Street Fighter: The Movie/Blade

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SFTM-Blade-Portrait.png

Introduction

Playstyle

Blade is a character with many strengths and very few weaknesses. He is absolutely fantastic at playing rushdown thanks to Air Assassin Dagger into j.LK. He's incredibly powerful when he doesn't let his opponent get their gameplan started, but he really shines in the hands of a player who can switch between offense and defense to screw with the opponent's timing and keep them off balance. It's incredibly easy for him to hang back throwing knives and waiting for the opponent to get frustrated and come to him before he launches into offense they aren't ready for, or to suddenly back off of a defending opponent and hit them with something like cr.HK or a Stun Rod when they try to take their turn. Blade's biggest weakness is his difficulty in poking out of pressure to make some breathing room for him to take his turn back.

Play Blade if:

  • You like to dictate the pace of the match by repeatedly switching between offense and defense
  • You want an air projectile without playing akuma
  • You have quick decision making skills

Do not play Blade if:

  • You aren't comfortable holding multiple buttons to charge attacks
  • You want to stick to a particular gameplan without deviations

Normals

Standing

s.LP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -
s.MP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -
s.HP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -

Reaches far and makes a great poke. Also not a bad anti-air.

s.LK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -
s.MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -
s.HK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -

Crouching

cr.LP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Low - - - - - - - -
cr.MP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -
cr.HP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -
cr.LK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Low - - - - - - - -

Fantastic poke for low-profiling. Puts Blade very low to the ground.

cr.MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Low - - - - - - - -
cr.HK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Low - - - - - - - Knockdown

Slides blade forward slightly. Deceptive and sneaky. Keeps Blade low to the ground and knocks down.

Air

j.LP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- High - - - - - - - -
j.MP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- High - - - - - - - -
j.HP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- High - - - - - - - -
j.LK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- High - - - - - - - -

Use this after Air Assassin Dagger to keep the pressure on.

j.MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- High - - - - - - - -

Decent air-to-air. If you catch somebody in the air with this, cancel into Air Assassin Dagger.

j.HK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- High - - - - - - - -

Universal Mechanics

Throws

Shoulder Throw
Close
b/f+MP or HP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- - - - - - - - - Escapable, Counterable

Tossing an Air Assassin Dagger on top of an opponent while they're standing up and then throwing them is a great knowledge check, as it becomes a throw loop against players who aren't used to escaping throws. When they do escape, feel free to hit them with a Bazooka or Life Shaver before they can touch the ground if you're near the corner.

Throw Counters

Throw Counter/Reversal
u+MP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- - - - - - - - - -

This input and data are for Blade's opponent after he lands a throw. See Throws for more information.

Slammaster
d+MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- - - - - - - - - -

This input and data are for Blade's opponent after he reverses a countered throw. See Throws for more information.

Interrupts

Low Slide
During blockstun, standing
f+LK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Low - - - - - - - Knockdown

Knocks the opponent back and hits low. Very sneaky due to how low to the ground it is.

Dashing Knee
During blockstun, standing
f+MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - Knockdown

Is a bit slower than the Low Slide interrupt, thus can be beat by well timed normals. It doesn't low profile like the Low Slide and if you're charging MK for a Sky Dagger Kick or Bazooka you can't do it without losing charge. Still, it has a few uses in certain situations where your other Interrupts might fall short.

Stun Rod
During blockstun, standing
u+MP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - Knockdown

The slowest of Blade's Interrupts but also has the longest range. It's hitbox is rather high so it is at risk of getting stuffed or missing entirely against crouching attacks, plus you can't do it without losing charge if you were holding MP for a regular Stun Rod. Much like the Dashing Knee, it's not as useful as the Low Slide Interrupt, but don't forget about it.

Regeneration

Regeneration
Hold LK+MK, release
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- - - - - - - - - -

Recovers 17 health over 34 frames. See Regeneration for more information.

Danger Move

Bazooka
10 health or less
Hold MK, QCF, Release MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - Knockdown

It's incredibly slow and impractical, but it's also really funny. There are setups for it after an opponent escapes a throw near the corner. Since you'll often be holding MK to charge a Sky Dagger Kick anyway, it doesn't hurt to let it rip every once in a while. You'll be surprised at how often it actually works, but be careful because characters such as Balrog and Zangief can reflect the rocket back at you. Also, there is a glitch where holding other buttons while doing this move will lock Blade out of his Assassin Dagger moves for the rest of the round, so make sure you stop charging Stun Rod or Neck Hanging Tree before letting go of MK.

Special Moves

Neck Hanging Tree
Close
[HP]b/f, release HP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- - - - - - - - - Throw

Blade's Command Grab. This move is incredibly useful, and incredibly buggy. While choking your opponent you can mash the joystick in all directions to prolong the choke duration and increase damage. Sometimes the opponent will float backwards while being choked, which can lead to setups afterwards, such as the Life Shaver Glitch or Bazooka.

Assassin Dagger
f,b,f+P
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - Stagger

Incredibly spammable due to it's quick speed. It's fast enough to overwhelm a character like Balrog attempting to reflect it, as it will nullify a reflected knife and give you enough time to throw another. If you do this while an opponent is standing up you can set up intersection in the corner.

Air Assassin Dagger
In air
QCF+P
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - Stagger

Blade's bread and butter. You can Tiger Knee it, or throw it at any height of your jump to change things up. If you Tiger Knee it you have enough time after throwing one to squeeze out a j.LK on the way down which is fantastic for pressure. Use this to push the opponent towards the corner, or throw knives while jumping backwards to cover your retreat while building meter. Against characters with a lot of stagger frames this move can become an infinite. You can also do a Sky Dagger Kick after throwing a knife to change your timing and trajectory and mess with your opponent.

Surprise Dagger
d,d+K
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - Knockdown

This move has an incredibly short range and isn't very fast, but it puts Blade very low to the ground and can be used as an anti-air. Also it looks funny. You won't be using it much, but sometimes it can help you defend yourself when trying to poke out of pressure. It is customary in Blade mirrors to throw it out once or twice during neutral as a sign of respect for fellow Bison Troopers.

Dagger Kick
f,b,f+MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -

It's incredibly fast and spammable which makes it Blade's best way to build meter quickly, but aside from that and maybe a blockstring or two, there are better options.

Sky Dagger Kick
In air
Hold MK, release MK
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- High - - - - - - - -

You can charge MK any time, as long as you are in the air when you release the button. This can be done almost as soon as your feet leave the ground, so it can be used as a feint to screw up an opponent expecting you to jump in with an Air Assassin Dagger. If you rotate the joystick after releasing MK, you can stay in the air for a moment and delay the kick. Blade bounces off of the opponent on hit or block, so it isn't always safe.

Stun Rod
Hold MP, release MP
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- - - - - - - - - Knockdown

This move is slow and has a high hitbox that makes it a liability against low-profile attacks, but it also has great reach and knocks down. It works surprisingly well as an anti-air if you read the opponent right, but not on reaction. Use it after conditioning opponents to expect Air Assassin Dagger or to catch them pressing something in neutral. If you're charging it, it's as simple as releasing a button.

Super Moves

Life Shaver
[b]f,b,f+P
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -

The namesake of the Life Shaver Glitch, this move slides forward and does a large amount of damage or a decent amount of chip. It's great for catching opponents after many things, such as escaping a throw, as a whiff punish, or even as an anti-air. If you catch an opponent blocking after a stagger with this it will do an insane amount of chip damage due to a programming oversight. If you land a Neck Hanging Tree it's a good idea to start charging back so you can fire this move off afterwards, because the opponent will be staggered.

Body Grinder
QCFx2+K
Damage Guard Meter Stun Startup Active Recovery Adv. Hit Adv. Block Property
- Mid - - - - - - - -

This move is almost a copy of the Life Shaver, except Blade doesn't move forward and he uses his boot instead of his hand to spin the knife. This also means it's hitbox is slightly closer to the ground. Because it doesn't require a charge time, you might want to throw this move out in clutch situations for instant returns on your meter investment.

Combos

Matchups

Tips

  • Never forget your ABCs: Always Be Charging (something). A lot of Blade's special moves require holding a button and releasing it. That takes some getting used to, but it also means you'll always have something loaded in the chamber that can be fired off simply by releasing a button. It's important to get comfortable with adapting your strategy depending on what you have charged, and to mask your charges by holding a button during other moves.
  • You can hold the buttons to charge all of your attacks at the same time, but you really don't need to do that. Not only is it uncomfortable, but it severely limits the buttons you can press.
  • Moves charge incredibly quick in this game, so don't be afraid to release a button and lose your charge if you want to shift gears or need to press a particular button you are holding.
  • Neck Hanging Tree is one of Blade's most important tools. It's incredibly easy to catch an opponent in it while they're worried about defending themselves from Air Assassin Dagger pressure, and you can even start the charge by throwing an air knife with HP. It also sets up the Life Shaver Glitch.
  • After landing Neck Hanging Tree, you can mash the joystick in all directions to prolong the choke duration and increase damage. Sometimes you may want to hold back and charge a Life Shaver instead, though.
  • If the opponent is staggering, throw out a Life Shaver. If they recover and block it, they'll take a ton of additional chip damage due to the Life Shaver Glitch. Neck Hanging Tree can leave opponents in this stagger state.
  • If you're trying to poke out of pressure, use a cr.MP to charge a Stun Rod. If you can create enough space to use it, there's a good chance the opponent will stick their face into it in their rush to keep the offense up.
  • After conditioning your opponent to the pace of your offense, there are a variety of ways to switch it up and make them overextend. Once they're second guessing themselves and hesitate, switch back into offense.
  • If you have a Sky Dagger Kick charged, you can release it low to the ground and then do a cr.HK to catch opponents attempting to catch you jumping to throw a knife. You can also let it rip from the top of your jump when an opponent is attempting to chase you down if you're jumping backwards and throwing knives.
  • You can alternate Tiger Kneeing the Air Assassin Dagger and simply throwing it at the top of a jump to change up the timing a bit and catch people off guard.
  • Although Low Slide is usually your go-to Interrupt, don't forget about the other two at your disposal. They all have their uses and can cover spots that the others may miss.
  • If any buttons or directions are charged while the desperation Bazooka is executed, Blade will no longer be able to use Assassin Dagger or Air Assassin Dagger for the rest of the round due to a programming oversight.


General
HUD
Characters
Akuma
Arkane
Balrog (Boxer)
Bison (Dictator)
Blade
Cammy
Chun Li
F7
Guile
Honda
Ken
Khyber
Ryu
Sagat
Sawada
Vega (Claw)
Zangief