Cyberbots/BX-02 Blodia

From SuperCombo Wiki
< Cyberbots
Revision as of 12:04, 6 November 2017 by Voidere (talk | contribs)
Cyberbots: Fullmetal MadnessBotslogo.png
Cyberbots: Fullmetal MadnessCyberbots/Gameplay#Basic ElementsCyberbots: Fullmetal Madness#Variant ArmorsCyberbots/System dataCyberbots/Fun StuffCyberbots/StrategyMvC3HeaderButtons.png

BX-02 Blodia

Cbblodia.GIF
BX-02 Blodia
Weapon: Assault Satellite
Arm Part: Power Knuckle
Leg Part: Command Walker
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:

  • Flexible chains make him easy to play
  • 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
Normals
Target Combos
Command Name Notes
  L > H One-Two Mostly same as standing L, cannot chain into crouching L
Throws
Command Name Notes
b or f + Atk Light & Heavy Throws Throw
b or f + Atk Pickup Throw Throw OTG
Qcfd.png + Atk Disassemble Throw Armed opponent only
f df + H Direct Press Throw
during Light Throw d + L H Direct Press (Alternative) Timing is ambiguous, try mashing
Special Moves
Command Name Notes
hcf + Atk Break Shaft cptr
dp + Atk Full Metal Charge
qcb + Atk Gatling Rod
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