At a glance : a young sailor, agile and versatile.
Where do his thunder abilities come from ?
Chart Legend- - - > discontinued lines = Links
--->plain lines = chain combos
Blockstring : blue and green lines
Block Frame gaps : orange and violet lines > can be parried or even counterattacked
Each attack is a potential starting point
qcf + A : "the Sailor Hop" = a special hopYou can cancel a normal move into Sailor hop for the cost of half a special meter point.
alternative way : when a normal move connects (on hit/on block) hold UP direction
This ability can make Kaede very versatile and unpredictable : will he jump-in and get closer ?
AIR - qcb+A : "the Sail Dive" = a dive kick(or during a Sailor Hop : push A)
With his dive kick, Kaede can decide to get closer to start the offensive, or to extend a combo.
AIR - qcb + X/Y/Z : "the Diving Thunder" = an air projectile(or during a Sailor Hop : push X/Y/Z )
Kaede is pushed back every time he releases the Thunder projectile from his blade.
This move has 3 versions :
- X (velocity : 4,4) : a projectile that goes at 45° angle, hits once, resets airborne/falling opponents
- Y (velocity : 5,3) : a projectile that goes a bit further forward, hits once, gives juggle possibilities
- Z version (velocity 6,6) = EX (at the cost of 1 special meter) : a projectile that gives ground combo possibilities and juggles on an airborne enemy
dp + X/Y/Z : "the Rising Thunder" = a DP moveThis move has 3 versions :
- X version is very quick, with startup invicible frames
- Y version is just a bit slower, with startup invicible frames, but goes further for a better reach and damage output
- Z version = EX (at the cost of 1 special meter), hits twice, has many invincible frames, great damage, an EX DP basically
- you can cancel the last 8 frames of a roll into any DP