Character Matchup Knowledge

JustCallMeJoe

[01] Neophyte
This thread is intended to find specific and optimal strategies against common tactics that other characters use as part of their gameplan. I will try to keep the first post updated with objective tactics to handle certain situations rather than subjective strategies. I will leave that to the replies. The difference being that objective tactics say 'you can use 4B+K to spin out of Sophita's Angel Step AA and Angel Step AB after blocking the first hit', whereas subjective strategies may include 'keep Talim at tip range to be most effective'. Both are necessary in order to understand the matchup, but i don't want to be the arbiter of saying a particular strategy is effective over another in terms of including it in this post. Some other examples of objective tactics that could maybe be included (but not limited to):
  • Option selects against a particular string or mixup
  • Optimal punishes for moves that are usually awkward to punish
  • (Maybe) Moves that gain more (or less) value in the matchup, backed by some objective reason (they can't punish it, or they have a unique tool to punish this move etc)
What that all said, lets get started.

Quick glossary:
SSL: Side step left (your characters left, so into the background on 1P side)
SSR: Side step right

Groh
4B+K into low block can beat 6A and 6A6 Avenger followups (except the A+B follow up). (Video)
To add to the above, if you want to punish 6AA hard, you need to react whether he did 6AA or did 6A into stance.

Kilik
SSL into 33_99K will punish Monument ABK, Monument A4 into Back Parry A and Monument A4 into Back Parry B (Video)

Seong Mina
4B+K will spin out of AAA, AAB, BBA and BBB (Video1) (Video2)
SSL FLE~B will also beat those same strings, but timing is a bit tighter (Video). You can do SSL 8B to make it easier if you dont want to sacrifice life on 4B+K spin

Sophitia
4B+K will spin out of TAS AA and TAS AB (Video)
SSR 8B will also punish the above strings without sacrificing life (Video)

Thanks to:
Boom
Jeo
Signia
 
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Not to bring the skill level in here down, but I cannot fight Seong Mi-na in any capacity. I spend my entire time running at her with no viable long range or safe approach options, only to get spaced on block and repeating. If she supers, I get strung guard brake lows until my soul gauge breaks. I just slammed my head into a wall for a few hours and wound up 110L-2W or something.
 
If you are having trouble with any match up it is best to learn a few basic things about that fighter. Know your enemy, know yourself. This helps a lot in knowing what the enemy can actually throw at you. I've found a good way to close distance is 44(B+K) - MED K - DGF A or B. It actually covers a large portion of the ground. You can also teleport from MED. MED 2 teleports behind them. 6AA works. 66B+K does a simple flip that gets you in, although I don't know the frame data on it. 1B - A works too and on hit turns them around. I've always been able to step and punish Seong Mina pretty easily. You may be turtling and holding guard too much. 22K is also really good for jumping over Seong Mina mid horizontals and then on hit you can combo with 6BB(A+B) combos, or into 3AA attack throw. Don't forget about 236B+K K. It's very useful for jumping mid range lows.
 
Would love some tios against Ivy. Definitely one of my toughest matchups. I have a problem getting in because of her low throw and long distance attacks. Any advice? Appreciate the reply :)
 
Would love some tios against Ivy. Definitely one of my toughest matchups. I have a problem getting in because of her low throw and long distance attacks. Any advice? Appreciate the reply :)
In my experiance step against ivy at range and when she whiffs close distance and begin pressure and if she blocks be prepared to break throws but there is more to it then that that's just my general game plan vrs her and she doesnt really give me that much trouble

I have a hard time against NM and Cervantes. Their keep away game is difficult to deal with.iGDR
 
44B+K does a lot of work in those matchups.

It does, some of the time, but a lot of their spammy moves are low sweeps or just hit him out of 44B+K anyway. Or so it seems. I wish there was a way to do his IND K (i.e. his 4~3 from Tekken) by itself, since 9K just doesn't have enough range a lot of the time. []
 
It does, some of the time, but a lot of their spammy moves are low sweeps or just hit him out of 44B+K anyway. Or so it seems. I wish there was a way to do his IND K (i.e. his 4~3 from Tekken) by itself, since 9K just doesn't have enough range a lot of the time. []
9A+B~2, 236K, 22_88K, FLE 9.

Those are a few options to do what you're asking for and get over an attack. You can also bait them in with sitting neutral in IND and gaining meter, then timing IND B to go through their attack and punish for an LH combo.
 
Why is Yoshi's AA negative on hit?
IT IS FOR THE SAME REASON THAT XIANGHUA'S AA IS 0 FRAMES ON HIT. WHEN XIANGHUA'S AA IS SUCCESSFUL ON COUNTER HIT, YOU HAVE ENOUGH TIME TO REACT OR 'HIT CONFIRM' B, OR IN YOSHI'S CASE A+B. THESE COUNTER HIT COMBOS START WITH THE MOST BASIC INPUTS OF AA, WHICH NOT EVERY CHARACTER HAS THE PRIVILEGE OF COMBOING WITH. YOSHI'S AA,A+B REQUIRES METER BUT THE DAMAGE AND FRAMES ON HIT/BLOCK ARE GREATLY IMPROVED OVER X'S AAB.

THE DEVELOPERS CONSIDER THE OVERALL RISK/REWARD OF ANY GIVEN MOVE IN COMPARISON TO OTHER CHARACTERS' MOVES. IT IS NOT ALWAYS CONSISTENT OR LOGICAL BUT THAT IS THE RATIONALE OF HOW THEY BALANCE MOVE LISTS, FROM WHAT I CAN TELL.
 
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