlimited Changes Summons 3 fairies at once to attack at different angles each.The shots fired also now have 95 P2 and 5 more frames of untechable time. The shots fired also now have 95 P2 and 5 more frames of untechable time. Good oki tool Goes away if Nine blocks or gets hit by an attack Summons a fairy to attack the opponent three times. A great spell for oki. Syncing up your blockstring to go with the fairy's 3 consecutive attacks that happen at fixed time intervals is a great way to reset pressure, use a spell, or keep a mixup safe. Nine has three spells you will most commonly use for setplay, especially midscreen Morganite, Uvarovite, and of course, Taaffeite. Fairy is the basic building block that most of Nine's setplay is built off of being both safe and rewarding. Additionally, you can, and often will, use the blockstun from fairy to safely setup another spell, typically one of your other setplay spells, but don't be afraid to experiment! If you have it available, Taafeite can also be great in neutral. The timed consecutive attacks can greatly limit an opponent's options and is great cover for an approach. This is especially noteable for if an opponent manages to escape your oki as the fairy will still lock them down. Each P in active frames represents a projectile spawned Each shot is active for up to 120 frames Shots appear on 90F, 148F, and 206F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Andradite of Accord", + "text": "[WAA] The cross Unlimited Changes Summons 2 orbs on top of each other that if delayed, can be freely controlled with 1 orb moving in the exact direction you input, and the other moving in the opposite direction.The orb detonation can be delayed for longer, and if no direction is pressed, the orbs will gradually move forward on their own before exploding. The orb detonation can be delayed for longer, and if no direction is pressed, the orbs will gradually move forward on their own before exploding. Good spell in neutral and blockstrings Holding the D button moves it forward more and delays the explosion. Hold up or down on the stick to move it up and down. Blows back and wall bounces on ground or air hit for easy conversion into a combo Does a good chunk of chip damage on regular block and drains a good amount of barrier on barrier block The orb can be destroyed by the opponent before it explodes.Orb can be destroyed by all attribute attacks except for throws Orb can be destroyed by all attribute attacks except for throws Summons an orb of dark energy that explodes in a + shape. Great spell for neutral. Because it fires a laser beam in all four directions from its core, it's pretty great at controlling space and limiting your opponent's movements. However, if you can manage to get it out in a blockstring, Andradite is also quite good in pressure. It's good for resetting pressure but on regular block, it'll also deal a great amount of chip damage and on barrier block, it'll take an equivalent amount of barrier away from the opponent. Both vertical and horizontal hits occur simultaneously, every 3 frames Vertical hits deal 300 damage, horizontal hits deal 400 damage When both hit on the same frame, vertical hit is processed first for damage purposes Base damage of all hits on block is 250, chip damage 15%: 37×16 (592)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Uvarovite of Undoing", + "text": "[AAF] The rain Unlimited Changes Rains down more fire for more hits, and the cloud tracks vertically. Approximately 2 second delay between the targeting circle first appearing and when the rain of fire comes down. Tracks opponent location before activating Creates a cloud above the opponent that rains down fire. Uvarovite sees most of its use as an oki tool, or a blockstring tool with its setup covered by fairy. When the fire shower eventually comes down, it'll trap the opponent in blockstun for a long time. This extended blockstun can be used to set up an unblockable or a hard to see mixup. Your second setplay spell, after fairy. Unlike Taafite, Uvarovite has little practical utility midscreen. However, it is one of Nine's most threatening options in the corner, as it can easily be routed into an unblockable with Morganite or a pseudo-infinite blockstring by looping Taafite into Uvarovite into Taafite etc. The strength of Uvarovite is often why being in the corner against Nine can become a \"checkmate\" situation. Uvarovite is much more vulnerable to options like ODR and wakeup reversals than Taaffite is, so it should typically be set up after fairy. In neutral, Uvarovite can also be pretty good. The area that the fire shower comes down in is fairly large. Even throwing it out at midscreen will greatly limit the way opponents can move without getting themselves caught in the fire shower, which would allow you to get in. When the opponent is closer to the corner, Uvarovite can be especially good in neutral because they have even less places to run, making it easier to lock them down to cover an approach. Each P in active frames represents a projectile spawned, individual projectiles active until ground Spawns one projectile every 3 frames, 20 total (4 per trajectory, in the cycle of: centre, right, left, far right, far left)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Kunzite of Keep Breaker", + "text": "[WFF] Dwayne JohnsonAlso goes by \"Rock of Guard Breaking\" Unlimited Changes The rock is bigger, is dropped from higher up, and has a slightly different hitbox. Great combo, mixup and anti-air destroyer tool Launches on ground hit Ground bounces on air hit Creates a large meteorite and drops it on the opponent. Possibly Nine's most useful spell. Kunzite has a lot of great uses. Kunzite is a great spell in combos since the ground bounce it causes will allow you to easily followup with5A/4Aup close or6Cfurther out to keep your combo going. In pressure, Kunzite is a good overhead that can open people up for a full combo. Because throwing out Kunzite halts Nine's falling momentum completely, it's an amazing AA destroyer that converts into a full combo on hit and on block, allows her to safely come down to start pressure. Frame advantage listed is for when used on ground" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Morganite of Malice", + "text": "[AFF] The seed Sets up unblockables Unlimited Changes Activates faster after the seed lands, and attacks the opponent 4 times. The first hit to make contact with the opponent will always be a low. So if the first hit whiffs, the second hit will become a low. If the first hit is blocked, the second hit will be a mid. Creates a seed and throws it. When it lands it grows into a vine that travels across the screen and then back again. Tracks the opponent for both hits. Your third and final setplay spell to know, and yet another extremely strong one. Having a projectile that hits low (the low hits will practically always hit meaty, due to the aforementioned properties) is extremely scary. Of course, it leads to unblockable setups, most practically done behind an Uvarovite. It's simple and incredibly effective. Less applied than the unblockable, Morganite is an excellent setplay tool on its own. Midscreen, it forces the opponent to block and hold an awkward mixup wherein they must block low while Nine is in the air and can do an overhead at any time. Additionally, unlike fairy, the seed hit is meaty, so it forces the opponent to block on wakeup. It can also be used for safejump setups in the corner. Unlike Taaffite, however, it will not continue lock the opponent down if they escape the initial mixup. Startup when used on ground is 64 If first hit connects, second hit is a mid Maximum Slide duration 17F, 12F Crumple Duration 30F, Crumple Fall 63F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Nephrite of Nullification", + "text": "[WAF] The clock\"With our powers combined, I am Captain Phantom!\" Unlimited Changes Activates after roughly 7.5 seconds (450f) instead of after 10 seconds (600f), and the blast is completely unblockable. Cannot be regular blocked. MUST be barrier blocked. Drains a good amount of barrier on barrier block Countdown timer goes away if Nine is hit, techs a throw, or if her opponent techs a throw 1500 minimum damage Nine creates a countdown timer on the opponent. After a short while, the opponent is bombarded with pillars of dark energy. A great spell to just throw out. Closer to the end of the countdown, it gives the opponent reason to start going on the defensive or either risk having a button press get punished for big damage. On barrier block, Nephirite drains a pretty good chunk of barrier if the opponent barrier blocks while completely obscuring what Nine's doing. For these reasons, Nephirite can be great to either allow you to approach your opponent and start pressure. It can also be good for resetting pressure depending on what the current situation is when it's about to activate. Minimum Damage 20%: 1500 Chip Damage 35%: 525×4 (2100)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Ground Throw", + "text": "5B+C Identical forward and back throw Unlimited Changes You can even teleport cancel out of throws. 100% minimum damage Wall bounces midscreen Wall sticks in the corner Nine grabs the opponent with her cape, knees them in the chest and kicks them away. Standard throw. Can be converted into a combo from the wall bounce with a5Ajuggle midscreen. In the corner, it's possible that they'll wall stick a bit too far for the usual5Ajuggle. In these cases, you can do6C> delay214Ato convert it into a full combo. Minimum Damage 100%: 1500 Crumple Duration 60F, Crumple Fall 63F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Air Throw", + "text": "j.B+C Launches for easy conversions Unlimited Changes Same thing with air throws. 100% minimum damage Turns her cape into a giant hand to grab the opponent, then creates a small explosion that lights them on fire as they are thrown to the ground. Launches the opponent higher into the air, giving you plenty of time to land and juggle the airborne opponent into a full combo when they eventually fall back down. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking Unlimited Changes Kicks forward in a similar manner to her forward and back throws. Maximum Slide duration 40F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Crush Trigger", + "text": "5A+B(Chargeable) Charge Release Unlimited Changes Since this is 1.0 Nine, the uncharged version is a Long starter. Causes Guard Crush on normal block. Will drain a portion of the Barrier Gauge when Barrier Blocked, and can be charged to drain even more. Launches on air hit. Nine performs a flaming upward kick. Can be used to kick Citrine of Change 5A+B: Crumple Duration 50F, Crumple Fall 83F
5[A+B]: Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Crimson Raider", + "text": "214A(Air OK) Unlimited Changes Has some minimal vertical tracking that becomes stronger with the air version and increased travel speed and frame data. The ground version launches higher, enabling full combos off of it even on grounded hit. The air version has higher base damage on both hits. Air combo ender and max damage ground ender Dashes at the opponent while wreathed in flames, creating an explosion on impact. Crimson Raider is typically used an air combo ender in situations where you can bring the opponent back down to the ground with Tanzanite of Torment/[Wx3]. It's also sometimes used in ground enders from Tanzanite of Torment/[Wx3] as well when you want to go for max damage instead. Outside of its use as a combo ender, it also sees use in combos from some6Cjuggle combo routes to close the gap between the opponent and keep the combo going with a5A/4Ajuggle. In pressure, it serves as a tool to catch jump outs, similar to Ragna's214A. With Rapid Cancel, it can be used to reset pressure (after stocking spells) and the extended hitstun from the cancelling the first hit is used to stabilize some long range combos. 214A: Recovery is on hit/block (whiff) Skips remaining active frames of first hit on hit/block
j.214A: Recovery is on hit/block (whiff) Skips remaining active frames of first hit on hit/block" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Mauvette Roar", + "text": "214B Anti-air special move Unlimited Changes Has improved frame data, the projectile itself is bigger, and always hits similarly to how it does on counter hit. On CH, wallbounces at midscreen and wallsplats in the corner. Nine performs an upward kick with her demon, Hi no Kagutsuchi. An anti-air special. Can easily be followed up with a full combo on CH. It is her only move outside of true reversals with actual Head invul, and it covers the best vertical range among her anti-air options. Its huge size and early head invul make it a good choice in certain situations, though Nine has several other strong anti air tools." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Navy Pressure", + "text": "214C Tracking overhead with a minimum distance Unlimited Changes No longer has a minimum distance restriction, has slightly faster start-up and the fist is bigger. Performs an overhead punch with Hi no Kagutsuchi's fist at the opponent's position. Has a minimum distance and always appears at the same height (Basically above where a standing opponent would be). Tracks similarly to Hazama's Eternal Coils Projectile Fatal Counter Ground Bounces on Counter Hit Because of it's tracking, Navy Pressure is a great tool to punish an opponent's attempt to do stuff at longer ranges and make them more cautious of doing so in the future. It can also be great in pressure as well to catch people trying to get out of pressure after you've pushed back too far for normals to reach. While Navy Pressure is an overhead, you typically won't be using it to open people up because of the slow startup. A noteworthy exception to this are attempts to do an unblockable when combined with the Morganite spell Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Seamoss Gate", + "text": "236D(Air OK) Unlimited Changes If used without a spell in the Active Slot, it will generate a random spell in the Stock Slot. Swaps the spells in your active slot and stock slot. Good for storing away a useful spell for later use. Seamoss Gate can be canceled into a spell during the recovery, which can allow Nine to stock a spell for later use and combo into a spell all in the same motion. Swaps elements in Active and Slot 10F onwards can cancel into 5D, j.D" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Flax Nurture", + "text": "214D(Air OK) AKA: A second burst Color determined by most recent slot Or at random with no slot You can't really see this because of the latter. Unlimited Changes Now usable even without an active spell to consume. Doing so will give Nine a random elemental buff.Using it without an active spell to consume however will stillNOTgrant her invul. Using it without an active spell to consume however will stillNOTgrant her invul. Good reversal option Requires an active element for the hitbox and invulnerability to activate Gives an elemental buff depending on her most recent active element. Normals and single-element spells of the corresponding element get 20% increased damage. Normals also become able to deal chip damage, while spells get better proration values. Length of buff varies depending on how much of the element was in the active slot Flax Nurture has invulnerability on start up and is also punishable only on instant block, making it a great option as a reversal. However, it does have its shortcomings as a reversal. The hitbox is lacking vertically in the upper part of the explosion so opponents can jump over it and punish for a full combo as they'll falling down. Can be hitstop OSed on a massive number of buttons due to it's lengthy startup by pressing backdash during what would otherwise be your gatling. For this, Flax Nurture is somewhat weak despite its frame data. Still, having a reversal on a character like Nine is incredibly strong, so it's definitely worth using. The length of the buff depends on the amount of the element you had in your active slot. The more of the element in the active slot, the longer the buff will last. If there are no stocks at all, the move will misfire where it will animate but have no hitbox to attack with, gives no buff and also has no invulnerability. Don't do this. 214D: Consumes Spell in active slot on frame 22 Nine gets 10% damage boost for ??F to normal attacks and single-element Drive spells that use the same element as her most recent element (Boosted element is chosen at random if no spell is consumed) reversal
j.214D: Consumes Spell in active slot on frame 22 Nine gets 10% damage boost for ??F to normal attacks that use the same element as her most recent element (Does not have a hitbox or invuln, or provide damage buff if no spell to consume)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "EX Navy Pressure", + "text": "41236C(Air OK) Nine's answer to Justice Phorizer, but it's a special instead of a distortion. Unlimited Added Performs a horizontal punch with Hi no Kagutsuchi's fist at Nine's position. Has obscene base damage for a special Projectile Fatal Counter Wall Bounces on Counter Hit Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Flame Punisher", + "text": "236236A Long range punish or easy combo ender OD Followup First hit Second hitFunctionally hits fullscreen OD Followup Unlimited Changes The beams are bigger vertically. Great to tack on at the end of a combo for more damage to end a round Good anti-zoning tool 720 minimum damage, 1200 during OD A full reversal, but only against projectiles. Nine fires two beams of dark energy, one from her hand and the other from her foot. On Overdrive, Nine finishes it by having Hi no Kagutsuchi breathe a large torrent of fire from its mouth. Because of its horizontal range, Flame Punisher tends to be the easiest distortion to combo into to tack on extra damage to a combo to end a round. It's horizontal range also makes it great for sniping opponent's attempting to zone or setup an oki from a distance like Lambda's236D. 236236A: First beam Minimum Damage 10%, second beam 20%: 840 First laser is considered one attack with P2: 79, second laser is considered separate attack with P2: 82
236236A OD Followup: Minimum Damage 20%: 480" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Cardinal Nova", + "text": "236236B To think this was once a pseudo reversal That also happened to be MEGA + on block Unlimited Changes The explosions unleashed are larger, and the move follows it's 1.0 counterpart where it's invincible frame 1 until after the superfreeze is over (meaning you have only 3 frames to hit her out of her attack). In addition, it deals an additional 5 hits on block outside of OD. The Overdrive version's multi-hits come out even on whiff, the blasts track the opponent and Nine is completely invincible for the entire duration. Gives Nine a random 3 Element spell to both her Active and Stock slots Full Inv 7-11F 600 minimum damage, 750 during OD Nine creates a localized explosion in front of her. Outside of overdrive this is a somewhat lackluster damage dealer, used if you want to just fill up your spell slots with random tools. However, during Overdrive Nine creates multiple explosions that carry the opponent into the air, allowing for followups such as Azurite inferno. Since this fills both of your spell slots and Azurite inferno improves based on what spells you have stocked, the combination of both Distortion Drives Leads to some truly impressive minimum damage. Values in [] are during OD hits 6 times on block outside of OD Minimum Damage 30% [30%, 10%×3]: 600 [750]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Azurite Inferno", + "text": "236236C Reversal and insane minimum damage This bit adds damage based on your active slot This bit based on stock slot Unlimited Changes The initial stomp hits the entire ground, with the follow-up tracking the opponent from wherever it hits. Reversal Super Great round ender, especially when you have 100 meter Consumes the spells in your Active and Stock Slot Damage increases based on the number of elements in your spells Full Inv 1-18F Nine performs a downward stomp. If it connects, the opponent is crucified on spears and Nine bombards them with arrows of dark energy. On Overdrive, the arrows are bigger and stronger and Nine also finishes the opponent off with pillars of dark energy, similar to her Nephrite spell. The move becomes stronger and flashier depending on the number of elements in your spells, especially if those elements are in your stock slot. Has an incredible base damage at full mana but scales rapidly as it plays out, basically ensuring that the last hit, and the entire overdrive extension, will be at minimum damage even if this attack is performed on its own. -Minimum Damage with no mana: 800 -1 Element in Active Slot = No Change -2 Elements in Active Slot = +100 -3 Elements in Active Slot = +200 -1 Element in Stock Slot = +100 -2 Elements in Stock Slot = +250 -3 Elements in Stock Slot = +490 -Overdrive = +500 With full slots and Overdrive, it has one of the highest minimum damages in the game. Base (800) + 3 Active Elements (200) + 3 Stocked Elements (490) + Overdrive (500) = 1990. Oddly it is possible to Rapid Cancel the first hit and the overdrive extension hits. This only has a niche use of hitting with your Exceed Accel to close out a round. Minimum Damage range 800-1490. During OD range is 1300-1990 Consumes all elements in both slots on hit First 3 hits deal 100 , 0×2 and have Minimum Damage 100%, P2 of 84: 100 Next part's damage depends on number of elements in Active Slot: 0-1 Elements: 250×5. 2 Elements: 250×7. 3 Elements: 250×9 (P2 of 79). Minimum Damage 20%: 250/350/450 Second part's damage depends on number of elements in Stock Slot: 0 Elements: 1250×5 (P2 85×5). 1 Element: 1050×6 (P2 89×6). 2 Elements: 630×12(P2 92×12). 3 Elements: 550×18(P2 94×18). Minimum Damage 10%: 625/630/756/990 During OD, adds 250×10 damage with minimum damage 20%: 500 reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Scarlet Vein", + "text": "A+B+C+Dduring Overdrive Unlimited Changes Follows the 1.0 version, where it has no minimum damage and is 0 on block. Behaves the same as every other Exceed Accel. 300/638 Minimum Damage Lacks strong pushback Nine kicks the opponent on startup, then commands Hi no Kagutsuchi to crush them in between its fists. Puts Nine in Active Flow if she hasn't already been in it already. On Active Flow, the collision of fists causes a small explosion that ignites the opponent on fire. Has full invul, but is relatively unsafe on block, has low minimum damage and cannot be rapid-canceled. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 300 {580+58}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Colorless Void", + "text": "236236DwhenAstral Conditionsare met You see? THIS is how you do it, Kokonoe Unlimited Changes Tracks opponent's location similarly to Navy Pressure Has a minimum distance Nine's Astral. Nine commands her demon, Hi-no-Kagutsuchi, to devour the opponent and ensnare them in a cage of fire. She then rises into the air and summons a large pentagram before calling down scores of meteors to annihilate the opponent. Can be comboed into from a3Cso going for it after bringing the opponent back down to the ground with Tanzanite/[Wx3] is a good place to go for it if you've met the conditions. Combos From... Ground Throws 3C CH214B ...and more! Projectile will not interact in any way with any object other than the opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited", + "title": "Nine the Phantom", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Combos", + "title": "Izayoi", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Combos", + "title": "Izayoi", + "section": "Beginner Combos", + "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple ... >5C> (6C) >236B~214A/214B,2B>5C>623C Stock gain: +4 Izayoi's basic BNB. Very simple, but useful even for the most advanced of Izayoi players.6Ccan be added after5Cagainst crouching opponents to close distance and add damage. 214Aand214Bserve the same function in cutting236B's recovery.214Aallows for better pickups, but214Bcloses more distance in case Izayoi is too far from her opponent. 5C>623Callows for good okizeme for Izayoi and is usually her preferred combo ender in Normal Mode. Alternate enders are5B>623Bin case she's not close enough after214Aor fast enough after214Bto get5Cafter OTG2B, or5C> sjc >j.B>j.A>j.B> jc >j.B>j.C, which sacrifices stocks for damage and alternate okizeme. B+C> delay214BOR236B/C~A,2C>5C>623C Stock Gain: +2 Basic throw combo that doesn't require any of Izayoi's more advanced techniques. Provides a reliable knockdown, so even experienced players might want to forgo her harder combos in favour of this route if the consistency is desired over stock gain or damage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Combos", + "title": "Izayoi", + "section": "Core Combos", + "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character 5B>5C>236B~214A>5C> TKj.236B>623B Stock Gain: +6 This particular route only works from long starters such asj.B,j.C, or5B. However,5C> TKj.236Bis an important combo part that maximizes Izayoi's stock gain from many starters. ...236B~214A/B,2B>5C>623C,5A>5B>623B Stock Gain: +6 A short extension that Izayoi can tack onto her BNB in the corner that exchanges a knockdown for stocks. Getting into GA quickly is important, and she might prefer the stocks and opportunity to get into GA easily over being on offense in NM." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Combos", + "title": "Izayoi", + "section": "Specialized Combos", + "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute CH6C>236B/C~A> 66 >6A>236A,5B>6C>236B~214B,2B>5C>623C Stock Gain: +6 Simple6CFC confirm. Low damage as with all of Izayoi's NM combos, but great stock gain. CH6C>236B/C~A> 66,6A>236A,5B>6C>236B~214B,5C> TKj.236B>623B Stock Gain: +8 Fully loads the gun. Still simple, but the ender may drop depending on spacing. To prevent this, Izayoi can microdash before5Bbut it makes the combo significantly more difficult. This combo can also be done from2CFC, but will drop at further spacings. Using a slower TK (8236B) instead of the fastest possible TK may be necessary depending on character. CH2C, 666A>5C>6C>236A,2B>5C> (6C) >236B~214B,2B>5C>623C... >236B~214B,5C> IASj.236B,623B Stock Gain: +6/+8 High damage and good resource gain while also being from a fishable starter.2Cis only 12f startup and is a strong neutral tool on its own, making it a nice CH punish starter. It will also naturally frame trap from2Aand the stagger makes it easily hitconfirmable into this combo. Adding the6Cin parenthesis will increase the damage by about 100 at the cost of swapping sides. The first combo displays the okizeme ender, and the second displays the maximum stock gain. It's also possible to go into a mode swap safely by doing thej.AABCD, 66j.Csequence, but this will only net four stocks. CH2C>5D> 6 >6A> [2C>5C]x2 >2C>236C~6D>214B>5C> sjc >j.C> jc >j.C>j.623B~D Stock Gain: -2 Implements a mode switch for great damage. Leaves Izayoi in Gain Art with less stocks than she started out with, making this route ill-advised if she doesn't already have a decent amount of stocks built up, or if it won't end the round. B+C>236B/C~A> 66,6B> delayj.236B> 66 >5C>623C Stock Gain: +4 The only way to get four stocks from your throw while retaining a good knockdown. Precise and difficult, but absolutely optimal. Alternate routing: B+C>214B,6B> delayj.236B> 66 >5C>623C(4 stocks and oki. Doesn't work near corner or with back to corner. Much more difficult or even impossible on some characters.) B+C> delay214B>5C> TKj.236B>623B(4 stocks, low damage but easy) B+C>236B/C~A> 66,6B>j.236B>623B(4 stocks, decently hard but better damage) B+C>236B/C~A,5C> TKj.236B/C>623C>2B>5C>623C Stock Gain: +6 Alternate starters:5B>5C>236B/j.B/C>5B>236B Six stocks and a knockdown from a throw!! Very difficult, but worth the effort." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Combos", + "title": "Izayoi", + "section": "Beginner Combos", + "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple ... >5B>236B~6D,6C>623C~D Stock Gain: -2 The most basic and consistent GA confirm, but very stock intensive and gives very low damage. Easy to confirm and only costs one stock for a knockdown if Strike Fall is omitted after623C, so it could be situationally useful as a minimum-stock combo." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Combos", + "title": "Izayoi", + "section": "Core Combos", + "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character B+C>236B/C~A/delay214B,2C(2),5B>5C> sjc >j.B>j.C> jc >j.B>j.C>j.623B~D Stock Gain: -1 Great value for one stock. Serves as good introduction to a number of important GA combo staples, primarily how useful2Cis and the basic air staircase combo. Confirm >236B~Teleport,2B>5C> sjc > Staircase >j.623B~D Stock Gain: -1 Izayoi's minimum stock combo that maximises her damage while spending as little as possible. This combo comes with a lot of small adjustments based on distance, so here's the key: Izayoi's goal is to be in5Crange, which deals the most damage and leads to an easier link with214A. Far5Bhits must be confirmed with214Binstead of214Aor5Cwill whiff due to its short range. Depending on the starter, Izayoi must remove normals for bad starters or add them for overheads which will be explained in the following subsections. Keen lab monsters my notice that eliminating2Bactually causes the damage to goup,however the change is minute and removing it actually makes the okizeme after Strike Fall worse. 66j.AA>5C>2C>236B~214A,2B>5C>sjc.BC>jc.C>j.623B~D Stock Gain: -1 The most restricted version of this combo.5C>2Conly works on crouching opponents, which (in theory) only happens when the opponent is hit by the 16f overhead. Deals pretty good damage for how few stocks it takes and how stupid the starter is. Starter >5C> (2C) >236B~214A,2B>5C>sjc.BC>sjc.BC>j.623B~D Stock Gain: -1 Functionally the same combo as above but with an extraj.Bfor a little extra damage. Starting this fromj.Borj.Cwill usually allow for the2Cin parenthesis to connect due to the opponent being crouching. 5B>236B~214B>2B>5C>sjc.BC>sjc.BC>j.623B~D5B>236B~214B>5C>2C(1) >6C> Full Staircase Stock Gain: -1 This will happen a lot in GA as she's forced to rely on her buttons instead of her movement. The second combo will do more damage but requires a neutral superjump and switches sides. ... >5C>3C>236C~6D~214B>5C> sjc >j.C> jc >j.B>j.C>j.623B~D> (5C>623B~D) Stock Gain: -2~3 A significant increase in damage at the cost of stocks. Side swaps. ... >5C>3C>236C~6D,6B>2B>5C>623C Stock Gain: -1 Corner extension using6B's bonus proration to squeeze a little more damage out of the minimum stock combo. ... >5C>3C>236C~6D,6B>j.236B>5C> sjc > (j.B) >j.C> jc > (j.B)j.C>j.623B~D Stock Gain: -2~3 On more prorated starters,j.Bmust be omitted. The principle of this combo is the same as the previous otherwise. B+C>236B/C~A>5C>2C(1) >6B>j.236B>5C> sjc >j.B>j.C> jc >j.B>j.C>j.623B~D>5B>5C>623B~D Stock Gain: -2 Great reward for only two stocks. However, getting the right height for5C>2C(1) requires a manual delay no matter which framekill is used, which can prove tricky. For a simpler combo that leads to slightly less reward, do a stance cancel straight into2C(2) instead. ... > Staircase >j.623B~D,5C>236236C Stock gain: -1 at most At superjump double jump height and above, Strike Fall will combo into5C.5C>236236Cis pretty consistent even at higher hitstun decay, and using it as an ender will always add at least 750 damage to the combo and can be slotted in easily anywhere you do the GA Staircase combo. However, for combos so prorated that even5C>236236Cmight drop, a raw236236Ccan also be used." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Combos", + "title": "Izayoi", + "section": "Specialized Combos", + "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute CH2C(2),6A> [2C(2) >5C]*2 >6C> sjc >j.B>j.C> jc >j.B>j.C>j.623B~D Stock Gain: -1 GA2Cis Izayoi's optimal reversal punish and even has a jump cancel on both hits for burst baits. However, its short range and slow startup might require her to use a different punish at times. CH3C/6C,2C(2) > delay5C>2C(1) >6B>j.236B>623B~214D>j.B> jc >j.B>j.Cj.623B~D>5C>623C Stock Gain: -2 If2Cis not available as a reversal punish, Izayoi's3Cis a great substitute, being much larger and faster than2C, though much less safe on block. This route is not quite optimal, but is much easier than the alternative (6B> delayj.236B>6C> sjc) and almost as rewarding. If even3Cis too slow for Izayoi to punish the reversal in question, this route can also be done from 236B/C~6D>214B, but requires Izayoi to spend an extra stock. CH236236C~delay214D,2C(2) >6C> sjc >j.C> jc >j.C>j.623B~D Stock gain: -2 When even Astraea isn't fast enough to punish, pull out the big gun. Effectively doubles Phorizor's damage output and leads to a great knockdown, well worth the stocks if used to interrupt someone's pressure, or punish a reversal with Phorizor. OD, CH236236C~delay214D,2C(1) >3C>236C~6D> sj,j.C>j.236C~D,5C>623B~D Stock gain: net 0 23f effective startup if Phorizor is inputted on the first frame of the OD activation. Requires at most 90% HP to do, but a very silly combo that leaves Izayoi at a net neutral of stocks due to OD's passive stock generation. With less HP it's likely that Izayoi can get even more damage from this starter. CH6A>5B>236B~214B>5C>2C(1) >6B>j.236B>5C> sjc >j.C> jc >j.C>j.623B~D>5B>5C>623B~D Stock Gain: -2 If timed correctly (meaning as fast as possible), Izayoi will teleport through the falling fireball. This combo does pretty respectable damage for something so weirdly specific, making it a great combo to learn. It also shows off some more esoteric combo theory for Izayoi, being comboing into (and out of)6Bto take advantage of its bonus proration." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Combos", + "title": "Izayoi", + "section": "Video Examples", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Combos", + "title": "Izayoi", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Resources", + "title": "Naoto Kurogane", + "section": "Intro", + "text": "This page is Naoto Kurogane's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Resources", + "title": "Naoto Kurogane", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here. Naoto FAQ by Noir Naoto Kurogane Advanced Guide by Jiv Daley April fools combo page with a list of neta combosLink Frame Data Spreadsheet Japanese Name: ナオト=クロガネ Japanese Wiki Japanese BBS Arcade Profile Dan Rankings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Resources", + "title": "Naoto Kurogane", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Character Video Thread" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Resources", + "title": "Naoto Kurogane", + "section": "Players to Watch", + "text": "Stunt or Die." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Resources", + "title": "Naoto Kurogane", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Resources", + "title": "Naoto Kurogane", + "section": "Impractical Character Specifics List", + "text": "3Cdoes not need to be delayed after(En)214A~8AonJin, Tager, Arakune, Bang, Carl, Nu, Celica, Lambda, Hibiki, Nine, Naoto, Susano'o, Es and Jubei." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Resources", + "title": "Naoto Kurogane", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Resources", + "title": "Naoto Kurogane", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Resources", + "title": "Noel Vermillion", + "section": "Intro", + "text": "This page is Noel Vermillion's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Resources", + "title": "Noel Vermillion", + "section": "Documents", + "text": "Litherain's Noel Document:https://docs.google.com/document/d/1vTN2BnqOr66tGFoq2bNJugE_0b53N-YgPtKSyogLWIM/edit# Additional Notes by Sig:https://docs.google.com/document/d/1yjGprTGI_WhG9S191Tl0LSnAuU-g4ytG1Larv7VqzOY/edit Japanese Name: ノエル=ヴァーミリオン Japanese Wiki Japanese BBS Arcade Profile Dan Rankings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Resources", + "title": "Noel Vermillion", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Character Video Thread" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Resources", + "title": "Noel Vermillion", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Resources", + "title": "Noel Vermillion", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Noel_Vermillion/Resources", + "title": "Noel Vermillion", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "Overview", + "text": "Lambda-11 (stylized asᴧ-No.11-) is ahybridcharacter with tools split between rushdown, zoning and light setplay while havingsome of the best corner carry in the game. Lambda's main goal is to carry her opponent to the corner and force them intostrong okizeme setups— She achieves this through Gravity Seed andAct Parcer Tri: CavalierGuardMidStartup30Recovery22Advantage-5, which allow her to do corner-to-corners with ease while achieving consistently strong damage. Lambda's neutral is versatile: she can either play a more passive zoning style or commit more to a rushdown approach. Her Drive hashigh recoveryon whiff, however, and players will need to be aware of how far they are from the corner at all times to adjust their routes on the fly. A flexible mindset and good understanding of match flow will take any Lambda player a long way. Lambda's Drive lets her summon projectiles which can be pointed at different angles. There is an automatic follow-up hit if said projectiles connect with the opponent. Unlike other characters' projectiles, Lambda can gatling hers into other moves on block and hit. Sword Summoner EX hasno limiton the amount of times it can be used, so a string like2D→6D→5D→4Dcan be perfomed, and it's possible to go into specials and then summon more later in a combo. However, theycannot be usedmore than once per string, so a string like5D→4D→5Dis not possible. Sword Summoner EX is a good tool for controlling screen space since it is much faster than most of the projectiles that other characters have, and can lead to pressure on block, but all of the summons have very high recovery if they miss, so caution is needed in using them. Lambda's swords grow larger in size and increase to Attack Level 5 (buffing their proration in combos and all forms of stun). Additionally, the second attack of each Drive deals double damage and staggers the opponent. Furthermore, aerial swords will launch grounded opponents on normal hit. Lambda's Drive specials also receive the following changes: Gravity Seed recharges twice as fast. Sickle Storm summons two wheels that travel in opposite directions. Spike Chaser travels the entire stage. Crescent Saber ground bounces for combo extensions. Exiga Nail has its recovery reduced, to the point that Lambda recovers in midair. Legacy Edge fires more projectiles. Calamity Sword tracks the opponent horizontally." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "5A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A disjointed jab that hits most of the cast crouching but whiffs on some.5Ais decent for stagger and can be used as an anti-air since it has a better hitbox than6A, but it has less reward and no invul. Jump-cancelable on hit or block. Gatling Options:5A,2A,6A,5B,2B,6B,5C,2C,6C,3C CarlHakumenHazamaJubeiKaguraNinePlatinumReliusTagerTerumi(Must be staggered)Valkenhayn AmaneArakuneBangLambdaMakotoMuNuRachelRagnaSusanooTaokakaTsubaki AzraelBulletCelicaEsHibikiIzanamiIzayoiJinKokonoeLitchiMaiNaotoNoel" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "5B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A stubby kick. Its bad range is somewhat offset by Lambda having excellent dash speed, but it doesn't have the actives nor hitbox extension to beat other neutral pokes. Instead5Bis used as blockstring filler which it's good at. It can reverse beat, jump cancel, go into eitherCrescentGuardHigh/AirStartup16RecoveryTotal: Until L+9Advantageor6Bfor overheads, and with2Bbeing 0 on block, it makes a solid frametrap when delay cancelled from it. 5Bis one of her best starters and go to DP Punish. It easily nets 4.0k~4.7k on any IAD or Gravity route. Jump-cancelable on hit or block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "5C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This button is purely combo filler, and occasionally used in blockstrings. It's disjointed and has good range but it's not used in neutral because of the slow startup and lengthy recovery. It's not safe against ODR, but the opponent will be forced into an EA punish instead of a full combo because of5C'sactive frames. 5Chas high damage so it's used often in combos and any of the hits can be special cancelled so it's a potential reset point with either5C→236Aor5C→236D. Both of these can be challenged on their own, but the decent amount of cancels5Cstill has can discourage the opponent from pressing buttons. Hitbox doesn't extend until frame 21 Counts as a projectile.If this 'clashes' with another projectile, Lambda can whiff cancel into other normals but not specials. If this 'clashes' with another projectile, Lambda can whiff cancel into other normals but not specials. All hits are special cancellable Projectiles are fired every 4 frames, and each projectile is active for 4 frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "2A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A crouching jab used for poking out of pressure and setting up TRMs. Basically fufills the same functions as5Abut universally hits crouchers. Lambda's hurtbox becomes small and the hitbox is disjointed, so it can low profile some air normals too. The -4 frame advantage looks awful on paper, but since Lambda has the best microdash to get back in against barrier, can cancel into2Bwhich is 0, and that2Aitself has long range for a jab, it's not as bad to use in practice for pressure. Also has a few natural framtraps for high reward like2A→5Cand2A→2C" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "2B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The closest thing she has to a poke, has slightly more range than5Band can't be low-profiled, but it won't beat any rushdown's dedicated mid-range buttons. The low recovery makes it low-risk to throw out in neutral though, and to catch rolls after aTriGuardAllStartup18~24Recovery19Advantage-5knockdown. It shines more in blockstrings since2Bis 0 on block. This makes it a strong point to reset, and threaten frametraps with delayed5B/5C, and can reverse beat into6A, so you can do it multiple times in a blockstring. Lambda is also +1 if the opponent tries to ODR, so it's good in scrambles. Lambda's2Bis a level 3 attack, so it has better proration than average, and the the reward can be pushed quite high — scoring 4.2k with Gravity routes, or gaining corner carry to setup her strong okizeme without it." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A crouching anti-air. The invul is quite late, but the hurtbox is lower to the ground than the vulnerable frames of6A, and the long actives allow it to be pressed pre-emptively. As a 2X input,2Chas uses against jump-ins that target standing hitboxes, or have delayed momentum likeAzrael'sj.2CGuardAllStartup22Recovery10Advantage. However, it can be difficult to convert on normal hit, as CH is needed for most gatlings to connect. Sometimes2D— Lambda's other crouching anti-air, is preferable with its quicker startup and easier hitconfirms. 2Cis also the only C normal that can be jump cancelled on block. Lambda can use it for resets, backing off, or baiting if the opponent does not have OD available. Launches on CH Jump-cancellable on hit/block from 4th hit onwards. All hits are special cancellable" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "6A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A standing anti-air.6Ais great for reactive use due to the early invul, and is good against deep jump-ins or escaping the corner. Said invul ends after the first active which makes it very poor for pre-emptive use. This button has a very low hitbox — the lowest out of any anti-air in the game — so it's susceptible to whiffing or being beaten by IAD approaches and disjointed jump-ins. In return, it has much higher reward than the average anti-air, and OD safe pressure on block. Fortunately, the low recovery makes this button relatively safe on whiff, and can even be pressed again in response to double jumps. The other purpose of this button is pressure.6Ahas excellent gatling options, it goes into and reverse beats with5Band2Bwhich are safe against ODR, enable stagger resets, and contain multiple lows. It even goes into5Cfor high damage routes, and6Bfor mixups. A staple button for keeping the opponent guessing. Frames 11~19, no head hurtbox. Jump-cancelable on hit or block." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "6B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of Lambda's two overhead normals.6B's quicker than4D, and many normals cancel into it to catch the opponent. While it has no gatlings, the decent pushback combined with Lambda's backdash results in it being quite safe on normal block, futhermore, the recovery can be OD or special cancelled to call out characters mashing or running forward. On hit, IAD routes are stable and always lead to the corner, but converting withtk.214Dnets more reward. It's used in crouch confirms to launch when the opponent is too far for gravity as5C→6Balways works except from short starters like5A/2A. 6Bcan go over low-hitting buttons likeBang's3CGuardLowStartup15Recovery21Advantage-9, but this isn't the main purpose of the move as it has no Foot invul. Frame 7~40, hurtbox doesn't touch the floor. Spins the opponent. Bonus Proration 110% Airborne from frame 28 Airborne recovery duration can be altered by external forces Special cancellable on hit/block after landing Untechable on Counter Hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "6C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The main purpose of6Cis to be combo-filler. It will knockdown opponents on air hit, making it important for corner carries and okizeme— Usually Spiker Chaser or Gravity. It has great pushback on block, so it can be used as a pressure ender instead ofBladeGuardLow/AirStartup11Recovery16Advantage-5orExigaGuardAllStartup26RecoveryTotal: 54+5L [42]Advantage-3 [+14], but the long startup and recovery leave it unsafe to OD. Besides that, it will be a natural frametrap from every button that gatlings into it for high-reward baits. Hard KD on air hit Fatal Counter Launches on CH Low profile frame 22~27 All hits are special cancellable Fatal Counter Maximum Slide duration 5F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "3C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A sweep that is a multi-hitting low. It has good range, speed, and a long active time for a3C, and can low-profile quite a bit. It also doesn't extend Lambda's hurtbox at all until the frame it goes active, so it can be a good roundstart option or to call out specific things in neutral likeKagura'sWyvernGuardAllStartup13~18Recovery26Advantage-11orHakumen's4CGuardAllStartup10Recovery24Advantage-4. On CH, the go-to conversions is with214Dfurther out, or OTG2B/3C. It's also quite decent in pressure, as the multi-hitting lows often catch opponents trying to input a fuzzy jump. Often you cancel it into Rekka to hitconfirm or236Dto keep the pressure on etc... Hard KD on CH All hits are special cancellable All hits hard KD on Counter Hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "j.A", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Lambda's fastest air button. It's on the slower end of air jabs but is disjointed with decent range, and her hurtbox becomes very small. It's a good panic button to press in scrambles, and the reverse gatlings are good for pressure or setting up air TRMs. Not jump cancellable" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "j.B", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Lambda's best air button— The disjointed hitbox and short recovery make it a great air-to-air or roundstart option. Similar toj.A, it has good gatlings and can cancel into air throw for TRMs. It's common combo filler in IAD routes, and used for safejumps after Tri, for example:236B→ 669 → (Autotimedj.B) → fallingj.B." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "j.C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of the fastestj.Cs in the game. A good reaching air-to-air, but the initial hitbox isn't as disjointed asj.B, and the recovery is considerably longer, so keep that in mind. A good place to press it is while retreating after an IABD, as it has no landing recovery. Lambda'sj.Cacts as a solid as a mixup tool; all the hits are overheads and cross behind her, this allows for cross ups with IADj.Cthat can be done in blockstrings or236Dlockdown. Hitbox extends fully on frame 11." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "j.2C", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The only button that hits above her for air-to-airs. It has a good hitbox, but it's on the slow side, so her other normals are better generally. It's great for jailing opponents to the ground with its multi-hits though, and it makes Lambda fall faster. Once the opponent is conditioned, this can set up delayed airdash 50/50s with eitherj.B→j.C→j.2C(w) →2Borj.B→j.C→j.214D, although meter is needed to make the latter safe. Has long untech on CH, Lambda can fall to the ground and corner carry." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "Drive Moves", + "text": "All Drives will followup automatically into the second hit if it connects with the opponent, but not if it misses or hits a doll or other projectile.Automatic followups will counterhit carry from the first hit. Automatic followups will counterhit carry from the first hit. All Drives except4Dare Projectile Level 2 and decrease to Projectile Level 1 after a set amount of active frames unless overdrive is active. All Drives are Attack Level 4 and become Attack Level 5 in OD.Additionally, all drives will stagger in OD Additionally, all drives will stagger in OD All Drives have a deadzone in front of Lambda where they have no hitbox. Air Drives stall momemtum. Air Drives will launch the opponent on CH or OD. None of them can be jump-cancelled on block. Ground Drive angles (Click to see full size) Air Drive angles (Click to see full size)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "5D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A projectile that goes nearly fullscreen,5Dis used to stop the opponent running at Lambda and to punish things from a far distance. Though the recovery, with all other drives, leaves her vulnerable on whiff, so it's recommended to setup Gravity first before using this. It's a key normal for pressure with236Bbeing a true blockstring when not too far, and a powerful frametrap when further out or delayed. The threat of CH Tri makes it a good spot to reset with either Zwei or Sickle Storm, and then fish for high damage frame traps once they become agitated. Lengthy stagger on CH Frame advantage is for stand block; crouch is -1 or -2 for most characters. 5Dbecomes a Lv 5 attack, so going into4Dbecomes gapless and safe from reversals. On crouch block, it can be up to +3, making it stronger to reset with. The extra stun enables conversions into Cavalier and Sparda on normal hit, and the damage buff results in5Dbeing stronger in combos. This applies to all other drives in OD as well. Staggers on hit. Gatling Options:2D,6D,4D AzraelBulletEsHibikiIzanamiIzayoiJinKokonoeLitchiMaiNaotoNoelTerumi AmaneArakuneHazamaJubeiLambdaMuNineNuPlatinumRachelRagnaSusanooTaokakaTsubakiValkenhayn BangCarlKagura HakumenReliusTager 5D Automatically cancels into followup on hit/block During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2 5D Followup [Crumple Duration 31F, Crumple Fall 64F] On CH Crumple Duration 58F [62F], Crumple Fall 81F [84F]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This summon goes steeply upwards and is a good Anti-Air against characters who like to go high in the air likeMuandRachel. This can be followed up with either236B~6Cor IAD →j.B→j.C→6Aroutes to land them in the corner. The second hit pushes the opponent downwards, making it possible score a soft KD from it at the end of combos. Increases in size the further it flies away 2D Automatically cancels into followup on hit/block During first 5 active frames, Projectile Lv2. During OD, always Projectile Lv2" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Lambda's furthest reaching summon. It's a long-range anti-air and good at catching people who try to jump out of pressure. The hitbox is big and will hit most characters standing on the ground, so it can be used to cover both ground and air approaches at the same time. Long-range confirms can be converted with either other swords like4Dor Cavalier. Spins the opponent on air hit 6D Automatically cancels into followup on hit/block During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "4D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A summon that tracks the opponent and appears behind them. This overhead is slower than6B, but Lambda can still pressure if it's blocked. In the corner,4Dbecomes 'invisible' making it nasty if the opponent isn't paying attention to Lambda's pose. Be careful, as5D→4Dhas a gap that's vulnerable against fullscreen supers likeRagna'sCarnage ScissorsGuardAllStartup9+(40 Flash)+4~12Recovery58Advantage-43 [-40]— OD5D→4Dis gapless on normal block, however. Forces crouching on hit. Frame adv varies between -5 [-1] to -8 [-4] across the cast 4D Automatically cancels into followup on hit/block Bonus Proration 110%" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "j.D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll One of Lambda's furthest reaching drives, going almost fullscreen and more distance than5D, the second hit pushes the target downwards making it possible to connect withj6D'sangle, or to score a soft knockdown at longer range. It covers a decent space, but it can't be converted from at long range. On contact, Lambda recovers in time to block or air dash, but on whiff she is stuck in recovery until landing, so use this with caution. j.D Automatically cancels into followup on hit/block During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "j.2D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This summon goes under Lambda. It's mostly combo filler, but as a projectile that stalls air momemtum, it can be used to counter anti-airs. On CH,j.2Dwill launch the opponent directly upwards to combo into air normals or landing5B. The deadzone is non-existent, so it can be TK'd in close-range pressure to setup 50/50s with RC. j.2D Automatically cancels into followup on hit/block During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "j.6D", + "text": "H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll An air-to-ground sword. It can be a good summon for catching people running at you after an IAD/Jump back, and it's safe on block as the stun lasts until Lambda lands. It vacuums in, so you can KD grounded opponents with Crescent, usually. On CH, the second hit now launches, so it becomes convertible with665B. Much shorter range thanj.D ODj.6Dalways launches grounded opponents towards Lambda, and is converted with Crescent's bounce for easy Gravity combos. The damage isn't too crazy, but can be worth spending OD for, as it enables corner carry and Spike Chaser from an otherwise unrewarding hit. j.6D Automatically cancels into followup on hit/block During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "Ground Throw", + "text": "B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Lambda's throw launches the opponent high at an angle, and the recovery can only be cancelled into Drive normals or specials. Doing4D→2D→ IAD... route is one way to confirm midscreen and214Din the corner. Despite what it may seem at first, it's very easy to convert into Gravity routes by going into Sparda, as the large untech time and launch make3C→ 214X possible. Wall bounces in the corner. Backthrow has an identical launch and combo routes, just on the other side. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "Air Throw", + "text": "j.B+C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll As many people like to jump against zoners, Lambda gets a lot of use from air throws. It's easy to meet them in the air when they jump preemptively and throw them. Similar to ground throw, this is usually converted with Drive normals into IAD routes, in this case Air Throw →662D→5D→ IAD... etc. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "Crush Trigger", + "text": "5A+B(Hold OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Lambda's CT is one of the better ones in the game. It's fully disjointed and her hurtbox shifts backwards during the attack, so it can be used to bait DPs or mashes for big reward. For combos, it's done after CH Tri for huge damage, and then niche applications like corner carry when Gravity's cooldown. It's possible to do charged CT gaplessly after236Dwhich can be a safe mixup for 25 meter. Hurtbox retracts back frames 13~30 Wall bounces on air hit.Wall sticks in the corner. Wall sticks in the corner. 5A+B Maximum Slide duration: 15F Crumple Duration 50F, Crumple Fall 83F 5[A+B] Maximum Slide duration: 15F Crumple Duration 50F, Crumple Fall 83F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "Sickle Storm", + "text": "236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A multi-hit projectile that tracks the opponent and locks him in place on block. A strong move used for space control, okizeme, and combo extensions.236Dis very plus, allowing Lambda to run from fullscreen and transition from zoning to close range pressure; In the corner, it has setups to bait 9f reversals and CAs at the same time by holding 1 as it hits them. It's active until it disappears from the screen, so it can catch poorly timed Bursts/OD. Sickle Storm has a special chip damage modifier as well, and will quickly drain HP if blocked repeatedly.236Dis a strong reset in both zoning and close range pressure, and requires the oppponent to have keen reactions to jump over it, which can be difficult when also looking out for Lambda's other pressure options and mix. With that said, chaining into this move is rarely a true blockstring; it's susceptible to anti-zoning supers because of the long total recovery. The opponent can try delay teching it on wakeup, but if they get pedictable, run up2Bcould be used instead for a blue beat OTG. Frame advantage is for earliest possible contact Can't be used again until Sickle is offscreen Hard KD on air hit for the first 3 hits. Soft KD on air hit for the 4th hit. Sickle Storm now spawns two wheels in the same location that go in opposite ways, effectively covering all of the floor. It's still possible to jump over, however. Both the wheels can hit at the same time which makes combos higher in damage and inflicts massive chip on block. Considered a different move from vanilla236Dand does not trigger SMP Values in [] are during OD Deals 20% chip damage on block (80*4 = 320) [Second projectile spawns in the same position that travels in the opposite direction, has identical properties except for 89 P2]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "Spike Chaser", + "text": "214D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Lambda'sstrongest option for okizeme, Spike Chaser can be used in combos and controlling space in neutral too. It's only minus on the first spike, becoming increasingly plus the further out it's blocked — When spaced, buttons after will be true blockstrings and catch fuzzy jumps, so the opponent has to sit still and guess the incoming mixup. Spike Chaser covers almost every wakeup option (rolls; reversals; no tech; quick rise etc...) and isunpunishable if spaced rightmaking it a nightmare for most characters to deal with. There is a very small window to delay tech through, but this is risky as214Dis active forever, is a big damage starter (even without Gravity available), and can be beaten by the Lambda player varying their input timing. Lambda is also still safe and can retreat to neutral on successful delay tech. Overdrive Version Creates 4 [infinite] projectiles in 8 frame intervals, until one hits/is blocked Each individual projectile is active for 21 frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "Crescent Saber", + "text": "j.214D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Crescent Saber's main function is toscore knockdowns from air combos. It's also used mid-combo for optimal6Aand6Bconfirms. For mixups, it's Lambda's second fastest overhead and has quite good reward with meter to RC. It's active for a long time and hits behind Lambda, so it can cross up. To pickup on non-OD hits, an RCj.2Cwill be needed if high in the air, or just2B/3Cif TK'd properly. Hard KD Halts air momentum Hits crouchers on frame 17. If TK'd, Crescent Saber is a 22F overhead that's -13 on block OD Crescent Saber bounces which makes it a common move in OD combos as the OTG pickups become possible from any position, the663Clink is easier and high damage combos are safer to go for as a result. Despite being a projectile, both Lambda and the opponent experience hitstop for 9f Hits crossup during last 4 active frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "Gravity Seed", + "text": "214A/B/C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A close range strike that also spawns a gravity field on the floor based on which button pressed. If the strike hits, it causes a long untech time and reduces the opponents gravity to about a 1/20th of normal (Making them seemingly float in the air). The B and C versions also add a lot of horizontal pushback. The field itself is an infinitely tall column that reducesall horizontal movementfor lambda's opponent to 30%, including movement caused by lambda hitting them. This means that the B and C versions appear to \"Suck\" the opponent towards them, when really what's happening is that they just get launched sideways at high speed until they're over the top of the field. Despite its name, the field does not affect vertical movement in any way. Since only Lambda's opponent is affected, it does not slow down projectiles, Lambda herself nor Ignis / Nirvana. Gravity is also an important combo tool. It acts as a stabilizer for confirms, allowing Lambda to carry the opponent to the corner from almost anything. The move shines in combos due to its 99 P2 and large untech time which lead to heavy damage. While it has a recharge period, it only takes up a 1/3 of the gauge on whiff, and the long stun of buttons like5C,236D,214Detc... means it will always be near full by the end of combos. Field only disappears on hit, not on block Fatal Counter All 3 versions are different moves and don't inflict SMP After use, the gravity seed meter appears, showing that this move cannot be used until it refills.If the Initial strike hits, the meter fills in 11 seconds. Otherwise it only takes 4 seconds to fill.The meter fills twice as fast while in Overdrive. If the Initial strike hits, the meter fills in 11 seconds. Otherwise it only takes 4 seconds to fill. The meter fills twice as fast while in Overdrive. This summons the field next to Lambda. It's used for corner combos and okizeme after a6CKD, as the spacing cripples their mobility while keeping Lambda outside the range of reversals. This is very strong against characters without a normal dash. This version summons the field in the middle of the screen and is used most in neutral. It creates a wall so characters can't run at Lambda for free, making it safer to summon Drives for zoning. It can be used in midscreen combos, but214Cis better most of the time. Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "Act Parcer Zwei", + "text": "236A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll A very fast command dash. This move is essentially a feint of236Bas the startup animation looks identical. It's used for pressure resets like5D→236A→5Awith the threat of CH Tri being a deterrant for mashing, Zwei can also cancel into22Dfor a punishing frametrap to inflict futher mindgames. Can also cancel into throw as an extra mixup from long range. Another use of this move is to bait things, as while Zwei doesn't have invul, it will pass through wake-up reversals and proximity hittboxes before they become active — It can then cancel into236Bor236Cfor a hefty punish. It's not used in combos much, as Tri has an earlier cancel window if forward momentum is needed. Shares the same animation as236Bbetween frames 1-11. Disables Lambda's collision box frames 8~13 Cancellable into various moves, some of which have shortened inputs when cancelled from this move. See below 236AAct Parcer Zwei 236BAct Parcer Tri 236CAct Parcer Tri: Cavalier 22DExiga Nail B+Cor4B+CGround Throw 214214DSword of Destruction 6AAct Parcer Tri: Spada * 6BAct Parcer Tri: Blade * 6CAct Parcer Tri: Cavalier Can go through opponent 8-13 Can cancel into throw, 236B, 236C, 22D, EA, or Astral from frame 19" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "Act Parcer Tri", + "text": "236B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Tri is the first part of Lambda's rekka. It travels a good distance and is a true blockstring if done close after a Drive like5D. In pressure, it can be canceled into either Blade or Sparda for high-low mixup. The cancel window is long, so the followups can be delayed to frametrap, and then, once the opponent becomes afraid to press buttons, you can reset pressure by going into normals. This is suceptible to the same problems as other Rekkas, however, so don't get predictable. Tri being able to whiff cancel makes it very safe against ODR, going into22Dwill outright beat EAs and buttons pressed after the flash, and for quite high reward. Hard knockdown on air hit. Staggers on CH. Shares the same animation as236Abetween frames 1-11. Can cancel into Act Parcer followups on hit/block Can cancel into Act Parcer followups on whiff from frame 10, until 11th frame of recovery Maximum Slide duration 5F On CH Crumple Duration 54F, Crumple Fall 78F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "Act Parcer Tri: Sparda", + "text": "236B~6A H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Sparda is Lambda's fastest overhead, clocking at 21f, and it's the most rewarding one when used with Gravity ⁠— Getting roughly 4k or over plus a Spike Chaser setup. Generally, a CH or RC will be needed midscreen, but it's possible to instantly cancel Tri into this to get the spacing for meterless conversions. In the corner, it's easy to convert with double side-swap routes which are stable. It's good to throw this out to add to the opponent's mental stack and help enforce the threat of Blade in mixups. On paper, Sparda should be fairly punishable at -10, but the pushback and lengthy actives can result in Lambda escaping unscathed more than you'd think. Lambda's hurtbox goes high in the air, giving the move the ability to low crush butttons; there's no attribute invul, however, so it can rarely trade with specific2As. No foot hurtbox / Low crushes frames 4~11, 21~40 No body hurtbox / Mid crushes frames 12~20 Disables Lambda's collision box frames 1~42Usually triggers crossup protection, can be blocked with 4 or 6 Usually triggers crossup protection, can be blocked with 4 or 6 Huge untech time Can pass through opponent 1-42F Counterhit state ends early, frames 25-26 are still active but not CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "Act Parcer Tri: Blade", + "text": "236B~6B H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll The main way to end combos midscreen. Blade has a long blowback which makes it a very plus knockdown. Sets up236Doki or a safe jump with dashj.C. Near the corner, or inside Gravity Seed, it can be extended with normals to continue combos. For offence, it's the low option from Tri and a fast sweep — This makes it good for catching fuzzy jumps and opponents attempting to mash out of rekka resets. During Drive pressure,5D→ Blade is a gapless string which is nice for surprising people who expect4D. The hitbox is disjointed, so it can be a decent thing to throw out in neutral from time to time. It is safe on normal block, but can be punished on IB, so adjusting the timing and ending pressure in22Das well are important. The range of Blade varies with the time236Bwas cancelled from; max range is fullscreen." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "Act Parcer Tri: Cavalier", + "text": "236Cor236B~6C H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Cavalier is a staple in combos and what makes Lambda's corner carry strong as it has massive blowback while wallbouncing in midscreen loops. The high base damage and Fatal property make it her strongest starter as well. The vertical hitbox goes much higher than what the animation suggests, so it can be used as a hard read anti-air for great reward. It's not used in either pressure nor frameteraps, but it is safe on normal block. Wallbounces midscreen. Wallsticks in the corner. Fatal Counter Fatal Counter Counterhit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "Exiga Nail", + "text": "22D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Lambda's meterless semi-reversal where she leaps backwards and fires a sword down at where she was standing. It can be hard to use as its invincibility ends before becoming active; but if timed right, Exiga Nail can beat anything shorter than 8 active frames. The pushback and frame advantage mean Lambda can escape pressure even if the opponent blocks this, as an offset to its slow startup. The opponent can delay their meaties as a callout, but Lambda can safely roll away if they begin to do this. The reward on CH is great, staggering for easy 4k combos, and it's safe on block and even IB, so Exiga can be used instead of Blade for a safe pressure ender. It's also good for baiting other reversals and OD/CA when used mid-pressure. Be wary of using this to escape the corner, as it can whiff on everyone point blank exceptTagerandValkenhaynin wolf form. Staggers on hit; longer on CH Ground bounces on air hit Lambda is in CH state until Landing Recovery. While it is Projectile Level 1, the projectile fired does not delete itself when it hits in the way most do, meaning that the same projectile can hit multiple different entities once each (Such as hitting Nirvana and then hitting Carl). The recovery is reduced to the point Lambda is able to act mid-air shortly after Exiga becomes active. It can be air dash cancelled backwards to stay safe even on whiff or to gain more ground when retreating. Values in [] are during OD Situational reversal Airborne from frame 8, recovery until landing [recovers airborne] Crumple Duration 29F, Crumple Fall 62F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "Calamity Sword", + "text": "632146D(Air OK) H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Lambda's metered reversal. It hits overhead and is used to escape pressure or add damage at the end of combos. It can combo off CH (which it will usually be), leading to big damage and corner-to-corner combos. It can score up to 5k midscreen, and just under in the corner. The projectile property means it will blow-up moves that only have Body invul, too. But be aware, having this baited will lead to a nasty punish. The air version does a huge ground bounce into a hard KD so she can get full combos from A2As where would only get a short staircase otherwise. This is useful when you are in kill range to close the round. Huge Ground bounce Air Calamity does a Hard KD Overdrive Version 632146D Values in [] are during OD Minimum Damage 40% [45%]: 960 [1260] reversal j.632146D Values in [] are during OD Minimum Damage 40% [45%]: 960 [1260]" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "Legacy Edge", + "text": "236236D H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Legacy Edge is an anti-zoning super that fires forth a barrage of projectiles. All of them are level 2 and will beat any other projectile attack in the game short ofNu'sLegacy Edge — But it has no invul, so it has to be used pre-emptively in some cases. Legacy can also be used to skip neutral for the price of 50 heat to immediately begin pressure, and Lambda can use the frame advantage to perform a variety of mixups such empty jump →2B, late airdash →j.B, IAD →jCcrossups, etc... The superis guaranteed to come out after the superflashso trading with this is very bad for the opponent. Although if they aren't committed to an action, they can chicken block and mash to IB all the projectiles which gives them a ton of heat while staying safe from mixups. Wall bounces Not all hits land on crouchers OD Legacy Edge is a strong starter, but landing it is situational. Other than that, it fires more projectiles to capitalise on the frame advantage from further away, or to carry them further after launch. Values in [] are during OD Each P in active frames represents a projectile spawned Minimum Damage 10%: 312 [481] Swords appear in 4F intervals" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "Duo Cultus", + "text": "A+B+C+Dduring Overdrive H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll This is used either as a reversal in OD or as a combo ender. The knockdown from Duo Cultus doesn't allow for much more than setting up Gravity Seed midscreen, so it's essentially a reset to neutral which may or may not be a good thing depending on the Matchup. Behaves the same as every other Exceed Accel. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 303 {583+58}" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "Sword of Destruction", + "text": "214214DwhenAstral Conditionsare met H- HeadB- BodyF- FootP- Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2T- ThrowD- Doll attack, such as Carl's or Relius' doll Lambda grabs (the move is a strike not a throw) the opponent and plunges a mighty sword down upon them. It has no startup invul, so it can't be used as a reversal, but it's very easy and practical to combo into from buttons such as: 5C 3C 6A(air hit) 5D(air hit) 236C(in the corner) And many more" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda", + "title": "Lambda", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Intro", + "text": "Replay Theateris a great resource to find matchup footage. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Monarch's Matchup Chart", + "text": "Monarch is one of the best Lambda players. A master of his craft, the wall, best defense. Source:Twitter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Chrono's Matchup Chart", + "text": "Chrono is some bum we found in a random dumpster. He's cool ig." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Matchups In-depth", + "text": "Zone them. Please feel free to make edits, but include edit summaries and sources where applicable. Content here can be considered incomplete until expertise is given. Please note: This section is awork in progress, and still requires more information covering the entire cast." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Amane Nishiki", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular 1CGuardLow/AirStartup17Recovery29Advantage-14 With Instant Block 5BGuardMidStartup11Recovery25Advantage-10 2CGuardLow/Air, AllStartup21Recovery23Advantage-8 • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Arakune", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular 6CGuardHighStartup27Recovery14+19LAdvantage-16 3CGuardLowStartup26Recovery37Advantage-21 With Instant Block 6BGuardMidStartup10Recovery25Advantage-10 • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Azrael", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular 6BGuardMidStartup13Recovery37Advantage-24 With Instant Block 2CGuardAllStartup13RecoveryTotal: 50Advantage-9 3CGuardLowStartup15Recovery18Advantage-9 • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Bang Shishigami", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular N/A With Instant Block 2BGuardAllStartup12Recovery22Advantage-10 5CGuardHighStartup18Recovery19Advantage-8 3CGuardLowStartup15Recovery21Advantage-9 • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Bullet", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular N/A With Instant Block 6CGuardAllStartup22Recovery14+8LAdvantage-9 • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Carl Clover", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular 6AGuardMidStartup11Recovery24Advantage-11 3CGuardLowStartup14Recovery20Advantage-13 With Instant Block 2CGuardMidStartup14Recovery24Advantage-8 • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Celica A. Mercury", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular 3CGuardLowStartup13Recovery25Advantage-11 With Instant Block 6AGuardHigh, LowStartup24Recovery20Advantage-8 6BGuardMidStartup12Recovery23Advantage-9 • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Es", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular 2CGuardMidStartup10Recovery32Advantage-18 6DGuardMidStartup25 [23]Recovery16+10LAdvantage-11 Any Drive Move With Instant Block 5BGuardMidStartup8Recovery18Advantage-9 2BGuardLowStartup10Recovery20Advantage-9 6BGuardMidStartup14Recovery22Advantage-9 3CGuardLowStartup13Recovery24Advantage-10 • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Hakumen", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular 2CGuardMidStartup13Recovery33Advantage-17 3CGuardLowStartup8Recovery28Advantage-12 With Instant Block N/A • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Hazama", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular 5CGuardMidStartup10Recovery28Advantage-15 2CGuardMidStartup13Recovery25Advantage-11 With Instant Block N/A • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Hibiki Kohaku", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular N/A With Instant Block 2BGuardLowStartup9Recovery19Advantage-8 6BGuardMidStartup19Recovery22Advantage-8 6BBGuardMidStartup13Recovery24Advantage-10 4BBGuardMidStartup16Recovery22Advantage-8 2CGuardMidStartup13Recovery25Advantage-9 • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Iron Tager", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular With Instant Block • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Izanami", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular 6AGuardMidStartup10Recovery22+5LAdvantage-14 2BGuardLowStartup9Recovery24Advantage-16 2CGuardMidStartup19Recovery27Advantage-11 6CGuardLow, HighStartup21Recovery34Advantage-18 3CGuardLowStartup14Recovery33Advantage-23 With Instant Block 5CGuardMidStartup11Recovery24Advantage-10 5CCGuardAllStartup13Recovery14Advantage-8 6CCGuardAllStartup17Recovery21Advantage-8 • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Izayoi", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular 5BGuardMidStartup10Recovery18Advantage-12 6CGuardMidStartup19Recovery30Advantage-14 With Instant Block 5CGuardMidStartup12Recovery20Advantage-9 3CGAGuardLowStartup16Recovery21Advantage-10 • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Jin Kisaragi", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular 2CGuardMidStartup17Recovery31Advantage-17 6CGuardMidStartup19Recovery31Advantage-13 3CGuardLowStartup13Recovery28Advantage-15 With Instant Block N/A • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Jubei", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular With Instant Block • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Kagura Mutsuki", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular With Instant Block • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Kokonoe", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular N/A With Instant Block 6AGuardMidStartup13-23Recovery21Advantage-8 6BGuardHighStartup25~43Recovery26 [14]Advantage-9 [+5] • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Lambda-11", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular With Instant Block • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Litchi Faye Ling", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular 2BmGuardLowStartup17Recovery26Advantage-13 2BeGuardLowStartup12Recovery22Advantage-10 6BeGuardMidStartup17Recovery23Advantage-10 4BmGuardMidStartup16Recovery29Advantage-13 5CeGuardMidStartup15Recovery30Advantage-16 2CmGuardMidStartup14Recovery28Advantage-14 With Instant Block 3CmGuardLowStartup20Recovery15Advantage-8 • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Mai Natsume", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular 5xABGuardAllStartup10Recovery47Advantage-33 5xABBGuardB: AllC: Low/AirStartupB: 21C: 20RecoveryTotal B: 59Total C: 58Advantage-21 5x[B]6AGuardMidStartup13Recovery21Advantage-11 2CGuardMidStartup10Recovery30Advantage-15 With Instant Block 5xCCGuardAllStartup8Recovery22Advantage-8 • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Makoto Nanaya", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular 2CGuardMidStartup22Recovery26Advantage-13 6CGuardMidStartup14Recovery20Advantage-11 5DGuardMidStartup13Recovery31Advantage-17(All Levels) 2DGuardMidStartup18Recovery32Advantage-21(All Levels) 214A~CGuardAllStartup9Recovery33Advantage-20 With Instant Block 6AGuardMidStartup11Recovery23Advantage-10 236BGuardAllStartup22Recovery25Advantage-9 41236CGuardAll (Unblockable)Startup26Recovery26Advantage-10 • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Mu-12", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular 2CGuardMidStartup14Recovery27Advantage-11 6BGuardMid, HighStartup16Recovery26Advantage-13 6CGuardAllStartup18Recovery42Advantage-27 With Instant Block 5BGuardMidStartup8Recovery20Advantage-9 5CGuardMidStartup12Recovery22Advantage-8 3CGuardLowStartup14Recovery24Advantage-10 • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Naoto Kurogane", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular 2CGuardMidStartup11Recovery22Advantage-11 With Instant Block 6AGuardHighStartup24Recovery24Advantage-10 236B~236B~236BGuardAllStartup14Recovery22Advantage-10 236B~236B~236CGuardAllStartup16Recovery30Advantage-19 • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Nine the Phantom", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular N/A With Instant Block 5AGuardAllStartup9Recovery23Advantage-9 5BGuardAllStartup12Recovery21Advantage-10 5CGuardAllStartup12Recovery25Advantage-11 2AGuardLow/AirStartup10Recovery23Advantage-9 2BGuardLow/AirStartup11Recovery21Advantage-10 2CGuardLow/AirStartup11Recovery25Advantage-11 6AGuardMidStartup11Recovery23Advantage-8 6BGuardMidStartup12Recovery21Advantage-8 6CGuardMidStartup13Recovery25Advantage-10 3CGuardLow/AirStartup10Recovery25Advantage-13 • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Noel Vermillion", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular 6AGuardMidStartup11Recovery26Advantage-12 3CGuardLowStartup20Recovery32Advantage-18 5DGuardAllStartup23 [17]Recovery37 [18]Advantage-24 [-5] 2DGuardAllStartup26Recovery2+34 [2+15]Advantage-20 [-1] 6DGuardLowStartup27~39Recovery44 [25]Advantage-27 [-8] 4DGuardAllStartup25 [20]Recovery37 [12]Advantage-25 [0] d.236DGuardAllStartup15Recovery32 [28]Advantage-15 [-9] d.623DGuardMidStartup8Recovery20+12Advantage-20 With Instant Block 6CGuardMidStartup8Recovery25Advantage-10 236CGuardAllStartup15Recovery23Advantage-10 • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Nu-13", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular 5CGuardAllStartup16RecoveryTotal: 71Advantage-8 With Instant Block 2CGuardMid×2,All×6Startup14Recovery24Advantage-9 • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Platinum the Trinity", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular With Instant Block • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Rachel Alucard", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular With Instant Block • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Ragna the Bloodedge", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular With Instant Block • • Be careful doing oki when he has 50 meter, due toCarnage ScissorsGuardAllStartup9+(40 Flash)+4~12Recovery58Advantage-43 [-40]blowing up nearly every single oki option. • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Relius Clover", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular With Instant Block • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Susano'o", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular With Instant Block • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Taokaka", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular With Instant Block • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Tsubaki Yayoi", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular With Instant Block • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Valkenhayn R. Hellsing", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular With Instant Block • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Yuuki Terumi", + "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Regular With Instant Block • • • •" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Matchups", + "title": "Lambda-11", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Frame_Data", + "title": "Litchi Faye Ling", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Frame_Data", + "title": "Litchi Faye Ling", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Frame_Data", + "title": "Litchi Faye Ling", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Frame_Data", + "title": "Litchi Faye Ling", + "section": "Revolver Action Table", + "text": "5Beand2Beare tied together - they can be used a combined total of 2 times per string j.Beandj.Ceare tied together - they can be used a combined total of 2 times per string If the staff returns to Litchi during the startup of a staffless normal, she retains the cancel options of the staffless normal and will cancel into staff normals/specials" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Frame_Data", + "title": "Litchi Faye Ling", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Frame_Data", + "title": "Litchi Faye Ling", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Resources", + "title": "Lambda-11", + "section": "Intro", + "text": "This page is Lambda-11's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Resources", + "title": "Lambda-11", + "section": "Documents", + "text": "Japanese Name: ラムダ·イレブン Japanese Wiki Japanese BBS Arcade Profile Dan Rankings Anthrax.EXE's specific combo list" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Resources", + "title": "Lambda-11", + "section": "Videos", + "text": "causeifeltlikeit's combo and tech playlist Matt's Dustloop combo playlist Pana's specific combo playlist" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Resources", + "title": "Lambda-11", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Lambda-11/Resources", + "title": "Lambda-11", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Combos", + "title": "Litchi Faye Ling", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Combos", + "title": "Litchi Faye Ling", + "section": "Important Notes", + "text": "All combos are notated as they are shown in the videos. Depending on staff location, release timings will change. \"Stance\" or \"Mode\" (staffed/staffless, m/e) is notated once for the first normal in a new stance. The stance remains the same until the next notated stance. Special moves do not have stance notations. There is only one input overlap in Litchi's kit -623D. In recognition of this,Kote GaeshiGuardStartupRecovery16Advantagewill be notated as \"6kote\" or \"4kote\" for623De and421De respectively. In combo recipes,623DwillalwaysmeanTsubame GaeshiGuardMid×3, AllStartup11RecoveryTotal: 58Advantage-21. Litchi's combos are hard. She works constantly with microdashes, novel situations, delays, and tight timings. The difficulty ratings on this page were made comparing the execution of a given combo to the execution of a Litchi BnB." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Combos", + "title": "Litchi Faye Ling", + "section": "Combo Theory", + "text": "Coming soon!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Combos", + "title": "Litchi Faye Ling", + "section": "For Beginners", + "text": "Depending on your experience with fighting games, Litchi'sBnBA staple combo that is simple yet effective.may be intimidating. It involves several special-to-special cancels andnegative edgeUsing button-release to perform attacks. To perform, hold down an attack button, then release the button. Some Negative Edge moves also require special motions., requires adjustment based on staff position and opponent height, and drops can leave you in a scramble without access to yourDPGuardMid×3, AllStartup11RecoveryTotal: 58Advantage-21. Nevertheless, it is absolutely critical that a Litchi player is comfortable with this combo, as many of her other combos are simply routes into either the same sequence or a slight variation. The below sections will break the BnB into pieces to go over some common problems." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Combos", + "title": "Litchi Faye Ling", + "section": "BnB Combo Breakdown", + "text": "(5A/2A) >5Bm >2C>6D(1)> dl.214BLitchi has many other starters, but this route is the most consistent. As a rule, as long as the opponent is airborne, hitting214Bwill allow you to route into the BnB. Delaying214Bgives it additional forward momentum from6D(2). It's a bit likekara-cancellingA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.the second hit. (BnB Starter) >236A~236B~63214A~BThe first half of Litchi's excellent corner carry, jumping to the staff you just tossed away covers around half a screen on its own. This sequence is also the first common pain point for learning the BnB. The two most common problems are opponents teching out before63214A~Band accidental sideswaps. Adding a slight delay between the rekkas -236A~dl.236B- may help with either problem.Early techouts can happen if Litchi has not covered enough ground before jumping to the staff, causing63214Ato take too long. Delaying236Ballows Litchi slightly more time to slide forward with236A.Accidental sideswaps happen when the opponent hasn't passed over the staff before Litchi jumps to it. Delaying236Ballows slightly more time for the opponent to float towards staff. Early techouts can happen if Litchi has not covered enough ground before jumping to the staff, causing63214Ato take too long. Delaying236Ballows Litchi slightly more time to slide forward with236A. Accidental sideswaps happen when the opponent hasn't passed over the staff before Litchi jumps to it. Delaying236Ballows slightly more time for the opponent to float towards staff. Early techouts can also be caused by slow inputs. An easy optimization is using the second 6 for two different inputs:23[6]B~]6[3214A... Accidental sideswaps happen more often if63214A~Bis mashed. Try to relax and time the input.236Bhas a LOT of untech time, there's no need to rush. (BnB Starter) > (BnB Middle) >6C(1)e >[D]>6C>j.236B+]D[~j.236C> Staff 1 > (j.236Chits) > Staff 2 > dash6C(1)>623DWHOOPS I FORGOT TO RERECORD THE VIDEO. THIS ONE USES THE \"PUNISH\" STARTER. NEW VIDEO COMING SOON. This sequence is the most important part of Litchi's BnB, but it's actually somewhat hard to convey using combo notation. Luckily, the concept is simple to explain - the staff release is timed such that the first hit fills the gap betweenj.236B~j.236C, while the second hit allows Litchi to land and recover before continuing with6C(1). If the combo is started from a normal starter (eg:5Bm) you may not need to manualy time the staff release, and instead always hold it, then add a delay inj.236C. DifficultyEasy-Mediumdepending on comfort withnegative edgeUsing button-release to perform attacks. To perform, hold down an attack button, then release the button. Some Negative Edge moves also require special motions.. Microdashes may be needed on any of the6Cs for consistency. If the opponent is too high, they'll fall out of the combo.6C(2)knocks them to the ground, so delayingj.236Bwill correct the height. Delay too long, however, and the opponent will be able toEmergency Techas soon as they hit the ground! The release timing depends on the location of the staff, but the provided timing (release as you press theBbutton ofj.236B) should work when the combo is done midscreen (practice with back-to-corner for best results). In the corner, theDbutton can simply be held and the release will auto-time. Additionally, the final6C(1)can be replaced with4Bm." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Combos", + "title": "Litchi Faye Ling", + "section": "Core Combos", + "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Combos", + "title": "Litchi Faye Ling", + "section": "BnB Combo", + "text": "(5A/2A) >5Bm >2C>6D(1)> dl.214B,236A~236B~63214A~B,6C(1)e >[D]>6C>j.236B+]D[~j.236C> Staff 1 > (j.236Chits) > Staff 2 >6C(1)>623DWhen you can do this combo, you can do 95% of Litchi's combos. Most are simply variations on this core structure. Any hit that can be routed into214Bm can be routed into this combo, though236Ae is often replaced with6Ce or excluded entirely. Works midscreen or in the corner. See above section for a breakdown on each part!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Combos", + "title": "Litchi Faye Ling", + "section": "Corner BnB", + "text": "(5A/2A) >5Bm >2C>41236A,214B,6Ce >236B~63214A~D, dash under6C(1)>[D]>6C>j.236C+]D[> Staff 1 > (j.236Chits) >5B> Staff 2 >4B>623DIn the corner,41236Awill wallbounce, and can add an appreciable amount of damage early in a combo. It becomes easier to land an early6Ce for the bonus proration, and63214A~Dcan be used as an extender instead. The ender to this combo is the standard for nearly all corner-specific combos, andequally important to learn. It requires a manually timed release and is shorter than the midscreen version to compensate for the additional hits at the beginning. If the opponent has Burst, using63214A~Dmay result in you being burst into the corner. To avoid this, simply use63214A~Band ignore the \"dash under.\"" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Combos", + "title": "Litchi Faye Ling", + "section": "BnB Variations", + "text": "Midscreen2Dset ender: ... > air hit6C(1)e >[D]>6C(1)>236C+]D[> Staff 1 >6C(1)>623D Corner2Dset ender: ... > air hit6C(1)e >[D]>6C+]D[> Staff 1 >4B>623D BnB Damage Increase: ...air hit214B, 66Ce >j.236B~63214A... \"Punish\" BnB Starter:5Bm >5C(1)>3C>214B...Midscreen2Dset ender: The staff should fly underneath the opponent without hitting and relaunch the opponent as it returns. This ensures you'll have staff back in time to DP. Corner2Dset ender: Juggle the opponent as high as possible to prevent an early hit, and release staff between the hits of the second6Ce.6C(2) should kick them down and into the staff, which pops them back up into the final hits. BnB Damage Increase: Exactly what it says.6Ce has 110% Bonus Proration, so using it as early as possible maximizes damage. This is the easiest way to integrate it for a small damage optimization that can be fit into most routes. \"Punish\" BnB Starter: Deals much higher damage than the standard starter and is easier to execute, but has key flaws that prevent it from being the standard starter.5Cm is far less consistent on aerial hits and is weaker on block, with2Cm being easier to confirm as a frametrap and having more cancel options on block. As such, I've decided to call it the \"punish\" starter, best used when you know that you will land the hit. Note: It's not uncommon for a situation where you know you have the hit to also be a situation with a guaranteed counterhit, such as punishing a DP. Optimally,5Bm >6Cis the preferred routing on CH, but using this starter with a CH5Bm brings the damage over 4000 with a simple starter swap. It's great for beginners, but remains worth remembering in situations where you want to prioritize reliability." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Combos", + "title": "Litchi Faye Ling", + "section": "Throw Combo", + "text": "Throw > dash5Bm >214B> ...Thanks to her 0-on-block2A, staffed counterhits ranging from painful to devastating, and the power of staff launch, Litchi has access to above-average stagger pressure in both modes. Leverage this to land a throw and reap the same corner carry while still netting almost as much damage as a regular BnB. From an air throw, pick up with5Cm instead for higher damage and a universal OTG! Space out your5Bm slightly on the back throw combo, or you may double-sideswap. Both players are invincible during a throw animation, so staff won't knock you out of your throw Just before or after a staff hit is an excellent throw reset point. Before the hit, your opponent will be expecting to block the staff, while after the hit the staff only has 12 frames of blockstun, just 1 frame more than a jab. These reset points also ensure that you'll have staff back in order to do this combo!Once your opponent is aware of this, you've created two points where you can threaten frametraps to catch their jump or mash. Make sure they never know what to expect! Once your opponent is aware of this, you've created two points where you can threaten frametraps to catch their jump or mash. Make sure they never know what to expect!" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Combos", + "title": "Litchi Faye Ling", + "section": "IAD j.2D", + "text": "Midscreen:j.2Dm,5Be >3C>D> Staff 1 >421C, dash > Staff 2 >5B/6C(1)>214B, (6Ce) >236B~63214A~B, (ender)IADj.2Disn't the fastest mixup, but it does have quite a few things going for it. It's one of many options Litchi can choose from her incredible5Bm, it's a jumping attack with a secondlowhit, and (as long as the second hit connects) it's +7 on block. While you may think that a dedicatedcrossupAttacking your opponent after changing which horizontal side you are on, typically by jumping over them.is pretty useless in the corner, Litchi can use the vacuum effect from vertical launch Staff 2 to pull the opponent slightly out of the corner. This allows for setups using jump-cancellable normals to IAD as Staff 2 hits, pick up the staff, and corner-steal crossup withj.2D. Possible to double sideswap with a deep dash (so214Bsets as far away as possible) and a quick63214A. Including the optional6Cmakes a double swap harder. Refer to themidscreen counterhitvideo for an example." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Combos", + "title": "Litchi Faye Ling", + "section": "4D Combos", + "text": "To Corner:4Dm, dash3Ce >421C, dash6C(1)>236C~dl.236B~236A,5B>6C(1)>[D]>6C>j.236B~j.236C+]D[>4B>623D Corner:4Dm,6kote,236A~236C~dl.236B~63214A> (ender)To Corner: This combo looks bizarre, but it is --- to the author's shame --- the most damage I can find from a universal midscreen-to-corner 4D route. Corner: The lengthy knockdown allows enough time to move staff fully into the corner with6koteGuardStartupRecovery16Advantageand still pick up with a full Three Dragons series. In both combos, delay236Bso you use the grounded version. It helps with consistency. Purely midscreen4Dcombos do exist, however, they often require difficult pickups (3C>236B~j.236C~236A, 665B) or aren't universal (OTG5B). Due to the already lengthy corner carry on Litchi's standard combos, as well as from the4Dhit itself, it's not a priority to learn those combos." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Combos", + "title": "Litchi Faye Ling", + "section": "Random Staff Hit Conversion", + "text": "air hit5Dlaunch/ground hit2Dlaunch >j.B> (djc >j.B) >j.C>j.236B~j.236CThrowing big hitboxes around in neutral is going to get you some stray hits, but those hits don't mean much until you show your opponent you can convert them into damage. When that happens, Litchi's command over neutral skyrockets as opponents will need to watch their every step, draining their focus even when you're not directly pressuring them. It's important to remember that while the combo may be easy, the situational awareness to recognize and convert staff hits into the best routes is the most difficult part of Litchi. This route is rarely optimal, but it is simple, and the damage isn't bad for randomly clipping an opponent trying to move around. When you need to convert on the fly in the heat of a match, this is a perfect combo to have on autopilot. At the very least, it will give enough of a knockdown to set up and play neutral all over again. This combo is not a hard-and-fast rule. Depending on height and staff return timings, you may opt to skip the secondj.B If staff returns during thej.Be staircase, gatlingj.Be/m >j.Dm for a knockdown. If a vertical staff launch hits afterj.236C, it can ruin your knockdown. Add delay during236B~j.236Cto ensure staff hits before or between the rekkas, or simply spike the opponent into the staff withj.Ce >j.236C> Staff 2 > (j.236Chits)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Combos", + "title": "Litchi Faye Ling", + "section": "Emergency Staffless Combo", + "text": "anything > [236A~236B~j.236C]/[421C> ...]Much like the combo above, this combo is listed simply because it willalwayswork. Staffless mode combos have a lot of variability, and sometimes, everything will go wrong. Staff is on the other end of the stage, the launch direction is wrong, you forgot what set it's in, and now you need to convert this hit? In cases like this, knocking your opponent away with rekkas or kanchan before calling staff back to you might not be the combo you want, but it might be the combo you need to get it together and start running your gameplan again. If you can corner your opponent, you can use continue from the given route with ... >j.236C,5Be > ... or using a421Cwallbounce. 236B~236C~236Agives a better knockdown or even a pickup with 665Be, but often requires manual delays in the rekkas and is overall much more finicky" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Combos", + "title": "Litchi Faye Ling", + "section": "Overdrive BnB", + "text": "(OD) anything >236B~j.236C+3D> [66Ce >3D]xN > 66A> (OD ends) >623DIn Overdrive, Litchi's combo structure becomes very simplified. Thanks to its bonus proration and excellent P2, you'll be looping6Cas long as you can, linking each together with3Dstaff thrusts. When your OD timer is about to end, use6Abefore a standard623Dender with your auto-equipped staff. Alternatively, end in a632146Csuper. 236B~j.236C+3Dis the standard for setting up the right juggle height, but any method to land an airborne6Chit will work. In the loop, input3Dbetween the two hits of6Cto account for the delay before the staff thrust.The staff briefly hovers in place after thrusting, before returning behind Litchi's back. It should return before every thrust. If the staff is stabbing along the ground, you're inputting3Dtoo early. The staff briefly hovers in place after thrusting, before returning behind Litchi's back. It should return before every thrust. If the staff is stabbing along the ground, you're inputting3Dtoo early." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Combos", + "title": "Litchi Faye Ling", + "section": "Specialized Combos", + "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Combos", + "title": "Litchi Faye Ling", + "section": "Midscreen Counterhit", + "text": "CH5Bm >6C>2D>D, dash6C(1)e >421[C], dash5Bm >214B,236B~63214A~B> (ender)This combo can be tricky, but it deals great damage. The route sideswaps twice - once with421[C]e and again by jumping behind with63214Ae) and carries about half as far as the BnB. During the ender, use microdashes to carry the opponent far enough for staff to return in time. Hitstun decay at the end of this combo gets quite high. After421[C], do a deep dash to swap back to your original side, or a shallow dash to keep the new side. Your spacing from the opponent determines how far behind them214Bwill set staff. If you feel confident, you can go into thej.BCBroute for lengthy corner carry in addition to high damage. This combo can also be done as a crouch confirm from6Bm. When going for this, bear in mind that most of the castlow profilesWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.the extended staff while crouching, limiting its range to only Litchi's kick." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Combos", + "title": "Litchi Faye Ling", + "section": "Corner Counterhit", + "text": "CH5B/6Cm >6C>2D>66Ce,236A~236C~dl.236B~63214A~B, (Corner2Dset ender)In the corner, it's possible to do a full Three Dragons sequence without moving way too far past the staff. This allows for excellent damage combined with a good starter,6Cm's sheer damage, an early6Ce's bonus proration, and keeping staff close by for a full ender sequence. The combo sometimes drops when using j.236B. Delaying to get the grounded version fixes this issue. 2Ce >6Ce can replace the dash after2Dto make the combo easier for a small damage loss. Breaks 5k damage with a FC6Cm starter or a super ender (623D,6C(1)e > v.632146D)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Combos", + "title": "Litchi Faye Ling", + "section": "Corner Resource Dump", + "text": "... >623D>6C(1)e > v.632146D, IAD back whiffj.Ce > OD >6428C, 66 EAA double super sequence that can be tacked on to any combo ending in the corner and deals a crushing 2215 minimum damage. It requires full resources, but Litchi doesn't use much meter outside of Counter Assault and kill confirms, and this is easily her best kill confirm. An excellent way to close out a game. Whiffingj.Ce helps to ensure that you're grounded before activating OD while the camera is aimed high from v.632146De. It's important to make sure you're grounded because6428Ccannot be done in the air." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Combos", + "title": "Litchi Faye Ling", + "section": "j.BCB route", + "text": "(2Dset prepared) ... >D> 669j.Be >j.Ce > dl.j.Bm > [5B>623D]/214B...This route sacrifices some damage compared to the2Dset routing found in thecounterhit confirmcombo, but in exchange grants much more corner carry. After launching the opponent with2Dstaff launch, jump up to them and pick up withj.Be >j.Ce to spike them to the ground as the staff flies back to you. After it returns, catch the opponent just before they touch the ground withj.Bm. Timed properly, you'll be able to land with enough hitstun to link214Bm or a microdash5Bm. If you only did a few hits beforej.BCB, you can go for214Binto the BnB. If you've done more, it's safer to just go for5B>623D, especially on weaker starters. When routing for214B, be sure to buffer the motion as you land for consistency" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Combos", + "title": "Litchi Faye Ling", + "section": "Double Riichi", + "text": "5Bm >2C>41236A,214B,6Ce >236B~63214Ae~D> dash under236Be~63214Ae~B> (corner ender)A variation of the corner BnB combo that replaces6Ce(1) with236Bafter dashing under the opponent. This allows for a few more hits to eke out slightly more damage. However, since63214A~Dbrings the opponent close to the ground, dropping the combo and whiffing236Bcan be more dangerous than the optimization is worth. Go for it when you're feeling confident! Takes longer than the standard corner BnB, requires a good starter Dash under236Bcan be input as 663214B. Due to the sideswap, 214 will have turned into 236." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Combos", + "title": "Litchi Faye Ling", + "section": "Video Examples", + "text": "Litchi Combos by Geroshabu Litchi Combos by Geroshabu Part 2" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Litchi_Faye_Ling/Combos", + "title": "Litchi Faye Ling", + "section": "External References", + "text": "SmashSK's Combo Doc: A resource for combos off of almost any hit including okizeme setups. Often includes videos, though some links may be broken. It's far too much to memorize, but is a great resource to see routing ideas off of uncommon starters or random hits in neutral. Litchi Combo Dump by Doonpa" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Strategy", + "title": "Naoto Kurogane", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Strategy", + "title": "Naoto Kurogane", + "section": "The Basics", + "text": "Naoto is an excellent rushdown character who uses scarystagger pressureThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.to open up his opponent. On offense, he has many slightly minus normals such as5AGuardAllStartup6Recovery12Advantage-1,5AAGuardMidStartup8Recovery14Advantage-1and2AGuardLow/AirStartup7Recovery12Advantage-2, all having many gatling options to frame trap his opponent with. By delaying his cancels to frame trap, it makes the points he choose to throw at more ambiguous. Additionally, Naoto's6AGuardHighStartup24Recovery24Advantage-10is a scary standing overhead that is difficult to react to, and leads to a combo on hit or pressure on block by cancelling into5CGuardMidStartup12Recovery18Advantage-3. In neutral, Naoto's goal is to approach the opponent to enter his effective range. To do so, Naoto has good movement speed and can use both safe, universal neutral options such asBarrier Brakingand jumps into air Barrier, but also his own, riskier tools such as Enhanced214DGuardAllStartup15 [13]Recovery23Advantage-9 [-7]and even Enhanced623DGuardMid, All [Mid]Startup9Recovery38+16[29+16]Advantage-45 [-28]with the right read, especially with meter to Rapid Cancel to force the opponent to respect it. On defense, Naoto's 6f5Acan force opponents to keep frame traps tight,2Ais a great low profile that can beat many5As, and2CGuardMidStartup11Recovery22Advantage-11is a strong crouching anti-air. Naoto's623D, Inferno Crusader, is outright one of the best reversals in the game, with great range, fast startup, and when Rapid Cancelled, allows Naoto to transition into his own pressure. Naoto has an easy, rushdown gameplan to follow, but also has a high execution ceiling due to the opportunities hisEnhancerability provides. Before going over his harder stuff, here are some important things to know to use his Enhancer mechanic well: Buffer: This game mechanic allows Naoto to function - without it, Naoto would be unplayable. Naoto doesn't exist without the buffer, and his combos would be humanly impossible without it. Consider readingthis page, but in short, it is the act of inputting a move before a previous move connects. For most things in BBCF, there is a 4f buffer window tolinkTo perform a second action after the first action completely finishes its animation.a move and a 4f buffer along withhitstopWhen a character is hit, both characters are stopped in place to visualize the hit and give feeling of impact. Hitstop describes this phenomenon. Typically hitstop affects both players equally, but this is not always true. For example an attack may cause the opponent to be in hitstop longer than the player, or in cases of most projectiles, the attacker does not experience hitstop at all.to cancel a move into another. Naoto in particular has some extra lenient buffer windows for dash cancels (covered below). MicrodashThe act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button.: The second most important thing to understand in order to learn Naoto. When combined with a move (e.g. 665A), it allows Naoto to get a little more range on his normals. When cancelling a microdashed normal with a special, Naoto will perform the Enhanced version of it. This is one of the ways to combo into Enhanced specials. Note that in BBCF, microdashes do not add any startup to a move if the dash is inputted entirely within a buffer window. Dash Cancel: The last barrier to learn Naoto. Similar to microdashes, but with some differences. Similar to how normals can be cancelled into specials, a few of Naoto's moves can be cancelled with a dash, entering a unique dash cancel state. Naoto's Drives (e.g.5DGuardMidStartup20 [18]Recovery18Advantage-2), EnhancedBashGuardAllStartup14Recovery22Advantage-10and214AGuardStartupRecovery39 [37]Advantagecan be cancelled into a dash at some point. Unlike most characters, Naoto's dash cancel is special cancellable at any point, and the special cancelled into will be Enhanced. This is the other way to combo into Enhanced specials. Now let's tie everything together. For Naoto's combos, he wants tocombo into Enhanced specials whenever possible, whether this be through a microdash or dash cancel. A common example is to launch an opponent outside the corner. For example, consider the combo piece5C>214A> dash cancel > Enhanced623C. This involves cancelling5Cinto214A, executing 656 and then623C. By buffering every single cancel as much as possible, you will find that the combo is more lenient than you may have expected." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Strategy", + "title": "Naoto Kurogane", + "section": "The FAQ", + "text": "Note: The short answer to basically any combo question is simply: buffer your inputs and practice (also remember to practice on player 2 side). 1.Is Naoto Hard? - Yes and no. Naoto has an easy and straightforward gameplan with a low execution floor. Although his execution ceiling is high, he does not require the use of difficult combos for his gameplan at all, unlike other high execution characters. This is not to say he is not rewarded for putting in the effort, as with high execution he has the ability to carry an opponent to the corner from any hit, and consistent execution is required for consistent roll catches to keep his okizeme strong, however Naoto can be played effectively without advanced combos and is rewarded more from strong fundamentals, especially movement. 2.How do I do X after214A? - Always remember to buffer everything. This includes the214A, the dash cancel and the special afterwards, whether it be Enhanced623C,236B,214A, or214D. The sequence can be thought of a single, connected motion as all of it must be inputted quickly.If a move is not coming out, then you are buffering too early. If the Enhanced special is whiffing or is blocked, then you are not buffering early enough or you are inputting the moves too slowly.In particular, the dash cancel should not be visible at all as it is special cancellable before it comes out. 3.Why is214A> dash cancel > Enhanced236Balways dropping? / How do link an Enhanced236B? - Enhanced236Bcan be inputted as 2366B. Although it will likely be uncomfortable to learn at first, it requires less motions and is especially useful for linking Enhanced236Bs. It's useful to insert dash inputs to instantly enhance other specials such as623Dand214Dwhich come out with 6263/62366 and 21466 motions respectively. However, these are much harder to execute than 2366. 4.Why is whiffingj.2Cso important? / Does whiffingj.2Cdo anything at all? - Whiffingj.2Cafter an Enhanced623Cremoves the landing recovery from623C, allowing Naoto to link into5B, or more notably, (66)2C/(66)3C, increasing combo options. 5.How do I whiffj.2C? - On an opponent that was airborne before doing Enhanced623C, delayj.2Cas much as possible. Note that this is not possible onArakuneafter standard launches. Mess around with the cancel window to get a feeling of the cancel window in order to find the maximum amount you can delay. 6.How do I do (66)2Cafter a whiffedj.2C? - Input the2Cshortly after you whiffj.2C.j.2Clacks any landing recovery, so Naoto may recover earlier than you initially expect. If you are microdashing the2Cthen start inputting the motion immediately after whiffingj.2C. The time it takes to input a dash will ideally be the same as the delay required to link (66)2C. If2Cdoes not come out, input it later. If2Ccomes out but it whiffs, input it earlier and/or input the microdash faster if including one. 7.How do I fight X character? - Check out theNaoto matchup chartwhich contains matchup information by several high level Naoto players.Remember that the numbers on the matchup chart should not be used as an excuse for losing a difficult matchup, use the chart as a resource to learn. 8.My fingers hurt / I have weird feelings in my hands/elbows/forearms - First of all, take a break. There's no need to go all in to land a combo. If anything, doing several, short practice sessions is far more effective when learning than a single, long practice session, where you not only learn slower but can also damage your body. Find and consistently do wrist and finger exercises such as the ones inthis video. Consider doing them and only start practising again once you are more relaxed and aren't feeling any pain. 9.I'm struggling to complete Hard Trial #5 and #6, please send help before I make an arthritis joke - Both trials can be completed by buffering inputs and ideally using 2366 like explained above. Please don't make an arthritis joke. 10.Where can I look up Match Videos for Naoto? - Check out thePlayers to Watchsection to look for Naoto match footage. Overall, Naoto can be both easier and harder than he seems at first glance. While he does not require much execution to play, being able to consistently use his Enhancer mechanic is incredibly useful and makes him a much greater threat. Regardless, when learning Naoto, it is more beneficial to just learn the basics and learn fundamentals from there - this is more rewarding than focusing on technically demanding combos as it will help with not only Naoto but any character." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Strategy", + "title": "Naoto Kurogane", + "section": "Anti-Airs", + "text": "Punishing Air Approaches Naoto has several different anti-air options against an opponent's air approach with each having unique benefits. These are: 5B, which has a good diagonal hitbox, 2C, which has Head invulnerability, and 2A, which has a low profiling hurtbox. 5Bis a fast, advancing kick aimed upwards with a disjoint at the tip.5B's speed, recovery and angle allows Naoto to quickly cover the air space in front of him relatively safely. However,5Blacks any Head invulnerability during its duration, so it's best as a preemptive anti-air. Additionally,5Blacks high reward and is difficult to hit confirm. 2Cis Naoto's primary anti-air. Boasting great vertical range, fast start-up and Head attribute invulnerability,2Cis Naoto's main way to punish air approaches on reaction. Although it has poor horizontal range,2Ccan be hit confirmed into damaging combos. Naoto also has another Head invulnerable anti-air in623CGuardMidStartup6Recovery26+11Advantage-28 [-22]which starts up faster and has earlier invulnerability, however the motion input generally makes it slower to execute and it is unsafe on block, generally making2Cthe better option. 2Ais a low hitting kick with low profiling properties.2Acan be used to low profile air normals, so instead of hitting them, it makes the opponent whiff completely. Since its also self cancellable on whiff,2Athis allows Naoto to punish landing recovery for incredibly low risk." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Strategy", + "title": "Naoto Kurogane", + "section": "Safe Approaches", + "text": "Utilising Universal Movement Options Naoto is a mobility character, with his movement speed allowing him to use universal neutral options such asBrakeand dash jump into air Barrier to safely approach. This is Naoto'slower risk neutral playstyle. Through the use of Barrier blocking, Naoto can mix between safe and risky approaches to get in and start his pressure. Grounded Approaches: With a fast run, Naoto can use Barrier Braking to repeatedly dash and block to close distance. Once Naoto is in a more comfortable range, he can use normals such as2Bor3Cto catch the opponent, and can be buffered into moves such as Enhanced236Bto get a combo after. These normals in particular can potentially low profile certain high hitting moves, such asHakumen4CGuardAllStartup10Recovery24Advantage-4. Air Approaches: Air Barrier allows Naoto to safely approach in the air as he can block any anti-air attempts and potentially punish them if they are unsafe on block, only \"losing\" to air throws. Naoto can dash before the jump to travel even further with a forward jump or can dash into a back or neutral jump and then double jump to create tricky air approaches. Once Naoto has established air Barrier as an option, he can start using air normals such asj.Corj.Dto hit the opponent, whether after a jump or anIADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.. These normals in particular can also be used as air-to-airs, as well as after back jumps defensively due to their size. Waiting: To stop Naoto from approaching, the opponent may try to stop Naoto by using preemptive moves. By waiting rather than trying to approach immediately, it can cause the opponent to whiff preeemptive moves and put themself into recovery, allowing Naoto to safely run in. Although not a universal option, Naoto's214AGuardStartupRecovery39 [37]Advantagecan be used on reaction against some projectiles, such asNu5DGuardAllStartup15RecoveryTotal 48Advantage-12 [-4], to make them whiff. Naoto can then dash cancel after to close distance or punish recovery. Some opponents may decide to instead try approach Naoto instead to surprise him. This is where Naoto can use his own preemptive moves such as5B, which in particular has a hitbox that allows it to hit both grounded and air approaches." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Strategy", + "title": "Naoto Kurogane", + "section": "Drives and Enhanced Specials", + "text": "Utilising Naoto's Tools While Naoto can use universal movement options well, he also has many other useful tools he can use. The forward movement his Enhanced specials gain give them uses as approach options, although they have relatively long recovery on block or whiff. Additionally, his charged drives are large, but they have long startup. As such, this is Naoto'shigher risk neutral playstyle. Although it can be very effective, it is reliant on successfully reading the opponent. Enhanced214D: One of Naoto's most used specials in neutral. It's fast, disjointed and travels about 3/4 of the screen. It allows Naoto to move quickly through the screen while covering himself with a large disjointed hitbox. Although the move is unsafe on block, it is only -7, meaning it can be punished by jabs at best and is even safe when spaced. However, it will typically whiff against an airborne opponent and can be punished by air normals. Enhanced236Bcan be used in a similar way, and it has a higher vertical hitbox, allowing it to hit airborne opponents when Enhanced214Dwould not. Additionally, it is safe on block and has cancel options after. However, it extends Naoto's hurtbox before it becomes active, causing it to lose to preemptive buttons, so Enhanced214Dis generally the better option. Enhanced214A: It has 26 frames of invulnerabilty and travels about 1/2 of the screen, and can be used against opponents who keep Naoto out by using projectiles or Body attribute moves. However, Enhanced214Alacks Foot invulnerability, so large Foot pokes likeKokonoe3CGuardLow, MidStartup14Recovery15Advantage-1orKagura2CGuardMidStartup16Recovery23Advantage-9will beat Enhanced214Aapproaches. Additionally, its long total duration generally means Naoto will be unable to punish a move that whiffs through Enhanced214A- assuming he is even plus after he recovers, especially if the Enhanced214Awas done on reaction. Enhanced623D: Although it may seem like a stupid option to use in neutral, it is a potent neutral option. It travels over 1/2 of the screen, has a large hitbox both in front and above it, and has a large amount of invulnerability and active frames, allowing it tobeat most attacks in the game, especially if done right before the opponent's move becomes active to make the most out of the invulnerability. However, if baited, Naoto is heavily punishable on block. Thankfully, if done with meter, Naoto can Rapid Cancel the move and do a fallingj.Bif he is not too close (which he shouldn't be if the move is used in neutral) to punish an opponent's punish attempt and start pressure. 632146B: Potentially the best anti-projectile super in the game, it travels just short of fullscreen when Enhanced, has Projectile invulnerability for the entirety of its travel, and can lead to a combo if it counter hits in the corner. Additionally, it can be done on reaction against some projectiles when far away such asNu5DGuardAllStartup15RecoveryTotal 48Advantage-12 [-4]. If done consistently, this forces projectile zoners to approach Naoto instead whenever he has meter. Charged Drives: Unlike the other options, these are generally used to keep the opponent away from Naoto and can be used with a life lead to force the opponent to approach. They can also all be dash cancelled during startup, potentially allowing Naoto to punish an attempt at approaching. 5[D]: Used the most as it is the fastest charged drive with 40 frames of startup. It is a large, fairly disjointed horizontal poke that covers 1/2 of the screen and Guard Breaks, and even leads tofull comboson Guard Break and hit.2[D]can be used instead when the Low guard or Foot attribute properties are relevant, such as againstTager214DGuardStartupRecovery39~113Advantage. Although Naoto can dash cancel during the startup of the move on reaction to the opponent entering the air, the opponent will often be at an awkward spacing to anti-air. 6[D]: As Naoto's best starter, it is the most dangerous to be hit by, and has a huge upwards hitbox perfect for covering the air. However, its slow startup generally mean the opponent can interrupt Naoto before the move comes out, even if they are airborne. Despite this, its reward is sometimes enough justification to use it, such as when at a huge life deficit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Strategy", + "title": "Naoto Kurogane", + "section": "Defense", + "text": "Naoto has a variety of reversals and attribute invulnerable moves that can be used on wake-up or during gaps in an opponent's blockstrings to get out of pressure and potentially start his own." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Strategy", + "title": "Naoto Kurogane", + "section": "Fully Invulnerable Options", + "text": "Naoto's Invulnerable Reversals Projectile Part Hitbox Fully Extended Projectile Hitbox 623D- Inferno Crusader: 9f startup. Better than most meterless reversals as it has both the fastest possible startup for a meterless reversal, and a huge hitbox, however it can be baited by jumping over Naoto due to its forward movement. Even with meter, generally still the reversal of choice as it can be Rapid Cancelled on block to stay safe and potentially start pressure. Although difficult, it can be Enhanced even when done on wake-up, gaining lots of forward movement (so it beats most backdashes) and reducing its recovery (so that the opponent gets weaker punishes on block and so it is difficult to punish when it whiffs from a forward jump). On hit, Naoto is next to the opponent and can start pressure. 632146B- Divine Smasher: 7f startup. Has the fastest possible startup for a metered reversal which allows it to beat somesafe jumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.s, and the forward movement makes it difficult or impossible to punish on whiff, often allowing Naoto to safely escape the corner if the opponent made it whiff by jumping over Naoto. 632146D- Divine Reaper: 13f startup. Has a big hitbox, and tons of invulnerability and active frames. With full meter, it can be Rapid Cancelled for incredible reward innearly any situation. Counter Assault: A universal defensive option. Has a great hitbox due to using5C's hitbox. By far the hardest to bait but also has the least reward." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Strategy", + "title": "Naoto Kurogane", + "section": "Partially Invulnerable Options", + "text": "Naoto's Attribute Invulnerable Moves 214A- Shift Sway: Causes Body, Head and Projectile attribute moves to whiff, so this can be used on a read that the opponent will not use a Foot attribute move against Naoto, with the situation being the most common after awkward scrambles. It can also be used against hitstopOSA shorthand for \"Option Select\"A situation where you perform an input and the game will \"select an option\" automatically depending on what the other character did.es, which have an option that baits reversals (often a backdash) come out only if the meaty whiffs. Using214Aon wake-up can have this option come out and allow Naoto to punish. 214Acan also be used against some projectile okizeme, however depending on the setup, either Naoto recovers too slow to be safe or the projectile is more active than214As invulnerability. 214A~8A- Phantom Pain:214A's follow-up. It also as Head and Body invulnerability butlacks Projectile invulnerabilityunlike214A, meaning it cannot be used against projectile okizeme. 6B: Covers the attributes that214Adoes not, however the invulnerability only starts on frame 5 rather than frame 1. Naoto does have a few frame 1 Throw invulnerable options such as aTKAn input method to perform a special move in the air as fast as possible after you leave the ground. Short for \"Tiger Knee\". For Example: 2369 for a j.236 input.j.623C, aprejump cancelled specialDuring the prejump of a character, they have Throw invulnerability. Additionally, prejump can be cancelled into specials. Using these properties, jumping then cancelling into a special will give the character Throw invulnerability for a few frames then perform a special to punish a whiffed Throw.or simply623D, however they are hard callouts to throws and are generally not worth using over aBarrier + Throw OS." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Strategy", + "title": "Naoto Kurogane", + "section": "Frame Traps", + "text": "Conditioning the Opponent Naoto's offense is primarily built aroundstagger pressureThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals., and involves conditioning an opponent into giving Naoto too much respect, allowing him to reset pressure. To do so, Naoto's normals have large cancel windows and lots of gatling options. A blockstring such as5A5AA5B5C6Bcan have delays added before each cancel so that there is a gap too small for the opponent to interrupt Naoto's next move. If the opponent tries to challenge anywhere in this string other than after6B, they will be counter hit. This is especially punishing for the opponent due to Naoto's high average damage. Note that there are benefits to not delaying a cancel. Delaying every cancel can make it difficult to convert any successful hits into combos - the difference between hitstun and blockstun values for Naoto's attacks are generally a single frame, and consistently landing the frame perfect timing to leave a 1f gap and combo on regular standing hit is near impossible. Moreover, barrier blocking will completely negate this difference. For this reason, it can be helpful to follow delayed cancels with slightly delayed cancels that, although they will not frame trap, will allow for a combo on hit or a gapless string on block, as two hits is more manageable to hit confirm. Naoto also has several natural frame traps, which are sequences that will always leave a gap, even when cancelled immediately. For example: 6B236Bis a 2f gap, 5B5Dis a 4f gap, 5C5Dis a 2f gap, 5D2Dis a 2f gap, 5C2Dis a 4f gap, 5CxD~dc/214A~dc Enhanced236Bis a 4f/3f gap, and 5D/2DxD~dc/214A~dc Enhanced236Bis a 2f/1f gap." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Strategy", + "title": "Naoto Kurogane", + "section": "Pressure Resets", + "text": "Punishing Respect After conditioning the opponent to not challenge gaps in Naoto's blockstrings, Naoto can start resetting pressure by not cancelling his moves and doing a microdashed5Aafter to start his pressure all over again. By frame trapping with delayed cancels, it is harder to react to the lack of a cancel, making microdash resets more ambiguous. Naoto can also reset pressure by jump cancelling his normals, notably5A,5Band5C. In the corner, Naoto canIADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.intoj.Bwhich can hit many (but not all) characters when they are crouching, however outside the cornerj.Bwill often whiff. Naoto can also jump in withj.B, however this is more reactable and is more likely to be anti-aired. After aj.B, Naoto can cancel into aj.Aorj.Cdepending on his height for another overhead hit and more plus frames. Naoto's unique dash cancel can also be used to reset pressure. This is generally used where Naoto would normally dash cancel into an Enhanced236B, such as after a5Dor2D, however it can technically be used to reset after any move. Resetting with a dash cancel will always be counter hit punishable, however as Naoto can special cancel the dash cancel at any point, Naoto can threaten a frame trap at any time during it." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Strategy", + "title": "Naoto Kurogane", + "section": "Rekka Pressure", + "text": "Using Banishing Fang, Roar and Bash Although the possible pressure options Naoto has after using Banishing Fang are far more limited than when using his normals, Naoto'sRekkaA series of special attacks that are only available after the first one is performed.pressure can be even scarier than the rest of his pressure. The reason for this is the reward of his Rekka frame traps. BothRoarGuardAllStartup9Recovery21Advantage-7andBashGuardAllStartup14Recovery22Advantage-10are easily hit confirmable fatal counter starters and can lead togreat damage. While Roar and Bash are both unsafe and block, the threat of them means that resetting pressure by not cancelling Fang or Roar is acceptable, especially because the damage Naoto gets from a Roar or Bash starter is far higher than the reward the opponent would get by punishing them on block with anAandBstarter respectively." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Strategy", + "title": "Naoto Kurogane", + "section": "Mix-ups", + "text": "Overwhelming the Opponent While Naoto can endlessly loop his pressure and make an opponent block for 99 seconds straight, doing so lacks any threat (ignoring the negligible chip damage from Rekka). If the opponent has shown that they are willing to block, then Naoto can start opening up the opponent withmix-upTo perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.s. Although throw is a universal option, stagger pressure characters like Naoto can use it very well due to staggers making throw points very ambiguous. As Naoto's5Adoes not whiff on crouching opponents, he cannot whiff it to set upTRMs, however he can still bait throw techs by having the opponent block his normal then running up into a throw, rather than whiffing it like other characters would. Naoto can also bait raw throw techs very effectively using6Bon a read. Already a difficult overhead to react to, Naoto's6Abecomes even harder to predict after extended pressure. It can be cancelled into after several normals and Naoto has many lows to discourage stand blocking. Note that Naoto's stagger pressure can sometimes be a detriment to the move, as doing6Aafter baiting the opponent into mashing will cause Naoto to lose. Nevertheless, having a grounded overhead is always a benefit, and6Ais so strong that it can even be used instead of stagger pressure entirely if trying to use that style of pressure is uncomfortable. While also a universal pressure option, Crush Trigger can be an effective way to surprise the opponent for only 25 meter. While other characters rarely use it in pressure, Naoto can quite effectively use it as unlike most pressure characters, Naoto's pressure is largely unaffected by Barrier blocking. Additionally, when cancelled into from a dash cancel, it will retain the forward movement, giving it a huge amount of reach and allowing it to always hit point blank. While Naoto can only combo from an uncharged Crush Trigger in the corner, the retained forward movement means that a successful Guard Break will consistently combo into a green throw formaximum damage. With 50 meter, Naoto can do an uncommon and thus unexpected mix-up by Rapid Cancelling6Bthen air dashing intoj.B. This can lead to a second overhead by cancelling intoj.Cor even a low or throw by not cancelling, landing and doing2Aor throw, however the latter will rarely need to be used as this mix-up is generally not worth using often enough to need to threaten another option. When doingj.C, this sequence is completely gapless." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Strategy", + "title": "Naoto Kurogane", + "section": "Dealing With Defensive Options", + "text": "Adapting to the Opponent As strong as Naoto's pressure is, the opponent will always have more options than simply blocking and mashing, whether universal or character specific. To successfully crack an opponent, Naoto needs to adapt to what defensive options and habits the opponent represents. As a stagger pressure focused character, reversals are the primary thing Naoto needs to worry about. An opponent can choose to use a reversal during any frame trap Naoto does. While the main way is to call it out by not cancelling a normal or jump cancelling then air Barrier blocking, Naoto alsohas many lows(2A,2B,3C, and2D)that can be used in gapless stringsto catch any attempts at reversal motions, with the exception of2D. If the opponent is using a reversal on their wake-up, Naoto has better options than most characters, as214Ais a consistent way to cause an opponent's reversal to whiff, not allowing an opponent to Rapid Cancel (note that against reversal supers, this should be done on reaction to super flash only, not as a read). Unlike other stagger pressure characters, Naoto deals with Barrier blocking quite well. His pressure resetsmove him forward enoughthat the opponent must block a few frame traps to push Naoto out of microdash5Arange. Even after pushing Naoto that far, Naoto can still close the gap with IAD or dash cancel resets, and Naoto's damaging frame traps can demand enough respect to run back in to restart pressure. However, Naoto does have to worry about the other blocking option, Instant blocking. Although most opponents may want to escape pressure safely by pushing Naoto out, a confident opponent can use the reduced blockstun from Instant blocks to exploit gaps from staggers. This is especially relevant against early invulnerability options such asTager360AGuardThrowStartup6Recovery29 (Miss), 44 (Hit)Advantage. Instant block is a major threat against Rekka pressure in particular, as an Instant blocked Fang becomes -6, punishable by most5As. Additionally, if the opponent has a fast reversal, Instant blocking Roar allows them to use a 10f or faster reversal to punish it regardless of a no cancel or frame trap, invalidating the threat of Bash. Dealing with Instant block can be difficult, but one method is to use barely gapless blockstrings, as an Instant block will thencreate a small gapfor the opponent to punish their own challenge attempt. Naoto deals withGuard Cancel Overdrive(better known as Overdrive Raid (ODR)) better than the rest of the cast withnearly all his normals being safe against it, however he still has some ODR unsafe normals, notably5C,6Band6A. While his drives seem ODR unsafe based on numbers, as they can be dash cancelled at any time during startup, Naoto can dash cancel them on reaction to an Overdrive activation, leaving him +3 on a dash cancel. Although, do remember to be wary of an opponent using raw Overdrive on wake-up if choosing to go for a mix-up on the opponent's wake-up. As an incredibly strong defensive option used very often at high level play,fuzzy jumpis one of the hardest defensive options to beat. It generally involves doing a jump into air Barriera few frames afteran expected gap in a blockstring - if a frame trap occurs as expected, they will simply block, and if there is no frame trap, they will jump out. This can punish microdash resets with large gaps or mix-up attempts with throw or6A. There are a few options to beat fuzzy jumps, but they typically rely on recognising that the opponent is fuzzy jumping and matching their delayed timings. The least risky way of beating it is to repeatedly use Naoto's lows when the opponent is expected to input a fuzzy jump, as even if the opponent is still in blockstun, their jump input can get caught. Another way is todelay frame traps more to leave gaps larger than the opponent expects, so that the opponent's delayed jump has its prejump punished. Calling out fuzzy jump this way leaves Naoto susceptible to Instant block and can allow opponents to mash out of gaps that would normally be frame traps. A higher risk but higher reward option (especially in terms of mental damage) is to call out the jump with an air throw (if the opponent starts throw teching after fuzzy jumps, Naoto can TRM withj.Aj.Ainto purple air throw)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Strategy", + "title": "Naoto Kurogane", + "section": "Example Blockstrings", + "text": "Putting Concepts into Practice The following blockstrings assume that the opponent is regular blocking. Remember to change blockstrings to match the opponent's decisions. 5Adl.5AAdl.5Bdl.5C5D214A~dcEn236B~dl.236B~dl.236B- Standard frame trap sequence. 5A, 665A, 665Adl.5AA, 665A, 665Adl.5AA... - After obtaining respect, an effective way to annoy the opponent into mashing. 5A, 665Adl.5AA5Bjc/IADj.Bj.A,5A... - Uses a jump cancel to reset pressure. 5Adl.5AAdl.2B5B, 665Adl.5AAdl.5B5D214A~dc,5A... - Uses a dash cancel to reset pressure. 5Adl.2Adl.2A5C2D5D214A~dcEn236B~dl.236B, 665A... - Uses a Rekka no cancel to reset pressure. 5A, 665A, 66 Throw - Using respect to land a throw. 5A, 665A, 665A, 66 Throw - Calling out a throw tech attempt on the third5Ato TRM. 5A5AA6A5C... - Using an overhead early. 5A2A2A2B6A5C... - Using gapless lows to punish stand blocking before going overhead. Remember that at any point in any of these blockstrings, Naoto can choose to not cancel after a move to bait a reversal." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Strategy", + "title": "Naoto Kurogane", + "section": "Okizeme", + "text": "All setups assume that the opponent emergency techs and rolls as soon as possible, catching late rolls requires a delayed roll catch." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Strategy", + "title": "Naoto Kurogane", + "section": "Standard Knockdowns", + "text": "623D~j.2C, delayed2Aor 662AAfter a knockdown, react to an emergency tech with a meaty (66)5Aor (66)2A. If the opponent does not emergency tech, a well timed2Awill catch a forward roll after passing through Naoto, catch a quick tech and reset a no tech. To meaty a neutral tech,2Amust be whiff cancelled into another2A, as recovering and using5Awill stop mashing but allows for certain delayed invincibility options to be used on wake-up likeTager360AGuardThrowStartup6Recovery29 (Miss), 44 (Hit)Advantage. 2Awill only catch a back roll in the corner, otherwise it will whiff. Midscreen, a 662Acan catch back roll but will whiff against forward roll. Against certain characters, a well timed 662Awill catch both rolls. It will interact with other wake-up options the same. In the corner,2Acan be done earlier to not allow the opponent to pass through Naoto which will lead to a higher damage combo, however this will not catch a back roll and will blue beat no tech and allow the opponent to air tech out of most pressure attempts. To convert from a roll catch, buffer5A(recommended) or2Cand hit confirm into5AA2C214A~8Aor directly into214A~8Arespectively. The latter may drop if2Aconnects far." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Strategy", + "title": "Naoto Kurogane", + "section": "Hard Knockdowns", + "text": "Hard knockdown enders are typically used againstKagurato stop him from safely charging hisflashkickGuardMid, All×5Startup9Recovery29+20LAdvantage-45while being hit. The listed hard knockdown enders are corner enders. 2D, forward walk,2ASimilar to the General Roll Catch, but emergency tech is not an option and2Awill instead catch forward rolls before they pass through Naoto for higiher reward. Going for this ender will generally lose a lot of damage, and the timing on the roll catch may vary with combo length as2Ddoes not have fixed hitstun unlike the alternative hard knockdown enderc.En214D. However, it will be consistent when done as a blue beat after a full combo. c.En214D, delayed 662BNote that afterc.En214D, the opponent's roll directions will be reversed, so rolling away from the corner will have less invincibility than rolling towards it. 662Bwill catch a quick tech and catch a roll away from the corner. On neutral tech, Naoto can meaty with any normal. It will blue beat a no tech, allowing the opponent to air tech. It will whiff on a roll towards the corner but Naoto is plus enough to stop mashing with (66)5A(will lose to delayed invincibility options). To convert after 662B, buffer2Cand hit confirm directly into214A~8A. Delaying longer will cause the2Bto crossunder the opponent if they neutral tech. It can also reset a no tech and catch a roll towards the corner (note that214A~8Amay whiff if the dash was too long), however it will allow the opponent to block on a quick tech and will whiff on a roll away from the corner. c.En214D,c.En214D, delayed2D2Dwill whiff on a roll away from the corner againstArakune,Valkenhayn,Izayoi,Kagura(unfortunately),Celica,Hibiki,NineandEs. 2Dwill whiff on a roll towards the corner againstRagna,Tager,Tsubaki,NaotoandMai. Both can be solved on a read by walking back before or microdashing2Drespectively but will no longer catch the other roll direction. Quite difficult to execute because of the doublec.En214Dand very specific delay on the2D, however it will essentially beat every wake-up option. If2Dis done immediately it will whiff on a roll away from the corner but Naoto will be point blank and plus enough to stop mashing. If2Dis delayed too much it will whiff on a roll towards the corner and Naoto will be far away from the opponent. If timed perfectly,2Dwill catch both rolls, catch a quick tech and blue beat a no tech. After a blue beat2D, doing a short dash will set up2DOkizeme. On neutral tech, Naoto is plus enough to stop mashing with (66)5A(will lose to delayed invincibility options). To convert after2D, link intoEn236BBB." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Strategy", + "title": "Naoto Kurogane", + "section": "Other Setups", + "text": "214A~8A, delayed neutral jump, fallingj.BWhen timed well, it will be safe against all 7f and slower reversals. If the opponent does not emergency tech, land and input5A(do not hold a direction) to convert afterj.Bif it catches a wake-up option.j.Bcan catch both rolls and catch a quick tech. It will whiff against no tech on most characters. Naoto will be minus on neutral tech as he will whiff5Aif he wants to convert after catching another wake-up option. If the opponent emergency techs,j.B, land2Ais encouraged when starting pressure, as once the opponent has been conditioned to block the safejump, mixup options are available, notably delayed air dashj.Bj.Cand empty jump2A(this can be done after an early neutral jump so that the lack of aj.Bis not a telegraph). Against characters thatj.Bconnects on when they no tech, such asTager, it will blue beat, allowing the opoponent to air tech.j.Cmay be used instead, however it may not catch every option. After214A~8A, instead doing5D2Dwill blue beat anything other than emergency tech and sets up2DOkizeme, while leaving Naoto plus enough to stop mashing with5A(will lose to delayed invincibility options). grounded meaty > buffered normal +214Aor air meaty >214A+ buffered normalDue to Shift Sway's (214A) lengthy invulnerability starting on frame 1, it can be used to cause reversals to whiff so that they cannot be Rapid Cancelled. This can be used as the option that comes out when doing a hitstop OS, which is when the hitstop of a move is used so that, if a meaty hits or is blocked, Naoto will do another attack, and if the meaty whiffs, Naoto will do something to punish a reversal, in this case Shift Sway. Whether the meaty is a ground or air normal changes the way the OS is done. For ground normals, do the normal then buffer a second normal and Sway in quick succession, such as executing2A2B214A. For air normals such as after a safejump, do the air normal then buffer Sway and then the second normal in quick succession, such as executingj.B214A5B. If timed well, Naoto will do2A2Borj.B5Bif the opponent does not reversal and will do2A(w)214Aorj.B(w)214Aif they do. When doing a grounded meaty, Naoto can only safely meaty reversals slower than 13f startup due to the recovery on his jabs. Unfortunately, with all hitstop OSes, they will lose to other options that cause the meaty to whiff, such as a wake-up backdash, and Naoto will be counter hit punishable as he will Sway. c.En214D, (66)5AExplained in the video, but a brief explanation is that on some characters,c.En214Dleaves Naoto close enough in the corner that (66)5Acan connect, not allowing the opponent to use any wake-up options as they remain grounded. En214D,(En)214A~8AEn214Dshould be connecting on a low airborne opponent. This setup will not work after very short combos asEn214Dwill still knock down. Can technically be done after other moves, butEn214Dis the most consistent option as it works at all untech decays. Without Enhancing, Pain (214A~8A) can catch a neutral and back air tech and will lead to good reward, however it will whiff on a forward air tech. When Enhanced, Pain will catch all air techs, however the reward is much worse. To catch the opponent not teching,5D2Dcan be used to blue beat and can go into2DOkizeme or anotherEn214Dto repeat the situation. Unfortunately, the reset loses to the opponent emergency teching rather than air teching or not teching, leaving Naoto punishable if he used Pain or causing5Dto whiff. 663Ccan be used to blue beat and can go into anotherEn214D, however the blue beat damage is very negligible." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Strategy", + "title": "Naoto Kurogane", + "section": "Input Methods", + "text": "Enhanced236B= 2366 (recommended), 66236 Enhanced214A/214D= 66214 (recommended), 21466 (recommended for frame 1) Enhanced623C/623D= 6623 (recommended), 6263 (recommended for frame 1), 62356 or 623566 Enhanced632146B/632146D= 6321466 (recommended), 6632146 214Ainto Enhanced632146B/632146D= 63214A66 214Ainto Enhanced2141236C= 214A12366C TKAn input method to perform a special move in the air as fast as possible after you leave the ground. Short for \"Tiger Knee\". For Example: 2369 for a j.236 input.j.632146B= 632146[9], 632147896 (full circle starting from 6), 9632146 Oniro (Burst Recap)'s tweet explaining Enhanced623Don wake-up:https://twitter.com/BurstRecap/status/1368209743219744770 Edgedark's tweet showing examples of successful wake-up Enhanced623Dinputs:https://twitter.com/Edgedark_/status/1531436875399016448" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Strategy", + "title": "Naoto Kurogane", + "section": "Combo practise", + "text": "Naoto's combos can be cut in several combo pieces. It can be easier to first learn the combo pieces on their own then practise the entire combo, in order to adquire the ability to do every bit of it. Practising the pieces can be thought of as practise exercises, to get used to the inputs required and the timing. Make sure to do the exercises on both sides. En623Cis Naoto's most used EnSpecial when doing a combo, due to its launching properties along with having enough hitstun to keep a combo going. Naoto's most common BnB routes require it to get the most out any hitconfirm. Naoto's corner combos usually finish with Drive string >214A66En214A~8A. This exercise can be used to practise other combo bits, like6A>5C>214A66En214D, or2C>5D>214A66En214Dcorner extensions. To properly practise this bit, you gotta make sure: 214Ais done in conjunction with5D/2D You can consistently input2366Bon both sides You're comfortable inputting214A2366Btogether The2366Bcan be inputted at your own pace if you can be fast enough." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Strategy", + "title": "Naoto Kurogane", + "section": "Risingj.AFuzzy", + "text": "Lowj.C, land (66)j.Aj.623CIn order to understand how this technique works, consider readingthis page. Naoto'sj.Chas enough blockstun that, if done low to the ground, keeps the opponent in a standing animation long enough for a risingj.Ato connect on many characters. This can generally combo intoj.623Cwhich can lead to afull combowith a Rapid Cancel. Depending on the character, a dash may be required beforej.A. j.Acan hit butj.623Cwill whiff onCarl,Izayoi,Azrael,Kokonoe,HibikiandMai.j.Awill whiff onEsandJubei. Naoto can get ameterless comboafterj.AonTagerbut do not dash beforej.A." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Strategy", + "title": "Naoto Kurogane", + "section": "Phantom Pain Fuzzy", + "text": "Naoto can set up situations where he can \"fuzzy\"214A~8A. If his opponent is in a standing animation for long enough, Enhanced214A~8Awill hit them even if they input a crouch after. There are a few ways to set this up, but the most common ways are to do a well timed Enhanced214A~8Aas the opponent is waking up, having a lowj.Cblocked then going into Enhanced214A~8A, doing6A214A~dc into Enhanced214A~8Aon block, and jailing an airborne opponent then doing214A~dc into Enhanced214A~8A. Unfortunately, all Enhanced214A~8Asetups will lose to the opponent holding 3 (crouch blocking in the opposite direction), crouch Barrier blocking and mashing crouching normals on wake-up." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Strategy", + "title": "Naoto Kurogane", + "section": "Fighting Naoto", + "text": "In neutral, for the most part, the goal is to keep Naoto out as very few characters can contest Naoto in his effective, close range. It is also important to recognise whether the Naoto generally uses a low or high risk neutral playstyle. Against a low risk playstyle: The Naoto will be trying to bait you into committing risky options that they can punish on block or whiff.Try to avoid using committal optionssuch as large unsafe specials and stick to safer normals, as most of Naotos normals are stubbier than other characters'. If the Naoto is only using safe approach options such as dash Barrier or jump into air Barrier,approach and intercept them instead to surprise themand start pressure. Naoto's preemptive options are generally not as strong as other characters' and getting good reward from them is difficult to hit confirm. Always remember that air throw or repeated risingj.As arestrong options against jump into air Barrier. Anti-airs can be blocked and special anti-airs will typically be punishable after. Against a high risk playstyle: Always remember thatwaiting and blocking is a strong option, especially if the Naoto lacks 50 meter. Simply blocking lets the Naoto use their unsafe specials and leave themself unsafe right in front of you for a punish, such as against the notorious \"run upDPGuardMid, All [Mid]Startup9Recovery38+16[29+16]Advantage-45 [-28]neutral\". Also be wary ofgiving the Naoto too much respect. This allows them to simply run up and start pressure, the goal of this style of neutral (to overwhelm the opponent so much that they do not contest high risk options). Neutral jump into air Barriercan beat several high risk options, being safe against run up Enhanced236BGuardAllStartup13Recovery17Advantage-3or623DGuardMid, All [Mid]Startup9Recovery38+16[29+16]Advantage-45 [-28]and causing Enhanced214DGuardAllStartup15 [13]Recovery23Advantage-9 [-7]and run up throw or6Ato whiff, allowing for a punish. Be cautious of the Naoto using214AGuardStartupRecovery39 [37]Advantageto make Body attribute pokes or projectiles whiff as they can then dash cancel and close distance or punish recovery. A similar thing can be done with an Enhanced214A, however this is less threatening as they can only cancel into214A~8AGuardUnblockable (120)Startup15 [5]Recovery28Advantageand will generally only be plus after recovering if this was done as a read rather than reaction.214Alacks any Foot attribute invulnerability and is in a counter hit state, so if done as a read, it can bepunished with Foot pokespreemptively or reactively. Note that the Naoto can try to use6BGuardAllStartup17Recovery4+12LAdvantage-1to punish preemptive Foot pokes, however this leads to negligible reward. Pay attention to the Naoto's meter.632146BGuardAllStartup5+(50 Flash)+2Recovery23Advantage-11is potentially the strongest anti-projectile super in the game, travelling just short of fullscreen when Enhanced and leading to a combo on counter hit in the corner.Check if the Naoto is capable of using it on reaction properlyby attempting to bait it by waiting or whiffing low recovery moves such as5A. Only if the Naoto shows they are using it on reaction, respect it and stop zoning with grounded projectiles and instead try to intercept or stop approaches with lower recovery moves. Respect a blocked run up Enhanced623Dif the Naoto has 50 meter, as he canRapid Cancel into a fallingj.Bto frame trap. However, if this is regular or Instant blocked very close then keep crouching, as Naoto will whiffj.Band can be punished. When pressuring Naoto, be aware of his many strong defensive options - a 6f5AGuardAllStartup6Recovery12Advantage-1that hits crouching opponents, a 7f2AGuardLow/AirStartup7Recovery12Advantage-2with low profile, a great crouching2CGuardMidStartup11Recovery22Advantage-11anti-air, and several strong reversal options such as his623DGuardMid, All [Mid]Startup9Recovery38+16[29+16]Advantage-45 [-28]. Also remember to meaty Naoto with Foot attribute moves so that he cannot use214AGuardStartupRecovery39 [37]Advantageon wake-up. In particular, be ready to bait his623D, especially on wake-up and especially against a Naoto with a high risk neutral playstyle.It can be baited effectively by jumping over Naoto, which also causes it to whiff, not allowing him to Rapid Cancel, however if the Naoto is capable of doing Enhanced623Ds on wake-up then this may be difficult to punish. After being knocked down, emergency tech if the Naoto did a short combo, and emergency or neutral tech after a long combo, with a bias towards neutral teching. When neutral teching, check whether the Naoto knows how to roll catch properly.If the Naoto shows that they cannot roll catch, then roll can be used to escape any attempts at starting pressure. Even if the Naoto shows that they know their roll catches, a well timed delay roll can still be used to escape. On defense, be aware of the concept ofstagger pressureThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals., as that is the primary form of pressure Naotos will use. Do be aware that lower level Naotos may instead structure pressure entirely around6AGuardHighStartup24Recovery24Advantage-10- against these Naotos, reliably blocking6Aon reaction will force them to learn stagger pressure. As with all stagger pressure, there are ways to beat it: The very basic way to beat stagger pressure is by guessing between frame traps and pressure resets, and blocking and mashing respectively to beat these options. Learn theBarrier + Throw OS. This allows for safe throw techs, especially important against Naoto who has6BGuardAllStartup17Recovery4+12LAdvantage-1to specifically call out raw throw techs. Although strong options against nearly all kinds of pressure, usingfuzzy jumpand Instant block, especially together, makes escaping Naoto's pressure far more consistent, as fuzzy jump requires specific responses (such as making the gaps of frame traps larger) that Instant block exploits very effectively." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Strategy", + "title": "Naoto Kurogane", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Strategy", + "title": "Izanami", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Strategy", + "title": "Izanami", + "section": "Terminology", + "text": "Flaming Dome (41236C) =Fireball Orchid (63214D) =Wheel Droplet (41236D) =Laser Exodus Mode =Active Mode Shield of Dreams (623B) =Ribcage/Ribs fl.{hjc/7hjc/9hjc} (27/28/29) =Fastfall(hjc stands for high jump cancel AKA superjump cancel)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Strategy", + "title": "Izanami", + "section": "Important Moves", + "text": "2A: One of the few buttons that is jump cancellable on block. Access to2Atk. float is the linchpin to Izanami's more advanced pressure (see below) 6A: Your go-to move to cancel into float alongside2A. Anti-air, launcher, etc. Be careful about whiffing it however, as it has a lot of recovery 2B: Amazing low profile poke 3C: Great tool for corner carry. Good pressure & neutral tool in float j.B: Amazing air to air. Also used in High/Low mixups from float j.C: Main air-to-ground move, and a good air-to-air when the opponent is below you 623B(Shield of Dreams/Bulwark): Important moves for Izanami's pressure. Shield of Dreams allows her to bulldoze her way in, while Bulwark conserves Barrier and prevents Danger State 41236C(Flaming Dome): Powerful combo ender. Leads to amazing oki and pressure sequences 4D: Great move for holding down neutral in Active Mode. Do note it doesn't quite travel fullscreen 3D: Great grounded approach tool that you can run behind 6D: Amazing combo tool, helps link certain strings. Also situationally useful in neutral" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Strategy", + "title": "Izanami", + "section": "General Gameplan", + "text": "Force your opponent on the defensive by pushing in with bits, or by forcing them to block and setting up Active Mode/Ribcage. This varies based on matchup. The blanket way of dealing with neutral in most matchups is to get to a position where you can safely go into Exodus/Drive and rely on bits to rush your opponent down or interrupt poke attempts. Different Drive attacks are better for different angles and situations. You can use float to approach from different angles and play evasively. You can also use specials like Droplet to track opponents and force them to make awkward movements. Izanami also has other strong tools to hold down neutral. Buttons like float3C(fl.3C/fl.{3C}) can be strong in neutral if you know how to use it as a poke, and is a good tool for punshing whiffed anti-airs after baiting them with strong movement. You can cancel float normals into jumping hits, or IAD in order to create ambiguous mixups. fl.214Bis a good surprise move and becomes a very strong approach tool while in Exodus mode, and is especially strong against characters like Nu/Lambda, where Izanami can punish moves with lots of recovery from afar.j.B/j.63214Bare great air to airs and improve when you pair it off with float hop off at different heights and patterns. Alternatively, Izanami can play a very aggressive neutral by using Ribcage and simply running towards people. At a low level, you'll likely see success with this tactic. However, opponents with good defense will simply wait it out, counter throw, or evade. Several characters have unique ways to handle Ribcage in general. Going into Danger State from Ribcage is also quite dangerous. On top of losing the ability to Barrier and suffering a damage bonus, Izanami cannot use Ribcage while she's in Danger State. While bits are on cooldown and you're not in ribs, you want to play very evasive. Abuse Izanami's stellar backdash, retreat with backwards superjumps and airdashes along with float movement, or alternatively move past them (or under them with fl.214B, especially utilizing tk.2147B) if they're eager to approach and chase you. Skulls (j.63214B) can be used to change your air trajectory and make it harder to pin your landing. You can also use their eagerness to approach to retaliate yourself by using your normals to outspace or going into Shield of Dreams (623B). Special Note:2Atk. Float (aka tk. fl{ }): tk. fl is shorthand for jump cancel into float cancel, or achieving the lowest possible float; usually this will leave Izanami at around the opponent's shins (or knees) while they are standing. The input is2A~88. Being able to do this allows you to enter float mode much safer than using6A, since that can be challenged easily once the opponent is looking for it. This allows for much better sudden pressure, since she now has so many more options while floating than on the ground, such as2A> tk. fl.{2A>5B>2B>5C>3C> etc};in addition, this also allows for a much stronger mixup potential compared to her ground strings. You can extend pressure via the above blockstring or some variant, go for a quick low with2A> tk. fl{2A~9hjc} >2B, overhead with2A> tk. fl{2A~9hjc/IAD} >j.B, a throw setup with2A> tk. fl{2A~9hjc} > throw/63214C, and so much more. Experiment around and see what works, or take a look at the segment that covers it! Blockstrings in normal mode are much more limited. Followup attacks aren't often helpful for keeping Izanami safe (aside from5CCsometimes). Usually, Normal Mode blockstrings will use236Ato push Izanami out and make themselves safe. Alternatively, you can cancel into5Dand go into Active Mode. Your goal here is to get enough respect to go into5D, whether that be doing stagger pressure to bait out reverals or frame trapping to beat attempts to mash out. Examples: 2A>5B>2B>5C>2C>5D 2A>5B>2B>5C>2C>236A 2A>5B>2B>5C~C>236A In Active Mode, Izanami's blockstrings have much more flexibility because Izanami can use her Drive while doing almost any action. Moves like63214D,6D, and4Dare great for extending pressure. Examples: 2A>5B>2B>5C>236A(6D) 2A>5B>2B>5C>6A(6D) > fl.2B> xN 2A>5B>2B>5C>2C>214A(4D) If you're having difficulties with opponents using reversals during gaps in your pressure, you can bait it out while keeping pressure up by doing623B(63124D), for example \"2A >5B>2B>5C>623B(63214D)\". Incorporating a bit of stagger pressure here and there along with normal float pressure and Exodus pressure resets can be surprisingly good for several reasons. First of all, it makes your opponents more antsy and likely to try and retaliate which you can then exploit. Secondly, if they don't retaliate that means they give you more respect that you can use to go for tick throws with63214Cor going for2A> tk.float without having to use bits. Thirdly, it keeps it more unpredictable when you will actually go for a certain mixup. And lastly, it's good for baiting out Guard Cancel Overdrive which otherwise can be one of the only strong options against Izanami with Exodus or Ribs on defense." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Strategy", + "title": "Izanami", + "section": "Grounded3C", + "text": "As Izanami you often might want to end short combos with3C<5Dif you aren't in range for6A~8. From here you can throw out bits, use a meaty button e.g.2A, or do a combination of both. Soft knockdowns like3Chas a rule where if opponents do not immediately tech (aka Emergency Tech) there's a short window (~7f) where opponents are completely vulnerable before they get the chance to roll or do a delayed tech.3C>5D> immediate2Ahits opponents during this and allows you to follow up with a full combo. Once you have conditioned your opponent to always emergency tech, you have more freedom in what you can do from midscreen3C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Strategy", + "title": "Izanami", + "section": "Regular ender", + "text": "Most combos in Normal Mode end in6A>j.63214B~8 > fl.{3C}.Your oki from this isn't stellar, but you could for example dofl.{7hjc} >j.5D> land > button +4D/6D, one of which should ideally be meaty." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Strategy", + "title": "Izanami", + "section": "Exodus ender", + "text": "Exodus midscreen combos almost always end with a lvl. 1 fireball. From here you can dogrounded5D>623B(4D/63214Dmeaty) > blockstring.63214Dis better at catching delayed techs, while4Dkeeps you in Exodus for more pressure." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Strategy", + "title": "Izanami", + "section": "Corner", + "text": "The corner is where Izanami's setplayreallygets to shine." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Strategy", + "title": "Izanami", + "section": "Flaming Dome (Fireball) Lvl.2/3 Ender", + "text": "Arguably Izanami's most preferred ender. At level 2/3, the hits and knockdown provide great setup for oki. Depending on your resources and the situation, you'll want to go for a combination of the following Oki (suggested input sequence:858 > fl.{5D>623B(63214D)}): Almost always a strong option after knockdown. Allows you to virtually disregard wakeup mash/DP/reversal. Do note that reversals with many hits can quickly shred through your barrier gauge, so use a bit of caution if your barrier is getting somewhat low. Wheel Oki involves Active Mode Orchid after a knockdown. You can use it to lock down your opponent while setting up Ribcage on their wakeup. Orchid also hits them and allows you to combo if they try to roll or delay their tech. Timing can be tricky, though: too early and you can't properly combo them on hit, too late and they're able to forward roll out of it. If you want to call forward rolls out specifically, you can do\"858 > fl.{5D>623B>2B(4D)}\".2Bhits the forward roll, while4Dcovers you in case2Bwhiffs. Switching to Active Mode after a knockdown is usually a good option because you can use a Drive special without the startup animation and run your offense. The suggested input sequence (see earlier example) guarantees an Exodus mode activation and Ribcage activation while locking the opponent down with Orchid." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Strategy", + "title": "Izanami", + "section": "Meaty Fireball", + "text": "Another strong option to default to, especially if you have little Barrier gauge left from using Barrier and Ribs in neutral. Release the fireball soon after it goes into lvl. 2 and it'll cover rolls and delay techs, leaving you with much more time to hitconfirm into a full combo than off of meaty wheel (Orchid). In case they correctly emergency tech, you have a lot of frame advantage (~+28) allowing you to go into float and either activate Exodus (active mode) or Shield of Dreams (ribs) The issue with meaty fireball is that it loses to reversals and moves that are projectile or fully invulnerable on frame 1 and have enough reach or forward movement to hit Izanami. Reversals are most easily punished by using fireball lvl. 2/3 ender and going into Ribs, or backdashing after dropping meaty fireball / after lvl.2/3 fireball > float5D. Float gives Izanami some truly fearsome mixups, especially after oki. She can go into these mixups at any point during her float blockstrings e.g. fl.{5B>2B>5C> 3C} since all normals become jump cancellable during float. The first layer of mixup is the high/low between fastfall >j.Aand fastfall > land2B.j.Ais slightly faster while having less reward on hit damage-wise. You can delay the float cancel from your buttons to change the timing and throw off any attempts to fuzzy block. That in itself is very strong, but there's a lot of room for creativity. Fastfall > land6Bcan be strong since they expect you to2Bafter landing. If they give you too much respect you can use fastfall > land command grab (63214Cmeterless /214214Cmetered) for great reward (3-5k depending on meter usage). Another effective delayed overhead is fastfall > delayed airdashj.B>j.C. Using this further complicates attempts to fuzzy block in reaction to the fastfall.214Bcan be used as a surprise low, as opponents might wait for fastfall before crouch blocking. Special mention is given to risingj.Afuzzy overhead, which works on a majority of the cast. Simply float at a height wherej.Cwill hit from a fastfall, then do a deep/latej.Cinto a risingj.A. Since they are in blockstun from thej.C,j.Awill still hit them if they try crouch blocking (which they would do since you can2Bafterj.C). You get a full combo by going into float off the jA, from which you get to run your blender all over again. Even if they block you're at a height where a fastfallj.Csets up for yetanotherfuzzyj.A. Simply disgusting. Izanami has many ways to end Shield of Dreams safely. Experiment with Bulwark in combos to end Shield of Dreams and gain Barrier Izanami will regain an air action (air dash) after float. Use it for different movement Use bits for approaching and pressure extensions. Bits/Laser (41236D) in Exodus also allow you to convert off of virtually any stray hit in neutral. Izanami's inability to block in Active Mode is similar toValkenhayn's inability to block in Wolf Mode. This makes it important to not use her drive and certain special moves recklessly. Alternatively, you can compensate for this temporarily with good oki, evasive movement and/or Ribcage 214Bcan be a good surprise approach tool when they're not expecting it, e.g. off super jump > float if they're waiting to anti-air you. This is especially strong if you have bits available to make214Bsafe or even + if they block it. Multi-hitting moves like Hibiki's DPshredRibcage, and the hitstop she suffers can mess with her inputs Remember that Izanamicannotblock during Active Mode. She will be specially vulnerable when her bits are on cooldown Sometimes it's best to play very evasive and wait for Izanami to drain her own Barrier Izanami is specially vulnerable to certain resets when in Danger State, so abuse her lack of barrier as much as possible Watch out for her2B. It has an extremely low hurtbox, but is very vulnerable on whiff 214Bis quite minus on block without RC or bits, and she lacks a fullscreen overhead option. Its slow startup also means you can counter it with foot invul moves Izanami's strongest defensive options are locked behind OD and Meter, so be sure to abuse the times where she lacks it" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Es/Data", + "title": "Es", + "section": "j.C", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Resources", + "title": "Izayoi", + "section": "Intro", + "text": "This page is Izayoi's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Resources", + "title": "Izayoi", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here. Izayoi Beginners Guide Izayoi Guide(WIP) Japanese Name: イザヨイ Japanese Wiki Japanese BBS Arcade Profile Dan Rankings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Resources", + "title": "Izayoi", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Trans-Am Video" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Resources", + "title": "Izayoi", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here. A bunch of useful combo stuff that should get added to the combo page:" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Resources", + "title": "Izayoi", + "section": "Routing that should get added", + "text": "623C~214D dl.j.C 5C route - better side swap 2 stock route than 236C~6D~214B (if its char specific then welp) 4 stock routing (stuff using air string j.623B~j.214D air string etc., ideally mention how to get high enough to link 3C after strike fall)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Resources", + "title": "Izayoi", + "section": "2C FC into +8 stocks and 623C oki", + "text": "NM FC 2C 66A 5C 6C 236A 662B 5C 6C 236A 662B 5C 6C 236B~214A 2B 5C 623C - 3789 damage (does work in the corner) (also works from FC 6C 236B~A) GA midscreen FC 2C(1) 5D 665A 6A 236A 66 2B 5C 6C 236A 662B 5C 6C 236B~214A 2B 5C 623C - 3036 damage (requires a non 0f dash) GA corner FC 2C(1) 5D 665A 6A 236A 2B 5C 6C 236A 2B 5C 236B~214A 2B 5C 623C - 3280 damage (only needs one microdash)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Resources", + "title": "Izayoi", + "section": "GA Restock Routing", + "text": "j.AA 5C 3C 623C RC 66 j.D j.236B 665C 623C - 1626 damage, 4 stocks, 50 meter 2A 5C 3C 623C RC 66 j.D j.236B 665C 623C - 1814 damage, 4 stocks, 50 meter midscreen throw(1) RC 5D 66A 5C 6C 236A 662A 5C 236B~214A 2B 5C 623B - 2650 damage, 6 stocks, 50 meter corner throw 632146D 5B 6C 623C 5A 6C 623C (66)5A 6A 623C (66)5A 3C 623C - 2896 damage, 8 stocks, 50 meter (only needs one microdash)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Resources", + "title": "Izayoi", + "section": "Trans Am Routing", + "text": "Punish starters GA FC 2C(1) 632146D 6B 2C 3C 5C j.C dl.dj.C j.623B~j.214D j.C dj.C j.236C~j.214D j.C dj.C j.236B~D > - 236C~6D 623C~D - 5970 damage, 5 stocks, 50 meter (-14 net meter btw, outdamages meterless routes into phorizor and ends with more meter) - 3C 236236C~214D 236C~6D 623B 6729 damage, 5 stocks, 100 meter NM FC 2C 5D 632146D > Same until ender > - 3C 623C~D - idk damage, 4 stocks, 50 meter - 3C 236236C~214D 236C~6D - idk damage, 5 stocks, 100 meter Mix starters j.AA 5C 632146D 5C 6B j.236B 623B~214D j.C j.623B~j.214D j.C dj.C j.236C~D 3C dl.236236C~214D 5C 623B - 3575 damage (delay phorizor so bits hit first) 2A 5C 632146D 5C 6B j.236B 623B~214D j.C dj.C j.623B~j.214D j.C dj.C j.236C~D 3C dl.236236C~214D 5C 623B - 4116 damage" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Resources", + "title": "Izayoi", + "section": "ODC Routing", + "text": "Punish starters GA FC 2C(1) > Same 2C(1) 632146D route > 3C ODC 5C 236236C~214D 5C EA NM FC 2C > Same 2C 632146D route > 3C ODC 236236C~214D 5C EA (just remove 5C) Mix starters Note: I don't remember the difference between both routes (maybe first is for 50 meter?) nor any adjustments for j.AA starters 2A 6A 2C 3C ODC 236C~6C 623C~D 236236C~214D 5C 623B~D 236236C 2A 5C 632146D 5C 6B > Same 2A 632146D route > 3C ODC 623B~D 236236C~214D 5C EA" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Resources", + "title": "Izayoi", + "section": "ODC Burst Safe Routing", + "text": "Punish starters GA FC 2C(1) ODC > (might be unoptimal if 2C(1) 632146D is unburstable and 2C(1) 632146D ODC leads to something good) - 6A 2C 6B j.236B 623C~214D j.C j.623B~D 5C 236236C~214D 236236C - block burst, 2C 3C 632146D 5C 2C(1) 6B j.236B 623B~214D j.C dj.C j.623B~j.214D j.C dj.C j.236C~D 3C dl.236236C~214D 5C 623B NM FC 2C ODC > - 5D 6B j.236B 623C~214D j.C dj.C j.623B~D 5C 236236C~214D 236236C - 5839 damage - block burst, 5C 3C 623C RC 66 5D 2C 6B j.236B 623B~214D j.C j.623B~j.214D j.C dj.C j.236C~D 3C 236236C~214D 5C 623B (might be unoptimal if 623C RC 5D 632146D leads to something good) Mix starters j.A ODC j.A 5C 2C 3C 623C~214D dl.j.C 5C j.C j.623B~D 5C 236236C~214D 236236C - 4006 damage 2A ODC 5A 5C 3C 623C~214D j.C dl.j.623B~j.214D j.C dj.C j.236C~D 5C 236236C~214D 236236C - 3952 damage" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Resources", + "title": "Izayoi", + "section": "Players to Watch", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Resources", + "title": "Izayoi", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Resources", + "title": "Izayoi", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Resources", + "title": "Izayoi", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Resources", + "title": "Izayoi", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Starter", + "title": "Makoto Nanaya", + "section": "Intro", + "text": "You should pick Makoto if You want to be the one adjusting and reacting to your opponent in neutral You want to stick close to the opponent and chase them down if they run You like to condition your opponent to do what you want them to do, in order to open them up You know when to back down instead of overcommitting during pressure You Should Avoid Makoto if You want to be the one dominating neutral You don’t like being patient in choosing when you approach You want to run gapless mixups" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Starter", + "title": "Makoto Nanaya", + "section": "Key Moves", + "text": "236A: stationary projectile for creating a wall in neutral or oki tool. 236AD: midrange projectile. Range increases with D level 6A: Antiair 2A,5B: Primary pokes 2B: Low, catches rolls and picks up from the ground. 6B: Standing Overhead 214A/ *214B*214C: command dash / jump. 214AA is often used as a feint. 623C: DP" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Starter", + "title": "Makoto Nanaya", + "section": "Neutral", + "text": "Makoto’s buttons are kinda stubby, so you just have outmanouver your opponent.Use 5A, 2A and 2B as pokes, since they recover faster than 5B.5B and 5C have lasting hitboxes, use them with forward momentum to intercept an advancing opponent on the ground. (5C also has a decent disjoint on the first active frame)6A is a very fast and high-reaching antiair with rather easy confirms. Use it to intercept an advancing opponent in the air.Become the master of jumping with dash momentum and barrier breaksJump over pokes and j.CDon't crossup, makoto doesn’t have crosusp hitboxes (unless vs Tager) except j.2C, which is super slow.If you see you will crossup, just block until you land (happens quite often) Whenever you have time to kill in neutral and are sick of standing still, just do the airdash shuffle:Run > jump > airbackdash > repeat(this can make your opponent less willing to antiair preemptively)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Starter", + "title": "Makoto Nanaya", + "section": "Using orb in neutral", + "text": "Orb is your friend, the biggest disjoint makoto has.Place it for the cowards antiair (block or cross under while the orb is active)Shoot it level 1 to cover midscreen (can confirm from it with 665B on specific rangesShoot it at level 3 to cover almost fullscreen (fatal coutners if opponent did something stupid, happens more often than you’d think)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Starter", + "title": "Makoto Nanaya", + "section": "Other tricks in neutral", + "text": "66 > 214B > j.C - actually good enough to not be called a meme - fling yourself across the screen into hard-to-react jumpin. 214AA (feint). Faint the jumpin or cosmic ray manouver. Use to make it all more ambiguous. Risky at midscreen range, use at far ranges preferably 214AD(3 or lower level with RC) - F invul advancing special that *can* be + on block. Oddly low profile, very short recovery 3C - HB invul for over 20 frames. Very situational (for example hard read on mid pokes, or punish against Naoto’s j.[D]) 5D(3) (RC) - just a big punch, along with RC offers an interesting way to force yourself in." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Starter", + "title": "Makoto Nanaya", + "section": "Offense", + "text": "Basically any possible combination of 2A, (sometimes 5A), 2B, 5B, 5C and 5CC is a valid pressure string and often even combo starterReset (and go for throw?) after any button, preferably after 2A or 2B (-1 on block)Go for overhead after 2A or 5C (you can also do 6B after 6A)6A is jumpcancellable, but it doesn’t see much use in pressure because of short range.j.CC can open people up as they’re trying to switch to crouch after blocking j.C. Use any of Makoto's specials during pressure as you see fit. I would rank them in terms of effectiveness as such: Rush (214AC…) frametrap that enables no. 2 and 3. End with B or D(1) for safety Rush (2 hits) RC 2B and Mars Chopper highlow (makoto’s only true unreactable 50/50) Asteroid Vision Feint (214AA) 2B or throw (tied for first spot) Spaced Orb placement Asteroid Vision B > j.C in corner Asteroid Vision B > j.2C > (RC) midscreen (2C hits crossup) Comet Shot (236A~D), various levels. Level 3 fatal counters. Asteroid Vision C > j.C or j.D (it’s slower than B version) Asteroid Vision AB sideswitch (it’s great after Rush ender though!)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Starter", + "title": "Makoto Nanaya", + "section": "Beginner - Intermediate Tip:", + "text": "New players tend to come up with a single gatling string and will default to it, such as 5B 5CC 5D into rush, which will get obvious really quickly.To help with this,(dash)2A>2Bis a very simple but effective hit-confirm.Get used todashingbefore2Ato close the gap to make sure you are in range for your offensive options.2Bis only-1 on blockso it is a decent reset point, while still retaining good gatling options such as5Band5Cto eitherframetrapor simply extend pressure.Doing a short string for a confirm should help with preventing autopilot and force to think about how to counter the opponent's defensive habits.Simplest, but effectivemixup optionswith this setup are:- Tick Throw:2A> dash5B+C- Overhead:2A>6B" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Starter", + "title": "Makoto Nanaya", + "section": "In summary:", + "text": "Makoto’s pressure is generally full of gaps and doesn’t typically utilise unreactable mixups, so she has work with building mental stack and conditioning.Always try to react to how your opponents habits are shifting throughout the match.If he’s mashing to stop you from mixing, use more frametraps to punish him for it." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Starter", + "title": "Makoto Nanaya", + "section": "Defense", + "text": "Of course, Makoto can naturally rely universal mechanics such asBarrier,Instant BlocksandCounter Assaultson defense like any other character. Technically Makoto has a 5 frame 5A, but usually 2A is used for mashing out of blockstun Backdash isn’t the best, but it can avoid jabs fairly well. Also useful at the tip of your opponent's range. 6A gets H invul on frame 5 and 3[C] having both low profile and HB invul are some of the options to escape rejump pressure. 3C can also beat slow mids, such as Es 5D. Corona Upper (623C) is tied for fastest DP, but it has a poor hitbox and can be low-profiled or just spaced away from. Shooting Star (236B) and Space Counter (214D) offer more reversal options to specific hit properties (F invul and B invul respectively) Particle Flare (236 236D) on level 2 is startup 7. Can convert into full combo after second hit Makoto notably has a weird hurtbox, it might cause some combos to drop. You can use delay teching and various Of course, Makoto can naturally rely universal mechanics such asBarrier,Instant BlocksandCounter Assaultson defense like any other character." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Starter", + "title": "Makoto Nanaya", + "section": "Panic 2A mash confirm", + "text": "(2A) 2A 2A > 5B > 5CC > 5D(2) > 214ACC" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Starter", + "title": "Makoto Nanaya", + "section": "Far Poke confirm:", + "text": "(ground hit) 5B > 5D(2) > 214ACC" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Starter", + "title": "Makoto Nanaya", + "section": "Classic BNB:", + "text": "(2A, 2B, j.C etc) > 5B > 5CC > 2D(2) > 236A > 6A > 2D(3) > 6B > 214AC > 665B 5CC > j.B > j.B > 623CD(3)* (after 6B you can 6A into default air combo ender if you don’t like rush microdash routes)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Starter", + "title": "Makoto Nanaya", + "section": "Throw combos:", + "text": "Forward throw: B+C > 214A dl C(C) > 66 5B 5CC > j.C j.B > j.C j.B > 623C.D Backthrow: 4B+C > 41236C > 66A > 6B > 214AC > 66 5B 5CC > j.C j.B > j.C > j.B > 632CD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Starter", + "title": "Makoto Nanaya", + "section": "AntiAir Combos:", + "text": "6A > j.C j.B > j.C j.B > 623CD 6A > 2D(3) > 6B > 214AC(C) > 66 5B 5CC > (j.C) j.B > (j.C) j.B > 623CD*" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Starter", + "title": "Makoto Nanaya", + "section": "Corner Combos:", + "text": "XXX > 5C > 214ACC > 5CC > 2C > 236AD(3) > 6A > 5D(3) (orb oki) (antiair) 6A > 2D(3) > 6B > 5C > 2C > 236AD (3) > 6A > 5D(3) orb oki (antiair) 6A > j.B > j.D(3) > 66A > 2D(3) > 5D(3) orb oki" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Starter", + "title": "Makoto Nanaya", + "section": "OD Combos:", + "text": "(antiair) 6A > j.B > OD > 623CD > 66 2C > 214BD > 3C > 214AC > 665B > 5CC > j.B > j.B > 623CD** 5B > 5C > OD > 66 5C > 236AD > 214BD > 4C > 214AC(C) > 66 5B 5CC > (j.C) j.B > (j.C) j.B > 623CD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Starter", + "title": "Makoto Nanaya", + "section": "Post-Knockdown", + "text": "Makoto's default meaty tool is 2A. You can hit-stop OS with it by buffering 2B early. 2B catches forward rolls well, it can also blue beat opponents trying to delay tech (confirm into air combo with 2B > 5CC > (2D(3))... ) Orb oki in corner, usually done after 5D(3) ender. 3C can work as a weird late meaty / rollcatch. 3C or 3[C] can also cause many reversals to whiff, preventing the opponent from RCing on block. After grounded Rush ender (214AC) you can go for a safejump or sideswitch mixup with 66 214AB (or 214AA to feint it)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Starter", + "title": "Makoto Nanaya", + "section": "Overdrive Utilisation", + "text": "WhileOverdrivegive's Makoto very powerful level G Drive moves, it is best reserved as a defensive tool or combo extensions.Makoto can useOverdriveto extend her combos and lead into corner and potentially orb oki from anywhere on screen." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Makoto_Nanaya/Starter", + "title": "Makoto Nanaya", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "Overview", + "text": "Izanami's Drive (nicknamed Exodus) is the Yasanaki no Magatama, the three large triangular pieces (nicknamed \"bits\") that float behind her. She uses these to block and also perform various attacks. Izanami has two modes, and can switch between them by pressing the D button: Normal Mode: In this mode, she has access to unique followups on her C normals, gains access toj.2C, and can block normally. Active Mode: In this mode, Izanami activates her special unit, Yasakani No Magatama:Izanami loses the ability to do C normal followups and, most importantly, sheloses the ability to block normally,including barrier and instant block (She can still throw reject as normal).She gains the ability to shoot bits with1/2/3D,4Dand6D; these can all be activated independently of whatever Izanami is doing (except during Distortion Drives, Exceed Accel and Astral Heat)Drive special moves also gain the ability to be activated without a startup animation from Izanami herself, allowing her to use them while performing other actions.There is a short recharge time before the bits reappear after using them in any Drive move. During this time, she cannot perform actions that require bits or switch back to Normal Mode.Drive special moves end Active Mode upon returning. Drive normals remain in Active Mode upon return.Hitting either timestop move, her Exceed Accel or Astral and ending time stop will clear any current Drive attacks, but not end Active Mode.If Izanami is hit, Active Mode immediately ends, meaning she will be able to block normally once the combo against her finishes. Having her own throw rejected by the opponent also counts as a hit and ends active mode. Izanami loses the ability to do C normal followups and, most importantly, sheloses the ability to block normally,including barrier and instant block (She can still throw reject as normal). She gains the ability to shoot bits with1/2/3D,4Dand6D; these can all be activated independently of whatever Izanami is doing (except during Distortion Drives, Exceed Accel and Astral Heat) Drive special moves also gain the ability to be activated without a startup animation from Izanami herself, allowing her to use them while performing other actions. There is a short recharge time before the bits reappear after using them in any Drive move. During this time, she cannot perform actions that require bits or switch back to Normal Mode. Drive special moves end Active Mode upon returning. Drive normals remain in Active Mode upon return. Hitting either timestop move, her Exceed Accel or Astral and ending time stop will clear any current Drive attacks, but not end Active Mode. If Izanami is hit, Active Mode immediately ends, meaning she will be able to block normally once the combo against her finishes. Having her own throw rejected by the opponent also counts as a hit and ends active mode. Upon activation, her Exodus Arc stops any action and returns to Izanami's back in Normal Mode, even if it is recharging. Instead of a double jump, Izanami can float by pressingjumpwhile in the air. The float time is based on her height; when at near-maximum superjump height or above, it is 42F, at slightly above normal jump height it is 120F and below that is is 240F, meaning thatonly heights above normal jumps have shorter duration. When the float time is close to expiring, the aura under Izanami will flash red. This can be done either by itself or by using an action that can be cancelled into float, such as all her air attacks (except Drive), air dash/backdash and6A. Float state cannot be performed again without landing first. After hitting a throw of any kind while in float state, Izanami current float timer will be set to 60F if it was less, usually giving her just enough time to perform the throw. During float, Izanami has access to her ground moveset instead of her air one: she can use all her ground normals, specials and any system mechanic. However, there are some details: She is still consideredairbornefor its duration.Moves that need to be barrier blocked in the air still need to be barrier blocked.She will avoid moves require the target to be grounded, such as most throws.Her own throws and command grabs will only work on airborne opponents instead of grounded. They also do not have much of a vertical distance they can connect with however and cannot connect to anyone below Izanami at all. Moves that need to be barrier blocked in the air still need to be barrier blocked. She will avoid moves require the target to be grounded, such as most throws. Her own throws and command grabs will only work on airborne opponents instead of grounded. They also do not have much of a vertical distance they can connect with however and cannot connect to anyone below Izanami at all. With the exception of throws and projectiles, all her float strikes have their guard value changed to \"All\" (meaning that you can block it in any way) and are considered to have Head (H) Attribute (meaning that moves with H invul can ignore them). While she is airborne, she still experiences friction the same as when she is standing, so things like dash momentum and external forces likeKokonoe'sGravitron andTager'sMagnetism will feel more like they do when someone is grounded. The following list out the changes for Unlimited Izanami: Health increases from 10500 to 15500. An universal 10% damage bonus.This 10% will not be taking into account in the damage listed below. Combo rate increases from 60% to 70%. Has now faster movements. All attacks that are done while in float are considered overheads. Shield of Dream is constantly active unless Barrier runs out. Fixed amount of Overdrive time regardless of health (600F)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "5A", + "text": "Unlimited Changes Does not cancel into itself Whiffs on most crouchers One of Izanami's few jump cancellable normals on block. The hitbox is very close to her arm, making this very impractical as an antiair jab. Use it to set up TRMs with5Awhiff > Throw." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "5B", + "text": "Frames 8-9 Frames 10-12 Unlimited Changes Air untech increases from 14 to 17. Hurtbox fully extends on frame 8, while Hitbox reaches full size on frame 10 Quick and far reaching poke, similar to Ragna's5B. Leads to solid damage, but does not convert very well from max range. Can be used either as a footsies tool or an air-to-air during float. Hitbox fully extended after 10 frames" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "5C", + "text": "Unlimited Changes Becomes a Level 4 move from Level 3. Surprisingly quick5C Reaches farther than it looks, as Izanami moves forward before attacking Fairly high recovery One of Izanami's key normals, its great stats and numerous cancel options makes it very versatile both in combos and pressure.5Cis one of Izanami's best starters and a great punish tool." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "5CC", + "text": "Unlimited Changes Only available in Normal Mode Makes5Cslightly safer, but there's a reversal window if5Cis instant blocked Can only be special cancelled, unlike the impressive array of cancels5Chas Uses Izanami's bits to push the opponent back. Sees some use in Normal Mode combos. Izanami is also affected by hitstop Counterhit state ends late, frames 24-27 (first 4 frames of recovery) are still CH state Maximum Slide duration: 10F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "2A", + "text": "Unlimited Changes Does not cancel into itself 2A~88 into float is+3when executed as soon as possible A small delay (at least 4 frames) is need to go into float off 2A, either 8 > wait > 8 or wait > 88 Faster than the average2A. Because it can't cancel into itself, standard2A>2Astagger pressure will lose to instant blocks. However, it has a neutral frame advantage and is one of Izanami's few jump cancellable normals on block, often used in her more advanced pressure." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "2B", + "text": "Will low profile your sweep Unlimited Changes Becomes a Level 3 move from Level 2. Slightly slides Izanami forward Can low profile moves to an extreme extent Fairly high recovery Izanami's main low normal, has great speed and range.2Blowers Izanami's hurtbox to an absurd extent, making it a great move for counterpoking or anti-airing." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "2C", + "text": "Unlimited Changes Now Launches on hit. Fatal Counter Izanami's best move to punish DPs Occasional frame trap A very powerful punish tool, a Fatal Counter2Callows Izanami to deal enormous damage while also pratically ensuring you end up in the corner due to the immense corner carry it can provide. However, without counter hit, it is only slightly better damage-wise compared to5Cand requires you to be much closer to confirm well from it, making it less pratical overall. It can be used occasionally as a frame trap and pressure reset due to being able to cancel into2CCand5C>2Chaving a natural gap of3 frames, but it's very vulnerable to OD.2Chas a very high recovery, and although it can cancel into2CCon whiff, it is normally too slow to prevent a punish from the opponent. Fatal Counter" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "2CC", + "text": "Unlimited Changes Only available in Normal Mode Vacuums the opponent and spins on hit Potentially plus if it hits close enough The frame advantage can vary between0 to +5depending on how late it hits. Due to the projectile coming from behind, the frame advantage will increase the closer the opponent is. Mostly used for crouch confirms, as the spin allows you to follow up with214Bfor immense corner carry. Can be used to reset pressure and frame trap, but it may leave you vulnerable to certain defensive options, such as Overdrive. Izanami is also affected by hitstop Counterhit state ends late, frames 27-31 (first 5 frames of recovery) are still CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "6A", + "text": "Unlimited Changes Main anti-air and launcher Gatlings from most of Izanami's normals Cancels float if used during it 6A~8 into float is-1 Izanami's dedicated anti-air, has a fairly fast startup and good range, retains its head invulnerability even if used while floating, meaning it will simply beat a lot of characters jumping up at Izanami when she is floating. On hit or block Izanami, can buffer her jump to immediately float afterwards, or cancel into any air move aside from Air Throw if done during float. It's also a staple in Izanami's midscreen routes, allowing her to repeatedly juggle the opponent while carrying them to the corner. Cancellable into float from frame 28 onward Airborne from frame 10 Recovery duration can be altered by external forces" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "6B", + "text": "Unlimited Changes Now Cancellable into 5D/j.D without the need to enter Overdrive. 110% bonus proration Airborne for a few frames during startup NOTan overhead during float Cancels float if used during it Mostly used in the corner as a mixup or to add damage, needs Drive or other resources to convert well midscreen. Due to being considered airborne for a few frames, Izanami can leap through most throw moves with it. However, she lands before the move goes active, so you can still get grabbed. Cancels float if done during it, and if done that way, can be cancelled into air normals if it hits the opponent. During float, 6B ends float and Izanami can cancel into air normals on hit/block, but is no longer an overhead Bonus Proration 110% Airborne from frame 13, move plays out normally even if moved by external forces and will recover airborne if necessary Cancellable into 5D/j.D w/o OD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "6C", + "text": "First hit Second hit Unlimited Changes Hits low first, then overhead second First hit will launch, second hit will either ground bounce if airborne or crumple if grounded Can be jump cancelled on the first hit, but not on the second A staple in corner routes, as it allows Izanami to change to Exodus mid combo due to its great untech. Can also be used during pressure to frame trap or setup mixups with either proper spacing or Rapid Cancel. During Float, this move has Starter value Long" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "6CC", + "text": "Unlimited Changes Only available in Normal Mode 110% bonus proration Knocks opponents downwards Cannot be used on block Despite having bonus proration, this move never sees any use as there are much better options for combos and it can only be used after hitting a6C. Izanami is also affected by hitstop Bonus Proration 110% Counterhit state ends late, frames 23-31 (first 9 frames of recovery) are still CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "3C", + "text": "Unlimited Changes Now Cancellable into 5D/j.D without the need to enter Overdrive. Great combo filler and pressure tool in float Ground version has no cancels on block Immense recovery Izanami does a slide very close to the ground while striking with her horn. This move has a low hurtbox with amazing range and speed, but the lack of cancels on block and immense recovery makes it very risky. This risk is mitigated when used on float due to gaining cancels on block, making it a great pressure tool and sometimes an approach method. However, it is still very vulnerable to Overdrive as it maintains the same recovery. Frequently used in corner carry combos and some corner routes. Cancellable into 5D/j.D w/o OD" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "j.A", + "text": "Unlimited Changes Main move forF-ShikiSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.mix-ups Can be repeated indefinitely Standard aerial jab. Fallingj.C> microdash Risingj.Ais one way to setup a F-Shiki that hits most of the cast and can be converted with relative ease. Can be used overj.Bduring float mixups if the height is too low for it at the cost of some damage, but it won't work on extremely low heights." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "j.B", + "text": "Unlimited Changes Primary air to air when not floating Great range with low recovery Your preferred overhead during float mixups, due to being much faster thanj.Cwhile being a better starter thanj.A. Its hitbox allowsj.Bto be used for crossups or, if the character is tall enough, an F-Shiki." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "j.C", + "text": "Drive followup is automatic Frames 13-15 Frames 16-17 Drive followup Unlimited Changes Second hit is only available in Normal Mode Second hit is automatic, unlike other Drive follow ups. Second hit cannot be float cancelled The first hit is mostly used as a combo filler, but it also can be used for jump ins and setting up mixups. The second hit, on the other hand, is scarcely used. Second hit (projectile) activates when Izanami has Magatama equipped Izanami is also affected by hitstop of projectile With magatama equipped, counterhit state ends late, frames 31-33 (first 3 frames of recovery) are still CH state" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "j.2C", + "text": "Unlimited Changes Only available in Normal Mode Spins her magatama projectiles around her while in midair, significantly reducing her aerial momentum during use Can hit either 3 times on button press or 12 times if held for long enough Sees use at the end of Time Stop combos. Values in [] are if button is held Checks for held button on third hit" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "Drive Moves", + "text": "With the exception of5D, All drive moves may be performed at any time while Active Mode is enabled and her Sharin is available. (Note that being hit disables Active Mode immediately)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "5D(Air OK)", + "text": "Unlimited Changes In Normal Mode, works with any directional input (e.g,2D) Activating Active Mode can be done with any direction, Deactivating itmustbe done with direction neutral (mostly because holding other directions will activate an attack, but even pressing 8D will do nothing at all, even though there's no moved mapped to that) Switches between Normal and Active Mode. The brief air stall allows it to be used situationally as an anti-air bait. Counterhit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "1D/2D/3D(Air OK)", + "text": "1D 2D 3D 1D 2D 3D Unlimited Changes After the projectile is shot, they will come back following the route before AND also deal a hit. Only usable in Active Mode Disappears if Izanami is hit 1DShoots the bits at a downward angle. Covers a lot of space, but generally only useful while airborne. 2DCovers a lot of space. Useful if you're floating somewhat close to the ground to cover both grounded and aerial approaches. 3DShoots the bits at an upward angle. Covers a lot of space, very useful when trying to zone from the ground. The lowest bit can cover grounded opponents while the other bits can cover aerial approaches very well." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "6D(Air OK)", + "text": "Unlimited Changes After the projectile is shot, they will come back following the route before AND also deal a hit. Disappears if Izanami is hit One singular projectile that hits three times Aims at opponent's position at startup Like Izanami's other Drive attacks, the projectiles fire from when Izanami started the attack. Unlike her other Drive attacks, however, there is a small delay before they start moving, allowing for different approach, pressure and combo options." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "4D(Air OK)", + "text": "Unlimited Changes Disappears if Izanami is hit Can hit behind Izanami, but does not travel fullscreen Her most general purpose drive move. Can be used for a variety of things, such as countering anti airs and extend pressure." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "Forward Throw", + "text": "5B+C Unlimited Changes While floating, catches airborne opponents instead of grounded opponents Hard knockdown Izanami grapples the opponent before slamming them on the ground. A solid forward throw, can be converted with something as simple as5B>5C> air string. If used while floating, you can float cancel from it, allowing you to confirm while relatively high from the ground. Minimum Damage 100%: 1500 While floating, Izanami can grab airborne opponents instead of grounded ones" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "Back Throw", + "text": "4B+C Unlimited Changes While floating, catches airborne opponents instead of grounded opponents. Always wall bounces regardless of positioning Izanami grabs the opponent and tosses them backwards before striking with a claw swipe. Can be easily linked into5C> air string while midscreen or cancelled into41236Cwith your back against the corner, but the latter will not work againstRachelandKagura. Although it can be used during float and float cancelled on hit, converting from it can be very ankward and it is not widely used. Mostly useful to change sides when cornered or close to it. Minimum Damage 100%: 1500 While floating, Izanami can grab airborne opponents instead of grounded ones" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "Air Throw", + "text": "j.B+C Unlimited Changes Replaced with her grounded throws while Izanami is floating Kicks the opponent downward and ground bounces. You can cancel this into float immediately to followup. Minimum Damage 100%: 1500" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "Counter Assault", + "text": "6A+Bwhile Blocking Unlimited Changes" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "Crush Trigger", + "text": "5A+B(Chargeable) Charge Release Unlimited Changes Uncharged version now has Long Starter Rating. Crumples on ground hit Wall bounces on air hit, wallsticks in the corner Mostly used to continue a combo when Izanami is too far to use6A. Can also be used to increase the damage of a punish or as a situational mixup. Because of Exodus Arc, Izanami is one of the few characters that can reliably combo from a uncharged Crush Trigger guard break midscreen, adding yet another option to her wide array of tools. 5A+B: Maximum Slide duration: 15F
5[A+B]: Maximum Slide duration: 15F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "Flaming Dome", + "text": "41236C(Chargeable) Unlimited Changes The move now is always on max level and you don't need to charge anymore. Incredibly active move, even after exploding Hold downCto charge it, up to Level 4 Hold backwards to release it closer to Izanami Holding down the button increases the fireball's size, damage and number of hits, up to four levels. On release, the fireball slowly descends and explodes on the ground. Worth noting is that the fireball is still active while Izanami is preparing it above her head, a feature exploited in a number of her combos. Functions mostly as a great combo ender, allowing Izanami to set up both Shield of Dreams and Orchid with ease. It may also be used in neutral to annoy your opponent, depending on the match up. Hold button to charge shot Damage when charging shot is 800×N During Timestop, damage is set to 300×N When firing shot damage is 300×N,500×5" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "Thunderbolt Lance", + "text": "214A/B(Hold OK) 214A 214B 214A 214B Unlimited Changes This move now has 4 versions depending on A/Band whether it is hold down or not. 214A Reduced startup: 25 -> 23. Increased pushback force. Is fully invincible when in dash out motion (8-13). Jump cancelable on hit/block in float (i.e. cancels float). Also with the universal change, this move in float now hits high. And since you can cancel float, you also gain another mixup chance after the cancel. 214[A] Holding A will cause Izanami to sideswitch. If for some mad reason you now want to use214Ain pressure, you now have a left/right, and after jump cancel you are also granted a high/low mixup. Have fun. 214B Reduced startup: 28 -> 26. Is fully invincible when in dash out motion (11-18). 214[B] Holding B will cause Izanami to switch side. I am sure now no one will know how to even block these. Izanami disappears for a split second, then performs a palm thrust Blows the opponent back Wall bounces in the corner Fatal Counter. Increases untech time so that you can dash and pick up with a button after the knockdown 214Ais mostly used as a corner combo tool, serving as a high damage extension. It can also be used to move around, punish a whiffed button or as a combo ender, so long as the opponent is not too high. 214B Izanami disappears for a split second, then performs a sliding kick If used while Izanami is floating, she will reappear on the ground Frame advantage may vary depending on how late it hits Harder to confirm off an air hit, needs Drive or RC 214Bis one of the reasons your opponent needs to remain cautious even while you are floating, as it gives you access to an almost fullscreen low attack while midair. Due to its hurtbox, this move can low profile many buttons and even beat anti air attacks with proper spacing. However, it's slow and unsafe on block in most distances, needing either Drive or Rapid Cancel to make it safe. While Izanami disappears briefly in both versions, she still has a hurtbox.214Bin particular has a hurtbox while descending if done from floating, which is why it can be beaten by buttons that it would otherwise low profile. 214A: Fatal CounterJump cancelable (ends float) only in float Jump cancelable (ends float) only in float Charge is checked on frame 11
214B: Charge is checked on frame 14" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "Ghost Peak Strike", + "text": "236A(Hold OK) Unlimited Changes Now hits 3 times. By holding down A, Izanami will \"dash cancel\" out of the move. The first landing hit of the three will deal 900 damage, after that the extra hits will only deal 300 per hit. Saya describe how she loves her brother by making a knock-off version of OD Dead Spike. Unfortunately by doing so it also straight up trash most combo usage unless you followed directly by a counter hit 3C or similar. On pressure it is now plus quite a lot on block, and with dash cancel you can easily follow-up the pressure if you've been Barriered out. Somewhat safe way to end pressure Crumples on Counter Hit Raises a dinosaur ghost's head from the ground. Mostly used to extend certain combos or creating space in a blockstring, but it may also be used as another way to extend pressure when combined with Exodus. Dash charge is checked on frame 38 Dash cancel duration 22" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "Arms of Sympathy", + "text": "j.63214B(Hold OK) Don't overshoot the motion or you'll float and get thunderbolt lance instead. Unlimited Changes The move now becomes chargable; while charged, the attack will not come out, instead Izanami will land teleport to the ground after the feint. It also moves you closer to the opponent (even sideswitch if close), allowing you to do a grab after. Cancels into Float on block and on hit, but keeps land recovery when touching the ground Attacks the opponent with a ghostly face while in midair. Has a huge hitbox. Very long active time and great not only for covering approaches from above and stopping jumpouts in response to your approach, but also to bait anti air attacks. In combos, mostly sees use as part of combo enders. j.63214B: On hit/block, Izanami bounces back and is in recovery until landing + 5 On hit/block, cancellable into float after 16 frames of recovery
j.63214[B]: Charge is check on frame 13" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "Distant Affection", + "text": "63214C Unlimited Changes Damage doubles from 1000 to 2000. Increased startup: 13 -> 29. Is invuln on initial dashout (8-16). Now travels a lot further and can grab opponents around half screen, but in exchange the startup is probably the longest in the game. Use with caution. On successful hit, she recovers 500 health and 30% Barrier Gauge. Reduces Opponent's Barrier Gauge by 20%These gains and losses aren't tied, Izanami will still gain the full 30% Barrier Gauge even if her opponent doesn't have any to steal.Barrier gains and losses do not apply for that character if they are in danger state.May inflict Danger State if opponent runs out of barrier These gains and losses aren't tied, Izanami will still gain the full 30% Barrier Gauge even if her opponent doesn't have any to steal. Barrier gains and losses do not apply for that character if they are in danger state. May inflict Danger State if opponent runs out of barrier Will hit airborne opponents instead of grounded ones during float Removes shield of dreams on the first frame of startup. A command grab where Izanami grabs the opponent and brutally bites them. Could be considered the cherry on top of Izanami's other offensive options since getting in to do a throw is made easy with shield of dreams active and this move then gives back a portion of barrier to perhaps use Shield of dreams again later. However, since Shield of dreams is removed on activation rather than hit, you can also still be hit out of startup to this move. Leads to a full combo with Rapid Cancel or Drive. Charge is checked on frame 11" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "Shield of Dreams", + "text": "The infamous \"Ribcage\". Made from the hopes and dreams of your victims Does not increase her hurtbox or collision size while active, despite appearances Unlimited Changes All blocked hits consume50%barrier. Barrier will not drain as time passes. Now at round start, the shield will become active immediately, and there will be no draining as time passes. But in exchange there is no way to turn it off (even using Bulwark won't turn it off), so this also meansyou cannot block until you have no barrier! Due to this, you have to be careful about your gameplans; you have to potentially punish every shielded attack and try to run out opponents' lifebar before your Barrier's gone. Disables all other forms of invulnerability Izanami may gain for its duration, for example, Izanami can be thrown during the startup of her Exceed Accel while Shield of Dreams is active. Disables all other forms of invulnerability Izanami may gain for its duration, for example, Izanami can be thrown during the startup of her Exceed Accel while Shield of Dreams is active. Appears on Frame 17 Spends 2000 barrier units and consumes 25 units per frame starting from frame 1 until either the barrier runs out, one of the moves mentioned below is used, or Izanami gets hit by an attack that it cannot block. With full barrier gauge, it can maintain the shield for 320 frames before the gauge is depleted. Drain is paused during time stop. Once all barrier is depleted, Shield of Dreams Izanami entersDanger Stateas normal.Shield of dreams will continue to be in effect until Izanami ends her current move, if any. When Shield of Dreams blocks, Izanami will experience normal blockstop from moves, but no blockstunAll blocked hits consume 10% barrier.Multi hit attacks will drain for each attack blocked.Crush Triggers do not drain additional meter. All blocked hits consume 10% barrier. Multi hit attacks will drain for each attack blocked. Crush Triggers do not drain additional meter. Ends immediately if Izanami is hit by something that Shield of dream does not protect against. That is; throws (Even otherwise blockable throws), throw rejects (Either way around) unblockables and bursts. Disppears when activatingDistant AffectionGuardThrowStartup13Recovery40Advantage,BulwarkGuardAllStartup12Recovery6Advantage-13orEternal DarknessGuardAllStartup7+(30 Flash)+15Recovery81Advantage-78or successfully hittingStake of SupremacyGuardAllStartup4+(30 Flash)+3Recovery32Advantage-17orMelancholy Death (Arc Drive)GuardAllStartup4+(30 Flash)+3Recovery32Advantage-17. Disables Izanami's ability to block normally for its duration. This is generally only relevant when trying to block bursts, however there are other examples such as blockable throws. Inputting barrier block will give you 5B or 2B instead. A very powerful tool that allows Izanami to force a degree of respect from the opponent. Especially effective to keep them trapped in the corner alongside Exodus, as most characters have very limited options to deal with it. It can also be used in neutral to brute force your way in, but depends on the match up and situation. Many characters can attempt to flee until your barrier runs out, leaving you much more vulnerable. Also remember that you still don't get to act with total impunity, throws, unblockables and multihit attacks will defeat the shield, so it's still important to respect these options when pressuring your opponent. If necessary, Izanami is able to block normally the instant the shield ends, subject to normal restrictions. Managing your barrier gauge is a vital part of Izanami's gameplan. The more barrier you can preserve between uses, the more you may use it in between blockstrings and continue forcing the opponent to respect. However, if your barrier is too low, Izanami won't be able to make much use of it; in such case, it might be better to willingly enter Danger State, as barrier regenerates faster during it. If extremely necessary, you can activate Overdrive as a last resort to remove Danger State immediately and regain whatever barrier that you may have had regenerated. Will auto appear" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "Bulwark", + "text": "623Bduring Shield of Dreams You can use it on wakeup now lmao Unlimited Changes Grants 5% Barrier on successful hit instead of 10%. Will restart Shield of Dreams afterwards if Shield is up before. Unusually long active time Grants 10% Barrier on successful hit, even during Danger State Leaves opponent in untech until they hit the ground Your main way of ending Shield of Dreams safely. Can be used during combos to preserve barrier and even confirm off certain hits, such as6Bin midscreen. However, sometimes it's better to not use it and enter Danger State in order to recover barrier faster. Although it is similar to most invincible reversals, it's not used as one for the most part due to the need of setting up Shield of Dreams beforehand. It can still be used to avoid certain attacks if timed properly. Counterhit state for entire move" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "Droplet", + "text": "41236D Unlimited Changes Now hits twice. Recovery of Sharins in Normal mode is faster (30 frames faster). Can be held down to delay the attack up to 94 frames Tracks the opponent formostof its startup frames, can still miss if the opponent is moving fast at the right time. Considered as using Bits, she is essentially considered to be in active mode without her bits until they return. (Meaning she cannot block, switch modes etc...) During Active Mode, Izanami can use this move while performing other actions Izanami will be in normal mode when the bits return regardless of the mode the move was activated from. A good move to force your opponent to either block it and allow Izanami to approach or move around to avoid it. It is also a great combo tool due to its great damage, P2 and untech." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "Orchid", + "text": "63214D Unlimited Changes Now deals up to 10 hits. Recovery of Sharins in Normal mode is faster (30 frames faster). Can be held down to keep moving it forward. Pressing up or down repeatedly while holding the button will make it ascend or descend Considered as using Bits, she is essentially considered to be in active mode without her bits until they return. (Meaning she cannot block, switch modes etc...) During Active Mode, Izanami can use this move while performing other actions Izanami will be in normal mode when the bits return regardless of the mode the move was activated from. A very powerful Okizeme tool in Active Mode, capable of catching many wake up options while keeping a safe distance. Can be used as combo filler during a Flaming Dome ender to increase its level and also functions as a good pressure extension. Projectile moves forward until button is released" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "Warp", + "text": "22A/B/C/D(Hold OK) Unlimited Added Izanami now has a set of warps that can either used for sideswap, or trick opponents into various situation. Shield will be deactived when using any version of the warp. 22A(Hold OK) This warp will move Izanami forward roughly around half of the screen, and can potentially sideswap. Useful when you want to approach opoonent fast. Holding down the button (22[A]) will increase the time take to warp, but instead the recovery after the warp is much shorter, making it easier to set up throws. 22B(Hold OK) This warp will move Izanami backward roughly around half of the scree. Useful when you want to retreat and try other mixes. With the same deal as A version, holding down the button (22[B]) will increase the time take to warp, but instead the recovery after the warp is much shorter. 22C(Hold OK) Whiffs on crouchers. This warp is a hit grab. After the pose, Izanami will teleport up to the sky and then came down for a command grab. Due to the startup pose of all versions are the same, this can oftenly catch players off guard. Holding down the button (22[C]) will increase the time take to teleport, but instead you will move forward by a longer distance. As a side note, this move is Head attributed, meaning youcanbe anti-aired by those H-invuln moves. 22D(Hold OK) This warp is a guartpoint move that is a fakeout of the moves above. Izanami will stay in pose and guard everything except throws, and a scary sound will play when the guard is activated. Hitting the guard by anything with a strike will teleport Izanami to your back and leaves you exposed to attacks, though you can still RC/OD or try to reversal out if the move is cancelable. Holding down the button (22[D]) will deal additional attack following a successful guard, which cannot be RC'd to escape. Depending on whether it is a strike or not, Droplet will trigger if it is a strike, and Orchid will trigger if it is a projectile (you can still control the Orchid). 22A: Charge is checked on frame 11
22B: Charge is checked on frame 11
22C: Charge is checked on frame 12
22D: On hit is +28 Charge is checked on frame 12
22[D]: Charge is checked on frame 12 1000 if guardpointed a strike 300×10 if guardpointed a projectile" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "Stake of Supremacy", + "text": "236236B Reversal, combo ender and now a full-screen punish tool. Unlimited Changes Now warps behind wherever the opponent is before attacking, even if they are in the air, which will put her in float state if it misses or is blocked.Has more flash frames to compensate with the increased animation. Has more flash frames to compensate with the increased animation. Short ranged, but very fast and invincible from startup until end of active frames Relatively low recovery makes it harder to punish Minimum damage 960 (1220 during OD) Disables active mode on hit, meaning you cannot use drive moves to add damage during the animation or pick up the combo afterwards without an RC or being in OD. Izanami kicks the opponent, then performs a series of midair dash attacks that ends with her dragging the opponent along the ground before knocking them away. This super will always sideswap on a successful hit. The Overdrive version adds more midair dashes and sends them further away towards the corner. Very easy to combo into due to its very fast startup and various options to cancel from. While a great reversal on its own, it can be made much harder to punish with the additional cost of Overdrive as it allows to keep the opponent at bay while Izanami recovers, serving as an alternative to DP > Rapid Cancel. The first hit can be Rapid Cancelled on block; on hit, you can only Rapid Cancel the final hit. Values in [] are during OD Minimum Damage 20%: 960 [1220] reversal" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "Hour of Nihility", + "text": "214214C ZA WARUDO! Unlimited Changes The startup now is invincible, making it a reversal. Very long recovery on miss and counterhit state during this time, missing this will be very painful indeed. On hit, causes time stop for 3 seconds (5 in OD).Using another Hour of Nihility increases the time stop timer for about 2 seconds (not affected by OD), while any other throw will simply miss Using another Hour of Nihility increases the time stop timer for about 2 seconds (not affected by OD), while any other throw will simply miss See below for time stop effects. A situational but powerful command grab super. Lacks any sort of invulnerability and is unsafe on whiff, but has a very fast startup and can lead to great damage. Especially terrifying considering Izanami can use it while she has Shield of Dreams, as the opponent may be inclined to stay on the defensive during it. Because the Overdrive timer will freeze during it, Izanami can deal very high damage with its OD version. She can also use OD during a regular time stop, but the extra damage won't be as high and is generally only worth it to end the round. Values in [] are during OD Minimum Damage 100%: 300 [500] Timestop lasts for 3 [5] seconds All damage caused during timestop cannot end the round Executes Timestop End at end of timestop" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "Moment of Benevolence", + "text": "720A(Air OK) Time stop on command Unlimited Changes Time takes to active decreases. Requires 100% heat. Heat is only consumed when the move goes active Cancels float state on startup, but Izanami falls slower than normal until she lands on the ground Fullscreen unblockable that beats most types of invulnerability. Only avoidable by actions that are invulnerable to burst such as Relius' Led Ley or the pre-flash frames of Overdrive activation, or by having literally no sprite/hurtbox on screen such as during Arakune's forward/back dashHowever, due to the recovery being fully invulnerable, it's not possible to truly punish it However, due to the recovery being fully invulnerable, it's not possible to truly punish it Overdrive version reduces startup time by 1 second Counterhit state for the entire move Highly matchup specific move. Best used in conjunction with Exodus and Shield of Dreams to make it harder to interrupt. Works best against slower characters, as characters with high mobility can quickly close the distance and punish the attempt, while those with long range moves may be able to stop it if she hasn't put up Ribcage. Some characters can also just avoid it with certain tools, such as Nine's teleports. Due to its nature, the position of the opponent may vary when it hits, and as such the damage you can get from it will vary. Values in [] are during OD Costs 100 Heat 100% minimum damage: 0 Executes Timestop End at end of timestop All damage caused during timestop cannot KO opponent" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "Time stop effects and ending taunt", + "text": "214214Cor720A Soshite toki ha ugokidasuAnd thus, time continues Unlimited Changes After using either of the above two moves, time appears \"stopped\" and Izanmi can freely attack her opponent for a set period of time. However what is really happening is the following: Izanami is completely invulnerable, so any lingering projectiles and suchlike might still animate, but can't harm Izanami. All attacks performed by Izanami gain 9999 Frames of hitstop but also cannot kill the opponent, including the attack that caused timestop. This means all attacks performed will always form one combo. Burst is locked for the whole duration Any throw other than Hour of Nihility will fail simply miss. During time stop, the round timer is frozen. Some gauges will neither increase nor decrease during it, such as Burst, Overdrive and Rachel's windExceptions to this rule are doll gauges, Active Flow, float state and the barrier gauge during Danger State. However, if barrier reaches maximum while time is frozen, Danger State will end with almost no barrier Exceptions to this rule are doll gauges, Active Flow, float state and the barrier gauge during Danger State. However, if barrier reaches maximum while time is frozen, Danger State will end with almost no barrier After the time stop duration expires, timestop does not end immediately. Instead, control is taken from the Izanami player and Izanami will perform a taunt animation the first moment she can. (In other words, she will wait until whatever move she is doing completes and perform the taunt then)The taunt deals 100 damage fullscreen and ends all timestop effects at the same time, this 100 damage can end the round.The attack causes crumple stun if they're grounded (Which must be emergency teched at the earliest), or blows them away horizontally and wallbouces if they were airborne.The taunt pose ends at roughly the same point the opponent hits the floor from crumple stun, leaving Izanami with excellent Okizeme. The amount of advantage she gains for an air hit varies considerably. Technically it's possible to combo afterwards, but her opponent will be able to tech instantly if anything hits them.Using the Taunt button manually during timestop will end time stop the same way. Its only use is to end a round sooner if you've already done enough.Stake of Supremacy and Melancholy Death will also end time stop effects immediately and perform the attack normally, skipping the taunt and its damage. The taunt deals 100 damage fullscreen and ends all timestop effects at the same time, this 100 damage can end the round. The attack causes crumple stun if they're grounded (Which must be emergency teched at the earliest), or blows them away horizontally and wallbouces if they were airborne. The taunt pose ends at roughly the same point the opponent hits the floor from crumple stun, leaving Izanami with excellent Okizeme. The amount of advantage she gains for an air hit varies considerably. Technically it's possible to combo afterwards, but her opponent will be able to tech instantly if anything hits them. Using the Taunt button manually during timestop will end time stop the same way. Its only use is to end a round sooner if you've already done enough. Stake of Supremacy and Melancholy Death will also end time stop effects immediately and perform the attack normally, skipping the taunt and its damage. Startup is performed while time is still stopped Ends timestop Minimum Damage 100%: 100" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "Melancholy Death (Arc Drive)", + "text": "A+B+C+Dduring Overdrive Unlimited Changes EA is back to its CF1 counterpart, where it is relatively safe but has no minimum damage. Otherwise behaves like other Exceed Accels Minimum damage 300, increasing to 627 in Active Flow. Izanami kicks the opponent on startup, then entraps the opponent in a ring of skulls. A horrifying scream rings out as the screen turns black and white and Izanami dons a skull mask. She then impales the opponent with her hand. On Active Flow, chains are added to the ring of skulls and the screen turns red when Izanami impales the opponent. An invulnerable reversal that uses Overdrive instead of Heat. Izanami moves slightly forward during its activation, making it a little bigger than it seems. Can lead to decent oki when the opponent is in the corner. Although Izanami can't use her Drive during the Exceed Accel, she can use the bits before the move itself (so long as you don't use the hold version), which may allow her to inflict additional damage or make a blocked EA safer. However, it's still a very telegraphed move and can be punished severely if misused. Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "Eternal Darkness", + "text": "1632143D Unlimited Changes Small horizontal hitbox around Izanami's entire Body, but great reach upwards Very long active time, and even longer invulnerable time Izanami uses her magatama to create a whirlwind of souls that launches the opponent into the air, then leaps after them. Still holding onto the opponent, she sends them plummeting to the ground as seven giant, ghostly skulls surround them both. The skulls converge on the opponent, sending them into the underworld while leaving Izanami unharmed. Very practical Astral with an unusually long lasting hitbox. Because it combos from3C, Izanami can more or less do any basic BnB into her Astral. The hitbox also extends just under her, which makes it much easier to land this while floating on a grounded opponent. The tall hitbox and long active frames let her combo it from things like level 3 Flaming Dome. Combos Directly From: 2CC(Ground hit) 6C 6B 3C Forward throw (Ground and Low Height float only) Back Throw (Always)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "Colors", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited", + "title": "Izanami", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izayoi/Data", + "title": "Izayoi", + "section": "j.D", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Frame_Data", + "title": "Kagura Mutsuki", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Frame_Data", + "title": "Kagura Mutsuki", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Frame_Data", + "title": "Kagura Mutsuki", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Frame_Data", + "title": "Kagura Mutsuki", + "section": "Revolver Action Table", + "text": "* Includes [4]6A/B, [2]8B/C and [4]1236C" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Frame_Data", + "title": "Kagura Mutsuki", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Kagura_Mutsuki/Frame_Data", + "title": "Kagura Mutsuki", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Strategy", + "title": "Arakune", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Strategy", + "title": "Arakune", + "section": "General Tactics", + "text": "Arakune has a relatively awkward strategy before he fills up the curse bar. His objective, above all, is to build up curse and survive in neutral. If he succeeds that, Arakune can abuse the curse state and put his opponent in a blender. From there, the objective is to run disgusting mixups and kill your opponent as quickly as possible. For a video guide on Arakune, check outSkye's multivideo guide Playing as Arakune, it's generally in your favor to attempt to maximize your opponent's exposure to risks and minimize your own whenever possible. Arakune's risk/reward balance is absurdly skewed by the threat of curse, making even small mistakes or opportunities presented by your opponent on par with the deadliest fatal counters. This explosive power is offset by a somewhat underwhelming offensive toolset outside of curse. His blockstring opportunities tend to be short and relatively unsafe to extend, meaning getting the most out of any ranged curse or counter-poke baiting opportunities you can is an important part of a healthy Arakune gameplan. One of the most important things to recognize (both when playing as and fighting against Arakune) is whether you are on offense or defense in the matchup you're playing. Arakune has tools to play as both a runaway/whiff punisher as well as a more direct rushdown offense, but they aren't created equal. Whether Arakune has the means to effectively threaten a ranged curse on the opposing character plays a pivotal role in the flow of the match. If Arakune is allowed full use of cloud, spider,6D, andj.D/2Din a matchup and doesn't feel threatened enough to stop, he can put the opponent on a full-screen pressure clock; A \"deadline\" by which the curse gauge will eventually fill up completely without Arakune taking many (or sometimes any!) direct risks. Matchups vary, but in general any character incapable of readily preventing and punishing the above will be forced to play dedicated offense against Arakune. This means Arakune will have the luxury of forcing the opponent to approach on his terms, forcing the opponent to navigate past slow but incredibly rewarding threats and try not to overextend into Arakune's air movement/teleport based whiff punish options as well as his respectable suite of attribute invlun reaction/callout normals (5C/6B/6C/3C). Adding in the fact that Arakune still has the option of switching to a more direct offense at any time to catch the opponent off-guard and apply pressure makes this where Arakune is at his deadliest. In contrast, any characters with zoning tools strong enough (Mu/Nu/Lambda/Rachel) or a combination of speed and hitboxes large enough (Es/Mai/Litchi) to reliably punish Arakune for attempting ranged curse options make for some of his most difficult matchups. Arakune is forced to play much more offensively, often resorting to much riskier and higher commitment strategies to curse the opponent such as direct rushdown attempts, teleport bluffs, and all-in counter-poke attempts out of pressure; all things that bring the risk/reward of curse back down to levels the opponent can compete with, or even outright win against." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Strategy", + "title": "Arakune", + "section": "Blockstrings", + "text": "Check out thepastebin herefor an idea of how Arakune likes to structure pressure before curse." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Strategy", + "title": "Arakune", + "section": "Tips and Tricks", + "text": "j.Bis an amazing normal in neutral because of its speed and size.You can also use j.4X normals to continue pressure on the ground, then rejump and move accordingly. You can also use j.4X normals to continue pressure on the ground, then rejump and move accordingly. 22X can be used to call out dashes, but keep the huge startup and recovery in mind. Use6Band6Cto call out pressure resets and low attempts. Overdrive is a great defensive option." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Strategy", + "title": "Arakune", + "section": "Fighting Arakune", + "text": "Arakune matches are won and lost in the neutral phase as it is extremely difficult, if not impossible, to block an Arakune's curse mixups. Arakune's lack of offensive and defensive options out of curse means that Arakune he will often play in neutral for an extended period of time. Take notice of each of the curse clouds and how they move so that you can avoid them. Be conscious of Arakune's spider (22X) and his erratic movement. Arakune entering curse state is inevtiable in some matchups, but delaying it as much as possible is important.Most of Arakune's combos involve throwing Drive bugs to get you into curse state. Bursting these combos may seem unsafe since the burst will not hit Arakune, but they evade curse while Arakune cannot do much to punish them. Ideally, you will want to burst on thej.Ddue to its massive recovery. Some curse confirms (like2C) require RC to put you in curse. You can burst after he uses RC in order to set his resources back.Arakune's F-Inverse (236236C) has a fast start up and an huge amount of active frames, making it deadly as a mid-pressure reversal. On wake up, its hitbox is lacking so bait it accordingly. Its invulnerability is brief and it's relatively easy to punish.If you do happen to get cursed, blocking in the air is a good place to be since his mixups are limited to only left/right mixups. Keep in mind, however, that it is very difficult to take to the air once Arakune is on you. If you are grounded, there are a number of things to watch out for to help with your guessing game listed below. A skilled Arakune player has mixups that are safe enough that you more or less can't escape (e.g mashes, bursts, or reversals). Your goal here is to avoid getting opened up for as long as possible to mitigate the damage Arakune will do. If Arakune doesn't have meter and you blocked well, you might return to neutral with a fighting chance. C bug (the big blue/pink one) guard crushes on block. Recognize it and Barrier accordingly. Conserve barrier so you can properly block this bug. If Arakune is in the air, it will likely be a left/right mixup between his various j.2X moves and teleports. If Arakune is on the ground, he has an extremely high amount of mixups. He can high/low, teleport, make himself invisible, etc. The visual clutter of bugs also makes it hard to see what's Arakune's doing. Don't burst curse mixups, they are easily baited and Arakune can set up again without much trouble.There are minor exceptions in case you will die otherwise, such as6Corj.236C. There are minor exceptions in case you will die otherwise, such as6Corj.236C. In curse, Counter Assault can be strong option because Arakune will not be able to summon bugs for a short period of time. Keep in mind that quite a few setups/strings cannot be CA-ed." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Arakune/Strategy", + "title": "Arakune", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Resources", + "title": "Celica A. Mercury", + "section": "Intro", + "text": "This page is Celica A. Mercury's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Resources", + "title": "Celica A. Mercury", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here. General Combo Guide by Shinespark Optimized Combos by Stripy Older Combo Guide by UnsafeOnHit Japanese BBS Arcade Profile Dan Rankings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Resources", + "title": "Celica A. Mercury", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Resources", + "title": "Celica A. Mercury", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Resources", + "title": "Celica A. Mercury", + "section": "Players to Watch", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Resources", + "title": "Celica A. Mercury", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Celica_A._Mercury/Resources", + "title": "Celica A. Mercury", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Susano%27o/Data", + "title": "Susano%27o", + "section": "623C", + "text": "\"Yakifuku Rouen\"" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Combos", + "title": "Izanami", + "section": "Intro", + "text": "At Midscreen, your focus should be on carrying your opponent to the corner rather than doing damage. Once there, Izanami’s damage potential is vastly increased, alongside her okizeme options. The term “optimal” ispurely a subjective term.Learn and use whatever combo path you feel most comfortable with as long as it gives you the knockdown you desire. That is more important with Izanami’s combo theorem than anything else. Float Cancels Properly cancelling into and out of float is very important for Izanami. Done properly, float cancels let Izanami seamlessly transition from float to the ground state and vice versa. The majority of the time it's best to opt for the fast float cancels (AKA super jumps). Float cancels are notated as jump cancels. For example, a float cancel from3Cinto grounded5Bis notated as fl.{3C~hjc} >5B. Bulwark Bulwark is a key special for Izanami. It lets her dispel Ribcage mid-combo, grants barrier, and launches. If you have623B(This is often called “Ribcage”) turned on at the start of a combo, you can replaceany move that launches opponentswith623Bto disperse Ribcage and conserve your Barrier Gauge. Do note that you need to be close to the opponent for that, as it doesn’t have much range.This will not be stated again. Character specifics Although Izanami’s combos works on most of the cast without problems, there are certain characters that may require you to utilize different routes. The5C>2C>41236Cender will not work onRachel, Hakumen, Makoto, Valkenhayn, IzayoiandCelicawithout a microdash before5C, and it won’t work at all onTaokakaandPlatinum. In the latter case, it’s recommended to use an alternative ender to your combo, such as5C>6A>j.63214B~8, fl.{3C}. As for (41236[D]) >5C>3C~9hjc} >]D[> 66 >41236[C], any41236[C]level higher than 1 will drop onRachel, HakumenandMakoto. The microdash can be omitted in certain routes and still be able to reach level 2 or 3 on41236[C], but it will drop againstIzayoiandCelica. Take a look at theIzanami Combo Docfor more information and a more complete list. The introductory/core BnBs are honestly pretty much all you need to get started with her though, so feel free to use this until you need more situational routes or are looking to optimize specific starters. It is recommended to check theIzanami Beginner Building Blocks & Anti-Drop Docwhen attempting to learn a core combo." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Combos", + "title": "Izanami", + "section": "Introductory BnBs", + "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple It's recommended you start by learning these routes first. None of Izanami's routes are easy, so focusing on her most important and universal routes will give you the most mileage when starting out. If you're having difficulty mastering these combos, there's the previously mentionedbeginner docwith many tips that break down the structure of each of these combos. (5A/2A) > (5B/2B) >5C>6A~8 > fl.{5C>2C>3C~9hjc} > dl.5B>j.B~8 > fl.{5C>3C~dl.9hjc} >j.C>6A>j.63214B~8 > fl.{3C}Main midscreen combo for corner carry; can be used anywhere on screen. Delaying the 5B after the first float string will make the rest of this combo much easier. “dl.9hjc”is the bane of existence for any new player to Izanami, but it is absolutely necessary to learn this as you will be using this for a majority of Izanami’s combos. To do this, youmust delay the actual jump cancel out of Float, not the j.C you’re pressing afterwards. Wait for your opponent to start falling to the ground after getting hit by fl.3C, then you should be able to complete the combos as follows. (5A/2A) >5B/2B>5C>3C> 5A+B >665B>j.B~8 > fl.{5C>3C~dl.9hjc} >j.C>6A>j.63214B~8 > fl.{3C}Alternative combo for Midscreen; use at ranges where you cannot combo into 6A. Costs 25 Heat and puts you intoHeat Gauge Cooldown. Try not to overrely on this as a crutch, since if you're in range of the 6A variation you save meter. Be aware that CT wallsticks in the corner, in which case you'll potentially have to dash for much longer in order to continue the combo. (5A/2A) >5B/2B>5C>3C>236A>5B>5C>j.B~8 > fl.{5C>6C>5D>2B(6D) >5B> dl.6B} >j.C(whiff) >2C>41236[C](63214D) > [Release41236Cat Level 3]The single most important combo route for Normal Mode. You will be using this A LOT. When doing “2B(6D)> 5B”, the6D needs to come out during 2B,no later than the hit animation; so this sequence must be done relatively quickly. It is very awkward to do if you’re new, and you will most likely struggle a bit with this. Just keep working at it, you will get it eventually. If you’re having a lot of trouble with this specific sequence, you can cheat the input somewhat by doing it as “2B(6D) > 6B > dl.6B” instead. Because 2B has no gatling option into 6B, you will get 5B instead. This should help you transition the inputs a bit easier, at least until you’re able to do this without the trick. The “dl.6B” is a very small delay that is mandatory for this combo to work. To help with the timing, justdo notimmediately cancel 5B into 6B, wait a second before you do it (5A/2A) >5B/2B>5C>3C>236A>5B>5C>j.B~8 > fl.{5C>6C>214A(6D) > 6B} >j.C(whiff) >2C>41236[C](63214D) > [Release41236Cat Level 3]Essential to learn since the Normal Mode BnB doesn't work in Active Mode. Similar to the Normal Mode variant; okizeme situation allows you to loop back into “41236C at Level 3” knockdowns.Incredibly importantroute to learn. B+C >41236D>5C~88 > (41236Dhits) > fl.B >j.C(whiff) >5B>5C>j.B~8 > fl.{5C>3C~dl.9hjc} >j.C>6A>j.63214B~8Confirm off throw, regardless of mode. Release D immediately for 41236D, the 5C should hit before it. Try to make the float after 5C as low as possible." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Combos", + "title": "Izanami", + "section": "Core Combos", + "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character …6A>j.63214B(41236D)~8 > fl.{5C >3C~9hjc} > (41236Dhits) > 66 >41236CAlternative midscreen ender when in Active Mode. Does more damage and leads to better oki, but a little tricky until you get used to it. You can always do the normal 6A > skull ender instead of this whenever you see it in Active Mode combos. (5A/2A) >5B/2B>5C>3C>236A(dl.6D) > IADj.C~8 > fl.{5C>3C~dl.9hjc} >j.C>6A>j.63214B(41236D)~8 > fl.{5C>3C~9hjc} > (41236Dhits) > 66 >41236CYou need a huge delay for 6D, but 3C > 236A has no delay. Renders the Midscreen CT route basically moot when in Active Mode, further saving you resources. Timing tip: Try pressing 6D as soon as you see Izanami put her hands up in 236A's animation. 5B>5C>6A~8 > fl.{5C>2C>3C~9hjc} >5B>5C~C>214A>665C>2C>41236CNice amount of added corner carry. Won't work unless you're midscreen or closer. Doesn't work from 5A/2A. The ender for this combo does not work onTaokakaandPlatinum. For these two characters, please use “5C > 6A > j.63214B~8 > fl.{3C} to end the combo. 5B/2B>5C>6A~8 > {fl.5C>2C>3C~9hjc} >5B>j.B~8 > fl.{5C>3C>214A,3C~dl.9hjc} >j.C>6A>j.63214B~8 > fl.{3C}Lots of added corner carry to Midscreen BnB, and a bit more dmg. Won't work unless you're 2/5 screen or closer. (Crouching only)5B/2B>5C>2C~C>214B>665B>5C>j.B~8 > fl.{5C>6C>5D>2B(6D) >5B> dl.6B} >j.C(whiff) >2C>41236[C](63214D) > [Release41236Cat Level 3] OR (Active Mode)5B/2B>5C>214B(4D) >665B>5C>j.B~8 > fl.{5C>6C>214A(6D) > 6B} >j.C(whiff) >2C>41236[C](63214D) > [Release41236Cat Level 3]Absolutely ridiculous corner carry. Works in normal mode as a crouch confirm, but in active mode you can route into this off standing hits as well. This requires you to be in roundstart range at the start of the combo, otherwise it'll drop. 6B(dl.4D) >5B>j.B~8 > fl.{5C>3C~dl.9hjc} >j.C>6A>j.63214B(41236[D])~8 > fl.{5C>3C~9hjc} > (41236Dhits) > 66 >41236C OR 63214C(dl.4D) >j.B>j.C~8 > fl.{5C>3C~dl.9hjc} >j.C>6A>j.63214B(41236[D])~8 > fl.{5C>3C~9hjc} > (41236Dhits) > 66 >41236C OR 6C(both hits)(4D) >j.B>j.C~8 > fl.{5C>3C~dl.9hjc} >j.C>6A>j.63214B(41236[D])~8 > fl.{5C>3C~9hjc} > (41236Dhits) > 66 >41236CWhen in Active Mode you gain access to meterless confirms off mixups like 6B, 6C and 63214C. (5A/2A) >5B/2B>5C>623B> dl.5B>j.B~8 > fl.{5C>3C~dl.9hjc} >j.C>6A>j.63214B~8 > fl.{3C}When getting a hit while Shield of Dreams aka Ribcage is active, often you want to disable it as fast possible in order to save Barrier. You do this by launching with Bulwark as soon as possible. Bulwark can work as a replacement for most moves that launch or extend combos. j.B+C~8 > fl.{6B} >j.C(whiff) >665B>5C>j.B~8 > fl.{5C>3C>214A>3C~dl.9hjc} >j.C>6A>j.63214B~8 > fl.{3C}Won't work if you're very high up in the air. Air Throw into Float always causes a side-switch againstBang,HakumenandCelica." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Combos", + "title": "Izanami", + "section": "Specialized Combos", + "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute 6A~8 > fl.{5A>6A} >j.63214B> Rapid Cancel >5B>j.B~8 > fl.{5C>3C~dl.9hjc} >j.C>5C>6A>j.63214B~8 > fl.{3C} OR 6A~8 > fl.{5A>6A(41236D)} >j.63214B>5C> jB~8 > fl.{5C>3C~9hjc} > jC >6A>j.63214B~8 > fl.{3C}If 6A hits high up in the air, it's not possible to combo into 5C. Thus we need to expend extra resources (either bits or meter) to convert into a full combo. 214214C>6B>214A>2C>5C~88 > fl.{5C>6B} >j.C(whiff) >5C>j.2CSpecific routing for Izanami's super command grab. The jump cancel into TK fl.5C is pretty tricky. Pretty much the only time you'll ever use j.2C. If you're in Active Mode, you can fit a laser after 214A for ~300 extra damage. j.B>j.C~8 > fl.{5C>3C} > airdash >j.B>j.C(41236D) >j.63214B> (41236Dhits) > IAD >j.C~8 > fl.{5C>3C~9hjc} >j.C>6A>j.63214B~8 > fl.{3C}This route allows you to confirm pretty much any jumping normal into a full confirm, regardless of you and your opponents' height. Works off j.A > j.B > j.C as well. (Midscreen)2C>214B>665B>5C>j.B~8 > fl.{5C>3C~dl.9hjc} >j.C>5C>j.B~8 > fl.{5C>3C>214A>3C~dl.9hjc} >j.C>5C>6A>j.63214B~8 > fl.{3C} OR (Corner)2C>214B>5C>2C>214A>5C>j.B~8 > fl.{5C>6C>5D>2B(6D) >5B> 6B} >j.C(whiff) >2C>41236C(63214D) > Release41236Cat Level 3.You might not hit it super often, but when the situation comes up it's very nice to have. There's a lot of room for optimization here - if you want even bigger reward, take a look at 2C > [CT] routes. They're hard as nails, but very cool! Blazblue Central Fiction (v2.02): Izanami Combo Document & Compilationby Sei Izanami Beginner Building Blocks & Anti-Drop Docby Lama" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Combos", + "title": "Relius Clover", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Combos", + "title": "Relius Clover", + "section": "Basic Combos", + "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Combos", + "title": "Relius Clover", + "section": "Summoning Ignis", + "text": "2A>2A>3C>5DThis summons Ignis and you don’t have to really confirm into236C~214B. The2As push the opponent away, so if it’s blocked you will usually have time to block after Ignis is brought in. Great for when you press a button on the defensive and you don’t know if it’s going to hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Combos", + "title": "Relius Clover", + "section": "Basic BnB", + "text": "2B>5B>6D>6C>41236B>5B>2C> sj >j.B>j.C>j.236C~j.214BEventually you'll want to learn the Gad Leis Loops, but for now this is a steady way to confirm into damage worry free. Also works in the corner. 2B>5B>236C~214A>661C> TKj.236C>2C>6C>41236B>5B>5C>4D>6AStandard Corner BnB. The first2Cis input as661Cto avoid accidentally inputting3Cafter the microdash. After the TKj.236C, try doing the2Cas late as possible so6C>41236Bdoesn't drop. If you're struggling with this, you can omit the6Cand just do2C>41236B." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Combos", + "title": "Relius Clover", + "section": "Unsummoning Ignis", + "text": "2B>5B>6D>6C>41236B>3C>5DAs you use Ignis you'll need solid ways to desummon her. Believe me it's better to sacrifice some pressure and damage in the short-run and win the long term war. Be sure to follow up with662A/661A+Bonce the opponent techs." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Combos", + "title": "Relius Clover", + "section": "Throw Combo", + "text": "5B+Cor4B+C>41236B>5B>2C> sj >j.B>j.C>j.236C~j.214BA stable throw combo, again Gad Leis loop helps extend damage" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Combos", + "title": "Relius Clover", + "section": "Core Combos", + "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Combos", + "title": "Relius Clover", + "section": "6A Starter", + "text": "6A> delay >6D>665C(1) >6C>41236B>5B>2C> sj >j.B>j.C>j.236C~j.214BA staple way to combo from6A. If the6Ais blocked, you can2Aafter the6Dinstead for pressure.6Aforces crouching on hit so that lets us combo into6Cwithout wasting IG on an additional6D" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Combos", + "title": "Relius Clover", + "section": "3C Starter", + "text": "3C> delay >6D>662C>6C>41236B>5B>2C> sj >j.B>j.C>j.236C~j.214BA staple way to combo from3C. If the3Cis blocked, you can2Aafter the6Dinstead for pressure." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Combos", + "title": "Relius Clover", + "section": "Ignis Regeneration Combo", + "text": "5B>6D>665B>3C>2363214C>5D> wait as long as possible >2C>6C>41236B>5B>2C> sj >j.B>j.C>j.236C~j.214BRegen combos are really important for keeping Ignis alive and by your side. Consider learning one at the very least, it will serve you well." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Combos", + "title": "Relius Clover", + "section": "Corner Combo with Ignis Regen", + "text": "XX >236C> Rapid >5D>2C> TKj.236C>2C>6C>41236B>5B>2C>j.C>j.236C~j.214A>3CThis is a modified version of the corner BnB that regenerates Ignis." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Combos", + "title": "Relius Clover", + "section": "Combo without Ignis", + "text": "2B>5B>236C> Rapid > 66 >6C>41236B>5B>2C> sj >j.B>j.C>j.236C~j.214BA means of dealing damage when Ignis is otherwise unavailable. Works midscreen. You can add damage by doing Rapid > IAD >j.C>2C>6C>41236Binstead." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Combos", + "title": "Relius Clover", + "section": "Blockstring/Combosections", + "text": "5B> [6D>665B]xNThis is quite wasteful as far as combos go. But when done with the timing you use for the combo it is also an airtight blockstring that lets you advance on an opponent. This means it will auto-confirm itself. If you space out your normals and microdashes really well you can get in on opponents who are instant barriering even.A wonderful thing to fall back on when you're too shaken to think, something that happens once in a while when starting out. Once you get the confirm you can do6D>6C>41236B>5B>2C> sj >j.B>j.C>j.236C~j.214Bto convert.If you can't crack their guard, try throwing out a6Aor a2B/3Cbefore or after a6D. You can also dash in and throw after any6D. If they’re being combo'd you can still throw a high/low or throw out to reset them, as having not left the ground they have no tech options. 5B> [6D>662B>5B]xNThis one will open opponents up who think they can jump out. It doesn't get you in as fast though. You can cancel into6Aor3Cfrom2Bfor mix-up or a reset as well. 5B> [2C> jump+6D>j.C]xNThis is again similar to the other two, but one must be close enough to2Cto use this one. The6D+jump is done as9D, as you can do grounded Ignis moves during the first 4 frames of your jump. Ignis enforces the fallingj.Cletting you re-pressure, or continue the combo.It boasts higher damage, more cost effective Ignis usage, and when used as a blockstring you can use empty jump/late airdash mix-up. To do this, simply condition the opponent to respect the fallingj.C, and then as you fall instead use an airdash as close to the ground and thenj.B>j.C> follow-up.As an alternative you can simply land then2B>5Bthrow or block a DP. This mix-up is much more swift than6Avs2Band is thus much more effective! If they block you can simply use2C>6D+jump and attempt it again." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Combos", + "title": "Relius Clover", + "section": "Specialized Combos", + "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Combos", + "title": "Relius Clover", + "section": "Gad Leis Loops", + "text": "[...] >5B>6D>6C>41236B>5B>2C>6C>41236B>5B> [...]Gad Lei loops add damage to your combos but require you to delay your next input as long as possible after any2Cs and6Cs in the string. The above combo would be input like this for example:5B>6D>6C> delay >41236B>5B>2C> delay >6C> delay >41236B>5B. If it's the launching6Cyou want to hit with41236Bjust so5Bcan barely pick up after. Keep in mind that Gad Leis' hitbox gets larger the further it is away from Relius to a certain point, so it will connect easier at a distance. The joint of the robotic appendage is kind of the visual cue for the bigger hitbox. That said with correct delays it will work on anyone from any range, as long as you're not too deep in the corner. Typically using pushback from other moves leading up to Gad Leis will get you the space you need. TKj.236C, particularly when performed as8236Cor7236Cin the corner, will create enough space to get the larger hitbox on Gad Leis most of the time. Do note that the midscreen gad leis loop will not work onTsubakiat close ranges. If Tsubaki touches Relius at all after the first41236B, the second will whiff outside of fatal combos." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Combos", + "title": "Relius Clover", + "section": "Vinumblockable", + "text": "5B>2C>236C~214C>66C>41236B>3C>2363214C> empty jump >236D>2363214C>2A> VinumblockableThis is an extremely powerful set-up which limits the opponent's options to near zero and can punish an opponent for waking up and blocking. It uses the fact that hitstun degrades the longer a combo runs. Essentially this is done by first restanding the opponent with236Dlate into the combo, thus eliminating all tech options (including rolls/delay-tech/non-tech.) Secondly the super Req Vinum2363214C, for which it gets its name, is used. It specifically must be the non-OD version, as that leaves gaps in-between each hit applied. After a small delay Relius uses2Aor5Aand the opponent has their fixed Vinum hitstun overwritten by the jab's extremely degraded hitstun. The result is that the opponent is knocked out of the combo but the gears do not stop attacking them, and they are forced to use an invulnerable action or else block in 1 open frame. This creates a unique situation where the opponent is forced to block for 40ish frames and both Relius and Ignis are not occupied by any actions, which is not a state they're intended to be in. The result is that Relius can execute an unblockable of his choice while the opponent is helpless to resist. This can be done by using214D>5B>2B>2Cor simply236Das both will pierce the opponent's guard, starting a new combo." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Combos", + "title": "Relius Clover", + "section": "Combo Theory", + "text": "Most of Relius's theory involves around optimizing IG costs and regenerating Ignis, on top of the usual resources (e.g oki, damage, corner carry). Certain combo pieces take up more time in order to let Ignis regenerate." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Combos", + "title": "Relius Clover", + "section": "Midscreen", + "text": "Any non-Ignis combos can be improved damage wise by doing [...] >41236B>5B>2C> sj >j.B>j.C>j.236C~j.214Bfor the air-ender. In all likeliness the combos in the \"Ignis not available\" section will regenerate Ignis completely, and as ~j.214Bcosts only 1000IG, bringing Ignis in with this method is cost effective and adds quite a bit of damage. Additionally236C> delay ~214A>214Cbecomes an ending option to get fullscreen Val Tus (214Coki. Because41236B>3Cbecomes unavailable earlier in the combo timer than41236B>5Bthis means that one can often get a41236Bloop where one couldn't before. Example: Although crouch hit2A>5C(2) >6C>41236B>5B>2C>6C>41236B>3Cdoesn't work, crouch hit2A>5C(2) >6C>41236B>5B>2C>6C>41236B>5B>2C> sj >j.B>j.C>j.236C~j.214Bwill work." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Combos", + "title": "Relius Clover", + "section": "Corner", + "text": "Because of the corner being present, things like236C~214Aor6C>236C~214Bcan be followed up, which allows Ignis to be summoned. As a result, the bulk of Relius combos in the corner do not actually need Ignis to be summoned beforehand to be performed. The corner gives the option to trade more Ignis Gauge to for more damage, although generally outside of Vinumblockables, returns become very low after 4000IG is spent so unless it assures the kill, it's not worthwhile. Depending on how close one is to the corner they may need to choose between confirming236C~214Ainto662C,665B>2C, or665B>214A>662C.665B>214A>662Callows for the longest confirm range in this situation, so while it costs an extra 1000IG and requires an N starter, it's worthwhile to know. As with midscreen combos, all combos mentioned without Ignis can be adapted to have aerial enders to bring Ignis in, likely with full IG, however unlike before5B>2C>j.C>j.236C~j.214A>3Cis an ender which will allow us to get straight into Ignis based oki like214C. Like before these will go be listed in this section for simplicity’s sake, but it’s important that they are known." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Combos", + "title": "Relius Clover", + "section": "Midscreen, without Ignis available", + "text": "Note that all combos below which end in3Ccan easily go into3C>5Dif Ignis is out and needs to be unsummoned, alternatively22Acan be swapped out for summoned or unsummoned214Cif much stronger oki is desired." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Combos", + "title": "Relius Clover", + "section": "Video Examples", + "text": "BBCF2 Relius combo collections" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Combos", + "title": "Relius Clover", + "section": "External References", + "text": "Myoro's Combo Guide Dustloop Combo ThreadAnother combo resource, though much less up to date than Myoro's combo guide. Another combo resource, though much less up to date than Myoro's combo guide. 6B>41236BCharacter Specifics" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Relius_Clover/Combos", + "title": "Relius Clover", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Frame_Data", + "title": "Nine the Phantom", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Frame_Data", + "title": "Nine the Phantom", + "section": "Glossary", + "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Blockstun (Air) = Ground Blockstun + 2 Hitstun (Crouching) = Standing Hit Stun + 2 Crumple Duration (Counter Hit) = Crumple Duration × 2 Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F. Spin Fall = Standing Hit Stun + 16F Fall animation Fatal Counter = Hitstun / Untechable + 3 Instant Block Blockstun (Ground) = Blockstun - 3 Instant Block Blockstun (Air) = Air Blockstun - 6 Barrier Guard Blockstun = Blockstun + 1 Additional hitstop on Counter Hit only applies to the person being hit Jumping moves almost universally have an override of 80% P1 from the default. Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Frame_Data", + "title": "Nine the Phantom", + "section": "System Data", + "text": "Forward/back dash data in infobox is for first ground teleport First ground teleport can cancel into second teleport frames 30-32 First air teleport data: 30F (1~4F Inv P, 5~25F Inv All) First air teleport can cancel into second teleport frames 23-25 Forward/back second teleport data: 40F (1~25F Inv All) Up/down second teleport data: 35F (1~20F Inv All) Up/down teleports can be buffered from frame 1 of first teleport Forward/back second teleports can be buffered from frame 11 of ground teleport and frame 15 of air teleport Ground forward/back second teleports travel a different distance depending on if they are used out of back/forward dash respectively (so Nine always returns to her original position after forward-then-back or back-then-forward teleports on the ground)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Frame_Data", + "title": "Nine the Phantom", + "section": "Normal Moves", + "text": "A normals give Water Element B normals give Air Element C normals give Fire Element Nine can only have 3 Elements at one time. Oldest element gets replaced if 4th Element gained" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Frame_Data", + "title": "Nine the Phantom", + "section": "Drive Moves", + "text": "Using a spell consume all elements" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Frame_Data", + "title": "Nine the Phantom", + "section": "Distortion Drives", + "text": "All Distortion Drives have the following properties unless otherwise stated:Cost 50 HeatHeat Gauge Cooldown 180F Cost 50 Heat Heat Gauge Cooldown 180F" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Frame_Data", + "title": "Nine the Phantom", + "section": "Revolver Action Table", + "text": "Nine's gatlings are unique because she has much less limitations than most of the cast. Nine may use any 2 5X normals and any 2 2X normals per gatling sequence. All 5X and 2X normals are self cancellable. This means she can use sequences like 5A > 4A > 5A > 2C > 2B > 3C. This gives Nine more flexibility in obtaining certain elements for spells." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Frame_Data", + "title": "Nine the Phantom", + "section": "External References", + "text": "Dantarion's Hitbox site" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Frame_Data", + "title": "Nine the Phantom", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Combos", + "title": "Bullet", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Combos", + "title": "Bullet", + "section": "Beginner Combos", + "text": "Start here if you're new." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Combos", + "title": "Bullet", + "section": "Core Combos", + "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character These are the main BnBs you want to learn if you've become familiar with Bullet. Several combos here use Double Snap, a character specific link that stabilizes corner enders and lets you opt into DP oki more often. The delay sideswap ender is an easier alternative that deals less damage and requires more proration. It's good to know how to do that ender if you're less familiar with a character's double snap timing. You can substitute most of the corner starters here with 6A > 3C > 41236C or 6D/2D > 41236C, and so on." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Combos", + "title": "Bullet", + "section": "Intermediate Combos", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Combos", + "title": "Bullet", + "section": "Overdrive", + "text": "Bullet's OD is versatile in combos. You can use it to gain a heat level mid confirm, create better extensions, or close rounds with OD RA (though its damage sucks). In combos, OD is pretty good at all game states but is especially powerful at the start of rounds or the end of rounds. Most of Bullet's damage in OD comes from chaining H2 engagers into each other. You're basically using all of Bullet’s highest damaging moves in a row. This is the order for prioritizing specials (and their engages) in max damage OD confirms: These specials scale particularly well into each other The main problem here is that it’s difficult to get6D/2D> Wadcutter Edge early and still have enough OD time to chain into other specials. As such, more practical combos use Miquelet or Snap first and then immediately go into the other, followup with Sheer, and then RA or go forj.Dknockdown. It looks like this: The main limiting factor in Bullet’s Overdrive is that Bullet will go back to H0 if she is in any part of an Engage’s animation when Overdrive ends. This includes recovery frames, so there are times where you may think you finished an Engage on time and then lose Heat anyway. The easiest way to solve this problem is to RC an Engage when the OD Timer is about to run out. This makes it possible to chain an extra special + engage if you need the damage. Keep in mind that if you don’t think you’ll reach 50 meter after RCing, it’s more efficient to spend the meter on Rage Aggressor instead. Thankfully, as long as you’re above 50 meter when you start an OD confirm, you’ll more than likely get enough meter to super after an RC." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Combos", + "title": "Bullet", + "section": "Heat Management", + "text": "Heat management is a big part of Bullet's combo theory. Bullet needs to juggle Heat on top of damage optimization and choice of oki. Optimized routes account for Heat Levels alongside these benefits. In her worst matchups you must choose between prioritizing oki for reducing any potential shift into neutral or playing the risk of grabbing heat and giving your opponent more escape options. This is at its worst when she is at H0 with no meter. H2 routing does not often have this issue as most H2 routes lead right back into H2. You can offset this problem in 2 ways: With meter, and with good CH/crouching hit confirms. You can spend meter on crush trigger or even an RC if the situation is dire enough. Most CT routes combo into j.D, which gives you great flexibility in your enders. Most CH/crouching hit confirms lead into good oki *and* damage. Some of these require more awareness than others, but it’s best to keep this in mind while experimenting with your style. Most heatless ground confirms at midscreen lead into2C>214D. You gain a Heat Level but give up on frame advantage. Your opponent has a huge amount of wakeup options on this knockdown. Bullet needs to make big commitments to cover most of them, so a smart opponent can escape for free. However, it's her easiest knockdown and it's very consistent everywhere on the screen. If you want better frame advantage, end with623Binstead. Thankfully, using aj.Dender gives you more flexibility and often gives you the best of both worlds. It's almost always the best way to gain heat, hands down. Here are two examples of a combo with aj.Dender: 5B>6B>j.C>j.D>623B 5B>5C> CT >6C>j.D>623B As you might've noticed, both combos require a launcher. Getting these launchers is more difficult and usually requires one or more these circumstances: You landed a crouch confirm You're close enough to corner You're close to your opponent You landed a good Counter Hit You have meter You can almost always landj.Dfrom a launcher. Most air to air confirms lead intoj.D. Postj.D, you have many options with your special cancels. You can use Cutting Sheer (623B) for oki or214Dif you want another Heat Level. You can use Miquelet Capture for corner carry, a combo extender, or a frame kill using its Brake. You can even cancel directly into Rage Aggressor to cash out on damage. Either way, you can opt for better advantageon top ofgetting heat. The problem is that these conditions make landingj.Dmore situational. You won't always have the time to confirm a crouch hit. Positioning on the screen is tricky, especially against characters with great movement. Bullet's standard launcher,6B, has a small horizontal range so it can whiff depending on your spacing, and6Crequires a crouching opponent. Additionally, your positioning can affect the way you need to spend meter. Some stray hits need to be RC'd to confirm intoj.D, and max range CT won't combo into6C. Counter hit confirms often require situational awareness. Thankfully all of her corner BnBs lead intoj.D, so you can autopilot there. Additionally, if you're starting a combo at H1 or H2 you can keep heat more often than not. You don't need a launcher, and your restrictions on comboing into a launcher are much looser. For example, instead of a2C> Afterburner ender you can do2C>623B>22D>3C>214Dinstead. Landing an airhit3Cgives you more advantage than normal, making it a viable way to reset your heat timer at midscreen. At H2,22Dcombos into6A>6C>j.D. Situational Enders 2C(1) airhit >214Dand3Cair hit >214Dare less common enders with similar reward. More often than not if you land2C(1) airhit it's combo filler, but if you opt to cancel it into Afterburner you have much more advantage than the standard2C> Afterburner. The advantage gives you time to check forward roll and delay tech with2A. You'll still have a decent amount of time to react to emergency tech.3Cair hit is more common because it combos off of H1 Explode Engage (22D). However, if you Explode Engage too close to the corner your opponent will be too far to land3C. 5C> Afterburner is another niche ender. Usually it happens from an awkwardly spaced H122D. It doesn't give great advantage for Bullet, but it'll groundslide and create some extra time to work with. If you land this from a wall splat, you might have enough time to use Flint Shooter (236A) to cover your approach afterwards. If they're not close to the corner, you'll reset to neutral." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Combos", + "title": "Bullet", + "section": "Double Snap Hands Fist Combos", + "text": "One of Bullet's signature combo pieces is her Double Snap Hands Fist (Snap) combos. In the corner, you combo a launcher into Snap, then dash and Snap to throw them back into the corner and wall stick. This combo piece is necessary for Bullet's fully optimized confirms. In many situations, it's the best way to maximize damage AND landj.Dfor the heat level. Here's a common corner string that uses double snap: In this combo, the6Bfunctions as the launcher. You can input \"6623C\" as a shortcut to dash and snap. Double snap, unfortunately, is somewhat character specific. Each character has different timings for the second snap. Some characters require a short dash, others require a longer dash, and some characters have longer windows to land double snap than others. If you want to learn how to double snap, it's best to try it on big body characters like Tager or Susanoo first. Both of them have long windows." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Combos", + "title": "Bullet", + "section": "Combo Videos", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Bullet/Combos", + "title": "Bullet", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited/Data", + "title": "Izanami", + "section": "Links", + "text": "==Infobox Data" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited/Data", + "title": "Izanami", + "section": "214A", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Izanami/Unlimited/Data", + "title": "Izanami", + "section": "22[D]", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Combos", + "title": "Tsubaki Yayoi", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Combos", + "title": "Tsubaki Yayoi", + "section": "Overview", + "text": "Tsubaki is a beginner-friendly character with relatively low execution requirements for her easiest combos. She can go into a simple confirm off of almost any hit thanks to6BB, and many of her combo routes are not heavily dependent on the combo timer, giving her plenty of time to confirm hits into simple combos. With charges ofInstall(often referred to asStocks), her damage, corner carry, and okizeme all improve greatly. More advanced combo routes take advantage of her ability to cancel the landing recovery of her DPs by whiffing its follow-ups to grant her access to extended combo routes even without the usage of stocks. This page showcases some of Tsubaki’s core theory and principles that are used to build her combos as well as example combos for many of the most common situations and starters. At the bottom of this page and in the Resource Dump tab, Gura’s combo document and the corresponding visual reference video are linked, which dives deeper into her most optimized routes and includes more examples than are listed here. Note: For the sake of better readability Tsubaki's common airgatlings are notated in a shortened version. For examplej.BB> jc. >j.B>j.CCwill simply be shown asj.BB> jc. >j.BCC." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Combos", + "title": "Tsubaki Yayoi", + "section": "Normal Confirms", + "text": "Tsubaki benefits from having normals that lend themselves very well to hit confirming into combos. Since most of her normals are two inputs and cancellable on whiff, block, and hit, giving her plenty of time and options for transitioning from blockstring to combo. These are some of the most common normal gatlings that she can start and extend combos with. (...) >5B/5C(C) >6BB> (...)6BBis a key part of Tsubaki's Bread and Butter Combos. It can be confirmed into off of any starter after nearly any amount of hits, and can always connect to her Rekka Series, another core part of her BnBs. It's also useful in pressure as a way to catch fuzzy jumps from5Bor5C, and is special cancelable on block as well as hit, allowing for pressure resets if it's blocked. The most common application of this link is off of a max-range5Bpoke, as at that range it is the only way to convert the poke into a combo. Example:5B>6BB>236A~214B~22B(1855) (..) >5BB>5CC> (6BB) > (...)This routing works when Tsubaki is close enough that5BBwill not whiff, and leads into better damage than the5B>6BBroute which must be utilized when5BBwill whiff. It most commonly will link into the DP Whiff routes, or into the rekka series if the combo has gone for too long or started with anAnormal. Example:5BB>5CC>623C~dl.j.236Aw >5C>2CC> 9sjc. >j.BB> 9jc.>j.BCC>j.236A~dl.j.214A(~3107) 6A>5CC> (...)6Aonly gatlings into5C, which is convenient because it's both a good option for continuing the blockstring as well as the optimal way to confirm a hit. It also forces crouch on hit, allowing for Tsubaki to utilize her crouching confirm routes regardless of the opponent's state when they get hit. One final note is that it is one of Tsubaki's few Fatal Counters, and the5CCcan be hit confirmed into6Cfor a damage spike. Example:6A>5CC>214B>5C>2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.236A~dl.j.214A(3034)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Combos", + "title": "Tsubaki Yayoi", + "section": "Rekka Routes", + "text": "Tsubaki's most basic combo extension is going into her rekka series,236X >214B> 22X. It is consistent off of most of her normal gatlings, and with stocks, leads into air combos, extra damage, and okizeme. (Normals) >236A~214B~22X > (...)236Adoesn't deal as much damage as the alternatives, but it has the benefit of the fastest startup. It should be used at higher hitstun decay or ranges where the longer startup of the other options will allow the opponent to recover. Example:5AA>5BB>5CC>6BB>236A~214B~22B (Normals) >236B~214B~22X > (...)Off of better starters and when closer to the opponent,236Bis the superior option to start the rekkas with. Example:5BB>5CC>6BB>236B~214B~22B (Normals) >236C~214B~22X > (...)236Chas the same startup as236B, meaning it can be used in all of the same situations. It forces a sideswap on the opponent, making it one of Tsubaki's best options for putting opponents in the corner when she gets a hit with bad screen position. Example:5B>6BB>236C~214B~22B (Normals) > 236X~214B~22D> (3CC) > [5C>2CC] or [5CC] > (Air Combo)By spending 1 stock, Tsubaki can extend her Rekka combo into an air combo. This improves her damage output, corner carry, and okizeme. Managing Install to get the most out of hits is one of the key aspects to playing Tsubaki. Notes on5CC vs. 5C > 2CC Example:5B>6BB>236A~214B~22D>3CC>5C>2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.236A~dl.j.214A(3433)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Combos", + "title": "Tsubaki Yayoi", + "section": "5CC vs. 5C > 2CC", + "text": "Tsubaki most commonly transitions into her air combo in one of two ways:5CCor5C>2CC. However, the two are not completely interchangeable, and sometimes adjustments may need to be made mid-combo to decide which launcher to use. 5C>2CChas more vertical reach, launches the opponent higher, has slightly more damage, and has slightly more corner carry. All of these reasons lead to it being the preferred option in most situations. However,5CChas more horizontal reach and also a shorter gap than5C>2CC, allowing it to combo at higher hitstun decay when the opponent may tech out of5C>2CC. It also can be used for confirming stray hits at long horizontal distances where2CCwould whiff, such as after a DP or a 214X starter. Finally,5CCmay sometimes be the better option in the corner for setting up theStaircase Route. (...) >5C>2CC> (Air Combo)As discussed above,5C>2CCis usually the preferred way to launch an opponent into an air combo. Use it when: Combo Timer is not a concern Horizontal Distance is not a concern Vertical Distance is a concern Example:5B>6BB>236A~214B~22D>3CC>5C>2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.236A~dl.j.214A(3433) (...) >5CC> (Air Combo)As discussed above,5CCis an alternative way to launch an opponent into an air combo. Use it when: Combo Timer is a concern Horizontal Distance is a concern Vertical Distance is not a concern Setting up the Staircase Route Example:5CC> 1 stock214214D>623D~j.236D~j.214D>3CC>5CC> sjc. >j.BCC>j.236A~dl.j.214A(4695)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Combos", + "title": "Tsubaki Yayoi", + "section": "DP Whiffs", + "text": "Tsubaki’s DP Whiff Routes are an important part of getting the most out of her kit. They can be done anywhere on the screen, deal good damage, and can be confirmed into after hitting up to around 5 normals, varying by starter (As a general rule, DP Whiff routes cannot be done off ofAbutton starters). What’s more, the DP whiffs can often directly replace the rekka series in other routes so long as Tsubaki is close enough to the opponent for the DP to connect – most notably, it works off of her central bread and butter5B>6BBconfirm at close range. More generally, it takes time and practice to understand when this route will or won’t connect, but as a general rule for spacing,5BB,2BB, and6Bleave Tsubaki closer to the opponent, and any other will push the opponent further away. Taking advantage of this when structuring blockstrings and the early parts of combos will make it easier to hit confirm into the DP Whiff routes. 623CWhiff routes are the key to improving Tsubaki's damage output and Install management. Mastering these routes allows Tsubaki to hold on to her stocks without sacrificing a significant amount of damage, corner carry, or okizeme. 623DWhiff routes are similarly useful. They cost a stock (though often end up being stock neutral when used in the corner in conjunction with theStaircase Route) but do more damage and can be inserted into more types of combos than its stockless alternative. The timing is different between the two DPs, and thej.214Awhiff has more stringent spacing requirements on the 1-stock DP, but with practice, mastering both types of the DP Whiffs greatly increases Tsubaki's potential. Some routes will require thej.214Awhiff over thej.236Awhiff, including more optimized side swap combos and some623Dcombos, so eventually being able to execute both versions of the DP Whiff is recommended. When first learning, however, it is best to pick whichever feels most comfortable and become consistent with it before practicing the other. (Up to ~5 Normals...) >623C~dl.j.236Aw >5C>2CC> (Air Combo)Thej.236Awhiff version from623C. The input must be done just before Tsubaki hits the ground, such that she does not have enough time to complete the startup of the move. This greatly reduces the recovery frames on her landing, allowing her to act quickly enough to pick up a combo. Example:5BB>5CC>623C~dl.j.236Aw >5C>2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.236A~dl.j.214A(3107) (Up to ~5 Normals...) >623C~j.214Aw >5C>2CC> (Air Combo)Thej.214Aalternative for623C. As opposed to the fireball whiff version, the divekick must be immediately input after the DP connects in order to recover swiftly enough. Example:5BB>5CC>623C~j.214Aw >5C>2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.236A~dl.j.214A(3107) (Up to ~5 Normals...) >623D~dl.j.236Aw >2CC> (Air Combo)Spending a stock on the DP gives a decent damage increase but requires some slight changes to the routing due to623Dlaunching the opponent higher than623C. In the corner, this can be made stock-neutral by utilizing theStaircase Route. Example:5BB>5CC>623D~dl.j.236Aw >2CC> 8sjc.>j.BB> 9jc.>j.BCC>j.236A~dl.j.214A(3459) (Up to ~5 Normals...) >623D>j.214Aw >2CC> (Air Combo)As mentioned above, it is more difficult to get the kick to whiff properly off of623D. Usually normals must be delayed in order to increase the distance between Tsubaki and her opponent, else the kick will connect and throw off the height and timing the opponent is launched. The tradeoff, though, is that this version of the DP Whiff allows for the most combo flexibility since Tsubaki recovers faster than is the case with any of her other options. Example:5A>5BB>5CC>623D~j.214Aw >623C~j.236A~j.214A> 662A>5CC> 9sjc.>j.BB> 9jc. >j.BCC>j.236A~dl.j.214A(2938)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Combos", + "title": "Tsubaki Yayoi", + "section": "Staircase", + "text": "The Staircase route is another advanced part of Tsubaki’s combo theory that greatly improves her ability to keep on the offensive in a match. By utilizing the quick charge cancels after special moves, Tsubaki can build a full stock during the course of a combo while increasing the amount of damage dealt and still maintaining oki options. Many corner combos are specifically routed with the Staircase in mind, but plenty of her regular midscreen routes can also take advantage of this if they are executed in the corner. The basic theory is, after launching the opponent with5CCor5C>2CC, instead of following the normal air combo route, cancel the first set of air normals intoj.236A. The recovery ofj.236Acan then be cancelled intoj.Dfor half a stock of charge and linked intoj.Bto continue the combo into a knockdown, allowing for another half stock charge. In practice, there are many different options for the staircase dependent on hitstun decay and relative height. The tables below list the possibilities, as well as the situations where each is best used. (Normals...) > (Launcher) > (s)jc.>j.BCC/j.BC/j.CC/j.C>j.236A~j.D>j.B(B) > (j.B) >j.CC> (Ender...)The Staircase Combo. One of Tsubaki's most powerful combo pieces, but requires awareness of the combo timer and spacing to execute consistently. Once mastered, makes Tsubaki's corner game incredibly scary. Example:5BB>5CC>623C~dl.j.236Aw >5C>2CC> 9sjc. >j.CC>j.236A~j.D>j.B> 9jc. >j.BCC>j.214C(3173)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Combos", + "title": "Tsubaki Yayoi", + "section": "j.D Stall", + "text": "Off of a ground bouncing6C(most commonly set up from air throw,236D, or Crush Trigger), Tsubaki can jump cancel the6C, immediately stall her air momentum with a tappedj.D, and then pick up her opponent with a fallingj.Cto continue the combo. This allows her to slightly increase her stock gain as well as often increasing her damage output. However, thej.Dstall does not work on characters with small prone hurtboxes. This most commonly applies to Bullet, Amane, and Izayoi, though sometimes at higher hitstun decay the window is very tight for other characters such as Mai. In most situations against these characters, instead of utilizing the stall technique, linking6C>214Bwill connect without too much of a drop off in damage. (...) >6C> jc. >j.D>j.C> (...)One of the easiest places to utilize the j.D stall is off of Air Throws, since6Cis the best and easiest way to combo it already. Example: Air Throw >6C> jc. >j.D>j.C>5C>2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.236A~dl.j.214A(3068)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Combos", + "title": "Tsubaki Yayoi", + "section": "Corner Techniques", + "text": "The Staircase route is the main improvement to Tsubaki's corner combos, but there are other useful techniques. The first is that off of almost any starter in the corner, the opponent can be picked up with2Aafter connecting the dive follow-up to623C. This allowsAstarters to go into the air combo extension without having to spend stocks. The second improvement takes advantage of the closer spacing when comboing in the corner. In the corner,j.214Cas the air combo ender in the corner. The long untech time after the wallbounce lets Tsubaki gets to ground before the opponent and act earlier than the midscreen ender, opening up more okizeme options. (Normals) >623C~dl.j.214A>2A> (Launcher) > (Air Combo) >j.214CThis combo effectively showcases both of the aforementioned techniques. Example =5A>5BB>5CC>623C~dl.j.214A>2A>5C>2CC> 9sjc.>j.BB> 9jc. >j.BCC>j.214C(2470)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Combos", + "title": "Tsubaki Yayoi", + "section": "Sideswaps", + "text": "Tsubaki has 2 primary means of side swapping:236Cand6BB. There are many more ways to sideswap not involving these, but each of those combos is more niche, optimized, and often difficult. In contrast, however, these 2 routes are consistent and can easily be incorporated into standard combo routes without greatly improving their difficulty. For the more optimized routes, check out Gura's Combo Document. (Normals) >236C~214B~22X > (...)236Chas the same startup as236B, meaning the two can be interchanged in any combo if a side swap is desired. Example:5B>6BB>236C~214B~22D>5C>2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.236A~dl.j.214A(3412) (Normals) >236A~214B~22D>6BB>214B> (Launcher) > (Air Combo)At distances/hitstun decay where236Cwill not connect,6BB>214Bcan be used after22Dto swap sides. In this combo the rekka series is done before side swapping, so it doesn’t carry the opponent as far after the swap, but it will still take the opponent back to the corner if that is where the combo started. Example:5B>6BB>236A~214B~22D>6BB>214B>5C>2CC> 9sjc. >j.BB> 9jc. >BCC>j.236A~dl.j.214A(3319)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Combos", + "title": "Tsubaki Yayoi", + "section": "Example Combos", + "text": "This section showcases some example combos utilizing the building blocks detailed in the Theory section. This is far from an extensive list, but it covers many of the most common situations and is a good set of combos to fill out a new Tsubaki player's arsenal until they get to the point where they want to incorporate more optimized and specialized combos. For a more comprehensive list, see Gura's Combo Document and the associated Visual Resource." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Combos", + "title": "Tsubaki Yayoi", + "section": "Beginner Combos", + "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple 5B>6BB>236A~214B~22BThis combo is the most important combo to learn when starting with Tsubaki. It’s hit confirmable, works off of jab starters or pokes, and includes the rekka series extension (236A~214B~22B) that is core to many of her more advanced combo options. It also allows for an even greater extension for more damage and better oki with one stock. 5B>6BB>236A~214B~22D>3CC>5C>2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.236A~dl.j.214ASpending a stock to end the rekka series in22Dover22Bextends the combo into the standard air routing. The delay onj.214Ais to ensure both hits ofj.236Aconnect. Forward/Back Throw > (dl.)214B>5C>2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.236A~dl.j.214ABasic midscreen throw combo. On a midscreen forward throw, delay214B. Also, when Tsubaki Forward Throws with her back to the corner, the opponent will not wall bounce and the combo will whiff. Forward/Back Throw >236B~214B~22D>5C>2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.236A~dl.j.214AThrows can be followed up by the standard rekka series into air combo for a slight damage increase. Not usually worth the stock unless the extra corner carry is desired or the extra damage could kill. Air Throw >6C>214B>5C>2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.236A~dl.j.214ABasic Air Throw Combo. Make sure to let all of the hits of 6C connect before canceling into 214B to maximize damage. Anti-Air2CC> sjc. >j.BB> jc. >j.BCC>j.236A~dl.j.214A2Cis Tsubaki’s primary grounded anti-air, as her least committal option with head invuln. It leads to decent reward on hit as well. However, it does require a little bit of adjustment on the fly – the height and distance2CCconnects at will determine what direction she needs to jump to connect into the air combo. It is also possible to connect into the air combo without the second hit of2CC, by canceling2Cearly with a regular jump rather than a super jump. 6A>5CC>214B>5C>2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.236A~dl.j.214ASince6Aforces crouch, Tsubaki can utilize her crouching confirm routes to get an air combo extension without spending stocks. 3CC> (dl.)5C>2C>214B>5C>2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.236A~dl.j.214A3CCleads to good combos with or without resources but should be used sparingly as it is a very unsafe option. This is a simple and consistent combo that should work whether the3Cor the3CCis the first hit, though if done as an anti-air the first5Cwill need to be delayed. This route usually sideswaps at the214B, but it is somewhat dependant on spacing, timing, and the opponent's size, so consider omitting it and going straight into the air combo depending on screen position. 214B>5C>2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.236A~dl.j.214A214Bhas a fair amount of body invuln (though this invulnerability does end before its active frames begin) making it a decent tool in neutral or at round start for beating out an opponent's pokes.214Dcan be used for this even more effectively since it has invuln that lasts into the active frames, at the cost of a stock." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Combos", + "title": "Tsubaki Yayoi", + "section": "Core Combos", + "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character 5BB>5CC>623C~dl.j.236Aw >5C>2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.236A~dl.j.214ATheDP Whiffroutes are a crucial part of Tsubaki’s kit at higher levels. By cancelling out of her DP either with an immediate dive (j.214A) or a delayed projectile (j.236A), her landing recovery is reduced enough to go into the air combo. This route is very spacing dependent, as5BBand the DP itself will both whiff if the opponent is too far from Tsubaki. 5BB>5CC>623C~j.214Aw >5C>2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.236A~dl.j.214AThe dive alternative forDP Whiffcombo routes. As opposed to the fireball whiff version, the divekick must be immediately input after the DP connects in order to recover swiftly enough. Some routes (mostly ones using623D) require this follow up instead of the fireball, so it is helpful to eventually learn both. 5BB>5CC>623D~dl.j.236Aw >2CC> 8sjc. >j.BB> 9jc. >j.BCC>j.236A~dl.j.214ASpending a stock on the DP gives a decent damage increase but requires some slight changes to the routing due to623Dlaunching the opponent higher than623C. In the corner this unlocks some potent combo routes and can be made stock-neutral when used in conjunction with theStaircase Combos. 5BB>5CC>623C~dl.j.236Aw >5C>2CC> 9sjc. >j.CC>j.236A~j.D>j.B> 9jc. >j.BCC>j.214CAn example of the Staircase Route, achieved by utilizing the quick charge cancels after Tsubaki’s specials. A more thorough description of the route and how to incorporate can be found in theTheory section. 5BB>5CC>623D~j.214Aw > 9jc. >j.CC>j.236A~j.D> j.BB> 9jc. >j.BCC>j.236A~dl.j.214AThe Staircase route allows Tsubaki’s combos to become stock neutral, increasing her damage output without decreasing her overall resources when she spends a stock on a combo in the corner. CH5B>6C>214B>5C>2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.236A~dl.j.214AOn Counter Hit,5Band5Ccan be directly linked into6Cfor big damage even without spending stocks or meter.6CCcauses the combo to sideswap so include or exclude it based on screen position. CH5B>6CC>IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.>j.Cdl.C>5C>2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.236A~dl.j.214AA more difficult counter hit route that greatly increases corner carry. The IAD can be substited for a regular jump cancel and delayedj.CCto make the combo burst safe for a short period (barrier block during the jump before connecting thej.CC). CH5B>6C>214D>IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.j.Cdl.C>5C>2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.36A~dl.j.214ASpending a stock grants a reasonable damage increase as well as more corner carry. As is the case with the6CCIAD route, this combo can be made burst safe for a short period by doing a normal jump cancel rather than an IAD. CH5B>6CC>236D>6C> jc. >j.D>j.C>5C>2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.236A~dl.j.214AA more advanced route utilizing thej.Dstall to build a small amount of charge mid-combo. Characters with small aerial hurtboxes such as Naoto will fall out of this combo in addition to the normal characters that thej.Dstall will not connect on (See the Combo Theory Section for more details). 5B>6BB>236B~214B~22D>5C>2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.214D> (6C) >236236C/236236D/632146BSpending a stock onj.214Dallows for Tsubaki to end her combos with a super. If the opponent is not above Tsubaki when the dive connects, the6Cmust be omitted, but the supers can still be OTG'd. In the case of632146B, the super does not actually connect, but instead sets up okizeme. If the opponent does anything other than instant tech, the super will hit them off the ground for a chunk of damage into a short combo. If they do instant tech, they are locked into blockstun, allowing you to attempt to open them up with a high/low mix. 5B>6BB>236B~214B> Rapid Cancel >6A>5C>2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.236A~dl.j.214ATsubaki can RC to extend combos if she does not have stocks. It sees use in momentum-heavy matchups or when the opponent is close to death and Tsubaki does not have the stocks to get a normal extension into the air combo. 5B>6BB>236B~214B~22D>5C>2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.214D>6C> ODC > (6C)236236C>236236DIn Overdrive,236236Cleaves Tsubaki close to her opponent, allowing for double super confirms if she has the resources. At higher levels of hitstun decay, the second6Ccan usually be omitted. This uses all available resources to Tsubaki, however (OD, 100 Heat, and all available stocks), so it is generally not worthwhile unless it will kill." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Combos", + "title": "Tsubaki Yayoi", + "section": "Specialized Combos", + "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute 623C~dl.j.236Aw > (dl.)5C>2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.236A~dl.j.214ATsubaki can go into the DP Whiff routes from a raw DP, though the scaling is not as good. It is also very dependant on the opponent's distance and status when they get hit by the DP - be prepared to delay, change jump directions, and otherwise adjust as needed. 5CC>214214D>623D~j.236D~j.214D>3CC>5CC> sjc. >j.BCC>j.236A~dl.j.214AAt 1 stock, Mugen is only really useful off of strong starters due to its short duration. Most Mugen Routes will begin with the623Dseries as this one does. 5A>5BB>5CC>214214D>623D~j.236D~j.214D>236D~214D~22D>6CC>623C~j.236A~j.214AAt 1.75 stocks, Mugen lasts long enough to add on the236Drekka series. At this point, it's worthwhile to go into Mugen routes even off ofAstarters. 5BB>5CC>214214D>623D~j.236D~j.214D>214D~22D>421D~236D> dl.66CC>623C~j.236A~j.214AThis is where Mugen combos start to have some combo timer limitations, and are best reserved for strong starters and Counter Hit punishes. When successful, however, these are some of Tsubaki's highest damaging routes, often capable of killing opponents from half health or more. CH5B>6C>214D> jcc. [CT] >6C> jc. >j.D>j.C>5C>2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.236A~dl.j.214ATsubaki's Crush Trigger can be used to tack on extra damage in most routes that utilize214D. It utilizes a jump cancel cancel, which means that after connecting214D, it is canceled by inputting a jump, and then the startup of the jump is canceled by inputting Crush Trigger. Roll Catch2B>5C>2C>214B>5C>2CC> 9sjc. >j.BCC>j.236A~j.D>j.B> 9jc. >j.BCC>j.214CWhen an opponent tries to roll out of the corner, a properly-timed2Bwill catch them and be confirmable into a naturally side-swapping combo. When outside of the corner, the same combo can be utilized, but using the regular midscreen air combo instead of the Staircase route. Back Roll Catch6BB>214B>5C>2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.236A~dl.j.214A6Bcan catch most characters when they try to back roll at midscreen and be hitconfirmed into6BB. If the opponent doesn't back roll, whiffing6Bsets up an auto-timed5Ameaty. 5B>6BB>236B~214B~22D>5C>2CC> 9sjc. >j.C> ODC >j.BB> jc. >j.BCC>j.214D> (6C) > EA/236236C/236236Dj.Ccan be ODC’d and picked up withj.BBto seal burst and go into a super ender. However, this route does not work with 0 stocks going into the ODC, and at 100% Health, the OD will not last long enough for6C> EA to connect. 5B>6BB>236B~214B~22D>5C>2C> 80% ODC >2CC> 9sjc. >j.BB> 9jc. >j.BCC>j.214D> (6C) > EA/236236C/236236DThis combo works from around 80% HP and cuts out the opponents burst for a longer portion of the combo, as well as building more stocks and dealing slightly more damage. However,2C> ODC >2CCwill drop at higher hitstun decays or when the opponent is too high above Tsubaki, so be aware of spacing and the combo timer when attempting this route. 6A> 100% ODC >5CC>6B>236A~214B~22D>2C> EA/236236C/236236DIf the opponent is at very low health but has burst, it can be smart to immediately OD upon opening them up to close the round. However depending on game state (HP, Stocks, etc.) it may be necessary to get creative with the combo routing. At lower health, though, with a longer overdrive, it can be possible to get a full-length confirm for maximum damage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Combos", + "title": "Tsubaki Yayoi", + "section": "Combo List", + "text": "This list below includes formal notation for many useful beginner combos, including some from the above section and some other examples. If you omit the2A/5Ayou can replace236Awith236B/236Cfor more damage or a sideswap. Only works at close ranges, otherwise the5BBwill whiff. A short list of CF2 combos Gura's written Combo Doc(compliments their videos on theStrategy page.) Old CF1 combos" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Combos", + "title": "Tsubaki Yayoi", + "section": "Video Examples", + "text": "BBCF2 Tsubaki combo collections BBCF2 in-depth combo guide" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Combos", + "title": "Tsubaki Yayoi", + "section": "External References", + "text": "A short list of CF2 combos Gura's written Combo Doc" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Combos", + "title": "Tsubaki Yayoi", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Resources", + "title": "Tsubaki Yayoi", + "section": "Intro", + "text": "This page is Tsubaki Yayoi's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Resources", + "title": "Tsubaki Yayoi", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here. Japanese Name: ツバキ=ヤヨイ Japanese Wiki Japanese BBS Arcade Profile Dan Rankings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Resources", + "title": "Tsubaki Yayoi", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Gura's Video Guide (4 parts) Beginner's Guide by Raidhyn (CF1 - dated)" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Resources", + "title": "Tsubaki Yayoi", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Resources", + "title": "Tsubaki Yayoi", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Tsubaki_Yayoi/Resources", + "title": "Tsubaki Yayoi", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Strategy", + "title": "Jin Kisaragi", + "section": "Intro", + "text": "Be certain to check out theStarter Guideas it will contain a good amount of basic insights in to Jin if you are starting out." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Strategy", + "title": "Jin Kisaragi", + "section": "General Tactics", + "text": "Jin Kisaragi is one of BlazBlue's two main protagonist characters, and as such is built to have tools to deal with just about any situation. While no slouch in neutral with pokes like5Candj.C, Jin excels when he can get up close and personal to leverage his pressure tools. Coming equipped with a lightning fast overhead and strong throw game coupled with a surprising amount of jump cancels, Jin's pressure is incredibly sticky and dynamic. His freeze mechanic further accentuates this, giving him stable conversions as well as mixup opportunities. Excellent, well-rounded and hitconfirmable poke. Extremely long-reaching air poke that converts on counterhit. Projectile and general harassment tool. Jin is a very open-ended character due to being a jack of all trades. Playing him requires being aware of what the opponent can do and countering accordingly, but he generally relies on his powerful midrange tools. Opening opponents up requires strong conditioning and meter to truly be scary, but he functions well at all levels of play." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Strategy", + "title": "Jin Kisaragi", + "section": "Low Commitment Pokes", + "text": "Jin's goal in neutral is to get in, more than it is to stay in neutral. His best tools to score a hit are his aforementioned5Cwhich confirms into3Cor5D, depending on if the opponent is grounded or airborne. It's difficult to convert non-counterhitj.Cs, but scoring a counterhit lets him pick up a combo with a dash5B. Similarly, Jin'sj.Bis particularly useful at sniping opponents out of the sky above him. When he has space, his ground and air fireballs control horizontal screen space well, even if they have low reward on hit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Strategy", + "title": "Jin Kisaragi", + "section": "High Commitment Pokes", + "text": "3Ccan be used as a poke by itself but is relatively risky on block and whiff to simply throw out. In exchange, it has some low profile properties due to how it changes Jin's hurtbox and allows for an easy confirm into 662Bon counterhit. Jin's2Dcan also be used as a poke at very specific ranges, as it cuts off jumping at around half screen. It's slow and committal but is highly rewarding if it hits and is slightly plus if it's blocked. If he wants to invest meter, Jin can spend on236Dto actively cut off a portion of the screen. The snowflake hits thrice and freezes on hit, allowing Jin to confirm it from anywhere. If he has 50 meter, Jin can shut down projectile zoning with632146Cand get in if it scores a counterhit." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Strategy", + "title": "Jin Kisaragi", + "section": "Offense", + "text": "Jin's offense is built around blitzing the opponent with pressure resets that require different responses. He has a plethora of jump cancels to work with, the frame advantage on his normals is surprisingly good, and he can use his 25 and 50 meter options to make it even scarier." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Strategy", + "title": "Jin Kisaragi", + "section": "Blockstring Pressure", + "text": "Jin's frame trap options are generally manually timed delays between his normals. To start with, his2Ahas great reach and frame advantage and chains into itself three times. From there, depending on spacing,5Bhas shorter reach than his2Bbut will vacuum the opponent back in. A maximum delayed2Bwill catch mashing, and slightly less delay will catch reversal attempts. If5Bwon't reach, skip it.5Cconverts extremely well on counterhit and can also catch mash if delayed from essentially any normal listed previously.2C,6C, and6Ball have a guaranteed gap when used from5C, with3Cbeing gapless at the cost of advancing Jin forward and forcing him to special cancel.5Dgives him more space to work with for a safer cancel into236A. Chaining into6Bgives Jin access to air special moves as cancel options, but its generally better to avoid this unless using the move's Foot invul. Chaining into6Cleaves Jin at an awkward position on block, as his only gatling options are6Dand2D, with his only truly safe option being236D. The safest option is to end pressure with5D> delay236A. Once the opponent is conditioned to expect frame traps and therefore sit still, the fun begins. Jin's2A,5C, and2Care all jump cancelable on block. Knowing this, Jin can use his excellentj.2Candj.Bto reset pressure on opponents looking for other options.j.2Chits incredibly deep and requires an early response withj.Ballowing a reverse beat intoj.A. While risky, keeping the opponent looking at the sky makes them much more vulnerable to pressure resets with dashes on the ground. Good cycling of options is important to keep both options threatening." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Strategy", + "title": "Jin Kisaragi", + "section": "Other Pressure Resets", + "text": "In terms of meterless pressure resets, Jin has a surprising amount of plus on block and hit moves to use. Even though it doesn't lead to a combo without meter or a counterhit, his6Ais still a 19f overhead that is +4 on hit, making it squarely Jin's turn. It's worthwhile to represent and add to the opponent's mental stack. His6Dis also worth mentioning, as it's highly plus on block and has a massive vertical hitbox. Its better to use this in the corner as its very good at catching jumps. Instead, use2Dto catch spaced jump attempts when midscreen." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Strategy", + "title": "Jin Kisaragi", + "section": "Pressure with Meter", + "text": "Having 25 meter on deck allows Jin to leverage cancels into236D, which is mostly useful to save himself from a bad read on6C. Snowflake is highly positive on block but due to how the multihits work, he can't use it to leverage a freeze off a mixup option like6A. He also gets access to IASj.214D, a 24 frame overhead that crushes lows and throws. It's a cheaper alternative to6ARC that has some compelling upsides, even if it isn't as fast. Having 50 meter is what really makes Jin scary.6Aleads to guaranteed damage on connect with RC and is incredibly hard to react to. He can also use RC in combination with Overdrive to deal scary damage off his throw." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Strategy", + "title": "Jin Kisaragi", + "section": "Throw and Freeze Resets", + "text": "Jin's throw game is relatively standard, what with being able to set up TRMs using a whiffed5Ato cut recovery. What isn't standard is how often he can access it using his Drive. Freeze puts opponents back into a standing state from essentially anywhere. Going for a reset is relatively simple, as anywhere from one to three5As on a standing opponent can throw off reversal mashes. Jin has access to his most threatening options off5A:6A,2B, and of course another throw." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Strategy", + "title": "Jin Kisaragi", + "section": "Defense", + "text": "Jin is blessed with a frankly absurd set of defensive options and tools." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Strategy", + "title": "Jin Kisaragi", + "section": "Abare", + "text": "His2Ais one of the more reliable in the game thanks to its above average reach." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Strategy", + "title": "Jin Kisaragi", + "section": "Anti-Airing", + "text": "Jin has a relatively short list of options that have actual invincibility, and each have their faults. One thing they all share is being absolutely atrocious on whiff. 2C: Jin's easiest but least reliable head invul option. 623B: Fast, angled anti-air that converts on counterhit or with the corner. 623C: Slower but extremely vertical anti-air. 2Cis best in a panic as it has the simplest input and Jin can jump cancel to safety or a combo on contact.623Bis particularly useful while covering corner space, as it converts into a combo withj.CD. On counterhit, Jin can pick up close to the corner with214D.623Cis most reliable whileJinis cornered, its hitbox being good at stopping IAD pressure resets. While lacking actual invulnerability, these make for good options when the others would be unreliable. 2A: Surprisingly consistent and safe on whiff. j.A: Reliable rising anti-air that can be converted on reaction. Airthrow: Switches sides with the opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Strategy", + "title": "Jin Kisaragi", + "section": "Reversals", + "text": "Jin is blessed with a lot of these. Each have a distinct niche for when they are used best. The gold standard. 13 frames makes it on the slower end and its horizontal range leaves a lot to be desired, but its tall and hard to argue with a meterless reversal. It's relatively easy to bait with a backdash. This one has teeth. On hit, Jin can dash up and link3Cand combo into214B~Cfor his standard okizeme. It also beats things that623Cstruggles against (backdashes) due to its long-reaching second hit. Comes with a silly gimmick in that the second hit can be charged for an unblockable but don't expect to get away with it. Hitting this with 100 meter and OD can pack a shocking amount of punch. The 25 meter DP that could. The big boy counter super. Jin steals from the future for this one. Jin puts up a shield that counters essentially any physical hit in exchange for losing to throws. This reversal is particularly useful against things that beat the other two, like safejumps or lockdown supers. If a hit connects with Jin, he becomes invincible and will dash to the other side of the screen." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Strategy", + "title": "Jin Kisaragi", + "section": "Defensive Option Selects", + "text": "Input with421AB~C. Correctly inputting this OS will Barrier block if the opponent stays same side and perform623Cif Jin is crossed up." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Strategy", + "title": "Jin Kisaragi", + "section": "Okizeme", + "text": "In general, Jin's okizeme isn't anything out of the ordinary as it is pretty generic. He is able to cover a large set of tech option utilizing a fewoption selectA technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations.s. In particular his2Aand2Bare extremely useful.2Ais very consistent at picking up forward roll and quick rise attempts, is a strong meaty option, and can OTG a portion of the cast.2Bis equally strong as it can catch most tech options and OTGs the entire cast, however its rather unreliable at catching forward rolls after the214B~Cender due to its lower speed and active frames often missing the rolling opponent entirely or hitting them on the other side allowing the opponent to burst you into the corner. A staple part of Jin's oki is using plinked normals in setups to autoconfirm if the opponent attempts to pick an option other than neutral tech. In most setups you press an initial button that covers various tech options and serves as a whiffframe killA technique where specific attacks or inputs are used to \"kill time\" to make timing a specific setup easier.if they neutral tech. This normal is thenplinkRapidly pressing one button after another, sometimes as quickly as 1 frame apart.ed into another (usually5Bor5C) to automatically pickup the first button into a combo if they teched. This normal won't come out if the opponent neutral techs." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Strategy", + "title": "Jin Kisaragi", + "section": "Combo Enders", + "text": "Staple combo ender for oki that ends in a hard knockdown. Can be comboed into from almost any grounded hit in one way or another, most commonly after3C. Leaves you very close to the opponent. After214B~CJin can cover all tech options but not at the same time, by alternating between two different roll checks Jin can force respect from his opponent which will open up opportunities for the use of other mixup options and safejumps. This is the primary option to go for against opponents not mixing up their tech options.2Bwill catch backroll, quickrise, and delay tech for a combo. It will also setup an autotimed meaty2Aif the opponent neutral techs. Forward roll is the only option this setup does not cover. On succesful hit it can be picked up with either5Bor5Cto get a combo. Alternative back roll catch, requires a deeper microdash however. Works much in the same way as 662Bwith the added bonus of2Abeing somewhat safer. Also loses to forward rolls. On succesful hit it can be picked up with either5Bor5Cto get a combo. This option is primarily used against opponents that like to forward roll and will pickup for a full combo. It also catches quickrise and sets up a fairly easy to time meaty2A, needing only a slight delay. Delay tech for most characters and backroll will beat this option, but you will be safe and in fact plus enough to attempt to meaty again, if your opponent does not tech you can just go for another2Aor2B. On succesful hit it can be picked up with either either5Bor5Cto get a combo. It is also possible to check forward rolls, quickrise and No Tech with this, however this option will sideswap on a forward roll if the opponent attempts it while he is right next to Jin. Delay tech will still beat this option, however you are safe and still in a position to attempt to meaty again. On succesful hit it can be picked up with either5Bor5Cto get a combo. Jin can choose to attempt a safejump on an opponent with his staple214B~Cender instead of going for a roll check. It is also a reliable option for pretty much any Air Hit22Cender. Jin can safejump 9F and slower reversals from a neutral tech. Make sure to delay your air normal to be as late as possible and hold back after inputting the air normal. Both rolls will escape the safejump and delay tech can avoid it hence why establishing respect with roll checks is necessary. Can opt to go for an interuptible low to the ground airdash instead of safejumping to enable late air dashj.2C>j.Dvs land2B/Throw mix. Safejumps 9F and slower reversals, while also covering backroll. If the opponent backrolls you may cross them up depending on when thej.2Cis input. Delay tech and quick rise can both beat this option. In heavily scaled combos the second hit of214B~Cdoesn't connect, in those situations you have to finish the combo with623C. Rehhyou ender can also be used to apply a soft knockdown to your opponent making them unable to roll before you act if they choose to not emergency tech as soon as they touch the ground. Air combo ender that ends with a hard knockdown, midscreen this move is a reset to neutral after an air combo is done which may or may not be desirable. Can also be done as a TK on a grounded frozen opponent after they've been restanded with22Cto allow for some specific okizeme options. Midscreenj.214Cender resets to neutral if it is done at the end of air combos however in the corner microdash2B~5Bor2B~5Ccover every wakeup option and recover in time for a meaty2Ashould your opponent choose to neutral tech. Jin's best knockdown, usually accomplished by catching a falling opponent hit by623C>5B, after OTG2Bor with6Con frozen opponents. Gives him similar oki to214B~Cwith better safejump options. It is possible for Jin to also safejump 7F and slower reversals with either 9 dl.j.2Cor IADj.2Cby utilising6C> dl.22Cas an ender on frozen opponents. Attempting the ender can be a bit finnicky depending on the routing done midscreen however in the corner it is a good option to consider against characters that boast 7F reversal options. Jin's EA is one of the few EAs in the game that actually gives some, albeit still rather lackluster, okizeme. It allows Jin to check forward rolls and quicktechs with (66)2Bhowever back rolls cannot be checked without committing to 663Cwhich, on top of the rather poor reward without meter, is very easy to punish by the opponent in the event that they simply tech normally." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Strategy", + "title": "Jin Kisaragi", + "section": "Snowflake Setups", + "text": "Most knockdowns that allow Jin to safejump the opponent also let him set up236D. Unlike when used in a blockstring, Jin has enough time to sneak in6Abetween the second and third hit or choose to take an entirely reversal safe meaty. Because of the stationary hitbox, the opponent can usually roll out of midscreen setups. WIP In comparison to midscreen, Snowflake is very potent in the corner as it further amplifies Jin's corner pressure and potential mixup attempts. Unless an immediate6Ais performed he will also be generally safe from most reverssals, essentially forcing the opponent in to a very unfavorable RPS. There are a number of ways to get an effective Snowflake setup in the corner : WIP Lowj.214Cenders are easiest to get after things like double22Con frozen opponents. WIP" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Strategy", + "title": "Jin Kisaragi", + "section": "Tips and Tricks", + "text": "Instant Block and IBB is strong on every character, but is particularly useful for Jin with how meter hungry he is." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Strategy", + "title": "Jin Kisaragi", + "section": "Fighting Jin", + "text": "Jin can only threaten6Aafter one or two2As on block. Otherwise, he has to run up to get back in range. Jin is at his best when he can force the opponent to approach and stop them withj.Cand5C. Standing outside of his5Crange cuts down on his neutral threats considerably and forces him to take more risks." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Strategy", + "title": "Jin Kisaragi", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Starter", + "title": "Naoto Kurogane", + "section": "Intro", + "text": "Approach the opponent in neutral using safe movement options such asBarrier Brakingand jumps into air Barrier to get into your effective range. In the air,j.CGuardHigh/AirStartup10Recovery12Advantageandj.DGuardAllStartup20 [18]Recovery18+5LAdvantageare strong air-to-airs both offensively and defensively. 5AGuardAllStartup6Recovery12Advantage-1is your fastest and best button in your arsenal. It hits crouching opponents and is useful whenever close to the opponent. Reset pressure after your safe on block normals such as5AGuardAllStartup6Recovery12Advantage-1and5AAGuardMidStartup8Recovery14Advantage-1, andframe trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.withB/C/Dnormals, to run effectivestagger pressureThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.for ambiguous strike/throwmix-upTo perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.. Alternatively, use6AGuardHighStartup24Recovery24Advantage-10for strong high/low mix-up as it can be cancelled into from many different normals, is difficult to react to, and leads to a combo on hit or pressure on block. \"Enhancer\"is Naoto's main unique mechanic, where specials will be \"Enhanced\" when Naoto is in a dashing state. 214AGuardStartupRecovery39 [37]AdvantageandDnormals allow Naoto to make use of this mechanic with their dash cancels, greatly improving pressure and combo options. 623CGuardMidStartup6Recovery26+11Advantage-28 [-22]is Naoto's main launcher in combos when Enhanced, and623DGuardMid, All [Mid]Startup9Recovery38+16[29+16]Advantage-45 [-28]is the best DP in the game and his main combo ender. 214DGuardAllStartup15 [13]Recovery23Advantage-9 [-7]is a useful tool in neutral when Enhanced, as it is fast, disjointed and travels far. Banishing FangGuardAllStartup13Recovery17Advantage-3is Naoto'sRekkaA series of special attacks that are only available after the first one is performed.special, which is typically in pressure and combos. The Enhanced version has amazing corner carry, and the second and third part of the Rekka are high damage starters with theirFatal Counterproperty. 2CGuardMidStartup11Recovery22Advantage-11is your main grounded anti-air, being fast, having Head attribute invulnerability and leading to good reward on hit. 5BGuardMidStartup8Recovery18Advantage-4can work as a preemptive anti-air against airborne opponents who are in front of Naoto with its good diagonal hitbox, howerver it lacks Head invulnerability. 5Awill carry you 5A>5AA>5B>5C>6B>j.623D~j.2C— An easy combo that gives you a close knockdown anywhere on the screen. Doing a2Aimmediately after landing allows for a short blue beat air string extension. 5A>5AA>5B>5C>3C>214D,5B>236BBC> sjc >j.C> jc >j.C>j.623D~j.2C— An easy corner combo for more damage. 6A>5C>6B>236BBC> sjc >j.C> jc >j.C>j.623D~j.2C— Basic overhead combo that works at any distance. Forward Throw, 665C>2C> sjc >j.B>j.C> jc >j.B>j.C>j.623D~j.2C— Basic forward throw combo that works anywhere on screen. The dash before5Cis quite lenient. Once you're able to hit those consistently and want to go further, you should learn the BnBs: Starter >5C>214A~dc/5D~dc >En623C,5A>5AA>2C> jc >j.C> jc >j.C>j.623D~j.2C— This is your midscreen BnB. Starter >5C>3C>214D, dl.665B>En236BBB~dc > dl.En214D,5B>2C> sjc >j.C> jc >j.C>j.623D~j.2C— And this is your corner BnB.5Bcan be replaced with a delayed5A>5AAto avoid accidental side swaps. Load videoLocal FileLocal File might collect personal data.ContinueDismisshttps://www.dustloop.com/w/File:BBCF_Naoto_Basic_BnB.webmThe Midscreen BnB Load videoLocal FileLocal File might collect personal data.ContinueDismisshttps://www.dustloop.com/w/File:BBCF_Naoto_Basic_Corner_BnB.webmThe Corner BnB 5A— This is the button you will be using the most, since it's key in Naoto's pressure. Gatling into5AAto start a combo, since it spaces perfectly for his advanced combos. 2C— Punish reckless air approaches with this. Jump cancel after it connects so that on an air Barrier, you can start pressure. 6A— Use this to surprise your opponent during pressure. Always cancel into5Cas this is ideal regardless of whether it hits or is blocked. Throw — For when your opponent thinks your pressure can't be more suffocating. You should save meter for623D> RC, since it gives you your turn back. Use your Overdrive in combos to get high damage and get the kill; the increase in speed on your Drive normals allows you to loop2[D]>5[D]after2D> ODC, and powered up Supers (632146BGuardAllStartup5+(50 Flash)+2Recovery23Advantage-11and632146DGuardAllStartup4+(40 Flash)+9Recovery48Advantage-18) further increases Naoto's damage. This. After scoring a knockdown, if they tech immediately, meaty them with5Aor2A. If they don't immediately tech, time a2Aand buffer a5A. If timed well and the opponent does something other than a neutral tech (or back roll outside the corner), you'll get a fresh combo. The ideal timing is after the opponent passes through Naoto after a forward roll. Outside the corner, to catch a back roll, the2Amust be microdashed, however this will generally allow the opponent to forward roll. Load videoLocal FileLocal File might collect personal data.ContinueDismisshttps://www.dustloop.com/w/File:BBCF_Naoto_Okizeme_General.webmStandard Okizeme" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Naoto_Kurogane/Starter", + "title": "Naoto Kurogane", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Resources", + "title": "Hakumen", + "section": "Intro", + "text": "This page is Hakumen's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Resources", + "title": "Hakumen", + "section": "General", + "text": "At low level, the most common mistakes is to abuse Hakumen's C-button because. However, this is a terrible habit as most of his C-normals are on the slow side and punishable. 6C requires a CH to combo, 3C is heavily punishable on block, j.2C is easy to anti-air. Most notably, ending blockstrings with 3C and IAD j.2C are two of the most common issues at low level. Likewise, most new players tend to abuse the drive button. The drive button is high-risk/medium-reward and isn't a substitute to a proper guard, only use when you are certain the opponent is gonna attempt a meaty, a blockstring with a gap or on reaction. Most new Hakumen players tend to send too much time in the air and airdash too much. Unfortunately, Hakumen's mobility options are very limited and extremely telegraphed. As such, he is very easy to anti-air. Spending time on the ground, poking with 4C or 2B, hoping back and forth, approaching with 623AA are also very strong tools to deal with neutral. TK Tsubaki is 19f, Hop Tsubaki is 21f. Why did 5A/5B whiff in pressure? 5A has a poor vertical hitbox and whiffs against crouching characters. The only exceptions are Tager and 2A > 5A on Relius and Kagura. Those are the japanese names of Hakumen's specials. They are sometime used instead of their notations. 214A= Guren 623A= Kishuu 623AA= Enma 236B= Renka 41236C= Zantetsu 214D= Yanagi j.214A= Agito j.214B= Hotaru j.214C= Tsubaki 236236D= Yukikaze 632146C= Shippu 214214B= Mugen [2]8D= Akumetsu" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Resources", + "title": "Hakumen", + "section": "Combos", + "text": "This route is character specific: It doesn’t work on: Rachel, Tager, Valkenhayn, Izayoi, Amane, Bullet, Hibiki, Naoto, Izanami. Delay 6B and/or 5A, j.B2AC as fast as possible on: Carl, Azrael, Susanoo, Mai, Jubei Delay 5A, 8jc, j.B2AC as fast as possible on: Celica. The 214A has to hit fairly high, otherwise the opponent will be too low after the hop and 6A will whiff. The 5B > 214A is only at close range (2B, J.B > 2B...), delaying the 5B and 214A is necessary, the combo is a bit difficult on Kagura and Valkenhayn. 623AA > 214A is when far from the opponent (Near max range 4C CH, far range 5C...), likewise the 214A has to be delayed. If you have fighting game experience, you could avoid doing them. Most of the routes are either not optimal, meter inefficient, teaches bad habits or needlessly character specific. You are better off checking the combo resources on Dustloop." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Resources", + "title": "Hakumen", + "section": "Players to watch", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Resources", + "title": "Hakumen", + "section": "External references", + "text": "Japanese Name: ハクメン Hakumen's discord. Japanese Wiki Japanese BBS Arcade Profile Dan Rankings Color Palettes on https://blazblue.wiki" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Resources", + "title": "Hakumen", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Resources", + "title": "Hakumen", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Resources", + "title": "Hakumen", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Resources", + "title": "Hakumen", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Hakumen/Resources", + "title": "Hakumen", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Starter", + "title": "Jin Kisaragi", + "section": "Intro", + "text": "You should pick Jin if You like playing a versatile character possessing a tool for every situation. Simple entry level execution while still allowing more complicated optimisations in all gameplay aspects. You like having access to Freeze resets when you want to be greedy and gamble for extra damage. Big damage if you're willing to spend Overdrive and/or some meter. You Should Avoid Jin if You want to play a character with a focused identity instead of an all-rounder. Dislike conditioning the opponent with strike/throw mixups, and would rather 50/50 opponents to death." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Starter", + "title": "Jin Kisaragi", + "section": "Key Moves", + "text": "2AGuardAllStartup7Recovery9Advantage-1- Important button on offense and defense, jump cancellable on block and it is a reliable anti-air due to it lowering Jin's hurtbox. It is also your simplest go-toMeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.option. 6AGuardHighStartup19Recovery20Advantage-4- Jin's standing overhead. it's generally unreactable, however it needs meter for aRapid Cancelor a counterhit to convert into a combo. Learning toHit ConfirmTo perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent.this move is absolutely imperative so as to conserve your meter. 5BGuardMidStartup8Recovery16Advantage-3- Strong pressure tool, second hit will vacuum the opponent closer to Jin. 2BGuardLowStartup9Recovery15Advantage-3- Slightly disjointed low option. 5CGuardMidStartup10Recovery19Advantage-6- Decently far reaching move with low recovery and a strong punish tool. 2CGuardMidStartup17Recovery31Advantage-17- Committal dedicated anti-air option, reaches pretty high in the air and can also be used in pressure. 3CGuardLowStartup13Recovery28Advantage-15- Strong, committal long range low that advances Jin forward while noticeably lowering his hurtbox. j.BGuardHigh/AirStartup9Recovery30Advantage- Strong button if used while rising, has some uses in pressure and in generic air-to-airs. j.CGuardHigh/AirStartup10Recovery20+4LAdvantage- Strong poke against grounded opponents if done low enough and it is especially effective in air-to-airs. j.2CGuardHigh/AirStartup13Recovery24Advantage- Go-to jump-in button, hits all around Jin. Reitou - Jin's unique mechanic that allows him toFreezehis opponents, this manifests itself by either utilising any of his Drive moves or by performing the enhanced version of his specials for 25 meter. Either of those options allow him to either further improve his combos or potentially attempt to run some form of restand reset in an attempt to overwhelm the opponent on defense. j.DGuardAllStartup16Recovery29+5LAdvantage- One of your most important combo tools. 236AGuardAllStartup13RecoveryTotal: 44Advantage-7- The generic fireball, has an air version as well. 623BGuardMidStartup8Recovery33Advantage-17- Fast dedicated anti-air and combo tool in the corner. 214BGuardLowStartup17Recovery19+7LAdvantage-10~CGuardAllStartup14Recovery6+20LAdvantage-13- Your go-to combo ender anywhere on screen. 623CGuardMidStartup13Recovery49Advantage-33- Meterless reversal that hits all around Jin but with poor horizontal range and a very tall vertical hitbox. Also acts as a combo tool and situational ender anywhere on screen. 22CGuardAllStartup8Recovery29Advantage-13- Versatile special used for ice restands, as a situational ender and as a punish tool due to itsFatal Counterproperty. 236DGuardAllStartup18RecoveryTotal: 52Advantage+27- Snowflake, powerful multi-purpose metered special. Particularly strong in pressure and to control the neutral. 623DGuardMid, All {Air}Startup13Recovery42Advantage-24- Ex-DP, comboable reversal on hit and has a better horizontal hitbox. Good combo tool in the corner. j.214DGuardAll, High/AirStartup9Recovery22+5LAdvantage- Hizangeki, multi-purpose air special that can work either as an overhead mixup option or as a combo tool." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Starter", + "title": "Jin Kisaragi", + "section": "Neutral", + "text": "Jin is a strong character in neutral, possessing decent far reaching normals and options to maintain control over it. 5CStrong button to utilise in Neutral 3CCommittal low profile move with reach 236AStandard Fireball 236D25 Meter screen control Jin can easily control the ground with his normals such as the rather low commitment5Cand more committal higher risk options like3C,5Dand2D. His236Ais a generic projectile that allows for some lightzoningThe act of denying the opponent the ability to approach, jump, or other movement options.or simply to act as a buffer as Jin runs behind it and if he is willing to spend 25 meter236Dis a powerful option to limit the opponent's movement in neutral. j.CStrong air poke 623BPotent long range anti-air option j.236AStandard Fireball j.236D25 Meter screen control Controlling the air is also relatively easy for Jin as his623Breaches quite far horizontally towards the air and is especially effective at swatting opponents out of the sky. Otherwise,j.Cis a very potent option in air-to-air scenarios at longer ranges and even doubles up as a strong poke on grouned opponents if done low to the ground. Both hisj.236Aandj.236Dare also powerful options that allow Jin to control the air and even the ground depending on the height at which they're done on top of the fact that they alter his air movement ever so slightly. Jin's neutral is overall very strong, especially if you have no problem in playing defensively in such a way that you are able to react to whatever your opponent does. However, it is also pretty easy to get a little too crazy with Jin nonetheless. Constantly airdashing towards the opponent while pressingj.Borj.2C: it is definitely very tempting to constantly airdash towards the opponent with either of those two buttons, especially if you've gotten them conditioned to stand still in the neutral. However, it is pretty easy to anti-air those type of approaches especially if you are getting very predictable with them. Do not be afraid to take things slowly. Approaching an opponent recklessly when there is no reason to : this point ties in to the first one, but it cannot be understated that Jin's neutral options are incredibly effective at keeping the opponent out if necessary. Naturally this is matchup dependant, but against most of the cast Jin benefits greatly from simply staying in neutral and frustrating his opponent in to making mistakes that can be punished." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Starter", + "title": "Jin Kisaragi", + "section": "Offense", + "text": "Jin is a character that primarily relies onstagger pressureThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.and utilisingframe trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s on his opponents as a means to enforce respect. Once that is achieved he can attempt a multitude of options in order to either open his opponent up or simply extend his pressure until the opponent's patience runs thin. 2ACornerstone of Jin's grounded pressure 2BGo-to low option 5BSecond hit vacuums the opponent 5CFrame trap option, pressure extender 6AFast overhead option Once on top of your opponent, staggering with2As, and2Bs will be the primary way to keep your opponent locked down which can then be followed up with a frametrap orgatlingThe special category of cancels that describe how each character can cancel normals into other normals and specials.in to5Bto keep the opponent closer. Attempting a frametrap with any of yourCnormals (particularly5Cand2C) can be quite effective as they will grant you a pretty damaging counterhit combo if the opponent ever attempts to contest your pressure. Jin's primary option for opening opponents up will be through strike/throwmix-upTo perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.s, particularly so off-oftick throwA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.s after a2Aor if the opponent respects you enough after a5B. An alternative option is utilising6Ato attempt a high/low style mix-up, although that will require 50 meter to be converted in to a combo if it is not a counterhit. If it is not converted in to a combo,6Ais essentially a pressure reset that allows Jin to run his offense once more. Another problem with6Ais that only2Aand5Aare able to seamlessly gatling in to it and as such it is very easy to get predictable up to the point opponents can easily challenge it or simply escape out of your pressure. If some form of mix-up is not attempted, Jin can reliably attempt to reset his pressure with constant rejumps at any point in his pressure due to the fact that his2A,5Cand2Care all jump cancellable on block, most commonly this will allow him to utilisej.2C>j.Cafter the jump cancel which will generally allow him to land and resume his pressure once or potentially even attempt a left/right style of mixup depending on how long thej.2Cis delayed or depending on how far away Jin is from the opponent as he does the jump cancel. Be aware however that the opponent must be stand blocking this, on crouching opponents it will be necessary to delay your jump-ins pretty dramatically up to the point the opponent can have an easier time anti-airing. Another way of resetting pressure on the ground is by utilising either6Dor spending 25 meter for236D, virtually any grounded button can go in to these options however both are somewhat vulnerable to reversals. Jin's pressure enders will generally be somewhat unsafe on block, in ideal scenarios they are done if he is slightly spaced out. The most common ways of ending pressure with Jin will be ... >3C>236Aand ... >5D>236A. However the safest way to end pressure with Jin will be to stop at5Cand attempt a backwards airdash to disengage safely. While Jin's pressure is generally pretty strong, it is not hard to get in to bad habits pretty easily. As such here are a few things that should be avoided or used very little during pressure : Constantly ending pressure with3C/6C>236A/214B: utilising3C/6C>236Ais not particularly bad, however it will immediately end your turn and if not spaced correctly it is also possible for the opponent to potentially punish regardless.214Bitself is also very easy to punish on block, both the first hit and theCfollowup. Autopiloting forward jump cancels after5C/2Cto extend pressure : relatively self explanatory, Jin isn't really left with many options once he reaches his5C/2Caside from jump cancelling them, canceling in to hisDbuttons which have their own problems or a special cancel which will generally be either unsafe enough to be punished or it will end his turn. In short, avoid getting too predictable and cycle between available options. Overusing6D:6Dis one of Jin's most rewarding buttons overall, being both a strong pressure reset option that is available from virtually any of his grounded normals and a very good damage starter. Utilising it often is very tempting, however it has an incredibly long startup time and as a result the opponent will generally always be able to hit Jin out of its startup if he either reacts fast enough or is simply mashing." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Starter", + "title": "Jin Kisaragi", + "section": "Defense", + "text": "2ADecent mash option and anti-air 2CDedicated anti-air 623CReversal 623DBetter reversal option costing 25 meter Jin possesses a good amount of basic options he can consider on defense depending on the situation. In addition to having multiple reversals some of his normals can prove to be quite useful in specific defensive scenarios. Naturally the effectiveness of some of these options will vary across different matchups so trial and error will be the best bet in trying to figure out which one to use. Jin has a few options to consider for anti-airing such as his dedicated anti-airs in2Cand623B, which are surprisingly harder to utilise risk free, alongside his2Awhich acts as a very potent and somewhat less risky anti-air option due to its low profile and rather low whiff recovery. Jin's2Cis somewhat riskier to use due to its slow startup and the fact that it has no hitbox behind the blade on top of its recovery on whiff being quite long, however it has a pretty long vertical range and it is pretty much safe on block due to the fact that it is jump cancellable even on block whereas his623Bis a strong anti-air against air approaches due to its amazing horizontal and vertical reach on top of its fast startup however it struggles to hit directly above Jin's head and it is heavily minus on block with a lengthy recovery if its ever whiffed. Jin possesses four different reversal options at his disposal, three of which are metered. Both623Cand623Dare his standard DP and 25 meter Ex-DP respectively, both of them are able to hit all around Jin however the main distinction between them is the fact thatD-DP has a much bigger horizontal hitbox compared to the meterless variant while also being able to be converted in to a combo on normal hit. Aside from that, he possesses two 50 meter reversal supers in the form of the632146DGuardAllStartup5+(45 Flash)+5RecoveryTotal: 63[Total: 54]Advantage-35 [-26]Ice Arrows super whose startup is faster than that of his DPs and236236DGuardStartupRecovery1+(36 Flash)+33AdvantageYukikaze which is a frame 1Guard pointAn attack that automatically blocks certain attacks. Examples of this include Bang's Drive attacks, Baiken's Suzuran (63214K), and Nappa's Too Bad (214S).that is particularly potent at dealing withSafejumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.s and other more specific setups covered in theStrategypage, with its drawback being that it loses to throws and the guardpoint frames do not stay active for long. While it is risky, attempting to interrupt the opponent's pressure with a fast button like5Aor2Ais not a particularly bad idea, especially if they rely on utilising pressure resets or they simply become predictable with their frame traps or mixup attempts that can be mashed on, of course this option carries an inherent risk but it is something to consider every now and then. Another option that might be quite useful but also insanely risky to interrupt pressure is3Cdue to the fact that Jin's hurtbox is lowered insanely low to the ground which allows him to low profile an insane amount of moves at certain distances. Of course, Jin can naturally rely universal mechanics such asBarrier,Instant BlocksandCounter Assaultson defense like any other character." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Starter", + "title": "Jin Kisaragi", + "section": "Combos", + "text": "Jin's combo game is quite extensive and relatively simple at an entry level but it is incredibly reliant on learning how to fit in microdashes and being able to distinguish between hits on standing and crouching. Being able tocrouch confirmA combo that only works on crouching opponents. In some games, opponents hit while crouching may take extra hitstun as opposed to while standing, allowing for generally better combos on crouching hit.hits on opponents especially will provide Jin with a much more damaging combo and the possibility of a meterless Ice-restand whereas his usual meterless stand confirms generally give him rather short combos that result in a standard knockdown. As such, crouch confirm is an incredibly valuable skill to have that ought to be trained as soon as possible, especially at the very start. On top of that, if there's a willingness to spend 25 meter it is possibly to gain access to wildly different routes. For far more in depth information in regards to Jin's combo game it is best to checkCombopage itself as this section will only discuss some of the more accessible combo routes in different situations. Jin's meterless damage on standing opponents is not particularly impressive, however if he is able to confirm anti-air hits or crouching hits he will be able to get much more damaging routes and on top of that he of course gets better routes in the corner. The go-toBNBA staple combo that is simple yet effective.on standing opponents : Jin won't get much damage out of a hit on standing opponents meterlessly. (Starter >)5C>3C>214B~C Load videoLocal FileLocal File might collect personal data.ContinueDismisshttps://www.dustloop.com/w/File:JinBeginnerBNB1.webm This is the simplest and most reliable go-to BNB at Jin's disposal ending in a hard knockdown which will allow Jin to apply some form of pressure pretty reliably on the opponent's wakeup. If Jin is close enough to the opponent, it is possible to fit in a2Cafter5Cto tack on more damage. Standard Corner route : It is possible for Jin to utilise623Bin the corner in order to pump up his damage quite nicely and also acquire an Ice restand towards the end of the route which in turns allows Jin to either simply go for a standard knockdown ender or he can attempt to run some form of reset off-of it. (Starter >)5C>3C>623B> (66)9j.C> jc >j.C>j.D▷22C>3C>214B~C AStarter >5B>623B> (66)9j.C> jc >j.C>j.D▷22C>3C>214B~C Load videoLocal FileLocal File might collect personal data.ContinueDismisshttps://www.dustloop.com/w/File:JinBeginnerCornerRoutes.webm A simple version of the corner route, the microdash jump after623Bis generally not necessary unless Jin is further away from the opponent. ForAstarters specifically, it will be necessary to perform623Bafter5Bin order to be able to pickup withj.C. Standard crouch confirm : If Jin is able to properly confirm a crouching hit, he gains access to much better routes by utilising5C>6B>j.214C. This will not work on standing opponents unless they get hit by a CH5Cstarter. (Starter >)5C>6B> dl.j.214C▷ 662B>5C> sjc >j.B>j.2C>j.D▷22C>3C>214B~C Load videoLocal FileLocal File might collect personal data.ContinueDismisshttps://www.dustloop.com/w/File:JinBeginnerCroutnConfirm.webm Allows Jin to route in to a staircase style route that ends in a freeze, meterlessly granting him an ice restand. It is possible to add an extra2Cafter the5Con a crouch confirm for more damage but that requires Jin to be close enough. This sort of routing will work pretty well for a6ARC or CH starter as well as it is an overhead that forces a crouching state even if the opponent somehow gets hit while standing. Be aware however that either 50 meter will be required or a counterhit in order to be able to get a combo from it. Anti-air : Jin is able to anti-air with a good chunk of his moveset, it is not particularly uncommon to get anti-air hits with moves that aren't dedicated anti-airs such as2A. (Starter >)5C>2C> sjc >j.C>j.D▷22C>3C>214B~C Load videoLocal FileLocal File might collect personal data.ContinueDismisshttps://www.dustloop.com/w/File:JinBeginnerAntiAir.webm This is the simplest go-to route for any anti-air hit that ends in an ice restand. Although depending on the height at which the hit occured it may not be possible to pick up with5C, particularly so off-ofAstarters which might make it necessary to perform2A>5B(1) >5Cwhere only one hit of5Bconnects as the second hit has a high risk of whiffing if the opponent is hit too high in the air. With 25 meter, Jin can enhance his combo game, specially so on standing opponents. Ideally though, using meter should be avoided if the starter is anyAbutton as the damage increase is generally not worthwhile unless it kills and the routes will generally be a lot more unstable/likely to drop. Ex-Ice Car : Ex-Ice car is a particularly useful metered special to consider on far hits or just overall as an easy way to spend 25 meter for an increase in damage for a combo. (Starter >)5C>214D>22C>6B> dl.j.214C▷ 662B>5C> sjc >j.B>j.2C> jc >j.2C>j.C>j.214C Load videoLocal FileLocal File might collect personal data.ContinueDismisshttps://www.dustloop.com/w/File:JinBeginnerIceCar.webm Relatively universal way to utilise Ex-Ice car, with its only downside being that it is not possible to get an Ice restand towards the end of the combo and as such it will be necessary to end the route withj.214Cwhich is a return to neutral outside of the corner. Far5Dhits can also be picked up with214Dpretty reliably. While there are of course other Ex-Specials to utilise in combos, making the most out of them can potentially be quite tricky as some of them are only used in specific scenarios or they require somewhat harder and more optimised routes in order to make the most out of them. For more in-depth usage of Jin's 25 meter options it is best to consult theEx-Specialsection of the Combo page. 632146D: With 50 meter, Jin can exchange the214B~Candj.214Cenders with the ice arrows super to tack on a good chunk of damage to his combos. This should generally only be done as a means to kill the opponent however. Be aware thatj.632146Dgenerally requires Jin to end up above an opponent in the air otherwise it has a high chance of whiffing entirely. In routes utilising6B>j.214C, it is necessary to delayj.214Cin order to have an easier time to perform the followups. The longer the delay, the easier it is to follow it up however only a slight delay will do for a 662Bpickup. 662Bis much easier to perform by inputting 663Binstead, since there is no move assigned to3Bonly2Bcan come out instead. IFj.Cwhiffs in the staircase, consider delaying it ever so slightly as some characters have odd hurtboxes in the air that can make it whiff. Consult theStaircasesection in the combo page for more details." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Starter", + "title": "Jin Kisaragi", + "section": "Post-Knockdown", + "text": "After Jin secures a knockdown, he has a couple of options to run on hisOkizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. Most commonly, the safest options will be2Aand2Bas they can both be used to catch rolls and in the event that the opponent does not attempt one it is possible to safely attempt anotherMeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.to keep the opponent locked down by using2Aonce more. If the opponent's character happens to possess a reversal, it might be interesting to perform aSafejumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.with a delayedj.2Cjump-in after enders that allow it (such as214B~C). For forward rolls,2Aand2Bare both decent options however2Ais the most reliable option. If either option successfully catches a roll it is possible to follow them up with5Bor5Cand perform the Anti-Air route mentioned earlier. This option will not cover backrolls. For backrolls, they have to be called out by performing 662Aor 662B. 662Bis the most reliable option in that regards as 662Arequires a much deeper microdash in order to catch a backroll. This option does not cover forward roll however. For the safejump, it will be necessary to do an upwards jump in to aj.2Cthat has to be slightly delayed in order to allow Jin to either meaty the opponent successfully if they do not attempt to use a reversal or in the event that a reversal is attempted Jin is able to recover in time and block it. This safejump will not be reliable against individuals who like rolling but it is possible to catch people that are not teching with it. If an opponent does not tech whatsoever,2Bis a reliable option to get them off the ground to tack on more damage or potentially start a new combo depending on the knockdown. While it might be tempting to utilise236Dafter securing a knockdown, it is generally not a good idea in the midscreen as the opponent will be able to roll pretty easily out of it and on top of that if the opponent possesses a reversal, especially if it is one that advances them forward, Jin will be hit out of Snowflake's recovery. In the corner however it is significantly more usable as it is also easier to space yourself in such a way as to avoid most reversal options. How that spacing is achieved can vary quite dramatically and it is best to consult the more in-depth section on the strategy page. File:Place holder for Okizeme Demo here" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Starter", + "title": "Jin Kisaragi", + "section": "Utilising Meter", + "text": "Jin as a character is defined by the myriad of options he can access once he has the meter to spend and as a result trying to figure out how to properly utilise it can end up being somewhat overwhelming at first while constantly spending it for suboptimal combos, constant pressure resets and costly mixups is incredibly easy. Ultimately, \"optimal\" meter usage simply boils down to whatever playstyle or goals a Jin player may have in the match. Despite that there are options that should definitely be avoided or done sparingly when the meter is available, not necessarily because those options are subpar but because it is very easy to lock yourself out of other options : Spending 25 meter on Ex-Specials for5A/2A/j.Astarters on opponents is generally not worthwhile, the damage increase is hard to justify if the combo does not result in a kill especially because that means there's 25 less meter to work with for potential situations that could be far more beneficial. DP RCing/Using metered reversals like623Dconstantly once the meter is available is very tempting, however it is a set of options that need to be considered properly as they are nonetheless a pretty hefty meter investment and can easily become a crutch on defense which might result in a heavy punishment if called out by the opponent. Utilising236Dconstantly is another easy way to spend meter very quickly, particularly so because Snowflake has a lot of uses both as an option in Neutral and on Offense. Naturally, predictably utilising Snowflake can also result in potential punishment depending on how the opponent works their way around it. Of course this does not mean236Dusage should be limited, especially if 75 meter is available as that will still leave Jin with his other metered options at his disposal, but some thought should nonetheless still be put in to its usage. Random632146Cs in Neutral are the easiest way to throw 50 meter down the drain, every Jin player will do this at least once but the reward remains nonetheless incredibly poor. It is best to utilise this as a reaction option against an opponent throwing out projectiles on screen or as they recklessly approach Jin from longer distances where other options would otherwise not reach." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Starter", + "title": "Jin Kisaragi", + "section": "Overdrive Utilisation", + "text": "Overdriveas a general mechanic is very versatile due to its varied and very powerful uses, most notably as a very strong defensive option or simply as a way to extend combos. Jin's overdrive,Zettoufurther enhances Jin's freeze mechanic by allowing hisCnormals to be able to freeze the opponent on hit whereas all hisDnormals end up becoming much better on block allowing for stronger offense and on top of that his Ex-Specials gain altered properties which can affect how Jin structures his combos quite heavily. Depending on how Overdrive is used and Jin's available health, it can have some altered properties : Overdrive cancel : pressing OD while a move is recovering will cancel its recovery frames and allow for new combos or extended pressure in situations where it wouldn't be possible to continue anything. The timer varies between 2s to 4s as Jin loses health. Overdrive raid : pressing OD while in blockstun will result in a ODR, it is essentially a guard cancel. Depending on the move the opponent used as the ODR is attempted it might be possible to recover before they do and whiff punish them in the process. The timer varies between 2s and 4s as Jin loses health just like ODC. Neutral Overdrive : pressing OD while nothing direct is happening (i.e Jin not being in blockstop or in recovery) will result in a neutral OD whose duration is double that of ODR and ODC. Particularly useful on defense just like ODR and it is also potentially useful in neutral as it acts as a pause button and especially for Jin it further enhances all his drive moves making them far more advantageous on block allowing for much better offense. It can also be quite powerful in specific punish scenarios such as Arakune's reversal236236CGuardMidStartup5+(28 Flash)+2Recovery33Advantage-122 [-176]or as a read on an opponent doing a move with extremely high recovery although learning how to utilise it for punishing combos is beyond the scope of this section. Simple OD Combo File:Placeholder for OD utilisation" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Starter", + "title": "Jin Kisaragi", + "section": "Further Learning", + "text": "As mentioned before in some sections, theStrategyandCombopages contain much more in-depth information. Once a more comfortable grasp of Jin is achieved, it is definitely worthwhile to spend some time browsing through those pages to acquire even more information. Particularly so as it will allow you to learn useful things like : Various ways to utilise your meter, be it in combos, pressure or okizeme. More precise usage of236D. More advanced and/or situational combos that can make a noticeable difference in your damage. How to route in to more advanced combo enders allowing for specific okizeme options, such as safejumps or evenF-ShikiSometimes known as \"Fuzzy Overhead\".When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.s. Option SelectA technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations.s on both offense and defense." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Starter", + "title": "Jin Kisaragi", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Combos", + "title": "Valkenhayn R. Hellsing", + "section": "Intro", + "text": "This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.Consider helping rewrite it." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Combos", + "title": "Valkenhayn R. Hellsing", + "section": "Combo List", + "text": "For a longer combo list, check theValkenhayn combo doc. Some of the combos here are taken directly from this document, others are adapted to be slightly easier. Combos are assumed to start in human form unless noted otherwise. Sequences of wolf form inputs are in brackets e.g w[]. Sequences of human form inputs are notated as h[]. Common Shorthand is noted in the legend above. These combos are assumed to be in human form, therefore only wolf inputs will have bracket [] notation These combos are assumed to be in wolf form, therefore only human inputs will have bracket [] notation" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Combos", + "title": "Valkenhayn R. Hellsing", + "section": "Combo Theory", + "text": "Resource management is a major part of Valkenhayn's combo theory. Wolf Gauge must be preserved in order to maintain a good neutral presence and mixup potential after knockdowns. The wolf gauge is critical to Valkenhayn's neutral and mixup potential. As such, it's common for Valkenhayn to focus on optimizing its usage in place of damage. Overdrive, however, throws this out the window. In OD, Valkenhayn's regeneration shoots up, allowing him to stay in wolf form and use it far more than normal. Additionally, Exceed Accel is a great ender for Overdrive combos because it gives Valkenhayn a large amount of time to build back the wolf gauge." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Combos", + "title": "Valkenhayn R. Hellsing", + "section": "Video Examples", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Combos", + "title": "Valkenhayn R. Hellsing", + "section": "External References", + "text": "Current Valkenhayn combo doc as of 2018" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Combos", + "title": "Valkenhayn R. Hellsing", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Strategy", + "title": "Valkenhayn R. Hellsing", + "section": "Intro", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Strategy", + "title": "Valkenhayn R. Hellsing", + "section": "TL;DR (For Beginners)", + "text": "2A: Jab 5B: Poke with low reach 6A: Anti-air 6B: Overhead, cancels into5D/4Dto go into wolf pressure j.C: Air ender, and air to ground normal. w[5A]: Jab with surprising range. Catches people out very well w[5B]: Antiair w[5C]: Poke tool w[j.A]: Air to air, and instant overhead with wolf brake 4D: Escape tool, F1 invuln while in wolf form. In neutral, human form is limited.5Band5Care his main pokes but both can be low profiled, and5C's startup makes it high risk for low reward. Human air normals are not particularly strong because of their range. The Wolf Gauge doesn't regenerate while Valk is in the air, so there's even less reason to stay in the air. If you don't need to regenerate the wolf gauge, you can stay in wolf form for neutral. It's walk speed and normals are great for whiff punishes and pokes. w[5A] and w[5C] have great range for their speed. w[j.A] is also a strong option for air to airing the opponent, and leads intoj.Cknockdown. Rasen Wolf is a very strong movement option but it's expensive. On defense, Valkenhayn is severely limited. He can4Dto back off and reset to neutral during big gaps in pressure. Otherwise, Valkenhayn is stuck to system mechanics. His CA is a solid tool for getting the opponent off of him. IBB will give him meter for more CAs, and he can push opponents off of him to challenge or back off. On offense, staying up close and personal in wolf form is one of Valkenhayn's strongest positions. In it, he has fantastic mixups, corner carry and pressure extensions. Most of Valk's mixups are high/lows. Wolf Brakej.Ais a very powerful mixup to start off with. Even then, he can back off with his grounded normals to counterpoke and use meter to create strong mixups. Sequences like5C> RC >5Care great to call out jumps and other movement options. In human form, Valk can stall to regen the Wolf Gauge or use frame traps to try and open his opponent up. Staggers mixed in with6Care generally good to frame trap or create pressure resets. Certain normals like2Aand6Bare great for transforming into wolf to start pressure. If he manages to open the opponent up, he can carry them to the corner to start his mixups. Valkenhayn's low damage in general means he must focus on regenerating his Drive over cashing out on big damage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Strategy", + "title": "Valkenhayn R. Hellsing", + "section": "Werewolf and Endless Wolf, In Detail (For Intermediates)", + "text": "Werewolf and Endless Wolf have some interesting mechanics on regeneration. The Wolf Gauge has 1000 points. Points are added and subtracted every frame, but for clarity's sake this section uses points per second. While transformed, actions that cost wolf gauge will drain it at about 120 points per second (1.2%). Wolf cannons drain the meter at the same rate. These effects do not stack, so jumping backwards won't cost 240 points per second, and so on. When Valkenhayn is in human form, the Wolf Gauge regenerates at about 60 points per second for ~2.3 seconds. If Valkenhayn changes state (e.g is considered airborne or transforms), this timer resets when he returns to a grounded human state. Afterwards, it starts regenerating at 180 points per second. Completely draining the wolf gauge entirely will cause it to regenerate at 120 points per second. In Overdrive, regeneration changes significantly. As long as Valkenhayn is not in the air in wolf form, the Gauge constantly increases. In wolf form, the gauge increases at 240 points/sec. Walking backwards will increase the gauge at 180 points/sec. In human form, the regeneration rate varies based on whether he is grounded or in the air. On the ground, he regenerates at 540 points/sec. In the air, he regenerates at about 180 points per second. If he fully drains the wolf gauge, it regenerates at about 360 points per second." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Strategy", + "title": "Valkenhayn R. Hellsing", + "section": "Blockstrings", + "text": "Please keep in mind that these blockstrings serve as examples and ideas you can integrate into your own game. Valkenhayn's pressure,especiallyin wolf form, is very freeform and dependent on available resources. You'll also need to vary your blockstrings against different people, different characters, and so on. Valkenhayn's blockstrings are immensely different in human and wolf form. In human form, his blockstrings are rather limited. This does not necessarily mean that he lacks interesting tools.6B,6C, and IOHj.Care all solid options in Valkenhayn's kit. With meter, Valkenhayn can force pressure extensions and stall out time to regenerate the Wolf Gauge." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Strategy", + "title": "Valkenhayn R. Hellsing", + "section": "Human Form", + "text": "A day one blockstring. On hit, any of these convert into a basic BnB. On block, this will push opponents away and keep you safe. A useful blockstring to mess with your opponent's barrier usage.236Awill keep you close to them and ignore Barrier's push on block, leaving you plus and up close to restart pressure. On the other hand,6Cis a solid frame trap that leaves Valkenhayn plus and resets pressure.6Closes to barrier, but236Abeats barrier. Both lose to some combination of instant blocking, Overdrive, and fast reversals, however.6Cwill get pushed out by IBB, and IBB will leave236Aminus on block. Even on regular instant block,6Ccreates a gap that can be reversal'd. ODR will beat out both. Instant overhead! Requires meter and is a little unsafe if blocked, but leads to great reward. Character specific; some crouching hitboxes will not be hit by the IOHj.C. A basic string into an overhead. You can cancel into transformation. 4Dis a fast way to go into wolf form and back off. It has some invincibility attached as well, and is difficult to call out.5Dis a quick way to start wolf pressure and catch someone off guard. However, this leaves Valkenhayn in CH state during transformation, and it can be mashed. Most2Astaggers will discourage mashing there, however. A quick way to transition to wolf pressure with an overhead. Loses to5Amash and fast antiairs. Alternatively, you can back off after transforming." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Strategy", + "title": "Valkenhayn R. Hellsing", + "section": "Wolf Form", + "text": "In wolf form, Valkenhayn gains incredibly strong mixups and improved movement to make his pressure safe. w[5A] has a surprisingly long range for a jab, and contests more spaces than most realize.5Cis a great tool for pokes and counter pokes. Wolf brakej.A(wbrj.A), of course, is an incredibly strong mixup tool available for instant overheads. Even if they block it, you can opt forj.Cfor a double overhead,5Ato continue pressure, or5Cfor a fast low. Valkenhayn's options are quite strong, but limited by the amount of Wolf Gauge he has available. A basic blockstring. You can remain safe and simply walk back at little cost. A useful blockstring to catch people trying to jump after5C. An example of wolf brake in pressure for an instant overhead. An example of using wolf brake to layer in extra mixups at the cost of Wolf Gauge. You can go for double overheads off of6D>j.A. You can also do6D> Brake > B+Cto mix in throws and build back Wolf Gauge. A quick way to transition back into human form with a mixup.6Bis much less safe, but a strong option after someone shows they can block2Band6D> w[j.]A." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Strategy", + "title": "Valkenhayn R. Hellsing", + "section": "Okizeme", + "text": "Valkenhayn's oki at midscreen is relatively below average. In human form,j.Cis the most common enders for oki. In the corner with wolf form, Valkenhayn can run very strong 50/50s from wolf brakej.A. Past that, Valkenhayn can introduce even more layers to open up his opponent. Valkenhayn's most common ender. Causes a soft knockdown. These are some things you can do afterwards: Dash2Bcatches rolls and quick rise You can also transform and use w5Ato check rolls 3C>236Bcan catch no techs Leaves the opponent closer to Valkenhayn. Sets up hard knockdown at the cost of damage and corner carry. These are some things you can do afterwards: Dash2Bbecomes a frame kill to meaty emergency tech Cancelling into2D>5Cwill catch all delay techs From3C>236A, you can use9D>j.D>j.Cto safe jump, catch rolls and quick rise. If that's too intensive on the wolf gauge, you can IAD >j.Cinstead for a safejump. This will not catch any rolls, however. Video Example:" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Strategy", + "title": "Valkenhayn R. Hellsing", + "section": "Tips and Tricks", + "text": "Watch the Wolf Gauge. It's essential to Valkenhayn's gameplay. So, don't spam Rasen Wolf or wolf cannons in neutral. In neutral, walking in wolf form is a great strategy. It minimizes drain on the wolf gauge, and you can counter poke with5Cor5A. Walking forward is especially useful because it doesn't cost anything to Valkenhayn! A fun movement trick is air dashing in wolf form and immediately transforming. This will propel Valkenhayn to the other side of the screen. Use it to jump in with aj.C, or to stall someone out and minimize Wolf Gauge usage. It's often best not to spend meter on Distortion enders unless they'll kill or stall out the Wolf Gauge. Valkenhayn needs it for defensive options, confirming hits in human form, and certain mixups. Valkenhayn is considered to be airborne during his human form stepdashes, so try not to overuse dashing in neutral. Instead, try and space out with your large human normals, or close the gap with236A. You can also opt for minimal wolf movement instead. Practice wolf brake w[j.A]! It's one of Valkenhayn's famous mixups and creates a potent 50/50. Check theWolf Brake Tutorialfor more information. 4DC OS is useful if you think an opponent will DP from the corner. However, don't overuse it as it will make mixups more linear. By inputting6D> w[j.A] > 4DC, you'll hitstop OS4D. On block and on hit, w[j.A] will confirm into w[j.C]. On whiff, Valkenhayn will4Dand avoid most reversal. This OS is somewhat character specific, so be sure to lab it on different reversals.Video Example Here." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Strategy", + "title": "Valkenhayn R. Hellsing", + "section": "Fighting Valkenhayn", + "text": "Remember that Valkenhayn cannot block at all in wolf form. Wolf Form is essential to Valkenhayn's offense and neutral. By dragging out neutral exchanges, you'll force him to use less damaging combos. It also means he can't confirm quite as easily in neutral. Show your reversals! Valkenhayn's 50/50 is incredibly strong, showing a reversal will force him to use4Dor take some level of risk. Press the attack when the wolf gauge is disabled. Valkenhayn relies on his movement to make up for his lack of defensive options. Check thisGuide by DFAxCalamityfor some tips on how to make blocking Valkenhayn more rewarding." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Strategy", + "title": "Valkenhayn R. Hellsing", + "section": "External References", + "text": "A youtube playlist of Valkenhayn tech.There are videos that date back to CP, but many still apply to CF2 Valk. Temporary Copy of Valk Pressure/Escapes document" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Valkenhayn_R._Hellsing/Strategy", + "title": "Valkenhayn R. Hellsing", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Intro", + "text": "DISCLAIMER : The page, while not fully completed, is in a state where it could be considered relatively finished in regards to the way it is structured. There is still a lack of information among certain sections on top of potential errors slipping in or imprecisions in regards to the already present information. As time goes on, more and more of this page will be properly ironed out." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Read first", + "text": "Jin's overall combo theory is quite extensive, before delving in to it, here are a sizeable amount of combo samples showcasing some relatively common situations and different alternative routes for them. It is entirely possible to slightly alter the examples below in one way or another but that is beyond the scope of this section and instead it will be further expanded upon in the combo theory section. The following examples might not necessarily be fully optimised and shouldn't be considered as such, they are simply there to provide some surface level insight in to Jin's combo routings off-of either generic starters or specific ones. Notes : 5A/2A,5B/2Bare often interchangeable when they're starters (i.e in cases where5Aworks then2Awill also work) unless specified otherwise.5Awhiffs on crouchers, except on Tager and Hakumen.j.Candj.2Care also generally interchangeable in most staircases unless specified otherwise. On some characters (Hakumen, Bullet, Litchi, Terumi, Hibiki, Nine, Naoto, Carl, Relius, Valkenhayn, Platinum, Celica, Hazama and Kokonoe specifically) the followup staircase might end up dropping, in that case it means that delaying the firstj.Cfor5C> sjc >j.C>j.2C> ... ever so slightly is necessary. Alternatively, it is possible to utilise other staircases such as5C> sjc >j.2C>j.C> ... (where thej.Conly has to be delayed on Hakumen, Bullet, Litchi, Terumi, Hazama and Kokonoe) or5C> sjc >j.B>j.C/j.2C> ... . This does not apply to staircases where5C>2C> sjc > ... is performed, may apply in staircases where5B/2B>5C>2Cis performed beforehand. Specifically for5C>2C> sjc >j.2C>j.C> ... routes on Celica, it is generally necessary to delay thej.2Cotherwise it is very likely for followups to whiff, particularly if aj.214Cender is desired. In certain combos \"66\" will be noted by itself, in that case it means that a dash has to be done up until the point Jin reaches the opponent to perform the next sequence." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Beginner Combos", + "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple 5A/2A>5B>5C> (2C>)3C>214B~C5B/2B>2B/5B>5C> (2C>)3C>214B~C5C> (2C>)3C>214B~CSimplest combo at Jin's disposal providing a knockdown, depending on the starter it will have a couple of variations. Depending on the distance from the opponent it might be wiser to only let5B(1) connect (particularly so on Makoto and Noel if the starter was not a point blank hit) It is possible for the2Cto whiff entirely if Jin is not close enough. (5A/2A>) (5B/2B>)5C>2C> sjc >j.C>j.D>22C>3C>214B~CMost basic way for Jin to convert any form of anti-air hits from all of his normals. It should be noted that5A/2A>5B/2Bwill generally not work properly unless the opponent is hit at a low enough height. Generally,5B(1) is the most reliable way to followup in most common cases. Alternatively,5A/2A>5Ccan also work if the opponent is hit low enough, usually always possible for a2Astarter. It is possible for5Cto whiff after5B(1) on a5Astarter if the opponent is hit too high, in which case it may be necessary to jump cancel at the5B. (Starter) >5C> (2C>)3C>214D>22C> 665B>5C>3C>214B~CRather simple way of using 25 meter while also providing a good damage increase. There is a pretty generous window to get a microdash5Bdown. (Starter) >5C>3C>236D>5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CDecent 25 heat option at Jin's disposal particularly so if autopiloted in to during a pressure string, providing a notable increase in damage however it won't give any oki whatsoever outside of the corner. (Starter) >5C>3C>22C~D> 665C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CVery easy to perform sideswapping route with respectable damage. Only downside being that if Jin is not close enough to the opponent after3Cthen22Cwill go in to its whiff animation. 4/5BCDC >5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CEasy throw combo that works everywhere, this variant in particular does not grant any oki whatsoever in the midscreen and as such there are better alternatives to be learned." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Core Combos", + "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character AStarter >5B>623B> (66)9j.C>j.2C> jc >j.2C>j.D▷22C>3C>214B~C(NonAStarter) >5C>3C>623B> (66)9j.C>j.2C> jc >j.2C>j.D▷22C>3C>214B~CMost reliable go to in the corner on standing opponents, grants a freeze which can be used for more potent resets in the corner or to just simply continue the combo further. It has a slightly different variation off-of anAstarter where the623Bhas to be done quite early which can make be a bit tricky to confirm consistently. The microdash after623Bisn't necessary most of the time, generally only done in case the starter connected with the opponent further away from Jin. It might be wiser to sometimes skip the firstj.2Cand performj.C> jc >j.C>j.Dinstead if the opponent is hit when he isn't quite in the corner yet. (Starter) >5C>6B> dl.j.214C▷ 662B>5C> sjc >j.2C>j.C>j.D▷22C>3C>214B~C(Starter) >5C>6C>6D>22C>6C>6D>5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CLearning to crouch confirm is absolutely necessary with Jin as he benefits a lot damage wise while gaining access to meterless freeze restands. It is absolutely imperative to learn how to confirm crouch hits as Jin. Delay thej.214Cas it will allow for a deeper microdash which makes the followup staircase far more consistent, the more delayedj.214Cis the easier it is to do a 662B. Since Jin does not have a normal assigned to3Bit is possible to simply do 663Bin order to get an easy2Bpickup. Note that it is possible for5C> sjc >j.Cto whiff on certain characters, in that case it will be necessary to do5C> sjc > dl.j.2C. The second route is the corner alternative that utilises5C>6C>6Dwhich can allow for more damaging combos, beware that the22Chas to be removed forAandBstarters. It should be noted that it is possible to add a2Cafter a5Cto tack on some extra damage, possible for all starters but the routes may require some adjustments later on in the staircase, particularly so off-ofAstarters or jump-ins. 6ARC >5C>6B> dl.j.214C▷ 662B>5C> sjc >j.C>j.2C>j.D▷22C>3C>214B~CA very important confirm to learn as6Ais Jin's only standing overhead. The hitstun on hit effectively gives Jin a lot of time to actually properly hitconfirm it before using 50 heat to RC. It should be noted that6Aon counterhit can be converted meterlessly without the need of an RC, another reason to learn how to properly hitconfirm6Aas it will aid in conserving your meter. CH5B>5D>22C> 66B> dl.j.214C▷ 662B>5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CCH5B(1)/2B>6C>2D> 665C>2C> dl.6C>214B~C> 662B>5C>2C> sjc >j.2C>j.C> jc >j.2C>j.C>j.214CCounterhit5B/2Bcombos usually done only if the opponent is standing since the crouch confirm variant is superior in the midscreen. The first route deals a good amount of damage but can only be reliably done from5Bdue to its vacuum, whereas the second route provides better corner carry but slightly less damage for a CH5Bas only5B(1) will allow the6Cto connect. For a CH2Bstarter on the other hand, the first route ends up dealing less damage compared to the second. The22Cwill also whiff entirely off-of a CH2Bstarter on Susano'o and Tager without some dash momentum, forcing the usage of the second route instead. Hit confirming a CH2Bis pretty hard, but it is worth to keep in mind if it is ever used consciously as a punish tool. CH5C>6B> dl.j.214C▷ 662B>5C> sjc >j.C>j.2C>j.D▷22C>3C>214B~CCH5C>2D> 665C>2C> dl.6C>214B(w)~C> 662B>5C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CCounterhit5Cessentially allows a standard crouch confirm route even on standing opponents. At max range it won't be possible to hit with6Bafterwards. At maximum range, CH5C>2Dwill have to be used as a pick up otherwise it won't be possible to get a proper combo, has a decent amount of corner carry while also dealing a good chunk of damage. Try to ever so slightly delay6Cif possible. It should be noted that these routes also work for a CH2Cstarter on the ground. CH3C> 662B>5C> sjc >j.2C>j.C>j.D▷22C>3C>214B~CConfirm for CH3C, will work at any range the situation is recognised and a microdash is done immediately, has a pretty generous window to confirm it. FC22C> (66)5C>2C>6B> dl.j.214C▷ 662B>5C> sjc >j.C>j.2C>j.D▷22C> (66)5C>3C>214B~CFC22C>5C>2C>6C>2D> 665C>2C> dl.6C>214B(w)~C> 662B>5C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CFC22C>2C>6C>6D>5C>2C>6C>623C>5B>5C>2C> sjc >j.2C> dl.j.C>j.D>j.214CThe ideal DP punish move, though in a lot of situations it'll be necessary to microdash the22Cin order for it to connect which makes it a bit trickier to use. But as long as the opponent's move is minus enough and recovers in counterhit state then22Cwill be a reliable fatal counter punish. The first route is the go-to generic Fatal Counter route that is relatively easy and reliable granting an ice restand towards the end. The second route is an alternative that has a respectable increase in damage and better corner carry over the generic route, but it sacrifices the potential for an ice restand in exchange for aj.214Cknockdown, which is good in the corner but as long as the opponent does not end up in the corner towards the end it provides significantly worse okizeme. The third route is the corner variant, providing a significant increase in damage. 5D/j.D>22C>6B> dl.j.214C▷ 662B>5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214C5D/j.D>214D>22C>6B> dl.j.214C▷ 662B>5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CA set of rather situational conversions for a5Dorj.Dstarter. Unless Jin is already in melee range of the opponent it won't be possible to utilise22Cto continue the combo, instead it will be necessary to utilise an Ex-Special. In this case, Ex-Icecar is the most reliable option as the other 25 Heat options will likely whiff if Jin isn't close enough. Forj.D, Jin will generally be close enough to utilise 6622Cwithout needing to utilise 25 meter but in the worst of cases it is still possible to get a short meterless combo by picking up with either 665Bor 665C. 6D> 6622C>6B> dl.j.214C▷ 662B>5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214C6D>5C>2C>6C>623C>5B>5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214COne of Jin's best starters damage wise, quite slow however and as such its generally very hard to use this as a punish tool. It is more often used in pressure resets during blockstrings but it is not particularly uncommon to end up tagging people with it depending on their habits on defense as they try to get out of Jin's pressure. The first route is the go-to routing midscreen for a6Dhit. The second route is the corner variant, try to get the5Cto hit immediately after6Din order to get an air-hit. It is possible to perform6D>6Das well in the corner without making the route unstable. (NonAStarter) >5C>3C/5D>214D>22C>6B> dl.j.214C> 662B>5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CAStarter >5C>3C/5D>214D22C>6C>2D> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CReliable and more damaging way to extend after Ex-Icecar. Has a pretty different variation onAstarters that is a bit finnicky due to the2D> sjc > ... timing being unusual as it is a delayed jump cancel point. 5C>3Cis best used if an opponent is grounded while5C>5Dis particularly useful in converting far air hits. For theAstarter variant, the jump cancel needs to be slightly delayed for2D> sjc as the window to perform it is different from Jin's other buttons. It is possible to do5C>2C>3C>214Dif close enough. If that is done forBstarters it will be necessary to either follow theAstarter variant or2B>5C> jc > ... will have to be performed instead. For groundedCstarters adding the2Cdoes not change the route whatsoever while airborneCstarters will also require2B>5C> jc > ... to be done. Adding an2ConAstarters makes the route a lot more unstable but still doable, although be aware that it is absolutely necessary to be as close as possible to the opponent otherwise the small travel time between3Cand214Dactually connecting risks making the combo drop later on in the staircase. (Starter) >5C>3C>236D> 662C>623C> (66)5B>5C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CBetter snowflake conversion that isn't particularly hard to do either, microdashing after623Cis not necessary but it makes the followups more consistent on all characters. It is possible to do (66)5Cinstead after623Cand go straight in to a jump cancel but it is necessary to make sure the opponent is sent as high possible in the air by theC-DP hit in order to connect the5Cand that requires a very slight delay on the2Cbeforehand, ideally to be done after the third hit of236Doccurs. This route is very unstable off-of anAstarter,5B(1) will have to be performed or if the delay2Ctiming is done right going straight in to5Cis still an option. It is possible to sideswap with the opponent while utilising this route if Jin performs a longer dash to go under them while they're still being hit by the Snowflake. 623D> 663C>214B~C623D> (66)2C> jc >j.C>j.2C> jc >j.2C>j.C>j.214CJin's Ex-DP can actually lead in to a combo resulting in okizeme. Be aware that it is possible for the second hit ofD-DP to whiff entirely if it is not delayed enough on airborne opponents. In most cases, Jin'sD-DP will result in a wallbounce however depending on how the opponent is hit it may not be possible for the opponent to travel long enough after getting hit to actually result in a wall bounce, instead resulting in a tumble that will not allow for a pickup. This generally tends to happen if the opponent is hit byD-DP while they're behind Jin. The first route is the generic one that can be used anywhere on screen while the second route is the corner variant. (Grounded non-AStarter) >3C>623D>2C>6C>6D>5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214C}(5A/2Aor Starter) >5C>3C>623D>5C>2C> jc >j.C>j.2C> jc >j.2C>j.C>j.214CEx-DP provides the highest amount of damage out of Jin's Ex-special options in the corner on standing opponents, depending on the starter the routing can vary pretty dramatically. It is not feasible to perform2C>6C>6Das any followups will drop immediately after6DforAstarters Off-ofBstarters only5B(1) and2Ballow for an immediate5C>3Cinstead of5B>3C. The ideal routing is also a lot more unstable on groundedBstarters without a counterhit so it might be best to simply pick up with2C> jc instead. (Starter) >5C>6C> [CT] >5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.D▷22C>22C>3C>214B~C5A/2A>5C>6C> [CT] >2C> jc >j.2C>j.C> jc >j.2C>j.C>j.D▷22C>3C>214B~CA very damaging crouch confirm conversion in the corner utilising Crush Trigger, has a character specific oddity (Izayoi, Platinum, Izanami) where the5Cwill whiff after [CT] and as such it is necessary to skip straight to2Cand do a normal jump cancel instead of a superjump cancel. Can be done off-of CH5Cas well and has a slight variation if it is anAstarter. ForAstarters specifically skip the5Cafter [CT] entirely and do a normal jump cancel off-of2Cwhere the firstj.2C>j.Care not interchangeable. It is still possible to use5Cbefore jump cancelling but in that case the2Chas to be skipped instead. [CT] > 66D> 6622C>6B> dl.j.214C▷ 662B>5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214C[CT] > 66D>5C>2C>6C>623C>5B>5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CIn the case of actually getting a succesful guardbreak with a charged Crush Trigger, it is possible to simply perform the6Dstarter routes. BE AWARE however that if the opponent is actually HIT then it will not be possible to connect6Dafterwards unless the [CT] is a counterhit. In those scenarios it will be necessary to followup with6C>2D/6Dinstead. 4/5BCDC > dl.5C>2C>6C>214B(w)~C> 662B>5C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214C4/5BCDC >22C>6C>6D>5B>5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214Cj.BC▷ 6622C>6B> dl.j.214C> 662B>5C>2C> sjcj.C>j.2C> jc >j.2C>j.C>j.214CThe first route is the go to throw combo as it basically guarantees the corner from the round start position while providing some respectable damage. Delay the5Cafter an immediate dash cancel off-of throw. The second route is the corner variant, providing better damage than the standard route. The third route will be the one primarily used for air throws however it is possible to utilise it even with ground throws as long as a Dash Cancel (66) is performed before the22C. Keep in mind that Jin's air throw will always sideswitch." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Advanced Combos", + "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute (Starter) >3C>623B> (6)623C>5B>5C>2C>6C>6D>22C>3C>214B~C5A/2A>5B>623B>623C>5B(1)5C>2C>6C>6D>22C>3C>214B~CThe difficulty of this combo hinges primarily on what came before623Bas that will determine whether or not there is a need to microdash the623Cafter623B. As an example,5C>3C>623B>623Ccan be incredibly unreliable at certain distances (in essence if Jin isn't directly in melee range with the original5Chit) and as such it may be necessary to do an instant microdash623Cafter623Bin order to ensure that it does not whiff. It also depends on the opponent's character in regards to whether or not the623Cwhiffs off-of certain starters or distances. A 6623Cor dash momentum will always be required after a5Cstarter on Rachel, Taokaka, Litchi, Arakune, Carl, Hakumen, Hazama, Terumi, Makoto, Valkenhayn. Apply a very small delay to623Bagainst Tager and Ragna for a5Cstarter otherwise the623Crisks whiffing. Some characters require a slight delay on the5Cafter5Bin order to connect properly with6C>6D: Hakumen, Tsubaki Delay the6Cslightly on Bang, Nu, Lambda, Mu, Nine, Naoto and Izanami. In this specific combo, both of5B's hits won't allow the route to continue properly on some characters and as such it will have to be5B(1) for Carl, Hakumen, Makoto and Celica at all times. ForAstarters,5B(1) has to be used at all times after623Cand it won't be possible to connect the6Dafter6Cat all on some characters : Es, Jubei, Litchi, Makoto, Bang, Carl, Kokonoe, Celica, Nine, Hibiki. It is possible to use an alternative route but the damage increase becomes inconsequential in that case compared to the standard corner routing (alternative route :2A>5B>623B>623C>5B(1) >5C> jc >j.C>j.D>22C>214B~C) CH5C>2D> dl. IAD > dl.j.2C> dl.j.C▷ 665C>2C>623C> 665B>5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CAn alternative to the standard Max range CH5Croute. Harder to pull off but it provides far more damage compared to the standard route while still maintaining the same amount of corner carry and oki. High air-hit CH2C> jc > dl.j.2C▷ 665C>2C>623C> 665B>5C>2C> sjc >j.2C>j.D▷22C>3C>214B~CA very hard to confirm high air-hit counterhit route, provides noticeably more damage, corner carry and better knockdown from the midscreen position. This route can also work quite reliably on a AA CH5Calthough the window for confirming it is a bit tighter. FC22C> 665C>2C>6B> dl.j.214C▷ 662B>5C>2C> dl.6C>214B(w)~C> 662B>5C>2C> sjc >j.2C>j.D▷22C>3C>214B~CFatal counter combo dealing a higher amount of damage meterlessly compared to the generic FC routing from a midscreen position while also providing a lot of corner carry. Requires a deeper microdash2Band as such it is best to delay thej.214Cfor as long as possible as it will make the6Cdelay easier to perform without risking it to whiff entirely which itself allows the combo to be continued with214B(w)~C. It is somewhat character specific as the6Cis very likely to drop on Hazama, Terumi, Celica and Relius if the corner is not reached and as a result it might be best to utilise another FC route entirely against those characters, luckily from the roundstart position it is possible to reach the corner pretty reliably. FC22C> 66D> 665C>2C> jc > dl.j.C> dl.j.2C▷623C>5B(1) >5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.D>j.214COne of the most damaging meterless routes in the corner. It is not necessary to microdash the5Cif the6Dwas microdashed (conversely if6Dwasn't microdashed the5Cneeds to be microdashed instead), microdashing both will make the followups more consistent and easier to execute however. The delays on the followingj.Candj.2Cs are character specific, ideally with thej.2Cbeing done as low as possible to the ground while the opponent is above Jin in order to immediately land and use623Cto continue the combo. (CStarter) >632146DRC > 66A> 66 >5C>2C>623C> 662B>5C>2C> sjc >j.C>j.2C> jc >j.C>j.2C>j.214CHighly situational kill combos that do not utilise OD, they require a full bar of meter and work from anywhere on screen. The same routing can be utilised in the corner but the5Cwill have to be delayed slightly as the opponent falls down after the Ice Arrow super is done. The routes have a decent amount of corner carry so in the odd event that the opponent has not died it is still possible to run oki on them, assuming they actually reach the corner otherwise it is a reset to neutral. The damage of this routing is not particularly impressive on top of being severely meter inefficient but it does provide Jin with some of the highest amount of damage possible in a single combo without OD. Avoid trying to do this unless it kills AND/OR OD is not available. AandBstarters for this sort of routing will require the combos to be shortened after623C, essentially only allowing623C> 665B>22Cas the ender. Perform a dash immediately after6Arecovers in order to end up right under the opponent as they're still in the air. Depending on how fast the opponent is reached after the 66Ait may be necessary to slightly delay5C. Microdashing the2Bmay be necessary in instances where Jin does not end up close enough to the opponent after getting an air hit5C. In some instances the opponent will be brought directly to the corner, primarily if the hit occured ever so slightly past the roundstart position towards the direction of the corner, which won't require a 662Beither. It is also possible to swap the2Bwith5B(1) instead for slightly less damage in exchange for a more stable staircase across all characters as it is possible for thej.214Cat the end to drop on some characters if the corner is not reached. This route will also work pretty reliably while in the corner, only requiring the5Cto be delayed and the2Bcan be swapped out with5Bentirely for slightly more damage. 4/5BCDC > 665C>2C>6C>623C> 665B>5C>2C> sjc >j.C>j.2C> jc >j.C>j.2C>j.214C4/5BC>22C> 663C>623B>623C>5B(1) >5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CMore advanced throw routes providing minimal increases in damage over the standard routes. The first route is the midscreen route which can be a bit finnicky, perform the dash cancel as fast as possible then the microdash immediately afterwards and do not delay any of the buttons leading up to623C. Can be unreliable on some characters, Terumi and Hazama will require short delays on buttons after the dash cancel whereas623Cwill whiff against Rachel, Litchi, Bullet and Izanami midscreen. The second route is a slightly more damage optimal corner route, there aren't any oddities with it other than the fact that it needs Jin to be close enough to the opponent to perform22Cwithout having to Dash Cancel the throw." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Read First", + "text": "While Jin is a relatively easy to use character, his combo game is one of the most diverse from amongst the cast of the game especially if Overdrive is factored. However, this section will attempt to cover most of the combo portions to be found spread throughout Jin's combos and the respective scenarios where they can be used. Overdrive related routings will be discussed in their own separate section as this one aims to primarily focus on routes that do not include it. This section will cover cases that will usually work anywhere on screen meterlessly, 25 meter and corner routings will be mentioned in their own sections." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "General Standing", + "text": "Usual combo portions that can be used on standing opponents, they will either lead in to reliable knockdowns or in to more extended routings. (Starter >)5C>3C> Ender/Followup RoutingGeneric combo core for standing hits in the midscreen, without a crouch confirm or metered specials Jin's combos aren't particularly damaging. There are a few variations depending on the starter and how close Jin is to the opponent it is possible to add a2Cafter5Cif Jin is close enough, though in more advanced routings it may be avoided due to the added proration and combo timer loss. Common route : (5B/2B>2B/5B>)5C>2C>3C>214B~Cis the go to standard BNB in the midscreen Astarter :5A/2A>5B/2B>5C>2C>3C>214B~Cis the variant off-of5A/2A, only one5B/2Bcan be added otherwise the2Cwill not connect. It it naturally possible to utilise other enders than214B~C, with623Cbeing a common alternative if the combo is too prorated. With resource investments it is possible to continue the combo further with an Ex-move or a more advanced Super RC route. (5Cor CH5B/2B>)5D>22C> Ender/Followup RoutingRather damaging follow up to melee range5Cand Counterhit5B/2Bon standing opponents in the midscreen although non-CH5B/2B>5C>5Dwill work in the corner. Usually followed up by some form of ice restand extender, primarily6B> dl.j.214Cin the midscreen and6C>6Din the corner. It is also possible to end the combo early on prematuraly, usually with the intent to run some form of restand resets as it won't be possible to get a refreeze later on in the route without investing resources. This sort of routing is somewhat inconsistent as it will outright not work on a lot of characters if Jin does not have dash momentum when the starter is5Cbut it is pretty reliable on CH5B/2B. Common route :5Cor CH5B/2B>5D>22C> (6)6B> dl.j.214C▷ 662B>5C> sjc >j.C>j.2C>j.2C>j.C>j.214C." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Midscreen Crouch Confirm", + "text": "Jin's combo game vastly changes if he gets a hit on an opponent crouching, allowing for a notable increase in damage, better corner carry and easy access to ice restands. (Starter >)5C>6B> dl.j.214C▷ Followup Routing Core portion in Jin's crouch confirm combos that also works on CH5Ccombos, will generally lead in to OTG routings. It should be noted that it is necessary to delay thej.214Cas it will make the followups easier and more lenient to perform.6B> dl.j.214Calso sees a lot of use in extending combos after early freezes. (Starter >)5C>6C>2D> Followup routing Alternative crouch confirm, can lead in to a number of different routings although it will not guarantee a freeze restand without ending the combo at2Dor without a meter investment later on. Particularly useful if it is followed up with an Air Hit or a harder Airdash route to maximise the damage and corner carry. It is also possible to continue with staircase or OTG routings instead but at the cost of being far worse damage and oki wise compared to the standard crouch confirm in the midscreen. 6B> (66)2A>5C>6B> Followup Routing In the odd case that Jin gets a normal hit6Band the window forj.214Cis missed,6Bwill not link in to5Con crouching hits without a counterhit and as such it is necessary to link to2Ain order to get a full combo. Be aware that the2Awill whiff if Jin is too far away from the opponent after hitting them with6B, however in that case it is possible to perform 662Awhich will allow for the pickup. This sort of routing will lead in to less damage on top of needing a crouch confirm therefore it is best to only use this in the event that the window forj.214Cends up being missed." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "OTG Routing", + "text": "Arguably his most important combo portions as they are used in pretty much all of his core combos and beyond. ... >j.214C/214B(w)~C> 662B>5C> sjc > Followup routing Core portion in Jin's CH/crouching combos, for it allows him to do a pick up OTG with 662Bafter6B> dl.j.214C,3Cand214B(w)~Cto continue the combo or get optimal enders. If the opponent gets further after6B>j.214C, deepening the microdash before2Bbecomes necessary, as there is a risk that Jin will be too far for22Cto connect later in the staircase. ... >j.214C/214B(w)~C> 662B>5C>2C> sjc > Followup Routing Alternative OTG routing, let's Jin skip most of the character specific delays in the staircase but in order to get a freeze the staircase will have to be cut short and as such the routing will deal less damage compared to the other alternatives. Best done if a freeze was already used beforehand in order to squeeze out more damage by doing a full staircase if the combo timer allows it. Most common routing : 662B>5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214C Freeze routing : 662B>5C>2C> sjc >j.C/j.2C>j.D▷22C> Followup Routing Previous Routing > (66)5C>2C> sjc > Followup Routing It is possible to OTG with 665Con Tager and Rachel, allowing Jin to directly pick up with the variants mentioned earlier. It is also possible to OTG with5Cand/or2Cafter214D~Cor [CT] in the corner in to a full combo." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Staircase", + "text": "Jin has a multitude of ways of performing a staircase and some specific oddities in regards to certain characters in how he ends up applying them. Here are a few variants. Previous Routing or Starter > sjc >j.C>j.2C> jc >j.2C>j.C> Ender Most common staircase option in situations where a freeze was already used, delaying the firstj.Con some characters (Hakumen, Bullet, Litchi, Terumi, Hibiki, Nine, Naoto, Carl, Relius, Valkenhayn, Platinum, Celica, Hazama and Kokonoe) is mandatory, though this issue can be avoided by doingj.B>j.2C> jc or alternativelyj.2C>j.C> jc but it will still require a delay on thej.Con Hakumen, Bullet, Litchi, Terumi, Naoto, Hazama and Kokonoe. Previous Routing or Starter > sjc >j.2C>j.C>j.D▷22C> Ender The most consistent way to get a freeze throughout every starter, with no problems whatsoever except that delayingj.Con some characters (Hakumen, Bullet, Litchi, Terumi, Hazama and Kokonoe) is still mandatory, though this issue can be avoided by doingj.B>j.2Cinstead. Previous Routing or Starter > sjc >j.B>j.C> dl.j.2C> jc >j.2C>j.D▷22C> Ender More damaging than the standard freeze stairace and let's Jin skip the character specific delays entirely in the midscreen while providing a freeze and the possibility to restand afterwards. Requires a delay on thej.Cagainst Tager and Susano'o otherwise Jin won't be close enough for22Cto activate. Previous Routing or Starter > sjc >j.2C>j.C> jc >j.2C>j.C>j.D▷22C> Ender The most damaging but only advisable near the corner and of course if a freeze wasn't used already, since most of the time Jin won't be sufficiently near for22Cunless an instant microdash22C(632632C) is performed to connect midscreen. Thej.Cstill has to be delayed on specific characters (Hakumen, Bullet, Litchi, Terumi, Hazama and Kokonoe). Will also not work fromAstarters." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Ground-to-Air Hit", + "text": "Usually done after a ground-to-air hit, these portions will work everywhere on screen and are used in a decent amount of cases ( ... >5C>)2C> sjc > Followup Routing Generic ground-to-air routing, sees use in a lot of anti-air situations anywhere on screen but the opponents need to be hit at a specific height in order to allow the5Cto connect properly. For5Aor5Bstarters in scenarios where the hit happened while the opponent was too high up in the air it isn't possible to connect with5C>2C, it will be necessary to immediately jump cancel either the5Bor in certain situations for a5Astarter the jump cancel might need to be done immediately. In scenarios where2Bends up somehow hitting as an anti-air it will generally always be possible to pick up with5Cor5B. ( ... >) (66)5C>2C> dl.6C>214B(w)~C> Ender/Followup Routing Decent corner carry portion, the higher the5Chit the more delayed the subsequent parts have to be (usually6C) in order to avoid Ice Car's follow-up to whiff. Generally followed up by some form of OTG routings if the combo isn't too prorated, otherwise it is followed up by an ender. Depending on the previous routing it may be necessary to microdash the5C. Common Route (crouch confirm) :5C>6C>2D> 665C>2C> dl.6C>214B(w)~C> 662B>5C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214C For more prorated combos it will be necessary to end the combo after2Bwith an air hit22Cender. ( ... >) (66)5C>2C> dl.6C> dl.2D> Ender/Followup Routing Similar to the previous portion except it is primarily done if an early freeze is still available and if the opponent is hit low enough to the ground. It can be followed pretty reliably by another ground-to-air hit portion or simply ended normally if the overall combo is too prorated. It is also possible to omit the6Centirely and skip straight to2Dwhich can then be followed up with a dash in order to sideswitch with the opponent and continue the combo further. Common Route (air-hit confirm) : AA5B>5C>2C> dl.6C> dl.2D> 66 dl.5C>2C> dl.6C>214B(w)~C> 662B>22C ( ... >) 665C>2C>623C> 665B/662B/665C> Ender/Followup Routing Damaging air-hit5Crouting that requires the opponent to be high enough after the623Chit in order to continue the combo, particularly useful as it can be done anywhere on screen if the conditions allow for it. Commonly followed up by Staircase routings if the combo isn't too prorated. Delaying ever so slightly the5C,2Cand623Cwill make the followup microdashes easier to perform. In most common cases, it will be possible to replace the5Bwith2B. Be aware that the2Brequires the opponent to be hit higher by623Cand as a result it may not be as accessible to perform over5Bwhile also dealing less damage comparativly. 665Cis done in instances where the absolute highest possible hit with623Cis reached, can be somewhat reliable off-of236Dconversions if some delays are applied to5Cand/or2Cbut it is also possible in other scenarios, particularly in some of Jin's harder damage optimal routes. Depending on the starter the delays necessary can either be pretty lenient and easy to apply or they require far more precise timings, in general any groundedCstarter will be more lenient compared to every other starter. Depending on the starter only5B(1) or2Bwill work, where2Bleads to the most damage but as mentioned earlier it may not always be available depending on how high the opponent is sent by623C. Generally only happens off-ofAandBstarters or in combos that are very prorated. ( ... >) 662C>623C> (66)5B/(66)2B/(66)5C> Ender/Followup Routing An alternative option that is far easier to do as there is no need to perform a microdash whatsoever after623Cbut it is nonetheless, deals slightly less damage compared to the more optimised routing in exchange for being. Same points mentioned earlier will apply to this routing ( ... >) (66)5C>2C>6C>623C> 665B> Ender/Followup Routing Far more situational way of routing with623Coff-of any air hits. It is possible for it to work midscreen but it is far more reliable in the corner. Sees use midscreen primarily in the more optimal throw routes or from6C>2D/6D. Sadly, it will not work midscreen on Rachel, Litchi, Hazama, Terumi, Bullet, and Izanami. 623C> (66)5B>22C It is possible to combo meterlessly from Jin'sC-DP if the opponent was hit at its highest possible point, giving a very short combo leading in to an air hit22Cender which will provide Jin with some reliable okizeme. ... >623C> (66)5A/(66)2A>5C> Followup Routing Rather reliable and more lenient followup to high air hit623C, in the odd event that the623Chit doesn't the opponent high enough in the air it is still possible to pickup with5A/2A. Generally only done the event that the player realises it is not possible to do a5Bfollowup. This option is more reliable in the corner but it is still potentially doable in the midscreen depending on what came before it (i.e ... >236D> 665C>623C>5Awill work midscreen for instance). Naturally it will result in less damage. ( ... >)6A>2B> Followup Routing Specific portion that sees use in some combos, it is possible to follow up air hit6Adepending on the height at which the opponent was hit at with an OTG2Bwhich itself can be followed up in a number of ways depending on the position on screen, either with a standard OTG in to staircase or even an OTG >214B(w)-Croute depending on the starter." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Air-To-Air", + "text": "Jin's air-to-air conversions are incredibly consistent, allowing him to freeze his opponents pretty early on in most situations and even in situations where that might not be possible he can still get reliable access to a knockdown. j.X >j.2C/j.C> jc >j.2C>j.D▷22C> Followup Routingj.X >j.2C/j.C> jc >j.2C>j.D> dl.j.214C▷ 662B> Followup RoutingGeneral formula, ifj.C/j.2Cis the starter then Jin can still follow up withj.2C/j.Crespectively without needing to jump cancel immediately, though in regards toj.Cspecifically as a starter it won't be possible to combo off-of it if Jin isn't close enough to the opponent on hit. It is also possible to immediately jump cancel thej.Bhowever keep in mind thatj.Ais not jump cancellable even on hit and it will only connect in toj.Borj.Con normal hit. Ifj.A>j.Bis done then the formula has to be altered a bit resulting inj.A>j.B> jc >j.B>j.C/j.2C>j.D▷22Cas it is more reliable and rather damaging, althoughj.A>j.C> jc >j.2C>j.D▷22Cis the most damaging option but somewhat less reliable and depends quite a lot on how the opponent was hit in the air. These formulae will work for both rising or falling j.X buttons, though depending at the height at which the opponent was hit while falling or rising it is possible to alter the route to deal more damage by adding in an extraj.C/j.2Cafter the jump cancel, primarily if a hit connects with the opponent while Jin is above them. In scenarios where the air action necessary for the jump cancel is not available, it might possible to simply chainj.C/j.2Cstraight in toj.Dalthough that may result in some awkwardness after landing (often requiring a 6622C) or potentially even be impossible to connect withj.Ddepending on how the opponent was hit. Instead of ice restanding after landing, it is possible to delayj.214Cuntil the opponent lands on the ground while frozen and followup with OTG 662Band go in to rejump staircase combo, which deals slightly more damage in exchange for worse oki in the midscreen. (j.A>)j.B>j.2C>j.214Cj.Aorj.B>j.C>j.D> ▷22C> Followup RoutingCHj.Aorj.C/j.2C>j.D▷22C> Followup RoutingThe reward off-of IADs in air-to-airs varies quite dramatically as it heavily depends on the opponent's position in the air. In general,j.Aandj.Bcan be hard to convert easily in to full combos if they hit an opponent that is slightly above Jin requiring the usage of a quickj.214Cto secure a knockdown, unfortunatelyj.214Citself can be quite unreliable as it will whiff on an opponent that is hit while above Jin quite often. Alternatively, if the opponent is hit at around Jin's height it is possible to potentially chainj.A/j.B>j.C>j.D▷22Cwhich will allow for a decently rewarding combo. Ifj.Ais a CH it can be followed up withj.Dalthough confirming that is quite tricky, aside from that onlyj.Candj.2Cwill allowj.Dto connect immediately during an IAD. (CHj.Aorj.B/j.C>)j.2C▷623C> 665B> Followup Routingj.C>j.2C▷ (66)5C>2C> Followup RoutingCHj.C/j.2C▷ (66)5C>2C> Followup RoutingIn more specific scenarios, if an opponent is hit with either CHj.Aorj.B/j.Cwhile they're above Jin it will be possible to follow up withj.2Cand then land immediately into a623Cwhich can allow for a further combo extension. Alternatively, if an opponent is hit with aj.Cwhile they're below Jin it is possible to follow up withj.2Cand then immediately land and pickup with (66)5C>2Cwhich may be followed in a variety of ways, ideal one being with623C> 665Balthough214B(w)~Cwill also work. It should be noted that both CHj.Candj.2Cwill allow Jin to land and immediately pick up with5Cfrom virtually any height at which the opponent may end up getting hit at, can be potentially useful at heights where the previously mentionedj.C>j.2C▷ (66)5Crouting is not possible." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Air-To-Ground", + "text": "Jin gets a set of very reliable options to convert any form of air-to-ground, providing him with respectable damage, ice restands and okizeme. j.X (> dl.j.2C/dl.j.C) >j.214C▷ 662B> Followup Routingj.X (> dl.j.2C/dl.j.C) ▷ 665C>5D>22C> Followup Routingj.X ▷5C>6B> dl.j.214C▷ 662B> Followup RoutingThe first formula is the standard for air-to-ground hits on standing opponents, should work from IADs as well. If the hit was low to the ground skip straight toj.214Cimmediately otherwise it won't be possible to pick up with 662B.j.2Ccan be used if Jin gets a relatively high hit with any j.X button whereasj.Ccan be used on j.X hits that were relatively low while Jin is directly in front of the opponent (or if j.X isj.2C). It should be noted that if the original hit wasj.Cit will generally only be possible to follow it up withj.214Cas Jin will generally be too low to the ground for any other followup. Common route :j.B> dl.j.2C>j.214C▷ 662B>5C> sjc >j.2C>j.C>j.D▷22C> ... If the starter isj.Athen the formula has to be altered ever so slightly, generally this will be a very rare occurence as it is hard forj.Ato even connect with opponents with the opponent on the ground and in the event that it does it will not always properly connect with the followupj.Bat all if it wasn't done off-of an IAD, as a weak jump-in or off-of jump cancellable normals :j.A>j.B>j.214C▷ 662B>5C> sjc >j.C>j.2C>j.D▷22C> ... The second formula is the alternate way of following up a potential air-to-ground hit on a standing opponent, it provides far more damage compared to the first formula but in exchange it uses up a freeze earlier in the route which means that a full combo will generally lead to a reset to neutral in the midscreen without providing the possibility of an ice restand reset meterlessly. This formula can work from IADs and off-of aj.A, although it is a bit harder to do. This sort of route will also not work at all on Tager and Susano'o. The third formula is for hits on crouching opponents specifically, the hit is generally low enough to allow Jin to land and connect with a5Ccrouch confirm route. It should be noted that off-of IADs it is still possible to fit in aj.2C/j.Cafter j.X (primarily afterj.Aandj.Bas IADj.Cwill rarely ever connect with a crouching opponent), withj.2Cbeing the more reliable option and still end up able to land and connect with5C. Common route :j.B>5C>6B> dl.j.214C▷ 662B>5C> sjc >j.C>j.2C>j.D▷22C> ... j.2C>j.D▷22C> Followup Routing Standard confirm for any strayj.2Chits on grounded opponents, works from pretty much every single type of air approach as long as Jin doesn't land beforej.Dbecomes active. It is possible forj.Dto whiff entirely if the opponent was hit early on during an IAD, thankfully it is relatively hard to punish Jin for that most of the time as it requires a decent amount of awareness from the opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Mid Combo Airdash", + "text": "Very tricky combo portion that is part of some of Jin's most advanced and specific combos. Previous Routing > (dl.) IAD > dl.j.2C> dl.j.C▷ 665C> Followup RoutingPrevious Routing > (66) IAD >j.B>j.2C▷623C> (66)5B/(66)2B> Followup RoutingPrevious Routing > IAD >j.C> dl.j.2C▷623C> (66)5B/(66)2BThe first route sees use mostly after an opponent gets hit by2Dand in some of the more situational623146DRC routes. Offers a notable increase in damage and overall corner carry in situations where Jin wouldn't get much, however it it also harder to pull off properly on top of being somewhat character specific with the delays. On top of that, the height at which the opponents end up being bounced upwards after a2Dwill affect the way the delays are done as well, as an example CH6C>2Drequires a bigger delay on the IAD if the2Dis not delayed compared to max range CH5C>2D. Common route (max range CH5C) : CH5C>2D> dl. IAD > dl.j.2C> dl.j.C▷ 665C>2C>623C> 665B>5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214C. Delay the subsequent hits enough to ensure that it is possible to land before the opponent techs out and still pick up with a 665C. The second route is a bit more situational, it is used primarily in routings that bounce the opponent very high up in the air where it might not be possible to land and pickup with 665Cat all or off-of stray IADj.Bhits where Jin is below the opponent while also being close enough to the ground to be able to land and immediately perform623Cupon landing. Can be used off-of6C>2Dquite reliably and will generally cause a sideswitch. In case of a sideswitch it is necessary to input623Con the opposite side. The third route is pretty much identical to the IADj.Bone, although the height at which it will work is slightly lower in comparison. Also works pretty reliably from something like6C>2D." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Counterhits", + "text": "This section will cover any potentially new routes a starter can only allow if it Counterhits an opponent in the midscreen, the corner specific routes will be covered in another section. It should be noted that it is impossible to cover every single possibility in this section without horribly bloating it and as a result only the more practical and optimal variants will be mentioned. It should also be noted that there are many possible scenarios for a specific move to hit an opponent in which can vastly alter how it is followed up (i.e there will be a difference in how a specific CH is followed up depending on if the opponent is hit standing, airborne, their distance relative to Jin, etc.). Standing This section will cover Counterhits on grounded opponents. CH6A> (66)5C>6B> dl.j.214C▷ 662B>5C> sjc >j.2C>j.C>j.D▷22C>3C>214B~CCH6A> 665C>6B> dl.j.214C▷ 662B>5C>2C> sjc >j.C>j.D▷22C>6B> Max dl.j.214C>3C>623CCounterhit6Aessentially allows for a meterless crouch confirm route in comparison to a normal hit which would require 50 meter at the very least. Learning how to properly hitconfirm allows Jin to avoid spending meter in scenarios such as this. The first one is the more common route while the second route is more optimised damage wise. CH236A> 665B>5C>2C> sjc >j.C>j.2C>j.D▷22C>3C>214B~CCH236A> 665C>6C> dl.2D> 6622C>6C>2D> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CCH236A> 665B>5C>2C> sjc >j.2C>j.C>j.D▷22C>6B> Max dl.j.214C>3C>214B~CCH236A> 663C>214B~CCH236A> 663C>214D>22C>6C>2D> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CGrounded CH236Awill cause a launch on opponents if they are hit close enough to Jin. 665Bis usually the most reliable way to pick up midscreen although if Jin is slightly further away but still close enough for CH236Ato launch them then 665Cbecomes an option that will work on most characters. Usually some form of air-hit routing will be considered. Another way to pickup after CH236Ais possible on grounded hits, CH236A> 663Cfor instance will work at the same spacing as5Cwhenever an opponent is launched but it will also work from further away hits that are slightly outside of the launch area but of course routing with3Cis not particularly rewarding without a resource investment. CH5B/2B>5D>22C> 66B> dl.j.214C▷ 662B>5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CCH5B(1)/2B>6C>2D> 665C>2C>6C>214B(w)~C> 662B>5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CCH5B> TKj.214C▷ 662B>5C> sjc >j.2C>j.C>j.D▷22C>3C>214B~CThere are two main, mostly universal, ways to convert a CH5B/2B. The first one is probably the most reliable one involving5D>22Cwhereas the second one involves CH5B(1)/2B>6C>2D. For the first way, it is possible to reliably hitconfirm a CH5Bin to5D>22Cwithout any hassles on everyone whereas CH2B>5Dis a lot harder to properly confirm and will also not work on Tager and Susano'o without any prior dash momentum. The second way on the other hand will work solely from a CH5B(1) and2Bwhile also being much harder to actually hitconfirm and as such it might be best to reserve it for specific punishes. It is possible to further optimise this routing by performing an IAD route but it is far harder to perform reliably and only minimally increases damage. There are other ways of following up only after a CH5B, of which doing a TKj.214Cafter5B(2) is more universal across all characters. It should be noted that these Counterhit conversions are only optimal on STANDING opponents. Doing a crouch confirm route will generally trump the damage these counterhit conversions can provide. CH6B> (66)5B>2B>5C>2C>3C>214B~CCH6B> (66)5C>2C>6B> dl.j.214C▷ 662B>5C> sjc >j.C>j.2C>j.D▷22C>3C>214B~CCH6B> 665C>5D>22C> 66B> dl.j.214C▷ 662B>5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CCH6B>6C>2D> 665C>2C>6C>214B(w)~C> 662B>5C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CThere are multiple ways to followup after a CH6Bthat do not involve the need of an immediatej.214Cfollowup such as simply doing a generic BNB in the event that the window forj.214Cis missed. Of course it is also possible to simply perform a crouch confirm route if the opponent is hit crouching with (66)5C>2C>6B. A more optimal variation on standing opponents however involves a microdash 665C>5D>22Cwhere it is necessary to do a longer than usual dash5Cafter CH6Bwhich can be a bit tricky to perform properly. This variation will generally only work off-of very close hits and it will also drop on Tager midscreen. It is technically also possible to followup with6Con late CH6Bhits, usually achieved by being decently far away from the opponent at the moment of6B's input. Somewhat useful to know as the more ideal 665C>5Drouting can become unreliable when the opponent is hit from further away as Jin risks not being close enough for a22C, especially so on the wider characters like Tager and Susano'o. CH5C/2C>6B>j.214C▷ 662B>5C> sjc >j.2C>j.C>j.D▷22C>3C>214B~CCH5C/2C>6C>2D> 665C>2C> dl.6C>214B(w)~C> 662B>5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CCH5C/2C>2D> 665C>2C> dl.6C>214B(w)~C> 662B>5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CCH5C/2C>2D> dl. IAD > dl.j.2C> dl.j.C▷ 665C>2C>623C> 665B>5C>2C> sjc >j.C>j.2C> jc >j.C>j.2C>j.214CCH5C/2Cessentially allow Jin to perform routes that are only possible off-of crouch confirms, main issue being that performing either6Bor6Cneeds to be done after a single hit confirm, which can be a bit tricky but nonetheless still reliably doable. At longer ranges however, CH5C>6B/6Cwill not work reliably. In that scenario it will be necessary to followup with2D, which itself can be followed up in a number of ways of which the most optimal involves a harder IAD route. The range limitation doesn't apply to CH2C, although if it ever hits with the tip of its hitbox a standing opponent then all followups become doable. The first two routes are the more generic and reliable routings at closer spacings whereas the last two are variations for the2Dfollowup. CH3C> 662B>5C> sjc >j.2C>j.C>j.D▷22C>3C>214B~CCH3C> 662B>5C>2C> dl.6C>214B(w)~C> 662B>5C> sjc >j.C>j.2C>j.D▷22C>3C>214B~CThere are two ways to followup a CH3C, one of which is technically the best one but it requires Jin to be close enough to the opponent while the other method will always work even off-of far hits. Both of them involve Jin doing a 662Bafterwards. The more reliable method will involve simply doing a generic2B>5C> sjc >j.2C>j.C>j.Dwhereas the second route involves2B>5C>2C> dl.6C>214B(w)~Cwhich requires Jin to be very close to the opponent otherwise the6Crisks whiffing. On some characters for the second route the5C> sjc >j.Cwill whiff (specifically the ones that always require a delay on thej.Cin5C> sjc > dl.j.C), in which case it is best to replace thej.Cwithj.Bwhich results in a very minor damage loss while also being more universal and reliable. FC22C> (66)5C>2C>6B> dl.j.214C▷ 662B>5C> sjc >j.2C>j.C>j.D▷22C> (66)5C>3C>214B~CFC22C> 665C>2C>6B> dl.j.214C▷ 662B>5C>2C> dl.6C>214B(w)~C> 662B>5C>2C> sjc >j.C>j.D▷22C>3C>623CFC22C> 665C>2C>6C>2D> IAD >j.C> dl.j.2C▷623C> 665B>5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CFC22Callows for a good amount of different routes to be performed, although there are many variations potentially possible only 3 of them will be presented here. The first route is the generic old reliable routing, the delays on thej.Cin the staircase still apply for whichever characters it is needed. The second route is a more optimal route that grants much better damage and corner carry. The delay onj.214Cwill have to be longer than usual so as to allow for a deeper dash2Bwhich in turn will allow the dl.6C>214B(w)~Cto connect seamlessly. This route is however somewhat character specific as the6Cwill generally always whiff on Hazama, Terumi, Celica and Relius UNLESS the corner is reached, in which case it will work reliably on them. The third route is a more damage optimal route that also has slightly better corner carry. Unfortunately, the possibility of a freeze restand is sacrificed for the extra damage and as a result it might be best to consider this route solely for kill confirms. CH5DDC >5A>5B>2B>5C>2C>3C>214B~CIncredibly situational and very hard to actually hitconfirm as it will require an instant dash cancel in to5Awhile also not working from max range. In ideal scenarios Jin is close enough to perform5D>22Cover this route at any point, even on CH. Anti-Air This section will cover ground-to-air interactions. AA CH236A> 662D>22C>6B> dl.j.214C> 662B>5C> sjc >j.C>j.2C> jc >j.2C>j.2C>j.214CAnti-air CH236Apermits for the same followups on grounded opponents to be used but in addition to that it can also potentially allow for different pickups, particularly from far away. They may not necessarily be as good as the ones on grounded opponents but more often than not they'll be the only way Jin is able to get a conversion off-of far hit AA CH236A. CH623B> 66 >3C>214B~CCH623B> 662D> 6622C>6C>2D> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CCH623B> (66)214D>22C>6C>2D> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CCH623B> 66 >5C>2C>2D> 6622C>6C>2D> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CCH623B> 66 >6C>2D> 6622C>2D> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CCH623Bcan be followed up in a multitude of ways meterlessly, each of them being very dependant on how close and how high up in the air they are when they were hit. It also has a more reliable and universal pickup through the usage of214D. The \"simplest\" meterless variation involves simply doing a dash up until a certain point before picking up with3Cin to a short combo. This will not work if the opponent is hit far away, although it will reliably work if an opponent is approaching Jin with an IAD. The other meterless variation involves the usage of either a longer dash or simply a microdash2Ddepending on distance. This variation can work from a decent distance away from Jin but it requires a decently high airborne hit. Of course it is also heavily impacted by the opponent's character as on some of them it will be easier to time the dash2Dproperly while on others it can be extremely finnicky. How to followup after2Dcan be finnicky, ideally 6622Cis performed but that may not work reliably depending on how far the dash2Dwas done and as such it might be better to either perform a simple BNB route or followup with 66Binstead. The 25 meter variant is reliably at virtually every range and height except for the absolute max distance, particularly so if a microdash214Dis performed. The last two variations are far more optimal damage wise however they are also far harder and require the opponent to be hit pretty close to Jin while being high up. These sorts of routing are hard to perform without having some prior dash momentum and having the opponent above Jin as he performs623Band as a result they can be rather impractical without it. A decently long dash has to performed, especially for5C>2C. Air-to-Airs and Air-to-Ground" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Corner Combo Theory", + "text": "As with all characters, Jin gets a different set of overall better options to consider while in the corner for his combo routing." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Standard", + "text": "(Starter >)5C>5D>22C> Followup Routing Works from any starter in the corner as long as Jin is close enough to the opponent, ideally followed by6C>6Dfor more damaging routes. (Starter > ... >)623B> (66)9 >j.C> jc >j.C>j.2C>j.D▷ Followup Routing Reliable pickup in the corner that will grant Jin a freeze restand and will generally always work, has several variations depending on the starter. Microdashing might be necessary depending on distance or character. Common route : (5B>)5C>3C>623B> (66)9 >j.C>j.2C> jc >j.2C>j.D▷22C> ... Astarter :5A/2A>5B/5C>623B> (66)9 >j.C>j.2C> jc >j.2C>j.D▷22C> ... if5Cis done after theAstarter it will be necessary to microdash before the forward jump is done after623Bin all scenarios. (Starter > ... >)623B> (66)9 >j.C> jc >j.2C>j.D▷ Followup Routing Basically the same as the previous623B, except it will work from even further away. Slightly less damage but it will follow the same routes as the ideal go-to. (Starter >)3C>623B> (6)623C>5B> Followup Routing/Ender Can lead to the most damaging meterless combos in the corner on standing opponents however it can be incredibly unreliable if the opponent isn't hit directly in the corner and on certain characters it will often require the usage of an instant microdash 6623Cwhich can be tricky to input (623623C). Some important things to keep in mind: A 6623Cor dash momentum will always be required after a5Cstarter on Rachel, Taokaka, Litchi, Arakune, Carl, Hakumen, Hazama, Terumi, Makoto, Valkenhayn. If not directly in the corner, a 6623Cwill often be mandatory on virtually every character. Apply a very small delay to623Bagainst Tager and Ragna for a5Cstarter otherwise the623Crisks whiffing. ForAstarters,5B(1) will generally have to be used at all times after623Cfor any potential followup routings to work." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Corner Crouch Confirms", + "text": "(Starter >)5C>6C>6D> Followup Routing Alternative variation in the corner for crouch confirms. Has a couple of variations depending on the starter. Common route (either crouch confirm or5Ccounterhit) :5C>6C>6D> 6622C>6C>6D>5C>2C> ... Crouch confirm5B/2B:5B/2B>5C>6C>6D>6C>6D>5C>2C> ... The22Cearlier in the combo has to be skipped for5B/2Bvariants. Crouch confirm5A/2A:5A/2A>5C>6C>6D>6C>6D>5C>2C> ..." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Corner Air-hits", + "text": "Many of the midscreen ground-to-air hit routings still work decently well in the corner or become far more easier to perform, such as623C>5A/5B/5Cstyle of routes. In addition to that, Jin can also utilise6Dinstead of2Doff-of air-hit routings in the corner compared to the midscreen." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Corner Counterhits", + "text": "Corner specific routes that can be done off-of counterhits. CH623B> 666A/665C/666C Placeholder" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Standard Ex-Specials", + "text": "Jin's Ex-Specials provide him with the potential to increase his damage quite dramatically or allow Jin to setup advantageous situations, particularly so on standing hits where he wouldn't be able to get much. This section will cover routes that will generally work anywhere on screen, the corner usage of Ex-Specials will be covered in another section. As a rule of thumb, it is best to avoid ever utilising Ex-Specials onAstarters as the damage increase is simply not worth the meter as they will require adjustments that severely limit potential damage, as such it is best reserved only for guaranteed kill confirms." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Ex-Icecar", + "text": "Ex-Icecar is an easy way for Jin to potentially convert any hits on standing opponents in to a decently damaging combo. Although most of the time Ex-Icecar may not lead to the most damage optimal combos compared to236Dbut it is far easier to use and the damage differences are often minimal at worst. (Starter) >5C>3C/5D>214D> Followup RoutingAStarter >5C>214D> Followup RoutingThe simplest way to combo with Ex-Icecar.5C>5Dis especially reliable on air-hits whereas5C>3Cis more ideal on the ground. Depending on the starter it can be followed up in a number of ways, ideally by22C>6B> dl.j.214C> 662B. For a5Cstarter only, it is possible to followup with a2Cif Jin is close enough for some more damage, won't work too well with other starters as the routes will need to be adjusted in a way that risks making the combo deal less damage. ForAstarters, it will be necessary to either do the Ex-Icecar as fast as possible (in essence, immediately after5C) in order to get a22Cand still end up able to continue the combo or skip straight to6Bto perform the standard OTG route. Alternatively, for maximum damage midscreen it is possible to perform an extension off-of the freeze with22C>6C>2D> sjc however the route can be very unstable and finnicky. Example Routes: (5B>)5C>3C>214D>22C>6B> dl.j.214C> 662B>5C>2C> sjc >j.2C>j.C> jc >j.2C>j.C>j.214C 2A>5C>3C>214D>6B> dl.j.214C▷ 662B>5C>2C> sjc >j.2C>j.C> jc >j.2C>j.C>j.214C: least damaging variation although it is quite reliable. 2A>5C>214D>22C>6B> dl.j.214C▷ 662B>5C> jc >j.2C>j.C> jc >j.2C>j.C>j.214C: ideal route that is still quite reliable. 2A>5C>3C>214D>22C>6C>2D> sjc >j.C>j.2C> jc >j.2C>j.C>j.214C: most damaging variation, it is possible to add a2Cafter the first5Cif close enough, this routing is quite unstable and finnicky. Can be a bit more reliable by doingj.B>j.C> jc >j.B>j.Cinstead in exchange for less damage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Snowflake", + "text": "Snowflake is a very good combo tool that can allow for both easy and hard combos. It is the Ex-Special that will allow for some of the more damage optimal routes that also result in much better oki but generally they require a decent amount of awareness and are executionally harder compared to the simpler214Dor22C~Droutes. (AStarter >5B>)5C>3C>236D>5C>2C> sjc >j.2C>j.C> jc >j.2C>j.C>j.214CThe easiest way to get a combo utilising snowflake, it is very much not optimal in any way but it is easy and reliable across virtually any starter. The followups after Snowflake Will technically work for both the grounded and airborne version of the move however depending on the height for the airborne ones it may not be particularly reliable. (Starter >)5C> (2C>)3C>236D> 665C>2C>623C> 665B/662B> Followup RoutingAStarter >5C>3C>236D> 662C>623C> 665B(1) > Followup RoutingRelatively reliable way to utilise Snowflake, either if its done midcombo or if it happens to be a grounded Snowflake starter. It is also technically possible to sideswitch while utilising this route by performing a much longer dash after236Dalthough in order to make sure the route remains stable while attempting the sideswitch it might be best to cut the2Cbefore236Dand then skip straight to 662Cafter it for any starter. It will generally be followed up by some form of air hit routing, the most common one being5B>5C>2C> sjc > Staircase however it is possible to utilise5B(1) >5C>2C>6C>214B(w)~C> Ender routes as well but those will generally require a 665B(1) which leads to slightly less damage. For bothBandCstarters it is possible to optimise this further if close enough by adding a2Cbefore236Dbut that requires some adjustments forBstarters later on in the route since by adding a2Cbefore236D. The standard route is a lot more unstable and as a result it will be necessary to skip the 665Cafter it and instead do 662C>623C. In order to get the optimal damage it will also be necessary to perform 662Bsince5Bwill not work too well, only allowing for5B(1) which leads up to overall less damage in comparison. Doing 662Bwill not allow for a214B(w)~Croute but alternatively if5B(1) is done it is possible route in to it for less damage but better oki midscreen. ForAStarters it is also possible to perform5B>3Cinstead. Perform the 662Cand subsequent623Cquickly otherwise it is very likely for anything past5B(1) to drop. Beware that the routes will be incredibly unstable and very prone to dropping. Going for the214B(w) route is heavily discouraged as it will not be possible to secure a proper knockdown without just stopping at214B(w)~C. Example Routes : (Starter >)5C>3C>236D> 665C>2C>623C> 665B>5C>2C> sjc >j.2C>j.C> jc >j.2C>j.C>j.214C (Starter >)5C>3C>236D> 665C>2C>623C> 665B(1) >5C>2C>6C>214B(w)~C> 662B>22C AStarter >5C>3C>236D> 662C>623C> 665B(1) >5C>2C> sjc >j.2C>j.C> jc >j.2C>j.C>j.214C (Starter >)5C>2C>3C>236D> 665C>2C>623C> 665C> Followup RoutingAStarter >5C>3C>236D> 662C>623C> 665C> Followup RoutingSituationally more damaging pickup for Snowflake, it essentially requires the opponent to be hit as high as possible by623Cin order to be able to reliably connect 665Cafterwards. There are a number of ways of achieving that, simplest one being just skipping straight to2Cand delaying it instead or delaying the5Cuntil the third hit of Snowflake occurs. Will essentially allow the same followup routings as the standard variant. There is not much point in utilising623C> 665Cfor Snowflake routes on groundedCstarters as it will actually lead to overall less damage compared to just doing the standard routing. But for groundedAandBstarters it is possible for the 665Cpickup to result in more damage over the standard route, although the execution hassle is rarely ever worthwhile. Example routes: (Starter >)5C>2C>3C>236D> 665C>2C>623C> 665C>2C> sjc >j.2C>j.C> jc >j.2C>j.C>j.214C (Starter >)5C>2C>3C>236D> 665C>2C>623C> 665C>2C>6C>214B(w)~C> 662B>22C AStarter >5C>3C>236D> 662C>623C> 665C>2C> sjc >j.2C>j.C> jc >j.2C>j.C>j.214C AStarter >5C>3C>236D> 662C>623C> 665C>2C>6C>214B(w)~C> 662B>22C j.236D> (66)5C>2C>6C>214B(w)~C> 662B>5C>2C> sjc >j.2C>j.C> jc >j.2C>j.C>j.214Cj.236D> (66)2C>623C> 665B> Followup RoutingIf done either as a TK or relatively low to the ground, there are a number of ways to pick upj.236Dbut generally the ideal one will be with5C>2C>6C>214B(w)~C. The5Chas to be delayed up until after the third hit of snowflake as the opponent starts falling down otherwise it is very likely the6Cwill whiff. Alternatively, if the Air Snowflake was done pretty high up and the opponent is somehow hit then it very likely will not be possible to perform the previously mentioned routing. Instead2C>623C> 665Bis much more reliable which can either be followed up with a214B(w)~Croute or a staircase. Route variations : j.236D> (66)2C>623C> 665B>5C>2C> sjc >j.2C>j.C> jc >j.2C>j.C>j.214C j.236D> (66)2C>623C> 665B>5C>2C>6C>214B(w)~C> 662B>5B>22C Of course, it is also possible to simply pick up with a5Cor if too high up2C> sjc > Staircase routes instead if ever in doubt. There's not much of a reason to ever attempt to utilise an airborne snowflake midcombo, but it is sometimes possible to autopilot in to it by accident, especially so after a6Bwhich happens to hit the opponent, in that case the first method will usually be the most reliable. Aside from that, it is possible to occasionally utilise it as an ender in order to attempt a cheeky reset on an opponent or as a checkmate tool against opponents who are in danger state as it effectively guarantees Jin an air-unblockable reset." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Ex-Sekkajin", + "text": "Ex-Sekkajin is another easy to use Ex-Special that also conveniently allows for sideswitches, it will generally not lead to the highest possible damage but given how easy it is to use the damage can be surprisingly high compared to some of the more complicated routes other Ex-Specials need in order to be damage optimal. Its only main drawback is that it is limited by the22Cactivation range and as such if Jin is not close enough to the opponent is it just not possible to utilise it. (Any Starter) > (2C>)3C>22C~D> 665C>2C> Followup RoutingWorks from virtually any starter, if close enough it might even be possible to fit in a2C. Can generally be followed either by a simple staircase or a214B(w)~Croute. It may be necessary to delay the5Cslightly if the microdash is done too fast. Example Routes : 5C>2C>3C>22C~D> 665C>2C> sjc >j.2C>j.C> jc >j.2C>j.C>j.214C 5C>2C>3C>22C~D> 665C>2C>6C>214B~C> 662B>5B>22C 22C~D> 665C>2C>6C>214B(w)~C> 662B>5C> jc >j.C>j.2C> jc >j.C>j.2C>j.214CIn the case of a Ex-Sekkajin starter, it is possible to get a longer combo that is decently damaging. Naturally this sort of starter isn't particularly common as22Cwill rarely be used as a punish tool if the opponent isn't in a counterhit state. In the event of a Fatal Counter22C~Dit is possible to do2B>5C>2C> sjc > ... after the214B(w)~Cinstead for better damage. On a grounded Fatal Counter, doing the Ex followup will lead to less damage whereas in case of an air hit doing the Ex followup is the only reliable way of getting a combo." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Ex-DP", + "text": "D-DP is an incredibly potent reversal that is able to hit everything around Jin. It will not see much use midscreen as an extension for combos as it is hard to get a proper combo with it, especially on certain characters, compared to just utilising any other Ex-Special. Nonetheless in scenarios where it is the starter or if its ever used by accident it is still worth knowing how to potentially utilise it. (... >)623D> 663C>214B~C/623CThe usual way to follow up a Ex-DP midscreen particularly so if its the starter but it can of course also work if its used early on in a would-be combo if its ever input by accident. Can also potentially work as an ender although it can be quite unreliable depending on the length of the combo and for the cases where it does work it is very likely that623Cwill have to be used. Start dashing immediately after623D, depending on where on screen the opponent was hit it may be necessary to do a longer microdash (if Jin is cornered for instance a longer dash will be required). In certain situations, particularly so on hits that happened behind Jin, it is possible for the opponent to not get wallbounced by the second hit of Ex-DP in which case it will not be possible to get a combo. In other scenarios, mainly on air-hits, it is possible for the second hit of Ex-DP to whiff entirely unless a delay is applied ever so slightly to it. (Starter >)5C>3C>623D> 66 >2B>5C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CVery finnicky way of actually picking up a623Dif it is used to extend a combo. A long dash must be performed immediately and then after a certain distance is travelled it is possible to get an OTG2B>5Cpickup. How long Jin has to travel during the dash is character specific, on some characters it is surprisingly easier than expected while on others it is either very hard or just not possible depending on starter. The staircase can also have some specific oddities concerning this combo in regards to certain characters. This route does become significantly easier if close enough to the corner as the opponent will end up much closer after the wallbounce compared to midscreen. IF especially close to the corner the opponent can also end up in a wallstick, which also makes the followup dash2Beasier to execute or if especially close it might be possible to utilise a corner specific route instead. This route will straight up never work on Makoto as the5Cafter2Balways whiffs UNLESS the starter is a 663C. On Amane and Bullet it will be necessary to always do5B>5C>3Cor (... >)5B>3Cotherwise the5Cafter2Bwill whiff. Litchi, Terumi, Hazama need a delay on the lastj.Cbeforej.214C. Hakumen, Valkenhayn, Bullet need a delay on the firstj.C. Platinum needs a delay on the firstj.2C. Kokonoe and Naoto will require the usage of sjc >j.B>j.Csince sjc >j.Cwill always whiff even with delays applied. While this route is surprisingly pretty damaging with great corner carry, conscious use should be avoided as it will require Jin to be point blank and the other Ex-Specials will allow for easier and slightly more damaging combos. But in the event of a misinput whenever a236Dis attempted, this route can still come in handy." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Charged Crush-Trigger", + "text": "Crush Trigger will generally not be particularly useful midscreen for combos outside of very specific CH starters like6C. Otherwise, if its ever used as a guard break it can generally be converted in to a generic (6)6Dcombo dealing a moderate amount of damage. [CT] > (6)6D> (66)22C> Followup Route[CT] >2D> Followup Route[CT] > (6)6C>2D> Followup RouteThere are multiple ways of converting a [CT] depending on how it hits the opponent. In addition to that, whether or not an opponent is hit/guardbroken while grounded or while airborne can also make a difference in which pickups become available. Specifically for grounded guardbreaks, it is possible to pickup with6Dwhich can allow for pretty damaging routes. Nothing really needs to be considered other than the fact that it may be necessary sometimes to perform a dash before the6Ddepending on distance. It's technically possible to do any6Droute but doing something generic is the best as the more complicated routes are slightly harder while not netting that much more of a damage increase. This pickup will not work if the [CT] guardbreaks the opponent while he's airborne or if they actually get hit unless the hit happens to be a CH. Another potential pickup is2D, it is only possible if [CT] hits at max range but it will work in pretty much every single situation possible although properly following up after it on airborne guardbreaks can be a bit finnicky. Once again it is possible to utilise pretty much any2Droute possible but for maximum damage it is best to utilise an IAD route. Alternatively, it is possible in virtually every situation to utilise6C>2D. Leads to less damage compared just doing raw2D/6Dbut it is pretty easy to hitconfirm either the guardbreak or actual hit itself in comparison to the other two. Example Routs : [CT] > 66D> (66)22C>6B> dl.j.214C> 662B>5C>2C> sjc >j.C>j.2C> jc >j.C>j.2C>j.214C, will work from a grounded guardbreak or a grounded counterhit only. [CT] >2D> IAD > dl.j.2C> dl.j.C> 665C>2C>623C> 665B(1) >5C>2C> sjc >j.C>j.2C> jc >j.C>j.2C>j.214C, will work in virtually every single situation as long as it was a max range [CT]. [CT] > (6)6C> (dl.)2D> 665C>2C>6C>214B(w)~C> 662B>5C> jc >j.C>j.2C> jc >j.C>j.2C>j.214C, most reliable pickup as it works both on hit and on a guardbreak for both grounded and airborne opponents. Delaying the2Dcan make the followups easier to time." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Corner Ex-Specials", + "text": "Jin gets some different options to consider in his routing once he is close to the corner or already in it for most of his Ex-Specials. However, most of the time it will be best to utilise either623Dor [CT] in order to get the most damaging combo possible but the other Ex-Specials can still be quite useful depending on situation." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Ex-Icecar", + "text": "Ex-Icecar will primarily be used while Jin isn't in the corner but is close enough to allow for it to bring the opponent. It will generally be outclassed damage wise by Ex-DP but it is still quite reliable and useful, especially if Jin doesn't have his opponent directly in the corner. (AStarter >5B>)5C> (2C>)3C>214D~C> (66)5C>2C> Followup RoutingSimplest way of routing with Ex-Icecar in the corner, the first2Cmay need to be skipped if too far away. Beware that it will be necessary to microdash the5Con most characters after Ex-Icecar in case the opponent was brought to the corner by it otherwise it risks whiffing entirely. Can be ended in a couple of ways, either by just doing a staircase or doing for a623C>5B>22Cender. Example Routes : 2AStarter >5B>5C>2C>3C>214D~C> (66)5C>2C> sjc >j.2C>j.C> jc >j.2C>j.C>j.214C 2AStarter >5B>5C>2C>3C>214D~C> (66)5C>2C>6C>623C>5B>22C (NonAStarter >)5C>3C>214D~C> (66)2C>6C>6D>5C>2C> Followup RoutingMore ideal method of routing with Ex-Icecar in the corner, there are a few variations which are somewhat dependant on the starter. Generally the most reliable followup will be simply performing5C>2C> sjc in to a staircase although it is still possible to end with5C>2C>6C>623C>5B>22Cbut it requires some adjustments depending on starter. Beware that adding a2Cbefore3C>214D~Cheavily disrupts this route for any non5Cstarters. It may still be possible to potentially salvage the route by performing6D>5C> jc >j.C>j.2C> jc >j.2C>j.C>j.214Cinstead where the2Clater on is skipped. Example Routes : (NonAStarter >)5C>3C>214D~C> (66)2C>6C>6D>5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214C (NonAStarter >)5C>3C>214D~C> (66)2C>6C>6D>5C>2C>6C>623C>5B>22C 5B>5C>3C>214D~C> (66)2C>6C> dl.6D>5C>2C>6C>623C>5B(1) >22C: this is specifically for a5Bstarter where both of its hits are allowed to connect, for5B(1) and2Bthe other route ending in5B>22Cshould still work just fine." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Snowflake", + "text": "While Snowflake has the potential to lead to some of the more optimised combos midscreen, in the corner it is outclassed by the other options at Jin's disposal as it does not really allow for any damaging corner combos. Though in the event that it is used in the corner, the followups after it are generally much easier to perform. It's use in the corner will primarily be relegated to either offensive purposes, which means its not particularly uncommon for it to be the starter, or as an alternative utility option to Ex-Sekkajin that allows for sideswitches as mentioned in the midscreen section. 236D> (66)5C>2C>6C>623C> (66)5B>5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CIn the corner it is possible to reliably fit in a6Cbefore623Cto tack on some extra damage while also being pretty easy to perform as it will generally not be necessary to microdash the5Bafter623C. Will work pretty reliably from an airborne Snowflake as well as long as it hits the opponent close to the ground. Keep in mind that this applies specifically whenever Snowflake is the starter, depending on certain okizeme setups it might be possible to get alternative routings in the corner. PlaceholderThere are a couple of variations depending on starter regarding this setup. For more detailed explanations on how to perform this setup check the appropriate section onthis page. PlaceholderVery similar to the previously mentioned setup although it has a few differences which are once again dependant on the starter. For more detailed explanations on how to perform this setup check the appropriate sectionthis page." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Ex-Sekkajin", + "text": "Ex-Sekkajin is generally heavily outclassed by Jin's other available options. However its still a pretty easy to use Ex-Special that allows for a sideswitch at will, assuming of course Jin is close enough. Simply performing the midscreen route mentioned in the past while cornered is probably the most reliable routing although a situational more optimised route does exist off-of aCstarter. (Cstarter >)3C>22C~D> dl. 665C>2C>623C> 662B>5C> jc >j.C>j.2C> jc >j.C>j.2C>j.214CSlight damage optimisation off-ofCstarters. Will work reliably if the opponent is cornered and if Jin is cornered as long as the opponent is close enough to Jin while he is in the corner. Do not dash5Cimmediately after Ex-Sekkajin recovers, instead delay it ever so slightly otherwise the move risks whiffing entirely. Alternatively if an instant microdash is performed, delay the5Cslightly to ensure it does not whiff." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Ex-DP", + "text": "Ex-DP is the best way to utilise 25 meter in the corner as a way to extend combos further as it simply allows for the most damaging routes on standing opponents. (Starter >)623D> (66)2C> jc >j,2C>j.C> jc >j.2C>j.C>j.214CIf Jin's manages to hit an opponent with both of623D's hits while close to the corner, it will be possible to get a much more damaging route by picking up with (66)2C. Can work from surprisingly far away as long as the 662Cis done fast enough. Conveniently this routing also constitutes the most basic way of extending a combo in the corner. (NonAStarter >)3C>623D> (66)2C>6C>6D>5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214CMuch more damaging extension after a Ex-DP. It is very sensitive to hitstun decay however and as such any deviations from this specific routing requires an adjustment. As an example,5B>3C>623Dwill work fine but it will require for the2C> sjc > ... after6D>5Cto be removed and replaced by5C> jc > ... instead." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Charged Crush-Trigger", + "text": "Charged Crush-Trigger is chiefly used in the corner off-of Crouch Confirm combos that utilise5C>6Cor any Counterhit starter that allows for a6Cfollowup as it can lead to routes that deal more damage compared to theD-DP ones although the main benefit of [CT] routes there is the ability to get a freeze restand towards the end of the combo. (Starter >)6C> [CT] > Followup Routing Metered crouch confirm/Counterhit5Cpickup in the corner, depending on routing it is possible to get more damaging combos with [CT] than with either Ex-Icecar or Ex-DP. Generally followed up by an OTG5C>2Cbut on some characters the5Cwill whiff (Izayoi, Platinum and Izanami) as such skip straight to the2Cfor those characters. Common route :5C>6C> [CT] >5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.D▷22C>3C>214B~Cin case the5Cwhiffs on the character, skip straight to2Cand perform a normal jump cancel instead of a superjump cancel. 5A/2Acrouch confirm route :5A/2A>5C>6C> [CT] >5C>2C> jc >j.C>j.2C> jc >j.2C>j.D▷22C>3C>214B~Cthe5Ccan be skipped straight to2Chere on the characters where it drops." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Extending with RC", + "text": "Jin can potentially push his damage further with certain RC extensions. Generally their use is a bit more constrained as they aren't as meter efficient as other routes but they can nonetheless still come in handy in a pinch. (Starter) >5C> (2C>)3C>214B~CRC > (66)2C> ... Reliable and will work from virtually any range, can be followed in a number of different ways but generally the best one will be a2COTG pickup, although other OTG pickups like2Bwill also work. Being able to consistently microdash the2COTG isn't exactly a necessity but it will make certain followups much easier to execute depending on the routing chosen. Example Routes : Placeholder (Starter) >5C> (2C>)3C>623CRC > 66 dl.6A> (66)2B>5C> ... Alternative RC route that leads to more damage compared to the Icecar RC one, the only notable downside it has is the fact that it will not work properly off-of longer ranged hits due to623C's poor horizontal hitbox. Perform a microdash immediately after the RC and then delay the6Aever so slightly. It is possible to sideswitch while utilising this RC route by performing a longer dash than usual while still being able to hit them with6Amid-air Example Routes : Placeholder" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Extending with Supers", + "text": "Meter hungry extensions, these will rarely ever be done as they are quite simply inefficient in regards to the amount of damage they provide for the meter they utilise. Nonetheless, some of them will provide Jin with the highest amount of damage possible within a single combo if Overdrive is not available. (Previous Routing) >6B>j.214C>632146C> (66)3C> Followup Routing/Ender Situational extension possible close to the corner, requires at least 4 of the Touga's hits to connect with the opponent while they're crumpling which requires Jin to be at a certain distance away from them. It can be done pretty reliably off-of6B>j.214Cwhere thej.214Cisn't delayed at all, although it is somewhat character specific as Ragna, Amane, Naoto, Noel and Tsubaki have odd knockdown animations and as such it is likely for at least one of the needed hits of Touga to whiff entirely on them although the extension is still possible on them if they aren't exactly in the corner but close to it. Primarily used as a way to dump tons of meter by following it up with3C>632146D, although it could potentially be used to extend a route further depending on available resources and combo timer. (Previous Routing) >632146DRC > 66A(> 66) > Followup Routing/Ender Ice Arrows extension that works anywhere on screen, will generally lead in to the highest amount of damage at Jin's disposal without utilising Overdrive but of course it requires him to dump all his meter. Works from virtually any starter though it is better off-ofCstarters as they will allow for more damage to be tacked on. In the midscreen, perform a dash immediately after the6Aand either pick up with an air hit5Cafter dashing long enough to end up under the opponent (depending on how fast the opponent is reached it may be necessary to delay the5Cor do an immediate IAD after the initial dash and attempt a pickup with an air button. In the corner, the5Cpickup will usually be the most reliable but it requires an obligatory delay." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Ice Restand Extensions", + "text": "Eventually at some point in the game, the opponent will be frozen and restanded as such there are a number of ways to continue the combo. It should be noted that these extenders might not be that useful if the overall combo is too prorated. 6B> dl.j.214C▷ Followup Routing The go to way to continue a combo after a freeze, works everywhere though there are other alternatives in the corner that allow for more damaging combos. While not necessary, microdashing the6Bafter the ice restand will make the latter parts more consistent. Will usually lead in to OTG routings or in case the combo is too prorated then it can simply be ended with any ender for solid knockdown. 6C>2D> Followup Routing An alternative way to extend a combo after a freeze, generally followed up by an immediate superjump in to Staircase routings. Situationally more damaging in extremely prorated combos (primarily forAstarters) as it will work in situations where the other extenders would not although it is still pretty finnicky. 6C>6D> Followup Routing Extender in the corner that can lead to a number of different routes, generally followed up with5C>2Cwhich itself can lead to a corner staircase or to623C>5B>22Cenders." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Meterless", + "text": "j.214C Common air combo ender for Jin's early freeze combos, usually done after a2C> sjc or5C> jc if there isn't enough hitstun for the former. Though it leads to the best damage most of the times, it is undesirable midscreen, since it gives Jin no oki whatsoever. At the corner, the best way to keep frame advantage to be able to check roll and quickrise is by doingj.C>j.2C> jc >j.2C>j.C>j.214C. 3C>214B~C 3C>214B~Cis the standard ender for most Jin late freeze combos as it gives hard knockdown and the opportunity to check the opponent's wake up options by: Doing2Aright after will catch forward rolls and no tech; Doing 662Bwill cover back rolls and no tech as well (662Acan also be done, though it requires a longer microdash). 3C>623C 3C>623Cis generally only used in short starter combos such as623CRC routes or in lenghty prorated combos when (usually) preceded by6B> mdl.j.214Cfor an optimized damage ender. (66)2B/5B>22C Situational ender offj.214C,214B(w)~Cor623C. Can lead in to a safejump by: Performing 669j.2Cmidscreen, which will cover no tech, back roll, quick rise and safejumping 9F reversals with neutral tech. Performing 9j.2Cat the corner or 8j.2Cat its edge, which will cover the same options aforementioned plus forward roll, though some characters with small roll hurtboxes such as Izanami, Hazama and Naoto can avoid the setup by simply rolling forward. 6C> dl.22C Potential alternative ender, easy to get on frozen opponents anywhere on screen. Will lead in to the same safejumps previously discussed with the added benefit of being able to safejump 7F or slower reversals as well. 6B> Max dl.j.214C>3C>214B~C/623C The optimal damage ender after securing a freeze, requires the maximum delay possible on aj.214Cafter6Band leads in to the respective okizeme options of214B~Cand623C. Generally if the combo is too prorated the second hit of Icecar will whiff and as such the623Cwill have to be used instead. If ever in doubt, defaulting to theC-DP ender is the safer option." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Metered", + "text": "Naturally, depending on the amount of meter at Jin's disposal it is possible to get more damaging and/or advantageous enders. ( ... >)5C>2C> sjc >j.C>j.2C> 8jc >j.2C>j.C> (dl.)j.214D(1)( ... >)5C> jc >j.C>j.2C> 8jc >j.2C>j.C> (dl.)j.214D(1)( ... >)5C>2C> sjc >j.B>j.2C> 8jc >j.2C>j.C> (dl.)j.214D(1)One of the best uses of meter at Jin's disposal isj.214D(1) as it allows him to tack on even more damage to his combos and also allow Jin to get a refreeze in scenarios where it normally would not be possible. Under normal circumstances both ofj.214D's hits will connect and prevent a refreeze however it is possible to get only the first hit ofj.214Dto connect on the opponent. There are many variations that allow Jin to get aj.214D(1) and in addition to that the variations are naturally character specific and they will differ between each other in the midscreen and in the corner. The first three formulae are probably the easiest and most reliable variants. The delay onj.214D(1) is character specific but it can be somewhat eyeballed pretty easily after some practice, will generally work from pretty much every starter as long as the combo isn't too prorated. It should be noted that in the corner a slight adjustment has to be made. It is necessary to perform ... >j.C>j.2C> 7jc > ... otherwise it won't be possible to get aj.214D(1). 632146C Touga 50 heat ender, it is however rarely ever done as632146Dwill usually be the superior option and as such it is primarily done in situations where Ice Arrows cannot reach, such as after a623Dstarter in the midscreen if 663Cis not done, or as a means to potentially be burst safe from longer ranged confirms. 632146D Ice Arrows 50 heat ender, usually done if it kills off-of any hit that allows the cancel in to it (most commonly3C,6Cand2D). j.632146D Air Ice Arrows 50 heat ender, usually done if it kills in staircase routings that put Jin above the opponent or off-of a6Bhit. There are a number of ways to guarantee that it will work during a staircase, either by doing5C> sjc > ... or by skipping aj.C/j.2Cin the staircase if5C>2C> sjc > ... is done. Placeholder 632146D> 6632146C Somewhat of a tricky 100 heat ender, normally Touga will whiff pretty reliably after a grounded Ice Arrows in the midscreen unless a microdash is performed. Naturally this ender should only ever be considered if the route results in a kill otherwise Jin is left with no meter whatsoever. It can potentially work in the corner but it is unreliable and even in situations where it does connect its value can be heavily diminished as fewer of Touga's hits will connect on the opponent." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Overdrive Combo Theory", + "text": "Jin's overdrive vastly changes how Jin structures his combos. They will generally follow some form of formula that will depend on the OD timer and meter availability. A good amount of concrete and optimal routes have been developed, however being able to properly understand how to structure an Overdrive combo from scratch can still prove to be useful especially if found in unfamiliar situations." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Standard OD Combo Structure", + "text": "Disclaimer: Section is still a work in progress The structure of an OD route will naturally vary depending on the starter, available timer and resources available. The guidelines below shouldn't be followed religiously but they nonetheless provide a rough outline on how to structure an OD combo meterlessly. Counterhits and Ex-Specials will be covered in their own seperate sections. In order to maximise the damage out of an OD combo, a certain order has to be followed in regards to the way specials and normals are done : Simply chainingCnormals after each other followed by a special provides the best damage when the OD timer is short.6Chowever should be somewhat avoided early and instead it should be used for6C>2D> EA/Super enders. Depending on the available OD timer,6B> Special loops will generally provide Jin with the highest amount of damage overall. Ideally they are done once the OD timer lasts at the very least 3 seconds minimum. 623C>22C>j.214C>623Bis the standard order for specials in meterless routes in the midscreen, it is generally very reliable to follow this order if the OD timer is above 3.25s (at least untilj.214C). Below that it might be wiser to sometimes skip the623Cin certain ODC routes where it is technically possible to chain 2 specials as623C's recovery might result in needing to cut the combo short before applying any extra hits before the EA ender.214B~Cshould be avoided as it eats in to the OD timer and the damage at the end of normal routes is generally worse if it ends up being used (be aware that theCfollowup also eats in to the freeze count) but in certain scenarios it might necessary to utilise it, such as in situations where no other special would connect with what came beforehand.623Bon the other hand is rarely ever possible in OD combos, it is generally reserved for the longer duration OD combos (roughly from 6s and onwards) and whether or not it is to be used varies depending on screen positioning and resources as623Bwill send the opponent flying away midscreen rendering the possibility of an EA ender moot but with 50 meter it might be possible to finish with632146Cor632146D. The usual ender for an OD combo will be3C> EA but it is possible to replace the (66)3Cwith any of the otherCnormals (ideally with either2Cor6C) for a very minimal increase in damage, this of course somewhat depends on the OD timer but if there's an extra 0.5s to spend it is often possible to replace a3Cor even5Cin a combo with2C. It is also possible to replace3C> EA with6B> EA as well which leads to better damage, although that requires an opponent to be frozen before6Bis done which might not be possible depending on the route that was performed. A good chunk of OD combos can be continued even after the OD timer runs out if the EA ender is skipped, depending on the starter. Whether or not an EA ender is preferred can depend greatly on what is desired, though in general if Active Flow is in effect the EA ender is preferred as it will grant Jin with a very good damage ender. Otherwise, in the instances where it is possible to continue the combo further after OD it might be interesting to skip the EA ender entirely in order to get more damage but if the EA ender is done it will guarantee Jin to enter in the Active Flow state (unless he already entered it beforehand earlier in the round)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Standard Meterless OD Routing", + "text": "NOTE : The standard meterless OD routings displayed here make the assumption that the freeze counter has not been altered in any shape or form. In that regards, ODC can be performed at virtually any point in a combo and as such it must be noted that the ODC routes mentioned in this specific section will only cover scenarios where the ODC is done before the freeze counter is ever altered, generally that can only happen if done very early on in the combo. Depending on the starter for ODC routings, it might be possible for5C>3C> EA to not work, and as a result it may be necessary to skip straight to3C> EA. This is primarily relevant forAstarters. Both5Cand3Cmore or less share the same options after ODC, main issue being that a long range5C> ODC can't be followed up reliably by any button unless the starter is a CH5Cor it is an air hit and the fact that the window for microdashing after ODC is a lot tighter.5C> ODC > (66)3Cis an option that also won't work without a counterhit, however just doing5C> ODC > 665C> Special/6B> ... will work just fine. Beyond a 6s OD timer, it is pretty hard to fully exploit the timer without Counterhit or a meter investment as the freeze limit is essentially exhausted with the 6s OD route. These will generally never happen, especially on a ODR. Most commonly this starter will occur in certain punish scenarios off-of a raw OD activation, particularly as a callout option against most DPs on an opponent's wakeup." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Counterhit OD Routing", + "text": "With Counterhits, Jin can consider some potential alternatives for both his ODC and OD(R). Most notably, Jin will get reliable access to6Dvery early on in an OD(R) route off-of hisCstarters if they are counterhits. CH X > ODC routes on the other hand don't always grant Jin with new routings or better damage, notable exception being CH3C, but instead they provide Jin with a reliable way to immediately perform an unburstable route instead of being forced to route in to3C> ODC. Being able to route in to6Dpretty easily off-of a CH3C> ODC results in a pretty noticeable increase in damage, but the routes are rather unusual in regards to proper damage optimisations without investing any additional meter. The ODC has to be done pretty quickly in order to connect6Dand if Jin isn't close enough microdashing whenever becomes mandatory. Once again, OD > CH5Cenables the usage of an immediate6Dwhich provides a good increase in damage over the standard routes. Beyond 6s it is incredibly hard to extend a combo further without a meter investment or without utilising alternatives routes. OD > CH5Cbasically allows for routes that are very similar to the standard OD >6Droutes as it is possible to chain6D>6D. Doing this will generally lead to the highest damage possible meterless if the OD timer is above 2s, its only notable downside being that these routes will usually not be burst safe unless OD timer is long, generally from 7s and onwards." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Meter Usage", + "text": "There are a myriad of ways to fit in any form of meter investment during OD, generally the most common Ex-specials used will be623Dand [CT] as they are pretty easy to use and provide noticeable increases in damage. In addition to that, both of Jin's supers end up being worthwhile meter investments. [CT] is a very good 25 meter option to use early on in an OD combo as it will allow the easy usage of6D. Generally however it is only worth using in situations where the OD timer is at 4s or above." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "THE FENRICH SPECIAL", + "text": "aka OD meter dump For a full on resource dump during OD, Jin can pump up his damage quite dramatically by utilising632146DRC > 66Dearly on in a combo. It is possible for virtually any of Jin's normals to combo in to632146D, even from a normal hit5Aalthough reliably hitconfirming that is very hard. For ODCs specifically, performing3C> ODC >632146DRC as early as possible is necessary otherwise it is borderline pointless to utilise 100 meter for this routing as there are better alternative meter dumps in that case (in essence, avoid doing a full combo before doing ODC >632146D). Luckily, the OD632146DRC routes do not vary too much depending on the starter for the most part. Be aware that in the event that a freeze was not obtained after any form of OD it is possible for632146Dto whiff entirely IF the opponent is crouching, generally this won't be a problem if Jin is very close (or if he microdashes to be close enough) to the opponent for any normal or if the opponent was hit by3C> ODC but in case he is slightly far away then aCnormal will usually be the most reliable way to combo in to632146DRC. For the longer OD duration combos, ideally perform a dash immediately after6Drecovers then depending on how fast the opponent is reached after he is flung out by the last hit of Ice Arrows it may be necessary to apply a hefty delay on the6Bas the timing on the delay will of course vary depending on how early the dash was input. Following the standard order for specials is very much applicable here as well. However, it might be preferred to do6B>22Cdue to623Cwhiffing if the opponent if too low when hitting6B. Depending on how fast the6Dafter the632146DRC is done, it is possible for it to be counted towards the freeze counter. Ideally it is done as fast as possible. This is generally not an issue unless the starter is aCorDnormal, in which case it might be necessary shorten certain combos. Either a perfect 66Dends up being performed or 66Ais used instead for slightly less damage. Be aware that the timings on the 66 > (dl.)6Bwill be different for a6Aas it recovers faster than6D." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "ODC Enders", + "text": "This section will cover uses for late ODC extensions, in essence covering situations where a full combo may've been done beforehand but instead of being ended normally it is extended for a while longer with ODC. Placeholder" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Character specific oddities", + "text": "This section serves the purpose of properly listing any particular character specific oddity, some of these have already been mentioned in previous sections however they are all meant to be collected here to act as a more reliable point of access relating to character specifics. Do be aware that there may be many more potential character specific oddities that are not listed here which will ideally be added at some point in the future. Delaying the firstj.Con some characters (Hakumen, Bullet, Litchi, Terumi, Hibiki, Nine, Naoto, Carl, Valkenhayn, Platinum, Celica, Hazama and Kokonoe) is mandatory in the standard5C> sjc >j.C>j.2C> ... staircase, though this issue can be avoided by doingj.B>j.2Corj.2C>j.Chowever that still requires a delay on thej.Con Hakumen, Bullet, Litchi, Terumi, Hazama and Kokonoe. It is possible to OTG with 665Cinstead of 662Bon Rachel and Tager. The 662B>5C> sjc >j.B>j.C> dl.j.2C>j.2C>j.D▷22Cstaircase requires a delay on thej.Cagainst Tager and Susano'o otherwise Jin won't be close enough for22Cto activate. For623B>623Cstyle of combos in the corner, depending on the starter it might be necessary to ever so slightly delay the623Bin order to ensure that the followup623Cconnects properly on some characters, particularly so on Tager and Ragna. Charged CT routes are possible in the corner off-of raw6C, crouch confirms or counterhits which allows the [CT] to be an airhit. It is generally followed up by5C>2C> sjc > ... but on some characters the5Cwhiffs entirely and as such it’ll be necessary to skip straight to the2C: Izayoi, Platinum, Izanami. Point blank CH6Ccan connect with6Dmidscreen on Kagura, Hakumen, Relius, Valkenhayn and Tager. With dash momentum it is even possible to connect CH6C>6Don Hazama, Terumi, Bullet and Noel. Potentially useful to keep in mind for punishes. For OD combos, if5Cdoes not cause a freeze then5C>6Bstyle of routing will drop on Izanami, Bang and Carl. It is possible to combo off-of6Ameterlessly by picking up with5Aon normal hit if it hits meaty on the wakeups of Tager and Hakumen. Very specific interaction on top of being rather risky against those two characters. It is possible to get a combo midscreen from uncharged Crush-Trigger by performing 662Aagainst certain characters depending on whether or not they've been guardbroken standing (Platinum, Bullet, Azrael, Susano'o, Jubei) or crouching (Tager, Bang, Hakumen, Relius, Naoto, Susano'o, Jubei)." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Character specific routing", + "text": "Starter >5C> 9jc >j.B>j.2C>j.C>j.214C▷ 665C>2C> sjc >j.C>j.2C>j.D▷22C> Ender Tager specific route while he is standing, will work from any starter as long as Jin is close enough. Beware that if it is anAstarter, only2C> sjc >j.C>j.Dwill work. On CH5Cstarter this routing will not work too well as thej.Cafterj.2Chas a tendency to whiff in that case unless the jump cancel after CH5Cis delayed. It is possible to loop [5C> 9jc >j.B>j.2C>j.C] a number of times, generally only if the starter is5Citself (where it is possible to loop twice even on normal hit) or if the starter is a FC22Cwhere it is possible to have 3 loops. It will be absolutely necessary to microdash the subsequent5Cs after the first one. ... >5D/6D/j.D>22C> 66 9j.B>j.2C>j.C>j.214C▷ 662B>5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214C Susanoo specific route while he is standing and if a freeze is available, has to be a point blank5Dhit with some dash momentum behind it. Possible from a number of different routes where Jin ends up point blank after a dash for a5D>22Cthough the timing for 66 9j.Bbecomes a lot tighter for those. Technically possible from aj.Dor6Das well, leading in to better damage overall compared to the usual routes in the midscreen however the usual corner specific routes will still deal more damage." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Overdrive Combo List", + "text": "Jin's overdrive allows him to have an almost unparalleled amount of potential combo routes and as such this section will likely only be scratching the surface of what is possible. Overdrive Cancel duration per HP%: 100~91% = 2,00s; 90~82% = 2,25s; 81~73% = 2,50s; 72~63% = 2,75s; 62~54% = 3,00s; 53~45% = 3,25s; 44~35% = 3,50s; 34~1% = 4,00s. Neutral Overdrive is double the duration of ODC." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Video Examples", + "text": "Midscreen Crouching Confirms Counter Hits Corner Anti air and air to air" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Combos", + "title": "Jin Kisaragi", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Resources", + "title": "Jin Kisaragi", + "section": "Intro", + "text": "This page is Jin Kisaragi's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Resources", + "title": "Jin Kisaragi", + "section": "Documents", + "text": "You can embed links to external documents or User Docs here. Jin Combo Document. Old Jin Combo Document. Jin Corner Routing Document Corner Unblockable setups Japanese Name: ジン=キサラギ Japanese Wiki Japanese BBS Arcade Profile Dan Rankings" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Resources", + "title": "Jin Kisaragi", + "section": "Videos", + "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Resources", + "title": "Jin Kisaragi", + "section": "Miscellaneous Content", + "text": "Playlist of Fenrich gameplay" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Resources", + "title": "Jin Kisaragi", + "section": "Plain Text", + "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here. This section will cover specific starters which can lead to lead to new combo routes if they happen to be Counterhits, some of these have already been mentioned beforehand. CH6A>5C>6B> dl.j.214C▷ Followup Routing On counterhit,6Adoes not require an RC in order to convert in to a full combo, emphasizing the importance of learning how to hitconfirm the move properly. Common route : CH6A>5C>6B> dl.j.214C▷ 662B>5C> sjc >j.C>j.2C>j.D▷22C>3C>214B~C CHj.A>j.C> jc >j.2C>j.D▷22C> Followup Routing / IAD CHj.A>j.D▷22C> Followup Routing CHj.Aallows forj.Bto be skipped. For IADs it is generally impossible to connect withj.Chowever on CHj.Ait is possible to immediately go in toj.Ditself. CH236A> 665B/665C/66C/662D> Followup Routing If close enough to the opponent, it is possible to pick up an air hit CH236Awith 665B. In pressure, if Jin is right in front of the opponent and the236Ahappens to be a counterhit it will launch them in the air and still allow a5Bpickup. It is also possible to pick up with 665Con opponents hit higher in the air by CH236A. It is also possible to pick up with 665Copponents that have been bounced upwards while grounded by a close range CH236Aalthough it needs Jin to be spaced out ever so slightly, it is particularly reliable in the corner on most characters. If at the right distance and the opponent is bounced up high enough in the air with an air hit236Aright as soon as Jin recovers from it, it is also possible to pick up with 66Cor 662Dhowever the 665Cwill generally be the superior one as it leads to more damaging routes. CHj.236A> 665B/663C/665C/662D/66214D> Followup Routing Air fireball hits on a grounded opponent can generally always be picked up with 663Cor214D, if it is assumed Jin starts immediately running towards the opponent as the projectile comes out. At max range, a short dash before214Dwill be required and Jin must start running immediately for a3Cpickup. It is possible to somewhat hitconfirm either option. j.236Ahits on airborne opponents can potentially land Jin a 665C(or 665B) pickup if they are close and high enough when the hit occurred. It is even possible to potentially even pickup with 662Dif the opponent was hit high enough. Of course it is possible to use the same routes discussed previously for the grounded version of236Ain those cases. CH5B/2B>5D>22C> Followup Routing | CH5B(1)/CH2B>6C>2D/6D> Followup Routing CH5B/2Blead in to5D>22C, generally only done on standing opponents as the crouch confirm version is much better even on CH. It is possible to also connect in to6Con standing opponents with CH5B(1) or CH2B, in the midscreen it will lead to a6C>2Dstyle route which is not particularly amazing if a harder Airdash followup route isn't done but in the corner6C>6Dleads in to far more damaging combo routes. Common route : CH5B/2B>5D>22C>6B> dl.j.214C▷ 662B>5C>2C> sjc >j.C>j.2C> jc >j.2C>j.C>j.214C CH6B>5C/6C/j.214C> Followup Routing Generally, a raw6Bhit can safely be converted withj.214Cwhereas on counterhit5Cis always guaranteed, however5Cwon't lead to a damaging route if it isn't a crouch confirm. If the6Bhits as low as possible and still counterhits it is possible to connect in to a6Cinstead and get a damaging combo on standing opponents. CHj.B>6B/5C/6C> Followup Routing A set of situational confirms off-of a counterhitj.Bwhich require thej.Bhit to be hit at a very low height for pretty much all air approaches for standing opponents. If they're counterhit while crouching5Cand6Care very reliable and lead in to their respective routings. CH623B> 663C/662D/(66)214D> Followup Routing It is possible to convert a CH623Bhit midscreen if it happened low enough to the ground and right in front of Jin with 663C. It is also possible to potentially pick up with 662Din the midscreen meterlessly but that requires the opponents to very close to Jin as they get hit while being ever so slightly above him and on top of that depending on character it is potentially easier or harder to actually attempt it. Depending on the distance it is also possible to potentially combo with (66)214Das long as the opponent was not hit by CH623Bat its maximum range. CH5C/2C>6B/6C/2D> Followup Routing Both CH5C/2Clead in to the same options, essentially these are crouch confirms except that they work on standing opponents as well. Keep in mind that6Bwill not work on a max range CH5C, only2Dwill work. Max range CH2Con the ground will allow the use of any option listed here. Air-hit CH5C>5B/5C/2C/6C/2D/6D> Followup Routing On an air-hit, CH5Ccan be picked up in a vast amount of different ways with all of them being feasible at virtually any height as long as they are close enough to Jin or in2D's case if Jin is slightly spaced out from the opponent when the hit occured. Naturally the only problem is that hitconfirming in to any of those options instead of autopiloting might be a bit tricky, but it is certainly doable. Each option leads in to its respective potential routings, with6Dpotentially providing the highest damaging followups. High air-hit CH2C> jc > dl.j.2C▷ 665C>2C>623C> 665B>5C>2C> sjc >j.2C>j.D▷22C>3C>214B~C A very damaging route possible only on a high air-hit CH2C, very hard to properly hitconfirm but it provides a notable increase in damage on top of a better knockdown and ice restand reset possibility anywhere on screen. CH3C> 662B(/665C) > Followup Routing It is possible to microdash2Bat every range for CH3C. On Täger and Rachel it is possible to do 665Cinstead. Depending on the position on screen and how close Jin is to the opponent, there are a variety of routes that are possible. CH623C> (66)5B>22C In the event that Jin gets a counterhit on an opponent that is high in the air with623C, it is possible to pick up with5Band get a22Cair hit ender. Unlike the normal hit623C, CH623Cdoes not necessarily require the highest possible hit on an opponent in order to combo. CH TKj.214C> (66)2C/(6)6C> Followup Routing In the event of a CH for a TKj.214Cstarter on a grounded opponent, it is possible to pick up with either2Cor6C. Depending on far away the opponent is from Jin after a CHj.214C, it is possible to 662Cto pickup the combo whereas 66Cwill generally work at any range. Picking up with2Cwill generally provide the better damage in most followup routings and it is generally the more reliable option if Jin is close enough to the opponent. If thej.214Cwas not TK'd then the standard (66)2Bpickup will be the most reliable option as the2Cand especially6Cpickup require a relatively low height hit on a grounded opponent. The6Cpickup should generally be avoided as it will lead to far less damage overall, even compared to the generic2BOTG pickup. FC22C Fatal Counter, it is possible to convert FC22Cwith pretty much every single possible combo route at Jin's disposal depending on what is needed, be it damage, corner carry or some form of setup. Opens up the possibility for some new and potentially very damaging combos, especially in the corner or if resources are invested. CH5D66 >5A> Followup Routing Highly situational routing off-of a close hit CH5D, virtually impossible to properly hitconfirm this as the Dash Cancel has to be done immediately on hit and it's quite finnicky depending on distance. CH6D> 665C> Followup Routing It is possible to microdash and get an air hit5Cafter a CH6Das the opponent will be launched higher than usual, allowing for a214B(w)~Croute which leads in to much better corner carry and slightly more damage over the usual routing. Technically still doable on normal hit6Dhowever it is far trickier to land without a CH." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Resources", + "title": "Jin Kisaragi", + "section": "Depreciated Resources", + "text": "Dustloop Forums" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Jin_Kisaragi/Resources", + "title": "Jin Kisaragi", + "section": "Navigation", + "text": "" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver_1.30.00", + "title": "Patch Notes", + "section": "Intro", + "text": "Date Released:December 8, 2016 A Minor game balancing and addition of console-exclusive characters (Es, Mai Natsume, and Susano'o) to Arcades." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/Ver_1.30.00", + "title": "Patch Notes", + "section": "System Changes", + "text": "Crush Trigger5A+BBUFFA blue afterimage will now appear when the Crush Trigger has its properties changed to the Charged version.通常技の出始めをキャンセルして使用した際、再度出始めをキャンセルできるように変更。Need translation help A blue afterimage will now appear when the Crush Trigger has its properties changed to the Charged version. 通常技の出始めをキャンセルして使用した際、再度出始めをキャンセルできるように変更。Need translation help Exceed AccelBUFFReduced the startup of Exceed Accel if it is canceled from a normal move, from 20 to 10. Reduced the startup of Exceed Accel if it is canceled from a normal move, from 20 to 10. Other Bug fixes. Other Bug fixes." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Nine_the_Phantom/Unlimited/Data", + "title": "Nine the Phantom", + "section": "Links", + "text": "==Infobox Data" + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/BBCF_Ver_1.0", + "title": "Patch Notes", + "section": "Intro", + "text": "Date Released:November 19, 2015 The fourth, and the last installment of the mainline Blazblue series." + }, + { + "url": "https://www.dustloop.com/w/BBCF/Patch_Notes/BBCF_Ver_1.0", + "title": "Patch Notes", + "section": "System Changes", + "text": "" + } +] \ No newline at end of file