Max Blitzcrank
Midscreen Combos
Section titled “Midscreen Combos”Easy
M 2M H 2H > j.M j.H j.S1 > Super
- Easy
- Corner ok
- The same combo works on many characters (might s to use j.S1 instead of j.S2)
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
Hard :
M H 2H > j.M j.2H j.H > 2H j.2[H] 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”M H 2H > j.[2H] j.H > M H 2H > j.2H j.H j.S1 Super
- Optimal?
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 strings
Section titled “Block strings”Easy default
M 2M H S2
- +4 on block
2Mhits 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
- Throw setup
L > 2S2
- Opponents instinct will be to block after
L - Safer than raw
2S2against newer players who mash a lot - Might work on hit?
- Setups like these are known as tick throws
Gameplan
Section titled “Gameplan”- 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
- If you hit a projectile with punch you can cancel it early with crank
- Cancel crank with projectile
- Sometimes you want to throw out hook instead of punch first. Throwing punch all the time makes it predictable
- 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.
S2 S1 > mix - A little slow
- If you whiff you can die
- Running up and pressing
- Usually start by running up and pressing
M- Blitz’s
Mis huge, will outrange most characters.
- Blitz’s
- 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
Offense
Section titled “Offense”- After you knock your opponent down time an attack to hit exactly when they get up
- When you make them block
- Do your block string
M 2M H S2 - Or just throw
- Good way to get grabs is to do
L> delay > throw- see tick throws
- Good way to get grabs is to do
- Do stagger pressure
- Do your block string but put small delays in between attacks
- Will catch people mashing, jumping, or walking back(if you go low)
- Do your block string but put small delays in between attacks
- Do your block string
Defense
Section titled “Defense”- Sajam Defense Guide
- Blocking -> Fighting back
- When you are blocking the opponent, There is usually a gap after they use a special move. This is your turn to fight back
- This depends on what move they use so you have to guess until you have more knowledge of the game
- If a particular move is giving you a hard time check the wiki after the game or message me for help
- This depends on what move they use so you have to guess until you have more knowledge of the game
- In general
- If they are close and you think there is a small gap use
L- Fast
- Finish your block string
L M 2M H S2
- If they are medium distance and there is a bigger gap
- Run up
M(or justM)- Finish your block string
M 2M H S2
- Finish your block string
- Run up
H(or justH)- This is slower but reaches further be careful
His usually more for offense. The gap has to be quite large.- Finish your block string
H S2
- Jumping forward
- Land with
j.2Hor block - Good to escape corner
- Land with
- Run up
- Blocking more is a good option
- If they whiff (miss) an attack its your turn
- Blocking or dodging a super usually gives a lot of time to run up and kill your opponent
- If they are close and you think there is a small gap use
- When you are blocking the opponent, There is usually a gap after they use a special move. This is your turn to fight back
- Push-blocking (
Tduring block)- You can push the opponent away from you if you are blocking
- This requires uses your assist cooldown (or 1 bar of super for Juggernaut)
- Very strong get out of jail free card but can be baited if they are good
- Usually best thing after pushblock is special move -> Tag
- Usually the best time to retreating guard is right before an opponent uses a special move so they miss it (This often means push-blocking as you block
Hor2H). - For now you don’t have to worry about the details. Use often, it will save your life.
- You can push the opponent away from you if you are blocking
- Retreating guard (dash during block)
- Moves you backwards
- Builds Meter
- Blocks Mids and Overheads
- Weak to throw in corner
- Does NOT block low
- Especially dangerous in corner
- Retreating guarding projectiles is often good assuming you don’t mind being far from the opponent
- Generally you should retreating guard
Hattacks so that the opponent whiffs a special- A bit of an advanced concept. For now just use retreating guard when you think they wont go low and you want to get away.
- When you get knocked down
- Block
- Safest, default option
- Roll Forward/through
- Best in corner BUT predictable
- Loses to throw
- Usually you roll > block
- Cannot roll if you get forward thrown
- Roll Backwards
- Bad in corner
- Good as default midscreen
- Loses to throw
- Usually you roll > block
- Cannot roll if you get forward thrown
- Getup attack (
[S1]or[S2]on wakeup)- Invincible
- Does very little damage
- Beats getting attacked
- If they block this you will die
- Jump
- Beats throws
- Loses to attacks
- Super
- Only level 3 supers are fully invincible
- Some level 1s are invincible after a delay, meaning they lose to meatys.
- Blitz does not have an invincible level 1
- Some level 1s are invincible after a delay, meaning they lose to meatys.
- If you get blocked you waste your meter and die. Please do not do this.
- Only level 3 supers are fully invincible
- Block