Blade Strangers/Shovel Knight

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Shovel Knight
Colors

Introduction

Source Game: Shovel Knight

Story

Short story summary here

Gameplay

Health: 12,000

Shovel Knight fills the Grappler archetype for Blade Strangers. Move forward. Fish for Counter-hit j.E. Pressure with gems if you don't land a clean hit. Confirm any caught attempt to jump out into Level Two Doots. Rip away lifebars.


Strengths/Weaknesses

Strengths Weaknesses
  • Big Damage
  • Big Health
  • Big Hurtboxes
  • Has troubles against projectiles

Move List

Light Attacks

5L
BLASTR SK 5L.png
Light Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
400 5 2 -1 2 M - 75%

Your fastest light attack. Useful for taking away advantage at close range. Combos into itself on Counter-hit. Chains into 6L as an autocombo.



6L/5LL/2LL
BLASTR SK 5LL.png
Forward Light Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
700 9 4 -4 -1 M - 80%

Slightly slower than 5L in exchange for more range.

6LL/5LLL/2LLL
BLASTR SK 6LL.png
Forward Light Attack 2x
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
800 9 4 -8 -4 M - 80%

The second hit of Shovel Knight's forward light string. Allows you time to confirm, but is less advantageous on block compared to 5LL.



2L
BLASTR SK 2L.png
Crouching Light Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
400 6 4 -6 -2 M - 75%

The crouching alternative to 5L. Functions similarly, yet has more range. Chains into 6L as an autocombo.



j.L
BLASTR SK j.L.png
Jumping Light Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
400 7 2 6 11 H - 70%

???


j.8L
BLASTR SK j.8L.png
Jumping Upwards Light Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
400 5 2 6 11 H - 80%

It hits up. Quickly.


Heavy Attacks

5H
BLASTR SK 5H.png
Heavy Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1000 13 4 -8 -4 M - 80%

A decently sized heavy normal that combos into HS on hit.


6H
BLASTR SK 6H.png
Headbutt
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1200[1600] 20[48] 4[4] -6[-6] -2[Launch] M - 90%[90%]

Chargeable. Charged version causes wall bounce on hit. The charge is ready once Shovel Knight flashes white, but can be held for slightly longer before automatically releasing.



4H
BLASTR SK 4H.png
Stomp
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
700 9 4 -3 0 L - 80%

A short range, high-hitstun low. Good for mixing up the opponent, and allows you to confirm into Super or H+S on hit.


2H
BLASTR SK 2H.png
Crouching Heavy Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1000 9 4 -4 -1 M - 80%

SK's farthest-reaching Heavy Normal. Causes more hitstun than 5H, giving you plenty of time to confirm into H+S or directly into Super at range. A likely candidate for cancelling into Gem pressure.


3H
BLASTR SK 3H.png
Shoulder Check
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1000 9 4 -4 -1 M - 80%

Deceptive vertical hitbox. Quick recovery post hit. Good for combo extension in the corner.


j.H
BLASTR SK j.H.png
Jumping Heavy Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1000 9 4 9 16 H - 80%

Deep hitbox. This can be used to extend off j.E+S in the corner, and j.H+S at certain heights - Notably after a well-spaced j.2H(3) xx j.H+S.


j.8H
BLASTR SK j.8H.png
Spade Swipe
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1000 9 4 9 16 H - 90%

High vertical hitbox, good knockup. Useful off 6H corner bounce as an extension.


j.2H
BLASTR SK j.2H.png
Shovel Drop
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
600(x3) 4 Until Landed H - 70%

Combo extension. Can cross-up and lead into Super for good damage. Fairly unsafe on block. Note that all hits will deal the same damage and apply the same scaling so always wait for all three hits if possible.


Unique Attacks

5E
BLASTR SK 5E.png
Anti Air
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
800 11 -4 0 M - 70%

Universal anti-air. Head invulnerable on frame 5. Can combo from an anti-air hit if you get a really high Counter-hit juggle, or if you cancel late with Offensive Skill.


6E
BLASTR SK 6E.png
Overhead
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
800 21 4 -9 +1 H - 60%

Universal overhead. Cancels into Offensive Skill as an extension.


4E
BLASTR SK 4E.png
Knock Back
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1200 16 -10 Knockdown M - 80%

Universal knockback attack. Crumples on counter hit. Potential followups on counter-hit are things like charged 6H or 4H+S for incredible damage.


2E
BLASTR SK 2E.png
Sweep
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
800 9 4 -11 Knockdown L - 80%

Universal sweeping attack. Knocks down. Confirms directly into Offensive Skill if you want damage from it. Quite useful as it's a fast, far reaching low. The air pickup leads into good damange in the corner.


3E
BLASTR SK 3E.png
Chase Attack
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1500 12 N/A Knockdown OTG - 70%

Universal Chase Attack. Can OTG and forces hard knockdown on hit. Cancel into Offensive Skill to extend.


j.E
BLASTR SK j.E.png
Strike the Earth
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1200 18 4 9 Knockdown H - 80%

Ground bounce on counter hit. Slow to start up, with a large hurtbox. It's not as disjoint as you'd think. Tremendously low hitbox. When you counter-hit with this, you rip whole lifebars away with the proper pickup (Usually a dash-jump j.2H xx Super).


Skills

5S
BLASTR SK 5S.png
Charge Handle
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
800(1000)[1200] 16[88] -12[0] -3(Knockdown)[Launch] - - 70%

Chargeable. Won't knockdown without charge. Combos from most normals. While charging, you can move forward, backwards, or jump. The hitbox will reflect projectiles, but is difficult to time against quick projectiles (Gunvolt 5HS) and ineffective against multiple projectiles (Curly 6S)

5H+S
BLASTR SK 5S.png
Charge Handle (Heavy)
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1000[1200] 28[63] -3[0] Knockdown[Launch] - - 70%

Stance. Cancelable from frame 16. Slower than the Light version, making it less useful for ending air combos.

5S+E
BLASTR SK 5S.png
Charge Handle (EX)
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1200 18[58] -6[0] Launch[Launch] - - 70%

Chargeable. Combos from most normals. Wall bounces in the corner for big damage.


2S
BLASTR SK 2S.png
Trench Blade
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
11 -13 to +30 -11 M -

You dig up three gems worth approximately 50gp each. They each have an arcing hitbox. Spaced correctly, leaves Shovel Knight incredibly plus on block with no apparent gap to punish (Approximately +30). Can also be used as pressure on oki.

2H+S
BLASTR SK 2H+S.png
Trench Blade (Heavy)
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
36 -5 (See Below) -2 M -

You dig up five gems worth approximately 100gp each. They each have an arcing hitbox. Spaced correctly and gone uncontested, leaves Shovel Knight incredibly, disgustingly plus on block. Can also be used as pressure on oki.

2S+E
BLASTR SK 2S+E.png
Trench Blade (EX)
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
11 -6 (See Below) -10 M -

You dig up 8 gems worth approximately 300gp each. They each have an arcing hitbox. Arguably Shovel Knight's best poke, and can leave him incredibly plus from almost a halfscreen out.


4S
BLASTR SK 4S.png
Unearth
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
7 Knockdown N/A -

Scoops the opponent up. This is a fast command grab, useful to scare your opponent into jumping on prediction.

4H+S
BLASTR SK 4S.png
Unearth (Heavy)
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
36 Launch N/A -

Scoops the opponent up. Throw invuln. Reactable. Good to catch your opponent sleeping, or in the midst of a throw break attempt. Leads into unspeakable damage on hit if you have meter.

4S+E
BLASTR SK 4S.png
Unearth (EX)
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
7 Launch N/A -

Speed and certainty of light command grab mixed with the power of heavy for the low, low cost of half a bar.


j.S
BLASTR SK j.S.png
Propeller Dagger
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
11 -20 Knockdown M -

A fast aerial attack with a degenerate hitbox. Good for when you need some horizontal aerial movement, or just want to go over pokes.

j.H+S
BLASTR SK j.S.png
Propeller Dagger (Heavy)
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
26 -20 Knockdown M -

Again, a degenerate hitbox. Good for when you need some horizontal aerial movement, or just want to go over pokes. This version let's you combo afterwards in certain corner cases, as it leaves you in a neutral air state on hit.

j.S+E
BLASTR SK j.S.png
Propeller Dagger (EX)
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
11 -20 Knockdown M -

Again, a degenerate hitbox. Good for when you need some horizontal aerial movement, or just want to go over pokes. This version requires far less precision than heavy to combo, and allows you to combo afterwards midscreen.


Universal Commands

L+H
BLASTR SK L+H.png
Throw
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
7 Knockdown UNB -

Universal Throw.


L+E
BLASTR SK L+E.png
Offensive Skill (horizontal)
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1000 8 6 -15 9 M - 70%

Requires 1 bar of the Skill Gauge. Allows you to extend off anti-air 5E and 2E, or 6E when used as a mixup.

8L+E/j.L+E
BLASTR SK j.L+E.png
Offensive Skill (aerial)
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
1000 6 -17 7 M -

Requires 1 bar of the Skill Gauge. Allows for stray air-conversions off air moves like j.S where you wouldn't be able to convert otherwise.


4L+E
BLASTR SK 4E.png
Defensive Skill
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
- 9 4 0 Knockdown - -

Requires 1 bar of the Skill Gauge. Useful for dealing with the pressure options of certain characters. Namely Shovel Knight gem pressure. heh


Ultra Skills

H+S+E
BLASTR SK H+S+E.png
War Horn Lv. 1
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
18 -20 Launch M -

Requires 1 bar of the Skill Gauge. A damaging extension that allows you to combo afterwards. Can be done in the air.

H+S+E 2x
BLASTR SK H+S+E.png
War Horn Lv. 2
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
Too Much 18 -20 Launch M -

Requires 2 bars of the Skill Gauge. More damage than the single-bar version. Rips whole lifebars away and makes people rage quit.


2H+S+E
BLASTR SK 2H+S+E.png
Hail the Troupple King! Lv. 1
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
34 -20 Knockdown M -

Requires 1 bar of the Skill Gauge. SK turns invisible and a fish comes out. Not as good as Doot Super. <_<

2H+S+E 2x
BLASTR SK 2H+S+E.png
Hail the Troupple King! Lv. 2
Damage Startup Active Recovery Block Adv Hit Adv Cancels Guard Hitbox Scaling
34 -20 Knockdown M -

Requires 2 bars of the Skill Gauge. SK turns invisible and a fish comes out and then comes back the other way. Still not as good as Doot Super. DOES NOT CROSS UP. DO NOT LET GO OF BLOCK.


Strategy

Offense

Defense

Neutral

Combos

Knockdown Setups

... > 2H > 5H+S, 2S

... > 4H > 5H+S, 2S

4S, 2S

Launchers

2E > 5LE

4S+E/4H+S

Midscreen

Corner

The Touch of Death

4H+S > HSEx2, j.2H (3 hits) > j.S+E > j.5H, 3H > 5H+S, 5LLL > 5H > 5S+E, 6[H] (Partial hold, wall slam), j.2H

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