Street Fighter: The Movie/Blade: Difference between revisions

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     |name=Low Slide
     |name=Low Slide
     |input=''During blockstun, standing or crouching''<br />f+LK
     |input=''During blockstun, standing''<br />f+LK
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===Regeneration===
===Regeneration===
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{{MoveData

Revision as of 05:46, 20 June 2023

SFTM-Blade-Portrait.png

Introduction

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

Universal Mechanics

Throws

Shoulder Throw
b/f+MP or HP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- - - - - - - - - Escapable, Counterable

Throw Counters

Throw Counter/Reversal
u+MP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- - - - - - - - - -

This input and data are for Blade's opponent after he lands Shoulder Throw (b/f+MP/HP). See Throws for more information.

Slammaster
d+MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- - - - - - - - - -

This input and data are for Blade's opponent after he reverses a countered throw. See Throws for more information.

Interrupts

Low Slide
During blockstun, standing
f+LK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Low - - - - - - - Knockdown

Knocks the opponent back and hits low. Very sneaky due to how low to the ground it is.

Dashing Knee
During blockstun, standing
f+MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - Knockdown

Is a bit slower than the Low Slide interrupt, thus can be beat by well timed normals. It doesn't low profile like the Low Slide and if you're charging MK for a Sky Dagger Kick or Bazooka you can't do it without losing charge. Still, it has a few uses in certain situations where your other Interrupts might fall short.

Stun Rod
During blockstun, standing
u+MP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - Knockdown

The slowest of Blade's Interrupts but also has the longest range. It's hitbox is rather high so it is at risk of getting stuffed or missing entirely against crouching attacks, plus you can't do it without losing charge if you were holding MP for a regular Stun Rod. Much like the Dashing Knee, it's not as useful as the Low Slide Interrupt, but don't forget about it.

Regeneration

Regeneration
Hold LK+MK, release
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- - - - - - - - - -

Recovers 17 health over 34 frames. See Regeneration for more information.

Danger Move

Bazooka
10 health or less
Hold MK, QCF, Release MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - Knockdown

It's incredibly slow and impractical, but it's also really funny. There are setups for it after an opponent escapes a throw near the corner. Since you'll often be holding MK to charge a Sky Dagger Kick anyway, it doesn't hurt to let it rip every once in a while. You'll be surprised at how often it actually works, but be careful because characters such as Balrog and Zangief can reflect the rocket back at you. Also, there is a glitch where holding other buttons while doing this move will lock Blade out of his Assassin Dagger moves for the rest of the round, so make sure you stop charging Stun Rod or Neck Hanging Tree before letting go of MK.

Special Moves

Super Moves

Combos

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 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.


General
HUD
Characters
Akuma
Arkane
Balrog (Boxer)
Bison (Dictator)
Blade
Cammy
Chun Li
F7
Guile
Honda
Ken
Khyber
Ryu
Sagat
Sawada
Vega (Claw)
Zangief