Cervantes Matchup: Listing

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Twiz

Волк Одиночка
 
Updates


12/31/12 ~ Pyrrha Punishment list added
1/1/13 ~ Patroklos Punishment list added
1/7/13 ~ Nightmare and Algol Punishment list added
1/31/13 ~ Ezio Punishment list added
 
Algol

Algol Frame Data


Punishment List

Algol's move~Punishment
  • 6AAB~aB on block (whiffs at tip), Duck 2nd hit. WR B
  • 3AA~aB
  • 1A~FC B, WR K
  • 6BB~Duck 2nd hit. WR B, iGDR
  • 3BB~aB
  • 1B~aB @ close range. Safe from medium to tip
  • 4BA~aB, 3A, 6B BE, iGDR
  • 623B~3B, iGDR, 4B BE
  • 6KK~CE on block. Duck 2nd hit WR B
  • 3K~CE
  • 2K~FC A, WR K
  • 1K~FC A, WRK, WR A, 6A, 66B
  • 4K~aB
  • 4(K)~Duck on reaction. WR B, iGDR
  • 2B+K B~ With correct GI timing the bubble will hit Algol and guarantee a 3B follow up. Otherwise this move is safe when the bubble is used.
  • 6B+K~CE
  • FC 8B~aB, 3A
  • WR B~aB safe @ tip
  • WR KK~FC A, WR K
  • WR K(K)~Step to Cervy's left for back grab or whiff punish.
  • 8K~CE
  • 66A~aB
  • 33AB~step 2nd hit. 3B
  • 44AA~66B
  • 33BB~aB
  • 11B~WR B, iGDR, 4B BE
  • 44B~CE
  • 11K~FC A, WR K, 6A
  • 66A+B~CE
  • 66B+K~aB
  • QI B~CE
  • QI K~3B, iGDR
  • QI A+BB~ you must quickstep the second bubble. iGDR, 4B BE, or run up and 3B, 66B
  • CE~CE @ all ranges. 66B if close.
 
Ezio
Ezio Frame Data

Ezio punishment list
Ezio's move~Punisher

6ABB~Duck 2nd hit. WR B
1A~FC A, WR K
4AB~Duck 2nd hit WR B
1BBB~ CE
4B~66B, iGDR
6K2 (on hit)~66B, iGDR
6K2 (on block)~WR B, iGDR, 4B BE
3K~aB @ close range only
2K~FC A, WR K
A+B~3A Stops roll also
6B+K~3B, iGDR, 4B BE When in range
2B+K~WR B, iGDR, 4B BE When in range
4B+K~ 3B, iGDR, 4B BE when in range
WR A~aB
WR BB~Safe on block. Can be stepped or JG'ed for 3B punish
WR K~CE
8B-aB
8K~CE
66AB~3B, iGDR, 4B BE
66A2B~WR B, iGDR, 4B BE
22A~aB
22AA~3B, iGDR
11A~3B, iGDR
44A~aB safe @ tip
66BB~ step or JG 2nd hit for 3B
11B~JG for 3B
44B~CE
11K~FC A, WR K
44K~aB
66A+B~Duck for WR B or aGI for air GI.
CE~66B, iGDR
 
Nightmare

Nightmare Frame Data

Punishment List

Nightmares Move~Punisher

  • AAB~ Duck 2nd hit WR B. Step 3rd 3B, iGDR
  • A2AA~ FC A, WR K. 8B over 2nd hit for best punish.
  • 6A~ aB safe @ tip
  • 3AA~ 6B BE. JG 2nd hit necessary for consistent punish. 3B
  • 3A2A~ FC A, WR K. The low can be interrupted by aB on reaction
  • 2A~FC A, WR K
  • 1A~FC A, WR K
  • 1(a)K~Stay crouched and WR B punish whiff.
  • 4A~Duckable on reaction. WR B, iGDR, 4B BE
  • BB~step second hit. 3B, iGDR, 4B BE
  • 6B~aB Also beats NSS followups.
  • 3B~WR B
  • 3(B)~ Backstep to avoid NSS followups. NSS A will hit block but not catch back step.
  • 1B~WR K safe @ long range
  • 4BB~aB JG 2nd hit for more consistent punish. 3B
  • 3K~CE
  • 2K~WR K
  • 1K~FC A, WR K
  • 4K~aB
  • 4KK~ Duck 2nd hit. WR B, iGDR
  • A+B~3B, iGDR
  • 2A+B~FC A, WR K
  • 2B+K~CE
  • FC 3B~ 66B
  • WR B~aB beats all NSS options as well
  • 8A~aB safe @ tip
  • 44A~CE
  • 33B~3B Use aB to eliminate threat of GS follow ups.
  • 66K~aB Beats GS followups as well
  • 22K~CE
  • 66A+B~FC A, WR K. B+K aGI on reaction for air GI. (aGI → 8B+K → iGDR → iGDR)
  • GS A~aB, 3A
  • GS B~ CE. If Nightmare follows up with an empty GS the CE will be avoided.
  • GS K~aB, 3A, 66B, iGDR
  • NSS A~ CE
  • NSS B~66B safe @ tip
  • NSS bA~aB, 3A
  • NSS A+B~aB
  • 4K BE~Duck 2nd hit and interrupt with WR B.
  • 33B BE~ step second hit to the left. 3B, iGDR, 4B BE
  • GS K BE~ Duck second hit. WR B, iGDR
 
Patroklos
http://8wayrun.com/wiki/patroklos-frame-data-sc5/
Patroklos Frame Data


Punishment List

Patroklos move ~ Punishment
  • 3A ~ aB safe @ tip range
  • 1A ~ 66B, iGDR
  • 6BBB ~ aB on block. Duck second hit and WR AB to stop 3rd
  • 3B ~ aB
  • 3KK ~ Duck 2nd hit WR B, iGDR
  • 2K ~ FC A, WR K
  • 1K ~ FC A, WR K, 66B
  • A+B ~ Duck on reaction WR B, iGDR
  • 2A+B ~ WR B, iGDR, 4B BE
  • 6A+B ~ CE
  • B+K ~ CE, A @ close range
  • 8B+K ~ CE
  • WR B ~ aB
  • WR KA ~ aB, 3A
  • WR A+B ~ aB
  • 8A ~ CE
  • 8K ~ CE
  • 22AA ~ Duck 2nd hit. WR B, iGDR
  • 11B ~ aB whiffs @ tip
  • 33B ~ aB
  • 66K ~ aB, 3A
  • 11K ~ FC A, WR K
  • 44KK ~ Duck 2nd hit. WR B, iGDR
  • 66A+B ~ aB
  • JS AB ~ backstep 2nd hit 3B, iGDR, 4B BE
  • JS B ~ 3B, iGDR
  • JS K ~ aB, 3A
  • 1B BE ~ Duck 2nd hit step 3rd 3B, iGDR, Back Grab
  • 66A BE ~ step 2nd hit 3B, iGDR, Back Grab
  • JS B BE ~ B+K aGI 2nd hit
  • CE ~ 3B, iGDR
 
Pyrrha

Pyrrha Frame Data


Punishment List
Pyrrhas attack ~ punish
  • AK ~ aB, AA
  • 3A ~ A, aB if your back is to a wall
  • 1AA ~ 3B, iGDR, 4B BE
  • 4AAA ~ 3B, iGDR, 4B Be
  • 4AA ~ WR B, iGDR, 4B BE
  • 4AB ~ FC A, WR K, Second hit can be stepped for whiff punish.
  • BK ~ Duck 2nd hit. WR B, iGDR
  • 6BK ~ FC A, WR K
  • 3B ~ B Push back can cause this to be completely safe. aB if your back is to a wall
  • 2BB ~ 3B, iGDR
  • 4B ~ Duckable on reaction. WR B, iGDR
  • 3KK ~ Step second hit for whiff punish
  • 2K ~ FC A, WR K
  • 1K ~ FC A WR K
  • B+K B ~ 3B, iGDR
  • FC 1BB ~ 3B, iGDR
  • WR A+B ~ aB
  • WR B+K ~ aB
  • 66A ~ CE
  • 11AA ~ aB, AA
  • 33B ~ aB, A @ tip range
  • 22B ~ aB, 3A, iGDR
  • 44B ~ aB
  • 66K ~ aB, AA, 3A
  • 44K ~ aB Shuts down any follow ups as well
  • 66B+KAB ~ aB, 3A
  • 66B+KA ~ Duck second hit. WR K to stop follow ups and punish. WR B
  • AS B ~ 3A, aB
  • AS AA ~ FC A WR K Can be back stepped at tip range
  • AS K ~ 3B, iGDR, 4B BE
  • 4AAA BE ~ Backstep last hit. 3B, iGDR, 4B BE
  • 66B BE ~ Can be stepped to Cervy's left. More reliable to JG and punish with aB, 3A, or iGDR
  • AS AA BE ~ JG last hit 3B. Backstep @ tip
  • CE ~ 3B, iGDR
 
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