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omf2097:katana_frames

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omf2097:katana_frames [2022/09/18 14:19] aokmaniac13omf2097:katana_frames [2022/09/18 14:23] (current) aokmaniac13
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 ^236P Rising Blade (Air OK)  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^236P Rising Blade (Air OK)  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:katana_236p1.png }}{{ omf2097:katana_236p2.png }}{{ omf2097:katana_236p3.png }}{{ omf2097:katana_236p4.png }}{{ omf2097:katana_236p5.png}}|  2,13  |  3,8  |  60  |  -46  |  22+22?((Needs investigation))   -  |  LH  |  1-21 Full  |+|{{omf2097:katana_236p1.png }}{{ omf2097:katana_236p2.png }}{{ omf2097:katana_236p3.png }}{{ omf2097:katana_236p4.png }}{{ omf2097:katana_236p5.png}}|  2,13  |  3,8  |  60  |  -46  |  22+12   -  |  LH  |  1-21 Full  |
 |:::|Rising Blade. Best move in the game, hands down. Also known as the Corkscrew Blade, Katana slashes with one blade, spins around and uppercuts. It starts in 2 frames, making it Katana's fastest attack; it has surprising range and combos into the second hit about 95% of the time; and it's totally invincible from the time it starts hitting until the time it finishes the second hit. It's not safe when blocked, but that doesn't mean you can't abuse it. It goes through fireballs, through pokes, through hazards, everything. It juggles under certain conditions, it combos from almost anything. After they get Bladed a few times, your opponent will actually be afraid to stick out a limb for fear he'll get shot down. That's when you can start abusing your slower moves like roundhouse, move in for a throw, or jump in. \\ Air Rising Blade. (See the Rising Blade section.) As air-to-air, this move is a last resort, as it will only hit once and so the opponent actually lands before you do, able to punish. As a jump-in, however, it's godlike, because it pushes you upward on frame 4 and starts hitting on frame 2, meaning you have a short but useable window where you can jump in with the first hit and land, immediately cancelling the Rising Blade. If the opponent was planning to wait and anti-air at the last minute, they can't, because the Rising Blade beats it and starts a ground combo of your choice. If they just decided to block, you have plenty of room to walk up and get close before they get out of blockstun. The threat of a deep Rising Blade is so great that most opponents will try to anti-air you early in your jump so you can't use it. When that happens, you can Rising Blade from a little higher up, making it hit twice and possibly juggle, or you can switch to a different jump attack. The Blade helps as both offense and defense from anti-airs.|||||||| |:::|Rising Blade. Best move in the game, hands down. Also known as the Corkscrew Blade, Katana slashes with one blade, spins around and uppercuts. It starts in 2 frames, making it Katana's fastest attack; it has surprising range and combos into the second hit about 95% of the time; and it's totally invincible from the time it starts hitting until the time it finishes the second hit. It's not safe when blocked, but that doesn't mean you can't abuse it. It goes through fireballs, through pokes, through hazards, everything. It juggles under certain conditions, it combos from almost anything. After they get Bladed a few times, your opponent will actually be afraid to stick out a limb for fear he'll get shot down. That's when you can start abusing your slower moves like roundhouse, move in for a throw, or jump in. \\ Air Rising Blade. (See the Rising Blade section.) As air-to-air, this move is a last resort, as it will only hit once and so the opponent actually lands before you do, able to punish. As a jump-in, however, it's godlike, because it pushes you upward on frame 4 and starts hitting on frame 2, meaning you have a short but useable window where you can jump in with the first hit and land, immediately cancelling the Rising Blade. If the opponent was planning to wait and anti-air at the last minute, they can't, because the Rising Blade beats it and starts a ground combo of your choice. If they just decided to block, you have plenty of room to walk up and get close before they get out of blockstun. The threat of a deep Rising Blade is so great that most opponents will try to anti-air you early in your jump so you can't use it. When that happens, you can Rising Blade from a little higher up, making it hit twice and possibly juggle, or you can switch to a different jump attack. The Blade helps as both offense and defense from anti-airs.||||||||
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 ^41236P Extended Rising Blade  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^41236P Extended Rising Blade  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:katana_236p1.png }}{{ omf2097:katana_236p2.png }}{{ omf2097:katana_236p3.png }}{{ omf2097:katana_236p4.png }}{{ omf2097:katana_236p5.png}}|  2,12,22  |  3,3,10  |  58  |  -44  |  22+22+22?((Needs investigation))   -  |  LH  |  1-32 Full  |+|{{omf2097:katana_236p1.png }}{{ omf2097:katana_236p2.png }}{{ omf2097:katana_236p3.png }}{{ omf2097:katana_236p4.png }}{{ omf2097:katana_236p5.png}}|  2,12,22  |  3,3,10  |  58  |  -44  |  22+12+12   -  |  LH  |  1-32 Full  |
 |:::|Shadow Rising Blade. Most shadow moves outshine their normal counterparts, but Shadow Rising Blade (which adds another spinning slash after the first hit) simply has too much recovery. Use in ground combos when you can't juggle with the normal Rising Blade.|||||||| |:::|Shadow Rising Blade. Most shadow moves outshine their normal counterparts, but Shadow Rising Blade (which adds another spinning slash after the first hit) simply has too much recovery. Use in ground combos when you can't juggle with the normal Rising Blade.||||||||
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omf2097/katana_frames.1663532368.txt.gz · Last modified: 2022/09/18 14:19 by aokmaniac13