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{{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}} |
Revision as of 12:21, 6 November 2017


BX-02 Blodia
Pros:
- Easy hitconfirms
- Versatile moveset
- One of the best sweeps in the game
- Strong chip potential
Cons:
- Lack options to deal with air stalling
Defense Modifier: 1.00
Boost Type: Dash
Boost Count: 2
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 |
d + L | Crouching Light | Less range than standing Light, doesn't deal arm damage, hits MID, can only cancel into heavy normals, this one is not as good |
f f + L | Dashing Light | Hits mid and only the first two hits are cancellable, making it worthless to use at more than 60% of the screen away |
H | Standing Heavy | Two hits combo filler, combos into everything, can link back to lights if charge cancelled. Be careful of the long recovery |
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 |
f f + H | 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 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 |
Target Combos
Command | Name | Notes |
L > H | 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 |
dp + Atk | Full Metal Charge | |
qcb + Atk | Gatling Rod | Light version deals 4 hits, Heavy version deals 8 hits, moves forward and knocks down |
d u + Atk | Needle Press | Pursuit |
Cyber-EX Moves
Command | Name | Notes |
qcf qcf + Atk | Planet Smasher | |
L H | Giga Burst | OTG |
Combos
j.H>5H>q214H(>28L)
5H>214L>236236L