Introduction
Source Game: Shovel Knight
Story
Shovel Knight is a fishman who believes in the concept of shovelry, which actually refers to shovelware, and that's why he is in this game.
Gameplay
Health: 12,000
Shovel Knight fills the Grappler archetype for Blade Strangers. Move forward. Fish for Counter-hit j.E. Pressure with gems if you don't land a clean hit. Confirm any caught attempt to jump out into Level Two Doots. Rip away lifebars.
Strengths/Weaknesses
Strengths |
Weaknesses
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- Big Hurtboxes
- Has troubles against projectiles
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Move List
Light Attacks
6L/5LL/2LL
Forward Light Attack
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6LL/5LLL/2LLL
Forward Light Attack 2x
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2L
Crouching Light Attack
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j.8L
Jumping Upwards Light Attack
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Heavy Attacks
2H
Crouching Heavy Attack
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j.2H
Shovel Drop
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Damage
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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Cancels
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Guard
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Hitbox
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Scaling
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600(x3)
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4
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Until Landed
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H
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-
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70%
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Combo extension. Can cross-up and lead into Super for good damage. Fairly unsafe on block. Note that all hits will deal the same damage and apply the same scaling so always wait for all three hits if possible.
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Unique Attacks
2E
Sweep
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Damage
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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Cancels
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Guard
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Hitbox
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Scaling
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800
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9
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4
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-11
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Knockdown
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L
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-
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80%
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Universal sweeping attack. Knocks down. Confirms directly into Offensive Skill if you want damage from it. Quite useful as it's a fast, far reaching low. The air pickup leads into good damange in the corner.
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j.E
Strike the Earth
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Damage
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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Cancels
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Guard
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Hitbox
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Scaling
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1200
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18
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4
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9
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Knockdown
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H
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-
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80%
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Ground bounce on counter hit. Slow to start up, with a large hurtbox. It's not as disjoint as you'd think. Tremendously low hitbox. When you counter-hit with this, you rip whole lifebars away with the proper pickup (Usually a dash-jump j.2H xx Super).
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Skills
5S
Charge Handle
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Damage
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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Cancels
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Guard
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Hitbox
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Scaling
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800(1000)[1200]
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16[88]
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-12[0]
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-3(Knockdown)[Launch]
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-
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-
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70%
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Chargeable. Won't knockdown without charge. Combos from most normals. While charging, you can move forward, backwards, or jump. The hitbox will reflect projectiles, but is difficult to time against quick projectiles (Gunvolt 5HS) and ineffective against multiple projectiles (Curly 6S)
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5H+S
Charge Handle (Heavy)
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2S
Trench Blade
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Damage
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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Cancels
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Guard
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Hitbox
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Scaling
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11
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-13 to +30
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-11
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M
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-
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You dig up three gems worth approximately 50gp each. They each have an arcing hitbox. Spaced correctly, leaves Shovel Knight incredibly plus on block with no apparent gap to punish (Approximately +30). Can also be used as pressure on oki.
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2H+S
Trench Blade (Heavy)
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Damage
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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Cancels
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Guard
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Hitbox
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Scaling
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36
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-5 (See Below)
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-2
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M
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-
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You dig up five gems worth approximately 100gp each. They each have an arcing hitbox. Spaced correctly and gone uncontested, leaves Shovel Knight incredibly, disgustingly plus on block. Can also be used as pressure on oki.
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j.H+S
Propeller Dagger (Heavy)
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Damage
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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Cancels
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Guard
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Hitbox
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Scaling
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26
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-20
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Knockdown
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M
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-
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Again, a degenerate hitbox. Good for when you need some horizontal aerial movement, or just want to go over pokes. This version let's you combo afterwards in certain corner cases, as it leaves you in a neutral air state on hit.
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j.S+E
Propeller Dagger (EX)
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Damage
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Startup
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Active
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Recovery
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Block Adv
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Hit Adv
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Cancels
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Guard
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Hitbox
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Scaling
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11
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-20
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Knockdown
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M
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-
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Again, a degenerate hitbox. Good for when you need some horizontal aerial movement, or just want to go over pokes. This version requires far less precision than heavy to combo, and allows you to combo afterwards midscreen.
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Universal Commands
L+E
Offensive Skill (horizontal)
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8L+E/j.L+E
Offensive Skill (aerial)
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Ultra Skills
2H+S+E
Hail the Troupple King! Lv. 1
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2H+S+E 2x
Hail the Troupple King! Lv. 2
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Strategy
Offense
Defense
Neutral
Combos
Knockdown Setups
... > 2H > 5H+S, 2S
... > 4H > 5H+S, 2S
4S, 2S
Launchers
2E > 5LE
4S+E/4H+S
Midscreen
Corner
The Touch of Death
4H+S > HSEx2, j.2H (3 hits) > j.S+E > j.5H, 3H > 5H+S, 5LLL > 5H > 5S+E, 6[H] (Partial hold, wall slam), j.2H