Street Fighter: The Movie/Blade: Difference between revisions
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===Playstyle=== | ===Playstyle=== | ||
Play Blade if: | Blade is a character with many strengths and very few weaknesses. He is absolutely fantastic at playing rushdown thanks to Air Assassin Dagger into j.LK. He's incredibly powerful when he doesn't let his opponent get their gameplan started, but he really shines in the hands of a player who can switch between offense and defense to screw with the opponent's timing and keep them off balance. It's incredibly easy for him to hang back throwing knives and waiting for the opponent to get frustrated and come to him before he launches into offense they aren't ready for, or to suddenly back off of a defending opponent and hit them with something like cr.HK or a Stun Rod when they try to take their turn. Blade's biggest weakness is his difficulty in poking out of pressure to make some breathing room for him to take his turn back. | ||
'''Play Blade if:''' | |||
* You like to dictate the pace of the match by repeatedly switching between offense and defense | * You like to dictate the pace of the match by repeatedly switching between offense and defense | ||
* You want an air projectile without playing akuma | * You want an air projectile without playing akuma | ||
* You have quick decision making skills | * You have quick decision making skills | ||
Do not play Blade if: | '''Do not play Blade if:''' | ||
* You aren't comfortable holding multiple buttons to charge attacks | * You aren't comfortable holding multiple buttons to charge attacks | ||
* You want to stick to a particular gameplan without deviations | * You want to stick to a particular gameplan without deviations | ||
==Normals== | ==Normals== | ||
===Standing=== | |||
{{MoveData | |||
|name=s.LP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=s.MP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=s.HP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
|description=Reaches far and makes a great poke. Also not a bad anti-air. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=s.LK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=s.MK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=s.HK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
===Crouching=== | |||
{{MoveData | |||
|name=cr.LP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Low | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=cr.MP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=cr.HP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=cr.LK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Low | |||
|meter= | |||
|stun= | |||
|description=Fantastic poke for low-profiling. Puts Blade very low to the ground. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=cr.MK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Low | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=cr.HK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Low | |||
|meter= | |||
|stun= | |||
|property=Knockdown | |||
|description=Slides blade forward slightly. Deceptive and sneaky. Keeps Blade low to the ground and knocks down. | |||
}} | |||
}} | |||
===Air=== | |||
{{MoveData | |||
|name=j.LP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=High | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.MP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=High | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.HP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=High | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.LK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=High | |||
|meter= | |||
|stun= | |||
|description=Use this after Air Assassin Dagger to keep the pressure on. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.MK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=High | |||
|meter= | |||
|stun= | |||
|description=Decent air-to-air. If you catch somebody in the air with this, cancel into Air Assassin Dagger. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.HK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=High | |||
|meter= | |||
|stun= | |||
}} | |||
}} | |||
==Universal Mechanics== | ==Universal Mechanics== | ||
===Throws=== | ===Throws=== | ||
{{MoveData | {{MoveData | ||
|name=Shoulder Throw | |name=Shoulder Throw | ||
|input=b/f+MP or HP | |input=''Close''<br />b/f+MP or HP | ||
|image= | |image= | ||
|data={{AttackData-SFTM | |data={{AttackData-SFTM | ||
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|stun= | |stun= | ||
|property=Escapable, Counterable | |property=Escapable, Counterable | ||
|description= | |description= Tossing an Air Assassin Dagger on top of an opponent while they're standing up and then throwing them is a great knowledge check, as it becomes a throw loop against players who aren't used to escaping throws. When they do escape, feel free to hit them with a Bazooka or Life Shaver before they can touch the ground if you're near the corner. | ||
}} | }} | ||
}} | }} | ||
===Throw Counters=== | ===Throw Counters=== | ||
{{MoveData | {{MoveData | ||
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|data={{AttackData-SFTM | |data={{AttackData-SFTM | ||
|damage= | |damage= | ||
|description=This input and data are for Blade's opponent after he lands | |description=This input and data are for Blade's opponent after he lands a throw. See [[Street Fighter: The Movie/Mechanics#Throws|Throws]] for more information. | ||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
}} | }} | ||
===Interrupts=== | ===Interrupts=== | ||
{{MoveData | {{MoveData | ||
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{{MoveData | {{MoveData | ||
|name=Neck Hanging Tree | |name=Neck Hanging Tree | ||
|input=Close | |input=''Close''<br />[HP]b/f, release HP | ||
|image= | |image= | ||
|data={{AttackData-SFTM | |data={{AttackData-SFTM | ||
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|stun= | |stun= | ||
|property=Stagger | |property=Stagger | ||
|description=Incredibly spammable due to it's quick speed. It's fast enough to overwhelm a character like Balrog attempting to reflect it, as it will nullify a reflected knife and give you enough time to throw another. | |description=Incredibly spammable due to it's quick speed. It's fast enough to overwhelm a character like Balrog attempting to reflect it, as it will nullify a reflected knife and give you enough time to throw another. If you do this while an opponent is standing up you can set up [[Street_Fighter:_The_Movie/Advanced_Mechanics#Corner_Intersection|intersection in the corner]]. | ||
}} | }} | ||
}} | }} | ||
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==Combos== | ==Combos== | ||
==Matchups== | |||
==Tips== | ==Tips== | ||
*Never forget your '''ABC'''s: '''A'''lways '''B'''e '''C'''harging (something). A lot of Blade's special moves require holding a button and releasing it. That takes some getting used to, but it also means you'll always have something loaded in the chamber that can be fired off simply by releasing a button. It's important to get comfortable with adapting your strategy depending on what you have charged, and to mask your charges by holding a button during other moves. | |||
*You can hold the buttons to charge all of your attacks at the same time, but you really don't need to do that. Not only is it uncomfortable, but it severely limits the buttons you can press. | |||
*Moves charge incredibly quick in this game, so don't be afraid to release a button and lose your charge if you want to shift gears or need to press a particular button you are holding. | |||
*Neck Hanging Tree is one of Blade's most important tools. It's incredibly easy to catch an opponent in it while they're worried about defending themselves from Air Assassin Dagger pressure, and you can even start the charge by throwing an air knife with HP. It also sets up the Life Shaver Glitch. | |||
*After landing Neck Hanging Tree, you can mash the joystick in all directions to prolong the choke duration and increase damage. Sometimes you may want to hold back and charge a Life Shaver instead, though. | |||
*If the opponent is staggering, throw out a Life Shaver. If they recover and block it, they'll take a ton of additional chip damage due to the Life Shaver Glitch. Neck Hanging Tree can leave opponents in this stagger state. | |||
*If you're trying to poke out of pressure, use a cr.MP to charge a Stun Rod. If you can create enough space to use it, there's a good chance the opponent will stick their face into it in their rush to keep the offense up. | |||
*After conditioning your opponent to the pace of your offense, there are a variety of ways to switch it up and make them overextend. Once they're second guessing themselves and hesitate, switch back into offense. | |||
*If you have a Sky Dagger Kick charged, you can release it low to the ground and then do a cr.HK to catch opponents attempting to catch you jumping to throw a knife. You can also let it rip from the top of your jump when an opponent is attempting to chase you down if you're jumping backwards and throwing knives. | |||
*You can alternate Tiger Kneeing the Air Assassin Dagger and simply throwing it at the top of a jump to change up the timing a bit and catch people off guard. | |||
* | *Although Low Slide is usually your go-to Interrupt, don't forget about the other two at your disposal. They all have their uses and can cover spots that the others may miss. | ||
*If any buttons or directions are charged while the desperation Bazooka is executed, Blade will no longer be able to use Assassin Dagger or Air Assassin Dagger for the rest of the round due to a programming oversight. | |||
*If any buttons or directions are charged while the desperation Bazooka | |||
{{Navbox-SFTM}} | {{Navbox-SFTM}} | ||
[[Category:Street Fighter: The Movie]] | [[Category:Street Fighter: The Movie]] |
Latest revision as of 12:55, 26 June 2023
Introduction
- Played by: Alan Noon
- Stagger frames: 32
Playstyle
Blade is a character with many strengths and very few weaknesses. He is absolutely fantastic at playing rushdown thanks to Air Assassin Dagger into j.LK. He's incredibly powerful when he doesn't let his opponent get their gameplan started, but he really shines in the hands of a player who can switch between offense and defense to screw with the opponent's timing and keep them off balance. It's incredibly easy for him to hang back throwing knives and waiting for the opponent to get frustrated and come to him before he launches into offense they aren't ready for, or to suddenly back off of a defending opponent and hit them with something like cr.HK or a Stun Rod when they try to take their turn. Blade's biggest weakness is his difficulty in poking out of pressure to make some breathing room for him to take his turn back.
Play Blade if:
- You like to dictate the pace of the match by repeatedly switching between offense and defense
- You want an air projectile without playing akuma
- You have quick decision making skills
Do not play Blade if:
- You aren't comfortable holding multiple buttons to charge attacks
- You want to stick to a particular gameplan without deviations
Normals
Standing
s.LP
|
---|
s.MP
|
---|
s.HP
|
---|
s.LK
|
---|
s.MK
|
---|
s.HK
|
---|
Crouching
cr.LP
|
---|
cr.MP
|
---|
cr.HP
|
---|
cr.LK
|
---|
cr.MK
|
---|
cr.HK
|
---|
Air
j.LP
|
---|
j.MP
|
---|
j.HP
|
---|
j.LK
|
---|
j.MK
|
---|
j.HK
|
---|
Universal Mechanics
Throws
Shoulder Throw
Close b/f+MP or HP |
---|
Throw Counters
Throw Counter/Reversal
u+MP |
---|
Slammaster
d+MK |
---|
Interrupts
Low Slide
During blockstun, standing f+LK |
---|
Dashing Knee
During blockstun, standing f+MK |
---|
Stun Rod
During blockstun, standing u+MP |
---|
Regeneration
Regeneration
Hold LK+MK, release |
---|
Danger Move
Bazooka
10 health or less Hold MK, QCF, Release MK |
---|
Special Moves
Neck Hanging Tree
Close [HP]b/f, release HP |
---|
Assassin Dagger
f,b,f+P |
---|
Air Assassin Dagger
In air QCF+P |
---|
Surprise Dagger
d,d+K |
---|
Dagger Kick
f,b,f+MK |
---|
Sky Dagger Kick
In air Hold MK, release MK |
---|
Stun Rod
Hold MP, release MP |
---|
Super Moves
Life Shaver
[b]f,b,f+P |
---|
Body Grinder
QCFx2+K |
---|
Combos
Matchups
Tips
- Never forget your ABCs: Always Be Charging (something). A lot of Blade's special moves require holding a button and releasing it. That takes some getting used to, but it also means you'll always have something loaded in the chamber that can be fired off simply by releasing a button. It's important to get comfortable with adapting your strategy depending on what you have charged, and to mask your charges by holding a button during other moves.
- You can hold the buttons to charge all of your attacks at the same time, but you really don't need to do that. Not only is it uncomfortable, but it severely limits the buttons you can press.
- Moves charge incredibly quick in this game, so don't be afraid to release a button and lose your charge if you want to shift gears or need to press a particular button you are holding.
- Neck Hanging Tree is one of Blade's most important tools. It's incredibly easy to catch an opponent in it while they're worried about defending themselves from Air Assassin Dagger pressure, and you can even start the charge by throwing an air knife with HP. It also sets up the Life Shaver Glitch.
- After landing Neck Hanging Tree, you can mash the joystick in all directions to prolong the choke duration and increase damage. Sometimes you may want to hold back and charge a Life Shaver instead, though.
- If the opponent is staggering, throw out a Life Shaver. If they recover and block it, they'll take a ton of additional chip damage due to the Life Shaver Glitch. Neck Hanging Tree can leave opponents in this stagger state.
- If you're trying to poke out of pressure, use a cr.MP to charge a Stun Rod. If you can create enough space to use it, there's a good chance the opponent will stick their face into it in their rush to keep the offense up.
- After conditioning your opponent to the pace of your offense, there are a variety of ways to switch it up and make them overextend. Once they're second guessing themselves and hesitate, switch back into offense.
- If you have a Sky Dagger Kick charged, you can release it low to the ground and then do a cr.HK to catch opponents attempting to catch you jumping to throw a knife. You can also let it rip from the top of your jump when an opponent is attempting to chase you down if you're jumping backwards and throwing knives.
- You can alternate Tiger Kneeing the Air Assassin Dagger and simply throwing it at the top of a jump to change up the timing a bit and catch people off guard.
- Although Low Slide is usually your go-to Interrupt, don't forget about the other two at your disposal. They all have their uses and can cover spots that the others may miss.
- If any buttons or directions are charged while the desperation Bazooka is executed, Blade will no longer be able to use Assassin Dagger or Air Assassin Dagger for the rest of the round due to a programming oversight.