Kirby Battle Blitz/Jodie: Difference between revisions
(Part 1 of Jodie Page Revision) |
|||
Line 25: | Line 25: | ||
==Backstory== | ==Backstory== | ||
Jodie is someone who doesn't have a past, born without a name, or better yet, doesn't know his past. He just knows that he was always alone. No family. No mother. No father. No anything. When he was | Jodie is someone who doesn't have a past, was born without a name, or better yet, doesn't know his past. He just knows that he was always alone. No family. No mother. No father. No anything. When he was young he would do anything to survive. He was very raw and almost emotionless having to deal with the struggles of the world alone, but one day he met someone named Kaige. Kaige is a very lazy and laid-back guy, but he has a strong sense of justice and likes to have fun. He was the one to give Jodie his name, and because of him, he discovered the power of "The Wielder". After going through so much together, now his precious friend is missing. Outside of the Strike Force, Jodie also works for a secret organization called "The Company" along with Kaige. Now ever since Kaige went on a reconnaissance mission and lost all contact. Jodie vows to search for his friend either dead or alive till the day he dies. | ||
==Gameplay== | ==Gameplay== | ||
Jodie is a versatile and very fast stance character who can freely choose between being a rushdown and being a sword fighter. He | Jodie is a versatile and very fast stance character who can freely choose between being a rushdown and being a sword fighter. He can trade fast moves and burst movement for massive hitboxes and powerful fatal counterhits and vice versa at will, allowing you to play Jodie however you desire, as long as it's up close and personal. | ||
<!--Insert character overview: archetype, strengths, weaknesses, etc.--> | <!--Insert character overview: archetype, strengths, weaknesses, etc.--> | ||
{{ProConTable | {{ProConTable | ||
Line 34: | Line 34: | ||
*'''Exceptionally High Damage Output''' - Jodie can easily defeat his opponent in 2 touches if they don't starburst. | *'''Exceptionally High Damage Output''' - Jodie can easily defeat his opponent in 2 touches if they don't starburst. | ||
*'''Many Strong Reversals''' - They give him a better disadvantage state than most of the cast. | *'''Many Strong Reversals''' - They give him a better disadvantage state than most of the cast. | ||
*'''Great Mobility''' - He has very fast run speed, and he has fast additional burst movement that allows him to quickly get in when he sees a chance. In addition, his fast movement makes it difficult to camp Jodie out. | *'''Great Mobility''' - He has a very fast run speed, and he has fast additional burst movement that allows him to quickly get in when he sees a chance. In addition, his fast movement makes it difficult to camp Jodie out. | ||
*'''Exceptional Meter Build''' - Giving him enough meter to do his exceptionally high damage often while continually having access to his extra movement options. | *'''Exceptional Meter Build''' - Giving him enough meter to do his exceptionally high damage often while continually having access to his extra movement options. | ||
*'''Very Good Normals''' - Many of Normal Jodie's moves are faster than average, while all of Sword Jodie's moves have very large hitboxes and decent range. | *'''Very Good Normals''' - Many of Normal Jodie's moves are faster than average, while all of Sword Jodie's moves have very large hitboxes and decent range. | ||
*'''Strong Pressure''' - With meter, Normal Jodie will always have the threat of an | *'''Strong Pressure''' - With meter, Normal Jodie will always have the threat of an invulnerable command grab out of 214B within his blockstring, forcing the opponent to think quickly or get caught in a very damaging combo, while without meter he has a very fast low and strong overheads to mixup his pressure. For Sword Jodie, As long as Jodie has meter to do S.j.5c, Jodie can continually and safely reset his blockstring for constant mixups. | ||
*'''Damaging Fatals in Sword Mode''' - Sword Jodie's 5b and j.b are both large | *'''Damaging Fatals in Sword Mode''' - Sword Jodie's 5b and j.b are both large fatal counterhits that come out decently fast at frame 6, and will easily convert into damaging combos (if he has the meter). | ||
*'''Has a Reversal Air Grab''' - While the move greatly reduces combo damage after it's use, not many characters have an air grab, let alone a reversal air grab. Use it wisely. | *'''Has a Reversal Air Grab''' - While the move greatly reduces combo damage after it's use, not many characters have an air grab, let alone a reversal air grab. Use it wisely. | ||
|cons= | |cons= | ||
Line 44: | Line 44: | ||
*'''Lack of range on everything''' - Jodie has to rely on his speed, and he has to get in at some point to get anything done. | *'''Lack of range on everything''' - Jodie has to rely on his speed, and he has to get in at some point to get anything done. | ||
*'''Universal throw does not combo''' - Jodie does not get rewarded as much as others for landing a normal grab, meaning that he must spend meter in some way to combo off of a grab, whether that is doing a command grab or doing starburst. | *'''Universal throw does not combo''' - Jodie does not get rewarded as much as others for landing a normal grab, meaning that he must spend meter in some way to combo off of a grab, whether that is doing a command grab or doing starburst. | ||
*'''Unreliable Anti-Airs as Normal Jodie''' - Every anti-air normal | *'''Unreliable Anti-Airs as Normal Jodie''' - Every anti-air normal Jodie has is very stubby, and most of them have a lot of end lag on whiff. | ||
*'''Cannot Charge Meter as Sword Jodie''' - Sword Jodie essentially runs on limited fuel if his meter is not managed properly. | *'''Cannot Charge Meter as Sword Jodie''' - Sword Jodie essentially runs on limited fuel if his meter is not managed properly. | ||
}} | }} | ||
Line 67: | Line 67: | ||
|subtitle = | |subtitle = | ||
|damage = 15 | |damage = 15 | ||
|guard = | |guard = Air Unblockable | ||
|cancel = 5AA, 2A, 5B, 5C, 236A, 214A, 236C | |cancel = 5AA, 2A, 5B, 5C, 236A, 214A, 236C | ||
|invul = | |invul = | ||
|property = | |property = | ||
|cost = | |cost = | ||
<!------------> | <!------------> | ||
Line 87: | Line 87: | ||
|subtitle = | |subtitle = | ||
|damage = 20 | |damage = 20 | ||
|guard = Mid | |guard = Mid, Air | ||
|cancel = 5BB, 5C, 6C, 236A, 214A | |cancel = 5BB, 5C, 6C, 236A, 214A | ||
|invul = | |invul = | ||
Line 118: | Line 118: | ||
|subtitle = | |subtitle = | ||
|damage = 15 | |damage = 15 | ||
|guard = Mid | |guard = Mid, Air | ||
|cancel = 2A, 5AA, 5BB, 6C, 5C | |cancel = 2A, 5AA, 5BB, 6C, 5C | ||
|invul = | |invul = | ||
Line 132: | Line 132: | ||
|description= Jodie does a high kick. | |description= Jodie does a high kick. | ||
*Can function as an anti-air if timed properly, but there are better moves for that. | *Can function as an anti-air if timed properly, but there are better moves for that. | ||
*Can be done in a block string to set up a pseudo 50/50 of either | *Can be done in a block string to set up a pseudo 50/50 of either canceling into 5C and doing a high attack, or canceling into 2A for a low attack. | ||
*Achieving the right circumstances for this is difficult, but may be worth it for an extremely fast pseudo-50/50. It's safest to do this by | *Achieving the right circumstances for this is difficult, but may be worth it for an extremely fast pseudo-50/50. It's safest to do this by canceling into 5B from your 5A jab in a blockstring. | ||
}} | }} | ||
{{AttackData-KBB | {{AttackData-KBB | ||
Line 139: | Line 139: | ||
|subtitle = | |subtitle = | ||
|damage = 40 (5 x 8) | |damage = 40 (5 x 8) | ||
|guard = Mid | |guard = Mid, Air | ||
|cancel = 5BBB, 5C, 6C, 214A, 214B | |cancel = 5BBB, 5C, 6C, 214A, 214B | ||
|invul = ( | |invul = Projectile Invuln (0-31) | ||
|property = | |property = | ||
|cost = | |cost = | ||
Line 152: | Line 152: | ||
|juggle = 5 | |juggle = 5 | ||
|description= Jodie breakdances on the opponent. | |description= Jodie breakdances on the opponent. | ||
*This move has | *This move has very high meterbuild, so it's a staple in every combo. | ||
*Useful in blockstrings as it leads to 5BBB, which can be canceled. | *Useful in blockstrings as it leads to 5BBB, which can be canceled. | ||
*This move itself can be cancelled into several important pressure moves for unpredicable pressure. Some routes completely punish many forms of retaliation, and others take advantage of a scared opponent. | *This move itself can be cancelled into several important pressure moves for unpredicable pressure. Some routes completely punish many forms of retaliation, and others take advantage of a scared opponent. | ||
Line 161: | Line 161: | ||
|subtitle = | |subtitle = | ||
|damage = 20 | |damage = 20 | ||
|guard = Mid | |guard = Mid, Air | ||
|cancel = Jump (on hit only), 5C, 6C, 236A (on hit only), 214A | |cancel = Jump (on hit only), 5C, 6C, 236A (on hit only), 214A | ||
|invul = | |invul = | ||
|property = | |property = Launch | ||
|cost = | |cost = | ||
<!------------> | <!------------> | ||
Line 195: | Line 195: | ||
|subtitle = | |subtitle = | ||
|damage = 40 total, 5 per hit, 8 hits | |damage = 40 total, 5 per hit, 8 hits | ||
|guard = Mid | |guard = Mid, Air | ||
|cancel = Jump (on hit only), 5C, 6C, 236A (on hit only), 214A | |cancel = Jump (on hit only), 5C, 6C, 236A (on hit only), 214A | ||
|invul = | |invul = | ||
Line 214: | Line 214: | ||
}} | }} | ||
=====<font style="visibility:hidden; float:right"></font>===== | =====<font style="visibility:hidden; float:right">j5A</font>===== | ||
{{MoveData | {{MoveData | ||
|name = | |name = | ||
|subtitle= | |subtitle= | ||
|input = j. | |input = j.5A | ||
|image = | |image = | ||
|caption = | |caption = | ||
Line 229: | Line 229: | ||
|subtitle = | |subtitle = | ||
|damage = 15 | |damage = 15 | ||
|guard = High | |guard = High, Air | ||
|cancel = Jump, j. | |cancel = Jump, j.5A, j.B, j.5C, j.6C, 214A | ||
|invul = | |invul = | ||
|property = | |property = | ||
Line 241: | Line 241: | ||
|proration = 2 | |proration = 2 | ||
|juggle = 10 | |juggle = 10 | ||
|description= Jodie | |description= Jodie kicks in the air | ||
*Good to use after launching the opponent to continue the combo. | *Good filler to use after launching the opponent to continue the combo. | ||
}} | }} | ||
}} | }} | ||
=====<font style="visibility:hidden; float:right"></font>===== | =====<font style="visibility:hidden; float:right">j5B</font>===== | ||
{{MoveData | {{MoveData | ||
|name = | |name = | ||
|subtitle= | |subtitle= | ||
|input = j. | |input = j.5B | ||
|image = | |image = | ||
|caption = | |caption = | ||
Line 261: | Line 261: | ||
|subtitle = | |subtitle = | ||
|damage = 25 | |damage = 25 | ||
|guard = High | |guard = High, Air | ||
|cancel = Jump, j.6C, j.5C, j.BB | |cancel = Jump, j.6C, j.5C, j.BB | ||
|invul = | |invul = | ||
Line 273: | Line 273: | ||
|proration = 0 | |proration = 0 | ||
|juggle = 10 | |juggle = 10 | ||
|description=Jodie kicks in the air | |description=Jodie kicks upwards in the air with his other leg. | ||
*Really good in combos | *Really good in combos | ||
*The lingering hitbox and the lack of recovery make it good for safely approaching. | |||
*The | |||
}} | }} | ||
{{AttackData-KBB | {{AttackData-KBB | ||
Line 284: | Line 281: | ||
|subtitle = | |subtitle = | ||
|damage = 20 | |damage = 20 | ||
|guard = High | |guard = High, Air | ||
|cancel = IAD (on hit only), Airdash (on hit only) | |cancel = IAD (on hit only), Airdash (on hit only) | ||
|invul = | |invul = | ||
Line 318: | Line 315: | ||
|subtitle = | |subtitle = | ||
|damage = 15 | |damage = 15 | ||
|guard = Mid | |guard = Mid, Air | ||
|cancel = S.5AA, S.2A, S.5B, S.5C, 236A, 214A, 236B | |cancel = S.5AA, S.2A, S.5B, S.5C, 236A, 214A, 236B | ||
|invul = | |invul = | ||
Line 489: | Line 486: | ||
|description= Jodie follows up with a slash downward, knocking the opponent down. | |description= Jodie follows up with a slash downward, knocking the opponent down. | ||
*Puts the opponent in knockdown if it lands while still being safe on block. | *Puts the opponent in knockdown if it lands while still being safe on block. | ||
*Just like the first part of this move, this part also fatals | *Just like the first part of this move, this part also fatals and can be staggered. | ||
}} | }} | ||
}} | }} | ||
Line 659: | Line 656: | ||
|damage = | |damage = | ||
|guard = | |guard = | ||
|cancel = | |cancel = 5C.A, 5C.B, 5C.C, Jump, 2C, Backdash, Run | ||
|invul = | |invul = | ||
|property = Stance | |property = Stance | ||
Line 671: | Line 668: | ||
|juggle = 200 | |juggle = 200 | ||
|description= Jodie does a spindash, giving him access to 3 additional moves and many other options. | |description= Jodie does a spindash, giving him access to 3 additional moves and many other options. | ||
*Some actions take longer than others to come out. | *Some actions take longer than others to come out. As such, here are all the actions that Jodie can take during this stance. | ||
*Frame 12: Stance A, Stance B, Stance C, Jump, 2C | *Frame 12: Stance A, Stance B, Stance C, Jump, 2C | ||
*Frame 26: Dash Back (hold back), Sprint (hold forward) | *Frame 26: Dash Back (hold back), Sprint (hold forward) | ||
Line 688: | Line 685: | ||
|version = | |version = | ||
|damage = 20 | |damage = 20 | ||
|guard = Mid | |guard = Mid, Air | ||
|cancel = | |cancel = | ||
|invul = | |invul = | ||
|property = | |property = Launch | ||
|cost = | |cost = | ||
<!------------> | <!------------> | ||
Line 719: | Line 716: | ||
|guard = High, Air | |guard = High, Air | ||
|cancel = iad, 66, j.6C, (the following are on hit only) j.A, j.B, j.5C | |cancel = iad, 66, j.6C, (the following are on hit only) j.A, j.B, j.5C | ||
|invul = | |invul = Air Attacks (1-7) | ||
|property = | |invul2 = Low Attacks (3-23) | ||
|invul3 = Projectiles (3-23) | |||
|property = Counterhit | |||
|cost = | |cost = | ||
<!------------> | <!------------> | ||
Line 746: | Line 745: | ||
{{AttackData-KBB | {{AttackData-KBB | ||
|version = Spin Dash C (Spin Jump) | |version = Spin Dash C (Spin Jump) | ||
|damage = | |damage = 24 (3×8) | ||
|guard = Mid, Air | |guard = Mid, Air | ||
|cancel = | |cancel = IAD, 66, j.A, j.B, j.5CC, j.6C, 214A, 236C | ||
|invul = 1 | |invul = Invincible (1-10) | ||
|property = | |property = | ||
|cost = 200 | |cost = 200 | ||
<!------------> | <!------------> | ||
|startup = 9 | |startup = 9 | ||
|active = 24 | |active = 24 (3×8) | ||
|recovery = 14 | |recovery = 14 | ||
|advantage = -13 to -19 | |advantage = -13 to -19 | ||
Line 760: | Line 759: | ||
|juggle = 10 | |juggle = 10 | ||
|description= Jodie jumps and does a spin dash. He is invulnerable on startup | |description= Jodie jumps and does a spin dash. He is invulnerable on startup | ||
*Serves as a small | *Serves as a small reversal in a blockstring. Useful if an opponent is trying to hit your Spin Dash B move. | ||
*Also serves as a timing mixup for the overhead. | *Also serves as a timing mixup for the overhead. | ||
*On its own, it's extremely | *On its own, it's extremely unsafe on block, so don't do the move alone. Almost always follow up with j.5CC on block. | ||
*If timed properly, this move can counter many | *If timed properly, this move can counter many reversals. Timing varies on opponent timing and the move they are using. | ||
}} | }} | ||
}} | }} | ||
Line 773: | Line 772: | ||
|hitbox = | |hitbox = | ||
|caption = | |caption = | ||
|input = 6C | |input = 6C (Air OK) | ||
|linkname=Boost Dash | |linkname=Boost Dash | ||
|data = | |data = | ||
{{AttackData-KBB | {{AttackData-KBB | ||
|version = | |version = | ||
|damage = 40 | |damage = 40 | ||
|guard = Mid, Air | |guard = Mid, Air | ||
|cancel = Jump, 6C (cancels into itself only once), 6C2C, (air only) j.5C | |cancel = Jump, 6C (cancels into itself only once), 6C2C, (air only) j.5C | ||
|invul = 10 | |invul = Invincible (10-20) | ||
|property = | |property = Counterhit | ||
|property2 = Launch | |||
|cost = 200 | |cost = 200 | ||
<!------------> | <!------------> | ||
Line 796: | Line 796: | ||
*Aerial Version has a bit more blockstun, making it safer on block. This move is never safe on block point blank though. | *Aerial Version has a bit more blockstun, making it safer on block. This move is never safe on block point blank though. | ||
*Jodie's Main Launcher with meter, as it does more damage than 5BBB | *Jodie's Main Launcher with meter, as it does more damage than 5BBB | ||
* Doing this move from an air dash or a run will skip to the first active frame, making it come out frame 1 | *Doing this move from an air dash or a run will skip to the first active frame, making it come out frame 1. | ||
}} | }} | ||
}} | }} | ||
Line 843: | Line 815: | ||
|guard = Mid, Air | |guard = Mid, Air | ||
|cancel = j.5CC, j.6C, 214A, 236C | |cancel = j.5CC, j.6C, 214A, 236C | ||
|invul = 1 | |invul = Invincible (1-10) | ||
|property = | |property = | ||
|cost = 200 | |cost = 200 | ||
<!------------> | <!------------> | ||
Line 866: | Line 838: | ||
|cancel = j.6C | |cancel = j.6C | ||
|invul = | |invul = | ||
|property = | |property =Knockdown | ||
|cost = | |cost = | ||
<!------------> | <!------------> | ||
Line 872: | Line 844: | ||
|active = | |active = | ||
|recovery = | |recovery = | ||
|advantage = | |advantage = (-5 to +5) | ||
|proration = | |proration = | ||
|juggle = | |juggle = | ||
Line 882: | Line 854: | ||
<br> | <br> | ||
=====<font style="visibility:hidden; float:right"> | =====<font style="visibility:hidden; float:right">Rush Tornado</font>===== | ||
{{MoveData | {{MoveData | ||
|name = Rush Tornado | |name = Rush Tornado | ||
Line 897: | Line 869: | ||
|cancel = S.2A, S.5BB, 236A, 214B, 236B | |cancel = S.2A, S.5BB, 236A, 214B, 236B | ||
|invul = | |invul = | ||
|property = | |property = | ||
|cost = 200 | |cost = 200 | ||
<!------------> | <!------------> | ||
Line 911: | Line 883: | ||
}} | }} | ||
<br> | <br> | ||
=====<font style="visibility:hidden; float:right"> | =====<font style="visibility:hidden; float:right">Falling Whirlwind</font>===== | ||
{{MoveData | {{MoveData | ||
|name = Falling Whirlwind | |name = Falling Whirlwind | ||
Line 922: | Line 894: | ||
{{AttackData-KBB | {{AttackData-KBB | ||
|version = | |version = | ||
|damage = 39 ( | |damage = 39 (3×13) | ||
|guard = Mid | |guard = Mid | ||
|cancel = S.j.5CC | |cancel = S.j.5CC | ||
Line 936: | Line 908: | ||
|juggle = 10 | |juggle = 10 | ||
|description= Jodie spindashes with his sword. | |description= Jodie spindashes with his sword. | ||
*Damage increases to 78 (6×13) if canceled into from 6C.2C. | |||
*One of Jodie's very powerful ways to switch stances mid pressure if done from 6C.2C. | |||
*When positioned up close, this move becomes plus, making it a very powerful pressure tool. | *When positioned up close, this move becomes plus, making it a very powerful pressure tool. | ||
*Massive hitbox makes it very good in neutral. | *Massive hitbox makes it very good in neutral. | ||
Line 1,235: | Line 1,209: | ||
|data = | |data = | ||
{{AttackData-KBB | {{AttackData-KBB | ||
|version = | |version = 236C | ||
|damage | |damage = 120 (15×8) | ||
|guard = | |guard = Unblockable | ||
|cancel = 236C.A, 236C.B, j. | |cancel = 236C.A, 236C.B | ||
|invul = | |invul = All | ||
|property = | |property = | ||
|cost = 1000 | |||
<!------------> | |||
|startup = 6 | |||
|active = 3 | |||
|recovery = 10 | |||
|advantage = | |||
|proration = 25 | |||
|juggle = 0 | |||
|description= Jodie grabs and spins on his opponent. | |||
*Invincible for the entire move | |||
*Incredibly fast | |||
*Is a rekka, choose one of two ways to finish the move. | |||
}} | |||
{{AttackData-KBB | |||
|version = j.236C | |||
|damage = 120 (15×8) | |||
|guard = Unblockable | |||
|cancel = j.236C.A, 236C.B | |||
|invul = All | |||
|property = | |||
|cost = 1000 | |cost = 1000 | ||
<!------------> | <!------------> | ||
Line 1,247: | Line 1,241: | ||
|recovery = 10 | |recovery = 10 | ||
|advantage = | |advantage = | ||
|proration = | |proration = 50 | ||
|juggle = 0 | |juggle = 0 | ||
|description= Jodie grabs and spins on his opponent. | |description= Jodie grabs and spins on his opponent. | ||
* | *Invincible for the entire move | ||
* | *Tanks proration | ||
* | *Is incredibly fast | ||
*Is a rekka, choose one of two ways to finish the move. | |||
* | *Cancel from j.236C to j.236C.A only works from the second hit onward, otherwise it will cancel into 236C.A | ||
}} | }} | ||
{{AttackData-KBB | {{AttackData-KBB | ||
Line 1,271: | Line 1,265: | ||
|proration = 0 | |proration = 0 | ||
|juggle = 0 | |juggle = 0 | ||
|description= Jodie does a | |description= Jodie does a break-spin, kicking his opponent repeatedly! | ||
*In the air he delivers a spinning kick and slams the opponent into the ground. | *In the air he delivers a spinning kick and slams the opponent into the ground. | ||
*Use this if you wanna continue your combos or set up for oki | *Use this if you wanna continue your combos or set up for oki | ||
*Air version will lower your proration a | *Air version will greatly lower your proration, ruining combo damage afterward. | ||
}} | |||
{{AttackData-KBB | |||
|version =Jodie Spinner (j236C.A) | |||
|damage = 10 x9 = 90 | |||
|guard = Mid, Air | |||
|cancel = 5c | |||
|invul = | |||
|property = | |||
|cost = | |||
<!------------> | |||
|startup =13 | |||
|active = 2 | |||
|recovery = 12 | |||
|advantage = | |||
|proration = 0 | |||
|juggle = 0 | |||
|description= Jodie does a spinning kick, slamming the opponent onto the ground! | |||
*Will greatly lower your proration, ruining combo damage afterward. | |||
*Otherwise Identical to j.5CC. | |||
}} | }} | ||
{{AttackData-KBB | {{AttackData-KBB |
Revision as of 21:40, 8 November 2022
![]() |
Under Construction
|
Jodie | |
---|---|
Owned by: | KlasiqueTV |
HP: | 1000 |
Meter Size: | 3000 |
Prejump Frames: | 2 |
Extra Movement Options: | Teleport (236A), Invul Run (214B), Extra Jump/Dash (6C, j.6C, j.5C) |
Backstory
Jodie is someone who doesn't have a past, was born without a name, or better yet, doesn't know his past. He just knows that he was always alone. No family. No mother. No father. No anything. When he was young he would do anything to survive. He was very raw and almost emotionless having to deal with the struggles of the world alone, but one day he met someone named Kaige. Kaige is a very lazy and laid-back guy, but he has a strong sense of justice and likes to have fun. He was the one to give Jodie his name, and because of him, he discovered the power of "The Wielder". After going through so much together, now his precious friend is missing. Outside of the Strike Force, Jodie also works for a secret organization called "The Company" along with Kaige. Now ever since Kaige went on a reconnaissance mission and lost all contact. Jodie vows to search for his friend either dead or alive till the day he dies.
Gameplay
Jodie is a versatile and very fast stance character who can freely choose between being a rushdown and being a sword fighter. He can trade fast moves and burst movement for massive hitboxes and powerful fatal counterhits and vice versa at will, allowing you to play Jodie however you desire, as long as it's up close and personal.
Strengths | Weaknesses |
---|---|
|
|
Command List
Normal Moves
5A
|
---|
5B
|
---|
66B
|
---|
j5A
j.5A
|
---|
j5B
j.5B
|
---|
Sword Moves
S.5A
|
---|
S.5B
|
---|
S.j.A
|
---|
S.j.B
|
---|
Universal Mechanics
Low Attack
Overhead
Grab
Grab
Grab (Y) |
---|
EX Attacks
EX Attack 1
EX Attack 2
Boost Dash
6C (Air OK) |
---|
EX Attack 3
Air Spin Dash
j.5C |
---|
Rush Tornado
Rush Tornado
S.5C |
---|
Falling Whirlwind
Falling Whirlwind
S.j.5C |
---|
EX Attack 3
Tornado Strike
S.j.2C |
---|
Star Strikes
Star Strike 1
Speed Blitz
236A |
---|
Star Strike 2
Quick Slash
214A |
---|
Star Strike 4
Swordplay Finale
236B |
---|
Star Strike 3
Quick Time Event
214B |
---|
Swish Em'
214B.A |
---|
Slash Em'
214B.B |
---|
Grab Em'
214B.C |
---|
Star Strike 5
Cancel Table
A | B | C | Star Strike | Unique | |
---|---|---|---|---|---|
5a | 5aa, 2a | 5b | 5c, 6c | - | - |
5aa | - | 5bb | 5c, 6c | 236A, 214A | - |
2a | 5aa | 5bb | 5c | 236C[-] | - |
5b | -2a, 5aa | 5bb | 5c, 6c | - | - |
5bb and 66b | - | 5bbb | 5c, 6c | 214A, 214B | - |
5bbb | - | - | 5c, 6c | 236A[-], 214A | Jump[-] |
2b | - | - | 6c | - | iad, 66 |
5c | 5c.a[+] | 5c.b[+] | 5c.c[+], 2c[+] | - | dashback(hold back)[+], sprint(hold forward)[+], jump[+] |
5c.a | - | - | 5c, 6c | 236A[-], 214A | Jump[-] |
5c.b | - | - | - | - | - |
5c.c | - | - | - | - | - |
6c | - | - | - | - | - |
2c | - | - | - | - | - |
j.a | - | - | - | - | - |
j.b | - | - | - | - | - |
j.5c | - | - | - | - | - |
j.5cc | - | - | - | - | - |
j.6c | - | - | - | - | - |
S.5a | 5aa, 2a | 5b | 5c, 6c | - | - |
S.5aa | - | 5bb | 5c, 6c | 236A, 214A | - |
S.2a | - | - | - | - | - |
S.5b | -2a, 5aa | 5bb | 5c, 6c | - | - |
S.5bb | - | - | - | - | - |
S.2b | - | - | - | - | - |
S.5c | - | - | - | - | - |
S.2c | - | - | - | - | - |
S.j.a | - | - | - | - | - |
S.j.b | - | - | - | - | - |
S.j.bb | - | - | - | - | - |
S.j.5c | - | - | - | - | - |
S.j.5cc | - | - | - | - | - |
j.2c | - | - | - | - | - |
236A | - | - | - | - | - |
214A | - | - | - | - | - |
236B | - | - | - | - | - |
214B | - | - | - | - | - |
214B.A | - | - | - | - | - |
214B.B | - | - | - | - | - |
214B.C | - | - | - | - | - |
236C | - | - | - | - | - |
236C.A | - | - | - | - | - |
j.236C | - | - | - | - | - |
j.236C.B | - | - | - | - | - |
236C.B and j.236C.B | - | - | - | - | - |
X: On Contact
X[+]: Available on Whiff
X[-]: On Hit only
X[/]: On Block only
Combos
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
(2A > 5BBB > 9 j.a > j.bb > iad)x2 2a > 5bb Oki | 288 | 0 | 2510 Opp: 2510 |
Anywhere |
Simple meterbuild combo | ||||
2a > 5bb > 6c2c > 236b | 500 | 1000 | 1500 (before j.236B) Opp: 1000 |
Midscreen |
Long combo |
Roadmap
17% complete | ||
|
In Progress / Completed | To-do |
---|---|
|
|