regulas
Your Emporer
Since we really should have had some of these sooner I'm putting one up now for Blood God (since theres also one for sun). So this thread should be specifically for discussing and coalating the Blood God Varient, in order to separate it from other variants content.
Reliant entirely on the fundamental abilities Blood God variant is all about increasing your damage or decreasing the damage you take in exchange for loosing out on ways to attack.
Eventually I will turn this into a proper guide. Short hand for now.
If anyone does make a real guide I'll just replace this with there's
Reliant entirely on the fundamental abilities Blood God variant is all about increasing your damage or decreasing the damage you take in exchange for loosing out on ways to attack.
Eventually I will turn this into a proper guide. Short hand for now.
If anyone does make a real guide I'll just replace this with there's
These moves are all both safe and most can be used to safely summon totems or to combo
212 Good solid string 0 on block with good pushback. If you knock them down you have time to safely put out totem or throw disc.
114 This one is also 0 on block, has little range but you can cancel this into either totems on block or EX air throw for combo's. Note that despite claiming only 23 cancel I am unable to punish a totem on block with a 5 frame jab (6 frames)
B32 By itself B3 is a good solid footsies string that is cancel-able, with 2 it becomes a long range charge, safe on block, knockdown on hit with enough time for a totem. (B3 cannot be safely cancelled into totem)
4 High can make it risky but it can be safely cancelled into a totem on block unlike the similar 3 (same as 114).
d1- A 5 frame poke, useful for pokes but also if it hits can safely cancel for a totem (as before fastest normals cannot punish)
d3 - a low poke again also can hit into a totem probably better for that since it's less likely to be blocked.
D2 - Uppercut, 6 frames good damage makes it one of our fast punish choices, also a good anti air. Can be a simple fast follow up for Parry even for funny damage.
Remaining normals will mostly be used for punish tools as they either are unsafe or loose too much advantage to be for general use too much.
212 Good solid string 0 on block with good pushback. If you knock them down you have time to safely put out totem or throw disc.
114 This one is also 0 on block, has little range but you can cancel this into either totems on block or EX air throw for combo's. Note that despite claiming only 23 cancel I am unable to punish a totem on block with a 5 frame jab (6 frames)
B32 By itself B3 is a good solid footsies string that is cancel-able, with 2 it becomes a long range charge, safe on block, knockdown on hit with enough time for a totem. (B3 cannot be safely cancelled into totem)
4 High can make it risky but it can be safely cancelled into a totem on block unlike the similar 3 (same as 114).
d1- A 5 frame poke, useful for pokes but also if it hits can safely cancel for a totem (as before fastest normals cannot punish)
d3 - a low poke again also can hit into a totem probably better for that since it's less likely to be blocked.
D2 - Uppercut, 6 frames good damage makes it one of our fast punish choices, also a good anti air. Can be a simple fast follow up for Parry even for funny damage.
Remaining normals will mostly be used for punish tools as they either are unsafe or loose too much advantage to be for general use too much.
Special Usage
Parry - The best move we have, it can turn many moves into counters or even full combo's. While there's a lot to study here the main thing is to practice comboing off of it.
Sunstone - Best used as a meaty attack, while it has a slow start-up it has great frame data on hit/block and solid damage for a projectile. EX is way faster at 24 frames, even better advantage and 16% damage.
God Ray - Sporadic in use can be placed out best at the end of a combo. It's currently hard to use well though the EX % value would be good if it were faster
Blood Offering - Awesome damage, but the self damage and slow speed make it tricky to use. As with God Ray it can only safley be used at the end of a combo, and then it can be tricky to land the damage. Best use is to chip out low HP opponents. Can also be used for Parry set-ups for true damage but on the whole this is a high risk abilitiy.
Air Takedown - Not really that good as an anti air (especially given our uppercut) but our main combo extender/finisher (if you want damage over effects)
Totems - Can easily be cancelled into with any of the above normals and tricks or placed at the end of a combo. They are even fast enough to possibly sneak one out randomly.
Damage is usually the best giving 33% bonus damage.
Obsidian is useful for specific situations (like versus a spam zoner like Kano) reduces damage by 34%
Blood Totem is nearly impossible to use because it just lasts too long. It is useful for draining meter but appears to be BUGGED currently so not even good for that.
Parry - The best move we have, it can turn many moves into counters or even full combo's. While there's a lot to study here the main thing is to practice comboing off of it.
Sunstone - Best used as a meaty attack, while it has a slow start-up it has great frame data on hit/block and solid damage for a projectile. EX is way faster at 24 frames, even better advantage and 16% damage.
God Ray - Sporadic in use can be placed out best at the end of a combo. It's currently hard to use well though the EX % value would be good if it were faster
Blood Offering - Awesome damage, but the self damage and slow speed make it tricky to use. As with God Ray it can only safley be used at the end of a combo, and then it can be tricky to land the damage. Best use is to chip out low HP opponents. Can also be used for Parry set-ups for true damage but on the whole this is a high risk abilitiy.
Air Takedown - Not really that good as an anti air (especially given our uppercut) but our main combo extender/finisher (if you want damage over effects)
Totems - Can easily be cancelled into with any of the above normals and tricks or placed at the end of a combo. They are even fast enough to possibly sneak one out randomly.
Damage is usually the best giving 33% bonus damage.
Obsidian is useful for specific situations (like versus a spam zoner like Kano) reduces damage by 34%
Blood Totem is nearly impossible to use because it just lasts too long. It is useful for draining meter but appears to be BUGGED currently so not even good for that.
Tactics
I've run out of time so just putting down something quick...
In short form a lot of Blood tactics are going to be about sneaking out totems and then applying pressure with 0 on block strings, pokes, trips, throws etc.
1) Relentlessly putting totems on the screen after EVERY hard knockdown and after every blocked 114 or 4. This is key.
As noted 114, 4, and on hit d3 are some of the best choices for sneaking out totems because they are fairly safe choices.
For regular moves throw makes one of our best tools by far as it buys a lot of time for throwing out any of our slow specials.
I've run out of time so just putting down something quick...
In short form a lot of Blood tactics are going to be about sneaking out totems and then applying pressure with 0 on block strings, pokes, trips, throws etc.
1) Relentlessly putting totems on the screen after EVERY hard knockdown and after every blocked 114 or 4. This is key.
As noted 114, 4, and on hit d3 are some of the best choices for sneaking out totems because they are fairly safe choices.
For regular moves throw makes one of our best tools by far as it buys a lot of time for throwing out any of our slow specials.
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