Introduction
Story
Overview
(Insert brief description about character and how they play, other details)
Strengths | Weaknesses |
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Default VS Mirror
Move List
Vertical Normals
5A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 13 | - | - | - | -4 | -3 | - | Ground | |
Main vertical poke, decent anti-air close to Bilstein, but it is mostly used to check grounded opponents in 50/50 throw situations |
5AA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | -7 | - | Ground | |
Natural combo for 5AA, cancelable. The second hit tends to whiff further out, unfortunately, so 5A->fireball is generally better for safety reasons, even though it doesn't combo. |
5AAA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | -7 | - | - | Ground | |
A third vertical swing from 5A that doesn't combo with the first two, but does tend to hit both steppers and jumpers on blocked 5AA. It's also special cancelable! All in all, a decent pressure string |
5AB
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | -4 | -4 | - | Ground | |
A safe horizontal that does very little beyond covering step. Not cancelable and it doesn't combo from 5A. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Horizontal Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
2B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 17 | - | - | - | -7 | -9 | - | Ground | |
This horizontal low chop looks and feels like it should be the backbone of Bilstein's anti-step game. In some ways it is, thanks to its large range and the fact it hits low. However, there are many sidesteps in the game that can step in the direction he swings in and make this move whiff. That same direction is covered by Bilstein 3B, so ultimately its just on the Bilstein player to make the call as to which step direction he wants to cover. |
3B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 12 | - | - | - | -6 | -6 | - | Ground | |
This horizontal mid is the start of a three string that covers step to one side (the opposite side of 2B, in fact) and natural combos into its followups. A must have string for neutral and big damage confirms. |
3BB
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 12 | - | - | - | -6 | -7 | - | Ground | |
The second hit of one of Bilstein's best strings. Safe on block and pushes out about a character length away. |
3BBA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 12 | - | - | - | X | -17 | - | Ground | |
The final hit of one of Bilstine's best strings. Natural combos and launches for a full juggle. Just don't do it on block. |
3BBB
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 12 | - | - | - | X | -4 | - | Ground | |
If you feel some strange compulsion to do a move after having 3BB blocked, this is technically safe. However, it is also very slow and basically loses to any jump/parry/fast option attempt. |
3BA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 12 | - | - | - | - | -8 | - | Ground | |
3BA is generally used post juggles for its long range and cancel into special/super. As an i12 special cancel sword attack, it's not bad in neutral, either |
3BAA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 12 | - | - | - | - | -17 | - | Ground | |
Looks like an overhead, but isn't. This is generally only used to end juggles when you don't have meter. |
4B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 16 | - | - | - | X | -2 | - | Ground | |
Turns around on hit and covers step in both directions at the sacrifice of speed and range compared to things like 3B. Combos into plasma field or really anything else. |
Kick Normals
5K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 11 | - | - | - | +4 | +5 | - | Ground | |
A fast stomach-height kick. Reliable, stable ground combo starter into special/super, and a must have for Bilstein. The additional frame advantage on block gives it some additional value for staggers into 2K/2B/5A/etc. |
5KK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 11 | - | - | - | - | -5 | - | Ground | |
A fast stomach-height kick string that natural combos. Reliable, stable ground combo starter into special/super, and a must have for Bilstein. Safe on block. |
2K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 14 | - | - | - | +0 | -3 | - | Ground | |
Your primary low, for the sole reason it combos easily into super. An excellent whiff punish/check on back steppers, held back only by the fact Bilstein effectively has to commit to 236A if it whiffs. It's also easy to accidently do DP if you're trying to walk forward and do 2K->236A, so be careful. |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Special Moves
236+A Dark Vortex
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 24 | - | - | - | - | -13 ~ +2 | - | Ground | |
Your primary zooning tool. This is a projectile with limited range that can clip jumpers at certain heights, and on hit it knocks down and sends the enemy full screen. Without meter this is also your combo ender, as it gives you a free armor setup (or just room to breathe). Excellent pushout that keeps it largely safe, and its frame advantage can fluctuate up to +2 at tip range. |
46B Hell Wind Sword
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
Notable for being absolutely awful, this extremely slow move is unsafe and very easy to accidentally perform in neutral when trying to do the much better 3B string. Avoid at all costs. Luckily, it cannot be cancelled into. |
Floating
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Stance | |
Bilstein's taunt, "Floating", is a mini-stance with unique properties. It allows him to instantly take to the air faster than a jump would, and lets him escape some dicey frame trap situations he otherwise can't due to his large size and poor step options. Bilstein is considered airborne the exact frame he starts glowing red, which is frame 3 from neutral. |
623+A/B Blade Sword
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
While technically two separate moves, the only real difference between these two DPs is that the second one comes down with an attack that may still hit stepping opponents if the timing of their step is off. These moves do not have invincibility at startup. |
421+K Kieru
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
If I hadn't of done this move by accident once, I would believe it didn't exist. There's something wrong with the input reader (or the listed command? But every site I've looked this up on lists it is as 421+K...) that makes this impractical, if not close to impossible, to execute. Luckily, it doesn't matter, because all it does is turn Bilstein invisible until he's hit. Note that his sword is still visible, so it's not even really true invisibility. If you want more tech or information here, you're first going to have to figure out what the rules are to make it come out consistently. |
HCB+K The Final Bilstein
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Throw | |
A high damage but very slow command grab with a large amount of range. Not really critical to Bilstein's gameplan and overexposure to the animation could cause it to become useless against perceptive opponents, but its high damage is worth sneaking in once a set or so. Note that this throw has a buffering lock on it when the opponent is on the ground. |
Gauge Moves
Dark Vortex End
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
Fire column. This is argubly the reason to play Bilstein over Ghost Bilstein, as his damage output + ability to use this as a whiff punish is almost unrivaled by anyone else in the game. It also makes great filler during INFINITE POWER. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Miscellaneous
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Strategy
General Gameplan
Matchups
Vs. Rai-On/Byakko (3-7) Most characters, when they get put into the blender of the jab block string infinite, still have the ability to reasonably safely OS non-jab options in a variety of ways, and one of those ways is sidestep. Bilstein, however, cannot, which means he is almost always guaranteed to take damage the moment he blocks either divekick or jab. Gigant Armor really doesn't do much versus Rai-On thanks to his non-parryable super eating it alive. Rai-On is harder for him because Divekick->2K is extremely consistent sources of damage for Rai-On versus him and pretty much the only way out for Bilstein is to get lucky and have the second 2K miss or be too far away to combo right into super. Bilstein's health pool and giant damage potential are the only things that really keep him competitive at all in this match, plus the fact that he can use float to get away if he ever happens to block frame advantage moves that aren't jab/divekick, such as 2K.