Bazett is a console only character, only appearing in the PS2 and PSP versions of the game.
Bazett has a unique mechanic called "Rune" install, which is both her blessing and also her curse. Each install costs 50% meter and locks her out of meter gain for 2 seconds. But in return, her moves become a lot more effective and most of them ignores gravity, making her combo potential virtually infinite.
Bazett is somewhat a jack-of-all-trade melee fighter. She utilizes Charge mechanic as her core combo. She can punish, but not as reliably as Saber. She can rush down, but not as good as Rider. She can set up an oki (unblockable as the opponent is waking up) but it requires precise timing. Since none of these are significant on their own, the player needs to combine them to make Bazett effective.
With enough practice, Bazett can deal devastating damage
Strengths
Weaknesses
Extremely high combo potential, only second to Gilgamesh
Can still deal very high damage even from an opener with 2A
Can win in 2 interactions reliably and the opponent cannot burst out.
Can setup a strong okizeme that threaten to win a round (left-right ambiguous cross-up)
Has a once per match ToD that can kill any 10k HP character without allowing them to burst (if they start from 100%).
This ToD can still continue for an extra ~1.8k damage, which is enough to finish off anyone if they don't/can't burst.
Nimble and has multiple moves with invulnerable frames
Has a parry that repels High and Mid melee attacks
Does not need Reflect Guard or Activate to perform high damage combo
Super can deal 3500 non-scale damage and can also be combo'd off of
Has a hard to block initiation with tk j.214B > 2A
Can end pressure with frame advantage using 46C~A
Can perform a 1 frame gap pressure using 46C
Can threaten Throw mid pressure (or lower hit instead with 2A/2C)
Excellent at pushing the opponent to the corner
The opponent becomes unable to use Pushblock against her attacks with Rune
Fast mix-ups with multiple shifts in lower and upper
Can nullify cross-up attempts just like Assassin
Not very fast at mid-range and has to get close
Weak Neutral by this game's standard - this can, a lot of times, nullify the majority of her strengths
Extremely complex and high execution on her good combos
Requires very high focus and reflex to stay safe
Susceptible to Advancing Guard (AKA Pushblock) outside of corner
Moveset consists of multiple light hits so she will reach 50 hits limit very fast
Each move has low value on its own, and requires a lot of synergies from other moves to become useful
Feet rune requires her to be airborne for maximum performance, this makes her susceptible to burst
Has to charge her punch for the majority of each round, limiting her options - especially when her Neutral is weak
Does not get her Fragarach orbs back after each round (tho, they do stick around on the stage once set)
2A has short reach, meaning her super jump turn > j.X will often land her too far for 2A to reach. This limits her mix up options by quite a bit
214C has long recovery animation and is unsafe on block. It is also airborne so she can't rc until she lands
Full Mana Activation Ability: Bazett always has Punch and Kicks runes active for the duration of the activation.
Base Form
Fist Rune (WIP)
Feet Rune (WIP)
Dual Runes (WIP)
Base Form
Bazett's Base Form is a blank slate and does not offer much on its own.
It does have its perk, however - That she can endow a Rune as a form of reset (on some special attacks, even on whiff).
In this form, she should focus on staying nimble while trying to breakthrough defense or finding an opening for a swift counterattack.
Normals
Straight Jab 5A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
200
All
N, S, R, A
4
26
19
-3
Bazett performs a very fast straight jab.
Can Kara-cancel into itself and 2A
Can be low-profiled
Proration: 15%
Proration Penalty: 15%
Hitstun: 24 frames (27 frames on Counter Hit)
Low Kick 2A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
220
Low
N, S, R, A
6
31
19
-6
Bazett performs a quick low kick, with a little more reach than 5A
Proration: 17%
Proration Penalty: 17%
Hitstun: 28 frames (31 frames on Counter Hit)
Body Shot 6A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
280
All
N, R, A
13
41
29
+0
Bazett steps forward and gut punches her opponent. It has the same reach as 5B but riskier and slower in neutral. It's not Special Cancellable.
Proration: 15%
Hitstun: 30 frames (37 frames on Counter Hit)
Roundhouse Kick 5B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
250
All
N, S, R, A
10
36
26
-3
Bazett steps forward and perform a roundhouse kick. It has decent reach and speed.
Proration: 15%
Hitstun: 30 frames (35 frames on Counter Hit)
Knee Kick 2B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
280
All
N, S, R, A
16
42
21
-3
Bazett crouches and comes up with a straight knee.
Proration: 15%
Hitstun: 27 frames (32 frames on Counter Hit)
Spring Back Elbow 6B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
300
All
U, N, S, R, A
15
39
22
-2
Bazett crouches and comes up with an aggressive elbow.
Proration: 15%
Hitstun: 30 frames (40 frames on Counter Hit)
Back Elbow & Kick 5C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
380
All
U, N, S, R, A
18
56
26
-3
Bazett performs a 2-part elbow-kick combo. It's long reaching but rather slow.
Both hits Can be low-profiled
Proration: 10%
This move has 2 hits, dealing 150 and 230 base damage respectively
Hitstun(1st hit): 24 frames (29 frames on Counter Hit)
Hitstun(2nd hit): 30 frames (37 frames on Counter Hit)
5C is the only normal that can cancel into 6C.
This move uses both punch and kick, so unless you install both runes (which you shouldn't) the opponent can still pushblock one of them
You can cancel out the 2nd hit
Double Sweep Kick 2C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
400
Low
S, R, A
15
65
25
-15
Bazett performs a double sweep. Only the 2nd one actually sweeps her opponent off their feet and you can cancel from either hit
Proration: 10%
each hit has 200 base damage
Hitstun(1st hit): 24 frames (29 frames on Counter Hit)
Hitstun(2nd hit): Soft Knock Down
Back Hand 6C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
400
All
S, R, A
15
39
23
-1
Bazett steps forward to back hand her opponent. This can only be performed as a cancel from 6B or 5C.
Can be low-profiled
Proration: 10%
Hitstun: 30 frames (42 frames on Counter Hit)
Knee Drop j.A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
220
High
J*, N, A
8
-
13
-
Bazett knees kick. Both her legs become active as an attack for the whole time until she cancels into another attack, double jump or land, making it a decent mix up tool.
Proration: 20%
Hitstun(ground): 20 frames (23 frames on Counter Hit)
Hitstun(airborne): 25 frames (27 frames with Super Jump)
Back Hand Whip j.B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
270
High
J*, N, S, A
14
-
17
-
Bazett turns around and swings a back hand downward. This is a very important move in a combo
Proration: 15%
Hitstun(ground): 31 frames (36 frames on Counter Hit)
Hitstun(airborne): 30 frames (32 frames with Super Jump)
Scissors Kick j.C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
400
High
A
18
-
22
-
Bazett scissors kicks. the active zone is decent, making it a decent mix up tool.
Proration: 10%
Hitstun(ground): 32 frames (41 frames on Counter Hit)
Hitstun(airborne): Soft Knock Down
Throw 6A+B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
1000
None
A
4
49
-
-
Bazett grabs her opponent into a clinch, knee kicks them up and spinning back kicks them across the stage, causing HKD that cannot be combo'd off of.
Does not get powered up by Runes
Specials
Iron Fist [X] → ]X[
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
800
All
R, A
[120] + 30 (+ 33 at max distance)
60
39
+4 (+7 at max distance)
Bazett steps forward and delivers a powerful punch to her opponent. This attack is unique in that it is requires a button (A, B or C) to be held for 120 frames (2 seconds) at minimum and the attack will be performed when all buttons are released.
Proration: 10%
Bazett is invulnerable during the frame 3 to frame 15 of the startup
If her fists are installed, this attack is unblockable.
This is especially notable because while her fists are installed, she cannot be pushblocked for punching attacks so installed mixup > 6C > ]X[ or 236X > rc > ]X[ will be unblockable pressure that cannot be pushblocked. (6C > ]X[ does have a small gap. be careful if the opponent can RG)
Stun Knuckle 236X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
236A
500
All
R, A
10
46
30
-5
Bazett dashes forward and throw a right cross
Can be low-profiled
This move has 2 versions of follow up (even on whiff): A follow up endows Fist Rune and B follow up endows Feet Rune
Proration: 10%
236A - Install
1000
All
U, R, A
10
61
45
+3
Bazett rushes forward and punches her opponent. This can be cancelled into Install with B follow-up. If cancelled into an Install, it can be combo'd into 5B.
This move has 2 hits, dealing 600 and 400 base damage respectively
The 2nd hit will knock down the opponent
Proration: 10% per hit
236B
550
All
R, A
15
48
28
-4
Proration: 10%
236B - Install
1060
All
R, A
15
73
43
+1
Bazett rushes forward and gut punches her opponent. This will crumple her opponent on counterhit or with installed fists.
This move has 2 hits, dealing 660 and 400 base damage respectively
Proration: 10% per hit
236C
600
All
R, A
20
50
28
-1
Proration: 10%
236C - Install
1220
All
R, A
20
78
44
-5
Bazett rushes forward and slams her fist into her opponent from above (it looks like an overhead but isn't one).
This move hard knock down an airborne target
On counterhit, this move will combo into normals. If fists are installed, C version will follow up with a non-techable launcher.
This move has 2 hits, dealing 720 and 500 base damage respectively
Proration: 10% per hit
Grasshopper 623X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
623A
500
All
J, R*, A
7
51
33
-10
Proration: 10%
623A - Install
300
All
J, R*, A
7
51
37
-5
Bazett launches her opponents; this is an important combo tool after hitconfirming with normals. Can be cancelled into 22x on hit/block when Bazett lands
This move has 2 hits, dealing 300 base damage each
Proration: 10% per hit
623B
700
All
R*, A
7
61
34
-18
Proration: 17%
623B - Install
840
All
R*, A
7
61
42
-10
Bazett launches and follows her opponents into the air. If her feet are installed, Bazett can jump cancel the B version.
Bazett is invulnerable from frame 1 to 4
This move has 2 hits, dealing 420 base damage each
Proration: 10% per hit
623C
900
All
R*, A
7
98
36
-23
Bazett is invulnerable from frame 1 to 40 (when she flips 180° angle, completely upside down with her 2nd kick)
Proration: 15%
This move has 3 hits, dealing 300 base damage each
The second kick has 2 hits in total, and each hit deals 0.25 meter damage
623C - Install
1080
All
R*, A
7
98
47
-12
Bazett kicks her opponent into the air as a reversal. Startup on this move is invincible and it costs 30 meter to perform. As long as the last hit connects, you will drain 50 meter from your opponent.
If her feet are installed, this will lead to a non-techable knockdown that can start or continue a combo.
This move has 3 hits, dealing 360 base damage each
Proration: 10% per hit
Triple Spinner 214X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
214A (Air OK)
800
All
R*, A
13
61
30
+0
This move has 3 hits, dealing 250, 250 and 300 base damage respectively
Proration: 10% (per hit)
214A - Install (Air OK)
861
All
R*, A
13
61
30
+0
Bazett jumps into the air and performs 3 heavy kicks. This will hard knockdown your opponent if not installed. Can be cancelled into 22x on hit/block when Bazett lands
If Bazett's feet are installed, this will lead into a non-techable knockdown that can continue into a combo in the corner.
The Air Variant must be high guarded
This move has 3 hits, dealing 300, 300 and 360 base damage respectively
Proration: 10% (per hit)
214B (Air OK)
750
All
R, A
15
66
21
-9
Proration: 10% (per hit)
This move has 5 hits, each dealing 150 base damage
214B - Install (Air OK)
1150
All
R, A
15
81
33
+5
Bazett will rush her opponent with a barrage of light kicks. The air version of this special turns towards your opponent and begins rushing towards the ground while performing light kicks. The air version is generally better as it can start combos and provide gapless pressure.
The Air Variant must be high guarded
If installed, Bazett will followup these light kicks with a ground bouncing heavy kick.
This move has 6 hits, dealing 180, 180, 180, 180, 180 and 250 base damage respectively
Proration: 10% (per hit)
214C (Air OK)
700
High
R*, A
27
61
25
from +1 to -7
Proration: 10%
214C - Install (Air OK)
840
High
R*, A
27
61
32
+0
Bazett will jump into the air and perform a divekick. This is Bazett's only access to an overhead mid-pressure without spending meter.
Proration: 10%
46X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
46A
-
All
R, A
-
26
-
-
46B
-
All
R, A
-
26
-
-
46C
-
All
R, A
-
26
-
-
Bazett performs an evasive step clockwise (A version) or counter clockwise (B version) OR performs an aggressive step in (C version).
C version has 9 frames of invulnerability during startup, from frame 1 to 9
A and B version have 9 frames of invulnerability during startup, starting from frame 4 to 12
All versions have the same follow-ups, but the C version's followups have less startup.
46A/B > A
400
All
R, A
29
57
30
+3
46C > A
400
All
R, A
27
55
30
+3
46X > A - Install
480
All
R, A
27
55
32
+5
Bazett knees her opponent. This can link into normals on counterhit, can link into normals on normal hit by cancelling into 22x and can be used as a juggle tool; however, it's most common use is to gain frame advantage during pressure.
Proration: 10%
46A/B > B
450
All
R, A
25
68
27
-15
46C > B
450
All
R, A
21
64
27
-15
46X > B - Install
540
All
R, A
21
64
40
-2
Bazett punches her opponent, putting them into a crumple state that can start a combo. This is most commonly used after confirming with normals. This will only combo from normals by using 46C.
Proration: 10%
46A/B > C
2200
All
R, A
37
105
14
-6
46C > C
2200
All
R, A
33
101
14
-6
46X > C - Install
2640
All
R, A
33
101
22
+2
Bazett performs a barrage of light punches followed by one final powerful punch. If Bazett's fists are installed, the final punch will be an untechable knockdown (and can combo into another 46C-C for high damage).
Proration: 10% (per hit)
This move has 10 hits, the first 9 quick hits deal 200 base damage each, and then finish with 400 base damage with the uppercut
22X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
22A
0
-
R, A
-
20
-
-
Bazett installs her fists, buffing all of her attacks where she punches. Punch attacks while installed cannot be pushblocked.
22B
0
-
R, A
-
20
-
-
Bazett installs her feet, buffing all of her attacks where she kicks. Kick attacks while installed cannot be pushblocked.
22C
0
-
R, A
-
31
-
-
Bazett parries incoming mid and upper attacks (not lower), putting any attacker into a vulnerable state. The endlag of this move is cancellable into anything if Bazett parries an attack.
Parry from frame 1 to 18
Fist Rune
Fist Rune allows Bazett to quickly close gap, break the opponent defense, or extend combo.
All of her punches cannot be responded with Advancing Guard (AKA pushblock)
Normal Attack Damage increased by 20% from the base form
The majority of Punching moves disables opponent's air and ground recovery, giving Bazett free reign on how she'd like to combo
Some Punching Special Moves have added features
Normals
5A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
240
All
N, S, R, A
4
26
18
-3
Bazett performs a very fast forward jab.
Proration: 15%
6A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
336
All
N, R, A
13
41
27
+0
Bazett steps forward and gut punches her opponent.
Proration: 15%
6B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
360
All
U, N, S, R, A
15
40
22
-2
Bazett crouches low and comes up with an aggressive elbow.
Proration: 15%
5C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
410
All
U, N, S, R, A
18
56
21
-3
Bazett performs a 2-part punch-kick combo.
Proration: 10% (per hit)
The first hit has 180 base damage, and you can cancel from it
The second hit has 230 base damage. It's a kick and does not have Rune property
5C is the only normal that can cancel into 6C.
This move uses both punch and kick, so unless you install both runes (which you shouldn't) the opponent can still pushblock one of them
You can cancel from the first hit to preserve the Damage Scale
6C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
480
All
S, R, A
15
40
23
-1
Bazett steps forward to back hand her opponent. This can only be performed as a cancel from 6B or 5C.
Proration: 15%
j.B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
324
High
J*, N, S, A
14
-
17
-
Proration: 15%
Specials
[X] > ]X[
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
960
All
R, A
[120] + 30
61
34
+4
Bazett steps forward and delivers a powerful punch to her opponent. This attack is unique in that it is requires a button (A, B or C) to be held for 120 frames (2 seconds) at minimum and the attack will be performed when all buttons are released.
Proration: 10%
This attack has partial invincibility during the middle of your startup; however, if you are hit near the beginning or end of your attack's startup, you will be counterhit as normal.
This attack is unblockable. mixup > 6C > ]X[ will be unblockable pressure that cannot be pushblocked.
236A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
1000
All
U, R, A
10
61
45
+3
Bazett rushes forward and punches her opponent. This can be cancelled into Install with A or B follow-up. If cancelled into an Install, it can be combo'd into 5B.
she will knockdown her opponent with a follow up punch.
This attack has 2 hits, dealing 600 and 400 base damage respectively
Proration: 10% per hit
236B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
1060
All
R, A
15
73
43
+1
Bazett rushes forward and gut punches her opponent. This will crumple her opponent on counterhit or with installed fists.
This attack has 2 hits, dealing 660 and 400 base damage respectively
Proration: 10% per hit
236C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
1220
All
R, A
20
78
44
-5
Bazett rushes forward and slams her fist into her opponent from above (it looks like an overhead but isn't one).
On counterhit, this move will combo into normals. If fists are installed, C version will follow up with a non-techable launcher.
This attack has 2 hits, dealing 720 and 500 base damage respectively
Proration: 10% per hit
46X
46X > B - Install
540
All
R, A
21
64
40
-2
Bazett punches her opponent, putting them into a crumple state that can start a combo. This is most commonly used after confirming with normals. This will only combo from normals by using 46C.
Proration: 10%
46X
46X > C - Install
2640
All
R, A
33
101
22
+2
Bazett performs a barrage of light punches followed by one final powerful punch. If Bazett's fists are installed, the final punch will be an untechable knockdown (and can combo into another 46C-C for high damage).
Proration: 10% (per hit)
This move has 10 hits, the first 9 quick hits deal 240 base damage each, and then finish with 480 base damage with the uppercut
Feet Rune
Feet Rune allows Bazett to combo efficiently.
All of her kicks has longer Hitstun and cannot be responded with Advancing Guard (AKA pushblock)
Normal Attack Damage increased by 20% from the base form
The majority of Kicking moves gains combo-able Hard Knock Down property, giving Bazett free reign on how she'd like to combo
Some Kicking Special Moves have added features
Dual Runes
Dual Runes simply means Bazett is under the influences of both runes.
This is not an optimal strategy for 2 reasons
1. She is no longer able to use Rune Endow as a reset until the duration is over
2. She doesn't want to waste a Rune duration, especially the one that she doesn't use at the immediate moment, due to its setbacks to her meter.
The only time that's ok to do this is during 300% meter Activation.
Normals
5C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
456
All
U, N, S, R, A
18
56
26
-3
With both Runes installed, Bazett performs a 2-part punch-kick combo. You can cancel from either hit
The only added benefits from both runes are the 20% damage increase and pushblock immunity
Proration: 10% (per hit)
This move has 2 hits, dealing 180 and 276 base damage respectively
Hitstun(1st hit): 24 frames (29 frames on Counter Hit)
Hitstun(2nd hit): 30 frames (37 frames on Counter Hit)
5C is the only normal that can cancel into 6C.
Supers (WIP)
Red Branch・High Lance 236236A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
2200
All
-
15 + 2
61
-
-11
Bazett rides the wind and performs a powerful dive kick that hard knockdowns her opponent. Bazett is invulnerable from startup until hitting either the target or the ground
This costs 100 meter.
Trivia: Bazett says Ansuz (ᚫ) and Ehwaz (ᛖ), which are both incorrect in how they're used. The correct meaning of Ansuz is gods and Ehwaz means horse.
Visually, The Rune Thurisaz (ᚦ) on her right foot holds the concept of "power", while Raidho (ᚱ) on her left foot holds the concept of "ride" (she rides the wind). While the runes still hold correlated meaning, they do not match the voice acting
She also uses the 3rd rune with this super (no visual): Inguz (ᛜ) which she uses on a successful hit. This rune can be interpreted as "Burst" in this context
Fragarach: Gorging Short Sword of the War God 236236B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
1000 - 3500
All
-
15 + 1
57
-
-20
Bazett launches one orbs at her opponent or a set orb in front of her; this requires and costs 1 orb.
This move costs 100 meter, deals 1000 damage when 1 orb hits, 2000 damage when 2 orbs hits and 3500 damage when all orbs hit.
It always prioritizes tracking another orb over the opponent, as long as it's in front of her (the scope is rather narrow).
However, if the 1st orb goes through the target before reaching another orb, it will first count as hitting with a single orb before activating another orb, then the rest of the orbs will continue the process until the last orb is activated. However, the orb that has already hit will not boost the damage in the link.
For example, if there're 2 orbs behind the target. The first orb will target the 2nd orb, but hit the target first, dealing 1000 damage. After that, the other 2 orbs and 3rd orbs will get activated and fire at the target for 2000 damage - totaling 3000 damage instead of 3500 damage.
On grounded hit, this will put your opponent in a stagger state that leaves them comboable. On airborne hit, your opponent will slowly fall to the ground and with true bounce property, allowing for continued combo.
Answerer 214214X
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
-
All
-
6 + 10
16
-
-
Bazett places one orb on the field, costing her one orb. It is only used to power up her grail super and 236236B. This can be performed midcombo.
Bazett is invulnerable until the cinematic cutscene.
Bazett cannot use this move when she only has 1 orb left (for obvious reasons)
The set orbs stay on the field throughout the match
It is recommended to have only 1 set orb on the field (any version) and only use the B version before firing 236236B in a combo
B version places the orb forward. It is recommended to always use this version in a combo
A version places the orb to Bazett's right side
C version places the orb to Bazett's left side
This costs 50 meter.
Toole・Fragarach: Gorging Great Sword of the War God 236236C (Grail Super)
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
4000
All
-
10 + 8
16
21
-11
Bazett punches her opponent into the air before hitting her opponent with all 3 of her orbs.
This attack always does 4000 damage regardless of scaling. It can only be performed after filling the holy grail, placing 2 orbs on the field with 214214B/C and activating with 300 meter.
This reduces your meter to 0.
Fragarach: Gorging Sword of the War God A+B+C (Grail Super)
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
4000
-
-
0
-
-
-
Bazett fires Fragarach after the opponent uses their Super, this requires and costs 1 orb. This attack will hit them first and cancel the effect of the opponent using Super.
There are 2 conditions which ignores this rule:
1. The condition in which she cannot activate this move at all: against a Super that doesn't directly attack, which includes Bazett's Answerer (214214X), Leysritt's Pray White (236236B), Lancer's Ath nGabla (236236B), Saber's Avalon (Activated 214214C) and Caster's Rule Breaker (236236A).
2. Unique interaction between Bazett's Fragarach and Lancer's Gae Bolg: Both attacks will hit, both characters will lose 4000 HP and collapse.
This attack always does 4000 damage regardless of scaling. It can only be performed after filling the holy grail, activating with 300 meter, and pressing A+B+C in response to the opponent's Super
This reduces your meter to 0.
Strategies (WIP)
Dealing Damage
Bazett has good BnB which deals over 5k damage, while maintaining decent meter advantage and limit the opponent from bursting out, in some cases, even for Reflect Guard.
She should mainly focus on using her BnB twice since it can reliably win a round in most cases.
Pressure
Bazett is known to be susceptible to pushblock if she doesn't install her rune and the opponent isn't in the corner. But she can nullify this disadvantage by cornering her opponent.
But before tht happens, she still needs to deal with midscreen pressure
The first rule is to mainly use moves that pushes forward, enough to bypass the pushblock, after that she can install Rune to help her press the attack.
She can use Feet Rune to until she finds an opening (upper or lower guard), or simply break their guard with Fist Rune
after you found an opening or broke their guard, combo them to corner (she only needs 1 combo to do it). In most situations, you do not need to worry about the cost, as she can quickly regain it back (and more).
Punish
Bazett has many options to start a punishing combo, such as 46A/B~B, Backstep > 46C~B, Backstep > 236A~install > 214C, 236X, etc - to punish with high damage combo. Learn her matchups and practice your timing.
Tactics (WIP)
Okizeme (Setplay against Wake Up)
This is especially important as Bazett only needs 2 combos to win around. Do not let the opponent recover.
Once you have knocked down the opponent, Bazett can install Fist rune and ignore their guard with ]X[.
you can also mixup from a variety of her jump attacks, follow by ground mixup
all of her jump attacks can be used as ambiguous cross-ups (the animation is exactly the same, but the direction of attack is either side), it is recommended to end any combo with a Hard Knock Down
Mixup into Guard Break with installed ]X[
Bazett has very high combo potential. On top of having a variety of Normals + Uniques mixup, you can be very unpredictable since most of her Specials can be cancelled into install, then you restart your mixup from Normals.
Intentionally hit into Guard without rune to bait Advance Guard (AKA pushblock)
Intentionally mistime 22C to make it easier to time Reflect Guard
Intentionally drop mixup pressure with Normals/Uniques, and then 22C/Reflect Counter against their attack: this works against impatient opponent who wants to punish you after you hit their Guard.
Reflect Guard > 22C: This helps when you mistime your Reflect Guard, but keep in mind 22C doesn't work against lower attack
Tiger KneE/Single Jump/Double Jump + 214X: use a variety of jumps to alter your relative direction to the opponent and use 214X alternately to get through their Guard.
2C hits low on both hits and can also be cancelled into Specials. Alternate between letting it do double low hits or cancel it on the first hit into overhead 214C to go through Guard
mixup 46C > throw: alternate this with 46C~X to make sure they cannot predict what you're up to
mixup > fist rune > ]X[: sometimes the opponent might try to punish you when you install during mixup, use ]X[ to exploit its i-frame and punish them. But even if they don't try to punish install, they still can't guard installed ]X[
It's possible that the opponent will try to Reflect Guard against Bazett's ]X[ sometimes. Do not be stingy with using your own Reflect Guard to punish theirs. even if they fail to use it and you waste it as a result, you can still continue your combo and regain the meter back easily
Dealing with pushblock (without corner or rune)
mix in 22C sometimes to let them waste meter
214A has to be pushblocked twice to completely create a distance, use this to waste their pushblock
214C completely ignores pushblock
Combos (WIP)
Charge Punch: [X] > ]X[
This is the core combo opener, try to always hold an attack button while altering them, since you never know when you can start a combo.
Please note that ideally you do not want to use any normals at all, or as little as possible. They're very weak and will lower the damage scale, making your combo less effective.
The main reason to use any normals would be disorienting the opponent so you can find an opening to combo.
Uniques Chain Order
6A > 6B > 6C
Again, you want to omit as much as possible. 6B > 6C strikes a great balance between speed and damage for your combo
Omit 1 charge punch loop if you find it difficult to connect 6239B after installing feet rune with 623A~B
if the distance is still too far from the corner, replace the first few j.214A with j.214B and adjust your combo accordingly.
Feet Rune Loop
[22B > {623B > dj > j.B > j.214A}x3 > 623B > dj > j.B> j.214B]xn
It's possible to ToD any character with this loop, use it after feet rune j.214B. Keep in mind it also puts Bazett at risk. As she will be in the air a lot and is prone to getting bursted.
It's still her best method of dealing damage against an opponent who decides not to burst, or against a computer
Demonstrations
Bazett's combo potential is extremely high. But in competitive scene, you might want to minimize any factors that the opponent can use for comeback.
Okizeme is known as the wake up game, to hit the opponent when their options are limited. in this game the major threat to this technique is known as "Meter Wake Up" which the victim can spend meter to wake up more safely from a Hard Knock Down.
For Bazett to safely apply Okizeme, it is important to deplete their meter to be below 30% so they will not be able to use 623C reversal. On top of that, "Cross Up" is required so they cannot back dash.
For this ToD to be truly unburstable, 3 conditions must be met
Bazett must have at least 100% meter
The victim must have 10k remaining HP or less
The victim must have less than 110% meter
If they have more than 150%, don't use any of the super or activation, because they will be able to burst before she can fire 236236B, wasting the combo
VERY IMPORTANT: ONLY USE 214214B, not A or C. Only the B version place the orbs in front of Bazett, allowing for the follow up 236236B to deal unscaled 3500 damage.
Her punish combo are almost identical to any of her combo, except she no longer needs any normals or uniques. Which means she will deal optimal damage.
Bazett utilizes 46A/B and backstep to dodge incoming attacks then quickly punish with 46X~B (mainly), or other moves which offer less combo potential.
Backstep > 46C~B > combo
Backstep > 236A~B (feet rune) > combo
Backstep > 46C~A~B (feet rune) > combo
46C~B is punishable if Bazett misread the situation and land on guard. But it offers the most damage. If you realize you mess up and have already used 46C, use A instead so you won't be forced to use Reflect Guard.
214C > Combo
This only works if you predict the opponent to uses an attack that can be jumped over. It's not as reliable as Backstep > 46C~X but it's there.