Blade Strangers/Gunvolt

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Gunvolt
Colors

Introduction

Source Game: Azure Striker Gunvolt

Story

Short story summary here

Gameplay

Health: 9,500

With the lowest health in the game, Gunvolt may be considered the games glass cannon. While sacrificing health, he makes up for it in versatility in offense and neutral. He has one of the best projectiles in the game (5s), which you can shoot from full screen and follow-in to start your offense. On offense, he has good tools such as dash, air dash, 6HS which grants several options on block, and 5ES which grants him free extension of pressure with meter. He also has the unique move 2S which is the only meter building special move in the game, allowing him to force opponents to approach, or end his combos in meter building. The downside is that Gunvolt does not build meter while doing combos or running offense, something every other character can do. HE also has a unique marker system, which when an opponent is hit by any of his gunshot specials, a marker appears on the opponent, and the 6ES move will do more damage/allow for full combo.

Pros: Strong zoning with 5S and 5HS, along with good anti airs Strong pressure game with 5ES, 6[H] 6s, and combos that lead into meaty laser oki. Combos end either in good oki or meter building. Versatile tools

Cons: Lowest Health in the game Lacks defensive options (EX counter which grants small reward) No invul level 1 or 2 super. Has a tough time in match-ups where his 5S is shut down and Gunvolt is forced to approach. Below average damage

Move List

Light Attacks

5L
BLASTR gunvolt 5L.png
Light Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
400 6 7 5 -2 1 L,H,S,E M -

Starter normal for a mid. Cancels into any other normal.

5LL/6L
BLASTR gunvolt 5LL+6L.png
Light Attack x2
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
450 9 -2 2 L,H,S,E M -

Second hit in the string. Hits low. While can be done with 6L as well, it sadly takes away an extra hit but subs the loss of a hit for more damage (600).

5LLL
BLASTR gunvolt 5LLL.png
Light Attack x3
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
520 9 -6 -2 H,E,S -

Last hit in the L string. Always cancel this into an M normal or a Special Attack unless you conditioned your opponent really well.


2L
BLASTR gunvolt 2L.png
Light Attack - Crouch
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
400 6 -3 0 L,H,S,E -

Nothing needs to be said about this normal. Cancel it into something else that combos. You're likely doing it up close anyway. You'd be a fool, or very, very brave to not cancel this while someone's blocking.


j.L
BLASTR gunvolt jL.png
Light Attack - Air
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
400 5 6 11 j.H, j.8H, j.S, 5HS, 6HS H -

Really fast, a go to air to air. Beware larger normals.


j.8L
BLASTR gunvolt 8L.png
Superman Punch
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
400 6 11 j.H, j.8H, j.S, 5HS, 6HS H -

Also a good instant air to air!


Heavy Attacks

5H
BLASTR gunvolt 5H.png
An elbow.
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
900 10 -6 -4 5S, 6S, 5SH, 5SE, 6SE, 2SE M -

Starter hard. Best cancelled into Naga (5SH), or Gidora (5S) xx OS (5LE). Moves slightly forward, so it makes for a good punish if spaced well.

4H
BLASTR gunvolt 4H.png
Sweet Chin Music.
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
900 -4 KD 5S, 6S, 5SH, 5SE, 6SE, 2SE M -

Cancel this with Offensive Skill, or any special skill into Ultra Skill.

Volt Knuckle
BLASTR gunvolt 6H.png
6H
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1000[1300] 16 [44] -5 [1] 1 [Launch] 5S, 6S, 5SH, 5SE, 6SE, 2SE -

Volt Knuckle is a good extension for combos in the corner or a good way to end an air combo to either put neutral in your favour, or to get some space from oppression and land some extra meter with Charge (2S).


2H
BLASTR gunvolt 2H.png
Crouching Heavy
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
900 6 -4 -1 5S, 6S, 5SH, 5SE, 6SE, 2SE -

Good for punishing whiffs and it can be cancelled on confirm. Use sparingly.


j.H
BLASTR gunvolt jH.png
Heavy Attack - Air
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
800 5 6 11 j.H, j.8H, j.S, 5HS, 6HS, 5SE, 6SE H -

Really fast, a go to air to air. Beware larger normals.


j.8H
BLASTR gunvolt 8H.png
Don't stick your foot in your mouth: The Move.
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
800 6 11 j.S, 5HS, 6HS, 2HS, 5SE, 6SE H -

Knocks people away on hit. Can be done meaty, but beware get-up attacks. Can be cancelled into Naga (5S), Gidori (5HS), Orochi (5SE) Kick Climbing (6HS), Lightning Stroke (6SE).


Unique Attacks

5E
BLASTR gunvolt 5E.png
Anti-Air
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1300 11 -4 0 -


4E
BLASTR gunvolt 4E.png
Knockback
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1000 8 -15 17 M -

Universal knockback.


6E
BLASTR gunvolt 6E.png
Overhead
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1000 6 -20 13 -

Universal overhead.


2E
BLASTR gunvolt 2E.png
Sweep
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
N/A -

Causes knockdown.


8/j.E
BLASTR gunvolt 8E.png
Talons
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
500 10 -17 0 -

Causes knockback. Will ground bounce on counter hit.


3E
BLASTR gunvolt 3E.png
``Step on them Js``
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
500 10 -17 0 -

Cannot be done unless the opponent is in KD (knockdown) state causes a small ground bounce. Best to be cancelled.


Skills

Gidora 5S
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
10 -10 -7 -


Dash 6S
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
M -

Command dash.


Charge 2S
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
-

Gunvolt's main meter gain.


Naga 5HS
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
N/A 17 -8 KD -

Causes knockdown.


Kick Climbing 6HS
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
16 KD -

Very similar to Dash, but slower and actually causes damage upon contact with two kicks.


Thunderstorm 2HS
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
10 -20 KD -

Causes knockdown.


Orochi 5SE
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
9 44 44 -

EX move. Good pressure tool.


Lightning Stroke 6SE
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
10 -17 0 -

EX move. VERY fast move. Does more hits + damage with more markers.


Electromagnetic Field 2SE
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Launch -

EX move. Gunvolt's counter.


Universal Commands

5LH
BLASTR gunvolt throw.png
Throw
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1300 7 N/A Knockdown UNB -

Snatch someone with it. Take their soul.


5LE
BLASTR gunvolt LE.png
Offensive Skill
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1000 8 -15 17 M -

Good way to extend a combo or whiff punish for a solid counter.


8/j.LE
BLASTR gunvolt j.LE.png
Offensive skill (Aerial)
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1000 6 -20 13 -

N/A


4LE
BLASTR gunvolt 4LE.png
Defensive Skill
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
N/A -

Can be baited. Be careful with this.


Rising Attack
BLASTR gunvolt RA.png
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
500 10 -17 0 -

Can be baited. Be wary of using this all the time.


Ultra Skills

Strategy

Offense

Defense

Neutral

Combos

Basic BnBs:

LLL, 6HS xx 6HS (Meaty laser on way down) LLL, 6HS xx 5HS (2S followup to build meter)

6HS w/ marker - falling j.5s, 6ll 4H 5l H xx ender

Midscreen

[1]

Corner

[2] [3]

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