Blade Strangers/Kawase
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 |
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Move List
Light Attacks
5L Light Attack |
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5LL/6L Light Attack x2 |
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5LLL/6LL Light Attack x3 |
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2L Crouching Light Attack |
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j.L Jumping Light Attack |
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j.8L Horizontal Chop |
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Heavy Attacks
5H Standing Heavy Attack |
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6H Launch Upper |
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2H Crouching Heavy Attack |
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3H Hip Attack |
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j.H Heavy Attack |
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j.2H Dive Kick |
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j.8H Backflip Kick |
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Unique Attacks
5E Anti-air |
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6E Overhead |
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4E Knock Back |
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2E Sweep |
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3E Chase Attack |
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j.E Knock Back (Aerial) |
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Skills
Hooking Lure 5S Light version Heavy version EX version |
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Dancing Lure 2S L/H version EX version |
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Rocket Dash 4S L/H version EX version |
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Rubber Ring 8S L/H version EX version |
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Aerial Hooking Lure j.S L/H version EX version |
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Aerial Rubber Ring j.8S L/H version EX version |
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Universal Commands
Throw |
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Offensive Skill |
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Offensive skill (Aerial) |
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Defensive Skill |
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Rising Attack |
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Ultra Skills
5HSE (can input twice for Lv2) A Tragedy in a Dream |
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2HSE (can input twice for Lv2) Giga Tadpole |
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Strategy
Kawase an agile character who uses her great mobility to move around the stage and harass opponents with her long-reaching skill. Kawase's ability to use EX Rubber ring to cancel out of Rocket Dash or Aerial luring hook is integral to her game plan. Not only EX rubber ring but Kawase is pretty reliant on EX for pressure, confirming into combos and reversals. In a slower pace match-up where Kawase, not the aggressor (vs Master T or rushdown characters), she should try meter building with retreating rubber ring and attempt to counter her opponent's approaches. When she is the aggressor (IE vs Curly or Zoners), she should go on the offense and try stay relatively close and only retreat when she has gained a substantial life lead or find herself in a disadvantaged position
Offense
luring Hook Frame trap
Kawase's offense is pretty linear relying more on conditioning with frame traps and strike throw mix. Kawase can frame trap with Hooking Lure (5S) against an opponent who lacks a 4 Frame reversal (Master T or Quote for example). The reward for 5S is small but the risk is also low. On hit 5S can be converted with meter into Offensive Skill or Ultra skill, otherwise Kawase can use the small vacuum to go for a strike or throw mix-up. however, if 5S was a counter hit, then Kawase can get a full combo by linking 5L/2L/6L. 5E+S is the EX version which grants combo on regular hit, less poration on counter hits, and the vacuum effect greater on bock. Should Kawase properly condition her opponent, she can attempt to go for more risky but higher reward tools (rocket dash, 8/9S resets) since her opponent is less likely to mash out of the offense in fear of being frame trap by luring hook.
Rocket dash Mix
Rocket dash is an overhead with a longer start-up than 6E but can be canceled to ES rubber (7/8/9 E+S) on the block to make it safe or use Offensive skill on hit confirm into full combo (ES rubber ring can be used too but finicky). 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. While 4L+S is more of a command movent to be used against certain projectile attacks, otherwise it shouldn't be used in pressure.
2H Poke
Kawase 2H is worth mentioning as a poking tool, it's low attack with a decent range and very little pushback so it can be used to pester or check opponent ground approaches. Spacing 2H near its max range is generally good since very few things can punish it.
Tick throw
6L vacuum effect can position Kawase for a tick throws but is highly risky if not condition the opponent first.
Defense
Kawase is the queen anti of Anti-air with her 5E being one of, if not the best anti-air normal. Kawase also has 5 more anti-air in the vein of 3B,6{H},2S, 8ES,2US. While having multiple anti-air may seem redundant when BLASTR offers 5E as a universal anti-air tool, some characters have tools specifically to combat 5E thus Kawase should use the other when needed.
Anti-airs
- 3B allow Kawase to low profile some jumping attack into easy juggle due to its pop-up. It lacks the Invulnerability as 5E but is not punishable on whiff.
- 6H has some impressive vertical reach to potentially can catch jump outs. The amour while charging give it some insurance. Kawase does move forward a bit making it hard to space with.
- 2S has the most vertical reach and extends even further just shy under Kawase 5H+S max distance. Besides the reach, Kawase can also choose which side her opponent lands, or kawase can OS whiff can convert into full combo. Due to its lengthy start up, 2s more of a preemptive option than reactive one. Using EX version give Kawase full invincibility.
- 8ES is Kawase least risky AA attempt since its a command movement with a hit box, Kawase still has the ability to act even on whiff. This is Kawase furthest anti air option outside of 2US.
- 2US Kawase deny the opponent the ability to mount any air approach since this tadpole practically cover 80% of the screen. How ever their is blind spot directly in front of Kawase and will not catch jumps at full distance. While rare if the move manages tool trade Kawase gets long knockdown on lv1 and lv2 get combo.
invicbility
Kawase 4S series has projectile invincibility on startup, allowing Kawase to maneuver around some zoning.
Kawase only full invincibility moves will be her 5US. 2E+S is only strik invul and its lengthy start-up makes it a weak reversal.