Blindman

BLINDMAN





Defense Rating (1-10) - 6.

Fever Activation: Successfully Taunt the opponent.
Fever Stamina Gained: 5

Quick Overview of Movelist.

Normals

5A - Standard quick jab.
2A - crouching jab.
6A - Standing Uppercut.
4A - elbows behind him.

5B - Standard Kick
2B - Shin Kick
6B - Standing forward kick. (stands sideways cranes leg back and then kicks. a bit of startup.)
4B - Kicks up behind him.

5C- Double Punch
2C- Sweep Kick
6C- Flying Kick
3C- Knee Slide
4C- reverse drop kick.

j.A - mid-air punch*
j.B - mid-air kick*
j.C - double-fisted smackdown.*

*j.4A/B/C does the respected move in the opposite direction.

D Moves
BlindMan's D moves are all different taunts. If they finish, the opponent gets depressed. Depression lowers their defense rating by 1 and their base proration by 25%. Depression ends after 10 seconds.

Yes. You can use his D taunts in the air.

His basic taunt has a hitbox and can damage opponents for very little. COMBOABLE. lolol.

Specials
Flying Fists of Fury- Mash A. rapidly punches in the forward direction.

BlindMobile GO! - 236A/B/C Seeing-Eye Boy comes riding in on the blind mobile from off the screen. Cannot activate if Seeing-Eye Boy is still on the screen.
A version - from blindman's side of the screen on the ground
B version - from the opponent's side of the screen
C version - from the sky falls seeing-eye boy and the bike.

Grappling Hook GO! - 623A/B/C BlindMan fires his grappling hook at the opponent.
A version - Fires forward. on contact pulls opponent in towards blindman.
B version - Fires forward and up diagonally. On contact throws opponent down on ground. Ground Bounce.
C version - Fires behind him and up diagonally. On contact, throws opponent in front of BlindMan leaving them laying on the ground.

Cape GO! - 214A/B/C BlindMan pulls his cape in front of him and spins around. This move reflects some projectiles and is invulnerable to the rest. Turns BlindMan around at the end of recovery.
A version - Fastest recovery with least amount of invulnerability.
B version - Medium recovery, medium invulnerability.
C version - slowest recovery. but has the longest amount of invulnerability.

Your facing the wrong way... - 22A BlindMan changes the direction he is facing.

Supers

BlindBoat GO!- 720C BlindMan pulls out the BlindBoat from seemingly nowhere and tries to put it over the opponent's head.
If successful, Seeing-eye boy runs on screen and the two beat up on the opponent. they end with a dual uppercut sending the opponent skyward.
While the screen is froze, you can buffer a directional input, either 4 or 6, to change which direction BlindMan tries to grab.
Cannot activate if Seeing-Eye Boy is on the screen.

Seeing-Eye Boy GO!- 632146C - BlindMan yells for Seeing-Eye boy and then chucks him in an arc. If Seeing-Eye hits, he wrestles the opponent to the ground and then shoots the opponent with an L-block. BlindMan comes over and antagonizes Seeing-Eye Boy for using Guns.
Cannot activate if Seeing-Eye Boy is still on the screen.

You can't handle this! - 236236D BlindMan does every taunt animation he knows in a row. If it is completed, BlindMan get 30 fever stamina and the opponent becomes depressed by all the insults. Can be EASILY hit out of this.

Other Notes

BlindMan does not automatically turn around if he is crossed-up Because he is blind.
BlindMan cannot block if he is facing the opposite direction.
Move input is based on the direction BlindMan is facing.

Taunt Quotes
His taunts are so important that I will put a list of taunts here when they are written.


MY NOTES

Right now, BlindMan is a very complicated character, I might have to strip him down. Oh well. that comes in time.