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{{CBMoveListHeaderLarge}} | {{CBMoveListHeaderLarge}} | ||
{{CBMoveListRow | L|Standing Light|Fast, chains into every other normal, combos into everything but Break Shaft and Heavy Gatling Rod, your jab of choice}} | {{CBMoveListRow | L|Standing Light|Fast, chains into every other normal, combos into everything but Break Shaft and Heavy Gatling Rod, your jab of choice}} | ||
{{CBMoveListRow | d + L|Crouching Light|Less range than standing | {{CBMoveListRow | {{d}} + L|Crouching Light|Less range than standing L, doesn't deal arm damage, hits MID, can only {{cancel}} into heavy normals, this one is not as good}} | ||
{{CBMoveListRow | f f + L|Dashing Light|Hits mid and only the first two hits are cancellable, making it | {{CBMoveListRow | {{f}} f + L|Dashing Light|Hits mid and only the first two hits are cancellable, making it useless to use at more than 60% of the screen away}} | ||
{{CBMoveListRow | H|Standing Heavy|Two hits combo filler, combos into everything, can link back to | {{CBMoveListRow | H|Standing Heavy|Two hits combo filler, combos into everything, can link back to both L if charge cancelled. Be careful of the long recovery}} | ||
{{CBMoveListRow | d + H|Crouching Heavy|Great sweep, your only low, cancelling it into charge is an easy way to build meter and still have time for pursuit}} | {{CBMoveListRow | {{d}} + H|Crouching Heavy|Great sweep, your only {{low}} , cancelling it into charge is an easy way to build meter and still have time for pursuit}} | ||
{{CBMoveListRow | f f + H|Dashing Heavy|Fast shoulder bash, always cancellable on block and hit. Will switch side in the corner with enough momentum}} | {{CBMoveListRow | {{f}} f + H|Dashing Heavy|Fast shoulder bash, always cancellable on block and hit. Will switch side in the corner with enough momentum}} | ||
{{CBMoveListRow | Air + L|Jumping Light|Has a crossup hitbox and less pushback than Jumping Heavy, but obviously less hitstun}} | {{CBMoveListRow | Air + L|Jumping Light|Has a crossup hitbox and less pushback than Jumping Heavy, but obviously less hitstun}} | ||
{{CBMoveListRow | Air + H|Jumping Heavy|Hitbox isn't as big as the sprite makes it look like, but it's still large enough to surprise people. Large pushback makes it unlikely you'll be in range for a full combo after landing}} | {{CBMoveListRow | Air + H|Jumping Heavy|Hitbox isn't as big as the sprite makes it look like, but it's still large enough to surprise people. Large pushback makes it unlikely you'll be in range for a full combo after landing}} | ||
{{CBMoveListRow | Air d + H|Crouching Heavy|OTG Only hits directly below and won't hit from a neutral jump, bounces on hit and block letting you act again for some weird pressure. Can crossup but your VA won't turn on its own making you vulnerable}} | {{CBMoveListRow | Air {{d}} + H|Crouching Heavy|OTG Only hits directly below and won't hit from a neutral jump, bounces on hit and block letting you act again for some weird pressure. Can crossup but your VA won't turn on its own making you vulnerable}} | ||
{{SGMoveListFooter}} | {{SGMoveListFooter}} | ||
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=====Target Combos===== | =====Target Combos===== | ||
{{CBMoveListHeaderLarge}} | {{CBMoveListHeaderLarge}} | ||
{{CBMoveListRow | L > | {{CBMoveListRow | L > L|One-Two|Mostly same as standing L , cannot chain into crouching L}} | ||
{{SGMoveListFooter}} | {{SGMoveListFooter}} | ||
=====Throws===== | =====Throws===== | ||
{{CBMoveListHeaderLarge}} | {{CBMoveListHeaderLarge}} | ||
{{CBMoveListRow |b or f + Atk|Light & Heavy Throws|Throw}} | {{CBMoveListRow |b or {{f}} + Atk|Light & Heavy Throws|Throw}} | ||
{{CBMoveListRow |b or f + Atk|Pickup Throw|Throw | {{CBMoveListRow |b or {{f}} + Atk|Pickup Throw|Throw {{otg}}}} | ||
{{CBMoveListRow |[[image:qcfd.png]] + Atk|Disassemble|Throw Armed opponent only}} | {{CBMoveListRow |[[image:qcfd.png]] + Atk|Disassemble|Throw Armed opponent only}} | ||
{{CBMoveListRow |f df + H|Direct Press|Throw}} | {{CBMoveListRow |f {{df}} + H|Direct Press|Throw}} | ||
{{CBMoveListRow |<nowiki>during Light Throw</nowiki> d + L H|Direct Press (Alternative)|Timing is ambiguous, try mashing}} | {{CBMoveListRow |<nowiki>during Light Throw</nowiki> {{d}} + L H|Direct Press (Alternative)|Timing is ambiguous, try mashing}} | ||
{{SGMoveListFooter}} | {{SGMoveListFooter}} | ||
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=====Special Moves===== | =====Special Moves===== | ||
{{CBMoveListHeaderLarge}} | {{CBMoveListHeaderLarge}} | ||
{{CBMoveListRow |hcf + Atk|Break Shaft|cptr Does not knock down if comboed into}} | {{CBMoveListRow |hcf + Atk|Break Shaft|cptr Does not knock down if comboed into, only really useful as a long range frametrap}} | ||
{{CBMoveListRow |dp + Atk|Full Metal Charge|}} | {{CBMoveListRow |dp + Atk|Full Metal Charge|Your reversal}} | ||
{{CBMoveListRow |qcb + Atk|Gatling Rod| | {{CBMoveListRow |qcb + Atk|Gatling Rod| L version deals 4 hits while the H version deals 8 hits, moves forward and knocks down. Deals a large amount of chip}} | ||
{{CBMoveListRow |d u + Atk|Needle Press|Pursuit}} | {{CBMoveListRow |d {{u}} + Atk|Needle Press|Pursuit}} | ||
{{SGMoveListFooter}} | {{SGMoveListFooter}} | ||
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=====Cyber-EX Moves===== | =====Cyber-EX Moves===== | ||
{{CBMoveListHeaderLarge}} | {{CBMoveListHeaderLarge}} | ||
{{CBMoveListRow |qcf qcf + Atk|Planet Smasher|}} | {{CBMoveListRow |qcf {{qcf}} + Atk|Planet Smasher|Blodia rushes forward and start a series of attack on contact. Not invul, deals strong damage on hit and block. Hitting an airborne opponent will leave you vulnerable}} | ||
{{CBMoveListRow | L H|Giga Burst|OTG}} | {{CBMoveListRow | L H|Giga Burst|OTG}} | ||
{{SGMoveListFooter}} | {{SGMoveListFooter}} | ||
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==Combos== | ==Combos== | ||
=====Midscreen===== | =====Midscreen===== | ||
*j.H>5H> | cc: charge cancel | ||
*5L>2H>cc(>28L) | |||
*5H>cc>5L>2H | |||
*j.H>5H>214H(>28L) | |||
*5H>214L>236236L | *5H>214L>236236L | ||
[[Category:Cyberbots: Fullmetal Madness]] |
Latest revision as of 00:06, 9 December 2020


BX-02 Blodia
BX-02 Blodia | |
Weapon: | Assault Satellite |
Arm Part: | Power Knuckle |
Leg Part: | Command Walker |
Defense Modifier: | 1.00 |
Boost Type: | Dash |
Boost Count: | 2 |
Summary
Blodia is a straightforward VA who focuses on staying on top of the opponent and having unrivaled flair and style in his moves. Blodia's pursuit move Needle Press allows him to easily keep pressure on a knocked down opponent even if they ground tech or roll away; and since all of Blodia's special moves knock down and can be comboed into via his instant overhead, he can be a deadly force once he has closed distance with his opponent.
Pros:
- Easy hitconfirms
- Versatile moveset
- One of the best sweeps in the game
- Strong chip potential
Cons:
- Lack options to deal with air stalling
Move List
Normals
Command | Name | Notes |
L | Standing Light | Fast, chains into every other normal, combos into everything but Break Shaft and Heavy Gatling Rod, your jab of choice |
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Crouching Light | Less range than standing L, doesn't deal arm damage, hits MID, can only ![]() |
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Dashing Light | Hits mid and only the first two hits are cancellable, making it useless to use at more than 60% of the screen away |
H | Standing Heavy | Two hits combo filler, combos into everything, can link back to both L if charge cancelled. Be careful of the long recovery |
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Crouching Heavy | Great sweep, your only ![]() |
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Dashing Heavy | Fast shoulder bash, always cancellable on block and hit. Will switch side in the corner with enough momentum |
Air + L | Jumping Light | Has a crossup hitbox and less pushback than Jumping Heavy, but obviously less hitstun |
Air + H | Jumping Heavy | Hitbox isn't as big as the sprite makes it look like, but it's still large enough to surprise people. Large pushback makes it unlikely you'll be in range for a full combo after landing |
Air ![]() |
Crouching Heavy | OTG Only hits directly below and won't hit from a neutral jump, bounces on hit and block letting you act again for some weird pressure. Can crossup but your VA won't turn on its own making you vulnerable |
Target Combos
Command | Name | Notes |
L > L | One-Two | Mostly same as standing L , cannot chain into crouching L |
Throws
Special Moves
Command | Name | Notes |
hcf + Atk | Break Shaft | cptr Does not knock down if comboed into, only really useful as a long range frametrap |
dp + Atk | Full Metal Charge | Your reversal |
qcb + Atk | Gatling Rod | L version deals 4 hits while the H version deals 8 hits, moves forward and knocks down. Deals a large amount of chip |
d ![]() |
Needle Press | Pursuit |
Cyber-EX Moves
Command | Name | Notes |
qcf ![]() |
Planet Smasher | Blodia rushes forward and start a series of attack on contact. Not invul, deals strong damage on hit and block. Hitting an airborne opponent will leave you vulnerable |
L H | Giga Burst | OTG |
Combos
Midscreen
cc: charge cancel
- 5L>2H>cc(>28L)
- 5H>cc>5L>2H
- j.H>5H>214H(>28L)
- 5H>214L>236236L