Blitzcrank
Midscreen Combos
Section titled “Midscreen Combos”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
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 2if you have steam
- Can
4H 6S2 > Mdrops in the corner- Nice because combo is same with or without steam
M H 2H > j.M j.2H H > 2H j.H j.2H j.S1 > Super
- Have not tested Corner
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
Corner Combos
Section titled “Corner Combos”Limit Strike
M H 2H j.2[H] > M H 2H j.2[H]
- Sets up for tech chase
M H 2H > j.[2H] j.H > M H 2H > j.2H j.H j.S1 Super
- Optimal?
M H 2H j.2[H] > backdash M H 2H 2S1 > j.2S2
- Have to guess strike, throw, or air throw.
Tag Launcher
Section titled “Tag Launcher”Wrecking Ball
... 2T > j.[H] j.[S2] > (land) Super 2
- Builds steam
Tech Chase
Section titled “Tech Chase”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
Linstead of throw - Can
j.[H]if you read they will jump instead
Block string
Section titled “Block string”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
2His very good
- Doing nothing after and waiting to anti air with
Gameplan
Section titled “Gameplan”-
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
2His very good
Hgoes really far.- Running up and pressing
His good - e.g.
H S2 S1 > mix - A little slow
- If you whiff you can die
- Running up and pressing
- Usually start by running up and pressing
M - If you want to jump at them and hit them use
j.2H- can do
j.2Hinto regular midscreen combo - Crosses up
- can do
- Wrecking ball -> assist is good
- Throw Rocket Punch (
-
When close
- Go for your combo
- Dash
M H 2H > j.M ...
- Dash
- When they are scared and blocking use
2S2(Command grab)- Combos into super in corner
2S2 > Super 1 or Super 2
- Combos into super in corner
- Go for your combo
-
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
- Wait for jump and anti-air with
-
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
- Dash block dash block