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Blitzcrank

Easy

M 2M H 2H > j.M j.H j.S1 > Super
  • Corner ok
  • The same combo works on many characters

Easy (little harder)

M H 2H > j.[2H] > M H 2H > j.M j.H j.S1 > Super
  • 610 Dmg (Super 1)
  • Corner ok
  • Different with Steam

Medium Recommended

M H 2H j.2[H] > M H 4H 6S2 > M 2H j.L j.L j.2S2 > Super 1
  • 644 dmg (527 meterless)
  • Need to hit corner to super
    • Can Super 2 if you have steam
  • 4H 6S2 > M drops in the corner
  • Nice because combo is same with or without steam

Medium

M H 2H > j.M j.2H H > 2H j.H j.2H j.S1 > Super
  • Have not tested Corner

Hard

M H 2H > j.M j.2H j.H > 2H j.[2H] j.H > H 2H > j.2H j.H j.S1 Super
  • Optimal?
  • Mid or mid to corner
  • I think starting in corner doesn’t work

Limit Strike

M H 2H j.2[H] > M H 2H j.2[H]
  • Sets up for tech chase

Hard

M H 2H > j.[2H] j.H > M H 2H > j.2H j.H j.S1 Super
  • Optimal?

Reset

M H 2H j.2[H] > backdash M H 2H 2S1 > j.2S2
  • Have to guess strike, throw, or air throw.

Wrecking Ball

... 2T > j.[H] j.[S2] > (land) Super 2
  • Builds steam

Generic

dash dash dash L
  • using dash macro with no direction will make you auto turn around if they roll
  • Can also throw or command grab
  • Only have time to meaty with L
  • works on most chars

Corner 2H Limit Strike Ender > Neutral Jump

... j.2[H] (Limit Strike) > neutral jump > dash 2S2
  • Catches either roll
  • Corner only
  • Can do L instead of throw
  • Can j.[H] if you read they will jump instead

Easy

M 2M H S2
  • +4 on block
  • 2M hits low which is good to have in block strings
  • Can follow up with Rocket Grab (S1) for mix or fake out with Crank ([S1])
    • Doing nothing after and waiting to anti air with 2H is very good
  • Sajam Blitz Guide

  • Sajam Neutral Guide

  • When Midscreen

    • Throw Rocket Punch (S2) when far to hit opponent or break projectiles
      • +4 on block
      • Follow-ups
        • S2(Rocket Punch) ->S1 (Rocket Grab) for a mix-up
          • Follow up with Command Grab (2S2) or a fast low (such as 3L)
          • If they block rocket punch rocket grab is parryable so don’t do all the time
        • S2(Rocket Punch) -> [S1](Crank) for a fake out
          • Good if they are looking to parry the hook
      • To beat this they will want to jump at you. Waiting and anti-airing with 2H is very good
    • H goes really far.
      • Running up and pressing H is good
      • e.g. H S2 S1 > mix
      • A little slow
      • If you whiff you can die
    • Usually start by running up and pressing M
    • If you want to jump at them and hit them use j.2H
      • can do j.2H into regular midscreen combo
      • Crosses up
    • Wrecking ball -> assist is good
  • When close

    • Go for your combo
      • Dash M H 2H > j.M ...
    • When they are scared and blocking use 2S2 (Command grab)
      • Combos into super in corner
        • 2S2 > Super 1 or Super 2
  • Standing at Midrange and playing reactive is very good against new players

    • Wait for jump and anti-air with 2H
    • Hit S2(Rocket Punch) once or twice and then wait for jump
  • If you need to get in

    • Dash block dash block
      • Good against zoners
      • Good against people with bigger attacks than you (like Darius)
      • Good in general
    • Dash M
    • Dash H