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* '''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. | * '''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. | ||
* '''Ground Roll Rekka Cancel:''' Rekka is already a bit of an absurd move on its own and about 80% of the reason that this character is as high of a tier as he is, but the fact that Blood/Shaker can instantly touch the ground from normal knockdowns and launch themselves back at the opponent relatively safely is a luxury almost no one in the game can afford. | * '''Ground Roll Rekka Cancel:''' The "Dark Surprise" Rekka is already a bit of an absurd move on its own and about 80% of the reason that this character is as high of a tier as he is, but the fact that Blood/Shaker can instantly touch the ground from normal knockdowns and launch themselves back at the opponent relatively safely is a luxury almost no one in the game can afford. | ||
| cons= | | cons= | ||
* '''Slow:''' Blood/Shaker do not have i9 moves, severely limiting what they can do in certain frame trap situations, and also limiting what they can punish. | * '''Slow:''' Blood/Shaker do not have i9 moves, severely limiting what they can do in certain frame trap situations, and also limiting what they can punish. | ||
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==Move List== | ==Move List== | ||
===Vertical Normals=== | ===Vertical Normals=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">5A</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
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|subtitle= | |subtitle= | ||
|caption= | |caption= | ||
|name= | |name=5A | ||
|data= | |data= | ||
{{AttackData-PS | {{AttackData-PS | ||
Line 40: | Line 40: | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
|Hit Adv= | |Hit Adv= -5 | ||
|Block Adv= | |Block Adv= -5 | ||
|Property=Ground | |Property=Ground | ||
|description= | |description= A big chunky vertical with below average speed and gigantic range. A pretty decent poke for snuffing out low to the ground jumps and for neutral. | ||
}} | |||
}} | |||
===== <span class="invisible-header">5AA</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=5AA | |||
|data= | |||
{{AttackData-PS | |||
|Damage= | |||
|Guard= | |||
|Startup= 14 | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= -17 | |||
|Block Adv= -17 | |||
|Property=Ground | |||
|description= Natural combo for 5AA, cancelable into rekka. The second hit tends to whiff further out, unfortunately, so 5A->rekka is generally better. | |||
}} | |||
}} | |||
===== <span class="invisible-header">5AB</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=5AB | |||
|data= | |||
{{AttackData-PS | |||
|Damage= | |||
|Guard= | |||
|Startup= 14 | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= -15 | |||
|Block Adv= -2 | |||
|Property=Ground | |||
|description= Natural combo for 5AB, cancelable into rekka. Marginally better than 5A hit stun wise, and much better in terms of consistency and block stun. Still may whiff at tip 5A range, though. | |||
}} | }} | ||
}} | }} |
Latest revision as of 20:59, 4 February 2025
Introduction
Story
Overview
(Insert brief description about character and how they play, other details)
Strengths | Weaknesses |
---|---|
|
|
Default VS Mirror
Move List
Vertical Normals
5A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 14 | - | - | - | -5 | -5 | - | Ground | |
A big chunky vertical with below average speed and gigantic range. A pretty decent poke for snuffing out low to the ground jumps and for neutral. |
5AA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 14 | - | - | - | -17 | -17 | - | Ground | |
Natural combo for 5AA, cancelable into rekka. The second hit tends to whiff further out, unfortunately, so 5A->rekka is generally better. |
5AB
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 14 | - | - | - | -15 | -2 | - | Ground | |
Natural combo for 5AB, cancelable into rekka. Marginally better than 5A hit stun wise, and much better in terms of consistency and block stun. Still may whiff at tip 5A range, though. |
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
5K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 11 | - | - | - | +4 | +5 | - | Ground | |
Blood's fastest normal and one of his very few true frame traps. |
5KA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 11 | - | - | - | -2 | - | - | Ground | |
Blood's most important string from his fastest button, as it leads to the most consistent damage into rekka. |
5KAB
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 11 | - | - | - | +0 | +0 | - | Ground | |
Blood's most important string from his fastest button, as it leads to the most consistent damage into rekka. |
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 |