Raphael String Defense Guide

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MOVE ANALYSIS - EVASION - CROUCHING

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:2::G: (Crouching)​
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:4::B:*:4::(B):
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:2::3::6::B:
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FC :3::B:
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:1::K:
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:(6)::B:*:(6)::(B):
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:(4)::B:

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MOVE ANALYSIS - EVASION - JUMPING

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:7:*:8:*:9::G: (Jump)​
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:7:*:8:*:9::A:
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:7:*:8:*:9::B:
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:7:*:8:*:9::K:
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:6::K:
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:(4)::K:
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:(6)::B+K:

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MOVE ANALYSIS - EVASION - STEPPING
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:2:*:8: (Step)​
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:2::2:*:8::8: (Quick Step)​
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:4: (Back Step)​
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:4::A:
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:(4)::B:
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MOVE ANALYSIS - IMPACT

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:G: (Just Guard)​
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:4::A+B+K:
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:4::A+B: | :GI: = :H::M: (Horizontal) i8 - i17​
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:8::A+B: | :GI: = :H::M: (Horizontal, Stab) i12 - i17​
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Preparation :4: | :GI: = :H::M::L: (Vertical, Stab)​
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α PATROKLOS

:A::A: - :H::H:
Just Guard makes the string 6BB punishable.​
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:6::A::A: - :H::M:
Just Guard makes the string 66B punishable if buffered quickly.​
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:1::A::A:*:1::A:::A: - :L::M:
As the move is a NC on hit, you need to block the first hit, at which point either the first or second hit can be punished normally with 236B.​
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:B::B: - :M::M:
Just Guard makes the string 6BB punishable.​
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:1::B:::B: - :M::M:
Just Guard makes the string 3B punishable.​
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FC :3::B:::B: - :M::M:
Just Guard makes the move 236B punishable. The move can be stepped to either side. 4A also works, and 44B will also work if the move was blocked at tip range.​
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BT :B+K:::B: - :M::M:
Quick Stepping to either side will guarantee a Side Throw attempt. You can also evade the second hit with 44B, or auto-evade it with B+K.​
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:(2):*:(8)::A::A: - :H::H:
4B or 1K will work here, as will iFC 3B.​
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:(2):*:(8)::B::A: - :M::H:
4B or 1K will work here, as will iFC 3B.​

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AEON

:A::A: - :H::H:

Just Guard makes the move 6BB punishable.

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WR :A::B: - :H::M:

8-Way Running to either side guarantees a Back Throw. You can also interrupt it with CE, or evade the second hit with B+K.

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:B::B: - :M::M:

8-Way Running to either side guarantees a Side Throw attempt. You can also evade the last hit with B+K.

:B::B::B: - :M::M::M:

8-Way Running to either side guarantees a Back Throw. You can also evade the last hit with B+K.

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:6::B::B: - :M::H:

4B, 1K, or FC 3B will all duck under the second hit.

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:6::bA+B+K: - :M::M::M::M::M::M:

8-Way Running to either side between the fifth and last hit guarantees a Side Throw attempt. You can also interrupt the string between the fifth and last hits with your Critical Edge.

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:8::B+K: ~ Sand Winger - :M:

FC 3B immediately after blocking the first hit.

If they cancel the stance, they will be punished for 29 damage.

If they do SW K at a close distance, FC 3B will duck under SW K and guarantee a Left Side Throw attempt.

If they do SW K at a mid-range distance, or do SW A+B+K, FC 3B will punish them for 35 damage.

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:(2):*:(8)::A::B: - :M::M:

Just Guard makes the string 236B punishable.

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:(4):*:(1):*:(7)::A: ~ Sand Winger - :M:

This is a stance entrance in which you can tell whether or not he's entered Sand Winger or not, and punish accordingly. Alternatively, you can punish the regular move and the entrance at the same time with your Critical Edge.

:(4):*:(1):*:(7)::(A): ~ Sand Winger - :M:

This move is the same in practice as the non-hold version - your Critical Edge punishes it and stuffs all stance options. The only difference is that you can only get a 3A punish if he doesn't enter stance, assuming you don't opt for a Critical Edge usage.

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:(6)::B: ~ Sand Winger - :M:

This is a stance entrance in which you can tell whether or not he's entered Sand Winger or not, and punish accordingly. Alternatively, you can punish the regular move and the entrance at the same time with your Critical Edge. Note that if you block this move at point-blank and attempt to punish with your Critical Edge, you will trade hits with SW K - at any other distance you will beat him.

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:(4)::B::A: - :M::H:

Any of your Tech Crouch moves will work here. 4A+B will auto-Guard Impact the second hit, and your Critical Edge will simultaneously punish and interrupt the string.

:(4)::B::A::A: - :M::H::H:

Any of your Tech Crouch moves will work here. 4A+B will auto-Guard Impact the final hit.

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ALGOL

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:A::A: - :H::H:

Just Guard makes the move 6B(B) punishable.

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:6::A::A: - :H::H:

You have to manually crouch the second hit, which allows a 236B punish. Just Guard also makes the second hit -19.

:6::A::A::B: - :H::H::M:

The final hit can be interrupted with your Critical Edge. It can also be auto-evaded with B+K, or manually evaded to the right with Quick Step to guarantee a Back Throw. When blocked at range, you can also evade the final hit with 44B.

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:3::A::A: - :M::M:

Just Guard makes the second hit -26.

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:4::A::B: - :H::M:

Just Guard makes the second hit -31.

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:B::B: - :M::M:

Just Guard makes the second hit -14.

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:6::B::B: - :H::H:

You have to manually crouch the second hit, which allows for a 236B punish. Just Guard makes the second hit -26.

:6::B::B::B: - :H::H::SM:

The final hit can only be done if the second hit connects; if the second hit whiffs this string cannot be finished. If you have life to spare, doing your Critical Edge immediately after blocking the second hit will have the third hit of the string and your Critical Edge trade with each other, which stuns Algol for further combo opportunities.

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:3::B::B: - :M::M:

Just Guard makes the second hit -27. You can also step the second hit to your right, which guarantees a Left Side Throw attempt.

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:3::bA+B+K: ~ Qamar I'klil - :M:

When blocked at close range, 4B+K will kill all follow-ups in QI except for QI A+B, which beats you. To beat QI at this range, a well timed BT B will stuff it. Inaddition, if you buffer 236B immediately after blocking the 3B before the QI entrance, you'll go lunging out of range of all of his moves and set yourself at a far distance from Algol.

At long range, where the entrance itself whiffs, you can easily knock him out of the air with many moves. 8A+B allows you to launch him insanely high up in the air if you get both hits of the move, and allows for follow-ups.

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:4::B::A: - :M::M:

The move is -18 on block, and Just Guard makes it -28.

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:6::K::K: - :M::H:

Any of your Tech Crouch moves will whiff on him completely. Instead, manually duck the second hit, then Quick Step to your left and get a guaranteed Back Throw. In addition, Just Guard makes the second hit -25.

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WR :K::K: - :M::M:

The second hit is -16 on bock, and Just Guard makes it -27.

WR :K::(K): - :M::M:

Just Guard makes the second hit -27. You can also Quick Step the second hit to your right for a guaranteed Back Throw.

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:2::B+K::B: - :L::SM:

The second hit is -14 on block, and -20 on Just Guard.

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:(3):*:(9)::A::B: - :H::M:

If you block the first hit at anything except tip range, the second hit will whiff completely, giving you more than enough time to punish with 44A+B. B+K will auto-evade the second hit, but the counterattack will hit him in the air and thus gives paltry reward. You can also Quick Step to your left for a guaranteed Back Throw Attempt.

:(3):*:(9)::A: ~ BT :A+B: - :H::M::M::M:

If you block the first hit at any range, the second move will whiff completely, giving you more than enough time to punish with 44A+B.

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:(4):*:(1):*:(7)::A::A: - :H::M::M::M::M:

The final hit is -17 on bock, and Just Guard makes it -25.

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TD :B::B::B::B: - :SM::SM::SM::SM:

If you're close to him when he starts the move, you can also run underneath him and guarantee a 44A+B punish. The string also has no tracking, and a single Step to either side causes all the bubbles to whiff. Finally, Just Guard guarantees a 66B punish, but only if you Just Guard all of the hits.

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ASTAROTH

:A::A: - :H::H: - Delayable

This move is slow enough to Tech Crouch on reaction - any Tech Crouch move will work.. 4A+B will auto-Guard Impact the second hit. If your opponent delays the string, 8A+B will either auto-Guard Impact the second hit, or beat them outright. Your Critical Edge will punish and interrupt the string.

:A::B: - :H::M: - Delayable

This move can be Quick Stepped to either side for a Side Throw attempt. B+K will auto-evade the second hit. If the opponent delays the string, you can interrupt them with 66B if you buffer it immediately after blocking the first hit.

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:6::A::A: - :H::H: - Delayable

Any Tech Crouch move will evade the second hit. 4A+B will Guard Impact the second hit as well, though because the string can be delayed, it's not always the best choice.

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:1::A::A: - :L::L:

If you catch him doing this move up close, you can 9G over the first hit and punish with 44A+B. At range, you have to 9G over both hits, and can punish with BT B+K. The move is also punishable by 236B or 66B if blocked normally, so Just Guarding the move does little other than build some meter for yourself.

:1::A::B: - :L::M:

At close range, 9G over the first hit and you're guaranteed a Back Throw. If you block the first hit, you can Quick Step a small ways to either side and then do 44A+B - his only option in this situation is to Just Guard your unblockable. You can also evade the second hit with B+K.

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:2::1::4::A::A::A::A::A::A: - :M::M::M::M::M::M:

Movement is possible during this string, and the gap between hits is already too short to do anything other than Just Guard. If you do choose to Just Guard, you have to start between the first and second hit.

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:B::B: - :M::M:

Quick Stepping the second hit to your left guarantees a Back Throw attempt. You can also evade the second hit with B+K. The second hit can be interrupted by anything i16 or faster, with 6BB and your Critical Edge being able to punish the first hit while also interrupting the second.

:B::b-small::6: - :M::M:

At anything other than point-blank range, 44B will evade the string. Quick Stepping to Raphael's right guarantees a Left Side Throw attempt. You can also simultaneously punish and interrupt with your Critical Edge.

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:1::B::B: - :M::M:

Just Guard makes the move 33k(BE) punishable. If you block the first hit at its tip range, 44B will move you out of the second hit's range.

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:3::K::A: - :M::H: - Delayable

4A+B impacts the second hit with ease if timed correctly - wait for him to begin turning his back on you before you do it. If you block the first hit at its tip range, either 44B or a simple Back Step will move you out of the second hit's range. 4B, 236B, iFC 3B, and 1K all crouch under the second hit.

:3::K::(A): - :M::M: - Delayable

4A+B impacts the second hit with ease if timed correctly - wait for him to begin turning his back on you before you do it. If you block the first hit at its tip range, either 44B or a simpel Back Step will move you out of the second hit's range. You can also Quick Step the second hit to your right, which enables a 33k(BE) punish. If you block the move at close range, you can somehow crouch under the second hit with 66B. Anything i16 or faster will interrupt the second hit. At close range, 1K will also trade with the second hit, but it stuns and allows you to combo with A+BA - definitely in your favor.

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:3::(K)::A: - :M::H: - Delayable

If you block the first hit at its tip range, either 44B or a simple Back Step will move you out of the second hit's range. 4B, iFC 3B, and 1K all crouch under the second hit.

:3::(K)::(A): - :M::M: - Delayable

4A+B impacts the second hit with ease if timed correctly - wait for him to begin turning his back on you before you do it. If you block the first hit at its tip range, either 44B or a simpel Back Step will move you out of the second hit's range. You can also Quick Step the second hit to your right, which enables a 33k(BE) punish. 6BB or your Critical Edge will interrupt the second hit.

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:1::K::A: - :L::H:

The second hit can be interrupted by anything i19 or faster. 4A+B will impact the second hit, but you have to delay your input to successfully impact it. 8A+B will work to either impact or interrupt the second hit depending on your timing. You can Quick Step the second hit to your right for a guaranteed Left Side Throw attempt. 4B or iFC 3B, and 66B will Tech Crouch the move.

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:4::K::K: - :M::M::M::M:

6BB punishes the first hit and interrupts the second, as does your Critical Edge. You can Quick Step the final hits to your right, guaranteeing a Back Throw attempt. 4A will also evade the move.

:4::K::A+G:*:B+G: - :M::M::L:

6BB punishes the first hit and interrupts the second, as does your Critical Edge. You can Quick Step the throw attempt to your right, guaranteeing a Left Side Throw attempt. 4A will also evade the move.

The moves you can be grabbed out of are: 2A, 4B, 236B, and FC 3B.

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WR :K::A: - :M::L:

You can interrupt the second hit with 66B or 33k(BE) for the most damage. The second hit can be Tech Jumped with any of Raphael's options, though 44K has a tendency to whiff.

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:(6):*:(3):*:(9)::A::B: - :M::M: - Delayable

Quick Step, 4A, and B+K will all evade the second hit, with the Quick Step guaranteeing a Side Throw attempt. Your Critical Edge simultaneously punishes the first hit and interrupts the second.

:(6):*:(3):*:(9)::A::(B): - :M::M:

Quick Step and 4A will both evade the second hit, with the Quick Step guaranteeing a Side Throw attempt. Your Critical Edge simultaneously punishes the first hit and interrupts the second.

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:(2):*:(8)::A::A: - :M::M:

Just Guard makes the string -19, and is your only option if the first hit is blocked.

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:(1):*:(7)::B::K: - :M::M:

You don't have to do anything to avoid the second hit - it cannot hit you if you stand or crouch still. The movement also makes it fairly difficult to punish, and he usually ends up behind you. If you block the first hit at tip range, buffer a 4B+K to punish the second hit, as he'll end up behind you and run into it.

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:(6):*:(3):*:(9)::kA+B+K: - :M::M:

You can Quick Step the second hit to either side and score a guaranteed Back Throw attempt. You can also interrupt the string with your Critical Edge.

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  • #12
CERVANTES

:A::A: - :H::H:

Just Guard makes the string 6BB punishable.

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:1::A::B: - :L::M:

If you block the string, you can punish with 66B.

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:4::aB::B: - :M::M:

Just Guard makes the string 66B punishable.

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WR :A::B: - :M::M:

Just Guard makes the string 66B punishable.

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:B::B: - :M::M:

Just Guard makes the string 3B punishable.

:B::B::B: - :M::M::M:

You can Quick Step the third hit to your right for a guaranteed Left Side Throw attempt. If you Just Guard the second hit, you can evade the third hit with B+K.

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:6::B::B: - :M::M:

You can Quick Step the second hit to either side to get a guaranteed Back Throw.

:6::B::A+B+K: - :M::M:

Blocking the string normally guarantees a Right Side Throw attempt. Just Guarding the move will send him flying behind you and leave you both at the maximum distance you can be apart from an opponent, and will cause him to ring himself out if the ring edge is behind you.

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:1::B::B: - :M::M::M:

Just Guarding the second hit makes the game automatically Just Guard the third hit for you, and guarantees 66B as a punish.

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:4::B::K: - :M::H:

Only iFC 3B or manually crouching will evade the second hit. You can also Just Guard the second hit to guarantee a 66B punish.

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:4::K::K: - :H::M:

A Quick Step with any timing to Raphael's right guarantees a Left Side Throw attempt, and a late Quick Step to Raphael's left will guarantee a Right Side Throw attempt.

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:3::A+B: - :M::M:

Just Guard makes the second hit 236B punishable.

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WR :A+B: - :M::M::M::M::M::M::M:

After the sixth hit, a Quick Step to either side guarantees a Back Throw. B+K will also evade the last hit.

WR :a-small::+::b-small::A+B+K: - :M::M::M::M::M::M::M::M::M:

After the sixth hit, a Quick Step to either side guarantees a Back Throw. B+K will also evade the last hit.

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:(2):*:(8)::A::A: - :L::L:

Just Guard makes the second hit FC 3B punishable.

:(2):*:(8)::aA+B+K: - :L::M:

You can interrupt the second hit with a guaranteed Back Throw, even on Counter Hit.

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  • #13
DAMPIERRE

:A::A: - :H::H:

You can duck the second hit on reaction and punish with FC 3B.

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:3::A: (ad infinitum) - :M:

Dampierre can spam this move forever, though he will randomly go into Fake Pain on hit or block. If you do happen to block it, you can easily auto-GI it with 4A+B.

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:3::A: ~ FP :B:

This is generally what happens when Dampierre enters Fake Pain. 3B him as soon as you can, because otherwise you will eat FP B for a ton of damage. Attempting to step around him is futile, because FP B tracks around Dampierre completely.

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:B::B: - :M::M:

Your only option is to Just Guard, which makes the string 6BB punishable.

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:6::B::A+B+K: - :H::M:

This is an interesting one because Dampierre's randomness comes into play. The second hit of the string is an unblockable mid that can be anywhere from around i20 to i80, or he may not even attack at all. Unfortunately for Dampierre, the pushback of the first hit on block is too great for the second attack to reach you if you just stand and block. In most cases, the safest way to punish it is with your CE. However, if you want to take a gamble, 44A+B will beat half of his timings and give you 117 damage meterless. If his sneeze beats your unblockable, however, he can combo afterwards for roughly the same amount of damage. Gamble responsibly.

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:3::B::B: - :M::M:

This is probably one of the easier strings in the game to Just Guard, and it may be worth your while to try to practice on this string in particular - 236B will punish it post JG. Otherwise, Quick Step to your left and punish with any move of your choice.

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:6::2::3::K::K::K::K::K::K::K::K: (aka Bravo! Encore!) - :M::H::H::H::H::H::H::H:

If Dampierre has done this outside of a combo, something has most likely gone horribly wrong for him, or he's baiting you to either run into the kicks or allow him to fall into Poker Bluff unpunished. Raphael can't really do much except sit in FC and wait, though be sure to FC K him if he falls into Poker Bluff.

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BT :B+K: - :M::M::M:

If you block the first hit, the rest of the strings jails you. On the other hand, he is committed to all three hits when using this move, so if you see him whiff the first two hits, 4A+B will guarantee an impact on the third hit.

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:(4):*:(1):*:(7)::A::B: - :H::M:

The second hit is extremely linear and avoidable in a number of ways. Quick Step to either direction and get a free back throw, or auto evade with B+K.

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:(3):*:(9)::B::K: - :M::M:

By itself, the first hit of the move is extremely punishable; fear of the second hit makes it safer in practice. Stepping either way, however, will evade the second hit, but you will want to use 4A exclusively to evade the second hits for safety reasons. It's important to note that the first hit of this randomly turns into a Break Attack, which guarantees the follow up if you guard it.

:(3):*:(9)::B::K: - :M::L:

That isn't a misprint - the kick itself is random and will either be a mid or a low kick. The low kick also is a horizontal kick, and covers a wide distance around Dampierre. However, 4A will avoid the kick for some reason, while Quick Step will not - this is why you should always 4A after blocking the first move, as it eliminates the mixup completely. Note that, since it's technically the same move, this one also randomly turns into a Break Attack, and also guarantees the follow up.

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:(4)::B::K::B::K: - :H::M::H::M:

4B techs nicely under the third hit, and punishes the second hit if he doesn't finish the string.

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:(1):*:(7)::K::K: - :L::L:

There is nothing you can feasibly do between the first and second hits except jump, but that is a poor decision because the second hit will always put Dampierre into Poker Bluff, where he can grab you when you land. Instead, after you've either eaten or blocked the two hits, punish him with 3B. Alternatively, if you think he'll go for a move in Poker Bluff, :(6)::A+B: will stuff and punish all of his options.

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PB :K: ~ PB :K: ~ PB :K: - :L::L::L:

This one isn't a string per se, but I see people get hit with Poker Bluff K spam way more than I really should. If you block PB K, the only thing he can do at that point to hurt you is either PB K again and hope you're bad at punishing, or PB K and hope you stand up and do nothing. In most cases, they'll go for PB K. Anything that hits grounded will get him to stop kicking you in the shins, and I do mean "anything".
 
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  • #14
DEVIL JIN

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:A::A: - :H::H:

The string cannot be dealt with through any means except blocking normally.

:A::A::B: - :H::H::H:

The third hit is -17 on guard, and at least 66B punishable on Just Guard.

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:A::B: - :H::H:

The string cannot be dealt with through any means except blocking normally.

:A::B::A: - :H::H::H:

Manually ducking the third hit allows you to punish with 236B.

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:A::B::K::K: - :H::H::M::M:

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:6::A::A::B: - :H::H::H:

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:6::A::B: - :H::H:

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:6::A::B::K::K: - :H::H::M::M:

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:3::A::B: - :M::M:

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:4::6::A::A::B: - :M::M::M:

:4::6::A::A::3::B: - :M::M::M:

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WR :A::B: - :M::M::M:

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WR :A::bA+B+K: - :M::M::M:

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:B::B: - :H::M:

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:6::B::K: - :M::M:

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:3::K::B::K: - :M::M::M:

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WR :K::K: - :M::M:

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:B+K::B::K: - :SL::H::H::M:

:B+K::B::2::K: - :SL::H::H::L:

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:(6)::K::A::K: - :M::H::M:

:(6)::K::A::2::K: - :M::H::L:

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:(2):*:(8)::K::K: - :M::M:

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:6::2::3::A::K: - :M::M:

:6::2::3::A::2::K: - :M::L:

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:6::2::3::K::K: - :L::M:

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:4::A::K::K::K::K::B::B+K::A::B::B: - :H::H::H::L::M::M::SL::H::H::M::M:

Between the second and third hit, duck and punish with 236B. If you allow him to get any further than that, you're on your own until the next two highs.

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  • #15
EZIO AUDITORE


:A::A: - :H::H:

Just Guard allows you to punish with 6BB or K.

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:6::A::B::B: - :H::H::M:

1K will both punish 6A and evade 6AB. 4B and iFC 3B will avoid 6AB, but cannot punish 6A. If the opponent delays the string, 44B will avoid the second hit.

B+K will avoid both the second and third, but only if they are delayed - if done at normal speed, the auto-evade will not activate in time.

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:4::A::B::2:*:8::B: - :H::H::L:

The first hit is safe on block, so ducking and waiting for the second hit to come is the safest option. You have enough time between seeing the second hit whiff to punish with nearly anything before he even has time to roll.

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:B::B: - :M::M:

Just Guarding this makes it -15, allowing you to punish with 3B.

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:B::bA+B+K: - :M::M:

The Brave Edge flash comes out fairly quickly after the second hit to let you know he's committed to the third, and is extremely steppable. If the second hit was Just Guarded, you will have more time to step around, and can get a free Back Throw by Just Guarding the second hit and then evading the third hit. 4A will sidestep it cleanly, and 44B will backstep it with ease. You can also opt for B+K here and get an extremely simple auto-evade.

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:1::B::B::B: - :M::H::H:

This string jails entirely and cannot be evaded or defended against through non-conventional means. You must block all of the hits.

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WR :B::B: - :M::M:

Just Guarding is probably the best defense for this move, as it's safe only because it has a lot of blockstun. If you Just Guard the second hit, 236B is guaranteed.

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:A+B::2:*:8::B: - :M::L:

Attempting to stuff the roll is very difficult. A+B will catch him if he rolls left, and will put you both off-axis if he rolls right, causing him to whiff his crossbow follow-up and allowing you to punish with BT B+K. Other options include 3A, 2A, and 2K, which stuff the roll for minimal damage.

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:6::B+K::2:*:8::B: - :H::L:

More rolling and crossbows. 236B will punish the first hit, though you need to delay it if they roll so that you catch him at the end of the roll.

The string changes at long range, however, since the crossbows out-range you by virtue of being crossbows. At range, running in post after the first shot is the best option, since it's very easy to see him roll. 66B+K will TJ over the crossbow bolt, but can be stepped if he doesn't do the roll. The safest option is to run in after blocking the first bolt, blocking for the second hit, and punishing with 236B if he completes the string.

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:(6):*:(3):*:(9)::A::B::2:*:(8)::B: - :M::H::L:

The first hit is safe, and the NCC second hit is easily hit-confirmable by him. Any of your Tech Crouch moves can be stuffed by him stepping after you block 66A, but if they do anything else - including complete the string, or do their fastest move afterwards - 66B will beat out every option they have.

:(6):*:(3):*:(9)::A::2::B: - :M::L:

Similar to the above string, except it's not an NCC. It's just as punishable on block as it is on whiff, so sitting in FC and waiting to see which one he does will still allow you to punish either high or low crossbow post block. Note that 66B will stuff this after blocking 66A just as well as it does the above string.

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:(2):*:(8)::A::A: - :M::M:

This string is unsafe on both hits, with the first hit giving 6BB and the second hit giving 236B. The only option proactive option you can take against it is attempting to Just Guard the second hit, which allows you to punish with 33*99k(BE).

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:(6):*:(3):*:(9)::B::B: - :M::M:

It's as easy for you to see the second hit as it is easy for your opponent to hit-confirm the second hit. You can Quick Step it, but it's only punishable this way if they complete the string. B+K also works here, though it will leave you open if they don't complete the string.

:(6):*:(3):*:(9)::B::bA+B+K: - :M::M:

Similar to the above string, except much easier to see and not something you want to guard. Treat it similarly, and know that the Brave Edge flash is really just your opponent begging you to use B+K - he's shown you that he's committed to the move entirely, so why not use it?
 
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  • #16
HILDE
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:A::A: - :H::H:
You can Just Guard the second hit, but it does not make it punishable.​
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:6::A::K: - :H::M:
Just Guard makes the second hit 236B punishable.​
:6::A::K::A: - :H::M::L:
The third hit can be jumped with 9A, 9B, 9K, or 44K. If you Just Guard the second hit, you can then jump the third hit with 66B+K, or interrupt the string with 3A.​
:6::A::K::B: - :H::M::M:
After blocking the second hit, a delayed Step to your right guarantees a Back Throw. You can also evade the third hit with B+K, which in this instance switches sides with your opponent. If you Just Guard the second hit and then Step to either side, you can punish the whiffed third hit with 44A+B.​
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:4::A: - :H::H:
The string cannot be dealt with through any means except blocking normally.​
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:B::B: - :M::M:
Just Guard guarantees a 236B punish.​
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:6::B::B: - :H::M::H:
Just Guard makes the second hit 3B punishable.​
:6::B::B::B: - :H::M::H:
Because the third hit has Tech Crouch properties, you need to manually duck and punish, with your options for punishment including 66B. If you Just Guard the second hit, you can auto-evade the third hit with B+K - this also enables you to Quick Step to your left for a guaranteed Back Throw. You can also Step - but not Quick Step - the third hit to your left for a guaranteed Right Side Throw attempt.​
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:3::B::A: - :M::H:
4B, 1K, and iFC 3B will all successfully Tech Crouch at all ranges. 44B will successfully Tech Crouch at all ranges as well, but will whiff if performed after blocking the first hit at point blank range.​
:3::B::B: - :M::M:
After blocking the first hit, a Quick Step to Raphael's right guarantees a Back Throw. The second hit can also be evaded with B+K.​
:3::B::A+B+K: - :M::M:
After blocking the first hit, a Just Guard guarantees a Left Side Throw attempt with no movement needed on your part. The second hit can also be evaded with B+K.​
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:1::K::K: - :L::M:
Just Guard makes the second hit -19.​
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:4::K::K: - :H::L:
You can Tech Jump the second hit with any of Raphael's Tech Jump moves, and you can 9G over the second hit and punish with BT B+K. Alternatively, can interrupt the string with 236.​
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:A+B: - :M::M:
The safest bet is to wait and observe which version of the move Hilde is doing, with both being distinct enough to react to them consistently. This version is punishable on block with 3B - simply block and punish like you usually would.​
:(A+B): - :M::M:
When you see the lightning effects, Hilde is committed to the latest timing, and can easily be auto-evaded with B+K, or stepped to either side for a Side Throw attempt.​
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:6::A+B: - :M::M:
You can Just Guard the second hit, but it does not make it punishable.​
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:(2):*:(8)::A::A: - :M::H:
4B, iFC 3B, or 4K will duck and punish the second hit.​
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:(6):*:(3):*:(9)::bA+B+K: - :H::M:
A Quick Step to either side guarantees a Side Throw attempt. The second hit can also be evaded with B+K.​
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C3 :A: - :M::M:
4A+B will impact the second hit, but you need to be quick with your buffering. Just Guard guarantees a 33KB punish.​
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C3 :B: - :M::M:
The second hit is 33KB punishable on Just Guard.​
C3 :B::A: - :M::M::H:

If you guard the second hit, the entire string becomes 44A+B punishable.

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  • #17
IVY

:A::A: - :H::H:

4B, iFC 3B, and 1K all Tech Crouch under the second hit.

:(A): - :H::H:

4B, iFC 3B, and 1K all Tech Crouch under the second hit.

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:6::A::K: - :H::H:

4B, iFC 3B, and 1K all Tech Crouch under the second hit.

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:B::B: - :M::M:

Just Guard makes the second hit 6BB punishable.

:(B): - :M::M:

The second hit can be evaded with a Quick Step to either side, guaranteeing a Side Throw attempt.

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:6::b-small::8::K: - :H::L:

9A, 9B, and 9K can jump the second hit. If the first hit is blocked at anything outside of the closest range, you can back step the second hit with 44B.

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:6::(B)::2:::8: - :M::M:

Raphael can already punish this move on block with 236B, but you can Just Guard the second hit to build some meter if needed.

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:1::bA+B+K: - :M::M:

The second hit can easily be evaded with B+K, even if one is fairly late with the input. You can also Quick Step to your right to avoid the second hit, but the timing needs to be done much earlier by comparison.

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:2::1::4::B: - :M::M:

Just Guard allows you to punish with 236B.

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:6::K::B: - :M::H:

Just Guard allows you to punish with 236B.

:6::K::B::K: - :M::H::L:

The third hit of the move will not hit you unless you're in a corner - you have to run into the move of your own volition. The only moves that will put you in harms way are 1B and 2K.

If you do have your back to the wall, the last hit can be evaded with either 9A, 9B, or 9K.

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:A+B::A: - :M::L:

The second hit can be jumped with 9A, 9B, or 9K.

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:4::A+B: - :M::M::M:

The first part of this string can be Just Guarded, but it guarantees no punishment.

:4::A+B::B: - :M::M::M::M::M::M::M:

The move can be interrupted between the first and second part of the string with anything i15 or faster. The move can be Just Guarded a small amount of meter and a 33KB punish. It can also be evaded with Quick Step to Raphael's right, which guarantees a Back Throw.

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:8::A+B::B: - :M::M:

Just Guard guarantees a 66B punishment.

:8::A+B::(B): - :M::M::M::M:

Guarding this move normally allows a 66B punishment.

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WR :A+B::A: - :M::M::H:

4B, iFC 3B, and 1K will Tech Crouch under the last hit.

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:B+K: - :M::M::M:

If you Just Guard the second hit, you can evade the third hit with B+K. If you Just Guard the third hit, you can punish with 236B.

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WR :B+K: - :M::M:

Just Guard makes the move -19.

BT :B+K: - :M::M:

Just Guard guarantees nothing and is incredibly difficult. Blocking this string is the best option.

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:(6):*:(3):*:(9)::(A): - :H::M:

This string is incredibly easy to impact with 4A+B. Just Guard also makes it 66B punishable.

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:(6):*:(3):*:(9)::bA+B+K: - :M::M:

Just Guard makes the final hit 3B punishable.

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:(2):*:(8)::(B): - :B::B::B::B: - :M::M::M::M:

The second hit can be evaded with Quick Step to Raphael's right, guaranteeing a Left Side Throw attempt. Just Guard makes the move 66B punishable.

:(2):*:(8)::(B): - :B:::B:::B:::B:::B:::B: - :M::M::M::M::M:

The second hit can be evaded with Quick Step to Raphael's right, guaranteeing a Back Throw if they complete the string. Just Guard makes the move 66B punishable.

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:(2):*:(8)::bA+B+K: - :M::M:

This move is incredibly easy to impact with 4A+B. Just Guard also guarantees a 33KB punish.

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:(4)::B::B: - :M::M:

A successful Just Guard guarantees a 66B punish, though you need to buffer it as early as possible.

---

:(4)::B+K::B: - :M::M:

Even at its earliest release, you have more than enough time to Quick Step and punish with nearly any move in Raphael's repertoire.

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  • #18
LEIXIA

---

:A::A: - :H::H:

Just Guard makes the second hit 6BB punishable.


:A::A::B: - :H::H::M:

Just Guard makes the third hit -19. If you Just Guard the second hit, you can evade the third hit with a Quick Step to your right, guaranteeing a Left Side Throw attempt.

:A::A::A+B+K: - :H::H::M::M::M:

Just Guarding the third hit causes you to automatically Just Guard the fourth hit, and from there you can interrupt the final hit with any move faster than i16.

Using a Quick Step to either side after blocking the fourth hit guarantees a Side Throw attempt.

You can also evade the final hit with B+K, but Leixia recovers in time to block the automatic counter attack.

:A::A::A+B+K::K: - :H::H::M::M::SM::L:

Just Guarding the third hit causes you to automatically Just Guard the fourth hit, and from there you can interrupt the final hit with any move faster than i30. Guarding normally allows you to interrupt with any move faster than i23.


---

:6::(A): ~ Hou Lee - :H:

---

:3::A::A: - :M::M:

Just Guard makes the second hit -13.

4A+B will Impact the second hit.

---

:B::B: - :M::M:

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:6::B::A: - :H::H:

If you 236B as soon as possible after blocking the first hit, you will evade the second hit.

:6::B::aB: - :H::M:

If you 236B as soon as possible after blocking the first hit, you will interrupt the second hit.

---

:4::B::B: - :M::M::M:

:4::B::bK: - :M::M::SM::L:

---

:6::K::K: - :M::M:

---

:1::K::K: - :L::L:

---

:A+B: - :M::M:

---

:3::A+B: - :M::M:

---

:4::A+B: - :M::M:

:4::a-small::+::b-small::B: - :M::M:

---

WR :A+B: - :L::H:

WR :A+B::B: - :L::H::L:

WR :A+B::bB: - :L::H::L:

---

WR :a-small::+::b-small::A+B+K: - :M::M::M:

---

:6::B+K: - :M::M:

---

:3::B+K::K: - :M::M:

---

:(6):*:(3):*:(9)::A::A: - :H::M:

---

:(1):*:(7)::A::A: - :L::L:

--

:(4)::(A): - :M::H:

---

:(6)::B::B: - :M::M:

:(6)::B::B::4: ~ Laughing Bea Her Hua - :M::M:

:(6)::B::bB: - :M::M:

:(6)::B::bB::4: ~ Laughing Bea Her Hua - :M::M:

---

:(3):*:(9)::B::B: - :M::M:

---

:(2):*:(8)::kA::A: - :M::M::M:

:(2):*:(8)::kA::A::B: - :M::M::M::L:

:(2):*:(8)::kA::A::K: - :M::M::M::M:

---
 
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  • #19
MAXI

:A::A: ~ Right Cross - :H::H:

---

:6::A: ~ Right Outer - :H:

---

:3::A: ~ Left Inner - :M:

---

:4::A: ~ Behind Lower - :H:

---

FC :3:A: ~ Right Outer - :L:

---

:B::B: ~ Left Outer - :M::M:

---

:6::B::4: ~ Left Inner - :M::M::M::M::M:

---

:1::B: ~ Right Outer - :M:

---

:4::B: ~ Left Outer - :M:

---

:7:*:8:*:9::B: ~ Left Outer - :M:

---

:2::K::B: - :L::L:

---

:2::3::6::K: - :M:x7

---

WR :K::K: - :M::H:

---

:A+B::G: ~ Right Cross - :M:

--

:6::a-small::+::b-small::A+B+K: ~ Left Inner - :M:

---

:2::A+B: - :L::H:

---

:4::A+B: - :M::M:

---

:B+K:::B:::B:::B:::A: - :M:x9

---

WR :B+K: ~ Behind Lower - :M:

---

:(2):*:(8)::A: ~ Left Inner - :M:

---

:(1):*:(7)::A: ~ Behind Lower

---

:(6)::B: ~ Left Inner - :M:

---

:(3):*:(9)::B: ~ Behind Lower - :M:

---

:(2):*:(8)::B: ~ Right Cross - :M:

:(2):*:(8)::(B): ~ Right Cross - :M:

---

:(2):*:(8)::K::A: - :M::L:

:(2):*:(8)::K::K: - :M::M:

---

Right Outer :A::K: - :H::M:

Right Outer :A::(K): - :H::M:

---

Right Outer :B: ~ Right Cross - :M:

---

Right Outer :K::A: - :M::L:

Right Outer :K::K: - :M::M:

---

Left Outer :A::K: - :L::M:

---

Left Outer :B::K: - :M::H:

---

Left Inner :B: ~ Left Inner

Left Inner :(B): ~ Left Inner

---

Right Cross :A::B: - :M::M:

---

Right Cross :A::bA+B+K: ~ Left Inner - :M::M:

---

Right Cross :B: ~ Left Outer - :M:

---

Right Cross :K::K: ~ :L::M:

---

Behind Lower :B::B: ~ Left Outer - :M::M:

---

Behind Lower :K::K: - :L::H:

Behind Lower :kA+B+K: - :L::H:

---
 
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  • #20
MITSURUGI

:A::A: - :H::H:

Just Guard makes the second hit 6BB punishable.

---

:B::B: - :M::M:

Just Guard makes the second hit 6BB punishable.

---

:B::B::6: ~ Mist - :M::M:

66(B) kills all follow-ups from Mist. It also activates MST A+B Revenge, but Preparation 4 will impact MST A+B Revenge.

---

FC :1::B::B: - :M::M:

If you block the first hit, you can punish the second hit with 44A+B.

If you block the first hit and you have your back close to the wall or ring edge, repeated Quick Steps to Raphael's right guarantees a Back Throw.

---

:2::K::B: - :L::M:

You can punish the string on hit with 3B. On guard, you can punish the string with 66B.

---

:2::K::B::6: ~ Mist - :L::M:

66(B) kills all follow-ups from Mist. It also activates MST A+B Revenge, but Preparation 4 will impact MST A+B Revenge.

---

:4::K::B: - :M::M:

A Quick Step to either side guarantees a Side Throw attempt.

---

:(6):*:(3):*:(9)::B::B: - :M::M:

You can evade the second hit with a Quick Step to either side to guarantee a Back Throw; B+K will also evade the second hit.

---

:(1):*:(7)::B::A: - :M::H:

You have to manually crouch the second hit, which guarantees an FC 3B punish.

:(1):*:(7)::B::A::B: - :M::H::M:

A Quick Step to either side after the second hit guarantees a Back Throw; B+K will also evade the third hit.

---

:(1):*:(7)::B::A::6: ~ Mist - :M::H:

66(B) kills all follow-ups from Mist. It also activates MST A+B Revenge, but Preparation 4 will impact MST A+B Revenge.

---

MST :B::B::B: - :H::H::H:

Just Guard makes the third hit 6BB punishable.

---

MST :B::B+K: - :H::M:

A Quick Step to Raphael's right guarantees a Back Throw.

---

MST :K::B: - :L::H:

You need to stay crouched after blocking the first hit to evade the second, which guarantees a 33KB punish or a Side Throw attempt.

---
 
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