Street Fighter: The Movie/Blade: Difference between revisions
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==Special Moves== | ==Special Moves== | ||
{{MoveData | |||
|name=Neck Hanging Tree | |||
|input=Close, Hold HP, b or f, release HP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard= | |||
|meter= | |||
|stun= | |||
|property=Throw | |||
|description=Blade's Command Grab. This move is incredibly useful, and incredibly buggy. While choking your opponent you can mash the joystick in all directions to prolong the choke duration and increase damage. Sometimes the opponent will float backwards while being choked, which can lead to setups afterwards, such as the Life Shaver Glitch or Bazooka. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Assassin Dagger | |||
|input=f,b,f+P | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
|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. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Air Assassin Dagger | |||
|input=''In air''<br />QCF+P | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
|property=Stagger | |||
|description=Blade's bread and butter. You can Tiger Knee it, or throw it at any height of your jump to change things up. If you Tiger Knee it you have enough time after throwing one to squeeze out a j.LK on the way down which is fantastic for pressure. Use this to push the opponent towards the corner, or throw knives while jumping backwards to cover your retreat while building meter. Against characters with a lot of stagger frames this move can become an infinite. You can also do a Sky Dagger Kick after throwing a knife to change your timing and trajectory and mess with your opponent. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Surprise Dagger | |||
|input=d,d+K | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
|property=Knockdown | |||
|description=This move has an incredibly short range and isn't very fast, but it puts Blade very low to the ground and can be used as an anti-air. Also it looks funny. You won't be using it much, but sometimes it can help you defend yourself when trying to poke out of pressure. It is customary in Blade mirrors to throw it out once or twice during neutral as a sign of respect for fellow Bison Troopers. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Dagger Kick | |||
|input=f,b,f+MK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=Mid | |||
|meter= | |||
|stun= | |||
|description=It's incredibly fast and spammable which makes it Blade's best way to build meter quickly, but aside from that and maybe a blockstring or two, there are better options. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Sky Dagger Kick | |||
|input=''In air''<br />Hold MK, release MK | |||
|image= | |||
|data={{AttackData-SFTM | |||
|damage= | |||
|guard=High | |||
|meter= | |||
|stun= | |||
|description=You can charge MK any time, as long as you are in the air when you release the button. This can be done almost as soon as your feet leave the ground, so it can be used as a feint to screw up an opponent expecting you to jump in with an Air Assassin Dagger. If you rotate the joystick after releasing MK, you can stay in the air for a moment and delay the kick. Blade bounces off of the opponent on hit or block, so it isn't always safe. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Stun Rod | |||
|input=Hold MP, release MP | |||
|image= | |||
|data={{AttackData-SFTM | |||
|property=Knockdown | |||
|description=This move is slow and has a high hitbox that makes it a liability against low-profile attacks, but it also has great reach and knocks down. It works surprisingly well as an anti-air if you read the opponent right, but not on reaction. Use it after conditioning opponents to expect Air Assassin Dagger or to catch them pressing something in neutral. If you're charging it, it's as simple as releasing a button. | |||
}} | |||
}} | |||
==Super Moves== | ==Super Moves== | ||
==Combos== | ==Combos== |
Revision as of 06:45, 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
Universal Mechanics
Throws
Shoulder Throw
b/f+MP or HP |
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Throw Counters
Throw Counter/Reversal
u+MP |
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Slammaster
d+MK |
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Interrupts
Low Slide
During blockstun, standing f+LK |
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Dashing Knee
During blockstun, standing f+MK |
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Stun Rod
During blockstun, standing u+MP |
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Regeneration
Regeneration
Hold LK+MK, release |
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Danger Move
Bazooka
10 health or less Hold MK, QCF, Release MK |
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Special Moves
Neck Hanging Tree
Close, Hold HP, b or f, release HP |
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Assassin Dagger
f,b,f+P |
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Air Assassin Dagger
In air QCF+P |
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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 |
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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.