****First of all I think we should help each other out to make this mess of anti-character information collected and organised :) This is my attempt at this. Please help out. Some simple formating rules would be good. Character: In
Bold, Anti move name in
Italic, content without formating.****
How are you supposed to shut down Lizardman? That crawl's a pain in the ass.
Lizardman
Anti crawl:
Jump over him, very easy. Leads to BT B+K. He does have options to avoid the backfist when he starts expecting your jump over, change you tactic accordingly you are still at an advantage. Any TC move in the game can be jumped over.
Raphael
Raph is not so tough. 44AB, 33K, 8WR left A does great vs him.
Raphael's stances and counter moves:
Crouch after you block a hit that leads to ~Preparation . If he continues with B the following fast ones will miss beacuse their highs and he needs them to hit for the rest to be guaranteed. Punish with WS A or B. He can now only finish the whole combo safely if the first hit is counter.
Always duck, when he enters the ~Preparation stance. If he does something else, see what he's responding with and punish accordingly or sidestep the ~Preparation A+B stun move he can do. Guaranteed punish.
Only his ~Preparation A CH stun (Ebony Stock) elbow is a problem, pretty much to fast to react to. But even so it is still better to crouch and read his next move, if your not to fast with the countermove the elbow will just make a regular hit for only 8 dmg and -6 on hit.
Vurkolak Envelopment B+K, A - It's mid, high. It leaves him at frame advantage on both block and hit. To avoid all complications just crouch the second hit. Guaranteed punish.
Ivy (Im trying to learn this madams moves, having heavy issues against Ring_PL :) )
Anti Whipcoil, the sidestepping TC one from whip stance (236 b):
Good Ivy players will mostly use this to evade your verticals. On block you can punish with whichever move you want that has some range. The tackle can be heavily punished with A+B on block.
Silhouette (Sword Stance 6b, 9k. High, Low)
Any TJ move to avoid the low and punish.
Intertwined Destinies (Dashing Wind) (Coiled Stance, 6A, K. High, High).
One of the easier to react to in Ivy's arsenal. Block first hit then TC move or crouch and punish the kick.