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:
So here
The Natsu (not yet) Complete Anti Character Guide
Thanks to guttinboy and kAb
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
- 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
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
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
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
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)
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.
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 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
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:
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:
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:
B - AA/ A:6 @ close range
6B - AA/ A:6 @ close range
6(B) NSS:
3(B) NSS:
4BB - 3KK/ 4B
4B(B) NSS:
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:
Jumping Moves
Jump A - A:6 (move whiffs on Natsu close up)
8WR
66A GS:
22AA GS:
33B GS:
44(B) NSS:
66K GS:
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) -
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
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:
- NM performs NSS/GS move as fast as possible entering transition.
- Natsu performs punish/counter as fast as possible.
- I will add notes regarding each NSS/GS move at the bottom.
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.
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 - AA/ A:6 @ close range
6B - AA/ A:6 @ close range
6(B) NSS:
- Full chart - http://tinyurl.com/ch7s7bo
- 3B/66B beats all options.
3(B) NSS:
- Full chart - http://tinyurl.com/ch7s7bo
- WS B beats all options and leads to CH for all followups besides [G].
4BB - 3KK/ 4B
4B(B) NSS:
- Full chart - http://tinyurl.com/ch7s7bo
- iWS K / 3A / A:6 beat all followups. Forgot to test [G] <_<
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.
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 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 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.
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 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.
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.
- FC A+G/B+G - 6A+B
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
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, , and 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.
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, , and 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 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
-
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 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
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.
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
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