Blade Strangers/Kawase

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Kawase Umihara
Colors

Introduction

Source Game: Umihara Kawase

Story

Short story summary here

Gameplay

Health: 10,000

Gameplay overview here


Strengths/Weaknesses

Strengths Weaknesses

Move List

Light Attacks

5L Light Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
400 5 1 3 M -

N/A

5LL/6L Light Attack x2
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
600 5 -3 0 M -

N/A

5LLL/6LL Light Attack x3
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
720 5 -4 -2 M -

N/A


2L Crouching Light Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
400 6 -3 1 M -

Autocombo damage scaling is worse with a 2L starter than a 5L starter.


j.L Jumping Light Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
400 5 5 9 H -

N/A


j.8L Horizontal Chop
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
400 9 5 9 H -

N/A


Heavy Attacks

5H Standing Heavy Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
900 9 -5 1 M -

Knocksdown airborne targets.


6H Launch Upper
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1000 [1400] 16 [44] -7 [1] -1 [Launch] M -

Charged version causes a wallbounce in the corner and gains 1 point of armor starting from frame 15. Cannot armor through lows or Ultra Skills. Both versions launch airborne targets.


2H Crouching Heavy Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
800 9 -6 -1 L -

Generic low


3H Hip Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
800 9 -4 0 M -

Launches airborne targets.


j.H Heavy Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
800 9 5 13 H -

Has a crossup hitbox.


j.2H Dive Kick
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
900 9 -5 Knockdown M -

Can be done extremely low to the ground by inputting it immediately after Kawase leaves the ground. Has a crossup hitbox but requires very precise spacing to actually use since crossup protection will sometimes trigger even when you land on the other side. Note that this move is NOT a high.


j.8H Backflip Kick
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
700 9 5 Launch H -

Launches grounded opponents on hit.


Unique Attacks

5E Anti-air
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
800 11 -4 0 M -

Head invulnerability starts on frame 5.


6E Overhead
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
800 21 -9 1 H -

Invulnerable to lows and low height mids from frame 5.


4E Knock Back
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1200 16 -8 Knockdown M -

Crumples on counter hit.


2E Sweep
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
800 9 -7 Knockdown L -

Can low profile some mids on frame 5.


3E Chase Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1500 12 n/a Knockdown OTG -

OTG Knockdown.


j.E Knock Back (Aerial)
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1200 17 5 Knockdown H -

Ground bounces on counter hit. Causes knockdown on regular hit.


Skills

Hooking Lure
5S Light version Heavy version EX version
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Light 800 31 -4 1 M -

Safe special to end blockstrings with. Vacuums the opponent in so you could go for a throw mixup on hit if they are close enough.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Heavy 800 22 -4 Launch M -

This version hits much further out but has a large deadzone between the hook and Kawase. Launches the enemy towards Kawase on hit. Vacuums the opponent on block.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
EX 1000 22 -4 Launch M -

Launches on hit. Massive vacuum effect on block although the frame disadvantage limits how this could be applied without something like Heat Up to support it.


Dancing Lure
2S L/H version EX version
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Light 1000 13 -17 Knockdown M -

N/A

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Heavy 1200 13 -17 Knockdown M -

Side switches on hit which can be handy to use at the end of combos where your back is to the corner.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
EX 1200 13 -17 Knockdown M -

Invincible from frames 1-12 making it technically work as a reversal.


Rocket Dash
4S L/H version EX version
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Light 800 29 -9 Knockdown H -

A somewhat slow overhead although the start up resembles Kawase's backdash which could be used to fake out the opponent. It is unsafe on block so use sparingly without conditioning the opponent first to think you're doing something else. Travels half the screen but the punishable frame disadvantage discourages using this as a poke.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Heavy 0 n/a n/a -

A feinted version of the hop overhead. Can be used to go for sneaky pressure resets and throw mixups but easily disrespected due to how both the normal overhead and feint can be jabbed out.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
EX 1000 29 -18 Launch H -

While it travels around 3/4ths of the screen, the massive frame disadvantage makes this only useful in combos or as a desperation move.


Rubber Ring
8S L/H version EX version
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Light 0 n/a n/a -

Travels around half the screen. Inputting this as 7S will result in Kawase doing this move backwards.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Heavy 0 n/a n/a -

Travels almost fullscreen. Inputting this as 7HS will result in Kawase doing this move backwards.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
EX 600 13 M -

Becomes a strike but is otherwise pretty similar to to the 8HS version. Inputting this as 7ES will result in Kawase doing this move backwards.


Aerial Hooking Lure
j.S L/H version EX version
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Light 600 9 -20 -17 M -

Can be done immediately after a jump but the awful frame advantage on block means that it's not great to use as a poke. Could be useful in air to air encounters since it knocks down on air hit but the angle isn't great for that purpose either.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Heavy 1200 9 -14 Knockdown M -

Can be done immediately after a jump just like j.S. Not great in neutral when j.S does everything this move does more safely. Used mostly as a combo ender.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
EX 1200 9 -7 Launch M -

Can be done immediately after a jump just like j.S. This move has the interesting property of being able to cancel out of any version of Rubber Ring. The better frame advantage also makes this more handy as a neutral tool but the meter cost limits how often this can be used. Launches on hit.


Aerial Rubber Ring
j.8S L/H version EX version
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Light 0 n/a n/a -

Travels around half the screen but goes further with more height. Inputting this as j.7S will result in Kawase doing this move backwards.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Heavy 0 n/a n/a -

Travels almost fullscreen but goes further with more height. Inputting this as j.7HS will result in Kawase doing this move backwards.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
EX 600 13 M -

Becomes a strike but is otherwise pretty similar to to the j.8HS version. Inputting this as 7ES will result in Kawase doing this move backwards.


Universal Commands

Throw
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1500 7 N/A Knockdown UNB -

N/A


Offensive Skill
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1000 8 -15 31 M -

N/A


Offensive skill (Aerial)
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1000 6 -20 17 M -

N/A


Defensive Skill
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
0 -

N/A


Rising Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
500 10 17 0 M -

Knocksdown airborne targets. Invincible from frames 1-11.


Ultra Skills

5HSE (can input twice for Lv2) A Tragedy in a Dream
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Level 1 2200 11 -20 Knockdown -

Invincible starting on frame 1. This is Kawase's reversal super.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Level 2 3200 11 -20 Knockdown -

Invincible starting on frame 1. This is also a reversal but the lacking damage in comparison to Giga Tadpole Level 2 means that this should be avoided unless the opponent could be killed when you use this as a DP.


2HSE (can input twice for Lv2) Giga Tadpole
Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Level 1 2500 31 -20 Knockdown -

NOT a reversal. This is Kawase's damage super. The 31 frame startup may seem slow but the giant tadpole hitbox means that this combos fairly easily if the opponent is juggled high enough.

Version Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Level 2 4500 31 -20 Knockdown -

NOT a reversal. This is Kawase's most damaging attack. The second hit should always connect if the first one did.


Strategy

Offense

Defense

Neutral

Combos

Midscreen

Corner

Blade Strangers
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Characters

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