Blade Strangers/Master T

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Master T
Colors

Introduction

Source Game: Code of Princess

Story

The T stands for THUGGERY. That's what you have to be a master of in order to fight in Blade Strangers.

Gameplay

Health: 12,500

Master T is a rushdown-oriented character with a straightforward gameplan: staying in your face. Offense is this character's strong suit, with strong frame trapping and damage output that rivals the likes of Shovel Knight. He possesses some of the best pokes in the game but unfortunately lacks mix-ups so opening up opponents may be difficult at times. T's main weaknesses are his mediocre defense and Neutral game, so you'll need to really be careful when trying to approach your foes or when you're defending.

Move List

Light Attacks

Light Attack
5L
BLASTR MasterT 5L.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
400 5 -2 3 M -

T's fastest normal.

Light Attack x2
5LL/6L
BLASTR MasterT 5LL.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
700 9 -7 -3 M -

A monstrous poke with lots of range. Unsafe on block and whiff.

Light Attack x3
5LLL/6LL
BLASTR MasterT 5LLL.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
9 -12 -8 M -

The last hit of the autocombo string. Has just as much range as 5LL/6L and T steps forward a bit while doing so. Confirm this attack into one of T's safe options because it's unsafe on both block and hit.


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

Used to be 0 on block before the universal jab nerf. As it's -2 now not really much reason to use this over 5L anymore since 5L is faster and has better range, if barely.


Aerial Light Attack
jL
BLASTR MasterT jL.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
400 7 5 11 H -

Not much to say except it's good for extending 2S combos at the right height.

Throat Jab
j8L
BLASTR MasterT j8L.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
300 5 5 11 H -

Your go-to aerial normal for air-to-air situations. Does a good job covering the area above you and it's the most consistent aerial to use in 2S combos but deals the least amount of damage.


Heavy Attacks

Heavy Attack
5H
BLASTR MasterT 5H.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
900 12 -2 1 M -

T's safest poke with good range. No point in using it in any of his combos unless its used at the start.


UMA Punch
6H (6[H])
BLASTR MasterT 6H.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1200 [1600] 20 [48] -7 [2] -3 [Launch] M -

Yet another monstrous normal in T's arsenal. One of your go-to heavy attacks to use in combos since it has the most range and deals good damage. Charged version has 1-hit of armor (can be beat out by lows or rising attack) and wall bounces. Be mindful of how you use it; you're a sitting duck if this bad boy gets blocked or whiffed.


Body Blow
4H
BLASTR MasterT 4H.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1200 9 -3 4 M -

Good heavy attack to use in combos. Also one of T's best normals to start combos off with because it leads to big damage.


Crouching Heavy Attack
2H
BLASTR MasterT 2H.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1000 7 -3 0 L -

One of your only lows next to 2E.


Grand Upper
3H
BLASTR MasterT 3H.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1100 9 -7 Launches M -

T is one of the few characters in the game who possess a normal capable of launching. This is your other go-to heavy to use in combos.


Aerial Heavy Attack
jH
BLASTR MasterT jH.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1000 9 12 16 H -

Standard heavy aerial capable of crossing up. Combos that begin with jH lead to big damage.


Unique Attacks

Anti Air
5E
BLASTR MasterT 5E.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
800 11 -4 0 M -

Universal Anti-Air. Head invulnerable on frame 5.


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

Universal Overhead. Invulnerable to Lows/Mid-Lows on frame 5.


Blow Back Attack
4E
BLASTR MasterT 4E.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1200 16 -5 Knocks Down M -

Universal Blow Back attack. Leads to crumple on counter hit and invulnerable to throws.


Sweep
2E
BLASTR MasterT 2E.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
800 9 -7 Knocks Down L -

Universal sweep. Invulnerable to Mid-Highs on frame 5.


Chase Attack
3E
BLASTR MasterT 3E.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1500 12 -

Universal chase attack. You can only perform this move if the opponent is lying down.


Aerial Blow Back Attack
jE
BLASTR MasterT jE.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1200 13 12 Knocks Down H -

Universal aerial blow back attack. Ground bounces on counter hit.


Skills

Tiger Cyclone Kick
5S/HS/SE
BLASTR MasterT 5S.png
Spin2Win
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Light 400, 300, 300; All Hits-1000 13 -4 2 M -

Good special to use for ending combos. Also makes for a decent anti-air.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Heavy 1200 33 -2 Launch H -

Overhead version that launches on hit. Even for overhead standards, it's pretty slow and easy to react to. If you can find ways to condition your opponent to block low, catch your opponent with this and delete their healthbar. Otherwise it's best if used sparingly or during combos. Safe on block.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
EX 100 (x5), 700; All hits-1200 9 0 2 M -

Fastest variant of 5S. Neutral on block making it great to use in blockstrings and ground bounces if it hits the opponent while they're airborne.


Inogon Tackle
6S/HS/SE
BLASTR MasterT 6S.png
I'm da Juggernaut, bish
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Light 800 13 -2 3 M -

Best used during combos to net in some extra damage. Safe on both hit and block.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Heavy 1200 30 -3 6 M -

As a standalone move, it's start up makes it not too reliable to use. Best to use after a crumple or as a reversal (It's not that good of one). Due to it being +6 on hit, you're capable of landing a 5L right afterwards. Invulnerable to Mid-Highs on frame 5.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
EX 500, 500; All hits-1000 18 1 Launches M -

One of T's best moves to use in blockstrings and a fairly decent reversal. There's a gap between the first and second hit of the move where the opponent can try to press a button but it'll just lead to a counter hit and good damage depending on where you're positioned on the stage. Invulnerable to Mid-High attacks on frames 5.


Dragon Spiral
2S/HS/SE
BLASTR MasterT 2S.png
Drill the heavens
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Light 800, 300 (x6); All hits-980 11 -20 Launches M -

T's DP. Despite it being a DP, there's no invulnerability on it whatsoever, but T is able to act out of it while descending back to the ground. Decent anti-air, has good corner carry and is capable of leading to follow ups in the corner.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Heavy 1000, 30 (x6); All hits-1180 16 -20 Launches M -

T's main meterless combo extension tool. Has the slowest start up of all the variants making it really only useful in combos.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
EX 1000, 30 (x6); All hits-1180 11 -20 Launches M -

Same start up as 2S but T ascends the highest out of all variants. Start up hitbox is fairly big, so you're able to confirm into it without worrying too much about spacing.


Unicorn Killer
4S/HS/SE
BLASTR MasterT 4S.png
T and Noko are the same character
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Light 1300 29 -3 Knocks Down M -

T's most damaging light special. He steps back quickly, potentially avoiding any oncoming attacks and thrusts forward with his palm. Knocks down.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Heavy 1000 45 -11 Crumple M -

The slowest variant but has the most range and crumples on hit without it needing to be a counter hit. Best used to baiting out moves like rising attack.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
EX 1000 36 -3 Crumple M -

T's go-to EX special for extending combos due to it causing crumple on hit. You can only combo into it from 6H, but it wont land from max range 6H. T loses a bit of ground since he steps back a little while performing this move.


Pegasus Ryukakusan
jS/HS/SE
BLASTR MasterT jS.png
T does his best Michael Jackson impersonation
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Light 1000 9 5 Knocks Down M -

Good move to use in neutral to build up meter. Good for air-to-air situations and ending combos.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Heavy 1200 9 5 Knocks Down M -

Deals the most damage out of all the variants and one of T's more damaging combo enders.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
EX 1000 7 5 Knocks Down; Wall Bounces M -

Fastest variant capable of wall bouncing near a corner.


Sky Serpent Dive
j2S/HS/SE
BLASTR MasterT j2S.png
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Light 800 19 0 Knocks Down M -

T descends more vertically in this variant.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Heavy 1000 19 0 Knocks Down M -

T travels diagonally. This variant is more preferred to use in combos.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
EX 900 14 0 Launches M -

Fastest variant. Travels diagonally like j2HS and launches on hit.


Universal Commands

Throw
LH
BLASTR MasterT LH.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1800 7 N/A -

Standard throw.


Offensive Skill
LE
BLASTR MasterT LE.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1000 8 -15 30 M -

N/A

Aerial Offensive Skill
8LE
BLASTR MasterT 8LE.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1000 6 -20 13 M -

N/A

Defensive Skill
LE (In blockstun)
BLASTR MasterT 4E.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
0 N/A N/A N/A N/A -

N/A


Rising Attack
Any (get up)
BLASTR MasterT Wake Up Attack.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
500 10 -17 0 M -

A bit weak compared to other Rising Attacks, but it still does its job. Invulnerable on frames 1-11.


Ultra Skills

Heavy Rotation
HSE
BLASTR MasterT 5HSE.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
2800 [4200] 10 -20 Knocks Down M -

T's main super to end combos with. Does good damage making it worth spending resources on. Has projectile invulnerability on start up (Lv2 variant has more projectile invulnerability).


Dragon Ring-In
2HSE
BLASTR MasterT 2HSE.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
2400 [3500] 7 -20 Knocks Down L -

Low-hitting fast super that makes for a good reversal tool. Can be combo'd into. Swaps sides.


Strategy

Neutral

Not much to say here except be patient. Playing neutral is one of T's biggest weaknesses so it's in your best interest to learn how to play it. Use your huge normals to control space but be mindful of how you use them, as they leave you wide open if used at the wrong time. jS is a good tool to use in neutral; It's fast, builds meter quickly, and is safe if blocked. T doesn't have any real option to deal with projectiles besides HSE, so your only way to play neutral vs Zoners is to just wall your way in and stay in.

Offense

Defense

Yet another area T doesn't do well in. T doesn't have any attacks that are completely invulnerable so dealing with pressure can be really tough at times. Use 5L to check attacks that may seem unsafe since it has 5f of start up. 6SE is ok as a reversal as well as 6HS, as they are invulnerable to mid-highs on frame 5 and can convert off them. 2HSE is your best reversal due to it being invulnerable on start up, really fast and hitting low. Otherwise your best bet is to use Defensive Skill to get opponents off you.

Combos

Midscreen

Corner

Blade Strangers
General

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Characters

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