Blade Strangers/Kawase

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Kawase Umihara
Colors

Introduction

Source Game: Umihara Kawase

Story

A sushi chef with a fishing rod of destruction. When that lure comes out, run for you goddamn life.

Gameplay

Health: 10,000

Gameplay overview here


Strengths/Weaknesses

Strengths Weaknesses
  • High air mobility in a relatively grounded game.
  • One of the strongest hit conversion that leads to easy safe jump and corner carry.
  • Versatile tool kit with emphasis on Defensive play.
  • One of the few characters who can cancel commands into other commands by using 7/8/9 ES as a substitute from Offensive skills
  • Long recovery on attacks that whiff.
  • low health, Second to Gunvolt and tie with Curle brace.
  • Generally low damage output in most ideal scenarios.
  • very meter reliant to minimize risky option, extending combos, reversal, and damage.

Move List

Light Attacks

5L Light Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
400 5 1 3 M -

A standard Jab, can be low profiled with a well timed 2E.

5LL/6L Light Attack x2
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
600 5 -3 0 M -

Kawase swipes at the opponent with a frying pan. One of Kawase's important tool due to its vacuume effect on either hit or blocked. This normal can lead into amy option on block, from tick throw, frame traps, and high and low mix up.

5LLL/6LL Light Attack x3
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
720 5 -4 -2 M -

Kawase Stabs forward with a kitchen knife. Moslty Combo/Pressure Filler in Kawase strings, this is negative enough to be punish by fast reversal like Solange Ligth Dp. Unlike Other 5LLL/6LL, this one is air tight so it can't be staggered for frame traps.


2L Crouching Light Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
400 6 -3 1 M -

A Low attack. One of the few 2L that hits low. The Hitstun is large enough to Link 4E or 6H.


j.L Jumping Light Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
400 5 5 9 H -

Kawase's fastest jumping normal.


j.8L Horizontal Chop
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
400 9 5 9 H -

Kawase other air light normal. This attack is slower than j.L but has more reach making it better option for Air to air scenarios.


Heavy Attacks

5H Standing Heavy Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
900 9 -5 1 M -

Kawase swing her backpack at the opponent. A standard heavy normal that usebale in combo and pressure butt little elsewhere. Its punishable by fast reversal but spacing it make it safer.


6H Launch Upper
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1000 [1400] 16 [44] -7 [1] -1 [Launch] M -

Charged version causes a wallbounce in the corner and gains 1 point of armor starting from frame 15. Cannot armor through lows or Ultra Skills. Both versions launch airborne targets.


2H Crouching Heavy Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
800 9 -6 -1 L -

Kawase uses her ishing rode to swip at opponent feet. In the top 4 longest ranged 2H in the game, only matched by summer kawase and surpassed by Solange. Extremely good poke.


3H Hip Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
800 9 -4 0 M -

Kawase uses her butt to bob foes. A stubby normal that has its uses in juggle combo thanks to its launching properties on air born opponents. Can be used as a frame trap from 5L and is Kawase's only safe H normal on block at point-blank range with it only being punishable to 4 frame reversals.


j.H Heavy Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
800 9 5 13 H -

Has a crossup hitbox.


j.2H Dive Kick
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
900 9 -5 Knockdown M -

Can be done extremely low to the ground by inputting it immediately after Kawase leaves the ground. Has a crossup hitbox but requires very precise spacing to actually use since crossup protection will sometimes trigger even when you land on the other side. Note that this move is NOT a high.


j.8H Backflip Kick
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
700 9 5 Launch H -

Launches grounded opponents on hit.


Unique Attacks

5E Anti-air
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
800 11 -4 0 M -

Head invulnerability starts on frame 5.


6E Overhead
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
800 21 -9 1 H -

Invulnerable to lows and low height mids from frame 5.


4E Knock Back
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1200 16 -8 Knockdown M -

Crumples on counter hit.


2E Sweep
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
800 9 -7 Knockdown L -

Can low profile some mids on frame 5.


3E Chase Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1500 12 n/a Knockdown OTG -

OTG Knockdown.


j.E Knock Back (Aerial)
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1200 17 5 Knockdown H -

Ground bounces on counter hit. Causes knockdown on regular hit.


Skills

Hooking Lure
5S Light version Heavy version EX version
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Light 800 31 -4 1 M -

Safe special to end blockstrings with. Vacuums the opponent in so you could go for a throw mixup on hit if they are close enough.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Heavy 800 22 -4 Launch M -

This version hits much further out but has a large deadzone between the hook and Kawase. Launches the enemy towards Kawase on hit. Vacuums the opponent on block.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
EX 1000 22 -4 Launch M -

Launches on hit. Massive vacuum effect on block although the frame disadvantage limits how this could be applied without something like Heat Up to support it.


Dancing Lure
2S L/H version EX version
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Light 1000 13 -17 Knockdown M -

N/A

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Heavy 1200 13 -17 Knockdown M -

Side switches on hit which can be handy to use at the end of combos where your back is to the corner.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
EX 1200 13 -17 Knockdown M -

Invincible from frames 1-12 making it technically work as a reversal.


Rocket Dash
4S L/H version EX version
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Light 800 29 -9 Knockdown H -

A somewhat slow overhead although the start up resembles Kawase's backdash which could be used to fake out the opponent. It is unsafe on block so use sparingly without conditioning the opponent first to think you're doing something else. Travels half the screen but the punishable frame disadvantage discourages using this as a poke.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Heavy 0 n/a n/a -

A feinted version of the hop overhead. Can be used to go for sneaky pressure resets and throw mixups but easily disrespected due to how both the normal overhead and feint can be jabbed out.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
EX 1000 29 -18 Launch H -

While it travels around 3/4ths of the screen, the massive frame disadvantage makes this only useful in combos or as a desperation move.


Rubber Ring
8S L/H version EX version
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Light 0 n/a n/a -

Travels around half the screen. Inputting this as 7S will result in Kawase doing this move backwards.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Heavy 0 n/a n/a -

Travels almost fullscreen. Inputting this as 7HS will result in Kawase doing this move backwards.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
EX 600 13 M -

Becomes a strike but is otherwise pretty similar to to the 8HS version. Inputting this as 7ES will result in Kawase doing this move backwards.


Aerial Hooking Lure
j.S L/H version EX version
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Light 600 9 -20 -17 M -

Can be done immediately after a jump but the awful frame advantage on block means that it's not great to use as a poke. Could be useful in air to air encounters since it knocks down on air hit but the angle isn't great for that purpose either.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Heavy 1200 9 -14 Knockdown M -

Can be done immediately after a jump just like j.S. Not great in neutral when j.S does everything this move does more safely. Used mostly as a combo ender.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
EX 1200 9 -7 Launch M -

Can be done immediately after a jump just like j.S. This move has the interesting property of being able to cancel out of any version of Rubber Ring. The better frame advantage also makes this more handy as a neutral tool but the meter cost limits how often this can be used. Launches on hit.


Aerial Rubber Ring
j.8S L/H version EX version
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Light 0 n/a n/a -

Travels around half the screen but goes further with more height. Inputting this as j.7S will result in Kawase doing this move backwards.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Heavy 0 n/a n/a -

Travels almost fullscreen but goes further with more height. Inputting this as j.7HS will result in Kawase doing this move backwards.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
EX 600 13 M -

Becomes a strike but is otherwise pretty similar to to the j.8HS version. Inputting this as 7ES will result in Kawase doing this move backwards.


Universal Commands

Throw
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1500 7 N/A Knockdown UNB -

N/A


Offensive Skill
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1000 8 -15 31 M -

N/A


Offensive skill (Aerial)
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1000 6 -20 17 M -

N/A


Defensive Skill
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
0 -

N/A


Rising Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
500 10 17 0 M -

Knocksdown airborne targets. Invincible from frames 1-11.


Ultra Skills

5HSE (can input twice for Lv2) A Tragedy in a Dream
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Level 1 2200 11 -20 Knockdown -

Invincible starting on frame 1. This is Kawase's reversal super.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Level 2 3200 11 -20 Knockdown -

Invincible starting on frame 1. This is also a reversal but the lacking damage in comparison to Giga Tadpole Level 2 means that this should be avoided unless the opponent could be killed when you use this as a DP.


2HSE (can input twice for Lv2) Giga Tadpole
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Level 1 2500 31 -20 Knockdown -

NOT a reversal. This is Kawase's damage super. The 31 frame startup may seem slow but the giant tadpole hitbox means that this combos fairly easily if the opponent is juggled high enough.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Level 2 4500 31 -20 Knockdown -

NOT a reversal. This is Kawase's most damaging attack. The second hit should always connect if the first one did.


Strategy

Kawase an agile character who can use EX rubbing ring (8E+S) command movement to employ a hit and run strategy. Kawase ability to use EX Rubber ring to cancel out of Rocket Dash or Aerial luring hook is integral her game plan. Not only EX rubber ring but Kawase is pretty reliant on EX for pressure, confirming into combos and reversals. In slower pace match up where Kawase not the aggressor (IE vs Master T or rushdown), she should try meter building with retreating rubber ring and attempt to counter her opponent's approaches. When she the aggressor (IE vs Curly or Zoners), she should go on the offense and stay relatively close and only retreat when she has gained a substantial life lead or the opponent has access to heat up.

Offense

Kawase's offense is pretty linear and doesn't leave much room for mix-up or pressure. Her option becomes a bit better with EX but they're better served in neutral or combo extension. At best Kawase can frame trap with Hooking Lure (5S) against an opponent who lacks a 4 Frame reversal (Master T, Quote). The frame trap does have a gap that loses to Frame 1 invincibility option like back dash or EX/US reversal.

Rocket dash is an overhead with a longer start-up than 6E but can be canceled to ES rubber on block to make it safe or Offensive skill on hit confirm. EX rocketed dash (4E+S) is safe on block but the start-up can be interrupted, using a charge 6E will make EX rocket dash a true block string.

Kawase 2H is worth mentioning as a poking tool, it long-reaching low that has very little pushback so it can be a tool to pester an opponent. If spaced well very few things can contest it but watch out for 6E which can low profile it.

6L vacuum effect can position Kawase for a tick throws but is highly risky if not condition the opponent first.

Defense

Neutral

Combos

Midscreen

Corner

Blade Strangers
General

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