Aeon Punishment Reference

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Slade

[14] Master
The list will be put in the following format:
Move (Disadvantage)
Best punishment options. Other things to consider.

Universal:
2K (1K for Natsu, Maxi, Nightmare, and Siegfried) (-14)
FC A, CE. On JG, 6B BE.

Running K (-22)
WR B

agB/iagB (-23)
3B, 1B BE

6AA (-16)
66K. JG 2nd hit for 3B, 1B BE

1A (-24 on block, -13 on hit)
WR B on block, AA on hit

1AA (-22)
3B, 1B BE

1A: A: A (-22, pushback)
3B up close, 66A at range

Twister/JFT (-22)
3B, 1B BE

bA (-21, pushback)
3B up close, 66A at range

1B (-18)
66K, 1B BE. Watch out for JF.

1B:B (safe)
JG 2nd hit for 66K, 6B BE

FC 3B (-20)
3B, 1B BE. Watch out for JF.

FC 3B:B (safe)
Step 2nd hit to aPat's right or JG for 3B, 1B BE.

6K (-15, slight pushback)
A, 5K, 4B

1K (-14, FrC)
FC A, 4B

2A+B (-16)
66K, 6B BE

FC 3A+B (-16)
3A up close, no punish at tip

B+K (-14)
5K, 4B up close

BT B+K (-16)
66K, 6B BE up close. 3K at range

BT B+K:B (+8)
Step 2nd hit to either side for launch punish. Only -17 on JG.

22A (-14)
4B, K

22AA (-5)
Duck 2nd hit, WR B

11A (-16)
66K, 6B BE

22B (-16)
66K, 6B BE

22BA (-2)
1B BE under 2nd hit or duck and WR B.

11K (-16)
66K, 6B BE

44B+K (-14)
AA up close. No punish at tip.

2A BE (-18)
66K (closest range only), 1B BE

FC 3B:B BE
Step 2nd hit to aPat's right for launch punish.

CE (-20)
3B, 1B BE
3A (-14)
Close range: AA, CE. Mid range: 4B.

1A (-15)
Close range: WR AB, CE. Mid range :4B.

WR AB (-16)
66K, 6B BE. Sidestep for 33K/99K punish. JG the second hit for 66B, 1B BE punish.

BB/BBB (-12)
Sidestep second or third hit for 33B/99B punish. Third hit tracks to the left. JG second or third hit for 66B, 1B BE punish.

6BB (-8)
Duck the second hit and punish with WR B.

3B (-14)
Point blank range : 5K. Back against wall or edge : AA, CE.

WR B (-13)
Point blank range : 5K

6[K] (+15)
JG on reacton for 3B, 1B BE punish.

2K/FC K/BT 2K (-14)
2A, CE. JG gives 6B BE punish.

1K (-18)
WR AB, 6B BE

WR K (-13)
5K

B+K (+3)
Duck on reaction and punish with WR B.

8B+K (-26)
Close range : WR B. Mid/Long range : 66B. (Watch out for followup)

4B+K, G (-32, grounded state)
44K (And this is hilarious)

22A/88A (-22)
3B, 1B BE. (Watch out for delayed "22AB")

22AB/88AB (-16)
66K, 6B BE

44A/11A/77A (-18)
Close range : 66K, CE. (Watch out for followup)

44[A]/11[A]/77[A] (-14)
Can't punish.

66B (-21)
3B, 1B BE (Watch out for followup)

33B/99B (-14)
Close range : AA, CE. Tip range : 4B.

44B (-21)
3B, 1B BE

44BA/44BAA (-9, +13)
Duck the second hit and punish with WR B.

11B/77B (-14)
2A, CE.

66K (-16)
66K, 6B BE

11K/77K (-23)
WR B

44K (-16)
66K, 6B BE

6B BE (-8)
JG last hit for 66B, 1B BE punish. Sidestep for 33B/99B punish. Last hit tracks a bit to the right.

CE (-25)
3B, 66B, 1B BE

SW K from all starters (-26)
66B. Tip range: 66A. JG gives "663B" punish.
6A (-18)
66K/1B BE

6AA
Duck 2nd hit for WR B

6AAB
Duck 2nd hit for WR B or step last hit for launcher of choice

3A (-14)
AA, 4B, 2A

3AA (-14)
AA, 4B, 2A. JG 2nd hit for 3B, 1B BE

1A (-16)
66K, 6B BE, WR AB?

4AB (-16)
3A/3K

6BBB
Duck 2nd hit, WR B

3B (-16)
66K, 6B BE?

3BB (-14)
Single A, 4B, K. Step 2nd hit counter clockwise for launcher of choice

1B (-13)
AA at close range

4B (-18)
66K, 1B BE

4BA (-18)
66K, 1B BE. JG 2nd hit for 3B

623B (-22)
3B, 1B BE. JG/step for 33B/33K

FC 8B (-15)
6BB, 6B BE

WR B (-14)
AA, 2A

6K (-13)
AA, 2A, K

6KK
Duck 2nd hit, WR AB. WR B whiffs a lot

1K (-18)
WR AB

4K (-13)
AA, 2A

WR K (-14)
AA, 2A

WR KK (-16)
66K, 6B BE

WR K[K]
Step 2nd hit for 33B or launcher of choice

A+B (-13)
Single A or K

2A+B (-18)
6A at close range

2B+K (-14)
FC A

2B+KB (-14)
Single A or K. JG 2nd hit for 3B/1B BE

4B+K on failed attempt
Punish with anything.

33AB (-16)
Step or JG 2nd hit, launcher of choice

22A
JG for 1B BE.

44AA (-17)
3A

33BB
Same as 3BB

22B
JG for 3B, 1B BE, B+K

11B (-21)
WR B

11K (-16)
WR AB, 66K, 6B BE

66B+K (-14)
A, K, 2A

3B BE
3B, 1B BE

CE (-18)
WR AB

QI K (-20)
3B/1B BE

QI A+B (-38)
66B

QI A+BB (-32)
Step 2nd bubble and 66B

8B+K (-15)
WR AB, 6B BE
AA
Duck 2nd hit for WR B

AB
Step 2nd hit to Asta's right for 33B or launcher of choice.

6AA
Duck 2nd hit for WR B

2A (-14)
FC A, CE

1A (-19?)
66A

1AA (-24)
66A at close range block. Jump or JG 2nd hit for 3B, 1B BE

1AB
Step 2nd hit for 33B or launcher of choice

214A (-14)
AA

214AA/214AAA (-22)
3B, 1B BE

214AAAA/214AAAAA/214AAAAAA (-16)
66K, 3K

8A (-14)
K at close range block

BB
Step or JG 2nd hit for 3B, 1B BE

BB6
Step 2nd hit to Asta's right for 3B, 1B BE or JG for AA, 2A

3B (-16)
66K, 6B BE

2B/FC B/BT 2B (-14)
2A, CE

1B (-20)
3B, 1B BE

1BB (-18)
66K, 1B BE. JG 2nd hit for 3B, 1B BE

8B (-12)
FC A

[K]
Duck for WR B

6K (-14)
AA, K, 2A

3KA
Duck 2nd hit for WR B or interrupt with 66K. Jails if first hit is not blocked

3K[A]
JG 2nd hit for 3B, 1B BE or interrupt with 66K

1K (-18)
66K

1KA
Duck 2nd hit for WR B or interrupt with WR K or 66K

4KK (-14)
FC A

WR K (-16)
66K

WR KA (-14)
Jump 2nd hit with 8B or interrupt with 3B, 1B BE

A+B/2A+B/8A+B (-19)
66A, 3B, 1B BE

3A+B (-17)
Safe due to pushback

4A+B (-18)
66K, 1B BE

2B+K (-18)
6K at close range only

4B+K
JUMP OR STEP THIS MOVE

66A (-18)
3A at close range only

66AB/66A(B)
Step 2nd hit for 33B or launcher of choice.

66B (-14)
AA, 2A, CE

22B (-10)
JG for 3B, 1B BE.

11B (-16)
WR AB. Whiffs if Asta does 2nd hit

66K BE
JG 2nd hit for 3B, 1B BE

22K BE
JG for WR AB, 6B BE
aB (-18)
66K, 6A, or 6K up close. No punish at mid/long range block due to pushback.

3A (-15)
4B, K, or A at close range. At tip range block when the 2nd hit whiffs, you get anything up to and including 66B punish.

1A (-21, maybe -22)
WR B

1AB (-24)
3B, 1B BE.

4aB (-16)
66K, 6B BE. Beware of delayable second hit.

4aBB (-16)
66K, 6B BE.

WR A (-14)
AA, 2A

WR AB (-15)
FC B. JG 2nd hit for 3B, 1B BE.

B (-14)
A, 4B at close range

BB (-13)
A, 2A at close range

BBB (-16)
66K, 6B BE. Step or JG last hit for 3B or 1B BE.

bA (-16, has aGI at end)
4B → 66K/6B BE, counts as a CH during the aGI, CE

6BB (-13)
Step 2nd hit to Cerv's right for a free backthrough or launcher of choice.

1B (-13)
AA, 2A. Beware of 2nd hit.

4B (-13)
AA at close range, A at tip.

4BK (-14)
Duck 2nd hit for WR B.

6K (-16)
6B BE at closest range only. 66K from any range.

1K (-22)
WR B

4KK (safe)
JG 2nd hit for 66K, 6B BE.

3A+B (-16)
66K, 6B BE.

4A+B (-20)
3B, 1B BE.

8A+B (-3 into DC)
CE, AA punishes all options. 3B punishes all options except :4B (iGDR).

WR A+B (-16)
Step last hit to Cerv's right for backthrow or launcher of choice.

2B+K/2(B+K) (-15)
WR AB. Use 8B+K to avoid the quake at long range.

4B+K (-14)
AA at close range, A at tip range.

9B+K (-14, FrC)
FC A, CE.

WR B+K (lol -58)
44(A), 6(K). Backthrow WILL WHIFF.

22A (-18ish)
WR AB, 66K.

22AA (-15)
FC A. WR AB and 6B BE do not punish unless you JG the 2nd hit, for some reason.

66B (-14)
Unsafe on paper but completely safe due to pushback.

33B (safe)
JG on reaction for 3B, 1B BE.

11B (-20)
WR AB, 66K.

44B (-16)
66K at close range. Safe at long range.

11K (-16)
66K, 6B BE. WR AB does not work.

44A+B (safe)
JG on reaction for 3B, 1B BE.

6B BE (-16)
66K, 6B BE.

22A BE (+12)
Step 2nd hit (even if 1st hit isn't blocked) for 1B BE, 3B.

WR A+B BE (+12)
Step last 3 hits to Cerv's right for back throw or launcher of choice.

CE (UB, high)
Duck for 66K punish. Difficult to do.

DC A (+11)
Duck on reaction for WR B.

DC B (-16)
66K, 6B BE.

iGDR (-21)
3B, 1B BE. Backthrow WILL WHIFF.

DC K (-22)
WR B
3A (-15)
6BB, 6B BE

3AAA...
Backstep between hits for 3B. JG allows i18 interrupt.

1A (-18)
WR AB up close, 6A at range

3B (-18)
66K, 1B BE

3BB (-15, pushback)
Step 2nd hit to Dampierre's right or JG for launch punish.

1B (-28)
WR B, 66B

4B (?)
66B has enough range to punish this move on whiff and also hits grounded in case he falls over.

1K ~ FP (-15)
WR B. Safe if no FP transition.

623K... (-25)
iWR K punishes 623KK... and 623K into guard. For multiple hits in B!E! string, step after 2nd hit and launch punish.

WR K (-15)
6BB, 6B BE

A+B ~ PB (-?)
6[K] is guaranteed if he goes into the head spin. A+B is safe with no head spin.

2A+B (-18)
66K

8B+K (-14, FrC)
FC A, CE

22A (-16)
66K, 6B BE

44AB (-16, FrC)
66K, WR AB, 6B BE, or step 2nd hit for 33_99B

66B (-28, ~PB)
66B ground hits all PB options except PB B, which it launches allowing SW K followup.

33B (-13)
AA, 2A

33BK (mid kick -16)
66K, 6B BE. Step 2nd hit for launch punish.

33BK (low sweep -?)
WR B

11B (-22)
3B, 1B BE

44B (-20)
3B, 1B BE

44BK (-26)
3B, 1B BE

44BKB (-11)
Step 3rd hit, backthrow punish (3B whiffs sometimes).

44BKBK (-12)
Step 3rd hit, backthrow punish (3B whiffs sometimes).

66K (?)
66B, 9B

22K (-14)
K, 2A. CE does not work.

22KK (?)
66B

11K (-22)
WR B

11KK (?)
On block: WR B. On hit: 8B

PB K
66B

PB B
66B
6A (-18)
66K/1B BE

6AB (safe)
Duck 2nd hit for WR B

6ABB (-16)
66K or step/JG last hit for 3B/1B BE

1A (-16)
WR AB/66K/6B BE

4AB (-30)
Duck or step crossbow for launcher of choice

4AB2*8
3A/66A to interrupt roll or wait for roll to whiff and launch

4B (-18)
3A punish at close range

WR BB (-16, pushback)
JG 2nd hit for 3B/1B BE

7*8*9B (-14)
AA/2A/4B/CE

6K2 (-32, -18 on hit)
66B punish on block except at tip range. On hit WR AB except at tip range

A+B (-16)
3A/66K/6B BE

A+B2*8B
3A/66A to interrupt roll or wait for roll to whiff and launch

6B+K (-30)
66A or dash in 3B/1B BE

2B+K (-30)
66A or dash in 3B/1B BE

4B+K (-30)
66A or dash in 3B/1B BE

BT B+K (safe)
JG predictable use of this for 3B/1B BE

66A (safe)
JG predictable use of this for 3B/1B BE

66AB (-30)
Always duck crossbow, even when first hit connects on NH. Launcher of choice.

22A (-16)
66K/6B BE. Beware second hit

22AA (-23)
3B/66B

11A (-20)
3B/BBB. Punishing with verts can be inconsistent when blocked off axis, so 66A will work here

44A (-14)
AA/2A/4B/CE

66B (-16)
66K/6B BE

66BB (-16)
66K/6B BE or JG 2nd hit for 3B/1B BE or step 2nd hit to Ezio's left? for launcher of choice

BB BE
JG last hit for 66K/6B BE

66B BE
Same as 66BB

CE (-18, FrC)
WR AB/66K
6AK (-13)
AA, 2A. JG 2nd hit to interrupt 3rd hit with 2A

6AKA (-16)
WR AB, 6B BE

6AKB (-15)
JG or step 3rd hit to Hilde's right for 33B or launcher of choice

3A (-13)
AA, 2A

3[A]
JG or backdash for 3B, 1B BE

1A (-18)
66K, 6B BE

6BB (-14)
Safe due to pushback

6BBB (-16)
Duck 3rd hit for WR B

3BA
Duck 2nd hit for WR B

3BB
Step 2nd hit for 3B, 1B BE

OR JG 2nd hit to avoid the mixup and get 3B, 1B BE (recommended)

1B (-17)
WR AB, 6B BE

4B (-17)
3A, 66K

1K (-20)
WR AB, 6B BE. Beware of 2nd hit.

1KK (-13)
AA, 2A. JG 2nd hit for 3B, 1B BE.

4K (-15)
4K, 6B BE

4KK
4K, 6B BE to interrupt 2nd hit and punish 1st

A+B (-16)
3K at closest range only

[A+B]
Step or JG 2nd hit for 3B, 1B BE

2A+B (-16)
66K, 6B BE

B+K (safe)
Must be stepped to Hilde's right

2B+K (-22)
WR B

22AA
Duck 2nd hit for WR B

11A (-16)
WR AB, 6B BE

44A (-14)
2A, CE

44B (-21)
WR B, 66A

3B BE
JG or step 2nd hit to Hilde's right for 3B, 1B BE

66B BE
JG or step 2nd hit to Hilde's right for 3B, 1B BE

CE (-19)
3B at close range block, 66A at mid and tip range

C3A
JG 2nd hit for 3B, 1B BE

C2B (-16)
JG 2nd hit for 3B, 1B BE

C3B
JG 2nd hit for run up 3B, 1B BE

C3BA
Run up 33B
AA (-8)
Safe on block but the 2nd hit can be ducked and whiff-punished with WR B

[A] (-15, HUGE pushback)
Seems safe on block due to the pushback but the 2nd hit can be ducked and whiff-punished with WR B

6[A] (-18, HUGE pushback)
6K, 3A, 3K, 4B

3[A] (-18)
66K, 1B BE, 6B BE

1A (-16, RC)
6B BE, WR K, FC A

(B) (-20, RC, HUGE pushback)
66A, possible to step the 2nd hit

bK (-16, RC)
WR AB, 6B BE

6b8 (-19)
3B, 6B BE, 1B BE but watch out for the 2nd hit (-12, RC)

6(B),2_8 (-28)
66A, dash into 66B (hard)

214B (-14, pushback)
Close distance K or A (yes - SINGLE A only from the closest possible distance because the 2nd attack will whiff)

8A+BB (-20)
3B

8A+B(B) (-28)
66A, dash into 66B (hard)

4A+B (-1)
Ivy's FD says it's -1 but the 3rd hit whiffs, making it -16 so punish with 6B BE, 3K

4A+BB (-22)
(Probably) impossible to punish on block but it's possible to sidestep the 2nd attack (watch out at close range) or CH interrupt it with moves up to i17 (i18 trades), e.g. CH 4B (followed with 6B BE will deal 80 damage)

7_8_9B+K (-29)
Anything, depending on the range

FC 1(B),B (-14 on the 1st hit)
FC 1(B) seems safe due to pushback, 2nd hit whiffs it the 1st was blocked

WR [A] (-16)
66K, 6B BE

66[A] (-16, HUGE pushback)
Seems safe due to pushback but the 2nd hit can JGed

11_77A (-18, RC)
66A

22_88B(B)BBB (-16)
6B BE, 66K; can be interrupted after the 1st attack with i13 moves (i14 trade) so you can either CH AA or CH 4B (into a combo) but watch out because Ivy is at -6 after the 1st attack and she can duck if doesn't do the follow-up

22_88K (-20, RC)
WR B

11_44_77K (-18, RC, Ivy stays grounded)
FC K, FC B

44A+B (-14)
AA, 4B

Jump B (-14)
Good luck punishing this.
AAB (-15)
6BB, 6B BE (both depend on the range), 4B, AA

6[A] (-14)
2A

3AA (-8)
JG the 2nd attack for AA

3B (-13)
AA up close, 5K at range

4BB (-6)
QS the 2nd hit and whiff-punish with 3B, 6B BE, 1B BE (watch out for 4BbK)

WR B (-16)
66K (6B BE won't work due to pushback)

6K_6KK (-16)
6B BE, 66K (both moves)

7_8_9K (-14)
AA, 4B

A+B (-14)
AA, 4B, 5K (both depend on the range)

2A+B (-22, RC)
WR B

WR A+B (-18, RC)
WR AB, 66K, 6B BE

33_66_99A (-14)
AA, 4B

11_77A (-15, RC)
6B BE, 6BB

33_99BB (-13)
AA

44B (-22)
3B, 1B BE

44B4 (aGI)
Dash into same as above (watch out for aGI) or 66A (it also punishes the non-aGI version so it's the most consistent option)

BHH_22_88K (-16, RC)
WR AB, 6B BE

BHH_22_88kAAK (-14)

AA or sidestep the last hit and backthrow or whiff-punish

CE (-20)
3B
1A (-16)
WR AB, 66K, 6B BE

bA (-22)
3B, 1B BE

6B2 (-12)
FC A

3B (-16)
66K, 6B BE (up close only)

FC 1BB (-8)
Step 2nd hit to either side. Launcher of choice.

kB (-16)
66K, WR AB, 6B BE. JG allows WR B punish.

2KB (-16 on hit, -26 on block)
On hit: 66K, 6B BE (6B BE loses to 2KB6 → MST A+B)
On block: 3B, 1B BE

4KB (-8)
JG 2nd hit for 66K, 6B BE

B+K (-17, pushback)
66K at closest range, 6A at mid range, no punish at tip

11A (-16)
66K, 6B BE

44A (-14, pushback)
AA at closest range, 4B at mid range, no punish at tip

66B (-13)
AA at closest range, A at mid range, no punish at tip

66BB (-23)
3B, 1B BE

11BAB (safe)
Duck 2nd hit, punish with WR B

3B BE (safe)
Step 2nd hit to Mitsu's right.

2K BE (-22)
3B, 1B BE

236B BE (-16, pushback)
3K (close range only)

Mist B BE (safe)
Step 2nd hit to Mitsu's right

CE (-20, pushback)
66A only

236B (-16, pushback)
3K (close range only)

Mist BB+K (safe-ish)
Step 2nd hit to Mitsu's left

Mist KB (safe on block)
Block 1st hit and duck 2nd. Punish with WR B. Can also be stepped to Mitsu's right.
AA6 (-15)
6BB, 6B BE

A6/A:6 (-14)
AA, 2A, CE

6AB (-13)
AA or step 2nd hit for 3B, 1B BE?

6AK
Duck 2nd hit for WR B

3A (-13)
AA, 2A

1A (-26)
WR B

WS AAA (-18)
66K, 1B BE

WS AAA4 (-26)
66A, 66B?

BBK
Duck 3rd hit for WR B

BB4A+B
Interrupt 3rd hit with i19 or faster (3B, 1B BE

BB4A+BA
Duck 3rd hit for WR B

BK series
Duck 2nd hit for WR B

3B (-18)
66K, 1B BE

2B (-14)
2A, CE. Beware of 2bA

4B (-14)
AA, 2A, CE

WS B4A+B
Interrupt with i17 or faster (66K). Beware of WS B4a+bA

KKK
AA if blocked. Duck 3rd hit for WR B

KK2K
FC A, CE

6K (-16)
66K

3KKK (-14)
AA. JG 3rd hit for 3B, 1B BE

2K (-16)
WR AB

2KK
JG 2nd hit for AA, 2A

4KK
FC A. Jump 2nd hit with 8B

FC 3K (-16)
66K, 6B BE

FC 3KK (-17 on JG)
JG 2nd hit for 66K, 6B BE

Jump KA (-18)
3A. 3B, 1B BE possible if 3rd hit whiffs

A+B4 (-21)
3B

6A+B (-15)
66K, 6B BE

6A+B4
66K beats all but PO BE

2A+B
JG for 2A, CE. Jump with 8B

4A+B (-15)
Safe due to pushback

8A+B/BT 8A+B (-30)
Dash into 66A. Difficult to time

66AB (-16)
Safe due to pushback. JG 2nd hit for 3B, 1B BE. Can be difficult due to delay

11A
WR B. Be sure to duck and not block the 2nd hit

44A (-14)
AA, K

66B (-16)
Safe due to pushback

66K (-16)
66K, 6B BE

22KA (-18)
66K, 1B BE

22KA4 (-35)
3B, 1B BE. Beware of non-cancelled 22KA

44K (-17)
WR AB, 6B BE

66B BE
Duck 2nd hit for WR B

PO A6/PO A:6 (-14)
AA. Duck 2nd hit for WR B

PO K (-21)
3B

PO A+B
JG or backdash for 3B, 1B BE. Can be STCed with 1B+K or 4B+K

PO B+K (-26)
66B, WR B

PO 8B+G
Whiff punish with 3B, 1B BE

Hover A+B
Recommended to whiff punish with 66A. Her movement during recovery makes most verticals whiff. 3B whiffs on JG. GI for 65 damage air knockdown.

Wind Roll B (-24)
3B, 1B BE

Wind Roll BB
3B, 1B BE

Wind Roll BBB
Step 3rd hit and whiff punish with 66A or GI for 63 damage air GI knockdown.
AA/AAB/AAB4
Duck 2nd hit, WR B

A2A (-16)
WR AB, 66K, 6B BE

A2AA (-16, pushback)
No punish unless 2nd hit is JGed or jumped. JG for WR B.

6A (-15)
AA, 4K up close

3A (-20)
3B at all but extreme tip range. 1B BE up close.

3AA (-20, pushback)
66A at close/mid range. JG 2nd hit for launcher of choice.

3A2A (-16)
66K, 6B BE. 2nd hit can be interrupted by i19 or faster.

2A/FC A (-14)
FC A, CE

1A (-18)
WR AB and 4A punish both 1A and all GS options after 1A6.

1(A) (+3)
JG for WR B punish (beats GS A)

BB (safe)
Step 2nd hit to NM's right

6(B)
66K beats all stance options

3B (-20)
WR AB, 66K, 6B BE. 66A at extreme tip range.

3[B] ~ NSS
No guaranteed answer. WR B beats everything except NSS backstep. 4B+K beats NSS K and NSS backstep, but trades with NSS bA and NSS A+B.

1B (-16)
WR AB (up close only). Better to step for launchers.

4BB (-14)
AA. JG 2nd hit for 3B, 1B BE

FC 3B (-18, pushback)
1B BE, 6K

WR B (-22)
3B, 1B BE

WR (B)
2A

2K (-16)
WR AB, 66K

4K (-14)
4B

4KK (safe)
Duck 2nd hit, WR B

WR K (-16)
66K, 6B BE

A+B (-20)
3B, 1B BE

2A+B (-16)
WR AB, 66K, 6B BE (closest range for 6B BE)

2B+K (-12, FrC)
FC A

22AA (-16)
Safe due to pushback unless 2nd hit is JGed.

33B (-21)
3B

33B6 → GS A
3A, CE

33B6 → NSS cancel
Nothing guaranteed, but 2A is a safe option.

22B (-16)
Safe due to pushback unless JGed.

66K (-16)
66K, 6B BE

66K6 → GS A
3A, CE. 44A CHs but does not punish 66K on its own.

66A+B (-16)
66K, 6B BE

4K BE (safe)
Duck 2nd hit and interrupt with WR K/WR B or step 2nd hit to NM's right.

2B+K BE (safe)
Jump on reaction with 8B+K or JG for WR B

GS K BE (safe)
Duck 2nd hit, WR B

CE
Step, punish with 6(K)

Flapjacks (-16)
66K, 6B BE

GS A (-16)
66K, 6B BE

GS B (safe)
JG for launcher of choice

GS K (-18)
66K. 1B BE doesn't punish for some reason.

NSS B (-18)
WR AB, 4A, 6B BE

NSS bA/b:A (-16)
66K, 6B BE

NSS K (-16)
66K, 6B BE

NSS A+B (-14)
4B up close, A at range
1A (-17)
6B BE, 66K

6BB (-13)
AA. Beware of delayable third hit.

6BBB (-16)
66K, 6B BE

3K (-16)
66K, 6B BE (range may make it unpunishable or only by 4B/K)

1K (-18)
WR AB, 6B BE

2A+B (-22)
WR B, 66A from max distance

8A+B (-13)
5K (close range only)

B+K (-14)
4B (close range). JG for almost anything (including B+K).

WR K (-18)
66K, 4A, 1B BE

WR KA (-15)
6BB, 6B BE

WR A+B (-15)
6BB, 6B BE

11_77 B (-14)
4B, 5K, A

66_33_99 K (-16)
3A, 3K from max distance, 66K from close range, 6B BE only on 33_99 version

11_77 K (-16)
6B BE, 66K, FC K from max distance

44K (-16)
6B BE, 66K, 3K from max distance

236A (-16)
66K, 6B BE

236 AB (-16)
66K, 6B BE. JG or step 2nd hit for 3B, 1B BE.

236B (-20)
3B, 1B BE

236K (-18)
4A, 66K, 1B BE

CE (-20)
3B
AK (-14)
A, 4B, 5K

3A (-14)
4B, AA

1A (-22, RC)
WR B

1AA (-22)
3B, 1B BE

4AA (-22, RC)
WR B

4AAA (-22)
3B, 1B BE

4[A]AA BE (-15, RC)
8B over the last hit (low) or JG it and then WR AB

4AB (-14, RC)
FC A, QS into backthrow/combo

6BK (-14, RC)
FC A, 8B to jump over the 2nd hit

3B (-16 but large pushback)
3K, 2B

2BB (-20)
3B, 1B BE

3KK (-16 but HUGE pushback)
Sidestep second hit to either side. Punish with anything.

1K (-15, RC)
FC A, 6B BE

WR [A+B] (+14)
Gives Pyrrha a guaranteed 236B or CE on block BUT it's so slow you can actually jump over her with 8B and connect a backthrow

B+KB (-20)
3B, 6B BE

2B+KBBB (all moves -16, RC)
TRICKY ONE: if Pyrrha ends the series quickly punish with WR AB or 6B BE; if she does all the moves the last two hits are out of range so you can whiff-punish her with WR B

11AA (-14)
AA, 4B

11A[A] (+14)
Similar to WR [A+B]: either sidestep the 2nd hit or punish with CH 8B+K, FLY K (the 2nd attack whiffs from close range)

33_99B (-14)
AA, 4B

22B (-18)
66K, 1B BE

22BAK (minus A LOT on both the 2nd and the 3rd hit)
Anything apart from UB

11B (-14)
AA, 4B

44B (-14)
AA, 4B

66K (-15)
AA, 4B, 6B BE (quite hard)

33K (-13)
AA

44KA (-16, RC)
WR AB, 6B BE

44KAB (-16)
8K_8B+K over the 2nd hit or 6B BE or 3K

66B+KAB (-18 on the 2nd hit and -16 on the 3rd)
Duck under the 2nd hit and (CH) WR AB_WR B_WR K or punish the 3rd hit with 66K or 6B BE

236A (-18)
4A, 66K, 6B BE

236AA (-16, RC)
66K, WR AB, 6B BE

236AAA BE (+8)
JG the last hit or 8B over the 2nd hit

236B (-18)
66K, 1B BE

236K (-27, HUGE pushback)
3B, 66B, 66A+B

CE (-20)
3B, 1B BE
1A (-22)
WR B

1AA (-24)
3B, 1B BE

4AA/4[A]A (-4)
Duck second hit and punish with WR B.

4AB/4[A]B (-18)
6K, 3A, CE. Sidestep and punish with 33B/99B.

3B (-18)
Close range: 66K, 1B BE. Mid range: 6K, 3A.

2BB/FC 1BB (-20)
3B, 1B BE

1K (-16)
WR AB, 6B BE

4K (-14)
Close range: AA, CE. Tip range: 4B.

B+KB (-20)
3B, 1B BE

2B+K/2B+K, B/2B+K, BB (-16)
WR AB, 6B BE

2B+KBBB (-16)
FC B

11AA/77AA (-16)
3K, 2B. JG second hit for 3B, 1B BE punish.

33B/99B (-14)
Close range: AA. Tip range: 4B.

44B/11B/77B (-14)
Close range: AA, CE. Mid range : 4B.

66K (-15)
4K, 6BB, 6B BE

33K/99K (-13)
AA

44K/11K/77K (-16)
Close range: 66K, 6B BE. Mid range: 3K, 2B.

66B+K, A/33B+K, A/99B+K, A (-18)
66K, 1B BE. Duck the second hit and punish with WR B.

66B+K, AB/33B+K, AB/99B+K, AB (-16)
66K, 6B BE. JG the last hit for 3B, 1B BE punish. Step the last hit to the left for 33B/99B punish. Duck the second hit and punish/interrupt with WR K/6B BE.

You can duck the second hit and interrupt with WR B, but it doesn't punish "66B+K, A".

6B BE (+11)
JG the second hit for 3B, 1B BE punish. Step to left for 33B/99B punish. Step to the right for 3B, 1B BE punish.

CE (-21)
Close range : 3B, 1B BE. Tip range : 3B.

236A (-16)
Close range: 66K, CE. Mid range: 3A.

236B (-18)
66K, 1B BE.

236K (-14)
Close range: AA, CE. Mid range : 4B.

236236B (-14)
Point blank range:
5K.
AB (-14)
FC A on block or JG for WR AB/66K/6B BE or 8B second hit

6AB/Prep AB (-16)
3K will punish at close range only. Duck 2nd hit for WR B.

6A(B)/Prep A(B) ~Prep
Duck second hit WR B punish. If blocked, 66K/1B BE beats all follow ups except Prep 2.

1A (-16)
WR AB/66K

4A (-16)
66K/6B BE

BBB (-16)
66K/6B BE or JG last hit for 3B/1B BE

6BB/Prep BB (-14)
AA/2A/4B/CE

6BBB/Prep BBB (-16)
66K/6B BE or JG last hit for 3B/1B BE

6B(B) ~Prep
66K beats all options

3(B) ~Prep
66K/1B BE beats all follow ups except Prep 2.

4B (-14)
CE

4(B) ~Prep
66K/1B BE beats all options except Prep 2

236B (-12)
FC A (Can be inconsistent depending on spacing)

FC 3B (-14, pushback)
Safe due to pushback

1K (-16)
66K/6B BE

A+B (-17)
66K/6B BE

A+BA (-12)
FC A or JG last hit for WR AB/66K or 8B last hit

33A (-16, pushback)
3A?/3K/2B

44A (-18)
66K/1B BE

44AB (-16)
3K/3A

44A(B) ~Prep
66K/1B BE beats all options except Prep 2

33B (-16)
WR AB, safe at mid/tip range?

11B (-16)
WR AB/66K/6B BE

11BB (-12)
FC A or JG second hit for WR B or 8B second hit

44B (-16)
66K/6B BE or JG for 3B/1B BE

33K (-18)
66K/1B BE

33KB (-16, pushback)
3A

11K (-16)
WR AB/66K/6B BE

66B+K (-12)
FC A

6B BE/Prep B BE (safe)
Step last hit for 3B/1B BE/33B

33K BE (safe)
VERY difficult to JG but gives 3B/1B BE

Prep K BE (safe)
Duck 2nd hit for WR B

CE (-20)
3B/1B BE or JG for DROPKICK

Prep K (-16)
66K/6B BE

Prep A+B (-22)
66A

SE A (safe)
JG for AA/6B BE

SE B (safe)
JG for AA/CE

SE K (-13)
FC A
AA (safe unless ducked)
Duck 2nd hit, WR B

AAB (-14)
Duck 2nd hit or step 3rd hit. Punish with anything.

[A] (0 on block into SSH)
66K beats all options except 2B+K

3A (-14)
Up close, AA or 2A or K. No punish at tip/mid range.

2A (-14)
FC A, CE

1A (-17)
66K, WR AB, CE

1AA (-16)
Jump 2nd hit with 8B+K or JG 2nd hit for WR B.

4A (-14)
AA, 2A, K

WR A (-21)
3B, 1B BE

WR AA (-24)
WR B, 6B BE

WR AA2 (-21)
WR B, 6B BE

WR [A] (-1 into SSH)
66K beats all options at close range

BB (-15)
A, K, or 2A up close. JG 2nd hit for 3B or 1B BE punish.

BBA (-16)
Interrupt 3rd hit with 3B, 1B BE, 4B, or 1B.

BBK (-2)
Duck 3rd hit, WR B, 6B BE.

B4 (+10)
JG for launcher of choice.

6B (-18, massive pushback)
6A, 6K at close range block only.

3B (-20)
3B, 1B BE

1B (-16)
2B, A, or K (close range block only)

WR B (-21)
3B, 1B BE

BT BB (-18)
WR AB, 66K

3KK (-19)
66K, 6B BE

3KKB (-16)
66K, 6B BE

2K series (-18)
WR AB

4KK (-14)
AA, 2A, K

WR K (-14)
AA, 2A, K

66A (+11)
Duck for WR B, WR AB

66B (-22)
66A

33B (-20)
3B, 1B BE

22B (-14)
FC A

22BB (-17, FrC)
6A, JG 2nd hit for 3B, 1B BE

11B (-23)
66B, 3B, 1B BE

44B (-18)
66K, 1B BE

44BB (-19)
3B, 1B BE

66K (-17 on JG)
OS JG the common frame traps, 66K, 6B BE punish

22KAAB (-19)
Duck 2nd hit for WR B punish/interrupt. Punish 3rd hit with WR AB, 66K

22KK (-15)
AA, 6BB

22ka2A (-15)
WR AB, 6B BE

22ka2AA (-19)
Jump 2nd hit with 8B+K

22kA2AA (-19)
Jump 3rd hit with 8B+K

44K (-17)
2B, duck for WR B (ground hit)

66A+B (-16, pushback; test)
WR AB, 66K

66K BE (-18)
66K, 1B BE

SBH K BE (-14)
AA, 2A, CE

SCH K BE (+10)
JG for 4K, 6B BE punish. Step 2nd hit for stuff

CE (-18~25)
66A

FC A+G/B+G (-16)
66K, 6B BE

SBH A (-19)
66K, 6B BE

SBH B (-7)
JG for launcher of choice.

SBH K (-14)
AA, 2A, CE

SCH B (+2)
JG for AA, 2A

SCH KK (-14)
AA, 2A, CE. Duck 2nd hit for WR B

SSH A (-17)
6A, 66K, 6B BE

SSH AA (-17)
8B+K over 2nd hit

SSH B (-18)
66K, 1B BE

SSH BB (-18)
Step 2nd hit, launcher of choice.

SSH BBB (-18)
Step 2nd hit, launcher of choice.

SSH K (-14)
AA, 2A, CE

SRSH A (-2)
Duck for WR B

SRSH B (-21)
3B, 1B BE

SRSH K (-19)
66K, 6B BE

SRSH [K] (-10 into SBH)
WR B, 66B
JS 6AB (-18)
6B BE, 66K

GS 3A (-14)
AA, 4B

JS 2A (-18, RC)
WR AB, 6B BE, 66K (watch out for JS 2AB; having blocked JS 2A you can SSR the 2nd attack)

JS 2ABA+B_[A+B] (-21)
Due to JS 2AB almost everything because the last hit whiffs

7_8_9A (-14)
AA, 4B (watch out for the range when Tira jumps back)

BT A (-14)
AA, 4B

GS 3B (-14)
AA, 4B

GS 4B:B (-14)
AA, 4B, SS the 2nd attack

GS 4B :B :B (-17)
66K, 6B BE

WR B (-16)
66K, 6B BE

7_8_9K (-16)
66K (6B BE whiffs)

JS 1K (-21)
WR B

GS 1K (-16, RC)
WR AB, 6B BE

236K (-20, RC)
66K, CE, FC B

4B+K (-16)
66K, 6B BE

4B+K,B (-10)

SS the 2nd attack, interrupt it with any move even as slow as 3B; I'd recommend using 6B BE always after blocking 4B+K

JS BT B+K (-16)
66K, 6B BE

JS BT B+K,B (-18, RC)
WR AB or SS the 2nd attack

JS 33_66_99A_AA (-20)
3B, 1B BE

JS 11_44_77A (-17)
66K, 6B BE

JS 11_44_77AA (-17)
6B BE, 66K

JS 11_44_77A2A (-15, RC)
WR AB, 6B BE

GS 33_99B (-13)
AA

JS 11_77B (-14, RC)
FC A_K

CE (-20)
3B

UD A (-14)
AA, 4B

UD K (-18, RC)
6B BB, 66K
Orb AAB (-18, pushback)
3A

Set AAB
66K under 3rd hit.

6AA (-16)
WR AB, 66K, 6B BE, or jump 2nd hit with 8B.

1A (-20)
66K, 6B BE

Orb 4A (-13)
AA

Orb 3B (-14)
Safe due to pushback.

Set 3B (-14)
AA

1B (-20)
3B, 1B BE

Set 8B (-18, FrC)
66K, 6B BE

1K (-16)
WR AB, 66K, 6B BE

Orb A+BA (-18)
66K, 1B BE

Set A+BAB
66K under 3rd hit.

Orb 6A+B (no charge)
K

Set 2A+B (-19 with no charge, pushback, FrC)
66A

1A+B (-21)
WR B

Orb 8A+B (-23)
3B, 1B BE. Don't try to step 2nd hit.

Set 8A+B (-13, FrC, pushback)
Step or JG 2nd hit. 3B, 1B BE

66AA
Duck 2nd hit, WR B ? BT B+K ? 8B+K ? 44K/44BAA.

66AAB
Duck 2nd hit with 66K or iWR B.

Orb 33A (-14)
Safe due to pushback

Set 33A (-18, FrC)
WR AB

44A (-20/-19)
3B, 1B BE. Beware of delayable 2nd hit.

Orb 44AB
JG 2nd hit for 66K, 6B BE

Set 44AB (-18)
66K, 1B BE. Beware of BE.

44B (-14)
AA. JG 2nd hit for 3B, 1B BE.

33K (-13)
AA

22K (-13, pushback)
K

Orb 22KB (-25)
3B, dash up 1B BE

44K (-15)
FC A, 6B BE

Orb 66A+BB (-18, FrC)
WR AB

Set 66A+B (-16)
66K, 6B BE

Set 66A+BB (-22, pushback)
66A, 3B
6ABA (-14)
AA, CE. JG the last hit for 66B, 1B$ punish.

6AB[A] (-10)
JG the last hit for 3B, 1B$ punish.

3A (-16)
Close range : 3A, CE. Mid range : 3A.

1A (-16)
Close range : 66K, CE. Mid range : 2B.

WR A (-14)
AA, CE

WR AA (-16)
66K, 6B$

BS 6ABB (-12)
JG the last hit for 66B, 1B$ punish.

3BB (-14)
JG the second hit for 66B, 1B$ punish.

2BB (-10)
JG the second hit for 66K, 6B$ punish.

1B/1(B) (-16)
Close range : 3A, CE.

4BA (-8)
Duck the second hit and punish with WR AB, 6B$. (WR B combo does not connect here.)

4BAA (-10)
Duck the second hit and punish with WR B.

FC 3B (-16)
Close range : 66K. Mid range : 3K, 2B.

WR B (-13)
5K works inconsistently.

WR BB/WR BB3 (-15, MC)
JG the second hit for 66B, 1B$ punish. Sidestep for 33B/99B punish.

BS 6BB (-7)
JG the second hit for 66K, 6B$ punish.

BS 6B6B (-12)
JG the last hit for 66B, 1B$ punish.

BS 2B (-16)
Close range : 66K, CE.

BS 8B (-14)
FC K

BS 8BK (-22, grounded)
WR B

6[K] (-14, MC)
66B

2K/FC K (-14)
2K, CE (2A doesn't reach him.)

BS 2K (-14)
2A, CE

7K/8K/9K (Grounded)
2B, CE

BS 8K (-15)
Close range : 4K, 6BB, 6B$. Mid range : 4B.

BS 8KA (+10)
JG the second hit for 66B, 33K punish (lol)

A+B (-15)
5K

A+B [3] (0)
Option select : 2A, CE.

6A+B (-14)
Close range : AA, CE. Mid range : 4B.

6[A+B] (-14)
Close range : 4B. JG the last hit for 3B, 1B$ punish.

2A+B (-18)
66K, 6B$

B+K (-16)
66K, 6B$

[B+K] (+12)
Step the second hit and punish with 3B, 1B$. (This is difficult to do at point blank range.)

FC 3A+B (+4)
If you can see it coming, duck and punish with WR B.

BS A+B/BS A+B, G (?,MC)
Option select : 66K, 6B$.

BS 2A+B (-22)
Close range : WR B. Mid/Tip range : 66A.

BS 2B+K (-16, MC)
3B, 1B$

66A (-14)
AA, CE

BS 8WR B (-15)
6BB, 6B$

BS 8WR BK (-18)
66K, 1B$. You can also step and punish with 33B/99B.

11K/77K (-16)
Close range : 66K, CE

44K (-17, grounded)
2B, CE

BS 8WR K (-14)
4B

66A+B, K (0)
Duck the second hit and punish with WR B.

44A+B (-16)
6BB, 6B$

Run K (-22)
WR B

6B$ (+10)
JG the second hit for 66K, 6B$ punish. Sidestep the second hit for 3B, 1B$ punish.

66B$/33B$/99B$ (+10)
JG the second hit for 66B, 1B$ punish. Sidestep the second hit for 33B/99B punish.

LF B$ (+14)
JG the last hit and punish with 66B.

CE (-2, MC)
2A will beat anything he does on block except MC B. If 2A activates MC B+K Revenge, immediately interrupt with 66B.
If you predict MC B, (4B+K, G) is the best punish.

MCFT B (-26)
66B

MCHT A+B/MCHT A+B, G (-16, MC)
Option select : 66K, 6B$

MCHT A+B, 2 (-16)
2B, CE

MCHT 66 (-14, MC)
WR B. If it activates B+K Revenge, immediately interrupt with 66B.

CR A (-14)
AA, CE

CR AA (-16)
66K, 6B$

CR B (-13)
5K

CR BB/CR BB3 (-15, MC)
JG the second hit for 66B, 1B$ punish. Sidestep the second hit for 33B/99B punish.

CR A+B (-26)
WR B

LF A (-19, DR)
WR B

LF [A] (+12)
Use 8B to jump over the last hit. JG the last hit for WR B punish.

LF B (-5, DR)
WR B, 66B
AA (-11)
Duck second hit and punish with WR B.

AAK (-16)
66k, CE. JG last hit for 66B, 1B$ punish. Duck second hit and punish/interrupt with WR AB, WR K, 6B$. WR B will not work properly here.

6AK (-6)
Interrupt with 2A. JG leaves you backturned.

3AB/3A (-5, -15)
Option select : Duck the second hit and punish with WR B. Doesn't beat 3A by itself.

1A (-17)
Close range : WR AB.

4A (-13)
Close range : AA.

BB/(B) (-9, -14)
For BB, quickstep and punish with 3B, 1B$. CE is option select here after you blocked the first hit, but doesn't punish 5B by itself.

6BK (-6)
Interrupt with 2A. JG leaves you backturned.

3BK/3 (-9, -8)
For 3BK, duck and punish with WR B. 1B and 1B$ are option selects here, but don't beat 3B by itself.

3K (-15)
Close range : 4K, 6BB, 6B$. Tip range : 4K.

3kB (-18)
Close range : 3A, 1B$. Mid range : 3A.

2K/Fc K/BT 2K (-14)
2A, CE. Jg gives 6B$ punish.

WR K (-13)
5K

7K/8K (-16)
66K, 6B$

9K(-13)
AA

A+B (-14)
AA, CE

A+B, B (-21)
3B, 1B$

A+B, BK (-6)
Interrupt the last hit with 66B, 1B$.

1A+B/3A+B (-16)
WR AB, 6B$

2A+B (-15)
2K (lol)

WD A+B (-30)
66B

BT B+K (-16)
66K, 6B$

33A/99A (-20)
WR AB, 6B$

33AA/99AA (-24)
WR B

22A/88A (-13)
5K. (AA works, but it's not worth getting aGI'd by REM followup)

22AB/88AB (-14)
Close range : AA, CE. Mid range : 4B.

44AA/11AA/77AA (-9)
JG the second hit for 66K, 6B$ punish. Use 8B to jump over the second hit and punish.

66B/33B/99B (-15)
Close range : 4B.

66BB/33BB/99BB (-5)
Step the second hit to the right (Xiba's left) and punish with 33B/99B, 1B$.

66BBB/33BBB/99BBB (-17)
Close range : 66K. Mid range : 3A. JG last hit for 66B, 1B$ punish. Step the 2nd or 3rd hit to the right and punish with 33B/99B, 1B$.

22B/88B (-16)
Close range : 66K, 6B$. Mid range : 3K, 2B.

11B/77B (-14)
2K (lol)

66KB (-16)
66K, 6B$. Sidestep after the first hit and punish with 1B+K:)

66K (+2)
Sidestep after the first hit and punish with 33B/99B, 1B$.

33KB/99KB (-7)
JG the last hit to get a Backthrow punish.

22K/88K (-16)
66K, 6B$

Run K (-22)
WR B

6AK$ (-4)
Interrupt the second hit with 2A. JG the last hit for 4K, 6BB, 6B$ punish. (Hard)

6BK$ (-4)
Interrupt the second hit with 2A. JG the last hit for 4K, 6BB, 6B$ punish. (Hard)

33AA$/99AA$ (-17)
Close range : WR AB, CE. JG the last hit for 66B punish.

44K$/11K$/77K$ (-5)
JG the second hit for 3B, 1B$ punish.

CE (-24)
66B, 1B$

REM AK (-16)
66K, 6B$

REM B (-5)
JG gives 66B, 1B$ punish.

REM K (-18)
WR AB, 6B$
3A (-14)
AA, 4B

3AB (-16)
66K, 6B BE. JG 2nd hit for 3B, 1B BE.

All hits of 1A series (-14)
2A

4A series (on hit or guard)
3B

214A (-17)
WR AB, 66K, 6B BE

3B (-14)
AA, 2A

1B (-16)
66K

1(B) (Unblockable)
JG for 3B, 1B BE.

236B (Unblockable)
Step for 33B or launcher of choice.

6K (-20)
3B, 1B BE

6KK (-18)
Interrupt between hits with i17 or faster (66K, 6B BE) or step 2nd hit to Yoshimitsu's left for 33B or launcher of choice.

4KB (safe, -17 on JG)
JG 2nd hit for 66K, 6B BE

FC 3K (-22)
WR B

FC 1K series (-22)
WR B

A+B (UB setup if blocked)
Duck and interrupt with WR B.

A+BK
Whiff punish with 66A, 66B.

6B+K series (-18, subsequent hits are highs)
66K, 1B BE will punish first hit on block and TC to interrupt subsequent hits.

9B+K series (-14)
K punishes first hit on block and interrupts all subsequent options.

22A (-14)
2A, 4B

33B series
2nd hit into guard is 66K, 6B BE punishable. Full string is duckable on third hit and punishable with anything.

22B (-14)
Safe due to pushback.

11B (-16, recovers crouching)
66K, 6B BE

66A+B2B (-20)
WR AB

Shark Attack series
1st hit is 66K, 6B BE punishable. Duck 2nd hit and punish with anything.

3AB BE (-14)
K, 4B. Step 3rd hit to Yoshimitsu's left for 33B or launcher of choice. JG for 3B, 1B BE.

66A BE (safe)
Step 2nd hit, 33B or launcher of choice.

CE (-20)
WR AB

Flea A (-16)
66K, 6B BE

Flea K (Enters DGF)
66K beats all DGF options.

Flea [K]
66B. JG allows for a full WR B launch.

Flea 66 (-27 on block, -15 on hit)
WR B (block), AA or 6B BE (hit).

IND A
WR B

IND 6A+BK
44K on block or hit.

DGF K (-24)
WR B

DGF A+B
66K beats all options.

SDGF KK
Block the quakestun and 66B punish.

SDGF K:K
Block the quakestun for a free throw attempt or CE.
(A) (safe)
Duck 2nd hit, WR AB

6A (-14)
4B

3A (-17) and 3AA (mid/high)
66K after first hit. Loses to 3A BE.

1A (-20)
66K

4A (-16)
66K

4(A) (safe)
Step 2nd hit, 66K. You have to be fast.

(B) (+2)
Step 2nd hit, launch. You have to be fast.

3B (-16)
66K, 6B BE up close. 3K, CE at tip.

1B (-13)
2A up close, K at range.

1(B) (+2)
66K under 2nd hit. 1B BE also works against immediate release of Ein but delayed Ein gets a CH.

4B (-14)
K. Also interrupts delayed 4B BE but loses to immediate BE.

1K (-16)
66K, 6B BE

4K (-18)
66K, 1B BE

4KB (-16)
66K, 6B BE

A+B (-16, pushback)
66K up close, no punish at tip.

4A+B (-24)
3B, 1B BE

4[A+B] (-24, FrC)
WR B, 66B at tip range block.

BT A+B (-18)
6K, 6A

22A (-17)
66K, 6B BE up close, 3A at tip.

44A (-18)
66K, WR AB

66BA (safe)
Duck 2nd hit, WR B

33B (-14)
AA

22B (-16)
66K, 6B BE

22BB (-15)
Step 2nd hit to ZWEI's right. Launch punish.

44B/44(B) (who cares)
Step this and launch punish.

11K (-17)
66K

66B+K (-24)
3B, 1B BE. Don't do backthrow punish because ZWEI can break it.

3A BE (-16)
WR AB, 66K

4B BE (-8)
Completely safe unless you JG 2nd hit. 3B, 1B BE on JG.

1K BE (+10)
Step 2nd hit. Possible to punish with up to i15 after quickstep but very difficult. AA recommended. Safe on JG.

33B BE
Interrupt Ein hits with 3B, 1B BE.

CE (-31, pushback)
66B at closest range block. 66A from mid range.

KF A (-14)
AA, 4B
 
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