Xiba Matchups

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RT0wn

[10] Knight
The list'll be populated (and get snazzed up) as we get information!

Aeon

Algol

Astaroth

Cervantes

Dampierre

Devil Jin

Ezio Auditore

Hilde

Ivy

Leixia

Maxi
Punishment Guide:
CE, LI A - 3BKK
6A, 3A, AA, 44A, 33B, LI B, RO B - 3kB
22_88B - 6A, 6K beats followups

REM: GIs RO A and RC A.
Source MrPapaMango

Mitsurugi

Natsu

Nightmare

Patroklos

Pyrrha

Pyrrha Omega

Raphael

Siegfried

Tira

Viola

Voldo

Xiba

Yoshimitsu

Z.W.E.I.
Punishment Guide by Tonloc

OB - On Block
PUN - Punishable with specific moves on standard guard (this is for moves you should only be practically punishing with standard guard, in which case there's no need to pointlessly make it slightly difficult by just guarding)
POWJG - Punishable only with Just Guard
PUNBOTH- Possible to punish with standard guard as well as just guard

Note: I am NOT including punishers for the BT attacks because it's usually rare unlikely you're even be dealing with BT attacks, so simply block accordingly if the situation arises. All these punishes are assuming that you've guarded or just guarded an attack at point-blank range, which is probably where you'll be blocking most of the time against a good rushdown Z.W.E.I. opponent. If guarded or just guarded from a farther range away, some of these punishers may not be applicable, so keep that in mind. Also, remember that if you successfully get a just guard with any of the POWJG moves, or even a successful guard for moves you can punish without just guarding, remember to attack as soon as THE VERY FIRST FRAME you can move after the just guard or standard guard to ensure that you get your punish. Remember, even if you're one frame off, it makes a difference. I also realize that I may not have every single punish available, and there may be errors where they shouldn't be. I took very special care to make sure this was error, free. If anyone spots anything, let me know, and I correct it. The punishes I have for most of these moves are going to be the key punishing moves you'll use in most situations.:-)

Punishable Z.W.E.I. moves:

Rangers's Machete (:6::A:, -14 OB, POWJG, punishers{2A, 3B~K~K, 6B, K, 2K, 6B+K - all the hits may not connect for 6B+K, so if you're going to use this punish, use it more as a move to stop your opponent's rhythm, or for setting up just guard setups, GI setups, or the CE setup, and this will apply pretty much anytime you see the move as a punish for future reference})

Aloft Revolver (:3::A::A:, -17, -4 OB respectively, POWJG - second hit, punishers{2A, 3A, 6B, K, 1K, 2K - The first hit of this attack is extremely unsafe on block, so your opponent will most likely be finishing this string to the second -4 OB hit to keep him safe more often than not. However, even the opponent finishes the string, it still has some openings you can expose. After blocking the 1st hit, you can crouch under the second high attack part, and punish with a WR K~K, which can also be BE'd. If you decide to remain standing after blocking the first attack, you can interrupt the second part with REM B+K stance to start some REM mixups.})

Changeup Spout (:1::A:, -20 OB, PUN, punisher{WR K~K - This low attack is extremely unsafe on block, and this is the only practical, good damage punish you should be using, and there's no need for just guarding this attack at all, unless you want to be flashly and build a little meter, which this move can also be BE'd for more damage.})

Armor Peeler (:4::A:, -16 OB, PUNBOTH, punisher{3A} POWJG for greater punish potential, punishers{2A, 3B~K~K, 6B+K})

Assault Position ( :4::(A):, +8 OB - This move is very safe and really isn't punishable if you stand and block the whole attack sequence with the wolf, BUT if you time it correctly, you may be able to use Xiba's sidepping Roundhouse Bo 4A to step the second wave of the attack with the wolf and knock Z.W.E.I. down, but this isn't practical. I've thoroughly tested this, and you have to delay using 4A just before the wolf hits, and more often than not, even if you successfully step the wolf, Z.W.E.I will be still safe enough to block the bo attack. A far better and practical punish and substitute in this situation is to simply block the first hit, then do B+K for Xiba's REM stance to setup REM combos and mixups. This has EXCEEDINGLY helped me out in Z.W.E.I. fights, so do not underestimate the importance of using this technique in this matchup! This isn't something you want sitting on the shelf, so take advantage!)

Terminal Dissever (:B::B:, -8, -6 OB, POWJG - second hit, punisher{K - You most likely won't find any practical use for just guard punishing this move, but if you come across some scrub online mashing this B attack, you'll able to easily see it coming and punish with just guard accordingly if you choose to do so.})

Trail Dissever (:(B):, +2 OB - Same deal with Assault Position, REM can interrupt the second incoming wolf attack if you block the first hit.)

Weakling Knocker (:3::B:, -16 OB, PUNBOTH, punishers{2A, 3A, 6B, K, 2K} POWJG for more damage potential, punish{3B~K~K})

Walnut Cracker (:2::B:, -12 OB, POWJG, punishers{2A, 3A})

Oaf Brainer (:1::B:, -13 OB, PUNBOTH, punisher{K} POWJG for greater punish potential, punishers{2A, 3A, 3B~K~K})

Flank Position (:1::(B):, +2 OB - If you block the wolf part of this attack, it is totally safe from any of your typical punishing moves, even on just guard. The key here is to simply block the first hit and then you can safely interrupt BEFORE the wolf hits you with REM and IMMEDIATELY go into REM mixups. IMO, you should preferably go for the REM B stun for a combo setup. Even if the opponent decides to charge the wolf, your opponent will still be in a bad position because the immediate transition into any of the REM setups will easily punish him. So you are still in a great position REGARDLESS of whether your opponent charges the wolf or not from this move!)

Kreuz Tactics (:1::(B)::(K): +2, -10 OB, POWJG - final kick hit, punishers{2A, 3A, K - You really shouldn't even have to be just guard punishing this attack with these moves since you can interrupt the wolf with REM before you should even have to concern yourself with dealing with the kick, but these punishers are available nonetheless if you don't manage to use REM, and you just guard the last attack on reaction})

Liver Gouge (:4::B:, -14 OB, PUNBOTH, punishers{2A, 3A, K} POWJG, punisher{3B~K~K})

Front High Kick (:K:, -7 OB, POWJG, punisher{K})

Hard Hitting Kick ( :6::K:, -12 OB, POWJG, punishers{2A, 3A, 3B~K~K, 6B+K})

Heel Bullet ( :3::K:, -7 OB, POWJG, punishers{2A, 3A, K})

Ankle Scrape ( :2::K:, -14 OB, PUN, punisher{FC K})

Coward Stump ( :1::K: -16 OB, PUNBOTH, punishers{2A, 3A, 6B, K, 1K} POWJG, punisher{3B~K~K})

Master Knocker (:4::K::B:, -18,-16 OB, PUNBOTH, punishers{2A, 3A, 6B, K, 1K} POWJG, punisher{3B~K~K})

Spinning Driver ( :A+B:, -16 OB, PUNBOTH, punisher{2K} POWJG, punishers{2A, 3A, 3B~K~K, 1K, 6B+K})

Freikugel Driver ( :4::A+B:, -24 OB, PUN, punisher{3B~K~K})

Poor Fish (:B+K:, -9 OB, POWJG, punishers{2A, 3A, K, 1K, 2K})

Pied Piper (:6::B+K:, +2 OB - Again, for this kind of attack with the wolf, block the first attack, then go into REM to GI the wolf for REM setups)

Pied Piper: Drive Off (:6::B+K::A:, +10 OB - For this version, if you just want to style on 'em and build meter, you can stick to blocking the first attack, just guard the second, and throwing in REM to stop the last part of the attack with the wolf just to add insult to injury. Or you could just play it safe and simple and block the first two attacks, then REM for the wolf part.)

Pied Piper: Snatch (:6::B+K::B:, +9 OB - For this version, you can simply block the first two hits, and interrupt the last hit with 2A, 3A, and K.)

Two-Handed Slicer (WR :A:, - 8 OB, POWJG, punishers{2A, 3A, 3B~K~K, 6B, K, 1K, 2K})

Bolt Driver ( WR :B:, -8 OB, POWJG, punishers{2A, 3A, 3B~K~K, 6B, K, 1K, 2K})

Liver Beater ( WR :K:, -8 OB, POWJG, punishers{2A, 3A, 3B~K~K, 6B, K, 1K, 2K})

Leaping Front Kick ( While Jumping :K:, -7 OB, POWJG, punishers{2A, 3A, 6B, K, 2K})

Tempest Bringer ( :6::(6): or :3::(3): or :9::(9): :A:, -9 OB, POWJG, punishers{2A, 3A, 6B, K, 2K})

Beast's Machete ( :2::(2): or :8::(8)::A:, -17 OB, PUNBOTH, punishers{6B, 2K} POWJG, punishers{2A, 3A, 3B~K~K, 1K, 6B+K})

Bush Reaper ( :4::(4): or :1::(1): or :9::(9)::A: -18 OB, PUN, punisher{WR K~K - BE for more damage})

Pile Ballista (:3::(3): or :9::9::B:, - 14 OB, PUNBOTH, punisher{K} POWJG, punishers{2A, 3A, 3B~K~K, 6B, K, 1K, 2K, 6B+K})

Anti-Safety Pin ( :2::(2): or :8::(8)::B::(B):, -16,-15 OB, - For this move, you can block the first attack and just guard the second attack for these punishers{2A, 3A, 3B~K~K, 6B, K, 1K, 2K, 6B+K}, but you can also make it a bit easier by simply blocking the first attack and using Roundhouse Bo 4A to easily step the second attack. If you can read the animation on this attack well, it's easy to do this on reaction.)

Blitzkrieg Deployment (:4::(4): or :1::(1): or :7::(7)::B:, +12 OB - An extremely good and safe move on block, but you shouldn't even have to block it at all. If your opponent tries to space you out with it from far range, you can easily step it. If he's crazy enough to do this move close range, you can easily punish on reaction with 3B~K~K or Shen Ba launcher 22 or 88B during the lengthy startup before the wolf even touches you.)

Sand Splash Kick (:6::(6): or :3::(3): or :9::(9)::K:, -9 OB, POWJG, punishers{2A, 3A, K, 2K)

Spinning Hook Kick (:2::(2): or :8::(8)::K:, -12 OB, POWJG, punishers{2A, 3A, 3B~K~K, 6B, K, 1K, 2K, 6B+K})

Shank Scrape (:1::(1): or :7::(7)::K:, -17 OB, PUN, punisher{WR K~K - Just like the Changeup Spout low attack, this low attack is also extremely unsafe on block, and this is the only practical, good damage punish you should be using, and there's no need for just guarding this attack at all, unless you want to be flashly and build a little meter, which this move can also be BE'd for more damage.})

Knuckle Drag Kick (:4::(4)::K:, -8OB, POWJG, punishers{2A, 3A, 3B~K~K, 6B, K, 1K, 2K})

Clan Vanargandr (:6::(6)::(A+B):, +15 OB - Another impressive and extremely safe Z.W.E.I. move, but can be stepped or quickstepped to the right easily if you see it coming, in which case you can setup a Shen Ba launcher.)

Passing Snipe (:6::(6)::B+K:, -24 OB, PUN, punisher{3B~K~K})

Aloft Knife (During Knife Fiend :A:, -14 OB - You shouldn't concern yourself with block punishing this attack. Instead, watch the animation on the Knife Fiend special movement and simply interrupt it with 2A, 3A, 6B, or K. These interrupt options will work just as well for Turbulent Knife :B: as well, which is also done during Knife Fiend. Even if you don't know which attack your opponent will do from Knife Fiend A or B, it doesn't matter. You don't have to know because the interrupt options work just as well for both attacks, which means you don't even have to know which one is coming and you can still safely use the same interrupt attacks, AN INVALUABLE TOOL!)

Turbulent Revolver (:3::aA+B+K:, -17, -16 OB, PUN, punisher{WR K~K - This BE move automatically puts your in a crouching position, but this actually works to your advantage since this BE attack is so unsafe on block, you can easily score great damage with this rising attack which can be BE'd for even more damage.})

Tempest Arise (:6::(6): or :3::(3): or :9::(9)::aA+B+K:, +30 OB - Yet again, like many of Z.W.E.I.'s other great on-block moves, simply block the first attack, then shift to REM stance to interrupt it to start REM mixups and/or REM B combos.)
 
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