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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.
  • 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 E+S as a substitute for Offensive skills
  • Long recovery on attacks that whiff.
  • Has the second-lowest health along with Curly.
  • Generally low damage output in most ideal scenarios.
  • very meter reliant for a majority of her game plan.

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 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 and doesn't leave much room for the mix-up, and over-extending her pressure put her more at risk. At best Kawase can frame trap with Hooking Lure (5S) against an opponent who lacks a 4 Frame reversal (Master T, Quote for example). The frame trap does have a gap that loses to Frame 1 invincibility option like the back dash or EX/US reversal. The reward for 5S is small but the risk is also low. On regular Hit Kawase is plus enough to go for another offense attempt, though Kawase can also use 1 bar for either OS or 5US to convert off 5S. IF Kawase properly Frame traps 5S than a Counter hit should occur and Kawase can get full combo by linking 5L/2L/6L. Using EX 5S becomes yields higher reward and combo stability as it naturally launches on regular hit, but on Counter, hit is 1200 starter that leads to 4k combo with hefty corner carry with proper routing. Should Kawase properly condition her opponent, she can attempt to go for more risky but higher rewards( rocket dash, 8/9S resets) since her opponent are 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 on the block to make it safe or Offensive skill on hit confirm on top of on hit leading into knockdown which allows limited oki for Kawase. 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 zoning, it can be used as cheeky feint into low or throw but very high risk and should be seldomly used.

2H Poke

Kawase 2H is worth mentioning as a poking tool, its 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 good idea most times as theirs things can contest with it, but watch out for 6E which can low profile 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 2ES and her 5US, should use these options as a reversal. 2E+S has a lengthy startup making it easy to bait out. 5US is faster but very expensive.

Neutral

Combos

Midscreen

Corner

Blade Strangers
General

FAQControlsSystemPatch Notes

Characters

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