Akatsuki Blitzkampf/Blitztank
Contents |
Background
An electrical tank, assumed to have a Blitz Engine as its source of power. According to a copy of the document on a new engine research, labeled "Gessellschaft", a test piece was developed, however, it was revocated along with the plan itself before the full-scale production could take place. (from character selection screen)
Introduction
- Armor Ratio = 0.925
- Forward Speed = 5.0 dots/frame
- Backwards Speed = 4.0 dots/frame
Throws
Normal Moves
66: Blitztank's dash does damage and knocks down.
5A: A quick gunshot.
5B: A 3-hit flamethrower shot. Reaches about half-screen.
5C: Tank charges and does a skullbutt while traveling forward. Knocks down.
2A:
2B:
2C:
j.A: A multi-hit gunshot.
j.B: A skullbutt similar to [5B], also knocks down grounded opponents.
j.C: Tank freezes in midair and then falls staright down, delivering damage. One can freeze him just a few inches above the ground. Knocks down.
Command Normals
j.6C: A heavy (though not very distant) gunshot, aimed diagonally down and forward. Knocks down. Recoil also pushes Blitztank back.
Special moves
エレクトロアウゲ - Elektro Auge - 236+A/B/C: Skull shoots a purple laser.
- A version is aimed at his wheels, B - diagonally at the opposite side of the screen, C - straight forward.
Bマイン - B-Mine - 214+A/B/C: Tank crouches and shoots an electric charge from his back, that explodes in midair.
- Each version has more range.
- Opponent being hit by explosion freezes in place, paralyzed.
エントラードゥン - Entladung - 22+A/B/C: Tank crouches and discharges a knockdown electric attack.
- Each version does more hits and damage.
- Can damage the opponent above the tank, but in this case it's only a single hit.
- Horizontal range is limited by the Tank itself.
EX and Super Moves
特攻エレクトロアウゲ - EX Elektro Auge - 236+B+C: Does all three Auge versions in quick succession.
特攻Bマイン - EX B-Mine - 214+B+C: Shoots 4 charges, that instantly cover most of the screen.
特攻エントラードゥン - EX Entladung - 22+B+C: More hits and damage, range remains the same.
ギャラルホルン - Gjallarhorn - A+B+C Tank opens up and shoots a huge horizontal laser beam close to the ground, though it can reach jumping opponents as well.
- Despite its appearance, beam's vertical range is constant in any of its parts.
General Strategy
Combos
Frame Data
source
KD - Knockdown
VA - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"
| Frames | Frame Advantage |
Attack | Total | Startup | On Hit | On Block | Notes
Throws and Reflectors ---------------------------------------
4/5/6+A+B | 21 | 5 | KD | -- |
j.4/5/6+A+B | 19 | 3 | KD | -- |
5+B+C | 17 | 7 | KD | +3 |
c.B+C | 17 | 7 | KD | +3 |
j.B+C | VA | 6 | KD | VA | landing recovery's the same as after jumping
Normals ---------------------------------------
5A | 28 | 5 | -3 | -3 |
5B | 40 | 12 | +0 | -2 |
5C | 44 | 25 | KD | -4 |
c.A | 15 | 4 | +0 | +0 |
c.B | 34 | 11 | -4 | -6 |
c.C | 49 | 20 | KD | -14 |
j.A | 33 | 6 | VA | VA | landing recovery 10F
j.B | VA | 6* | VA | -3 | landing recovery 22F, *on 6th frame upon landing
j.C | VA | 28 | VA | VA | landing recovery 20F
Command Normals ---------------------------------------
66 | 37 | 9 | KD | -13 |
j.6C | VA | 13 | KD | VA | landing recovery 10F
Specials ---------------------------------------
236+A | 40 | 10 | +0 | -13 |
236+B | 46 | 15 | -1 | -14 |
236+C | 46 | 16 | KD | -13* | *if airborne opponent guarded the attack
214+A | 48 | 51 | +73 | +29 |
214+B | 48 | 51 | +73 | +29 |
214+C | 48 | 51 | +73 | +29 |
22+A | 44 | 7 | KD | -7 |
22+B | 54 | 9 | KD | -13 |
22+C | 64 | 11 | KD | -19 |
EX and Level 3 ---------------------------------------
236+B+C | 66 | 9 | KD | -23 |
214+B+C | 60 | 51 | +73* | +29* | *if opponent was hit by/guarded all 4 projectiles
22+B+C | 56 | 7 | KD | +5 |
A+B+C | 97 | 2 | KD | -9 | superflash 90F


