Blade Demon
| # | Attack Name | Hit Location | Damage | Startup | Active Frames | Recovery after Impact Frame | Frame Advantage on Hit | Frame Advantage on Block | Notes |
|---|---|---|---|---|---|---|---|---|---|
| 1 | Light Blade Demon | Mid | 10 | 8 | 7 | 15 | 5 | -3 | 3-16 LOW |
| Medium Blade Demon | Mid | 12 | 9 | 8 | 16 | 3 | -4 | 3-18 LOW | |
| Heavy Blade Demon | Mid | 15 | 10 | 9 | 18 | 1 | -5 | 3-22 LOW | |
| 2 | Shadow Blade Demon | Mid | 6,6,6,6,18 | 2,2 | 6 | 25 | 6 | -2 | 1-2 INV, 3-38 PROJ / LOW |
Commands
Opener: ![]()
Linker:
/
or HOLD
/![]()
Ender: ![]()
Shadow Blade Demon:
x2
Hit Level: Mid
Range: Depends on Punch Strength
Description: This attack sends Sadira spinning toward her opponent with her bladed arms outstretched. This move has lower-body invulnerability, so it is useful against opponents who favor low pokes. The Heavy version is unsafe, though, so you have to be careful in using it; however, it does cover a lot of range, making it useful for long-range whiff punishing. The Light and Medium versions are generally safe and should be canceled into from crouching Medium Kick or standing Medium Punch.
Shadow Version
In addition to being low invulnerable, Shadow Blade Demon is also projectile invulnerable during its active frames. You may find this particularly useful as an Opener against Jago and Glacius.
Linker
As a Linker, Blade Demon is best used to carry your opponent toward a corner. Sadira does not have a wall splat Ender, but corner pressure with her air mobility can be very frustrating for opponents to deal with, especially with her Instinct activated. For increasing strength Linkers, there are additional spins of the Blade Demon, making it fairly easy to react to and Combo Break.
Ender
When used as an Ender, Blade Demon is a launcher that can be jump canceled by hitting any upward direction. The higher level the Ender, the higher the opponent will be launched.
Recluse
| # | Attack Name | Hit Location | Damage | Startup | Active Frames | Recovery after Impact Frame | Frame Advantage on Hit | Frame Advantage on Block | Notes |
|---|---|---|---|---|---|---|---|---|---|
| 1 | Light Recluse | Low | 16 | 7 | 4 | 24 | 2 | -5 | 1-4 PROJ |
| Medium Recluse | Low | 19 | 8 | 5 | 38 | 1 | -7 | 1-5 PROJ | |
| Heavy Recluse | Low | 26 | 9 | 5 | 44 | NA | -20 | 1-8 THROW, 1-10 UPP | |
| 2 | Shadow Recluse | Mid | 8,8,8,8,24 | 4,0 | 1 | 37 | NA | -17 | 1-2 INV, 3 STRK, 4-9 PROJ |
Commands
General: ![]()
Opener:
or ![]()
Linker:
/
or HOLD
/![]()
Ender: ![]()
Shadow Recluse:
x2
Hit Level: Mid
Range: Close
Description: Recluse is a flip kick, generally used for anti-air purposes and to exchange positions with the opponent during juggles. The Light and Medium versions can be used as an Opener, while the Heavy version always causes a knockdown and position exchange by kicking the opponent over Sadira’s head. The Light and Medium versions have some projectile invulnerability on startup, while the Heavy version is throw and upper-body invulnerable on startup.
Shadow Version
Shadow Recluse has a little bit of invincibility on startup, followed by projectile invulnerability. It is Sadira’s most damaging Shadow attack and primarily functions to add damage in situations where you would use it as an Ender or anti-air.
Linker
As a Linker, Recluse has no special characteristics. Because the extra hits are during one rotation of the backflip, this Linker is a little more difficult to Combo Break on reaction than Blade Demon.
Ender
The primary use of Recluse as an Ender is to exchange positions with the opponent. So, if your back is to the corner and you end a combo with Recluse, your opponent will land in the corner. You can also get additional juggle hits in after ending with Recluse. From higher Ender levels you will get a higher launch, so you can follow up with HK into Blade Demon or another Recluse to control your opponent’s position. Both HK Recluse and Shadow Recluse can be used as an Ender and both are jump cancelable.
Widow’s Bite
| # | Attack Name | Hit Location | Damage | Startup | Active Frames | Recovery after Impact Frame | Frame Advantage on Hit | Frame Advantage on Block | Notes |
|---|---|---|---|---|---|---|---|---|---|
| 1 | Light Widow's Bite | Mid | 12 | 6 | NA | 9 | Sends Sadira Downward | ||
| 2 | Medium Widow's Bite | Mid | 12 | 6 | NA | Normal Jump Land rules | Sends Sadira up and forward | ||
| 3 | Heavy Widow's Bite | Mid | 12 | 6 | NA | Normal Jump Land rules | Sends Sadira up and backward | ||
| 4 | Heavy Widow's Bite Dive | Mid | 14 | 11 | NA | 25 | |||
| 5 | Shadow Widow's Bite | Mid | 9,9,9,9 | 1,2 | NA | Sends Sadira up and backward | |||
| 6 | Shadow Widow's Bite Dive | Mid | 27 | 11 | NA | 25 |
Command
General:
(while in air)
Opener:
(while in air)
Shadow Widow’s Bite:
x2 (while in air)
Hit Level: Mid
Range: Depends on Punch Strength
Description: Widow’s Bite is an air projectile that is one of the cornerstones of Sadira’s air game. The Light version drops at a sharp angle and quickly drops Sadira directly toward the ground. The Medium version is closer to a 45-degree angle and automatically sends Sadira up and forward with an extra jump. The Heavy version automatically sends Sadira up and backward from the projectile unless it is blocked, in which case Sadira reels herself in toward the opponent before bouncing up and back. Additionally, the Heavy Widow’s Bite is the only variation that can be used as an Opener when it connects on a grounded opponent. If Heavy Widow’s Bite connects with an airborne opponent, it will reel Sadira in for an attack before grounding the opponent.
Shadow Version
Shadow Widow’s Bite throws 5 projectiles at the opponent, and the fifth projectile will pull Sadira in toward the opponent. On hit, this will count as an Opener. On block, Sadira will bounce up and away similar to Heavy Widow’s Bite. Generally, this is useful to add damage to jump cancel combos without adding KV to your combo.
Web Cling
Commands
General:
(while in air)
Hit Level: Mid
Range: Depends on Punch Strength
Description: Sadira’s Web Cling is a utility special that ricochets her off the wall behind her from her current height. The strength of the punch attack used will determine how far from the wall Sadira lands; generally, you will want to use the Heavy version if you are trying to reach across the screen. The higher in the air Sadira is when you use it, the further each version will take her horizontally. From a double jump Web Cling, you can still throw out Widow’s Bite or Widow’s Drop to confuse your opponent and bait him or her into making a mistake.