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Max Blitzcrank

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

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

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

Hard

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

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 default

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
  • Throw setup
L > 2S2
  • Opponents instinct will be to block after L
  • Safer than raw 2S2 against newer players who mash a lot
  • Might work on hit?
  • Setups like these are known as tick throws
  • 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 2H is very good
    • H goes really far.
      • Running up and pressing H is good
      • e.g. S2 S1 > mix
      • A little slow
      • If you whiff you can die
    • Usually start by running up and pressing M
      • Blitz’s M is huge, will outrange most characters.
    • 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
  • After you knock your opponent down time an attack to hit exactly when they get up
    • This attack is called a Meaty
    • Loses to getup attack, invincible supers, and roll
    • The risk of going for a meaty is extremely low for you and you get to kill them if they do something wrong
    • should be your default option
  • 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
    • 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)
  • 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
    • 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 just M)
          • Finish your block string
            • M 2M H S2
        • Run up H (or just H)
          • This is slower but reaches further be careful
          • H is usually more for offense. The gap has to be quite large.
          • Finish your block string
            • H S2
        • Jumping forward
          • Land with j.2H or block
          • Good to escape corner
      • 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
  • Push-blocking (T during 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 H or 2H).
      • For now you don’t have to worry about the details. Use often, it will save your life.
  • 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 H attacks 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
      • If you get blocked you waste your meter and die. Please do not do this.