Natsu Complete Anti-Character Guide Project (work in progress)

FleshMasher

[13] Hero
EDIT:
I am dumping the "range" and "RO" additions for the punishers because actually almost all of Natsu's punishers are range dependent and i suppose it's better to test/practice the range autonomously and RO properties are treated in the punisher spoiler.]

Here you can post anti-character strategies for our favorite Ninja, to make her even more deadly, by dissecting each character.
The opening post will be updated

Posting Rules:
  • Short and crisp discussion
  • No match-up-chart-ish stuff
  • Please correctly categorize your anti-character strategies
  • If anything has special properties like Force Crouch, recovery down state etc, please note that.
  • You can use the Ivy list as a rough guideline
Categories:
  • Character guaranteed Punishment
  • Character guaranteed Punishment that also interrupts or evades and Punishes ALL possible followups including stances
  • Character interrupts and evades that are not Punishment i.e block- or evadable when a string isn't continued or no stance is entered
  • Character useful Just Guardables
  • Whiff Punishment
  • Character stances and countermeasures
  • Character most dangerous tech traps, frame traps, set-ups and countermeasures
  • Character RO-attacks and RO-throws to avoid
  • Natsu attacks unsafe to this character
  • Miscellaneous
For a better understanding of this list:
i10 etc. means impact frames, means the smaller the number the faster the attack.
+10 etc. means recovery frames: +is advantage for you, - is disadvantage.
Don't forget i10 AA it can work where A:6 will partially whiff and leave you unsafe, -14.

YES A:6 is UNSAFE on partial hit: -14.

A and AA are both +2 on hit.

Other fast punishers:

i8: 2bA and 4a+bA, range roughly equals A, +4 on hit. 4a+bA can be done from crouch.
i10: AA, easy +2 on hit.
i10: A:6, hard to do as i10, good damage, unsafe on partial hit, see above. Can RO and Wallsplat.
i12: FC 2A, +8 on hit but crappy range.
i13: 2A same as FC 2A but 1 frame slower from standing.
i13: KK has a bit more range than A, +3 on hit.
i13~i14: WS K for punishing 1Ks or 2Ks, i.e. generic low kicks, +5 with huge pushback.
i14: 3K has good range and gives +4 on hit and is -8 on block, 3KK is a bit worse: on hit +2, on block -10.
i14: 4B has about the same range as KK. Gives knockdown and guaranteed 1A.
i14: FC 2B, surprisingly good range, +2 on hit and leaves you in crouch for WS K.

Other good but slower punishers are:

i15: 1B, same as FC 2B but 1 frame slower from standing.
i16: FC 2A+B for punishing lows, +12 on hit allows A:6 on the edge or wall for RO or W!. Safe on block.
i16: 6B, +6 on hit
i16: 3B good damage and RO/W!. On close hit with A:6 combo but quite unsafe with -18.
i16: 6A+B, good range and speed, works good against some lows with pushback
i17: 6KA okay damage, +4 on hit, a safe way to test if a move is unsafe to:
i17: 66B DAT DAMAGE. With BE it can RO and W!
i17: 66K, best range.
i20: A+B, safer than most other punishers. Can RO/W!.
i21: k2, quite slow but good damage and +2

For Side Ring Out:

i15: BK also short range though. RO to Natsu's left.
i17: 6AK also left. good range.
i22: 8_9A, rather slow with i22, RO to Natsu's Right.

Note 1:
Keep in mind that you lose about one frame or so when punishing on tip range.
Meaning some moves are unsafe to certain attacks but only at close range, at tip range they can block your attack.

Note 2:
Some combos, when used for tip range punishment, can have the first attack hit but the second will whiff depending on range and character:
Examples:
AA: rarely
A:6 : quite often
KK: rarely
6A+B~ PO A_K: rarely on most, always, even at close range on some characters like Ivy
i think this will motivate me more to finish my own personal punishment list it if i post it up here. i'll be doing all the characters in order, 1 character per day. the punisher i list is imo the best option for the situation due to things like range. in general i prefer 6A+B4 PO A:6 over 66B because of the potential for extra damage without spending meter. these punishes assume you have decent mastery over PO A:6, A:6 and 3B A:6

options after 6A+B4 PO A:6
they have to tech roll to block a 1A or 6K, if they eat it, it bumps the damage up from low 40s to low 50s and low 60s respectively.
66K beats back tech, 2A+B beats both side techs with a short step forward

options after 3B A:6
4A+B beats both side techs
66B beats back tech
1A is guaranteed
44KK will hit if they dont tech

options after 4B
1A is guaranteed for mid 30s damage
2A+B beats both side techs
66B beats back tech
44K will hit if they dont tech for mid 40s damage

So here
The Natsu (not yet) Complete Anti Character Guide


Alpha Patroklos Guaranteed Punishment

236236A+B+K
6AK
BK
3B
A+B
6A+B, PO A:6/K guaranteed
66B
66B BE

2aA+B+K
6AK
3B
6A+B, PO A:6/K guaranteed
66B
66B BE

FC 3B:B : A+B+K
2bA tight timing

agB and a: g: B, JF has more pushback
66K
66B
66B BE
A+B
6A+B, PO A:6/K guaranteed


6AA
KK
2bA
AA
A:6
3B
4B

1AA on hit
AA
A6, tight timing

1AA and 1A:A, JF has more pushback
66K
66B
66B BE
A+B
6A+B, PO A:6/K guaranteed

FC 3aB and FC 3a:B
6AK
9A
BK
3B
A+B
6A+B for PO, PO A:6/K guaranteed
66B
66B BE

6K
AA
A6
2bA
4B
KK

2K
2A

1K
2A
1B
WS K

Jumping K
AA
A:6

2A+B recovery crouched
FC 2B
WS K
6A+B, PO A:6 guaranteed

FC 3A+B
A6, not A:6
3B
3KK
6A+B, PO A:6 guaranteed.

B+K
AA
A:6
4B
KK
3KK

11_77A recovery crouched
2A
6B
FC 2B
WS K
6A+B, PO A:6 guaranteed
FC 2A+B

44A
AA
A:6

44B
A, AA and A:6 will have all but first attack whiff

11K recovery crouched
FC 2B
WS K
6A+B, PO A:6 guaranteed
FC 2A+B

44K
AA
A:6

Run K aka slide
6AK
8_9A
6A+B, PO A:6 guaranteed
66B

44B+K non BE version only
AA
A:6
4B
KK
3KK

Damn Pat and his Just frames...

Alpha Pat Guaranteed Punishment That Also Interrupts Or Evades And Punishes ALL Possible Followups Including Stances

22_88B
3B evades and punishes if they do 22_88BA


Alpha Interruptables And Evadables That Are Not Punishment i.e Block- Evade- Or Interruptable When String Isn't Continued Or No Stance Entered

22_88AA
3B evades and punishes second A
44B evades and punishes second A
1A evades and punishes second A

Useful Just Guardables


FC 3B:B JG second attack
A+B will also interrupt and counter if they do FC 3B:B : BE

First Off: 4B~ CE on Punishment will mostly have the last hit of CE whiff on Asta.

Astaroth Guaranteed Punishment


3A
AA
A:6
2bA

2A/FC 2A Attention: BT 2A is safer (-8)
FC 2A
FC 2B
WS K

1AA
66K

214AAAAA
A:6
6B
3B
4B
KK2K
3KK
6A+B (PO A_K guaranteed)

7_8_9A
A:6
AA
2bA/4a+bA
4B
KK2K
3KK

6B
AA
A:6 (hard to do)
2bA/4a+bA

3B/33_99B
A:6
6B
3B
1B
4B
KK2K
3KK
6A+B (PO A_K guaranteed)
66A

2B recovery crouched
2A
3KK

1BB
6AK
BK
6B
3B
4B
KK2K
3KK
4K
6A+B (PO A_K guaranteed)
66A
66B

FC 2A recovery crouched
3KK

8_9B forces crouch (7B leaves Asta too far away for 4a+bA)
4a+bA

BT B
AA
A:6
2bA/4a+bA

BT 2B recovery crouched
3KK

6K
A:6
AA
4B
KK2K
3KK

2K/FC 2K/BT 2K
FC 2B
WS K

4KK
4a+bA
FC 2A
4B
FC 2B
WS K

FC 3K/33_66_99K
AA (A:6 will Partially whiff)

A+B/2_8A+B
6A+B (PO A_K guaranteed)
66B
66K

3A+B
6A+B (PO A_K guaranteed)
66B
66K

4A+B Attention looks a bit like 3A+B which has more pushback
A:6
AA
6AK
BK
6B
3B
4B
KK2K
3KK
4K
6A+B (PO A_K guaranteed)
66A
66B
66K
Throw

6B+K/6[B+K ]
AA
A:6

2B+K recovery crouched
6B
6A+B (PO A_K guaranteed)
FC 2A+B
66B
66K

22_88A
AA

66B
A:6
AA
KK2K
3KK

Run K
6AK
6B
WS B.4a+bA
6A+B (PO A_K guaranteed)
FC A+B
66B
Throw


Astaroth Guaranteed Punishment That Also Interrupts Or Evades And Punishes ALL Possible Followups Including Stances


1K
WS K, will CH if Asta does 1KA

WS K
3B, will CH in the back if Asta does WS KA
6A+B, will CH in the back if Asta does WS KA(PO A_K guaranteed)


Character strings, stances and countermeasures


6AA
66B evades and punishes second A

6A delay A
66B counter hits the second A

3KA/3K[A ]
66B Evades and punishes A and trades favorably with [A ]

1K
WS B.4A+B, will CH if Asta does 1KA

66_33_99AB/66_33_99A[B ]
AAB will CH the B
A:6 will CH the B


Useful Just Guardables


1AA/11_77AA JG second attack
4A+B


4[B ]
A:6
6AK
BK
6B
3B
4B
KK2K
3KK
4K
6A+B (PO A_K guaranteed)
66A
66B
Throw

3K[A ] JG second attack

AA
6AK
BK
6B
3B
KK2K
6KA
3KK
6A+B (PO A_K guaranteed)
66A
66B
33K
Throw

3[K ]
4B punishes if he does 3[K ] and Counter Hits for combo if he does 3[K ]A or 3[K ][A ]

9[A+B ]
A:6
AA
6AK
BK
6B
3B
4B (4B CE works here)
KK2K
6KA
3KK
4K
6A+B (PO A_K guaranteed)
66A
66B
66K
Throw

44[A ]
A:6
6AK
7_8_9A
BK
6B
3B
4B (4B CE works here)
KK2K
K2
6KA
3KK
4K
A+B
6A+B (PO A_K guaranteed)
66A
66B
66K
Throw
CE

22_88B/22_88B BE
4A+B

66_33_99K BE JG second attack
A:6
6AK
7_8_9A
BK
6B
3B
4B
KK2K
K2
6KA
3KK
4K
A+B
6A+B (PO A_K guaranteed)
66A
66B
66K
Throw
CE

22_88K/22_88K BE
A:6
6AK
BK
6B
3B
4B (4B CE works here)
KK2K
6KA
3KK
4K
6A+B (PO A_K guaranteed)
66A
66B
66K
Throw


Whiff Punishment


236236A+B+K
4A+B

4K.2A+G_2B+G recovery crouched
4A+B

2A+G_2B+G recovery crouched
A:6 (can be done too early for 1st A to hit)
6AK (can be done too early, K can be blocked if 6A whiffs)
7_8_9A
BK (can be done too early K will whiff if B hits crouched Asta)
6B
3B
6KA (can be done too early A will whiff if 6K hits crouched Asta)
3KK
A+B
6A+B (PO A_K guaranteed)
66A (can be done too early)
66B

First off:
After 6A+B~ PO A_K will whiff against Ivy

Ivy Guaranteed Punishment


3[A]
6AK
66B

1A recovery crouched
6B
66B
6A+B
FC 2A+B

[B ]
66K
66B

bK
FC 2A+B
4B
WS K
6B

6B8K
4a+bA

6[B ]2_8
66K

3B
AA
A6

214B
3KK

2K
WS K

1K
6B
6A+B
FC 2A+B
66B
66K

2A+B
4a+bA

1A+B
4a+bA
2A

8A+BB
6AK
3B~KK
A+B
66B

8A+B[B ]
66K

7_8_9B+K
A+B
66B
66K

66_33_99[A]
6A+B (PO A_K will whiff)

11_77A
6A+B (PO A_K will whiff)
66B
66K

44[A]
A+B
6A+B (PO A_K will whiff)
66B
66K

22_88K
6B
6A+B
FC 2A+B
66B
66K

44_11_77K (forced crouch, recovery down state face up feet towards)
FC 2B
FC 2K
FC 2A+B

44A+B
A:6
4B
KK2K
3KK

Run K
6AK
7_8_9A
6B
WS B.4a+bA
6A+B
FC A+B
66B


Ivy Guaranteed Punishment That Also Interrupts Or Evades And Punishes ALL Possible Followups Including Stances


6K
AA at mid-close range will punish if she does 6KB, and counter if she does 6KBK
allowing AAB NCC

WS A+BA
crouch and punish last attack with 44B
crouch last attack with 2G and punish with 4B


Character strings, stances and countermeasures


AA
3B will evade and punish second attack
44B will evade and punish second attack

[A] crouch second attack
4A+B

6AK, 6A delayed K
44B will evade and punish second attack
1A will evade and punish second attack

1B BE step second attack to Ivy's left
4A+B

6b8K
7_8_9A_B will evade and punish second attack

A+BB
7_8_9 A_B_K will evade and punish second attack

6A+B
PO BE PO B will evade and punish

4A+BB caution variable 4A+B duration.
Step to Ivy's left and punish with 4A+B




Useful Just Guardables


B+K JG last attack
A+B
66B
66K

66[A] JG second attack
6AK
3B
66B
A+B

44BB JG second attack, Warning: 44BBB can Anti-Air you out of most TJs like A+B on JG
A:6
KK2K
6A+B
66B
66K

1B BE JG second attack
6AK
3B
66B
A+B

66_33_99B BE JG second attack
A:6
BK
KK2K
3KK
3B
4B
6A+B

22_88B BE
A+B
66B
66K


Whiff Punishment

236236A+B+K
8KA (on crouch, can be buffered during CE freeze)

Maxi Guaranteed Punishment


236236A+B+K
A+B
6A+B (PO A not guaranteed, PO K guaranteed)
66K

WR A
AA (A:6 will partially whiff)
2bA/4a+bA

6B
AA (A:6 will partially whiff)
2bA/4a+bA

3B
AA (A:6 will partially whiff)
2bA/4a+bA
4B
KK2A
3KK

WS B
6AK
BK
6B
3B
KK (KK2K will have the last kick whiff)
6KA
4K
6A+B (PO A_K guaranteed)
66A
66B
66K

BT B
2bA/4a+bA (hard to do)

K
2bA/4a+bA (hard to do)

6K
2bA/4a+bA (hard to do)

2KB
6AK
WS AA
6B
4B
FC 2B
6KA
4K
WS K
6A+B (PO A_K guaranteed)
FC 2A+B
66A
66B
66K

1K/FC 2K
FC 2B
WS K

4K
2bA/4a+bA (hard to do)

236K/236kG/236KG
AA
A:6
2bA
(others are possible but he can vary the duration)

9K
AA (A:6 will partially whiff)

BT K
2bA/4a+bA (hard to do)

A+B (huge pushback on tip range)
6A+B (PO A_K guaranteed)
66A
66B
66K

2A+B (recovery crouched)
7_8A (9A will whiff over Maxi's head)
WS A (WS AA will have the second A whiff over Maxi's head)
6B
7_8_9B
FC 2B
WS B.4a+bA
6A+B (PO A_K guaranteed)
FC 2A+B
66B
66K
44A
44B

4A+B
6A+B (PO A_K guaranteed)

44A
A:6
AA
6AK
BK
6B
3B
1B
4B
KK2K
6KA
3KK
4K
6A+B (PO A_K guaranteed)
66A
66B
66K

11_77B
KK2K

66_33_99B
AA
A:6

Run K
6AK
6B
WS B.4a+bA
6A+B (PO A_K guaranteed)
FC A+B
66B
Throw

BL A
66K

LO AK
2bA/4a+bA
AA
A:6 (hard to do)

BL KK
AA (A:6 will fail)
2bA/4a+bA
KK2K

LI A/LI aA+B+K
4A+B

RC AB
A6
BK
3B
1B
4B
KK2K
3KK
6A+B (PO A_K guaranteed)
66A

RO AK
2bA/4a+bA
AA
A:6 (hard to do)

RO KA
WS K

Maxi Guaranteed Punishment That Also Interrupts Or Evades And Punishes ALL Possible Followups Including Stances

AA~ RC
6K
3K (3KK can have 2nd K whiff if he does RC B, Anti Air 3K allows free A:6 or 66B BE)
66K

6A~ RO
AA (AAB wil NCC if he does anything from RO)
A:6
KK2K
2bA/4a+bA

3A~ LI
4A
2K (2KK wil NCC if he does anything from LI)
1K
66K

FC 3AAA~ RO
6AK
FC 2A
WS AA
6B
4B
FC 2B
6KA
4K
WS K
FC 3K
6A+B
FC 2A+B
66A

7_8_9B~ LO
6KA
WS K
FC 3K
66K

WR K
2bA/4a+bA (Anti Air both allow free 66B)
A:6

a+bG~ RC
6K
3K (3KK can have 2nd K whiff if he does RC B, Anti Air 3K allows free A:6 or 66B BE)
66K

11_77A~ BL
6AK
WS AA (WS AAA can NCC if he does any attack from BL)
9A (7_8A can whiff against certain attacks)
6B
FC 2B
4B
WS B.4a+bA (WS B.4A+B can NCC if he does any attack from BL)
9B (7_8B can whiff against certain attacks)
6KA
WS K
6A+B (PO A_K guaranteed)
66A
66B
66K
44A

66B~ LI
4A
FC 2B
FC 3K (FC 3K.K can NCC if he does any attack from LI)
WS K
66K

22_88B~ RC
6B
WS B.4a+bA (WS B.4A+B can NCC if he does any attack from RC)
6A+B (PO A_K guaranteed)
66A (66A.B can NCC if he does any attack from RC)
66B
66K

BL B~ LO /BL BB
66B will punish if he goes into LO or evade and punish if he does BL BB

BL BB~ LO
A:6 (first hit can whiff)
2A
1A
4A
1B
3KK
2K (2KK will NCC if he does any attack from LO)
66K

LI B
66K

RO B~ RC
A:6
AA
1B
4B
KK2K
3KK
66K



Character strings, stances and countermeasures

4A~ BL
Backstep will evade everything from BL except second K of BL KK and second B of BL BB. Both can be interrupted though.

1B~ RO
2bA/4a+bA wil interrupt everything from RO but can be crouched.
Or Block standing he only has Highs and mids from RO (Beware RO B Guard Damage and RO KK/KA L/M mixup)

LO B
66K will Punish LO B, mutually whiff if he does LO BK and interrupt if he goes into RC.

LO BK
crouch the K, punish with FC 2A+B~ A:6 (the angle at which FC 2A+B hits leaves him close enough for A:6)

WS B+K~ BL
Backstep will evade everything from BL except second K of BL KK and second B of BL BB. Both can be interrupted though.

22_88A LI
Step to Maxi's right then block low, will evade everything from LI, but watch out after LI comes LO. You can whiff punish if he attacks from LI though.

33_99B~ BL
Backstep will evade everything from BL except second K of BL KK and second B of BL BB. Both can be interrupted though.

44B~ RO
A fast 4a+bA/2bA will clash with RO A and interrupt everything else. Can be crouched though.
Or Block standing he only has Highs and mids from RO (Beware RO B Guard Damage and RO KK/KA L/M mixup)

BL BB~ LI
4A+B.A Bomb will interrupt or evade and punish everything from LI except LI~ RC B, the A will catch that.
When evading and punishing LI B you are probably BT so comboing can be tricky. Use G to realign for A+B or 66B.

RC KK
A fast 4a+bA will interrupt the second K


Useful Just Guardables


4A+B JG second attack (hard to JG though)
A:6
6AK
1A
7_8_9A
BK
6B
3B
1B
4B
7_8_9B
KK2K
3KK
6KA
A+B
6A+B (PO A_K guaranteed)
66A
66B
66K
44A
44B

7_8_9A+B
A:6
6AK
1A
7_8_9A
BK
6B
3B
1B
4B
7_8_9B
KK2K
3KK
6KA
A+B
6A+B (PO A_K guaranteed)
66A
66B
66K
44A

22_88[B ]
4A+B (PO air grab guaranteed)

22_88_K/RO K
A:6 will interrupt if he does 22_88_KA_K/RO KA_K
2A will interrupt if he does 22_88_KA_K/RO KA_K

44_11_77K recovery crouch and tech step
A:6/A6
2A
3KK
2K
6A+B (PO A_K guaranteed)
66B
66K

LI [B ]~ LI
4A+B will punish or interrupt everything from LI
When interrupting LI B you are probably BT so comboing can be tricky. Use G to realign for A+B or 66B.

RC AB/AbA+B+K JG last attack actually not, the B can be delayed!!!

RC B~ LO
4A+B

RC KK JG second attack
A:6
6AK
6B
3B
4B
KK2K
6KA
3KK
4K
6A+B (PO A_K guaranteed)

RO A[K ]
AA
A:6
BK
2bA/4a+bA
1B
4B
KK2K
3KK


Whiff Punishment


66K (crouched)
FC 2A+B~ A:6 (the angle at which FC 2A+B hits leaves him close enough for A:6)

BL KK crouch the second attack
4A+B (very close timing)
faster stuff.

Mitsu Guaranteed Punishment


236236A+B+K
6A+B (PO A_K guaranteed)
66B
66K


1A
6B
4A
WS K
6A+B (PO A_K guaranteed)
FC A+B

b6
2bA/4a+bA

bA
6AK
3B
A+B
6A+B (PO A_K guaranteed)
66B
66K

6B2
4a+bA

WS B
2bA/4a+bA

K
2bA/4a+bA

kB
6B
FC 2B
4B
WS K
6A+B (PO A_K guaranteed)
FC 2A+B

2KB/2KB BE B
A:6
6AK
BK
6B
3B
4B
K2
6KA
A+B
6A+B (PO A_K guaranteed)
66B
Throw

1K/FC2K/BT 2K
WS K

4KB
4a+bA (hard to do)

7_8_9K
AA
A:6 (hard to do)
2bA/4a+bA

A+B
4a+bA (hard to do)

B+K
6B
3B
6KA
3KK
4K
6A+B (PO A_K guaranteed)
66B

BT B+K
AA (A:6 will partially whiff)

11_77A (Recovery Crouched
6B
FC 2B
WS K
6A+B (PO A_K guaranteed)
FC2 A+B

44A (Caution looks almost exactly like 22_88A which is safe at-1)
4B
3KK

66_33_99BB
6AK
6B
A+B
6A+B (PO A_K guaranteed)
66B

22_88B
4a+bA

66K
2bA/4a+bA (hard to do)

Run K
6AK
6B
WS B.4a+bA
6A+B (PO A_K guaranteed)
FC A+B
66B
Throw

236B
3KK
6A+B (PO A_K guaranteed)

Mist A
4a+bA

Mist BBB
2bA/4a+bA
AA
A:6 (hard to do)


Mitsu Guaranteed Punishment That Also Interrupts Or Evades And Punishes ALL Possible Followups Including Stances


2K
WS K counter hits if he does 2KB or 2KB BE

2KB on hit
3B (be prepared guard in case he does 2KB6 Mist A+B to Armor your 3B)

11_77BA
4a+bA


Mist B.B+K/Mist B+K
6B (If Mist A+B Armor is triggered it can be interrupted with AAB NCC)
66B

Mist K
WS AA evades and punishes if he does Mist KB
WS B.4a+bA evades and punishes if he does Mist KB
FC 2B evades and punishes if he does Mist KB
WS K evades and punishes if he does Mist KB
FC 2A+B evades and punishes if he does Mist KB (If he does Mist KB you get FC A+B~ A:6 combo)


Useful Just Guardables


1aB
AA
A:6
2bA/4a+bA
KK2K

6B:2
4B
WS K
4a+bA

4B
6AK
BK
3B
A+B
6A+B (PO A_K guaranteed)
66B
66K
Throw

4KB/44_11_77KB
A:6
6AK
BK
6B
3B
4B
KK2K
6KA
3KK
6A+B (PO A_K guaranteed)
66B
Throw

Mist B BE
A:6
2A
BK
1B
4B
KK2K
3KK

Vs Nightmare:

punishment on block

Notes:
  • going to be a work in progress
  • a lot of these aren't punishable at long/max range so you need to learn the appropriate distances to punish
  • Not listing 2bA punishes for now
  • For NSS/GS punishes/counters, I followed the following rules:
    1. NM performs NSS/GS move as fast as possible entering transition.
    2. Natsu performs punish/counter as fast as possible.
    • I will add notes regarding each NSS/GS move at the bottom.
Update:
4/5: updated all NSS/GS moves with appropriate counters/punishes. Next is to go back over moves and see if I forgot any guaranteed 3B punishes.
3/26: added full list of moves. Next I will redo NSS and GS punish guides in a google spreadsheet and update this with a link.


A Attacks
(A) NSS:
  • Full chart - http://tinyurl.com/ch7s7bo
  • 66B is a universal punisher from mid/far range.
  • 3B/A:6/2A beats everything besides NSS K.
AAB - 6A+B
A2A - 6A+B
A2AA - 6A+B
6A - BK/ 3KK/ BB
3A - 66B
3AA - 66B
3A2A - 66B
2A - FC A/ FC B/ WS K
1A - 66B
1A GS:
  • Full chart - http://tinyurl.com/ch7s7bo
  • 2A punishes all options include [G]
  • 6AB / WS AAA punishes all options besides [G]. [G] option punishes 6AB / WS AAA.
B Attacks
B - AA/ A:6 @ close range
6B - AA/ A:6 @ close range
6(B) NSS:
3B - 66B
3(B) NSS:
1B - 6A+B
4BB - 3KK/ 4B
4B(B) NSS:
K Attacks
3K - AA / A:6 at close range
2K - 6A+B
1K - FC A/ FC B/ WS K


Simultaneous
A+B - 66B / A+B
2A+B - 6A+B
2 B+K - FC A / FC B/ WS K


Full Crouch
FC A - FC A/ FC B/ WS K
FC 3B - 66B/ 3B
FC K - FC A/ FC B/ WS K


While Standing
WS B - A+B/66B
WS (B) NSS:
  • Full chart - http://tinyurl.com/ch7s7bo
  • iWS K / A:6 / 2A beat all followups. I would suggest using A:6 as it is difficult to react in time to iWS K fast enough to get CH's on NSS b:A/bA.
WS K - A:6 / BK / BB / 3KK / 4B


Jumping Moves
Jump A - A:6 (move whiffs on Natsu close up)


8WR
66A GS:
  • Full chart - http://tinyurl.com/ch7s7bo
  • A:6 / 2A punish all options. 6AB punishes all options besides [G]. As 66A by itself is safe, I would recommend using 2A as the other options are punishable on block.
22AA - 6A+B (for some reason 3B is blockable in this situation)

22AA GS:
  • Full chart - http://tinyurl.com/ch7s7bo
  • A+B / 22_88A / 3A / A:6 / 2A punish all options. As there is a mixup between this and 22AA, I would suggest using 2A on reaction to NM canceling into GS.
33B - 66B / A+B
33B GS:
  • Full chart - http://tinyurl.com/ch7s7bo
  • A:6 / 2A punish all options. 66B punishes all options except GS K, which trades in Natsu's favor. I would suggest using 66B until NM starts using GS K. Use A:6 if GS K is being used.
22B - 6A+B

44(B) NSS:
  • Full chart - http://tinyurl.com/ch7s7bo
  • WS K punishes all options with the only non-CH punishes being NSS K and [G]. 66B beats all options from mid/far range.
66K - 6A+B / 3B

66K GS:
  • Full chart - http://tinyurl.com/ch7s7bo
  • iWS K / A+B / 3A / A:6 / 2A punish all options. As this move is very fast, it can be difficult punishing with iWS K and A+B on reaction. I would stick with either A:6 or 2A.
66A+B - 6A+B
Run K - 66B


Grim Stride
GS A - 6A+B / 3B
GS K - 66B / 3B


Nightstance Side
NSS B - 66B
NSS b:A - 3B / 6A+B
NSS bA - 3B / 6A+B
NSS K - 3B / 6A+B
NSS A+B - 3KK / 4B / A:6
NSS (A) -
  • Full chart - http://tinyurl.com/ch7s7bo
  • A:6 punishes all options. iWS K beats all options, but the timing is difficult to land CHs on b:A so I wouldn't use it. 66B punishes all options at mid/far range, which is most of the time as this move has such long range. I would stick with A:6 as it is a universal punisher for regular (A) as well.
Throws
  • FC A+G/B+G - 6A+B
Brave Edge
33B BE - 3B / 6A+B


NOTES
NSS and GS counter guide: http://tinyurl.com/ch7s7bo

NSS
NSS b:A - This move steps counter-clockwise and steps some moves. In a lot of cases, delaying the input of this move can avoid moves that can punish a buffered b:A. The hardest counter to this move is almost universally WR BBB, but you are essentially gambling NM will do this move. NSS b:A usually beats Natsu 66B.

NSS bA - This move appears to have the exact same frames as nss b:A. I found no difference in my testing outside of damage.

NSS A - Nothing of real note other than that it is a TCing mid and can lead back into NSS. 66B universally punishes this move from every blocked NSS transition.

NSS B - this move is an extremely slow low. Pretty much anything besides WR BBB will beat this.

NSS K - this move is the fastest move out of NSS and is a high. Universally loses to 66B and WR BBB. Interestingly, this move will beat 2A in a lot of situations because 2A doesn't TC fast enough.

NSS A+B - This move tracks clock-wise and seems faster than NSS A. Universally loses to 66B. Universally loses to 3B as well for transitions that do not FC.

GS
GS A - High attack that Auto-GI's most of Natsu's big damage combo starters. Universally beaten by 2A and WR BBB.

GS B - slower safe mid that does guard damage. This move is also a decent way for NM to setup a backstep into a potential whiff punish. Universally beaten by 66B. 3B universally beats it as long as the move isn't a low(1A).

GS K - This move appears to have the same speed as GS A, but is a mid. Another move that is universally beaten by 66B. 3B works, but of course not from a low(1A).

Useful Just Guardables

4BB JG second attack
Free Backthrow
4A+B

3A----A:6 or AA at far range
1A----6A+B4 PO A:6 0r 66B
6BB----A:6 on block or 6A+B4 PO A:6 on duck of 2nd hit
6BBB----3B or 6A+B4 PO A:6 on block WS K on duck of 2nd hit
3B----3B or 6A+B4 PO A:6
3KK----duck 2nd hit and 6A+B4 PO A:6
1K----6A+B4 PO A:6 or 66B(tight timing)
2A+B----66B or 6A+B4 PO A:6
8A+B----KK or AA
B+K----KK or 4B
WS B----A:6
WS KA---- both hits can be punished by 3B or 6A+B4 POA:6
22AA----duck the 2nd and 66B or 6A+B4 PO A:6 (this is -12 but didnt test block punishment)
WS A+B----4B or BK
33B----A:6 at close AA for far block
11B----4B or KK
66K----3B or 6A+B4 POA:6
11K---- 6A+B4 POA:6
44KK----duck the 2nd and 6A+B4 PO A:6
66A+B----AA
66B+K----66B after blocking the first hit
236 K----3B or 6A+B4 PO A:6
236 B----A+B or 66B or 6A+B4 PO A:6
236 AB---- both hits can be punished by 6A+B4 PO A:6 or 3B

Pyrrha Guaranteed Punishment

236236A+B+K
66B
66B BE
6A+B for PO, PO A:6 guaranteed

AK
A:6
4B

1AA
6AK for side RO?
66B
66B BE
A+B
6A+B for PO, PO A:6 guaranteed

4AB
4B at mid-close range

BK
AA
2bA

6BK
4B at mid-close range

3B
6A+B at mid-close range for PO, PO A:6 not guaranteed, depeding on range

2BB
6AK for side RO?
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 guaranteed
66B
66B BE

3KK
6A+B at mid-close range for PO, PO A:6 not guaranteed, depeding on range

2K
2A at mid close range

B+KB
6AK for side RO?
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 guaranteed
66B
66B BE

FC 1BB
6AK for side RO?
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 guaranteed
66B
66B BE

FC 2K
2A at close range

WS A+B
AA at mid-close range
2bA at mid-close range

WS B+K
AA at mid-close range
2bA at mid-close range

33_66_9A
AA at close range
2bA at close range

11AA
AA at mid-close range
2bA at mid-close range
4B at close range

33_99B
A:6 at mid-close range
4B at mid-close range

11_44_77B
4B at mid-close range
A:6 at mid-close range

66K
A:6 at mid-close range
4B at mid-close range

11_22_44_77_88A+B
4a+bA at mid-close range

Running K aka Sliding
6AK for side RO?
4B
6A+B for PO, PO A:6 guaranteed
66B
66B BE

BT 2K
2A at close range

236B normal or just
A:6 at mid-close range for RO?
A6 at mid-close range for RO?
BK at mid-close range for side RO?
4B at mid-close range
6A+B at mid-close range for PO, PO A:6 guaranteed
66B
66B BE

236K
66B at mid-close range
66B BE at mid-close range
A+B at mid-close range
6A+B at mid-close range for PO, PO A:6 not guaranteed
66K



Pyrrha Guaranteed Punishment That Also Interrupts Or Evades And Punishes ALL Possible Followups Including Stances

4AAA

3B, will evade and punish also if they do 4AAA BE


2B+KB
4B, will evade and punish if they do 2B+KBB or counter if they 2B+KBBB

44K
AA will also interrupt if they do 44KA or 44KB but then Natsu's 2nd A will whiff airborne Pyrrha
2bA will interrupt if they do 44KA or 44KB

33_66_99B+KA
66B will evade and punish if they do 66B+KAB and interrupt if they delay the last B
66B BE will evade and punish if they do 66B+KAB and interrupt if they delay the last B

AS 2_8BA
66B will evade and punish if they do 66B+KAB and interrupt if they delay the last B
66B BE will evade and punish if they do 66B+KAB and interrupt if they delay the last B


Character strings, stances and countermeasures

3KK
Step second attack in both directions, punish with 4A+B, Note: Air Grab can whiff, combo with something else.

4AA or 4AB
2bA will counter second attack

11AA
2A will counter the second A
4a+bA will counter the second A


66B BE
66B will evade and punish the BE
66B BE will evade and punish the BE

236AA BE
9A will evade and punish the second A at mid-close range, and counter if they do the BE
9B will evade and punish the second A at mid-close range, and counter if they do the BE
8KA will evade and punish the second A, and counter if they do the BE, you are interruptable if Pyrrha opts to not do the second A.

236, 22_88AA BE
9A will evade and punish the second A at mid-close range, and counter if they do the BE
9B will evade and punish the second A at mid-close range, and counter if they do the BE
8KA will evade and punish the second A, and counter if they do the BE, you are interruptable if Pyrrha opts to not do the second A.


Useful Just Guardables

236236A+B+K JG last attack
4A+B

1AA JG second attack
4A+B

4[A]
AA will also counter if they do 4[A]B or 4[A]A for AAB NCC

4AAA JG third attack
A+B
66B will also interrupt if they do BE
66B BE will also interrupt if they do BE
Throw

4AB JG second attack
6AK for side RO
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 guaranteed
66B
66B BE

3B
6AK for side RO
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 not guaranteed
66B
66B BE

2BB or FC 1BB or B+KB JG second attack
6AK for side RO
1A for side RO?
9A for side RO?
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 guaranteed
66B
66B BE

4B
AA
A:6
2bA
4B

3A+B and 33_66_99A+B
6AK for side RO
BK for side RO?
3B
4B
6A+B for PO, PO A:6 guaranteed
66B
66B BE

6B+K
6AK for side RO
BK for side RO?
3B
4B
6A+B for PO, PO A:6 guaranteed
66B
66B BE

7_8_9 B+K or 7_8_9 [B+K]
6AK for side RO
9A for side RO?
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 guaranteed
66B
66B BE

4B+K
4A+B

WS A_B_K
AA
A:6
2bA

WS A+B and WS [A+B]
6AK for side RO
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 guaranteed
66B
66B BE

WS B+K
6AK for side RO
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 not guaranteed
66B
66B BE

11_77A[A] JG second attack

6AK for side RO
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 guaranteed
66B
66B BE

66B BE JG second attack
6AK for side RO
BK for side RO?
3B
4B
6A+B for PO, PO A:6 guaranteed
66B
66B BE

33_99B
6AK for side RO
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 not guaranteed
66B
66B BE

11_44_77B
6AK for side RO
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 not guaranteed
66B
66B BE

11_44_77KAB JG last attack
6AK for side RO
9A for side RO?
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 guaranteed
66B
66B BE

22_11_44_77_88B+K
6AK for side RO
9A for side RO?
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 guaranteed
66B
66B BE

236AA BE JG last attack
6AK for side RO
1A for side RO?
9A for side RO?
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 guaranteed
66B
66B BE

236B
6AK for side RO
9A for side RO?
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 guaranteed
66B
66B BE

236K
4A+B

236, 2_8K
AA
A:6


Pyrrha Attacks With Evasive Recovery For Whiff Punishment

236K, Recovery Jump, then Crouch, :SL:, :L: and :H: can whiff



Miscellaneous


22_88B
22_88BA
22_88BAK
You can do a lot like punish 22_88BA with Bomb or air grab but it may be hard to react to which version she's doing.

Pyrrha Omega Guaranteed Punishment



236236A+B+K
6AK at mid-close range for side RO
3B at mid-close range
4B at mid-close range
A+B
6A+B at mid close range for PO, PO A:6 not guaranteed, depending on range
66B at mid-close range
66B BE at mid-close range

1A
66K, evades if they do 1AA

1AA
6AK at mid-close range for side RO
8_9A for side RO
3B at mid-close range
4B at mid-close range
A+B
6A+B for PO, PO A:6 not guaranteed, depending on range
66B
66B BE
CE

4AB
6AK at mid-close range for side RO
BK at close range for side RO
3B
6A+B for PO, PO A:6 not guaranteed, depending on range
66B
66B BE

3B
6AK at mid-close range for side RO
BK at close range for side RO
4B at mid-close range
6A+B for PO, PO A:6 not guaranteed, depending on range
66B
66B BE

2BB or
FC 1BB
6AK at mid-close range for side RO
BK at mid-close range for side RO
4B at mid-close range
A+B
6A+B for PO, PO A:6 not guaranteed, depending on range
66B
66B BE

4K
4B

2K, FC 2K and BT 2K
2A at close range

1K
4B
WS K
FC 2A+B

WS A+B
2bA at mid-close range
AA at mid-close range
A:6 at close range

2B+KBBB
4B
WS K

WS B+K
2bA at mid-close range
AA at mid-close range
A:6 at close range

66_33_99A
2bA at mid-close range
AA at mid-close range
A:6 at close range

33_99A
2bA at mid-close range
AA at mid-close range
A:6 at mid-close range
4B at mid-close range

33_66_99K
2bA at mid-close range
AA at mid-close range
A:6 at mid- close range

11_44_77K
2bA at mid-close range
AA at mid-close range
A:6 at mid-close range
BK at close range for side RO
3B at mid-close range
4B at mid-close range
6A+B at mid-close range for PO PO A:6 guaranteed

22_11_44_77_88B+K
4a+bA

Running K aka Sliding
6AK for side RO
4B
6A+B for PO, PO A:6 not guaranteed
66B
66B BE
Throw

NS A and
AA at mid-close range
BK at mid-close range for side RO
4B at mid-close range
3B at mid-close range
6A+B at mid-close range for PO, PO A:6 not guaranteed

NS B
AA at mid-close range
A:6 at close range
BK at mid-close range for side RO
4B at mid-close range
3B
6A+B for PO, PO A:6 not guaranteed
66B
66B BE

NS K
AA at mid-close range
A:6 at close range
4B at mid-close range

DNS A
AA at mid-close range
BK at mid-close range for side RO
4B at mid-close range
3B at mid-close range
6A+B at mid-close range for PO, PO A:6 not guaranteed

Pyrrha Omega Guaranteed Punishment That Also Interrupts Or Evades And Punishes ALL Possible Followups Including Stances

1A
66K, evades and punishes if they do 1AA

66_33_99B+KA
66B, evades and punishes if they do 66_33_99B+KAB
66B BE, evades and punishes if they do 66_33_99B+KAB

Useful Just Guardables

6B BE JG last hit
6AK for side RO?
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 guaranteed
66B
66B BE
Throw

2BB JG last hit or
2B BE JG last hit
FC 1BB JG last hit or
FC 1B BE JG last hit
6AK for side RO?
8_9A for side RO?
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 guaranteed
66B
66B BE
Throw

AA, JG both attacks
AA
A:6
KK

3A
6AK for side RO?
BK for side RO?
3B
4B
6A+B for PO, PO A:6 guaranteed
66B
66B BE
Throw

1AA JG last hit
A:6 air hit
6AK for side RO?
1A for side RO?
8_9A for side RO?
BK for side RO?
3B
A+B
6A+B for PO, PO A:6 guaranteed
4A+B
66B
66B BE
Throw

4AA JG last hit
6AK for side RO?
BK for side RO?
3B
6A+B for PO, PO A:6 guaranteed
66B
66B BE
Throw

4AB JG last hit
1A for side RO?
8_9A for side RO?
3B
A+B
6A+B for PO, PO A:6 guaranteed
66B
66B BE

BB, JG both attacks
AA
A:6
KK

6BB, JG last hit
AA
A:6
KK

3B
6AK for side RO?
8_9A for side RO?
BK for side RO?
3B
4B
6A+B for PO, PO A:6 guaranteed
66B
66B BE
Throw at close range


B+KB
6AK for side RO?
8_9A for side RO?
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 guaranteed
66B
66B BE
Throw
CE

WS [A+B]
6AK for side RO?
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 guaranteed
66B
66B BE
Throw

4B+K
6AK for side RO?
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 guaranteed
66B
66B BE
Throw

8B+K and 8[B+K] i mean JG the downward stab,
the tremor has huge radius so it can be range safe
6AK for side RO?
8_9A for side RO?
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 guaranteed
66B
66B BE
Throw

WS B+K
6AK for side RO?
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 guaranteed
66B
66B BE
Throw at close range

66_33_99A
6AK for side RO?
BK for side RO?
3B
4B
6A+B for PO, PO A:6 guaranteed
66B
66B BE
Throw

11_77AA, 11_77A[A] JG second hit
6AK for side RO?
BK at mid-close range for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 not guaranteed depending on range
66B
66B BE
Throw at close range

66B
6AK for side RO?
BK at mid-close range for side RO?
3B
4B
6A+B for PO, PO A:6 not guaranteed depending on range
66B
66B BE
Throw at close range

66_33_99A+B JG first hit, second hit gets auto JGed
6AK for side RO?
BK at mid-close range for side RO?
3B
4B
6A+B for PO, PO A:6 guaranteed
66B
66B BE
Throw at close range

22_11_44_77_88 A+B
6AK for side RO?
8_9A for side RO?
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 guaranteed
66B
66B BE
Throw

NS A, DNS A
6AK for side RO?
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 guaranteed
66B
66B BE
Throw

NS B
6AK for side RO?
8_9A for side RO?
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 guaranteed
66B
66B BE
Throw

NS K
6AK for side RO?
8_9A for side RO?
BK for side RO?
3B
4B
A+B
6A+B for PO, PO A:6 guaranteed
66B
66B BE
Throw

Pyrrha Omega Attacks With Evasive Recovery For Whiff Punishment

4AB, Recovery Crouch :H: can whiff

Character Most Dangerous Tech Traps, Frame Traps, Set-Ups And Countermeasures

-
Character RO Attacks and Throws To Avoid

-
Natsu Attacks Unsafe To This Character

-
Miscellaneous

-

Siegfried's Unsafe Attacks



236236 A+B+K
CE at close range
66B at close range
66B BE at close range
A+B at close range
6A+B at close range for PO, PO A:6 guaranteed

6A
3KK at close range

3A
AA at mid-close range
A:6 at mid-close range
4B at mid-close range
KK at mid-close range
3KK at mid-close range

2A
WS K at mid-close range
FC 2B at mid-close range
FC 2A at close range
FC 1K at close range

4A
A:6

FC 2A
WS K at mid-close range
FC 2B at mid-close range
FC 2A at close range
FC 1K at close range

WS AA
CE tight timing
6AK for side RO?
9A for RO to your right
66B
66BBE
6A+B for PO, PO A:6 guaranteed

BBA
WS K at mid-close range
FC 2B at mid-close range
FC 2A at close range
FC 1K at close range

B6
AA at close range

6B
66B at mid-close range, tight timing
66B BE at mid-close range tight timing
6A+B at mid-close range for PO, PO A:6 not guaranteed depending on range

3B
A:6 at mid-close range

1B
A6 at close-mid range.
4B at close-mid range.

WS B
AA at mid-close range
A:6 at mid-close range

3KKB
4B
KK
3KK
BK at mid-close range ro side RO
A6 at mid close range
6A+B at mid-close range for PO, PO A:6 guaranteed

2K
6AK for side RO
4B
66B close timing
66B BE close timing
6A+B for PO, PO A:6 guaranteed

1K
FC 2B, at mid-close range

4KK
KK, at mid-close range
3KK, at mid-close range

FC 2K
FC 2B, at mid-close range

WS K
4B
KK
3KK

7_8_9K
AA at mid-close range

A+B
3A

22_88A
2bA

66B
66B, at mid-close range
66BBE, at mid-close range
6A+B, at mid-close range for PO, PO A:6 not guaranteed depending on range

33B
AA at close range
A:6 at mid-close range

22_88BB
66B, at mid-close range
66BBE, at mid-close range
6A+B, at mid-close range for PO, PO A:6 guaranteed

11_77B
4B, at close range
KK, at close range
3KK, at close range

44BB
66B, at mid-close range
66BBE, at mid-close range
6A+B, at mid-close range for PO, PO A:6 guaranteed

22_88KAAB
66B, at mid-close range
66BBE, at mid-close range
6A+B, at mid-close range for PO, PO A:6 guaranteed

22_88KA2AA and 22_88Ka2AA
66B, at mid-close range
66BBE, at mid-close range
6A+B, at mid-close range for PO, PO A:6 guaranteed

Same for 22_88kA...

22_88KK
3B
4B
KK
3KK
6A+B, at mid-close range for PO, PO A:6 guaranteed

11_77K
AA at close-mid range

66A+B
FC 2A+B at close range

Running K aka Sliding
4B
6AK for side RO
66B
66B BE
6A+B for PO, PO A:6 guaranteed

Siegfried Base Hold SBH A
66B, at mid-close range
66BBE, at mid-close range
6A+B, at mid-close range for PO, PO A:6 guaranteed

SBH K
AA
A:6
4B at mid-close range
KK at mid-close range
3KK at mid-close range

Siegfried Reverse Side Hold SRSH B
6AK for side RO
9A, at mid-close range for side RO
66B
66BBE
6A+B, for PO, PO A:6 guaranteed

SRSH K
6AK For side RO
66B
66BBE
6A+B, for PO, PO A:6 guaranteed

Siegfried Chief Hold SCH KK
4B
KK
3KK

Siegfried Side Hold SSH AA
6AK, at mid-close range for side RO
66B, at mid-close range
66BBE, at mid-close range
6A+B, for PO, PO A:6 guaranteed, at mid-close range

SSH K
4B, at close range
KK, at close range

Yoshimitsu Stances and Countermeasures

IND (indian) stance.

A+B beats his A and B options, but loses to K. K doesn't get a full combo though.
B+K evades all options, and gives a B+G air throw if Yoshi does the helicopter unblockable.

ZWEI TIME!!!!!

found a couple interesting things here where 66B will beat out the 2nd hit of strings. would be really hard to react to, but if you predict or see a pattern for a certain move its free damage.

ZWEI:
6A----KK or 3KK
3AA----66B will block punish the first hit and go under the 2nd hit if done immediately
1A----66B or 6A+B4 PO A:6
4A----3B or 6A+B4 PO A:6
4[A]----on an immediate release you can step left and 3B, tight timing but possible
[B ]----step 2nd hit right and 3B, again tight timing
3B----3B or 6A+B4 PO A:6
1B----A:6 or KK
1[B ]----on immediate release 66B will go under the horizontal followup. at range 66K works better
1[B ]K----A:6 if EIN isnt making it safe
4B----A:6 or 4B
6K----AA
2K----WS K
1K----3B or 6A+B4 PO A:6
4KB----3B or 6A+B4 PO A:6
A+B----6A+B4 PO A:6, at close range 3B
8A+B----A:6
4A+B----66B or 6A+B4 PO A:6
22A----3B or 6A+B4 PO A:6
44A----66B or 6A+B4 PO A:6
66B----AA
66BA----duck 2nd hit and 66B or 6A+B4 PO A:6
33B----A:6 close range, KK for far
22B----3B or 6A+B4 PO A:6
22BB----66B will go around the 2nd hit if you predict, on block 4B or KK
22K----A:6 close range, AA far
11K----66B or 6A+B4 PO A:6
66B+K----66B or 3B or 6A+B4 PO A:6
214A----A:6 or 4B

Thanks to guttinboy and kAb
 
Against Yoshimitsu's IND (indian) stance.

A+B beats his A and B options, but loses to K. K doesn't get a full combo though.
B+K evades all options, and gives a B+G air throw if Yoshi does the helicopter unblockable.
 
Vs Nightmare:

punishment on block

Notes:
  • going to be a work in progress
  • a lot of these aren't punishable at long/max range so you need to learn the appropriate distances to punish
  • Not listing 2bA punishes for now
  • For NSS/GS punishes/counters, I followed the following rules:
    1. NM performs NSS/GS move as fast as possible entering transition.
    2. Natsu performs punish/counter as fast as possible.
    • I will add notes regarding each NSS/GS move at the bottom.
Update:
4/5: updated all NSS/GS moves with appropriate counters/punishes. Next is to go back over moves and see if I forgot any guaranteed 3B punishes.
3/26: added full list of moves. Next I will redo NSS and GS punish guides in a google spreadsheet and update this with a link.


A Attacks
(A) NSS:
  • Full chart - http://tinyurl.com/ch7s7bo
  • 66B is a universal punisher from mid/far range.
  • 3B/A:6/2A beats everything besides NSS K.
AAB - 6A+B
A2A - 6A+B
A2AA - 6A+B
6A - BK/ 3KK/ BB
3A - 66B
3AA - 66B
3A2A - 66B
2A - FC A/ FC B/ WS K
1A - 66B
1A GS:
  • Full chart - http://tinyurl.com/ch7s7bo
  • 2A punishes all options include [G]
  • 6AB / WS AAA punishes all options besides [G]. [G] option punishes 6AB / WS AAA.
B Attacks
B - AA/ A:6 @ close range
6B - AA/ A:6 @ close range
6(B) NSS:
3B - 66B
3(B) NSS:
1B - 6A+B
4BB - 3KK/ 4B
4B(B) NSS:
K Attacks
3K - AA / A:6 at close range
2K - 6A+B
1K - FC A/ FC B/ WS K


Simultaneous
A+B - 66B / A+B
2A+B - 6A+B
2 B+K - FC A / FC B/ WS K


Full Crouch
FC A - FC A/ FC B/ WS K
FC 3B - 66B/ 3B
FC K - FC A/ FC B/ WS K


While Standing
WS B - A+B/66B
WS (B) NSS:
  • Full chart - http://tinyurl.com/ch7s7bo
  • iWS K / A:6 / 2A beat all followups. I would suggest using A:6 as it is difficult to react in time to iWS K fast enough to get CH's on NSS b:A/bA.
WS K - A:6 / BK / BB / 3KK / 4B


Jumping Moves
Jump A - A:6 (move whiffs on Natsu close up)


8WR
66A GS:
  • Full chart - http://tinyurl.com/ch7s7bo
  • A:6 / 2A punish all options. 6AB punishes all options besides [G]. As 66A by itself is safe, I would recommend using 2A as the other options are punishable on block.
22AA - 6A+B (for some reason 3B is blockable in this situation)

22AA GS:
  • Full chart - http://tinyurl.com/ch7s7bo
  • A+B / 22_88A / 3A / A:6 / 2A punish all options. As there is a mixup between this and 22AA, I would suggest using 2A on reaction to NM canceling into GS.
33B - 66B / A+B
33B GS:
  • Full chart - http://tinyurl.com/ch7s7bo
  • A:6 / 2A punish all options. 66B punishes all options except GS K, which trades in Natsu's favor. I would suggest using 66B until NM starts using GS K. Use A:6 if GS K is being used.
22B - 6A+B

44(B) NSS:
  • Full chart - http://tinyurl.com/ch7s7bo
  • WS K punishes all options with the only non-CH punishes being NSS K and [G]. 66B beats all options from mid/far range.
66K - 6A+B / 3B

66K GS:
  • Full chart - http://tinyurl.com/ch7s7bo
  • iWS K / A+B / 3A / A:6 / 2A punish all options. As this move is very fast, it can be difficult punishing with iWS K and A+B on reaction. I would stick with either A:6 or 2A.
66A+B - 6A+B
Run K - 66B


Grim Stride
GS A - 6A+B / 3B
GS K - 66B / 3B


Nightstance Side
NSS B - 66B
NSS b:A - 3B / 6A+B
NSS bA - 3B / 6A+B
NSS K - 3B / 6A+B
NSS A+B - 3KK / 4B / A:6
NSS (A) -
  • Full chart - http://tinyurl.com/ch7s7bo
  • A:6 punishes all options. iWS K beats all options, but the timing is difficult to land CHs on b:A so I wouldn't use it. 66B punishes all options at mid/far range, which is most of the time as this move has such long range. I would stick with A:6 as it is a universal punisher for regular (A) as well.
Throws
  • FC A+G/B+G - 6A+B
Brave Edge
33B BE - 3B / 6A+B


NOTES
NSS and GS counter guide: http://tinyurl.com/ch7s7bo

NSS
NSS b:A - This move steps counter-clockwise and steps some moves. In a lot of cases, delaying the input of this move can avoid moves that can punish a buffered b:A. The hardest counter to this move is almost universally WR BBB, but you are essentially gambling NM will do this move. NSS b:A usually beats Natsu 66B.

NSS bA - This move appears to have the exact same frames as nss b:A. I found no difference in my testing outside of damage.

NSS A - Nothing of real note other than that it is a TCing mid and can lead back into NSS. 66B universally punishes this move from every blocked NSS transition.

NSS B - this move is an extremely slow low. Pretty much anything besides WR BBB will beat this.

NSS K - this move is the fastest move out of NSS and is a high. Universally loses to 66B and WR BBB. Interestingly, this move will beat 2A in a lot of situations because 2A doesn't TC fast enough.

NSS A+B - This move tracks clock-wise and seems faster than NSS A. Universally loses to 66B. Universally loses to 3B as well for transitions that do not FC.

GS
GS A - High attack that Auto-GI's most of Natsu's big damage combo starters. Universally beaten by 2A and WR BBB. A:6 universally beats it as well from all GS transitions except 1A as it's a low.

GS B - slower safe mid that does guard damage. This move is also a decent way for NM to setup a backstep into a potential whiff punish. Universally beaten by 66B. 3B universally beats it as long as the move isn't a low(1A).

GS K - This move appears to have the same speed as GS A, but is a mid. Another move that is universally beaten by 66B. 3B works, but of course not from a low(1A).
 
don't forget that nm can choose not to go into NSS after moves like 3B, and simply guard instead. in this situation 66B would be better than WS K.

also, 6B beats all options after 33B on block, be it GS whatever or simply guarding after 33B.
 
i cant believe how many things are A:6 punishable against leixia. aside from A:6 she is just unsafe all over the place, i vow to never lose to leixia again.

also didnt know natsu AA and BB are -10 on block, a:6 punish for free. really means there is no reason to not do AAB (well aside from -14 mixup) since natsu cant block punish it. natsu mirror match just got even more boring.
 
i think this will motivate me more to finish my own personal punishment list it if i post it up here. i'll be doing all the characters in order, 1 character per day. the punisher i list is imo the best option for the situation due to things like range. in general i prefer 6A+B4 PO A:6 over 66B because of the potential for extra damage without spending meter. these punishes assume you have decent mastery over PO A:6, A:6 and 3B A:6

options after 6A+B4 PO A:6
they have to tech roll to block a 1A or 6K, if they eat it, it bumps the damage up from low 40s to low 50s and low 60s respectively.
66K beats back tech, 2A+B beats both side techs with a short step forward

options after 3B A:6
4A+B beats both side techs
66B beats back tech
1A is guaranteed
44KK will hit if they dont tech

options after 4B
1A is guaranteed for mid 30s damage
2A+B beats both side techs
66B beats back tech
44K will hit if they dont tech for mid 40s damage

lets get this started.....

PATROKLOS:

3A----A:6 or AA at far range
1A----6A+B4 PO A:6 0r 66B
6BB----A:6 on block or 6A+B4 PO A:6 on duck of 2nd hit
6BBB----3B or 6A+B4 PO A:6 on block WS K on duck of 2nd hit
3B----3B or 6A+B4 PO A:6
3KK----duck 2nd hit and 6A+B4 PO A:6
1K----6A+B4 PO A:6 or 66B(tight timing)
2A+B----66B or 6A+B4 PO A:6
8A+B----KK or AA
B+K----KK or 4B
WS B----A:6
WS KA---- both hits can be punished by 3B or 6A+B4 POA:6
22AA----duck the 2nd and 66B or 6A+B4 PO A:6 (this is -12 but didnt test block punishment)
WS A+B----4B or BK
33B----A:6 at close AA for far block
11B----4B or KK
66K----3B or 6A+B4 POA:6
11K---- 6A+B4 POA:6
44KK----duck the 2nd and 6A+B4 PO A:6
66A+B----AA
66B+K----66B after blocking the first hit
236 K----3B or 6A+B4 PO A:6
236 B----A+B or 66B or 6A+B4 PO A:6
236 AB---- both hits can be punished by 6A+B4 PO A:6 or 3B
 
ZWEI TIME!!!!!

found a couple interesting things here where 66B will beat out the 2nd hit of strings. would be really hard to react to, but if you predict or see a pattern for a certain move its free damage.

ZWEI:
6A----KK or 3KK
3AA----66B will block punish the first hit and go under the 2nd hit if done immediately
1A----66B or 6A+B4 PO A:6
4A----3B or 6A+B4 PO A:6
4[A]----on an immediate release you can step left and 3B, tight timing but possible
[B ]----step 2nd hit right and 3B, again tight timing
3B----3B or 6A+B4 PO A:6
1B----A:6 or KK
1[B ]----on immediate release 66B will go under the horizontal followup. at range 66K works better
1[B ]K----A:6 if EIN isnt making it safe
4B----A:6 or 4B
6K----AA
2K----WS K
1K----3B or 6A+B4 PO A:6
4KB----3B or 6A+B4 PO A:6
A+B----6A+B4 PO A:6, at close range 3B
8A+B----A:6
4A+B----66B or 6A+B4 PO A:6
22A----3B or 6A+B4 PO A:6
44A----66B or 6A+B4 PO A:6
66B----AA
66BA----duck 2nd hit and 66B or 6A+B4 PO A:6
33B----A:6 close range, KK for far
22B----3B or 6A+B4 PO A:6
22BB----66B will go around the 2nd hit if you predict, on block 4B or KK
22K----A:6 close range, AA far
11K----66B or 6A+B4 PO A:6
66B+K----66B or 3B or 6A+B4 PO A:6
214A----A:6 or 4B
 
I edited your B-hold inputs, because [B ]
without the extra space between, is read as ''make everything after bold''
And the whole [B ] becomes invisible as part of formatting...

Edit: Finally finished Alpha Pat, started on Ivy.
 
You can A:6 any of Siegfried's stance transitions because all the moves in his stances are slower than i10. 3(B)/WR (B) is -1 on block so it even beats the knee. The only exception to this is SSH K. It's i9. Also, watch out for smarter Sieg players to do a SBH transition and just sit in SBH trying to bait an A:6. You can just BB them if that happens since her BB is quicker than SBH K.
 
JG first hit of Natsu's 6B+G.B.B.B (have to be a bit back so the second hit doesn't hit)
CE (dash forward) CE4 66 8B+G = 159 / 2.0 meter

Also, JG first and second hit of Natsu's 6B+G.B.B.B
(small delay) 214 8B+G = 90
 
Im sory tira but.. heres some jolly stuff
JS 4k - 2bA
JS 1A - FC 2A
JS 236K - 6A+B4 PO A:6
JS 1k - 6A+b4 PO A:6
JS 3k - 2bA
JS 3B - AA or A:6
JS 4A - AA or A:6
JS 4B - 6B
JS 6B - AA ONLY
JS 6A - AA or A:6
JS 22_88A - AA or A:6
Naturaly you need to be close for these to work.
Working on GS
 
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