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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.) | ||
| 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. | * '''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. | ||
* '''Somewhat weak to step:''' Blood's combos tend to not stay consistent off-axis, and his 2B is quite slow at i18. His strongest anti-step tool is also his most expensive, Time Stop, so there is an argument to be made to stay mobile versus this character more often than not. | * '''Somewhat weak to step:''' Blood's combos tend to not stay consistent off-axis, and his 2B is quite slow at i18. His strongest anti-step tool is also his most expensive, Time Stop, so there is an argument to be made to stay mobile versus this character more often than not. | ||
* '''Weak to Zoning:''' Because Blood's anti-zoning tool is a slow, punishable teleport, Blood can struggle somewhat versus characters with strong fireballs like June, Vector, etc. | * '''Weak to Zoning:''' Because Blood's anti-zoning tool is a slow, punishable teleport, Blood can struggle somewhat versus characters with strong fireballs like June, Vector, etc. |
Revision as of 15:33, 29 June 2024
Introduction
Story
Overview
(Insert brief description about character and how they play, other details)
Strengths | Weaknesses |
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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
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Kick Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
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
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
WIP |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
WIP |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Fourth Technique: Paired Shadow Gods
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
WIP |
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 |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |