Blade Strangers/Shovel Knight: Difference between revisions
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Aokmaniac13 (talk | contribs) (→Combos) |
(→Story: OH SHIT SORRY) |
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(11 intermediate revisions by 4 users not shown) | |||
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==Story== | ==Story== | ||
Shovel Knight is a fishman who believes in the concept of shovelry, which actually refers to shovelware<s>, and that's why he is in this game.</s> | |||
==Gameplay== | ==Gameplay== | ||
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*Big Health | *Big Health | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* | *Big Hurtboxes | ||
*Has troubles against projectiles | |||
|- | |- | ||
|} | |} | ||
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|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
|damage= | |damage=400 | ||
|cancel= | |cancel= | ||
|guard=M | |guard=M | ||
|startup=5 | |startup=5 | ||
|active= | |active=2 | ||
|recovery= | |recovery= | ||
|blockAdv=-1 | |blockAdv=-1 | ||
|hitAdv=2 | |hitAdv=2 | ||
|hitbox= | |hitbox= | ||
|description=Your fastest light attack. Useful for taking away advantage at close range. Combos into itself on Counter-hit. | |scaling=75% | ||
|description=Your fastest light attack. Useful for taking away advantage at close range. Combos into itself on Counter-hit. Chains into 6L as an autocombo. | |||
}} | }} | ||
}} | }} | ||
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|image=BLASTR_SK_5LL.png | |image=BLASTR_SK_5LL.png | ||
|caption= Forward Light Attack | |caption= Forward Light Attack | ||
|name=6L | |name=6L/5LL/2LL | ||
|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
|damage= | |damage=700 | ||
|cancel= | |cancel= | ||
|guard=M | |guard=M | ||
|startup=9 | |startup=9 | ||
|active= | |active=4 | ||
|recovery= | |recovery= | ||
|blockAdv=-4 | |blockAdv=-4 | ||
|hitAdv=-1 | |hitAdv=-1 | ||
|hitbox= | |hitbox= | ||
|scaling=80% | |||
|description=Slightly slower than 5L in exchange for more range. | |description=Slightly slower than 5L in exchange for more range. | ||
}} | }} | ||
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|image=BLASTR_SK_6LL.png | |image=BLASTR_SK_6LL.png | ||
|caption= Forward Light Attack 2x | |caption= Forward Light Attack 2x | ||
|name=6LL | |name=6LL/5LLL/2LLL | ||
|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
|damage= | |damage=800 | ||
|cancel= | |cancel= | ||
|guard=M | |guard=M | ||
|startup=9 | |startup=9 | ||
|active= | |active=4 | ||
|recovery= | |recovery= | ||
|blockAdv=-8 | |blockAdv=-8 | ||
|hitAdv=-4 | |hitAdv=-4 | ||
|hitbox= | |hitbox= | ||
|scaling=80% | |||
|description=The second hit of Shovel Knight's forward light string. Allows you time to confirm, but is less advantageous on block compared to 5LL. | |description=The second hit of Shovel Knight's forward light string. Allows you time to confirm, but is less advantageous on block compared to 5LL. | ||
}} | }} | ||
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|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
|damage= | |damage=400 | ||
|cancel= | |cancel= | ||
|guard=M | |guard=M | ||
|startup=6 | |startup=6 | ||
|active= | |active=4 | ||
|recovery= | |recovery= | ||
|blockAdv=-6 | |blockAdv=-6 | ||
|hitAdv=- | |hitAdv=-2 | ||
|hitbox= | |hitbox= | ||
|description=The crouching alternative to 5L. Functions similarly, yet has more range. | |scaling=75% | ||
|description=The crouching alternative to 5L. Functions similarly, yet has more range. Chains into 6L as an autocombo. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
|damage= | |damage=400 | ||
|cancel= | |cancel= | ||
|guard=H | |guard=H | ||
|startup=7 | |startup=7 | ||
|active= | |active=2 | ||
|recovery= | |recovery= | ||
|blockAdv=6 | |blockAdv=6 | ||
|hitAdv=11 | |hitAdv=11 | ||
|hitbox= | |hitbox= | ||
|scaling=70% | |||
|description=??? | |description=??? | ||
}} | }} | ||
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|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
|damage= | |damage=400 | ||
|cancel= | |cancel= | ||
|guard=H | |guard=H | ||
|startup=5 | |startup=5 | ||
|active= | |active=2 | ||
|recovery= | |recovery= | ||
|blockAdv=6 | |blockAdv=6 | ||
|hitAdv=11 | |hitAdv=11 | ||
|hitbox= | |hitbox= | ||
|scaling=80% | |||
|description=It hits up. Quickly. | |description=It hits up. Quickly. | ||
}} | }} | ||
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|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
|damage= | |damage=1000 | ||
|cancel= | |cancel= | ||
|guard=M | |guard=M | ||
|startup=13 | |startup=13 | ||
|active= | |active=4 | ||
|recovery= | |recovery= | ||
|blockAdv=-8 | |blockAdv=-8 | ||
|hitAdv=-4 | |hitAdv=-4 | ||
|hitbox= | |hitbox= | ||
|scaling=80% | |||
|description=A decently sized heavy normal that combos into HS on hit. | |description=A decently sized heavy normal that combos into HS on hit. | ||
}} | }} | ||
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|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
|damage= | |damage=1200[1600] | ||
|cancel= | |cancel= | ||
|guard=M | |guard=M | ||
|startup=20[48] | |startup=20[48] | ||
|active= | |active=4[4] | ||
|recovery= | |recovery= | ||
|blockAdv=-6[-6] | |blockAdv=-6[-6] | ||
|hitAdv=-2[Launch] | |hitAdv=-2[Launch] | ||
|hitbox= | |hitbox= | ||
|description=Chargeable. Charged version causes wall bounce on hit. | |scaling=90%[90%] | ||
|description=Chargeable. Charged version causes wall bounce on hit. The charge is ready once Shovel Knight flashes white, but can be held for slightly longer before automatically releasing. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
|damage= | |damage=700 | ||
|cancel= | |cancel= | ||
|guard=L | |guard=L | ||
|startup=9 | |startup=9 | ||
|active= | |active=4 | ||
|recovery= | |recovery= | ||
|blockAdv=-3 | |blockAdv=-3 | ||
|hitAdv= | |hitAdv=0 | ||
|hitbox= | |hitbox= | ||
|scaling=80% | |||
|description=A short range, high-hitstun low. Good for mixing up the opponent, and allows you to confirm into Super or H+S on hit. | |description=A short range, high-hitstun low. Good for mixing up the opponent, and allows you to confirm into Super or H+S on hit. | ||
}} | }} | ||
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|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
|damage= | |damage=1000 | ||
|cancel= | |cancel= | ||
|guard=M | |guard=M | ||
|startup=9 | |startup=9 | ||
|active= | |active=4 | ||
|recovery= | |recovery= | ||
|blockAdv=-4 | |blockAdv=-4 | ||
|hitAdv=-1 | |hitAdv=-1 | ||
|hitbox= | |hitbox= | ||
|scaling=80% | |||
|description=SK's farthest-reaching Heavy Normal. Causes more hitstun than 5H, giving you plenty of time to confirm into H+S or directly into Super at range. A likely candidate for cancelling into Gem pressure. | |description=SK's farthest-reaching Heavy Normal. Causes more hitstun than 5H, giving you plenty of time to confirm into H+S or directly into Super at range. A likely candidate for cancelling into Gem pressure. | ||
}} | }} | ||
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|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
|damage= | |damage=1000 | ||
|cancel= | |cancel= | ||
|guard=M | |guard=M | ||
|startup=9 | |startup=9 | ||
|active= | |active=4 | ||
|recovery= | |recovery= | ||
|blockAdv=-4 | |blockAdv=-4 | ||
|hitAdv=-1 | |hitAdv=-1 | ||
|hitbox= | |hitbox= | ||
|scaling=80% | |||
|description=Deceptive vertical hitbox. Quick recovery post hit. Good for combo extension in the corner. | |description=Deceptive vertical hitbox. Quick recovery post hit. Good for combo extension in the corner. | ||
}} | }} | ||
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|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
|damage= | |damage=1000 | ||
|cancel= | |cancel= | ||
|guard=H | |guard=H | ||
|startup=9 | |startup=9 | ||
|active= | |active=4 | ||
|recovery= | |recovery= | ||
|blockAdv=9 | |blockAdv=9 | ||
|hitAdv=16 | |hitAdv=16 | ||
|hitbox= | |hitbox= | ||
|scaling=80% | |||
|description=Deep hitbox. This can be used to extend off j.E+S in the corner, and j.H+S at certain heights - Notably after a well-spaced j.2H(3) xx j.H+S. | |description=Deep hitbox. This can be used to extend off j.E+S in the corner, and j.H+S at certain heights - Notably after a well-spaced j.2H(3) xx j.H+S. | ||
}} | }} | ||
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|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
|damage= | |damage=1000 | ||
|cancel= | |cancel= | ||
|guard=H | |guard=H | ||
|startup=9 | |startup=9 | ||
|active= | |active=4 | ||
|recovery= | |recovery= | ||
|blockAdv=9 | |blockAdv=9 | ||
|hitAdv=16 | |hitAdv=16 | ||
|hitbox= | |hitbox= | ||
|scaling=90% | |||
|description= High vertical hitbox, good knockup. Useful off 6H corner bounce as an extension. | |description= High vertical hitbox, good knockup. Useful off 6H corner bounce as an extension. | ||
}} | }} | ||
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|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
|damage= | |damage=600(x3) | ||
|cancel= | |cancel= | ||
|guard=H | |guard=H | ||
|startup= | |startup=4 | ||
|active= | |active=Until Landed | ||
|recovery= | |recovery= | ||
|blockAdv= | |blockAdv= | ||
|hitAdv= | |hitAdv= | ||
|hitbox= | |hitbox= | ||
|description= Combo extension. Can cross-up and lead into Super for good damage. Fairly unsafe on block. | |scaling=70% | ||
|description= Combo extension. Can cross-up and lead into Super for good damage. Fairly unsafe on block. Note that all hits will deal the same damage and apply the same scaling so always wait for all three hits if possible. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
|damage= | |damage=800 | ||
|cancel= | |cancel= | ||
|guard=M | |guard=M | ||
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|hitAdv=0 | |hitAdv=0 | ||
|hitbox= | |hitbox= | ||
|scaling=70% | |||
|description=Universal anti-air. Head invulnerable on frame 5. Can combo from an anti-air hit if you get a really high Counter-hit juggle, or if you cancel late with Offensive Skill. | |description=Universal anti-air. Head invulnerable on frame 5. Can combo from an anti-air hit if you get a really high Counter-hit juggle, or if you cancel late with Offensive Skill. | ||
}} | }} | ||
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|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
|damage= | |damage=800 | ||
|cancel= | |cancel= | ||
|guard=H | |guard=H | ||
|startup=21 | |startup=21 | ||
|active= | |active=4 | ||
|recovery= | |recovery= | ||
|blockAdv=- | |blockAdv=-9 | ||
|hitAdv= | |hitAdv=+1 | ||
|hitbox= | |hitbox= | ||
|scaling=60% | |||
|description=Universal overhead. Cancels into Offensive Skill as an extension. | |description=Universal overhead. Cancels into Offensive Skill as an extension. | ||
}} | }} | ||
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|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
|damage= | |damage=1200 | ||
|cancel= | |cancel= | ||
|guard=M | |guard=M | ||
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|active= | |active= | ||
|recovery= | |recovery= | ||
|blockAdv=- | |blockAdv=-10 | ||
|hitAdv=Knockdown | |hitAdv=Knockdown | ||
|hitbox= | |hitbox= | ||
|scaling=80% | |||
|description=Universal knockback attack. Crumples on counter hit. Potential followups on counter-hit are things like charged 6H or 4H+S for incredible damage. | |description=Universal knockback attack. Crumples on counter hit. Potential followups on counter-hit are things like charged 6H or 4H+S for incredible damage. | ||
}} | }} | ||
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|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
|damage= | |damage=800 | ||
|cancel= | |cancel= | ||
|guard=L | |guard=L | ||
|startup=9 | |startup=9 | ||
|active= | |active=4 | ||
|recovery= | |recovery= | ||
|blockAdv=-11 | |blockAdv=-11 | ||
|hitAdv=Knockdown | |hitAdv=Knockdown | ||
|hitbox= | |hitbox= | ||
|scaling=80% | |||
|description=Universal sweeping attack. Knocks down. Confirms directly into Offensive Skill if you want damage from it. Quite useful as it's a fast, far reaching low. The air pickup leads into good damange in the corner. | |description=Universal sweeping attack. Knocks down. Confirms directly into Offensive Skill if you want damage from it. Quite useful as it's a fast, far reaching low. The air pickup leads into good damange in the corner. | ||
}} | }} | ||
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|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
|damage= | |damage=1500 | ||
|cancel= | |cancel= | ||
|guard=OTG | |guard=OTG | ||
Line 480: | Line 428: | ||
|hitAdv=Knockdown | |hitAdv=Knockdown | ||
|hitbox= | |hitbox= | ||
|scaling=70% | |||
|description=Universal Chase Attack. Can OTG and forces hard knockdown on hit. Cancel into Offensive Skill to extend. | |description=Universal Chase Attack. Can OTG and forces hard knockdown on hit. Cancel into Offensive Skill to extend. | ||
}} | }} | ||
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|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
|damage= | |damage=1200 | ||
|cancel= | |cancel= | ||
|guard=H | |guard=H | ||
|startup= | |startup=18 | ||
|active= | |active=4 | ||
|recovery= | |recovery= | ||
|blockAdv=9 | |blockAdv=9 | ||
|hitAdv=Knockdown | |hitAdv=Knockdown | ||
|hitbox= | |hitbox= | ||
|scaling=80% | |||
|description=Ground bounce on counter hit. Slow to start up, with a large hurtbox. It's not as disjoint as you'd think. Tremendously low hitbox. When you counter-hit with this, you rip whole lifebars away with the proper pickup (Usually a dash-jump j.2H xx Super). | |description=Ground bounce on counter hit. Slow to start up, with a large hurtbox. It's not as disjoint as you'd think. Tremendously low hitbox. When you counter-hit with this, you rip whole lifebars away with the proper pickup (Usually a dash-jump j.2H xx Super). | ||
}} | }} | ||
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|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
|damage= | |damage=800(1000)[1200] | ||
|cancel= | |cancel= | ||
|guard=- | |guard=- | ||
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|recovery= | |recovery= | ||
|blockAdv=-12[0] | |blockAdv=-12[0] | ||
|hitAdv=-3[Launch] | |hitAdv=-3(Knockdown)[Launch] | ||
|hitbox= | |hitbox= | ||
|description=Chargeable. Won't knockdown without charge. Combos from most normals. | |scaling=70% | ||
|description=Chargeable. Won't knockdown without charge. Combos from most normals. While charging, you can move forward, backwards, or jump. The hitbox will reflect projectiles, but is difficult to time against quick projectiles (Gunvolt 5HS) and ineffective against multiple projectiles (Curly 6S) | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
|damage= | |damage=1000[1200] | ||
|cancel= | |cancel= | ||
|guard=- | |guard=- | ||
Line 538: | Line 489: | ||
|hitAdv=Knockdown[Launch] | |hitAdv=Knockdown[Launch] | ||
|hitbox= | |hitbox= | ||
|scaling=70% | |||
|description=Stance. Cancelable from frame 16. Slower than the Light version, making it less useful for ending air combos. | |description=Stance. Cancelable from frame 16. Slower than the Light version, making it less useful for ending air combos. | ||
}} | }} | ||
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|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
|damage= | |damage=1200 | ||
|cancel= | |cancel= | ||
|guard=- | |guard=- | ||
Line 556: | Line 508: | ||
|hitAdv=Launch[Launch] | |hitAdv=Launch[Launch] | ||
|hitbox= | |hitbox= | ||
|scaling=70% | |||
|description=Chargeable. Combos from most normals. Wall bounces in the corner for big damage. | |description=Chargeable. Combos from most normals. Wall bounces in the corner for big damage. | ||
}} | }} | ||
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|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
|damage= | |damage=1000 | ||
|cancel= | |cancel= | ||
|guard=M | |guard=M | ||
|startup=8 | |startup=8 | ||
|active= | |active=6 | ||
|recovery= | |recovery= | ||
|blockAdv=-15 | |blockAdv=-15 | ||
|hitAdv= | |hitAdv=9 | ||
|hitbox= | |hitbox= | ||
|scaling=70% | |||
|description=Requires 1 bar of the Skill Gauge. Allows you to extend off anti-air 5E and 2E, or 6E when used as a mixup. | |description=Requires 1 bar of the Skill Gauge. Allows you to extend off anti-air 5E and 2E, or 6E when used as a mixup. | ||
}} | }} | ||
Line 770: | Line 724: | ||
{{BLASTR-Move | {{BLASTR-Move | ||
|image=BLASTR_SK_j.L+E.png | |image=BLASTR_SK_j.L+E.png | ||
|caption= Offensive Skill ( | |caption= Offensive Skill (aerial) | ||
|name=8L+E | |name=8L+E/j.L+E | ||
|data= | |data= | ||
{{BLASTR-Data | {{BLASTR-Data | ||
|damage= | |damage=1000 | ||
|cancel= | |cancel= | ||
|guard=M | |guard=M | ||
Line 798: | Line 734: | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|blockAdv=- | |blockAdv=-17 | ||
|hitAdv= | |hitAdv=7 | ||
|hitbox= | |hitbox= | ||
|description=Requires 1 bar of the Skill Gauge. Allows for stray air-conversions off air moves like j.S where you wouldn't be able to convert otherwise. | |description=Requires 1 bar of the Skill Gauge. Allows for stray air-conversions off air moves like j.S where you wouldn't be able to convert otherwise. | ||
Line 815: | Line 751: | ||
|cancel= | |cancel= | ||
|guard=- | |guard=- | ||
|startup= | |startup=9 | ||
|active= | |active=4 | ||
|recovery= | |recovery= | ||
|blockAdv= | |blockAdv=0 | ||
|hitAdv= | |hitAdv=Knockdown | ||
|hitbox= | |hitbox= | ||
|description=Requires 1 bar of the Skill Gauge. Useful for dealing with the pressure options of certain characters. Namely Shovel Knight gem pressure. heh | |description=Requires 1 bar of the Skill Gauge. Useful for dealing with the pressure options of certain characters. Namely Shovel Knight gem pressure. heh |
Latest revision as of 17:44, 19 October 2019
Introduction
Source Game: Shovel Knight
Story
Shovel Knight is a fishman who believes in the concept of shovelry, which actually refers to shovelware, and that's why he is in this game.
Gameplay
Health: 12,000
Shovel Knight fills the Grappler archetype for Blade Strangers. Move forward. Fish for Counter-hit j.E. Pressure with gems if you don't land a clean hit. Confirm any caught attempt to jump out into Level Two Doots. Rip away lifebars.
Strengths/Weaknesses
Strengths | Weaknesses |
---|---|
|
|
Move List
Light Attacks
5L Light Attack |
---|
6L/5LL/2LL Forward Light Attack |
---|
6LL/5LLL/2LLL Forward Light Attack 2x |
---|
2L Crouching Light Attack |
---|
j.L Jumping Light Attack |
---|
j.8L Jumping Upwards Light Attack |
---|
Heavy Attacks
5H Heavy Attack |
---|
6H Headbutt |
---|
4H Stomp |
---|
2H Crouching Heavy Attack |
---|
3H Shoulder Check |
---|
j.H Jumping Heavy Attack |
---|
j.8H Spade Swipe |
---|
j.2H Shovel Drop |
---|
Unique Attacks
5E Anti Air |
---|
6E Overhead |
---|
4E Knock Back |
---|
2E Sweep |
---|
3E Chase Attack |
---|
j.E Strike the Earth |
---|
Skills
5S Charge Handle |
---|
5H+S Charge Handle (Heavy) |
---|
5S+E Charge Handle (EX) |
---|
2S Trench Blade |
---|
2H+S Trench Blade (Heavy) |
---|
2S+E Trench Blade (EX) |
---|
4S Unearth |
---|
4H+S Unearth (Heavy) |
---|
4S+E Unearth (EX) |
---|
j.S Propeller Dagger |
---|
j.H+S Propeller Dagger (Heavy) |
---|
j.S+E Propeller Dagger (EX) |
---|
Universal Commands
L+H Throw |
---|
L+E Offensive Skill (horizontal) |
---|
8L+E/j.L+E Offensive Skill (aerial) |
---|
4L+E Defensive Skill |
---|
Ultra Skills
H+S+E War Horn Lv. 1 |
---|
H+S+E 2x War Horn Lv. 2 |
---|
2H+S+E Hail the Troupple King! Lv. 1 |
---|
2H+S+E 2x Hail the Troupple King! Lv. 2 |
---|
Strategy
Offense
Defense
Neutral
Combos
Knockdown Setups
... > 2H > 5H+S, 2S
... > 4H > 5H+S, 2S
4S, 2S
Launchers
2E > 5LE
4S+E/4H+S
Midscreen
Corner
The Touch of Death
4H+S > HSEx2, j.2H (3 hits) > j.S+E > j.5H, 3H > 5H+S, 5LLL > 5H > 5S+E, 6[H] (Partial hold, wall slam), j.2H