Street Fighter: The Movie/Blade: Difference between revisions
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==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= | |||
|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=== |
Revision as of 07:14, 20 June 2023
Introduction
- Played by: Alan Noon
- Stagger frames: 32
Playstyle
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
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, Hold HP, b or 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
- After landing Neck Hanging Tree (hold HP, then forward or backward close to opponent, release HP), mash the joystick in all directions to prolong the choke duration and increase damage.
- 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.
- If any buttons or directions are charged while the desperation Bazooka (hold MP, QCF, release MP at low health) is executed, Blade will no longer be able to use Assassin Dagger moves (forward, back, forward, P; QCF + P in air) for the rest of the round due to a programming oversight.