Strengths |
Weaknesses
|
- Solid and far reaching normals that make for good pokes
- Great anti air ability with the best DP in the game
- VERY deceptive crossups from short hop j.C and j.2B
- Lowest crouch in the game and can be rather tricky to hit
|
- Only has two cancellable normals and cannot cancel into assist or super
- Unsafe specials that may cost you the round if blocked
- Below average health and damage relative to the rest of the cast, very bad risk reward in some matchups
|
Moveset
Normal Moves
Standing Normals
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Mid
|
7
|
?
|
?
|
+1
|
+13
|
?
|
|
|
cl.5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Mid
|
5
|
?
|
?
|
+7
|
+15
|
?
|
|
|
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Mid
|
13
|
?
|
?
|
+2
|
+5
|
?
|
|
|
6B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Mid
|
?
|
?
|
?
|
+17
|
?
|
?
|
|
|
cl.5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Mid
|
13
|
?
|
?
|
-6
|
-11
|
?
|
|
|
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Mid
|
7
|
?
|
?
|
+7
|
+19
|
Special, 5A, 5B
|
To cancel this move into a special, you must execute the special move during the hitstop. Otherwise, 5C will either not cancel or chain into 5A/5B instead.
|
|
cl.5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Mid
|
7
|
?
|
?
|
+3
|
+17
|
?
|
|
|
5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Mid
|
12
|
?
|
?
|
-11
|
+1
|
?
|
Can go over some low moves with the right timing (though very tight).
|
|
cl.5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Mid
|
11
|
?
|
?
|
+5
|
+8
|
?
|
|
|
Crouching Normals
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Low
|
7
|
?
|
?
|
+7
|
+17
|
None
|
This move can link into other crouching normals, some standing normals, and Rising Slash. One of Knight's most useful normals.
|
|
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Low
|
13
|
?
|
?
|
+7
|
+3
|
?
|
|
|
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Low
|
9
|
?
|
?
|
+7
|
+13
|
?
|
|
|
2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Low
|
11
|
?
|
?
|
Knocks down
|
-1
|
None
|
A deceptively useful move, mainly due to its plentiful active frames. It has surprisingly high priority and can beat or trade a lot of normals and specials. It's prone to whiff punishing, however.
|
|
Aerial Normals
j.8A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Overhead
|
?
|
?
|
?
|
?
|
?
|
?
|
|
|
j.7/9A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Overhead
|
?
|
?
|
?
|
?
|
?
|
?
|
|
|
j.8B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Overhead
|
?
|
?
|
?
|
?
|
?
|
?
|
|
|
j.7/9B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Overhead
|
?
|
?
|
?
|
?
|
?
|
?
|
|
|
j.2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Overhead
|
?
|
?
|
?
|
?
|
?
|
?
|
This move takes Black Knight back down to the ground. It can be used for some left/right mixups, especially on knocked down opponents. However, keep in mind that it's punishable on block.
|
|
j.8C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Overhead
|
?
|
?
|
?
|
?
|
?
|
?
|
|
|
j.7/9C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Overhead
|
?
|
?
|
?
|
?
|
?
|
?
|
One of Black Knight's best normals, especially when paired with short hop. This is because which side you land on is EXTREMELY ambiguous, so you can use this for some dirty rushdown to open the opponent up and start a combo.
|
|
j.8D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Overhead
|
?
|
?
|
?
|
?
|
?
|
?
|
The timing to hit a standing or crouching opponent with this move is narrow. It is easier to use this move on an airborne opponent.
|
|
j.7/9D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Overhead
|
?
|
?
|
?
|
Knocks Down
|
?
|
?
|
|
|
Special Moves
Sword Slash Tap P repeatedly (mash move) 236P 236P
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
Mash A
|
?
|
Mid
|
?
|
?
|
?
|
?
|
?
|
?
|
Specifically needs 4 A presses to execute. Good general tool, long range, easy to combo into, creates good distance from you and the opponent. Can be jumped over most of the time, so watch out for that.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
Mash B
|
?
|
Mid
|
?
|
?
|
?
|
?
|
?
|
?
|
Similar use to the A version. Though strong, it's extremely hard to execute, and you'll generally need to buffer B presses behind at least 2 normals to get it to work, so its use becomes rather limited.
|
|
Sword’s Fury 236P Startup Startup 236P 236P 236P~236P 236P~236P 236P~236P~236P 236P~236P~236P 236P~236P~236P~236P 236P~236P~236P~236P
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
236A
|
?
|
Mid
|
10
|
?
|
?
|
-18
|
-12
|
?
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
236A~236A
|
?
|
Mid
|
?
|
?
|
?
|
?
|
?
|
?
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
236A~236A~236A
|
?
|
Mid
|
?
|
?
|
?
|
?
|
?
|
?
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
236A~236A~236A~236A
|
?
|
Mid
|
?
|
?
|
?
|
?
|
?
|
?
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
236B
|
?
|
Mid
|
15
|
?
|
?
|
-25
|
-24
|
?
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
236B~236B
|
?
|
Mid
|
?
|
?
|
?
|
?
|
?
|
?
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
236B~236B~236B
|
?
|
Mid
|
?
|
?
|
?
|
?
|
?
|
?
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
236B~236B~236B~236B
|
?
|
Mid
|
?
|
?
|
?
|
?
|
?
|
?
|
|
|
Rising Slash 623P
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
623A
|
?
|
Mid
|
8
|
?
|
?
|
Knocks down
|
-20
|
?
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
623B
|
?
|
Mid
|
8
|
?
|
?
|
Knocks down
|
-33
|
?
|
A great combo ender and anti air. Can beat out most moves. Very unsafe on block.
|
|
Sword Parry 214P
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
214A
|
?
|
N/A
|
?
|
?
|
?
|
N/A
|
N/A
|
None
|
If you come into contact with a projectile while this move is active, the projectile is deflected back at the opponent.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
214B
|
?
|
N/A
|
?
|
?
|
?
|
?
|
?
|
?
|
|
|
Double Somersault 623K
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
623C
|
?
|
Mid
|
7
|
?
|
?
|
Knocks down
|
-37
|
?
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
623D
|
?
|
Mid
|
7
|
?
|
?
|
Knocks down
|
-60
|
?
|
|
|
ULTIMATE ATTACK
236KK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Mid
|
?
|
?
|
?
|
?
|
?
|
?
|
Consumes Both Super Gauges
|
|
Combos
Infinites
cl.A microwalk cl.A microwalk cl.A...
Knight's jab infinite. Doesn't work on Korath.
Combo Starters
BNB Combos
2AxN > 623A/B
You can link 2A into Rising Slash. Most of the time, you can do 4-5 2As and the opponent will still be in range to be hit by the DP.
Other Combos
D throw > 623B
Knight can juggle a DP after his D throw. Slightly screen position/character dependent, works most reliably if you grab the opponent slightly outside of the corner where the throw won't sideswitch.
Strategy
General Gameplan
Assist Strategy
Okizeme & Setups
Matchups
Captain America
Black Knight
Thunderstrike
Crystal
Dr. Minerva
Shatterax
Korath
Supremor