Nightmare punishment
A A - can be interrupted by 3B on block
On hit can be interrupted by GI
(A)/ 6(A)- all option beat by 2A. b:A may dodge 2A but can still punish after it whiffs
aB- 6K
6A -close 6K, med 4B, tip range safe
6AA/ 6AaG- 2A interrupts 2nd hit and any stance options
3A- 3B...
Siegfried Punishment
AA- AA close
AAA- AA/4B
(A)- 4B beats options except at max range where A+B can avoid and punish.
Aa4- must be fast to beat stance options
aB/a:B- 6K
a:g(A)- stance transitions easily interrupted even with 3B
6A- AA/ 4B
6AB- 6K
6(A)- interrupt stance options with 3B
3A-...
Astaroth punishment
AB- AA/ 4B if close
3A- AA/4B
2A/ FC A- WS K
1(A)A- CE/4KB if close
4A- AA/ 4B
4AB- step to Asta's right in between
PT- BB
PTAAAAAA- 6k
9A- BB
66A- 4KB if close
66AB- AA can interrupt
22A- AA
22AA- AA/4B
44A-AA if close
BB- AA can interrupt
bK- WS K/ 4B 4B cuts off all...
Sophitia Punishment
AAA- can interrupt 3rd with AA/ 4B
AK-4B
6AA-can't jump but can GI between
3A-BB
1AA-3B
4AAA-3B/ can interrupt 2nd hit with AA to cut options / can 4B+K second hit to avoid mixup
4AB- 6K/ can interrupt 2nd hit with AA to cut options / can 4B+K second hit to avoid mixup...
Just as Yoshi's back heel is touching the ground and his foot goes flat is when I input it. Online makes any tight combos sketchy though if that is your issue.
JF b:A is just like old MCF timing. I got a Brooks converter and I use an Xbox Pad cause the slide across the rounded buttons is way better. The XOne d pads aren't poopoo like the 360 ones were either. Worth the investment. Being able to do this consistently makes every CH MCF a 3 hit combo...
I'm trying to get the hang of NM. Right now it seems like some characters can stuff all of his grim stride options making moves like 66B into GS just a liability. Yoshi 6K seems to be able to just beat all GS options for a chunk of damage. Am I just using the GS options incorrectly trying to...