Setsuka matchups
Taki:
- Be aware of abusing 4A. Taki can avoid it with 4A+BB and punish you badly for it. She can also punish whiffs with 33B. 4A is usable when you think a Taki player will go POA or POK post 1BA / AB PO on block.
- Know when to stay on the ground. Taki has some very damaging tech traps involving her 6A+B bomb. She has another one that's extremely damaging off of CH22K but I'm not so sure exactly what the notation is.
- Learn to duck the high in 1BA, though most good Taki players won't just throw this out.
- 8K_9K eats PO teleport for breakfast, regardless if you blocked the PO string or not (from my experience anyway)
- When she goes into her B+K stance (that forward roll), don't duck. Be prepared to block or break a throw.
- POK causes a shakeable stun. Taki has frame advantage if you block this move, so beware.
- POB after 1BA on hit will hit you if you check duck. This is not the case with POB after AB on hit.
- POA, as well as POK can be ducked regardless if 1BA or AB are on hit or block. Punish with umbrella or FC3A+B combo wsB will NOT work.
- POB can be stepped to your right regardless if 1BA or AB are on hit or block.
Hilde:
- In general, you want to step to your left.
- Avoid midrange and long range, close range is where you want to be.
- Be aware of frame advantage after a blocked charge, especially from charged horizontals.
- Work the throw game. Hilde players are always charging, so breaking throws is something they would rather not do, and is a bit harder to do so, since they have to release the charge, and then repress the button fast. They will also lose charge when they do this.
Maxi:
- AA is punishable with AA
- BB you can punish with umbrella or 44B+K, unless he goes into wavering light.
- Everytime he does that jumping high spinning roundhouse, you can duck it and make him pay with fc3A+B
- Maxi's moves that force crouch...I dunno the notation, but block that shit and punish with umbrella. He can also go into wavering light to GI you, but if you bait that, you can get a free 33B.
- His old 2A+B (I dunno if that's the notation now) that now comes out of wavering light, can be punished with umbrella
- His high kick from wavering light, just duck and punish
- 1K is umbrella punishable...lol
- 3B on block can be punished with 2A from what I remember. I believe the K followup can tech jump 2As but I don't recall correctly.
I'll add more once I actually learn Maxi's notation. Against a well played, safe Setsuka, this is a very tough matchup for Maxi in terms of theory(then again, what isn't right?).
Ivy:
- Coil stance 214B (I think? Whatever that move is that Ivy players love) if blocked, can be punished with umbrella. Ivy players hate that.
- That mid, low, high twirl shit move, if you block the second hit, you can punish with umbrella. If the second hit is canceled, keep in mind that you still have advantage.
- She has another twirl move where she spins standing up and she laughs like a girly anime character going "oh ho ha ho ha!" or something. It almost seems as if she's open for punishment in the late ending frames. I've actually rushed in and landed a B+K but I don't know if that's guaranteed. I'm way too lazy to test these days. Actually, I'll test this shit right now. Yup, B+K hits :O freeeee
- Her 22K from Sword Stance is umbrella punishable
- Her UB (the one that can be delayed and looks like Cervantes's UB), can be stepped to her right for a free B+K
- Her longrange UB that is mid, you can 11A super tech crouch under it if you get trapped near a wall.
Yoshimitsu:
- Against his 9B+K B+K, on block it's punishable with AA
- Against Dragonfly A on block, 9K will beat Dragonfly B, and Dragonfly K. If he transitions directly into Super Dragonfly B, if you're close enough, 9K will whiff, but so will his UB
- Against Super Dragonfly B, 8WR step doesn't seem to work. Using normal step in either direction (22 etc, instead of [2]) will avoid it. Running underneath it also gives you a free BT throw
- His FC3K, and DRGF K is punishable on block with FC3A+B