Cyberbots/Blodia

From Mizuumi Wiki
Jump to navigation Jump to search
BX-02 Blodia

Introduction

Blodia has a strong rushdown and mixup game that utilizes his 8 way air dash and power charge canceled normals, and the luxury of having a meterless invincible reversal option forces opponents to be a little more cautious when running their own offense than they might be against other VA's. His general attack patterns and combos are simple and easy to pick up, so he's a recommended VA for newer players that also offers some serious rewards for being a long time dedicated veteran.


Pros Cons
  • High damage easy combos from lights.
  • Gameplan is simple, and the initial execution requirements are low. Easy to use character.
  • Strong triangle jump thanks to his 8 way air dash. This gives him good mixups and great okizeme options.
  • Meterless reversal that can be done even without his arm.
  • Can be relentless with pressure and mixups if he can control the pace of the match.
  • High skill ceiling top end. If you want to dedicate yourself as a Blodia specialist, there's payoffs for doing so.
  • Decent health, damage taken modifier is 1.00, as expected of the main character VA.
  • Can be easily zoned and can have a difficult time locking down other VA's from neutral.
  • While he does have a meterless reversal, it's very punishable on block, so many VA can do 50% on you for doing a bad one.
  • Only two Boosts in the air can make it difficult to keep up with more airborne VA's.
  • Very tall crouching hitbox makes him susceptible to instant overheads.


Normals

Grounded

5L
Cybots Blodia 5L.png
Damage Start-up Active Recovery Guard Level Hit Advantage Block Advantage Cancel
12 5 1 9 HL 3 +2 (+11) -2 (+7) Y

Pretty fast standard jab, chains into 5L, 2L, 5H, 2H, 5LH or 2LH. The latter two can be followed up with a special for big combos.

5LL
Cybots Blodia 5LL.png
Damage Start-up Active Recovery Guard Level Hit Advantage Block Advantage Cancel
12 3 3 12 HL 3 -3 (+11) -7 (+7) Y

Combo filler, less safe than 5L. Chains into 5H or 2H.

2L
Cybots Blodia 2L.png
Damage Start-up Active Recovery Guard Level Hit Advantage Block Advantage Cancel
12 4 3 6 HL 3 +3 (+11) -1 (+7) Y

Crouching jab, cancelable. Chains into 5H or 2H.

5H
Cybots Blodia 5H 1.png
Cybots Blodia 5H 2.png
Cybots Blodia 5H 3.png
Version Damage Start-up Active Recovery Guard Level Hit Advantage Block Advantage Cancel
5H 8+16/8 8 2+2/17 9 HL 6 -12 (+17) -16 (+13) Y/Y/N

Machine gun punch, both hits cancelable. Usually used as part of a chain rather than a standalone move, although it can be a somewhat effective anti air. Unsafe on hit and block, so be sure to cancel it with a special or charge cancel.

[...]H 8+16 3 2+1 13 HL 6 +2 (+17) -2 (+13) Y

Chain version has different frame data, lacking the late hitbox. Much safer but you might as well cancel it.

2H
Cybots Blodia 2H.png
Damage Start-up Active Recovery Guard Level Hit Advantage Block Advantage Cancel
18 7 3 22 L 6 KD -13 (+13) Y

Sweep, Blodia’s only low attack. It has decent range and speed, making a decent mixup from 5L if opponent is afraid of triangle jumps. Charge canceling this will make it plus on block, and allows for quicker followups on hit.

Boost

b.L
Cybots Blodia bL.png
Damage Start-up Active Recovery Guard Level Hit Advantage Block Advantage Cancel
5*4 7 6*4 11 HL 2 -5 (+9) -9 (+5) Y/Y/N/N

Sliding low drill that actually hits mid. Extremely minus on block and hit, so be sure to cancel during the early hits. This move will follow the direction of the dash you were doing when executed.

b.H
Cybots Blodia bH.png
Damage Start-up Active Recovery Guard Level Hit Advantage Block Advantage Cancel
22 7 6 15 HL 6 KD -9 (+13) Y

A shoulder charge that hits once and knocks down. Should be charge canceled to stay plus on block. This is a decent tool for advancing in with a hitbox. This move will follow the direction of the dash you were doing when executed.

Jumping

j.L
Cybots Blodia jL.png
Damage Start-up Active Recovery Guard Level Hit Advantage Block Advantage Cancel
12 7 15 12 H 3 - - -

A fast drop kick, used for tridash pressure. Can hit crossup.

j.H
Cybots Blodia jH 1.png
Cybots Blodia jH 2.png
Damage Start-up Active Recovery Guard Level Hit Advantage Block Advantage Cancel
18/12 13 4/2 7 H 6 - - -

Beam blade, a slower and stronger jump-in. Has a large late hitbox that deals less damage. Only extends about half the length of the blade.

j.2H
Cybots Blodia j2H.png
Damage Start-up Active Recovery Guard Level Hit Advantage Block Advantage Cancel
11, 4 OTG 9 Until landing - H 4 - - -

Knee spike that can cross up and bounces on hit. It's mostly used for OTG followups, allowing for a throw if you're quick (ex. H throw, j.2H, H throw).

Unarmed

Unarmed 5A
Cybots Blodia u5A.png
Damage Start-up Active Recovery Guard Level Hit Advantage Block Advantage Cancel
16 4 2 9 HL 3 +1 (+11) -3 (+7) Y

A worse 5L/LL, average startup. Blodia loses all specials except 623A, and can't throw at all, so there's no reason to fight unarmed.

Throws

L Throw
4/6L
Cybots Blodia LThrow.png
Damage Start-up Active Recovery Guard Level Hit Advantage Block Advantage Cancel
16, 2 per hit - - - Throw - KD - -
Throw range: 37

Pretty unique hold. If you press L+H at the right time, you can go into Blodia's command grab, Direct Press. There isn't a consensus on the best way to trigger the follow up.
Interestingly, you can use LP to OTG throw, but doing this still gives you H throw.

H Throw
4/6H
Cybots Blodia HThrow.png
Damage Start-up Active Recovery Guard Level Hit Advantage Block Advantage Cancel
28, 16 OTG - - - Throw - KD - -
Throw range: 37

Standard toss. Be ready to buffer a special move or charge cancel in case your throw attempt fails and you get 5H.

Arm Ripper
632L/H
Cybots Blodia ArmRipper.png
Damage Start-up Active Recovery Guard Level Hit Advantage Block Advantage Cancel
5, 3 per hit - - - Throw - KD - -
Throw range: 32

Standard arm ripper. Some mashing needed to disarm.


Weapon

Assault Satellite
aka Bit

5W/2W/6W, j.5W/j.2W/j.8W
Cybots Blodia W.png
Version Damage Start-up Active Recovery Guard Level Hit Advantage Block Advantage Cancel
All 18 21 1 17 HL 2 +1 (+20) -3 (+16) Y
Can be charge canceled from frame 1-15, only fires if canceled from 10-15. Weapon gets interrupted if Blodia is hit before frame 19.

Shoots a small laser burst across the screen in one of a few directions. Because it's a laser it can't be destroyed en route by non projectiles like missiles can.
Blodia's weapon has three versions on the ground: Horizontal at around head height (4/5W), horizontal along the ground (1/2/3W) which will OTG, and and diagonal up forward (6W). All of these can be used while dashing.
It also has three versions in the air: Horizontal (4/5/6W), down-forward (1/2/3W, can OTG), and up-forward (7/8/9W). All air versions stall Blodia during the move.
Blodia's bit is significantly slower to start up than Jackal's, but it is still quite good for establishing a presence on screen behind which you can have some freedom to advance. Charge canceling its startup is a common and beneficial technique you should get used to doing, as it allows you to follow behind the projectile faster and apply more effective offense.

Specials

Break Shaft
41236L/H
Cybots Blodia 41236A 1.png
Cybots Blodia 41236A 5.png
Version Damage Start-up Active Recovery Guard Level Hit Advantage Block Advantage Cancel
All 4+2*12+4 (full), 9 (late) 17 9 20 HL 2 KD (full), -17 (late) -21 -

Slow startup, captures on the first frame so only at close range. Does a small hit if the capture point is missed. A mostly useless move, luckily it doesn’t overlap with anything important.

Full Metal Charge
623L/H
Cybots Blodia 623L 1.png
Cybots Blodia 623L 2.png
Cybots Blodia 623L 3.png
Version Damage Start-up Active Recovery Guard Level Hit Advantage Block Advantage Cancel
L 20 6 26 26 HL 3 KD -44 -
invul frames 1-7
H 16+8+8+8 9 38 34 HL 5 KD -48 -
invul frames 1-3

Dragon Punch. The L version is invincible through the early active frames, the H version stops being invincible before active, so you can’t use it as a reversal. The L version is one hit, the H version is 4 hits (4f between). Both versions knock down.
This move travels quite high in the air and does a lot of chip damage on block. Against opponents guarding it in the air, it will push them back up in the air, allowing you to land safely most of the time, this puts your opponent in a situation where they must either try to move and avoid a second DP, which you can react to, or try to land quickly, which will get them pushed back up if you opt to DP again. If an opponent finds themselves blocking a DP in the air after they have expended all their Boost gauge, you can trap them in the air with DPs continuously until they take a hit and get knocked down. These post air guarded DP mixups are quite common in Blodia matchups, especially against VAs that like to float around in the air a lot.

Gatling Rod
214L/H
Cybots Blodia 214A.png
Version Damage Start-up Active Recovery Guard Level Hit Advantage Block Advantage Cancel
L 5*4 11 16 13 HL 2 -5 -9 -
H 5*8 16 16 21 HL 4 KD -11 -
214H hitstop is 6 frames

Combo tool. Generally this is the move you will want to hitconfirm into provided you don’t have meter for a super. L version is 4 hits and remains stationary. H version is 8 hits, knocks down, and moves him forward, further cementing it as an excellent hitconfirm tool.

Direct Press
63H
Cybots Blodia 63H.png
Damage Start-up Active Recovery Guard Level Hit Advantage Block Advantage Cancel
21+21+2 - - - Throw - KD - -
Throw range: 32

Side switches for a close knockdown, which allows for quick follow ups.
You can OS this with sweep, i.e. 6B~3B~H to boost, OS sweep/command grab.

Needle Press
28L/H
Cybots Blodia j2H.png
Version Damage Start-up Active Recovery Guard Level Hit Advantage Block Advantage Cancel
All 2*3 9 24 6 HL - - - -

Pursuit, can only be done when opponent it knocked down. Peculiar in that there are very few if any other dedicated pursuit moves in the game. Damage is low vs j.2H and throw, but it tracks so it can be useful, like after 2H if you miss a charge cancel.

Supers

Planet Smasher
236236A
Cybots Blodia 236236A 1.png
Cybots Blodia 236236A 2.png
Damage Start-up Active Recovery Guard Level Hit Advantage Block Advantage Cancel
8+5*10 2 60 0 (whiff), 35 (hit) HL 6 KD -48 -
invul frame 1-8

Ranbu Super. Blodia runs at the opponent and hits them repeatedly, finishing with Heavy DP. Causes knockdown on hit. Combos from his chains (both LH and LLH). Has a large amount of invincibility on startup, and is active for the duration of his dash forward. Touching Blodia at any time during the active frames will trigger the whole animation.

Giga Burst
LH
Cybots Blodia GigaCrush.gif
Damage Start-up Active Recovery Guard Level Hit Advantage Block Advantage Cancel
26 4 24 24 HL 6 KD -36 -
invul frame 1-19

Universal reversal that knocks down. Does less damage the later/further out it connects. Blodia's burst is fast and has a lot of invincibility, so it's one of the stronger ones.


Combos

Basic BnB combos, courtesy of Totu_Q.
Blodia's most used combo is L>L>Hx214H. This will give you a nice 40-50% chunk of damage on most VA's. It can also be fairly safe on block if you do it from a good range and your opponent is not adept at guard canceling.
OTG combo ender options: 28L or H, j2H, Grounded 2W, j2W, L and H throw both OTG and give his H throw when done as an OTG.
Standard OTG combo is j2H into throw, however this is character specific. Some VA's bodies will push you out too far to combo the throw, and so you can instead do multiple j2H, be forewarned you don’t want to be too close to their body on wakeup.
The weapon OTG options force wakeup almost instantly.

Extra Resources

Hitboxes, courtesy of Totu_Q
Cyberbots
General FAQHUDControlsMechanicsTier List
Characters BlodiaCycloneFordyGaitsGuldinHelionJackalKiller BeeLightningReptosRiotSuper 8SwordsmanTarantulaViseWarlock