Hilde: Punishment & Match-Up Information (in progress)

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Hussler

Hilde SA Mod
~FIGHTING FOR HER HOMELAND~
A HILDE PUNISHMENT & MATCH-UP GUIDE
CONTENTS:

1.0 - Introduction​
2 .0- Basic Punish Tools​
.....2.1 - Standing​
.....2.2 - Crouching​
.....2.3 - Charges​
.....2.4 - Choosing the Best Punish​
.....2.5 - Auto Guard Impact (3A)​
.....2.6 - Notes on Punishment​
3.0 - Guide Notation​
.....3.1 - Character Name and Image​
.....3.2 - Block Punishes​
.....3.3 - Mid String aGI (3A) Punishes​
.....3.4 - Notes​
4.0 - Matchup Guide (quick links)​
5.0 - Credits​
6.0 - Notes​
1.0 - INTRODUCTION:
Hildegard Von Krone is a character who's strengths lie in her ability to evade and whiff punish, zone, and kill step. Unfortunately, when it comes to punishment on block, Hilde lacks truly efficient tools.​
That being said however, knowing character match-ups and how to deal with the enemy is the most important thing in SoulCalibur series, so this guide will go through each characters move-list one by one and in detail, describe the most efficient way of dealing with and punishing said move using Hilde's tools. This guide aims to be a practical guide for both veterans and rookies, so it will take things like push-back, practicality, and (if applicable) stance changes and mix-ups into account.​
Enjoy!​
2.0 - BASIC PUNISH TOOLS:
Format:​
impact frame - move (damage; notes)

2.1 - STANDING:
i13 = AA (24), 2A (10)
i14 = 66K (20) (used at mid-range)
i16 = 2A+B (34; her best punish tool as it gives her good damage, is easy to input, and sets up for excellent tech traps and oki), CE (95; minimum impact frame/range value)
i18 = 66B (24), 66B BE~C1B (70; will be shortened to 66B BE in the guide; good 1/2 meter long/mid-range punish)
i19 = 6AKA (38)
i20 = 3BA~C1B (62), 3B BE~C2B~G~C3A (81) (will be shortened to 3B+ in the guide; you choose whether to do the BE or not)
i21 = B+K (30; only used when a long lasting TC is needed), 6BB (28; long range punish)

2.2 - CROUCHING:
i12 = FC 2A (12)
i14 = WS K (20)
i16 = FC 2B (16)
i18 = WR B (26)

2.3 - CHARGES:
i18 = C1A (24), C2A~2A+B (48), C3A (42)
i21 = C1B (40), C2B and followup (34+), C3BA (60)

2.4 - AUTO GUARD IMPACT (3A):
Hilde's auto-guard impact (aGI), 3A, is extremely useful. It aGI's all "slashing mids" and the GI window starts up quite quickly. In addition, it is only -13 on block. Because of this, there are times when 3A can be used against an opponent mid string and hope it aGI's or grants a counter hit (CH). There are also times when this move may "option select" as a punish or aGI.​
All of this information will be noted in the guide.​
2.4 - CHOOSING THE BEST PUNISH:
The rule is as follows:​
If a move can be punished by 2A+B, 66B BE, 3B+, 6AKA, 2B, WS B, or 6BB (or anything more than i16) it can be punished by Hilde's CE as well.​
Since 3B BE and it's follow up (c2b~g~c3a), does damage almost equal to Hilde's CE and only uses 1/2 meter, it is generally wise to punish with this 3B BE instead of her CE if possible.​
The other punishes (listed above) on the other hand, do not do damage comparable to her CE, so if you can need the extra damage and can punish with one of these moves, use the meter and kill the enemy for the homeland. Punish wisely.​

2.6 - NOTES ON PUNISHMENT:
Depending on how far Hilde's enemy is, Hilde's CE can punish anything that is -16 to ~-25 on block because of the CE's range. This is extremely useful because it allows her to punish unsafe moves that are safe to other characters due to their push-back. A prime example of this is Nightmares 22_88B: although it is -17 on block, most of the characters in SoulCalibur V cannot punish it because it pushes them too far away from Nightmare. Hilde, with enough meter to unleash her CE, can in fact punish Nightmares attack and deal a significant amount of damage.​
Hilde has very few good punishes from crouch. To combat this, you can do a pseudo quarter-circle-forward motion from crouch to give her easy access to 6AKA and 6K, or input a 66 motion to give her access to 66K. This is useful when punishing some really negative moves from crouch, or punishing a ducked high.​
3.0 - GUIDE NOTATION:
3.1 - CHARACTER NAME AND IMAGE
The name of the opponent character and their picture​
3.2 - BLOCK PUNISHES
Enemy Move - Best Punish (notes)
A star (*) beside a move means that it must be Just Guarded to do said punish.​
A slash (/) means that the move can be punished even if the follow up (after the slash) is executed or not. This is because the move is negative enough to be punished, while Hilde will be able to evade the followup with said punish.​
A dash (-) after a move indicates that the followup can be interrupted by said move, but will not be punished if the follow up does not occur.​
To perform the latter 2 punishes, simply input the indicated punish before the hit of the string indicated after the slash or dash comes out.​
3.3 - MID STRING aGI (3A) PUNISHES
Enemy Move - notes
A carat (^) will be used to indicate what hit can be aGI'ed (if applicable).​
3.4 - NOTES
Anything that may be noteworthy will be put here. Such as dealing with certain setups, things to watch out for, etc.​

4.0 - MATCHUP GUIDE (QUICK LINKS):


5.0 - CREDITS
southernontario - notes vs maxi; notes on punishment from crouch​
Slayer_X64 - vs Siegfried​
6.0 - NOTES
Feedback and notes are greatly appreciated.​
If you have an information regarding matchups please post in the Match-Up Discussion Thread.​
Credit will be given where credit is due.​
Thank you for reading!​
 
patroklos.jpg
vs PATROKLOS ALEXANDER

BLOCK PUNISHES

BB* - AA (yes, you can JG the second B)
1A - 2B
6B-B - 2A+B (duck followup)
6BB - AA
6BBB - 2A+B
6BBB* - 3B+
3B - 2A+B
3K/K - 2A+B (guaranteed)
2K - 2A (only near a wall; the pushback makes it almost perfectly safe to Hilde)
1K - WS B
WS K & WR KA - 2A+B
WS KA* - 3B+
WS A+B - AA

2A+B - WR B (from any range), 6K (near wall or edge; free RO or w!), 66B BE
8A+B *- 3B+ (JG the last hit)
B+K - A (close range), 66K
8B+K* or 8[B+K]* - 3B+ (you can also pull him out of the air with B+K mid animation)

66K - 2A+B (close range), 66K (tip range), CE (any range)
11_77B - 66K
11_77K - WS K (close range), 2B (mid range), CE
44K/K - 2A+B (guaranteed)
RUN K - 6AKA

236A - 2A+B
236AB - 2A+B
236A-B - 22B (step and whiff punish)
236AB* - 3B+

1B BE - 2A+B (duck under second hit)
1B BE* - 3B+ (JG last hit)
66A BE* - 3B+
66A BE - 88B (sidestep second hit and whiff punish)
236B BE* - 2A+B
236B BE - 22AA between the hits
CE - 66B BE, CE

MID STRING aGI PUNISHES

WS KA^
236BA^
66A BE^ - aGI second hit. Especially useful when near the wall or ring edge.

MATCH-UP NOTES

coming soon
 
zwei.jpg
vs Z.W.E.I.

BLOCK PUNISHES

AA* - AA
[A] - 2A+B (ducks EINs follow up)
3A/A - 2A+B (guaranteed unless BE'd)
1A - WS K (whiffs at tip range), CE
4A - 66K
4[A] - 44B (close-mid range) or sidestep, then release A charge
BB* - AA
3B - 2A+B
1B - AA
1{B}/K - B+K (guaranteed)
4B - AA (watch out for the BE follow up)
2K - 2A (near wall only)
1K - 2A+B
4K - 2A+B
4KB - 2A+B
4KB* - 3B+

A+B - 2A+B (close and mid range), 66K or CE (long range)
4A+B - 3B+
4[A+B] - WS B, 6AKA, 66B BE, CE (so many choices!)
8A+B* - 2A+B (JG second hit)
6B+K (empty) or 6B+K-A - 2A+B after the EIN hits (it will duck the A follow-up, but will lose to the B - watch out!)
6B+K A or B - AA (will beat EIN's follow-up)
6B+K A* or B* - 3B+ (will beat EIN's follow-up)

88_22A - 2A+B (close range), 66K (mid range), CE
11_77A - WS B
66B-A - 2A+B (will duck under the A)
33_99B/BE - AA (will also beat EIN if it is BE'd)
22_88B - 2A+B
22_88BB - 88B (will sidestep and whiff punish)
22_88BB* - 3B+
44B* - 2A+B (JG ZWEI's mid, then duck under ein)
44{B}* (fully charged) - 3B+ (must JG both hits)
11_77K - 2A, CE
66A+B* - seems to be completely safe...
66[A+B] - 2A+B or CE will beat ein if delayed
66B+K - (you can pretty much do anything you want as he is -25; everything gets a damage boost because he's back-turned; do NOT throw, or 3BA~C1B. 3B BE is fine however)
RUN K - 6AKA
214A - AA

33_99B/BE - 2A+B (will also beat ein if it is BE'd)
3A BE - WS K, CE
4B BE - 2A+B
CE - 66B+, CE (from across the screen, whee!)

MID STRING aGI PUNISHES

3A BE - aGI second hit.

MATCHUP NOTES

coming soon
 
leixia.jpg
vs YAN LEIXIA

BLOCK PUNISHES

AAB - AA (close), 66K(mid)
AAB* - 2A+B
3AA* - AA
6B-A or 6B-aB - 2A+B (duck the high or beat the feint)
3B - AA
WS B - 2A+B
6K - 2A+B
6KK - 2A+B
6KK* - 3B+
1K/K - 44K on reaction (TJ over it, its really really slow)
2K - 2A (mid/close range)
8K - AA

A+B - AA
[A+B] - 22B (sidestep and whiff punish)
A+B* or [A+B]* - 3B+
2A+B - WS K, CE (WS B whiffs because Leixia is crouching)
4A+B* - 2A+B
4A+B-B - 2A+B or 88B (to step and whiff punish)
4A+BB* - 2A+B
WS A+B/B - WS K (after blocking first low)
3B+KK* - AA
3B+K-K - 22B (punish her whiff)
3B+K-kG - 22AA (punish the empty jump/whiff)
note: the best option to punish the series is to sidestep and 22A; do it on reaction to the followup

66AA* - 3BA~C1B (for some reason, 3B BE will whiff in this situation)
11_77A/A or aG - WS K always wins (if WS K hits her in the air, follow up with 2A+B or charge A air hit)
44[A] - 2A+B (duck and punish second hit)
66B-B or 66B-bB - 22_88AA
33_99B - AA
33_99BB - AA
33_99BB* - 2A+B, 66B BE
22_88B - A
11_44_77B/4 - 2A+B, 66B BE
22_88K - WS K, CE
22_88kAA-BorK - 22B before the last hit to whiff punish.

WS B BE* - AA (JG last hit)
AA BE K - 2A
CE - 3B+, CE

MID STRING aGI PUNISHES

AA BE^/K - aGI third hit. You can do it on reaction to the BE flash.
3AA^
4BB^/K - do not charge 3A as it can option select in this situation -> aGI (4BB) or CH (4BbK)
4A+B - aGI second hit, will lose to 4A+BB
66AA^
44[A]^/B - aGI option select. As soon as you see her charge 44A, charge 3A and it will either aGI, or cause Leixia to whiff and get hit by 3[A]. (Wierd)
66BB^
66BbB^ - do 3[A] on reaction to the guard break
33_99BB^

MATCH UP NOTES

coming soon
 
natsu.jpg
vs NATSU

BLOCK PUNISHES
AAB - 66K​
AA6 - AA​
A6 - AA​
A:6 - AA​
6AB - AA, or 22B between the hits to whiff punish​
6AB* - 2A+B, CE​
6AK - AA, or 2A+B to duck under the K​
6AK* - AA, CE​
3A - AA​
1A - 2B, CE​
4A - 2A beats all followups​
WS AAA - 2A+B, CE​
WS AAA4 - B+K (use it the moment the moment you notice PO; will beat all options except PO A+B+K~K)​
BB/K/4A+B/A - 2A+B to beat all options post BB (will not punish empty BB)​
BB* - AA​
B[K]/A/4 - B+K the moment you see the GB​
3B - 2A+B, CE​
2B - 2A​
4B - AA​
WS B/4A+B/A - 2A+B (may trade with an instantly cancelled bomb~A, will not punish WS B)​
KKK - AA​
KK2K - 2A​
6K - 2A+B, CE​
3KKK - AA​
3KKB+K or 3KK2_8B+K - delayed B+K to beat all stance follow ups (BT B+K will beat DB, and B+K will beat wind roll)​
2K - WS K​
2KK* - AA (can JG on hit too)​
1K - 2A​
4KK - 2A, or 8A to jump and punish the second K​
4KK* - WS K​
FC 3KK* - 2A+B, CE​
6A+B - AA​
6A+B4 - B+K (will beat all options except A+B+K)​
11_77K - WS K​
66B - 66K (if Natsu does 66B4, 66K will whiff)​
66K - 2A+B (if standing), WS K (if crouching)​
33_99K - 2A+B to duck the second hit and punish​
44K - WS K​
RUN K - 6AKA​
PO A6 or PO a:6 - AA​
66B BE - 2A+B (duck and punish underneath the second hit)​
MID STRING aGI PUNISHES
6AB^​
MATCH UP NOTES
To beat all options from hover just sidestep then jump and punish (8A works well).​
This matchup is a very difficult for Hilde. Because of Natsu's i10 AA, she can punish a lot of stupid things like 3A, 8A, 8B, 8K, B+K, 3B BE, and more while Hilde can't punish any of Natsu's attacks well. Natsu can pretty much just run around Hilde being unsafe with no reprocussion. It's tough.​
Note: I probably missed a lot of note worthy things in this matchup; Natsu has so many moves. Please post if you think something should be added, removed, or changed. Thanks.
 
ezio-auditore.jpg
vs EZIO AUDITORE


BLOCK PUNISHES
6A/BB - 2A+B​
6ABB - 66K, CE​
6ABB* - 3B+​
1A - WS K​
4A-B - 2A+B​
4AB*/2_8B - 3B+​
4B - 66B, 66B BE​
WR BB* - 3B+​
6k2 - WR B (on hit or guard... lol)​
2K - 2A​
A+B - 2A+B​
A+B-2_8B - 2A​
6B+K - 6BB (mid range)​
6B+K/2_8B - CE​
2B+K - CE​
4B+K - 6BB (mid range), CE​
66A-B or 66A-2B- 2A+B (duck high crossbow, interrupt low crossbow)​
22_88A - AA​
22_88AA or 22_88AA*- 3B+​
11_77A - 66B, 66B BE​
44A - AA​
66B - 2A+B​
66BB - 2A+B​
66BB* - 3B+​
11_77B - 3B+​
11_77K - WS K​
66A+B* - 3B+​
RUN K - 6AKA​
Bb-BE - 22B between the second and third hit​
BbBE* - 2A+B (JG last hit)​
66BbBE* - 3B+ (JG second hit; same timing as 66BB)​
CE - 66B BE, CE​
MID STRING aGI PUNISHES
66BB^ or 66BbBE^
BbBE^ - aGI last hit; can do on reaction to the BE flash​
MATCH UP NOTES
coming soon
 
raphael.jpg
vs RAPHAEL SOREL

BLOCK PUNISHES
AA* - AA​
A2A - WS K​
6A-B or 6A-{B}/stance mixups - duck and iWR K (beats all options from prep)​
1A - 2A​
4A - 2A+B​
BB* - 2A+B​
BB*-B - AA (interrupt)​
BBB - 2A+B​
BB-B - 88B (step/whiff punish)​
BBB* - 3B+​
6BBB - 2A+B​
6BBB* - 3B+​
6B{B} - note 1
3B - 66K​
3{B} - note 2
4{B} - note 3
236B - 2A​
2K - 2A​
1K - 2A+B​
A+B - 2A+B​
A+B-A - 8A​
A+BA - WS B​
33_99A - 2A+B​
44A - 2A+B, 66B BE​
44AB - 66K, CE​
44AB* - 3B+​
in progress
MID STRING aGI PUNISHES
coming soon
MATCH UP NOTES
coming soon
 
viola.jpg
vs VIOLA

BLOCK PUNISHES
coming soon
MID STRING aGI PUNISHES
coming soon
MATCH UP NOTES
coming soon
 
pyrrha.jpg

vs PYRRHA ALEXANDRA



BLOCK PUNISHES
AK - AA​
3A - A​
1A - WS K​
4A-A/A - 2A+B​
4AA - WS K​
4AAA or 1AA - 3B+​
4AB - 2A​
4AB* - 3B+​
6BK - 2A​
3B - 2A+B (near edge ONLY; this includes the CE punish)​
2BB or FC 1BB- 3B+​
3KK - 66K​
3KK* - 3B+​
3K-K - 88B​
2K - WS K​
1K - WS K​
WS [A+B ]*- 3B+​
B+KB - 3B+​
8B+K* or 8[B+K]* - 3B+​
11_77A - 2A​
11_77AA - AA​
11_77AA* - 3B+​
11_77A[A]* - 3B+​
22_88B - 2A+B​
22_88B-A/K - B+K (can pull her out of the air for a 90+dmg combo)​
33_99B - AA​
66K - AA​
44KA - WS K​
44KA*/B - 2A (will interrupt the B), 6AKA (will punish 44KA)​
44KB* - AA​
note: to beat all follow ups from 44K (on hit or block) just use A right after the animation to hit her in the air. Then follow up with 2A+B.​
66B+K-A/B - duck under the A and punish with WS B​
AS A - 2A+B​
AS A-A - 44K, 4B​
AS AA - WS K​
AS AA* - 6AKA​
BEST OPTION: AS A/A - 44B (guaranteed)​
AS B - 2A+B, 66B BE​
AS K - 6BB​
66B BE* - 2A+B, CE​
AS AA BE - 22B after the second hit to step and whiff punish​
AS AA* BE - 2A (interrupt)​
AS AA BE* - 3B+​
CE - 66B BE, CE​
MID STRING aGI PUNISHES
4AB^
WR A+B^ (the moment you see her input this move input 3[A] and it will option select)​
11AA^ - can only be option selected if Pyrrha attempts to charge/fake; very difficult timing​
AS AA* BE^ - must JG the second hit and then RCC the 3[A] to make it work. Impractical, but flashy.​
MATCH UP NOTES
Watch out for 22K, it tech steps, tech crouches and grants a free stab on hits. Since Hilde has very few horizontal mids, this move beats a lot of options Hilde has (it beats throws, 66A, 66K, 66B and more). Watch out and try to poke a lot with moves like 3K, 1A, and 22A. Don't get stabbed.​
Wierd glitch: If you tap 8 (jump) right before 8B+K or 8[B+K] hits, Hilde will take damage but will be put into crouch. She can then WS K to punish Pyrrha... on hit.​
 
siegfried.jpg

vs SIEGFRIED SCHTAUFFEN



BLOCK PUNISHES
A-A/B - 2A+B​
AA-B - 44K, or 22B​
AA{B} SBH - 2K (will beat all followups)​
[A] SSH~ - B+K beats instant A/B/K followups​
ag[A] RSH~ - B+K (beats all followups)​
6[A] SSH (close) - B+K or 3K (beats SSH K ONLY)​
3A - AA (close-mid range)​
3aA - 66K​
2A - WS K, 2A, 66K​
1A - WS K (close), 66K (mid)​
1A-A - 44K​
1AA - WS K, CE​
4A - AA​
4[A] RSH~ - B+K (beats RSH follow-ups)​
WR A - 3B+​
WR A-A - 8A (will not punish WR Aa2)​
WR AA - WS B, 66B BE​
WR [A] RSH~ - B+K (beats all RSH follow-ups)​
{B} SBH~ - 66K (beats all follow-ups)​
in progress​
MID STRING aGI PUNISHES
coming soon
MATCH UP NOTES
coming soon
 
hilde.jpg
vs HILDEGARD "HILDE" VON KRONE


BLOCK PUNISHES
coming soon
MID STRING aGI PUNISHES
coming soon
MATCH UP NOTES
coming soon
 
xiba.jpg
vs XIBA


BLOCK PUNISHES
coming soon
MID STRING aGI PUNISHES
coming soon
MATCH UP NOTES
coming soon
 
ivy.jpg


vs ISABELLA "IVY" VALENTINE




BLOCK PUNISHES
A-A - 2A+B (duck and punish)​
[A] - 2A+B (duck under the second hit; close-mid range), 66K (mid range punish)​
[A]* - 3B+ (JG second hit)​
6A-K - 2A+B (duck under the K)​
6[A] - 66B BE (mid range)​
3[A] - 2A+B (close range), 66B BE (mid range)​
1A - 2A (close range), 66K and CE (mid range only; WS K whiffs because Ivy is in STC state)​
WS [A] - 66K (mid range)​
BB* - AA​
{B} - 66K (close), CE​
{B}* - JG second hit: 2A+B, 66B BE, 3B+, CE (do whatever is in range)​
bK - WS K​
6{B}2_8* - 66B BE (run forward a bit)​
6{B}2_8 - CE (take that Ivy!)​
214B - 66K​
6K-B/K - B+K​
2K - 2A (close range)​
1K - WS K, 2B, CE, charge A​
A+B - 2A+B​
A+B-A - 8A​
1A+B - 2A (close range)​
4A+B - AA​
4A+BB - CE​
4A+BB*- 3B+​
8A+B - 2A+B​
8A+BB - 66B BE​
8A+BB* - 3B+​
8A+B{B} - 6BB, CE​
WR A+BA- - 2A+B (duck under the third hit)​
B+K* - JG last hit; 6BB, 66B BE, CE​
7_8_9B+K - CE, (6BB or 66B BE can punish 7B+K)​
66[A] - CE​
66[A]* - 3B+​
11A - CE​
44[A]- 6BB(slightly less than tip range), 66B BE(mid range), CE (anywhere)​
22_88{B} - AA (close), 66K (mid), CE (all)​
22_88{B}BB... - sidestep to Ivy's left (ccw) and punish. Keep stepping until the animation is finished because it tracks.​
44BB*/B - 2A+B​
22K - WS K(close-mid), CE​
44K - 2B​
44A+B - AA​
44B+KB* - 66B+ (mid range), 6BB (slightly longer range), CE​
RUN K - 6AKA​
1B BE* - 3B+ (JG second hit)​
66B BE* - 2A+B (JG second hit)​
22B BE* - BB, CE (JG second hit)​
MID STRING aGI PUNISHES
{B} - aGI second hit; the hit after the GI only connects at close/mid range​
WR A+BA^ - aGI second hit; probably better just to punish with 2A+B though​
66[A]^ - aGI second hit; the follow up will whiff though​
44A+B - can option select if you don't charge 3A. Really really wierd timing though.​
22_88B BE - aGI second hit, the followup will whiff though.​
MATCH UP NOTES
Save your meter! Hilde's CE can punish almost all of Ivy's long range (whip tools), and the threat of it alone gives Hilde a significant advantage if you are playing a mid-long range zoning game.​
Ivy's 214B is a TS, TC, and safe on block move to Hilde, and it can sort of be used as easy button to give Ivy from free damage and escape from pressure. Learn to JG the second hit of this move; it will be vital to this mastering this matchup.​
 
cervantes.jpg


vs CERVANTES de Leon




BLOCK PUNISHES
AA* - AA​
aB - 66B BE​
3A - 2A+B​
1A - 6AKA​
1AB - 3B+​
4aB - 2A+B​
4aBB - 2A+B​
4aBB* - 3B+​
WR A - AA​
WR AB - WR K​
WR AB* - 3B+​
BB - A​
BB* - 2A+B​
BBB - WR K​
BBB* - 3B+​
BB-B - 22B (step/whiff punish)​
bA - A​
6BB* - 3B+​
6B-B - 88B​
3B - AA​
1B - AA​
1BB* - 3B+​
4B - 2A​
4B-K - WR B (duck and punish) or 6AKA​
6K - 2A+B​
2K - 2A​
1K - WR B, 6K, 6AKA​
4K-K - 88AA, 8~3B+ or 33B+​
4KK* - 2A+B​
3A+B - 2A+B​
3A+B - 3B+​
4A+B - 3B+​
WR A+B - 22_88B (between last and second last hit)​
WR A+B* - 3B+​
2[B+K]* - CC 3B+ or 6AKA​
1B+K (UB)* - 3B+​
4B+K - AA​
9B+K - 2A​
22A - WR B​
22AA - WR K​
in progress
MID STRING aGI PUNISHES
BBB^​
MATCH UP NOTES
coming soon
 
aeon.jpg
vs AEON


BLOCK PUNISHES
coming soon
MID STRING aGI PUNISHES
coming soon
MATCH UP NOTES
coming soon
 
tira.jpg
vs TIRA

BLOCK PUNISHES
6A-B - 44K (jump over the B), 22B (sidestep the B and punish)​
6AB - WS K​
6A(hit)-B - 8A (jump over the B)​
GS 3A - AA​
GS 3AA** (must JG 2 hits) - 2A+B. Or duck the third hit and punish with 6AKA.​
JS 2AB/A+B - 2A+B (won't get aGI'd)​
1A - WS K​
JS 4A - AA​
GS 3B - AA​
GS 4BB*/B - 2A+B​
GS 4BBB - AA​
GS 4BBB* - 2A+B​
WS B/K- 3K​
8B - 66K​
2K - 2A​
JS 1K - 2B, CE​
GS 1K - WS K​
236K - CE​
4B+K/B - AA​
4B+K-B - 22B (step and whiff punish)​
4B+KB* - AA​
BT B+K - 2A+B​
BT B+K-B - 22B (step and whiff punish)​
BT B+KB*/A+B - 2A+B​
JS 66AA - 2A+B, CE​
JS 66AA* - 3B+​
JS 44A - 2A+B​
JS 44A-A/2A - 44B (will beat both followups; may trade with 44AA depending on range)​
GS 66B* or 666B* - 2A+B, CE​
GS 33_99B - AA​
JS 11B - WS K​
JS/GS RUN K - 6AKA​
UPD B* - 2A+B​
UPD A - AA​
UPD K - 2A+B​
3AA BE - after blocking the second hit, duck wait for the animation to finish and punish with 6AKA​
JS 66B BE* - 2A+B, CE​
GS 66B BE* - 3B+ (JG last hit)​
CE - 2A+B, 66B+, CE​
MID STRING aGI PUNISHES
coming soon
MATCH UP NOTES
coming soon
 
nightmare.jpg
vs NIGHTMARE


BLOCK PUNISHES
coming soon
MID STRING aGI PUNISHES
coming soon
MATCH UP NOTES
coming soon
 
mitsurugi.jpg
vs MITSURUGI

BLOCK PUNISHES
coming soon
MID STRING aGI PUNISHES
coming soon
MATCH UP NOTES
coming soon
 
maxi.jpg
vs MAXI

BLOCK PUNISHES
coming soon
MID STRING aGI PUNISHES
coming soon
MATCH UP NOTES
coming soon
 
yoshimitsu.jpg
vs YOSHIMITSU


BLOCK PUNISHES
coming soon
MID STRING aGI PUNISHES
coming soon
MATCH UP NOTES
coming soon
 
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