FIGHTER FILE 14
Blade sits in slot 14 of 21 on the select screen, rates 5 of 5 for ease of use, and wears 1 costume in 9 colours.
Blade is a character equipped with an arsenal to fight at any range. His Unique, Heart Stopper, allows him to attack from range while approaching the opponent. It can only be used a certain number of times, as indicated by the Heart Stopper icon. Take advantage of openings to restock it with Up the Stakes.
Fires projectiles from a machine gun.
The aerial version fires at a downward angle.
It can be followed up by Heart Stopper after the attack connects.
version Skill Gauge cost: 25
Universal
An indirect attack using a projectile or other means.
A powerful slashing attack.
The version slashes at an angle above.
The and versions perform a series of slashes.
It gains invincibility to aerial attacks from partway through the action, making it a great option against opponents in the air.
Gains additional damage and blowback during Marked for Death.
It can be followed up by Heart Stopper after the attack connects.
version Skill Gauge cost: 25
Universal
A direct attack performed by the character.
Gains invincibility to aerial attacks from midway through the action.
version
An attack that triggers a Break when near the corner.
version
An attack that triggers a Break when near the corner.
Lunges forward, performing a slashing attack.
On hit, this move pierces and charges through the opponent.
Gains additional damage and blowback during Marked for Death.
It can be followed up by Heart Stopper after the attack connects.
version Skill Gauge cost: 25
Universal
A direct attack performed by the character.
Slashes at a downward angle.
Gains additional damage and blowback during Marked for Death.
It can be followed up by Heart Stopper after the attack connects.
version Skill Gauge cost: 25
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
version
An attack that triggers a Break when near the corner.
A projectile attack that launches forward before returning in a straight line.
The attack is still active while the projectile returns.
It cannot be used again while the attack is still active. Once the returning projectile comes into contact with Blade, it can be used again immediately.
It can be followed up by Heart Stopper after the attack connects.
version Skill Gauge cost: 25
Universal
An indirect attack using a projectile or other means.
Super Skill
After lunging, performs a series of attacks with various weapons.
Skill Gauge cost: 50
Grounded
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Aerial
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Ultimate Skill
Performs a follow-up attack after unleashing a projectile forward.
When this connects at close range, the follow-up attack becomes even more powerful.
After hitting the opponent, Marked for Death is activated for the next two Skills used.
Skill Gauge cost: 100
Universal
An indirect attack using a projectile or other means.
Gains invincibility to attacks from the start of the action.
A move that triggers a power-up.
Tōkon Assemble
Performs a strike, and then a series of attacks with the entire team.
This move is only available when losing the current round would end the match.
Skill Gauge cost: 150
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Throws silver stakes as projectiles.
Expends one Heart Stopper stock.
The stakes automatically aim towards the opponent's position. You can also aim with Direction during the action to throw them more quickly in a specified direction.
On hit, it activates the Marked for Death state, which powers up a single Skill use.
Universal
An indirect attack using a projectile or other means.
Refills the stocks for Heart Stopper to maximum. Only works while grounded.
Universal
A move that does not hit as an attack.
An action capable of guarding against attacks.
After guarding against an attack from the opponent's leader character, automatically performs a counter-attack.
After a successful guard, the Marked for Death state is activated, powering up a single Skill use.
Universal
Automatically performs a counter-attack in response to all attacks except for throws from midway through the action.
On successful parry
A move that triggers a power-up.
On successful parry (counter-attack)
A direct attack performed by the character.
Swaps the character you control.
You can select the ally to swap in with
/ / .
Member Switch is available when allies are summoned via actions such as Assemble Assist or Assemble Rush.
It cannot be activated when the leader or assist characters are hit with an attack.
Fires projectiles from a machine gun.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
An indirect attack using a projectile or other means.
Slashes at an upward angle.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
A direct attack performed by the character.
Gains invincibility to aerial attacks from midway through the action.
Throws a stake before performing a follow-up attack.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal (first hit)
An indirect attack using a projectile or other means.
Second hit
A direct attack performed by the character.
Second hit (follow-up)
A direct attack performed by the character.
Fires projectiles from a machine gun at a downward angle.
A Member Switch can be performed immediately if this move hits the opponent.
You can select the ally character who appears for Assemble Assist Aerial with / / .
Universal
An indirect attack using a projectile or other means.
Follows up with a lunging attack.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
After a lunging attack, performs Bloodlust as a follow-up.
Automatically changes the leader character when performed.
You can select the ally character who appears during Super Assemble with / / .
Assemble Gauge cost: 1
Skill Gauge cost: 50
Universal
A direct attack performed by the character.
Gains invincibility to attacks from the start of the action.
An attack that hits as an overhead.
From the startup until midway through the action, the attack will continue even if hit by the opponent. On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Will not be knocked back by all attacks except for throws from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
A lunging attack that tracks the opponent.
Although it cannot hit crouching opponents, it is invincible to Assemble Assist attacks and projectiles from the start.
On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
Gains invincibility to projectiles and attacks from non-Leader characters from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
Moves away while preparing for an attack from the opponent.
Upon successfully guarding against an attack at the start of the move, performs a counter-attack followed up by an ally.
You can select the ally character who appears with / / . A Member Switch can be performed if this move lands.
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 1
Universal
Automatically performs a counter-attack in response to attacks from the start of the action.
On successful parry (counter-attack)
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
A counter-attack performed by an ally, available only when blocking an attack from the opponent.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
This move can be performed when input quickly in response to the opponent's Crossover.
An ally intercepts the opponent's counter-attack.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A move that does not hit as an attack.
Performed when input right before the opponent's Crossover attack would land.
Your ally intercepts the counter-attack, then performs an attack of their own that sends the opponent flying.
If the character sent flying hits the leader character, it puts them in the Disassembled state, preventing them from using Assists for a duration.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
Performs a throw attack that has limited range but cannot be blocked.
The opponent cannot be thrown when they cannot move, such as during hitstun or blockstun.
The grounded version moves a certain distance toward the opponent when used outside of point-blank range.
This move triggers the Break effect, as well.
Throws can be escaped by performing the same throw input the instant you are thrown.
A leaping movement.
Before landing, you can either jump again or perform an aerial dash a single time.
A high leap.
The trajectory can be altered during the action with or .
Rapid forward movement.
Releasing the input performs a sudden brake.
Rapid backward movement.
Rapid forward movement while mid-air.
Rapid backward movement while mid-air.
Defends against the opponent's attacks while standing.
Cannot defend against low attacks and throws.
Defends against the opponent's attacks while crouching.
Cannot defend against overhead attacks and throws.
Defends against the opponent's attacks while mid-air.
Cannot defend against throws.
Close to Opponent
Far from Opponent