Blade Symphony

Blade Symphony

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Blade Symphony Frame Data (Harmonious Prelude)
By Taz the Tanzanian Devil and 1 collaborators
A google sheet listing damages, ranges, locktimes and more. Last updated: September 27, 2018.
   
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Click here to visit the table.[docs.google.com]

Last updated: September 27, 2018

String Notation
Ex: F3t1 = Fast Stance, String 3, Tier 1 (not charged)
B1t2 = Balanced Stance, String 1, Tier 2 (half charged)
H3 or H3t3 = Heavy Stance, String 3, Tier 3 (fully charged)

The first character indicates stance, the first number indicates position in the string counter, and the last two characters denote the attack's tier (charge level).

Hitstun
Hitstun: the duration after you are struck with an attack and cannot do any action besides walking (80% speed) and jumping (50% distance)

Hitstun when in air: 0.4s
Fast hitstun: 0.4s
Balanced hitstun: 0.5s
Heavy hitstun: 0.75s

Hitstun is applied every multihit. Hitstun values are multiplied by 1.5 with the katana.

Parrystun
Parrystun: the duration after you lose or draw a parry and cannot use any action.

Parrystun when your attack is of a higher tier: 0.25s
Parrystun when your attack is of the same tier : 0.6s
Parrystun when your attack is of a lower tier: 1.0s

Parrystun is multiplied by 0.15 with rapier side attacks, 1.4 with rapier forward attacks, and 0.7 with katana side attacks.
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7 Comments
∞INFINITE_CHEESE_GOD∞ 21 Oct, 2018 @ 11:23am 
Well that would be one way punish on hit hapens. Althought I'm certain landing before the air hitstun runs out completely cancels it, which would happen if someone hits you during the first few frames of your jump. Also what commonly is refered to as hitstun canceling (The WhoArts version) has nothing to do with actually canceling hitstun, it is just when you do a well timed jump to avoid what is normaly a combo. Such as jumping straight after f1 of ryoku to avoid f2 and f3.
Taz the Tanzanian Devil  [author] 21 Oct, 2018 @ 9:07am 
1. No, you do not recover faster when parrying t1 as t3 than when parrying t1 as t2. The game only checks if your tier is higher or lower than what you're parrying, and assigns hitstun accordingly.

2. I don't recall off the top of my head what the hitstun on air attacks is -- probably 0.5s.

Whenever you get hit while airborne, you take 0.4s of hitstun per multihit rather than whatever that attack does to you while you're grounded.

For example:
- if you get hit by Phal HL while you are in the air, you are stunned for 0.4s
- If you get hit by Phal HL while you are on the ground you are stunned for 0.75s.

This is behind what's normally misattributed as "hitstun cancelling," since you recover faster when taking hits while airborne.
∞INFINITE_CHEESE_GOD∞ 20 Oct, 2018 @ 11:43pm 
Hitstun when in air: 0.4s
Is this air stance?
Ichmag 🔑🌙 16 Oct, 2018 @ 9:38am 
That should be true, yes
∞INFINITE_CHEESE_GOD∞ 16 Oct, 2018 @ 9:36am 
Correct me if I'm wrong but don't you recover faster if you parry t3 vs t1 than if you parry t2 with t1?
Ichmag 🔑🌙 25 Jun, 2015 @ 12:23pm 
If you have a Katana, your Balanced hitstun wont stun your opponent for the usual, 0,5s, but the 1.5 value of it: 0,75s so basically:
Balanced hitstun: 0.5s
Balanced hitstun when hitting opponent with Katana: 0.75s
NeshZul 17 Jul, 2014 @ 1:42am 
"Hitstun is applied every multihit. Hitstun values are multiplied by 1.5 with the katana." Can someone explain more about this? Just dont understand. Enemy which was attacked With katana, have more hitstun or not relatively another swords?
p.s sorry for bad english