Tatsunoko vs Capcom: Ultimate All Stars/Tekkaman Blade: Difference between revisions
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* Decent zoning but can get overwhelmed if outzoned | * Decent zoning but can get overwhelmed if outzoned | ||
}}}} | |||
}} | }} | ||
=Moves List= | |||
{{TvCOverviewHeader | |||
|header=Normal Moves | |||
|move={{TvC-Colors|blue|5A}}<br>[[File:Blade 5A.webm|thumb]] | |||
|startup=6 | |||
|active=2 | |||
|recovery=24 | |||
|blockadv=- | |||
|damage=940 | |||
|properties=- | |||
|notes=Decent length, decent damage. Chains into itself.<br>Does not have much coverage below Blade's hand, can occasionally whiff on certain characters during certain animations (especially Roll). | |||
}} | |||
{{TvCOverview | |||
|move={{TvC-Colors|blue|2A}} <br>[[File:Blade 2A.webm|thumb]] | |||
|startup=8 | |||
|active=2 | |||
|recovery=- | |||
|blockadv=- | |||
|damage=940 | |||
|properties=- | |||
|notes=Ghetto anti-air. Chains into itself. | |||
}} | |||
{{TvCOverview | |||
|move={{TvC-Colors|yellow|5B}} <br>[[File:Blade 5B.webm|thumb]] | |||
|startup=11 | |||
|active=- | |||
|recovery=- | |||
|blockadv=- | |||
|damage=1800 | |||
|properties=- | |||
|notes=Even ghetto'r anti air but look at that damage | |||
}} | |||
{{TvCOverview | |||
|move={{TvC-Colors|yellow|2B}} <br>[[File:Blade 2B.webm|thumb]] | |||
|startup=9 | |||
|active=- | |||
|recovery=- | |||
|blockadv=- | |||
|damage=1780 | |||
|properties=- | |||
|notes=Far-reaching and pretty fast low poke.<br>One of Blade's best buttons for whiff punishing and for propelling himself forwards in combos. | |||
}} | |||
{{TvCOverview | |||
|move={{TvC-Colors|red|5C}} <br>[[File:Blade 5C.webm|thumb]] | |||
|startup=17 | |||
|active=- | |||
|recovery=- | |||
|blockadv=- | |||
|damage=2850 | |||
|properties=- | |||
|notes=Great range, but bit slow to start. Like 2B, moves Blade forward quite a bit. | |||
}} | |||
{{TvCOverview | |||
|move={{TvC-Colors|red|2C}} <br>[[File:Blade 2C.webm|thumb]] | |||
|startup=20 | |||
|active=- | |||
|recovery=- | |||
|blockadv=- | |||
|damage=3020 | |||
|properties=Low | |||
|notes=A far-reaching, low-hitting stab that does a decent chunk of damage and knocks down.<br>Blade's only chain route out of this move is into {{TvC-Colors|red|4C}}. Not special or super cancelable, but can be baroque'd. | |||
}} | |||
{{TvCOverview | |||
|move={{TvC-Colors|red|3C}} <br>[[File:Blade 3C.webm|thumb]] | |||
|startup=16 | |||
|active=- | |||
|recovery=- | |||
|blockadv=- | |||
|damage=3000 | |||
|properties=Launcher | |||
|notes=Launcher. Good disjointed hitbox, but not quite Morrigan 3C good. | |||
}} | |||
{{TvCOverview | |||
|move={{TvC-Colors|red|4C}} <br>[[File:Blade 4C.webm|thumb]] | |||
|startup=16 | |||
|active=- | |||
|recovery=- | |||
|blockadv=- | |||
|damage=3000 | |||
|properties=Autoguard (High) | |||
|notes=Long-reaching swipe with high autoguard. Autoguard is '''not''' instant, and does not last all the way to the move's active frames, but it still has a big enough window to make this move very usable on defense if timed right, especially on opponents that want to come at you from the air. Doesn't chain into any other normals and is slow to recover, so be ready to special cancel into something and call assist if you are going to commit. | |||
}} | |||
{{TvCOverview | |||
|move={{TvC-Colors|blue|j.A}} <br>[[File:Blade jA.webm|thumb]] | |||
|startup=6 | |||
|active=6 | |||
|recovery=- | |||
|blockadv=- | |||
|damage=1020 | |||
|properties=Overhead | |||
|notes=A jumping jab, really good hitbox, not too active but active enough | |||
}} | |||
{{TvCOverview | |||
|move={{TvC-Colors|yellow|j.B}} <br>[[File:Blade jB.webm|thumb]] | |||
|startup=11 | |||
|active=2 | |||
|recovery=- | |||
|blockadv=- | |||
|damage=1580 | |||
|properties=Overhead | |||
|notes=Similar hitbox to j.A, but slower, lower, and not nearly as active. A bit awkward to use in neutral, but an important piece of this relaunch combo. | |||
}} | |||
{{TvCOverview | |||
|move={{TvC-Colors|red|j.C}} <br>[[File:Blade jC.webm|thumb]] | |||
|startup=15 | |||
|active=8 | |||
|recovery=- | |||
|blockadv=- | |||
|damage=4056 | |||
|properties=Overhead | |||
|notes=Second best pizza cutter, hits twice, lots of hitstun for grounded opponents, tough to challenge, hits all around Blade. | |||
}} | |||
{{TvCOverview | |||
|move={{TvC-Colors|red|j.2C}} <br>[[File:Blade j2C.webm|thumb]] | |||
|startup=10 | |||
|active=- | |||
|recovery=- | |||
|blockadv=- | |||
|damage=- | |||
|properties=Overhead | |||
|notes=Helmbreaker. Hits overhead, causes a hard knockdown, special cancelable on landing, and hits OTG. The lynchpin of Blade's relaunch combos, and a meme-y defense check.<br>Move does not chain from any of Blade's air normals, if you want to go from {{TvC-Colors|yellow|j.B}} to {{TvC-Colors|red|j.2C}}, you will need to jump cancel the {{TvC-Colors|yellow|j.B}} and then go for the stab. | |||
}} | }} | ||
{{TvCOverviewHeader | |||
|header=Universal Mechanics | |||
|move='''VAR Starter''' | |||
|startup=14 | |||
|active=- | |||
|recovery=- | |||
|blockadv=- | |||
|damage=3200 | |||
|properties=- | |||
|notes=- | |||
}} | }} | ||
= | {{TvCOverview | ||
|move='''Crossover Counter''' | |||
|startup=33 | |||
|active=- | |||
|recovery=- | |||
|blockadv=- | |||
|damage=2400 | |||
|properties=- | |||
|notes=- | |||
}} | |||
{{TvCOverview | |||
|move='''Forward Throw''' | |||
|startup=- | |||
|active=- | |||
|recovery=- | |||
|blockadv=- | |||
|damage=5600 | |||
|properties=Throw | |||
|notes=- | |||
}} | |||
{{TvCOverview | |||
|move='''Back Throw''' | |||
|startup=- | |||
|active=- | |||
|recovery=- | |||
|blockadv=- | |||
|damage=5432 | |||
|properties=Throw | |||
|notes=- | |||
}} | |||
{{TvCOverview | |||
|move='''Air Forward Throw''' | |||
|startup=- | |||
|active=- | |||
|recovery=- | |||
|blockadv=- | |||
|damage=6400 | |||
|properties=Throw | |||
|notes=- | |||
}} | |||
{{TvCOverview | |||
|move='''Air Back Throw''' | |||
|startup=- | |||
|active=- | |||
|recovery=- | |||
|blockadv=- | |||
|damage=8096 | |||
|properties=Throw | |||
|notes=Why does an air back throw have so much damage????? At super jump height it'll do over 10Bil easy which is the same damage as '''{{TvC-Colors|green|Crash Intrude}}''' | |||
}} | |||
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{{TvCOverviewHeader | |||
|header=Special Moves | |||
|move={{TvC-Colors|green|Shamshir <br> Mash X}} <br>[[File:Blade Shamshir.webm|thumb]] | |||
|| | |startup=9/11/16 | ||
|active=- | |||
|recovery=- | |||
|blockadv=- | |||
|damage=3255/5037/6859 | |||
|properties=- | |||
|notes=Blade takes his lance and swings it around his head. The hitbox is crazy big. Blade is punishable IF you can tell which version he's using | |||
}} | |||
| | {{TvCOverview | ||
| | |move={{TvC-Colors|green|Baselard <br> 236X}} <br>[[File:Blade base L.webm|thumb|''{{TvC-Colors|blue|A}}'']] <br> [[File:Blade B Base.webm|thumb|''{{TvC-Colors|yellow|B}}'']] <br> [[File:Blade Base H.webm|thumb|''{{TvC-Colors|red|C}}'']] | ||
| | |startup=16/21/26 | ||
| | |active=- | ||
| | |recovery=- | ||
| | |blockadv=- | ||
| | |damage=2300/4380 | ||
|- | |properties=Hard Knockdown | ||
| | |notes=Blade separates his lance and tosses it.<br> | ||
|[[File:Blade base L.webm|thumb|''{{TvC-Colors|blue|A}}'']] <br> [[File:Blade B Base.webm|thumb|''{{TvC-Colors|yellow|B}}'']] <br> [[File:Blade Base H.webm|thumb|''{{TvC-Colors|red|C}}'']] | |||
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*{{TvC-Colors|blue|A}} Version is a regular, horizontal projectile with pretty great untech time. '''''In the air, the lance is thrown diagonally downward. Blade can also act out of this move once it recovers.''''' Key move for both Blade's neutral and combo game.<br> | *{{TvC-Colors|blue|A}} Version is a regular, horizontal projectile with pretty great untech time. '''''In the air, the lance is thrown diagonally downward. Blade can also act out of this move once it recovers.''''' Key move for both Blade's neutral and combo game.<br> | ||
*{{TvC-Colors|yellow|B}} version is anti-air hitgrab. '''''In air it becomes horizontal hitgrab. On Hit, Blade retains his air actions after the animation plays.'''''<br> | *{{TvC-Colors|yellow|B}} version is anti-air hitgrab. '''''In air it becomes horizontal hitgrab. On Hit, Blade retains his air actions after the animation plays.'''''<br> | ||
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'''BEWARE!''' Hitgrab versions are completely uncancelable on whiff or block, from Baroque, to supers, to even Megacrash. In the air, Blade can literally do nothing until he touches the ground besides calling assist, provided itβs available. | '''BEWARE!''' Hitgrab versions are completely uncancelable on whiff or block, from Baroque, to supers, to even Megacrash. In the air, Blade can literally do nothing until he touches the ground besides calling assist, provided itβs available. | ||
|- | }} | ||
|[[File:Blade Charge B.webm|thumb|''{{TvC-Colors|blue|A}}'' / ''{{TvC-Colors|yellow|B}}'']] <br> [[File:Blade charge C.webm|thumb|''{{TvC-Colors|red|C}}'']] | |||
| | {{TvCOverview | ||
| | |move={{TvC-Colors|green|Katzbalger <br> [2]->8X}} <br>[[File:Blade Charge B.webm|thumb|''{{TvC-Colors|blue|A}}'' / ''{{TvC-Colors|yellow|B}}'']] <br> [[File:Blade charge C.webm|thumb|''{{TvC-Colors|red|C}}'']] | ||
| | |startup=20 | ||
| | |active=- | ||
| | |recovery=- | ||
| | |blockadv=- | ||
| | |damage=3329/4273/6495 | ||
|properties=Wallbounce | |||
|notes=Blade spins his lance actually above his head this time.<br> | |||
*{{TvC-Colors|blue|A}} and {{TvC-Colors|yellow|B}} are pure anti-air attacks.<br> | *{{TvC-Colors|blue|A}} and {{TvC-Colors|yellow|B}} are pure anti-air attacks.<br> | ||
*{{TvC-Colors|red|C}} version starts as an anti-air, then carries to the wall for a wallbounce. '''''3C sjc (delay) j.BB jc. j.[2]C (land) 8C''''' is a beginner's relaunch.<br> | *{{TvC-Colors|red|C}} version starts as an anti-air, then carries to the wall for a wallbounce. '''''3C sjc (delay) j.BB jc. j.[2]C (land) 8C''''' is a beginner's relaunch.<br> | ||
Note that while {{TvC-Colors|red|C}} Katzbalger is a very potent combo/corner carry tool, it does leave your back to the corner after you wallbounce the opponent. Savvy opponents will take that opportunity to burst you into the corner, so be on the lookout. | Note that while {{TvC-Colors|red|C}} Katzbalger is a very potent combo/corner carry tool, it does leave your back to the corner after you wallbounce the opponent. Savvy opponents will take that opportunity to burst you into the corner, so be on the lookout. | ||
}} | |||
| | |||
| | {{TvCOverview | ||
| | |move={{TvC-Colors|green|Falchion <br> 214X}} <br>[[File:Blade Falchion.webm|thumb]] | ||
| | |startup=11 | ||
| | |active=- | ||
| | |recovery=- | ||
| | |blockadv=- | ||
| | |damage=3850/5498/6949 | ||
|properties=- | |||
|notes=AKA Rapid Slash. Blade speeds forward a distance based on button strength, leaving his lance in place and passing through opponents. Once Blade reaches his destination, he pulls the lance back to him, shredding anything in its path, as well as pulling them into Blade.<br> | |||
EZ Bake cross-up special that links into {{TvC-Colors|blue|5A}} for a full combo on most hits.<br> | EZ Bake cross-up special that links into {{TvC-Colors|blue|5A}} for a full combo on most hits.<br> | ||
No hitbox until Blade stops and his lance starts moving. There is a gap where it is quite easy to react to this move by either jabbing or throwing Blade as he's passing through you, but this can be mitigated with an assist to cover the gap.<br> | No hitbox until Blade stops and his lance starts moving. There is a gap where it is quite easy to react to this move by either jabbing or throwing Blade as he's passing through you, but this can be mitigated with an assist to cover the gap.<br> | ||
Can be baroque'd before the move's hitbox comes out, making this a potent move for setting up baroque unblockables. | Can be baroque'd before the move's hitbox comes out, making this a potent move for setting up baroque unblockables. | ||
}} | |||
| | {{TvCOverviewHeader | ||
|header=Super Moves | |||
|move={{TvC-Colors|green|Crash Intrude <br> 236XX}} <br>[[File:Blade Crash.webm|thumb]] | |||
|startup=1+2 | |||
|active=- | |||
|| | |recovery=- | ||
|blockadv=- | |||
|damage=9958 | |||
|properties=- | |||
|notes=Blade flies across the screen and ping-pongs the enemy around. Air OK.<br> | |||
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Contender for one of the best supers in the game. It does solid damage on its own, and gives a guaranteed {{TvC-Colors|red|j.2C}} OTG followup, it bypasses hyper armor by virtue of being a cinematic super, and to top it off it also has '''insanely fast''' startup and travels nearly full screen, giving Blade an extremely easy way to convert random hits at damn near any distance, or sometimes even blow up gaps in pressure.<br> | Contender for one of the best supers in the game. It does solid damage on its own, and gives a guaranteed {{TvC-Colors|red|j.2C}} OTG followup, it bypasses hyper armor by virtue of being a cinematic super, and to top it off it also has '''insanely fast''' startup and travels nearly full screen, giving Blade an extremely easy way to convert random hits at damn near any distance, or sometimes even blow up gaps in pressure.<br> | ||
Only caveats to this move are that it has no invuln and will lose to any buttons that are already out, and being a cinematic super, you can't DHC out of it after it hits. | Only caveats to this move are that it has no invuln and will lose to any buttons that are already out, and being a cinematic super, you can't DHC out of it after it hits. | ||
}} | |||
| | |||
| | {{TvCOverview | ||
| | |move={{TvC-Colors|green|Voltekka <br> 623XX}} <br>[[File:Blade Voltekka.webm|thumb]] | ||
| | |startup=22+10 | ||
| | |active=- | ||
| | |recovery=- | ||
| | |blockadv=- | ||
| | |damage=13987 | ||
|properties=- | |||
|notes=Blade aims diagonally upwards and fires a Voltekka.<br> | |||
Does solid enough damage, but Blade's opportunities to use this move are limited by its terrible startup. Being his only non-cinematic super, this is the only super he can DHC out of on hit, and it's what he does in a team hyper combo. | Does solid enough damage, but Blade's opportunities to use this move are limited by its terrible startup. Being his only non-cinematic super, this is the only super he can DHC out of on hit, and it's what he does in a team hyper combo. | ||
}} | |||
| | |||
| | {{TvCOverview | ||
| | |move={{TvC-Colors|green|Omnidirectional Super Voltekka <br> 6324XX}} <br>[[File:Blade omni.webm|thumb]] | ||
| | |startup=7+20 | ||
| | |active=- | ||
| | |recovery=- | ||
| | |blockadv=- | ||
| | |damage=22051 (20350 if missed) | ||
|properties=- | |||
|notes=Blade goes into Blaster Mode and shoots out a small circular shockwave, which on hit will go into a cinematic Blaster Voltekka. Gives enough time for Blade to get a guaranteed {{TvC-Colors|red|j.2C}} followup. Air OK.<br> | |||
Interestingly, if the initial shockwave does not hit, Blade will still fire a non-cinematic Voltekka anyways after a short delay, doing a hefty amount of damage if the opponent lets it hit them, for some reason. Blade goes into a reeling animation like OG Tekkaman if you get this non-cinematic version, making it horrifically punishable.<br> | Interestingly, if the initial shockwave does not hit, Blade will still fire a non-cinematic Voltekka anyways after a short delay, doing a hefty amount of damage if the opponent lets it hit them, for some reason. Blade goes into a reeling animation like OG Tekkaman if you get this non-cinematic version, making it horrifically punishable.<br> | ||
Blade does have some invuln on this move's start-up, however, the extended start-up, meter cost, and the risk involved severely limits using the move as a call-out.<br> | Blade does have some invuln on this move's start-up, however, the extended start-up, meter cost, and the risk involved severely limits using the move as a call-out.<br> | ||
'''''Initial shockwave will break hyper armor.''''' | '''''Initial shockwave will break hyper armor.''''' | ||
}} | |||
=The Basics= | =The Basics= |
Revision as of 12:27, 3 October 2024
Introduction
Takaya Aiba is captured by the rings of Saturn to fight off space bugs as Tekkaman Blade.
Gameplay
Strengths | Weaknesses |
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Moves List
Normal Moves
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
5A |
6 | 2 | 24 | - | 940 | - | Decent length, decent damage. Chains into itself. Does not have much coverage below Blade's hand, can occasionally whiff on certain characters during certain animations (especially Roll). |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
2A |
8 | 2 | - | - | 940 | - | Ghetto anti-air. Chains into itself. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
5B |
11 | - | - | - | 1800 | - | Even ghetto'r anti air but look at that damage |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
2B |
9 | - | - | - | 1780 | - | Far-reaching and pretty fast low poke. One of Blade's best buttons for whiff punishing and for propelling himself forwards in combos. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
5C |
17 | - | - | - | 2850 | - | Great range, but bit slow to start. Like 2B, moves Blade forward quite a bit. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
2C |
20 | - | - | - | 3020 | Low | A far-reaching, low-hitting stab that does a decent chunk of damage and knocks down. Blade's only chain route out of this move is into 4C. Not special or super cancelable, but can be baroque'd. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
3C |
16 | - | - | - | 3000 | Launcher | Launcher. Good disjointed hitbox, but not quite Morrigan 3C good. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
4C |
16 | - | - | - | 3000 | Autoguard (High) | Long-reaching swipe with high autoguard. Autoguard is not instant, and does not last all the way to the move's active frames, but it still has a big enough window to make this move very usable on defense if timed right, especially on opponents that want to come at you from the air. Doesn't chain into any other normals and is slow to recover, so be ready to special cancel into something and call assist if you are going to commit. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
j.A |
6 | 6 | - | - | 1020 | Overhead | A jumping jab, really good hitbox, not too active but active enough |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
j.B |
11 | 2 | - | - | 1580 | Overhead | Similar hitbox to j.A, but slower, lower, and not nearly as active. A bit awkward to use in neutral, but an important piece of this relaunch combo. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
j.C |
15 | 8 | - | - | 4056 | Overhead | Second best pizza cutter, hits twice, lots of hitstun for grounded opponents, tough to challenge, hits all around Blade. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
j.2C |
10 | - | - | - | - | Overhead | Helmbreaker. Hits overhead, causes a hard knockdown, special cancelable on landing, and hits OTG. The lynchpin of Blade's relaunch combos, and a meme-y defense check. Move does not chain from any of Blade's air normals, if you want to go from j.B to j.2C, you will need to jump cancel the j.B and then go for the stab. |
Universal Mechanics
Universal Mechanics
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
VAR Starter | 14 | - | - | - | 3200 | - | - |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Crossover Counter | 33 | - | - | - | 2400 | - | - |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Forward Throw | - | - | - | - | 5600 | Throw | - |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Back Throw | - | - | - | - | 5432 | Throw | - |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Air Forward Throw | - | - | - | - | 6400 | Throw | - |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Air Back Throw | - | - | - | - | 8096 | Throw | Why does an air back throw have so much damage????? At super jump height it'll do over 10Bil easy which is the same damage as Crash Intrude |
Special Moves
Special Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Shamshir Mash X |
9/11/16 | - | - | - | 3255/5037/6859 | - | Blade takes his lance and swings it around his head. The hitbox is crazy big. Blade is punishable IF you can tell which version he's using |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Baselard 236X |
16/21/26 | - | - | - | 2300/4380 | Hard Knockdown | Blade separates his lance and tosses it.
Hitgrab versions break through hyper armor, making those versions very good against giants. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Katzbalger [2]->8X |
20 | - | - | - | 3329/4273/6495 | Wallbounce | Blade spins his lance actually above his head this time.
|
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Falchion 214X |
11 | - | - | - | 3850/5498/6949 | - | AKA Rapid Slash. Blade speeds forward a distance based on button strength, leaving his lance in place and passing through opponents. Once Blade reaches his destination, he pulls the lance back to him, shredding anything in its path, as well as pulling them into Blade. EZ Bake cross-up special that links into 5A for a full combo on most hits. |
Super Moves
Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Crash Intrude 236XX |
1+2 | - | - | - | 9958 | - | Blade flies across the screen and ping-pongs the enemy around. Air OK. Contender for one of the best supers in the game. It does solid damage on its own, and gives a guaranteed j.2C OTG followup, it bypasses hyper armor by virtue of being a cinematic super, and to top it off it also has insanely fast startup and travels nearly full screen, giving Blade an extremely easy way to convert random hits at damn near any distance, or sometimes even blow up gaps in pressure. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Voltekka 623XX |
22+10 | - | - | - | 13987 | - | Blade aims diagonally upwards and fires a Voltekka. Does solid enough damage, but Blade's opportunities to use this move are limited by its terrible startup. Being his only non-cinematic super, this is the only super he can DHC out of on hit, and it's what he does in a team hyper combo. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Omnidirectional Super Voltekka 6324XX |
7+20 | - | - | - | 22051 (20350 if missed) | - | Blade goes into Blaster Mode and shoots out a small circular shockwave, which on hit will go into a cinematic Blaster Voltekka. Gives enough time for Blade to get a guaranteed j.2C followup. Air OK. Interestingly, if the initial shockwave does not hit, Blade will still fire a non-cinematic Voltekka anyways after a short delay, doing a hefty amount of damage if the opponent lets it hit them, for some reason. Blade goes into a reeling animation like OG Tekkaman if you get this non-cinematic version, making it horrifically punishable. |