Crowspaceboy (talk | contribs) No edit summary |
Crowspaceboy (talk | contribs) |
||
Line 11: | Line 11: | ||
* '''Command Grab:''' For some reason, Blood has a combo-starting command grab, so in addition to being arguably the strongest mid-range striker in the game, he is in contention for the best grappler in the game, too. Not only does he just normally get big damage off of it, he also gets... | * '''Command Grab:''' For some reason, Blood has a combo-starting command grab, so in addition to being arguably the strongest mid-range striker in the game, he is in contention for the best grappler in the game, too. Not only does he just normally get big damage off of it, he also gets... | ||
* '''Time Stop:''' It's hard to argue that there's a better Plasma Field in the game than Time Stop. Once it connects, Blood gets a anywhere juggle that loops in on itself if he has more meter after the Time Stop ends. This can also be comboed off of his command grab, making him arguably the best grappler in the game. (Or at least, making the argument for it between himself/Gamof.) | * '''Time Stop:''' It's hard to argue that there's a better Plasma Field in the game than Time Stop. Once it connects, Blood gets a anywhere juggle that loops in on itself if he has more meter after the Time Stop ends. This can also be comboed off of his command grab, making him arguably the best grappler in the game. (Or at least, making the argument for it between himself/Gamof.) | ||
* '''Normal Grab Combos Into Super (Shaker only):''' While somewhat redundant considering the character can already do command grab combos for more damage, Normal Throw -is- a frame faster and slightly less vulnerable on whiff. | |||
| cons= | | cons= | ||
* '''Awful whiff recovery:''' Blood's strings and special moves tend to be quite bad if they whiff, moreso than average for other characters. This is a big part of the reason this character isn't top tier, as the variability of how his more advanced combos hit can make it somewhat difficult to keep combos consistent across cast and situation. Perhaps most notably, his fastest button is 5K at i12, but each part of the string from 5K up until the special cancel point is extremely laggy on whiff. | * '''Awful whiff recovery:''' Blood's strings and special moves tend to be quite bad if they whiff, moreso than average for other characters. This is a big part of the reason this character isn't top tier, as the variability of how his more advanced combos hit can make it somewhat difficult to keep combos consistent across cast and situation. Perhaps most notably, his fastest button is 5K at i12, but each part of the string from 5K up until the special cancel point is extremely laggy on whiff. |
Revision as of 07:14, 9 January 2025
Introduction
Story
Overview
(Insert brief description about character and how they play, other details)
Strengths | Weaknesses |
---|---|
|
|
Default VS Mirror
Move List
Vertical 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 |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Horizontal Normals
2B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 18 | - | - | - | -8 | -9 | - | Low | |
A large range low with mediocre frame data and slow startup. Not a lot to write home about, but it does the job and is balanced out by other tools in Blood's toolkit being wild. |
Kick Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
2K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Low | 14 | - | - | - | -4 | -6 | - | Ground | |
Low hit confirm into 2KK string or Rekka cancel. Unfortunately, 2KK won't hit some characters when standing, so this single poke into Rekka is generally more stable (although more difficult to correctly perform, as the quick input means you might accidently do DP instead..) |
2KK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Low | 14 | - | - | - | -5 | -6 | - | Ground | |
Low hit confirm string into Rekka cancel. Unfortunately, 2KK won't hit some characters when standing. These characters include: Blood/Shaker, Both Bilstiens, Cats, and Kaede/Rain. |
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
Dark Surprise (1,2)
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 17 | - | - | - | -6, -7 | -6, -7 | - | Ground | |
This is a 17 frame rekka with gigantic range and gigantic damage. The fact that it's safe on block and allows Blood to make any special cancelable string safe is vital to playing the character. The first two hits are both safe and only have a frame difference between the two. |
Fatal Edge 623A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 45 | - | - | - | X | -34 | - | Ground | |
A big forward stab with lots of pushout used almost exclusively for Time Stop combos. It's called "fatal edge" because if you accidently do it outside of Time Stop, you'll probably die. Or, at least, you should, if your opponent is paying attention. |
Evil Storm 236K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 33 | - | - | - | - | -40 | - | Ground | |
A slow shoulder tackle into an uppercut. Generally only used to end Time Stop combos for obvious reasons when you look at its startup and recovery. Some characters can even get jump ins after blocking it. |
Teleportation (Ground)
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
Blood disappears and then reappears, frozen in place for a bit on the ground. Cannot act until frame 69. (Not a joke.) Disappears on frame 14, reappears on frame 51. Generally only useful as a fake for the far better air teleport, specifically to bait out slower anti-airs that might otherwise thwart it. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Gauge Moves
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 |
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 |
---|---|---|---|---|---|---|---|---|---|
- | - | 10 | - | - | - | - | - | - | Ground |