Blade Strangers/Quote: Difference between revisions
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well rounded character with the tools to play around these issues. | well rounded character with the tools to play around these issues. | ||
Strengths | |||
*Great up close game. | |||
*Strong Okizeme. | |||
*Amazing corner carry. | |||
*Fireball is one of the best moves in the game. | |||
*Strong defensive options. One of the few characters with 2 invincible reversals. | |||
*Strong anti zoning tools | |||
Weaknesses | |||
*Buttons can feel stubby in certain matchups. | |||
*Can struggle on defense against characters with long ranged normals. | |||
*Damage is no better than average most of the time. | |||
*Relies heavily on Fireball for neutral play, as such characters who can deal with it well give Quote trouble. | |||
=Move List= | =Move List= | ||
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|active= | |active= | ||
|recovery= | |recovery= | ||
|blockAdv=- | |blockAdv=-2 | ||
|hitAdv=1 | |hitAdv=1 | ||
|hitbox= | |hitbox= | ||
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|active= | |active= | ||
|recovery= | |recovery= | ||
|blockAdv= | |blockAdv=-4 [0] | ||
|hitAdv=- | |hitAdv=-1 [Knockdown/Wallbounce] | ||
|hitbox= | |hitbox= | ||
|description=Charged version wall bounce in the corner and gains one hit of super armor starting from frame 15. | |description=Uncharged version is mainly limited to blockstrings and combos but the charged version is one of Quotes best combo starters in the corner as well as a great tool in corner pressure into fireball and to call out mashing. Be wary that the armor will not protect from lows or throws. Charged version will wall bounce in the corner and gains one hit of super armor starting from frame 15. 6[H]- 4HS is a really great sequence that on hit gives you a full combo and on block allows for more pressure. Do note that 6H cannot be cancelled into E normals like his other H moves. | ||
}} | }} | ||
}} | }} | ||
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|hitAdv=2 | |hitAdv=2 | ||
|hitbox= | |hitbox= | ||
|description= Amazing normal. 0 on block is extremely rare in this game and lets Quote reset pressure. Especially strong when you have them cornered. Since it is 0 the opponent can challenge you as well, but at best will get a jab trade and 6f chars cant do anything aside from universal options such as backdash or character specific invul moves. Overall very abusable move and one of Quotes strongest. | |description= Amazing normal. 0 on block is extremely rare in this game after the universal jab nerf and lets Quote reset pressure. Especially strong when you have them cornered. Since it is 0 the opponent can challenge you as well, but at best will get a jab trade and 6f chars cant do anything aside from universal options such as backdash or character specific invul moves. Delayable cancels into E normals and specials make the mindgame even stronger. Overall very abusable move and one of Quotes strongest. | ||
}} | }} | ||
}} | }} | ||
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|hitAdv=0 | |hitAdv=0 | ||
|hitbox= | |hitbox= | ||
|description= Key move in neutral. Quotes only non committal low and | |description= Key move in neutral. Quotes only non committal low and is actually one of the longer ranged 2H in the game. Very good reward on hit cancelled into 6S-5OS and completely safe on block. Basically the equivalent of a cr.mk in other fighting games. Also a strong normal in fireball pressure. | ||
}} | }} | ||
}} | }} | ||
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|cancel= | |cancel= | ||
|guard=H | |guard=H | ||
|startup= | |startup=21 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|cancel= | |cancel= | ||
|guard=M | |guard=M | ||
|startup= | |startup=16 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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|hitAdv=2 | |hitAdv=2 | ||
|hitbox= | |hitbox= | ||
|description=Dash/Jump cancellable after 46 frames. All | |description=Dash/Jump cancellable after 46 frames. The dash cancel is -4 on block and +2 on hit. Safe vs most of the cast save for those with 4 frame specials. All blade jump cancels are gimmicky options on block and even on hit vs certain characters. You can bait reversal buttons or 5E by not cancelling into anything. Overall something to use sparingly against knowledgeable opponents. | ||
}} | }} | ||
{{BLASTR-Data | {{BLASTR-Data | ||
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|hitAdv=2 | |hitAdv=2 | ||
|hitbox= | |hitbox= | ||
|description=Dash/Jump cancellable after 53 frames. | |description=Dash/Jump cancellable after 53 frames. Same frame data on the dash cancel as the light version. | ||
}} | }} | ||
{{BLASTR-Data | {{BLASTR-Data | ||
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|hitAdv=Launch | |hitAdv=Launch | ||
|hitbox= | |hitbox= | ||
|description= | |description=Jump/Dash cancellable after 46 frames. Dash cancel is still -4 on block like the other versions. Quotes main launcher midscreen, as such is a main use of meter. | ||
}} | }} | ||
}} | }} | ||
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|hitAdv=Knockdown | |hitAdv=Knockdown | ||
|hitbox= | |hitbox= | ||
|description=Decent poke in neutral and buffered off of normals. Think of this move less of a special and more of | |description=Decent poke in neutral and buffered off of normals. Think of this move less of a special and more of a large disjointed normal. Quotes main way to gain knockdown midscreen allowing for fireball okizeme. All versions of polar star act as projectiles and as such can nullify other projectiles, making it handy against some zoners. | ||
}} | }} | ||
{{BLASTR-Data | {{BLASTR-Data | ||
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|hitAdv=Launch | |hitAdv=Launch | ||
|hitbox= | |hitbox= | ||
|description= | |description=A strong tool for whiff punishment in the corner. Faster than light polar star and wallbounces in the corner for a very damaging followup. Also your main launcher of sorts in the corner. | ||
}} | }} | ||
}} | }} | ||
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|hitAdv=8 | |hitAdv=8 | ||
|hitbox= | |hitbox= | ||
|description= | |description= Pretty useless move overall. It does hang Quote in midair for a second which may be useful to bait anti airs. But you don't get any reward from doing so. | ||
}} | }} | ||
{{BLASTR-Data | {{BLASTR-Data | ||
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|hitAdv=2 | |hitAdv=2 | ||
|hitbox= | |hitbox= | ||
|description=Unlike the Light and EX versions, the Heavy version causes Quote to fall to the ground before doing a short roll into Polar Star. | |description=Now this is a good move. Unlike the Light and EX versions, the Heavy version causes Quote to fall to the ground before doing a short roll into Polar Star. Projectile invulnerable from startup until Quote shoots making this very useful if Quote is caught in the air vs a zoner. Also integral in combos. | ||
}} | }} | ||
{{BLASTR-Data | {{BLASTR-Data | ||
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|recovery= | |recovery= | ||
|blockAdv=-20 | |blockAdv=-20 | ||
|hitAdv= | |hitAdv=Groundbounce | ||
|hitbox= | |hitbox= | ||
|description= | |description=A combo extender that causes a groundbounce on hit. Not very useful as there are much better ways to spend meter with Quote and this is not a necessary move to extend combos with. Pretty safe to ignore. If it was an overhead like nokos J.SE it would be a different story but alas. | ||
}} | }} | ||
}} | }} | ||
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|active= | |active= | ||
|recovery= | |recovery= | ||
|blockAdv=-3 | |blockAdv=-3(varies heavily) | ||
|hitAdv=3 | |hitAdv=3(varies heavily) | ||
|hitbox= | |hitbox= | ||
|description= | |description=Quotes main Shimmy tool. Pretty inferior to the heavy version for that purpose so just use that instead. The light versions main purpose is to catch reversal backdashes midscreen after blade dash cancels on hit. Not bad to throw out in neutral now and then for meter build as well. NOTE: Frame data on hit and block for this special overall heavily varies depending on the height you perform it at. Displayed data assumes done as low to the ground as possible. Doing this special any higher than that is never worth doing as the move becomes unsafe and unable to convert off of. Always Tiger knee blade dive. | ||
}} | }} | ||
{{BLASTR-Data | {{BLASTR-Data | ||
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|active= | |active= | ||
|recovery= | |recovery= | ||
|blockAdv=-3 | |blockAdv=-3(varies heavily) | ||
|hitAdv= | |hitAdv=6(varies heavily) | ||
|hitbox= | |hitbox= | ||
|description= | |description=The version you'll be using most. Not much application outside of throw baits but fulfills that purpose extremely well. Completely safe when tiger kneed and allows for up to a 6F link afterwards on normal hit unlike the light version. | ||
}} | }} | ||
{{BLASTR-Data | {{BLASTR-Data | ||
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|active= | |active= | ||
|recovery= | |recovery= | ||
|blockAdv=-3 | |blockAdv=-3(varies heavily) | ||
|hitAdv=6 | |hitAdv=6(varies heavily) | ||
|hitbox= | |hitbox= | ||
|description= | |description=Pretty useless way to spend meter. The heavy version does the job more than well enough and its not worth spending half a bar for a gimmicky crossup setup as its easily reacted to. | ||
}} | }} | ||
}} | }} |
Latest revision as of 13:44, 29 November 2020
Introduction
Source Game: Cave Story
Story
Quote is the main protagonist of Gang Garrison 2. There's also some stuff about a "cavern fable", or something, but whatever.
Gameplay
Health: 11,500
Quote can be best described as an all rounder character with a focus on rushdown. He functions best up close but isn't helpless before he gets there due to a strong neutral tool in fireball. His corner carry is the best in the game and his okizeme and corner pressure are very strong for this game.
He can struggle a little against characters who can deal with fireball in neutral well, such as the Wases, and when cornered by chars with long range buttons like Solange, but overall Quote is an extremely well rounded character with the tools to play around these issues.
Strengths
- Great up close game.
- Strong Okizeme.
- Amazing corner carry.
- Fireball is one of the best moves in the game.
- Strong defensive options. One of the few characters with 2 invincible reversals.
- Strong anti zoning tools
Weaknesses
- Buttons can feel stubby in certain matchups.
- Can struggle on defense against characters with long ranged normals.
- Damage is no better than average most of the time.
- Relies heavily on Fireball for neutral play, as such characters who can deal with it well give Quote trouble.
Move List
Light Attacks
5L Light Attack |
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5LL/6L Light Attack x2 |
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5LLL/6LL Light Attack x3 |
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2L Light Attack - Crouch |
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j.L Light Attack - Air |
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j.8L Overhead Kick |
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Heavy Attacks
5H Heavy Attack |
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6H Quick Shot |
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4H TAH! |
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2H Watch your feet |
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3H Not a low |
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j.H Jumping Heavy Attack |
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j.3H Axe Kick |
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j.8H Up Slash |
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Unique Attacks
5E Anti-Air |
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6E Overhead |
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4E Knock Back |
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2E Sweep |
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3E Chase Attack |
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j.E Jumping Knock Back |
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Skills
Blade Rush 5S |
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Polar Star 6S SHOOTO |
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Rising Blade 2S Not a dp, usually. |
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Fireball 4S Strike a pose |
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Aerial Polar Star j.S |
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Blade Dive j.2S |
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Universal Commands
5LH Throw |
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5LE Offensive Skill |
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8/j.LE Offensive skill (Aerial) |
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4LE Defensive Skill |
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Rising Attack |
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Ultra Skills
5HSE WMD Lv1 |
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5HSE(x2) WMD Lv2 |
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2HSE Blade and Polar Star Lv 1 |
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2HSE(x2) Blade and Polar Star Lv 2 |
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