Separate phase jobs
P1 is tempo recognition, P2 is spacing discipline, and P3 is count-and-clone pressure. One sentence cannot cover the whole fight.
Bloodbath thread
A forum-style Tian Ying desk for players who need phase-2 spacing notes, phase-3 flash-stab and clone handling, and clear labels for build-context or unverified route claims.
Maintained byHeavenskiss
Pinned Tian Ying questions
The useful part of the Tian Ying notes is the phase split. Phase 2 is about backing up without trapping yourself. Phase 3 is about count pressure, clone discipline, and not chasing every target.
Treat the fight as a phase-identity problem. The source rows describe three very different move sets, so the useful guide is a phase notebook, not a single build answer.
Backstep is useful only if it does not put you in a corner. The source note says several kicks become easier when you drift back, but corner pressure turns the same idea into a trap.
Use it as a countable pressure row: watch repeated appearances, prepare for the high-damage hit, and hold exact timing until a current Global clip proves it.
The source route is to move toward the edge, wait for the true body to strike, answer that hit, then work around a nearby clone. Interrupt tools and NPC help stay build-context, not the main route.
P1 is tempo recognition, P2 is spacing discipline, and P3 is count-and-clone pressure. One sentence cannot cover the whole fight.
Backing away helps several phase-2 strings, but the source repeatedly warns against eating corner pressure.
A count-based flash-stab note is useful. A final timer or frame chart needs a current-client clip.
Fan recovery, Lingyun Step, Weituo Zhengfa, interrupt kicks, Modao control, and NPC help are source context until Global proof exists.
Pre-pull triage
Tian Ying is a good example of why boss pages should not be build ads. The fight asks the player to recognize a phase job, then decide whether sustain or skills are only making practice easier.
Search intent
The likely reader is stuck on Tian Ying phase 2 or phase 3, not looking for a broad Bloodbath list.
Start with the phase that killed the pull, then route build or skill questions to owner pages.
Phase mismatch
The all-boss source frames Tian Ying as a high-pressure fight because each phase changes the martial pattern.
Do not write one generic deflect route. Split P1, P2, and P3 into separate rows.
Spacing trap
The Tian Ying source recommends backing up in phase 2, but also says cornering is dangerous.
Make the spacing warning visible near every phase-2 row.
Recovery context
The sources mention fan recovery, NPC support, and interrupt or control tools.
Keep these as tolerance or build-context notes, not universal advice.
Clone proof
The clone row depends on true-body behavior, clone attacks, and interrupt timing.
Hold exact clone route status until current Global clips exist.
Phase ledger
This table turns the source material into a practice desk. It is meant for the attempt after a death: name the cue, practice that one row, and leave exact timings behind Global proof.
The all-boss source treats phase 1 as a mixed-tempo opener with fast/slow variations.
Use phase 1 to learn visual tempo changes. Do not carry one parry cadence into phase 2.
Hold: Needs current English move labels and clip proof before exact move rows.
The all-boss row mentions a phase-2 opening and healing/recovery context.
Record it as recovery context only. Use the opening to reset if safe, then return to spacing reads.
Hold: Current anti-heal or recovery behavior must be checked in Global.
The Tian Ying source says several kick starts become easier to read if the player backs away without cornering themselves.
Walk back to make the early kick pressure clearer, then punish only after the string is done.
Hold: Needs Global clip for exact spacing and punish window.
The source describes a four-kick sequence where the first part can miss during backward movement.
Do not swing early. Drift back, watch the final kick, then choose the verified dodge or deflect answer.
Hold: Exact hit count and answer timing need current-client proof.
The source says red-dash pressure becomes easier after separating it from the earlier kick patterns.
Name the two common starters first. Once those are separated, the red dash stops looking random.
Hold: Needs clip proof for Global red/yellow cue wording.
Both source rows warn that position matters before reaction, especially when the player is trapped.
Treat this as positioning before timing: avoid corners, keep the slam in view, then respond late enough to clear it.
Hold: Safe-spot or exact reaction-time claims need screenshot and clip proof.
The all-boss row frames phase 3 as repeated appearances that build toward a dangerous hit and kick follow-up.
Count appearances and prepare for the high-damage row. If the follow-up kick is the death, practice that row alone.
Hold: Do not publish exact seconds or frame timing without current clips.
The Tian Ying source routes clones through edge movement, true-body strike recognition, and then nearby-clone handling.
Move toward the edge, wait for the true body, answer that strike, then circle a nearby clone instead of chasing everything.
Hold: Needs current clip proof for true-body tell, clone count, and safe path.
The sources mention interrupt or control options, including air-kick-style tools and heavy control context.
Use this only as a build-context row. If a tool interrupts many actions, prove the tool name and timing before recommending it.
Hold: Global skill names and current interrupt behavior need proof.
| Phase | Cue | Source read | Practice note | Proof hold |
|---|---|---|---|---|
| P1 Tempo row | Fast and slow blade rhythm | The all-boss source treats phase 1 as a mixed-tempo opener with fast/slow variations. | Use phase 1 to learn visual tempo changes. Do not carry one parry cadence into phase 2. | Needs current English move labels and clip proof before exact move rows. |
| P2 Recovery hold | Fan start and recovery space | The all-boss row mentions a phase-2 opening and healing/recovery context. | Record it as recovery context only. Use the opening to reset if safe, then return to spacing reads. | Current anti-heal or recovery behavior must be checked in Global. |
| P2 Practice now | Backstep into dash-kick whiff | The Tian Ying source says several kick starts become easier to read if the player backs away without cornering themselves. | Walk back to make the early kick pressure clearer, then punish only after the string is done. | Needs Global clip for exact spacing and punish window. |
| P2 Danger row | Four-kick string | The source describes a four-kick sequence where the first part can miss during backward movement. | Do not swing early. Drift back, watch the final kick, then choose the verified dodge or deflect answer. | Exact hit count and answer timing need current-client proof. |
| P2 Read row | Red dash recognition | The source says red-dash pressure becomes easier after separating it from the earlier kick patterns. | Name the two common starters first. Once those are separated, the red dash stops looking random. | Needs clip proof for Global red/yellow cue wording. |
| P2 Position row | Charged ground slam | Both source rows warn that position matters before reaction, especially when the player is trapped. | Treat this as positioning before timing: avoid corners, keep the slam in view, then respond late enough to clear it. | Safe-spot or exact reaction-time claims need screenshot and clip proof. |
| P3 Count row | Repeated flash stab | The all-boss row frames phase 3 as repeated appearances that build toward a dangerous hit and kick follow-up. | Count appearances and prepare for the high-damage row. If the follow-up kick is the death, practice that row alone. | Do not publish exact seconds or frame timing without current clips. |
| P3 Clone row | Clone spawn | The Tian Ying source routes clones through edge movement, true-body strike recognition, and then nearby-clone handling. | Move toward the edge, wait for the true body, answer that strike, then circle a nearby clone instead of chasing everything. | Needs current clip proof for true-body tell, clone count, and safe path. |
| P3 Skill hold | Interrupt or control tool | The sources mention interrupt or control options, including air-kick-style tools and heavy control context. | Use this only as a build-context row. If a tool interrupts many actions, prove the tool name and timing before recommending it. | Global skill names and current interrupt behavior need proof. |
Clone desk
The clone route starts by removing the worst camera and surround pressure. Edge movement is a setup, not a guaranteed safe spot.
The source says the true body attacks while clones are active. The useful English row is the true-body tell and the first answer.
After the true-body hit is handled, turn the fight into a smaller local problem: nearby clone, visible angle, no panic chase.
Interrupt tools can be useful, but the page should not promote a tool until Global wording and current behavior are captured.
Risk floor
Map-position proof needed
Any safe-position claim needs a screenshot or clip. The public advice should say avoid corners, not promise an unchecked safe spot.
Current behavior check
Keep as recovery context until the Global client confirms whether healing is blocked, slowed, or unchanged.
Skill-name and timing hold
The source context is useful, but exact English names and response windows need screenshots or clips before advice.
Route-context confusion
NPC help can lower learning pressure, but it should not replace the solo mechanic row or be framed as the standard route.
Timing overclaim
Count-based practice is fine. Exact seconds, frame counts, or guaranteed follow-up behavior need current Global clips.
Practice only spacing: backstep without cornering, identify dash kick versus four-kick string, and delay punish until the row ends.
Practice count and camera discipline: track repeated appearances, prepare for the high-damage hit, then handle the follow-up kick or clone separately.
Move to the edge, wait for the true-body strike, answer one hit, then work around one nearby clone instead of chasing all targets.
Record the tool as build context and capture proof. Do not turn a single successful interrupt into evergreen advice.
Source desk
Best used for phase-2 spacing, backstep logic, four-kick handling, red dash reads, phase-3 clone positioning, and true-body response notes.
Open sourceBest used for phase identity, Bloodbath pressure context, P3 flash-stab count pressure, recovery context, and skill or NPC proof holds.
Open sourceNext shelves
Handoff
Use for Tian Ying next to Qianye, Bai Langzhu, Shui Daoren, and all-boss pressure rows.
Open boardHandoff
Use when comparing Tian Ying pressure to the dedicated Qianye rhythm and P3 panic page.
Open boardHandoff
Use if a Tian Ying route becomes a safe-spot, NPC, terrain, or shortcut claim.
Open boardHandoff
Use after the phase cue is known and the remaining issue is survival, Inner Ways, tuning, or gear.
Open board