- Moderator
- #1
ZeroEffect317
[13] Hero
This thread is only for compiling all the punishment info from the Leixia Punishment Guide thread. Any and all discussion will be carried out in the other thread.
**If there are multiple spoiler tags, the info is in the last one. (Don't know why some of them are repeated)
for Aeon
Algol
for Alpha Patroklos
for Astaroth
Cervy
Dampierre
for Ezio
for Hilde
for Ivy
Leixia
for Maxi
for Mitsu
Natsu
for Nightmare
for Omega Pyrrha
for Patroklos
Pyrrha
Raph
for Siegfried
for Tira
for Viola
for Voldo
for Xiba
for Yoshimitsu
for Z.W.E.I.
**If there are multiple spoiler tags, the info is in the last one. (Don't know why some of them are repeated)
for Aeon
Aeon:
3A
Best Punish: 6KK
1A
Best Punish: 6KK
33_66_99A
Best Punish: 6B
22_88A
Best Punish: 3B
*careful of 22A,B 2nd hit
22_88A,B
Best Punish: 6KK
11_44_77A/11_44_77[A] (to Sand Winger)
Best Punish: 6KK
*3B works, but 6KK is better for waiting to see if Aeon attacks from flight. 6KK also punishes 4[A] if he doesn't
Rising A,B
Best Punish: 6KK
B,B,B
Best Punish: Step 2nd hit and 3B
*you can do this for the 3rd hit as well
6B,B
Best Punish: Duck 2nd hit and FC 3B
6B(BE)
Best Punish: Quickstep final hit and 22B
3B
Best Punish: 6KK
*Fails at far range
1B
Best Punish: AA
*Fails at far range. Doesn't work on BE version
66B (to Sand Winger)
Best Punish: 3B
33_99B
Best Punish: 6KK
11_77B
Best Punish: 6KK
44B,A/4B,A,A
Best Punish: Duck 2nd hit and FC 3B
*3rd hit is also a high
Rising B
Best Punish: 6B
*Close to mid range block only
1K(Stomp)
Best Punish: 6KK
66K
Best Punish: 6KK
11_77K
Best Punish: FC 3B
44K
Best Punish: 6KK
Rising K
Best Punish: 6B
B+K
Best Punish: Duck and FC 3B
*Not easy to do this on reaction 100%, but if you can, use this
4B+K
Best Punish: 33BB
*Hits Aeon grounded
8B+K (to Sand WInger)
Best Punish: 6A+B
*This will beat his fire breath BE from stance, and goes underneath the dive unless blocked at tip range. Also has better reach than FC 3B
Sand Winger Stance
*You can pretty much quickstep everything in stance, but the dive has some tracking to Aeon's front side (his right; your left) He has to burn meter to stay in the air, so once you step, get ready to punish him as he comes down from the fire move, or if he dives down at you.
SW K (Dive)
Best Punish: FC 3B ~6A+B
*Dive knocksback too far to get 3B+K to combo after launch. You can force a mixup instead, but 6A+B gives the most guaranteed damage
SW (BE)/SW (BE)G (Fire Breath)
Best Punish: Quickstep and iFC 3B as he lands
*You want to time FC 3B just as he lands, so you get the re-launch for the most damage.
Critical Edge
Best Punish: 3B or CE
*3B has to be done as soon as you block it. Once he uncurls, he's safe.
Slide
Best Punish: FC 3B
3A
Best Punish: 6KK
1A
Best Punish: 6KK
33_66_99A
Best Punish: 6B
22_88A
Best Punish: 3B
*careful of 22A,B 2nd hit
22_88A,B
Best Punish: 6KK
11_44_77A/11_44_77[A] (to Sand Winger)
Best Punish: 6KK
*3B works, but 6KK is better for waiting to see if Aeon attacks from flight. 6KK also punishes 4[A] if he doesn't
Rising A,B
Best Punish: 6KK
B,B,B
Best Punish: Step 2nd hit and 3B
*you can do this for the 3rd hit as well
6B,B
Best Punish: Duck 2nd hit and FC 3B
6B(BE)
Best Punish: Quickstep final hit and 22B
3B
Best Punish: 6KK
*Fails at far range
1B
Best Punish: AA
*Fails at far range. Doesn't work on BE version
66B (to Sand Winger)
Best Punish: 3B
33_99B
Best Punish: 6KK
11_77B
Best Punish: 6KK
44B,A/4B,A,A
Best Punish: Duck 2nd hit and FC 3B
*3rd hit is also a high
Rising B
Best Punish: 6B
*Close to mid range block only
1K(Stomp)
Best Punish: 6KK
66K
Best Punish: 6KK
11_77K
Best Punish: FC 3B
44K
Best Punish: 6KK
Rising K
Best Punish: 6B
B+K
Best Punish: Duck and FC 3B
*Not easy to do this on reaction 100%, but if you can, use this
4B+K
Best Punish: 33BB
*Hits Aeon grounded
8B+K (to Sand WInger)
Best Punish: 6A+B
*This will beat his fire breath BE from stance, and goes underneath the dive unless blocked at tip range. Also has better reach than FC 3B
Sand Winger Stance
*You can pretty much quickstep everything in stance, but the dive has some tracking to Aeon's front side (his right; your left) He has to burn meter to stay in the air, so once you step, get ready to punish him as he comes down from the fire move, or if he dives down at you.
SW K (Dive)
Best Punish: FC 3B ~6A+B
*Dive knocksback too far to get 3B+K to combo after launch. You can force a mixup instead, but 6A+B gives the most guaranteed damage
SW (BE)/SW (BE)G (Fire Breath)
Best Punish: Quickstep and iFC 3B as he lands
*You want to time FC 3B just as he lands, so you get the re-launch for the most damage.
Critical Edge
Best Punish: 3B or CE
*3B has to be done as soon as you block it. Once he uncurls, he's safe.
Slide
Best Punish: FC 3B
Algol
for Alpha Patroklos
vs Alpha-Patroklos
agB_ag:B
punish with 3B
6AA
4A+B between the hits
or punish with 6KK
1AA_1A:A
4A+B between the hits, doesn't matter if which version he performs
or punish with 3B
2143aB_2143a:B(Twister)
punish with 3B (I have no idea what else you could use as a powerful punisher since the damage output is a joke)
bA
punish with 3B
FC3B:B_FC3B:B BE
4A+B between the hits or QS into 22B
6K
punish with 6KK or at least AA (blockstun is very short, so you have to be in time for 6KK)
1K
punish with 6KK
2A+B
punish with 6KK
FC3A+B
punish with 6KK
B+K
punish with 6KK
BT B+K:B
QS into 22B
or 1B+K between the hits
22AA
4A+B between the hits
or duck and FC3B
11A
punish with 6KK
22BA
4A+B between the hits
or duck and FC3B
11K
punish with 6KK
44B+K
punish with 6B
2A BE
punish with 3B
CE
punish with 3B
agB_ag:B
punish with 3B
6AA
4A+B between the hits
or punish with 6KK
1AA_1A:A
4A+B between the hits, doesn't matter if which version he performs
or punish with 3B
2143aB_2143a:B(Twister)
punish with 3B (I have no idea what else you could use as a powerful punisher since the damage output is a joke)
bA
punish with 3B
FC3B:B_FC3B:B BE
4A+B between the hits or QS into 22B
6K
punish with 6KK or at least AA (blockstun is very short, so you have to be in time for 6KK)
1K
punish with 6KK
2A+B
punish with 6KK
FC3A+B
punish with 6KK
B+K
punish with 6KK
BT B+K:B
QS into 22B
or 1B+K between the hits
22AA
4A+B between the hits
or duck and FC3B
11A
punish with 6KK
22BA
4A+B between the hits
or duck and FC3B
11K
punish with 6KK
44B+K
punish with 6B
2A BE
punish with 3B
CE
punish with 3B
for Astaroth
Astaroth:
A,A
Best Punish: Duck 2nd hit and FC 3B
*Delayable. You can 4A+B aGI the 2nd hit. You can also 1B+K between hits for consistency with AB string
A,B
Best Punish: Quickstep to Astaroths back side between hits (step left) and 22B
*Delayable. You can 4A+B aGI the 2nd hit. You can also 1B+K between hits for consistency with AA string
6A,A
Best Punish: Duck 2nd hit and FC 3B
*Delayable. You can 4A+B aGI the 2nd hit.
3A
Best Punish: AA
*Fails at tip range only
2A
Best Punish: 6KK
1A,A
Best Punish: Jump over (9G) 2nd hit, then 3B
1A,B
Best Punish: Quickstep and 2B+K
*If you don't have meter you can step and 2kA,A,K
214A
Best Punish: 6B
214A,A,A,A,A,A
Best Punish: 6KK if last hit is blocked
9A
Best Punish: 6B
33_66_99A,B
Best Punish: Step 2nd hit on reaction and 22B
*same for 66A,{B} UB.
22_88A,A
Best Punish: AA
*Close block only
B,B
Best Punish: Quickstep to Astaroth's front (step right) and 22B
B,b6
Best Punish: Quickstep to Astaroth's front (step right) and 22B
3B
Best Punish: 6KK
3{B}
Best Punish: Step to Astaroth's front side on reaction, 22B/22kA series
1B,B
Best Punish: 3B
4{B}
Best Punish: (Just Guard only, 3B)
*You can also step and 22B if your reaction is on point
9B
Best Punish: FC A
66B
Best Punish: Step to Astaroth's front side on reaction, 22B/22kA series
33_99B
Best Punish: 6KK
*Same as 3B
33_99{B}
Best Punish: Step to Astaroth's front side on reaction, 22B/22kA series
*Same as 3{B}
6K
Best Punish: 6KK
3K,A
Best Punish: Duck 2nd hit and FC 3B
*You can also 4A+B aGI the 2nd hit
3K,[A]
Best Punish: (Just Guard only, 3B)
*You can also 4A+B aGI the 2nd hit. Delayed timing from 3KA
1K,A
Best Punish: Stay crouched after 1st block and FC 3B
*Even if 1K hits NH, you can 3B under the high. You can also 2A to interrupt the high on block.
4K,K/4K,Crouch Throw
Best Punish: Block 1st part and WS B or WS B(BE)
*Rising B will evade both options
33_66_99K(Bullrush)(BE)
Best Punish: 1B+K between hits
*JG grants you a 3B punish. You can also step the 2nd hit and 3B, but timing is tough
FC 3K
Best Punish: AA
*2nd A whiffs. Better to force a mixup afterwards
Rising K,A
Best Punish: 6KK after the 1st block
*Punishes RIsing K by itself
A+B/2A+B
Best Punish: 6KK at close range; Safe at far range
*If you're to far out, 6A+B is uninterruptible and unsteppable
3A+B
Best Punish: 6K
*2nd hit of 6KK will whiff. Use 3B to force a mixup
4A+B
Best Punish: 3B
*Works on every version except max charge
4[A+B]Max charge
Best Punish: Interrupt with AAB on reaction
6B+K/6[B+K]
Best Punish: AA
4B+K
Best Punish: 9B or step on reaction
9B+K/9[B+K]
Best Punish: Step on reaction and 22B
Critical Edge
Best Punish: Note: Patch has made this CE unpunishable unless you were already in a TC/TJ*4A and B+K no longer work*
Slide
Best Punish: FC 3B
A,A
Best Punish: Duck 2nd hit and FC 3B
*Delayable. You can 4A+B aGI the 2nd hit. You can also 1B+K between hits for consistency with AB string
A,B
Best Punish: Quickstep to Astaroths back side between hits (step left) and 22B
*Delayable. You can 4A+B aGI the 2nd hit. You can also 1B+K between hits for consistency with AA string
6A,A
Best Punish: Duck 2nd hit and FC 3B
*Delayable. You can 4A+B aGI the 2nd hit.
3A
Best Punish: AA
*Fails at tip range only
2A
Best Punish: 6KK
1A,A
Best Punish: Jump over (9G) 2nd hit, then 3B
1A,B
Best Punish: Quickstep and 2B+K
*If you don't have meter you can step and 2kA,A,K
214A
Best Punish: 6B
214A,A,A,A,A,A
Best Punish: 6KK if last hit is blocked
9A
Best Punish: 6B
33_66_99A,B
Best Punish: Step 2nd hit on reaction and 22B
*same for 66A,{B} UB.
22_88A,A
Best Punish: AA
*Close block only
B,B
Best Punish: Quickstep to Astaroth's front (step right) and 22B
B,b6
Best Punish: Quickstep to Astaroth's front (step right) and 22B
3B
Best Punish: 6KK
3{B}
Best Punish: Step to Astaroth's front side on reaction, 22B/22kA series
1B,B
Best Punish: 3B
4{B}
Best Punish: (Just Guard only, 3B)
*You can also step and 22B if your reaction is on point
9B
Best Punish: FC A
66B
Best Punish: Step to Astaroth's front side on reaction, 22B/22kA series
33_99B
Best Punish: 6KK
*Same as 3B
33_99{B}
Best Punish: Step to Astaroth's front side on reaction, 22B/22kA series
*Same as 3{B}
6K
Best Punish: 6KK
3K,A
Best Punish: Duck 2nd hit and FC 3B
*You can also 4A+B aGI the 2nd hit
3K,[A]
Best Punish: (Just Guard only, 3B)
*You can also 4A+B aGI the 2nd hit. Delayed timing from 3KA
1K,A
Best Punish: Stay crouched after 1st block and FC 3B
*Even if 1K hits NH, you can 3B under the high. You can also 2A to interrupt the high on block.
4K,K/4K,Crouch Throw
Best Punish: Block 1st part and WS B or WS B(BE)
*Rising B will evade both options
33_66_99K(Bullrush)(BE)
Best Punish: 1B+K between hits
*JG grants you a 3B punish. You can also step the 2nd hit and 3B, but timing is tough
FC 3K
Best Punish: AA
*2nd A whiffs. Better to force a mixup afterwards
Rising K,A
Best Punish: 6KK after the 1st block
*Punishes RIsing K by itself
A+B/2A+B
Best Punish: 6KK at close range; Safe at far range
*If you're to far out, 6A+B is uninterruptible and unsteppable
3A+B
Best Punish: 6K
*2nd hit of 6KK will whiff. Use 3B to force a mixup
4A+B
Best Punish: 3B
*Works on every version except max charge
4[A+B]Max charge
Best Punish: Interrupt with AAB on reaction
6B+K/6[B+K]
Best Punish: AA
4B+K
Best Punish: 9B or step on reaction
9B+K/9[B+K]
Best Punish: Step on reaction and 22B
Critical Edge
Best Punish: Note: Patch has made this CE unpunishable unless you were already in a TC/TJ*4A and B+K no longer work*
Slide
Best Punish: FC 3B
Cervy
Dampierre
for Ezio
Ezio Auditore:
6A,B,B
Best Punish: Duck 2nd hit and FC 3B
1A
Best Punish: 6KK
4A,B,2_8B
Best Punish: Duck 2nd hit and FC 3B
*Stops followup roll as well
33_66_99A,B,2_8B
Best Punish: 3B after 1st block
*3B will not punish 66A by itself, You can also 2A as well if you're unsure of timing
22_88A,A
Best Punish: 3B
*This move jails, so you cannot GI or 4A+B aGI in between hits.
44A
Best Punish: 6B
*AA fails at max range. 6B will hit from all ranges
11_77A
Best Punish: 3B
B,B
Best Punish: (Just Guard only, 3B)
B,B(BE)
Best Punish: Step 3rd hit and 3B
*You can also 44B+K aGI the 3rd hit
4B
Best Punish: 3B
*You can also 4A+B aGI the move to hit him where 3B won't normally reach.
33_66_99B,B/33_66_99B,B(BE)
Best Punish: Quickstep 2nd hit to Ezio's back side and 22B
11_77B
Best Punish: (Just Guard only, 3B)
*You can step to Ezio's back side and 22B, or even 44B+K aGI. No Air GI on this move.
Rising B,B
Best Punish: CE or Step 2nd hit to Ezio's back side 22B
*You can't reach with 3B unless you JG the 2nd hit
Jump B
Best Punish: 6KK
6K2(Stomp)
Best Punish: FC 3B
*6KK works too if you're a bit late on timing
11_77K
Best Punish: 6KK
A+B/A+B,2_8B
Best Punish: 2A
*Stops all sideroll followups as well
33_66_99A+B
Best Punish: (Just Guard only, 3B)
*You can also Air GI this move for good damage (38 dmg)
2B+K
Best Punish: FC 3B
*Close block only
4B+K
Best Punish: Duck and FC 3B
*You can mostly react to the animation of Ezio's arm extending
Critical Edge
Best Punish: 6KK or CE
*His CE forces crouch so 3B/FC 3B doesn't work. If you don't want to burn meter, 6KK is the best you get.
Slide
Best Punish: FC 3B
6A,B,B
Best Punish: Duck 2nd hit and FC 3B
1A
Best Punish: 6KK
4A,B,2_8B
Best Punish: Duck 2nd hit and FC 3B
*Stops followup roll as well
33_66_99A,B,2_8B
Best Punish: 3B after 1st block
*3B will not punish 66A by itself, You can also 2A as well if you're unsure of timing
22_88A,A
Best Punish: 3B
*This move jails, so you cannot GI or 4A+B aGI in between hits.
44A
Best Punish: 6B
*AA fails at max range. 6B will hit from all ranges
11_77A
Best Punish: 3B
B,B
Best Punish: (Just Guard only, 3B)
B,B(BE)
Best Punish: Step 3rd hit and 3B
*You can also 44B+K aGI the 3rd hit
4B
Best Punish: 3B
*You can also 4A+B aGI the move to hit him where 3B won't normally reach.
33_66_99B,B/33_66_99B,B(BE)
Best Punish: Quickstep 2nd hit to Ezio's back side and 22B
11_77B
Best Punish: (Just Guard only, 3B)
*You can step to Ezio's back side and 22B, or even 44B+K aGI. No Air GI on this move.
Rising B,B
Best Punish: CE or Step 2nd hit to Ezio's back side 22B
*You can't reach with 3B unless you JG the 2nd hit
Jump B
Best Punish: 6KK
6K2(Stomp)
Best Punish: FC 3B
*6KK works too if you're a bit late on timing
11_77K
Best Punish: 6KK
A+B/A+B,2_8B
Best Punish: 2A
*Stops all sideroll followups as well
33_66_99A+B
Best Punish: (Just Guard only, 3B)
*You can also Air GI this move for good damage (38 dmg)
2B+K
Best Punish: FC 3B
*Close block only
4B+K
Best Punish: Duck and FC 3B
*You can mostly react to the animation of Ezio's arm extending
Critical Edge
Best Punish: 6KK or CE
*His CE forces crouch so 3B/FC 3B doesn't work. If you don't want to burn meter, 6KK is the best you get.
Slide
Best Punish: FC 3B
for Hilde
6AKA_6AKB
1B+K after 6A (avoids anything)
JG the K and 6KK/CE (to punish/interrupt anything)
punish 6AKA with 6KK
punish 6AKB with 6B/CE
3A
only +2 on block post-patch, so don't be too afraid if you block it
1A
punish with 6KK
6BBB
auto GI 4A+B or duck FC 3B last hit
punish 6BB or 6BBB with CE, but CE doesn't interrupt between the 2nd and 3rd B
3BA_3BB
4A between the hits (to beat anything)
otherwise, punish 3BB with 6KK, and duck or 4A+B auto GI 3BA
1B
punish with 6KK
4B
punish with 3B
1KK
punish 1K with FC 3B
WS B (BE) if you block the first K
punish 1KK with 6KK
4KK
6KK/BB after 4K punishes and interrupts follow-up
A+B_[A+B]
punish normal version with 6KK
auto GI 4A+B against charged version (delay a little)
---> she can't do early releases, either the quick version or fully charged, so it's reactable
2A+B
punish with 6KK
2B+K
punish with FC 3B
22AA
duck and FC 3B or auto GI 4A+B
11A
punish with 6KK
44A
punish with 6KK
A-charges
C1 A & C2 A or both negative on block, we play SCV now, not SCIV
C3 A - 4A+B between the hits (delay a little), always guaranteed, she has to do the 2nd hit
B-charges
C1 B - punish with AA
C2 B - it's -16, but you can only punish with CE due to pushback
C3 B - JG'able but difficult, otherwise safe due to pushback
3B BE
1B+K or QS left between the hits
JG 3B
66B BE
JG 3B
auto GI 4A+B (delay a little)
interrupt with CE
CE
punish with 3B or CE
1B+K after 6A (avoids anything)
JG the K and 6KK/CE (to punish/interrupt anything)
punish 6AKA with 6KK
punish 6AKB with 6B/CE
3A
only +2 on block post-patch, so don't be too afraid if you block it
1A
punish with 6KK
6BBB
auto GI 4A+B or duck FC 3B last hit
punish 6BB or 6BBB with CE, but CE doesn't interrupt between the 2nd and 3rd B
3BA_3BB
4A between the hits (to beat anything)
otherwise, punish 3BB with 6KK, and duck or 4A+B auto GI 3BA
1B
punish with 6KK
4B
punish with 3B
1KK
punish 1K with FC 3B
WS B (BE) if you block the first K
punish 1KK with 6KK
4KK
6KK/BB after 4K punishes and interrupts follow-up
A+B_[A+B]
punish normal version with 6KK
auto GI 4A+B against charged version (delay a little)
---> she can't do early releases, either the quick version or fully charged, so it's reactable
2A+B
punish with 6KK
2B+K
punish with FC 3B
22AA
duck and FC 3B or auto GI 4A+B
11A
punish with 6KK
44A
punish with 6KK
A-charges
C1 A & C2 A or both negative on block, we play SCV now, not SCIV
C3 A - 4A+B between the hits (delay a little), always guaranteed, she has to do the 2nd hit
B-charges
C1 B - punish with AA
C2 B - it's -16, but you can only punish with CE due to pushback
C3 B - JG'able but difficult, otherwise safe due to pushback
3B BE
1B+K or QS left between the hits
JG 3B
66B BE
JG 3B
auto GI 4A+B (delay a little)
interrupt with CE
CE
punish with 3B or CE
for Ivy
Ivy
AA - 4A+B the second hit or crouch and whiffpunish with FC 3B
[A] - same as AA
6AK - crouch and whiffpunish with FC 3B
6[A] - 3B (not on max. range)
3[A] - 3B
1A - 6KK (not on max. range)
WR [A] - 6KK (or 4K for wallsplats/RO, doesn't work on max. range)
(B) - FC 3B (not on max. range, you can QS the second hit though)
bK - 6KK (or 4K for wallsplats/RO)
6B8K - 9K in between (This even punishes if she stops after 6B8 or the BE version)
6(B)2_8 - run in and 66K (not on max. range)
214B - 6KK (not on max. range)
FC 1(B) - 6KK
FC 1B - AA in close only, or whiff punish with FC 3B
Jump B - 6KK (or 4K for wallsplats/RO. doesn't work on max. range)
6KB_6KBK - 3B after she does the B, it will interrupt the last K and punish 6KB. (can also 9K for consistency with 6B8 string)
1K - FC 3B
4A+BB- interrupt with AAB
8A+BB - 3B
8A+B(B) - run in and 66AA (Remember the 2nd part is THREE hits)
WR A+BA - crouch the last hit and FC 3B
66[A] - punish with 6KK, interrupt with AAB
22_88A - AA
11A - FC 3B (not on max. range)
44[A] - 3B
22(B) - AAB punishes and beats B follow-ups
22(B) BBB - 6KK (or 4K for wallsplat/RO)
44BB - 6KK
44BBB - QS right and whiffpunish with whatever you like (FC 3B)
22K - FC 3B
44K - FC 3B (hits Ivy grounded)
44A+B - 6KK
1B BE - 4A+B the 2nd hit (may be tough to do on reaction. You can also JG 3B)
6B8 BE - 3B (or 9K for consistency)
22B BE - 4A+B the 2nd hit (first hit of 4A+B will whiff but Ivy will get hit by the 2nd hit)
(Can also do JG 3B at any range but max. May be easier than 4A+B for some)
CE - Note: Patch has made this CE unpunishable unless you were already in a TC/TJ. *4A and B+K no longer work*
AA - 4A+B the second hit or crouch and whiffpunish with FC 3B
[A] - same as AA
6AK - crouch and whiffpunish with FC 3B
6[A] - 3B (not on max. range)
3[A] - 3B
1A - 6KK (not on max. range)
WR [A] - 6KK (or 4K for wallsplats/RO, doesn't work on max. range)
(B) - FC 3B (not on max. range, you can QS the second hit though)
bK - 6KK (or 4K for wallsplats/RO)
6B8K - 9K in between (This even punishes if she stops after 6B8 or the BE version)
6(B)2_8 - run in and 66K (not on max. range)
214B - 6KK (not on max. range)
FC 1(B) - 6KK
FC 1B - AA in close only, or whiff punish with FC 3B
Jump B - 6KK (or 4K for wallsplats/RO. doesn't work on max. range)
6KB_6KBK - 3B after she does the B, it will interrupt the last K and punish 6KB. (can also 9K for consistency with 6B8 string)
1K - FC 3B
4A+BB- interrupt with AAB
8A+BB - 3B
8A+B(B) - run in and 66AA (Remember the 2nd part is THREE hits)
WR A+BA - crouch the last hit and FC 3B
66[A] - punish with 6KK, interrupt with AAB
22_88A - AA
11A - FC 3B (not on max. range)
44[A] - 3B
22(B) - AAB punishes and beats B follow-ups
22(B) BBB - 6KK (or 4K for wallsplat/RO)
44BB - 6KK
44BBB - QS right and whiffpunish with whatever you like (FC 3B)
22K - FC 3B
44K - FC 3B (hits Ivy grounded)
44A+B - 6KK
1B BE - 4A+B the 2nd hit (may be tough to do on reaction. You can also JG 3B)
6B8 BE - 3B (or 9K for consistency)
22B BE - 4A+B the 2nd hit (first hit of 4A+B will whiff but Ivy will get hit by the 2nd hit)
(Can also do JG 3B at any range but max. May be easier than 4A+B for some)
CE - Note: Patch has made this CE unpunishable unless you were already in a TC/TJ. *4A and B+K no longer work*
Leixia
for Maxi
Maxi:
A,A~Right Cross
Best Punish: 6KK
*Punishes and interrupts everything from Right Cross including aGI
6A~Right Outer
Best Punish: AA
*Fails at max range. This punishes 6A and interrupts stance. At far range, backstep is recommended
3A~Left Inner
Best Punish: Backstep after blocking and 3B
*You can also 3A+B to beat stance, but timing is tough and it loses to aGI. 44B may work well
4A~Behind Lower
Best Punish: 6BA or CE
*6BA Punishes and beats all except BL A. If you read BL A, you can whiff punish with FC 3B. CE beats all.
22_88A~Left Inner
Best Punish: 44B after blocking 22A
*LI A frame traps your movement here, so only 44B will evade. Only loses to a delayed pure loop aGI
FC 3A/3A,A/3A,A,A~Right Outer
Best Punish: WS K
*Punishes on block and beats stance. Maxi can alter the duration of this move, but you can still punish with WS K
22_88A~Left Inner
Best Punish: 44B after blocking 22A
*LI A frame traps your movement here, so only 44B will evade. Only loses to a delayed pure loop aGI
11_77A~Behind Lower
Best Punish: FC 3B
*This punishes and beats all stance options including aGI.
11_77A~Behind Lower (on hit)
Best Punish: 6{A}
*Punishes and beats all options from BL. Trades whiffs with BL A, but leaves you at advantage from Hou Lee
44A
Best Punish: 6KK
B,B~Left Outer
Best Punish: 6KK
*6KK trades with LO B, but beats everything else. Also punishes BB on it's own
3B
Best Punish: 6KK
*6KK trades with LO B, but beats everything else. Also punishes BB on it's own
1B~Right Outer
Best Punish: 6A+B after blocking 1B
*Doesn't punish 1B by itself. Beats RO A/RO K series and aGI. Loses to RO B, but his combo whiffs due to off axis
66B~Left Inner
Best Punish: WS K or WS B/WS B(BE)
*Both punish 66B and beat stance. Rising B only loses to a delayed pure loop aGI, whereas Rising K doesn't.
33_99B~Behind Lower
Best Punish: 6KK
*Doesn't punish 33B by itself but beats all stance options. hit confirm the first kick if you can
22_88{B}~Left Outer
Best Punish: WS A
*Punishes and beats all stance options including aGI
11_77B
Best Punish: 6KK
*4K for walls/RO
44B~Right Outer
Best Punish: 6A+B or sidestep 22B
*Neither punishes 44B itself. 6A+B trades whiffs with RO K. loses to RO B, but doesn't give a combo. Sidestep beats all except RO A
Rising B(Backhand)
Best Punish: 3B
Jump B~Left Outer
Best Punish: 6KK
*Punishes and beats all stance options including aGI
2K
Best Punish: 6KK
*You can also punish with 9K, which will also TJ the 2nd hit of 2KB
2K,B
Best Punish: 6KK
*As mentioned you can also 9K between hits, but timing is more difficult
236K/236K,G
Best Punish: 6KK
*Maxi can alter the duration of this move, but it's always punishable by 6KK if you're on point with it
11_44_77K
Best Punish: (Just Guard only, 3B)
*this is advantage on block for Maxi otherwise
Rising K,K
Best Punish: Duck 2nd kick and FC 3B
*On close block you can use AA between hits, since it punishes the flrst kick and interrupts the 2nd
A+B
Best Punish: 3B
*6KK works as well from most ranges
A+B,G~Right Cross
Best Punish: 6KK
*Punishes and beats all stance options including aGI
2A+B
Best Punish: FC 3B
*You can also do 4A+B from crouch if you react quickly.
4A+B
Best Punish: CE or (Just guard 2nd hit only, 3B)
*If you have the meter it's best to just go for the CE.
Jump A+B
Best Punish: Air GI
*Air GI by itself does 52 dmg from this move, followup with a FC 3B or run in 33BB so that it hits on the ground for around 70~90 dmg
B+K
Best Punish: 6B
*Careful of the followup hits of B+K:B;B:B;A
B+K:B;B;B:A
Best Punish: 3B
*Punishes and beats out the RO followups including aGI
Rising B+K~Behind Lower
Best Punish: 6KK
*Close to mid range only. Sometimes only one kick will hit.
Dealing with Maxi Stance Options
*The general mindset for dealing with Maxi stances, is that you can either interrupt his next option, or you can backstep and whiff punish him for it. Maxi has some decent highs from certain stances, so sometimes a 2A or 2K (or some other good TC move) is all you need to quickly poke him out of his frame trap options and force him to play more defensive minded. At other times, it's best not to engage him at all and just bait a whiff. (or use 44B to evade.)
Right Cross Stance
RC A,B
Best Punish: 4A+B Auto GI the 2nd hit
*Also works on BE version, but make sure you get timing down. 1B+K between hits also works
RC B~Left Outer
Best Punish: 6KK
*Stops all followups including aGI. WS B/(BE) also works, but loses to aGI and far range sweep.
RC K
Best Punish: FC 3B
*Careful of RC KK second hit.
RC K,K
Best Punish: WS B/WS B(BE) between hits
*Won't punish RC K itself, and you can't wait and see if he does it. You have to commit. BE version is safe if you're wrong.
Right Outer Stance
RO B~Right Cross
Best Punish: 6KK
*Stops all followups including aGI.
RO K,A
Best Punish: 6KK
*If it's hard to read the mixup with RO KA/RO KK, GI should work on both with similar timing.
RO K,K
Best Punish: 1B+K between hits
*If it's hard to read the mixup with RO KA/RO KK, GI should work on both with similar timing.
Left Outer Stance
LO A
Best Punish: 9K on reaction or JG 2A
*Leaves Maxi in crouch if he doesn't finish the string. If you JG~2A it will interrupt K followup as well.
LO B,K
Best Punish: Duck 2nd hit and FC 3B
*If you block both hits, you are still at slight advantage.
LO K
Best Punish: FC A
*Fails at max range
Left Inner Stance
LI A/LI A(BE)(Backhand)
Best Punish: 6A+B
*If you're timing is on point, you can actually get an iFC 3B to punish also. 3B works too, but fails at far range
LI B~Left Inner
Best Punish: 66K
*An Immediate 66K will punish and beat all stance options including aGI
LI {B}~Left Inner
Best Punish: Step on reaction and 22B
*Don't block the full GB. It gives Maxi a free LI A. Possibly 44B+K aGI on reaction. Even if he delays, you backstep away anyway.
Behind Lower Stance
BL A (Retreating move)
Best Punish: 3B or CE
*3B fails at far range block. CE reaches farther out thought it's harder to buffer.
BL B,B~Left Outer
Best Punish: 6KK
*Punishes and beats all stance options including aGI
BL K,K/BL K(BE)
Best Punish: Block first hit and WS A or WS K
*Both punish BL K itself, and beat followups. WS K for frames. If he does the BE, he'll jump WS K, but not WS A
Critical Edge
Best Punish: 6A+B or CE
*JG the last hit grants you 3B, but for the risk it's not really worth it. Only use 6A+B if you don't have meter. 3B will work if your near a wall
Slide
Best Punish: FC 3B
A,A~Right Cross
Best Punish: 6KK
*Punishes and interrupts everything from Right Cross including aGI
6A~Right Outer
Best Punish: AA
*Fails at max range. This punishes 6A and interrupts stance. At far range, backstep is recommended
3A~Left Inner
Best Punish: Backstep after blocking and 3B
*You can also 3A+B to beat stance, but timing is tough and it loses to aGI. 44B may work well
4A~Behind Lower
Best Punish: 6BA or CE
*6BA Punishes and beats all except BL A. If you read BL A, you can whiff punish with FC 3B. CE beats all.
22_88A~Left Inner
Best Punish: 44B after blocking 22A
*LI A frame traps your movement here, so only 44B will evade. Only loses to a delayed pure loop aGI
FC 3A/3A,A/3A,A,A~Right Outer
Best Punish: WS K
*Punishes on block and beats stance. Maxi can alter the duration of this move, but you can still punish with WS K
22_88A~Left Inner
Best Punish: 44B after blocking 22A
*LI A frame traps your movement here, so only 44B will evade. Only loses to a delayed pure loop aGI
11_77A~Behind Lower
Best Punish: FC 3B
*This punishes and beats all stance options including aGI.
11_77A~Behind Lower (on hit)
Best Punish: 6{A}
*Punishes and beats all options from BL. Trades whiffs with BL A, but leaves you at advantage from Hou Lee
44A
Best Punish: 6KK
B,B~Left Outer
Best Punish: 6KK
*6KK trades with LO B, but beats everything else. Also punishes BB on it's own
3B
Best Punish: 6KK
*6KK trades with LO B, but beats everything else. Also punishes BB on it's own
1B~Right Outer
Best Punish: 6A+B after blocking 1B
*Doesn't punish 1B by itself. Beats RO A/RO K series and aGI. Loses to RO B, but his combo whiffs due to off axis
66B~Left Inner
Best Punish: WS K or WS B/WS B(BE)
*Both punish 66B and beat stance. Rising B only loses to a delayed pure loop aGI, whereas Rising K doesn't.
33_99B~Behind Lower
Best Punish: 6KK
*Doesn't punish 33B by itself but beats all stance options. hit confirm the first kick if you can
22_88{B}~Left Outer
Best Punish: WS A
*Punishes and beats all stance options including aGI
11_77B
Best Punish: 6KK
*4K for walls/RO
44B~Right Outer
Best Punish: 6A+B or sidestep 22B
*Neither punishes 44B itself. 6A+B trades whiffs with RO K. loses to RO B, but doesn't give a combo. Sidestep beats all except RO A
Rising B(Backhand)
Best Punish: 3B
Jump B~Left Outer
Best Punish: 6KK
*Punishes and beats all stance options including aGI
2K
Best Punish: 6KK
*You can also punish with 9K, which will also TJ the 2nd hit of 2KB
2K,B
Best Punish: 6KK
*As mentioned you can also 9K between hits, but timing is more difficult
236K/236K,G
Best Punish: 6KK
*Maxi can alter the duration of this move, but it's always punishable by 6KK if you're on point with it
11_44_77K
Best Punish: (Just Guard only, 3B)
*this is advantage on block for Maxi otherwise
Rising K,K
Best Punish: Duck 2nd kick and FC 3B
*On close block you can use AA between hits, since it punishes the flrst kick and interrupts the 2nd
A+B
Best Punish: 3B
*6KK works as well from most ranges
A+B,G~Right Cross
Best Punish: 6KK
*Punishes and beats all stance options including aGI
2A+B
Best Punish: FC 3B
*You can also do 4A+B from crouch if you react quickly.
4A+B
Best Punish: CE or (Just guard 2nd hit only, 3B)
*If you have the meter it's best to just go for the CE.
Jump A+B
Best Punish: Air GI
*Air GI by itself does 52 dmg from this move, followup with a FC 3B or run in 33BB so that it hits on the ground for around 70~90 dmg
B+K
Best Punish: 6B
*Careful of the followup hits of B+K:B;B:B;A
B+K:B;B;B:A
Best Punish: 3B
*Punishes and beats out the RO followups including aGI
Rising B+K~Behind Lower
Best Punish: 6KK
*Close to mid range only. Sometimes only one kick will hit.
Dealing with Maxi Stance Options
*The general mindset for dealing with Maxi stances, is that you can either interrupt his next option, or you can backstep and whiff punish him for it. Maxi has some decent highs from certain stances, so sometimes a 2A or 2K (or some other good TC move) is all you need to quickly poke him out of his frame trap options and force him to play more defensive minded. At other times, it's best not to engage him at all and just bait a whiff. (or use 44B to evade.)
Right Cross Stance
RC A,B
Best Punish: 4A+B Auto GI the 2nd hit
*Also works on BE version, but make sure you get timing down. 1B+K between hits also works
RC B~Left Outer
Best Punish: 6KK
*Stops all followups including aGI. WS B/(BE) also works, but loses to aGI and far range sweep.
RC K
Best Punish: FC 3B
*Careful of RC KK second hit.
RC K,K
Best Punish: WS B/WS B(BE) between hits
*Won't punish RC K itself, and you can't wait and see if he does it. You have to commit. BE version is safe if you're wrong.
Right Outer Stance
RO B~Right Cross
Best Punish: 6KK
*Stops all followups including aGI.
RO K,A
Best Punish: 6KK
*If it's hard to read the mixup with RO KA/RO KK, GI should work on both with similar timing.
RO K,K
Best Punish: 1B+K between hits
*If it's hard to read the mixup with RO KA/RO KK, GI should work on both with similar timing.
Left Outer Stance
LO A
Best Punish: 9K on reaction or JG 2A
*Leaves Maxi in crouch if he doesn't finish the string. If you JG~2A it will interrupt K followup as well.
LO B,K
Best Punish: Duck 2nd hit and FC 3B
*If you block both hits, you are still at slight advantage.
LO K
Best Punish: FC A
*Fails at max range
Left Inner Stance
LI A/LI A(BE)(Backhand)
Best Punish: 6A+B
*If you're timing is on point, you can actually get an iFC 3B to punish also. 3B works too, but fails at far range
LI B~Left Inner
Best Punish: 66K
*An Immediate 66K will punish and beat all stance options including aGI
LI {B}~Left Inner
Best Punish: Step on reaction and 22B
*Don't block the full GB. It gives Maxi a free LI A. Possibly 44B+K aGI on reaction. Even if he delays, you backstep away anyway.
Behind Lower Stance
BL A (Retreating move)
Best Punish: 3B or CE
*3B fails at far range block. CE reaches farther out thought it's harder to buffer.
BL B,B~Left Outer
Best Punish: 6KK
*Punishes and beats all stance options including aGI
BL K,K/BL K(BE)
Best Punish: Block first hit and WS A or WS K
*Both punish BL K itself, and beat followups. WS K for frames. If he does the BE, he'll jump WS K, but not WS A
Critical Edge
Best Punish: 6A+B or CE
*JG the last hit grants you 3B, but for the risk it's not really worth it. Only use 6A+B if you don't have meter. 3B will work if your near a wall
Slide
Best Punish: FC 3B
for Mitsu
Mitsurugi:
1A
Best Punish: 6KK
*You can also use FC A for consistency with 1aB
1aB
Best Punish: interrupt with FC A after ducking
*If you use the same timing as you would to punish 1A, it should interrupt 100% of the time
44A
Best Punish: 6KK
*fails at far range
11_77A
Best Punish: 6KK
bA
Best Punish: 6KK
3B
Best Punish: 6KK
*Careful of 3B(BE) 2nd hit
3B(BE)
Best Punish: quickstep 2nd hit and 22B
4B
Best Punish: (Just Guard only, 3B)
236B
Best Punish: 6KK
*Will not punish max charge 236B
33_66_99B,B
Best Punish: 3B
11_77B,A
Best Punish: Duck 2nd hit and FC 3B
*Stops anything after the 2nd hit as well.
11_77B,A,B/11_77B,A6 (to Mist)
Best Punish: interrupt 3rd hit with 6KK
*If you don't duck the 2nd hit, 6KK interrupts both the 3rd attack and stance. 2A will also work for safety
FC 1B,B
Best Punish: 3B between hits
*doesn't punish FC 1B by itself
kB
Best Punish: 6KK
2K,B/2K,B(BE)//2K,B6 (to Mist)
Best Punish: 3B
2K,B (on hit)
Best Punish: 6KK
*Even beats MST transition
4K,B
Best Punish: (Just Guard 2nd hit only, 3B)
A+B
Best Punish: (Just Guard only, 3B)
22_33_66_88_99A+B
Best Punish: (Just Guard only, 3B)
*You're still safe if he cancels it
Jump A+B
Best Punish: sidestep and 22B
*You can also use 22kA,A,K. JG gives you nothing and you don't get an Air GI
B+K
Best Punish: 3B
Mist Stance
*Mist transitions on block can generally be beaten with a 2A or another good TC move like 3B
MST A
Best Punish: Duck and FC 3B
MST K,B
Best Punish: 6KK
MST B+K/MST B,B+K
Best Punish: 3B
*Interrupts next stance attack
Full Moon Death Stance
FMD B
Best Punish: (Just Guard only, 3B)
Critical Edge
Best Punish: 3B or CE
*If you don't want to burn the meter, 3B will do.
Slide
Best Punish: FC 3B
1A
Best Punish: 6KK
*You can also use FC A for consistency with 1aB
1aB
Best Punish: interrupt with FC A after ducking
*If you use the same timing as you would to punish 1A, it should interrupt 100% of the time
44A
Best Punish: 6KK
*fails at far range
11_77A
Best Punish: 6KK
bA
Best Punish: 6KK
3B
Best Punish: 6KK
*Careful of 3B(BE) 2nd hit
3B(BE)
Best Punish: quickstep 2nd hit and 22B
4B
Best Punish: (Just Guard only, 3B)
236B
Best Punish: 6KK
*Will not punish max charge 236B
33_66_99B,B
Best Punish: 3B
11_77B,A
Best Punish: Duck 2nd hit and FC 3B
*Stops anything after the 2nd hit as well.
11_77B,A,B/11_77B,A6 (to Mist)
Best Punish: interrupt 3rd hit with 6KK
*If you don't duck the 2nd hit, 6KK interrupts both the 3rd attack and stance. 2A will also work for safety
FC 1B,B
Best Punish: 3B between hits
*doesn't punish FC 1B by itself
kB
Best Punish: 6KK
2K,B/2K,B(BE)//2K,B6 (to Mist)
Best Punish: 3B
2K,B (on hit)
Best Punish: 6KK
*Even beats MST transition
4K,B
Best Punish: (Just Guard 2nd hit only, 3B)
A+B
Best Punish: (Just Guard only, 3B)
22_33_66_88_99A+B
Best Punish: (Just Guard only, 3B)
*You're still safe if he cancels it
Jump A+B
Best Punish: sidestep and 22B
*You can also use 22kA,A,K. JG gives you nothing and you don't get an Air GI
B+K
Best Punish: 3B
Mist Stance
*Mist transitions on block can generally be beaten with a 2A or another good TC move like 3B
MST A
Best Punish: Duck and FC 3B
MST K,B
Best Punish: 6KK
MST B+K/MST B,B+K
Best Punish: 3B
*Interrupts next stance attack
Full Moon Death Stance
FMD B
Best Punish: (Just Guard only, 3B)
Critical Edge
Best Punish: 3B or CE
*If you don't want to burn the meter, 3B will do.
Slide
Best Punish: FC 3B
Natsu
for Nightmare
Nightmare:
A,A,B
Best Punish: duck 2nd hit FC 3B
*you can sidestep 3rd hit and 22B, or 4A+B aGI the 2nd hit for guaranteed launch at any range
A,2A,A
Best Punish: 6KK
*you can also jump 3rd hit with 9B
6A
Best Punish: 6KK
2A/FC A
Best Punish: 6KK
*from crouch since Nightmare's 2A hits low
3A,A
Best Punish: 3B
*Fails at max range. You can also 4A+B aGI the 2nd hit for guaranteed launch at any range
3A,2A
Best Punish: 6KK
1A/1A6 (to Grim Stride)
Best Punish: WS A
*6KK won't work reliably since GS A aGIs vertical weapon attacks and kicks.
4A
Best Punish: Duck and FC 3B
*You can JG it also and get 3B, but it's a fairly react-able high
33A6 (to Grim Stride)
Best Punish: AAB or AA(BE) to interrupt stance
*2A works as well. Does not punish 33A by itself.
22A,A
Best Punish: 4A+B aGI the 2nd hit
*You get 6B if you block both hits. If he goes in GS, 4A+B beats all except GS A
22A,a6(to Grim Stride)
Best Punish: 2A (3B on prediction only)
*3B is better, but you have to predict a GS transition
B,B
Best Punish: Quickstep 2nd hit and 22B
6B/6{B} (to Night Side Stance)
Best Punish: AA or AA(BE)
*beats NSS followups as well. 3B is the best option to punish stance transition, but timing can be rough when you're not expecting it.
3B/3{B} (to Night Side Stance)
Best Punish: 6KK
*WS K for Safety, but it's range dependent
1B
Best Punish: 6KK
*Fails at max range. 66K travels a little farther, but harder to do
4B,B/4B,{B} (to Night Side Stance)
Best Punish: WS B or WS B(BE) to evade 2nd hit
*Stuffs NSS followups as well
66B
Best Punish: (Just Guard only, 3B)
33B
Best Punish: delayed 6KK
*3B will lose to 33B(BE), and GS A will trade if he goes into stance. You can actually wait a bit to see if he does BE or GS and use 6KK if he doesn't.
33B(BE)
Best Punish: 6KK
*Fails at tip range only. You can step 2nd hit to Nightmare's back and 22B, or 44B+K aGI the 2nd hit
22_88B
Best Punish: (Just Guard only, 3B)
11_77{B}(to Night Side Stance)
Best Punish: delayed FC A
*Stuffs all followups from NSS. Does not punish 11B by itself, but forces a Jump move or GI to beat it.
FC 3B
Best Punish: 3B
Rising B/Rising {B} (to Night Side Stance)
Best Punish: 3B
*stuffs all NSS and NSS to GS followups as well
4K,K/4K(BE)
Best Punish: Duck 2nd hit and FC 3B
2K(Stomp)
Best Punish: 6KK
*FC B for safety
66K/66K6(to Grim Stride)
Best Punish: AA or AA(BE)
*Stuffs all GS followups as well. 2A works the same. 6A works pretty well, but loses to empty GS~WS move
Rising K
Best Punish: 6KK
A+B
Best Punish: 3B
2A+B
Best Punish: 6KK
*2A+B forces crouch on block
2B+K
Best Punish: 2A
*That's all you get without JG. JG grants you 3B on both this and the BE version
66A+B
Best Punish: 6KK
66B+K
Best Punish: (Just Guard only, 3B)
*You only have to JG the 1st hit, JGs the rest automatically
Grim Stride Stance
*Most GS transitions can be interrupted with an immediate 2A or even AA. If you have the meter, you can use AA(BE) to punish this stance as well*
GS A
Best Punish: 6KK
*4K for safety, as well as wallsplat or RO
GS K
Best Punish: delayed 3B
*You can actually wait a bit to see if he does the BE before using it. delayed 6KK works too.
GS K(BE)
Best Punish: Duck and FC 3B
Night Side Stance
NSS A
Best Punish: 3B
*Stuffs all NSS and GS followups, but fails at max range. You can also 4A+B aGI the NSS A on reaction
NSS K
Best Punish: 6KK
*BB for safety
NSS A+B
Best Punish: 6KK
*Fails at tip range. BB for safety in close
Critical Edge
Best Punish: Sidestep 44[A]
Slide
Best Punish: FC 3B
A,A,B
Best Punish: duck 2nd hit FC 3B
*you can sidestep 3rd hit and 22B, or 4A+B aGI the 2nd hit for guaranteed launch at any range
A,2A,A
Best Punish: 6KK
*you can also jump 3rd hit with 9B
6A
Best Punish: 6KK
2A/FC A
Best Punish: 6KK
*from crouch since Nightmare's 2A hits low
3A,A
Best Punish: 3B
*Fails at max range. You can also 4A+B aGI the 2nd hit for guaranteed launch at any range
3A,2A
Best Punish: 6KK
1A/1A6 (to Grim Stride)
Best Punish: WS A
*6KK won't work reliably since GS A aGIs vertical weapon attacks and kicks.
4A
Best Punish: Duck and FC 3B
*You can JG it also and get 3B, but it's a fairly react-able high
33A6 (to Grim Stride)
Best Punish: AAB or AA(BE) to interrupt stance
*2A works as well. Does not punish 33A by itself.
22A,A
Best Punish: 4A+B aGI the 2nd hit
*You get 6B if you block both hits. If he goes in GS, 4A+B beats all except GS A
22A,a6(to Grim Stride)
Best Punish: 2A (3B on prediction only)
*3B is better, but you have to predict a GS transition
B,B
Best Punish: Quickstep 2nd hit and 22B
6B/6{B} (to Night Side Stance)
Best Punish: AA or AA(BE)
*beats NSS followups as well. 3B is the best option to punish stance transition, but timing can be rough when you're not expecting it.
3B/3{B} (to Night Side Stance)
Best Punish: 6KK
*WS K for Safety, but it's range dependent
1B
Best Punish: 6KK
*Fails at max range. 66K travels a little farther, but harder to do
4B,B/4B,{B} (to Night Side Stance)
Best Punish: WS B or WS B(BE) to evade 2nd hit
*Stuffs NSS followups as well
66B
Best Punish: (Just Guard only, 3B)
33B
Best Punish: delayed 6KK
*3B will lose to 33B(BE), and GS A will trade if he goes into stance. You can actually wait a bit to see if he does BE or GS and use 6KK if he doesn't.
33B(BE)
Best Punish: 6KK
*Fails at tip range only. You can step 2nd hit to Nightmare's back and 22B, or 44B+K aGI the 2nd hit
22_88B
Best Punish: (Just Guard only, 3B)
11_77{B}(to Night Side Stance)
Best Punish: delayed FC A
*Stuffs all followups from NSS. Does not punish 11B by itself, but forces a Jump move or GI to beat it.
FC 3B
Best Punish: 3B
Rising B/Rising {B} (to Night Side Stance)
Best Punish: 3B
*stuffs all NSS and NSS to GS followups as well
4K,K/4K(BE)
Best Punish: Duck 2nd hit and FC 3B
2K(Stomp)
Best Punish: 6KK
*FC B for safety
66K/66K6(to Grim Stride)
Best Punish: AA or AA(BE)
*Stuffs all GS followups as well. 2A works the same. 6A works pretty well, but loses to empty GS~WS move
Rising K
Best Punish: 6KK
A+B
Best Punish: 3B
2A+B
Best Punish: 6KK
*2A+B forces crouch on block
2B+K
Best Punish: 2A
*That's all you get without JG. JG grants you 3B on both this and the BE version
66A+B
Best Punish: 6KK
66B+K
Best Punish: (Just Guard only, 3B)
*You only have to JG the 1st hit, JGs the rest automatically
Grim Stride Stance
*Most GS transitions can be interrupted with an immediate 2A or even AA. If you have the meter, you can use AA(BE) to punish this stance as well*
GS A
Best Punish: 6KK
*4K for safety, as well as wallsplat or RO
GS K
Best Punish: delayed 3B
*You can actually wait a bit to see if he does the BE before using it. delayed 6KK works too.
GS K(BE)
Best Punish: Duck and FC 3B
Night Side Stance
NSS A
Best Punish: 3B
*Stuffs all NSS and GS followups, but fails at max range. You can also 4A+B aGI the NSS A on reaction
NSS K
Best Punish: 6KK
*BB for safety
NSS A+B
Best Punish: 6KK
*Fails at tip range. BB for safety in close
Critical Edge
Best Punish: Sidestep 44[A]
Slide
Best Punish: FC 3B
for Omega Pyrrha
vs Pyrrha-Omega
1A_1AA
punish with FC3B or 6KK if she stops after the first A (hard to confirm)
punish with 3B if she completes it
4AA_4AB
interrupt with AAB or AA BE
- Can also 4A+B aGI the 2nd hit of 4AA/4AB (timing differs) or JG the 2nd hits and 3B
4[A]A_4[A]B
crouchable on reaction, punish with FC3B
punish 4AB and 4[A]B if you block it with 3B
6BB
4A+B between the hits (Extremely hard to do on reaction)
6B BE
QS into 22B (very hard)
or Just Guard (quite easy on this one) and 3B
3B
punish with 3B
2BB_FC1BB_B+KB (and the BE versions)
4A+B between the hits
QS into 22B
if you block it, punish with 3B
*BE version must be punished with 6KK instead*
1K
punish with 6KK (or 4K for wallsplats/RO)
- Can also FC A if timing is a problem
4K
punish with 6KK
WR A+B
punish with AA
2B+KBBB
punish with 6KK (doesn't matter when she stops stabbing)
66A
punish with AA
11AA_11A[A]
11A on hit: 4A+B, it will counter the earliest release AND UB version, but slightly charged version will hit you
if you block the first attack: WR B BE will take care of every option
if you block the second attack: punish with 6KK (or 4K for wallsplats/RO)
33B
punish with 6KK
44B
punish with 6KK
33_66_99K
punish with AA
- 6KK only works on the 66K version, the 33_99K versions are safer. All are unsafe to AA
44K
punish with 6KK (or 4K for wallsplats/RO)
66B+KA_66B+KAB_(and the NSS version)
duck the second hit and FC3B
or 4A+B between the first two hits
NS A_NSS A_DNS A(you know the move...)
punish with 6KK (or 4K for wallsplats/RO)
NS B(Stab)
punish with 6KK (or 4K for wallsplats/RO)
NS K
punish with 6KK
DNS B
punish with 6KK (not on max. range)
CE
punish with 3B or CE
1A_1AA
punish with FC3B or 6KK if she stops after the first A (hard to confirm)
punish with 3B if she completes it
4AA_4AB
interrupt with AAB or AA BE
- Can also 4A+B aGI the 2nd hit of 4AA/4AB (timing differs) or JG the 2nd hits and 3B
4[A]A_4[A]B
crouchable on reaction, punish with FC3B
punish 4AB and 4[A]B if you block it with 3B
6BB
4A+B between the hits (Extremely hard to do on reaction)
6B BE
QS into 22B (very hard)
or Just Guard (quite easy on this one) and 3B
3B
punish with 3B
2BB_FC1BB_B+KB (and the BE versions)
4A+B between the hits
QS into 22B
if you block it, punish with 3B
*BE version must be punished with 6KK instead*
1K
punish with 6KK (or 4K for wallsplats/RO)
- Can also FC A if timing is a problem
4K
punish with 6KK
WR A+B
punish with AA
2B+KBBB
punish with 6KK (doesn't matter when she stops stabbing)
66A
punish with AA
11AA_11A[A]
11A on hit: 4A+B, it will counter the earliest release AND UB version, but slightly charged version will hit you
if you block the first attack: WR B BE will take care of every option
if you block the second attack: punish with 6KK (or 4K for wallsplats/RO)
33B
punish with 6KK
44B
punish with 6KK
33_66_99K
punish with AA
- 6KK only works on the 66K version, the 33_99K versions are safer. All are unsafe to AA
44K
punish with 6KK (or 4K for wallsplats/RO)
66B+KA_66B+KAB_(and the NSS version)
duck the second hit and FC3B
or 4A+B between the first two hits
NS A_NSS A_DNS A(you know the move...)
punish with 6KK (or 4K for wallsplats/RO)
NS B(Stab)
punish with 6KK (or 4K for wallsplats/RO)
NS K
punish with 6KK
DNS B
punish with 6KK (not on max. range)
CE
punish with 3B or CE
for Patroklos
Patroklos
3A - AA
1A - 6KK
6BB_6BBB - 1B+K after the first hit, if you block everything punish with 6KK
3B - 6KK (or 4K for wallsplats/RO)
WR B - AA
3KK - crouch the 2nd hit and FC 3B
1K - 6KK (or 4K for wallsplat/RO)
WR K - 3B
WR KA - punish with 6KK or aGI 2nd hit with 4A+B
2A+B(foot stab) - FC 3B
8A+B - 6B
WR A+B - 6KK (or 4K for wallsplat/RO)
B+K - 6KK
22AA_[A] - crouch the 2nd hit and FC 3B or 4A+B 2nd hit
33B - AA
11B - 6KK
66K - 6KK (or 4K for wallsplats/RO)
11K - 6KK
44KK - crouch the 2nd hit and FC 3B
66A+B - AA
66B+K (Fear my skills...)- 3B after the first hit
236A_AB - 6KK (or 4K for wallsplat/RO)
236B - 6KK
236K - 3B
1B BE - 4A+B the 2nd hit or 1B+K the 3rd
66A BE - 1B+K inbetween
CE - 3B or CE
3A - AA
1A - 6KK
6BB_6BBB - 1B+K after the first hit, if you block everything punish with 6KK
3B - 6KK (or 4K for wallsplats/RO)
WR B - AA
3KK - crouch the 2nd hit and FC 3B
1K - 6KK (or 4K for wallsplat/RO)
WR K - 3B
WR KA - punish with 6KK or aGI 2nd hit with 4A+B
2A+B(foot stab) - FC 3B
8A+B - 6B
WR A+B - 6KK (or 4K for wallsplat/RO)
B+K - 6KK
22AA_[A] - crouch the 2nd hit and FC 3B or 4A+B 2nd hit
33B - AA
11B - 6KK
66K - 6KK (or 4K for wallsplats/RO)
11K - 6KK
44KK - crouch the 2nd hit and FC 3B
66A+B - AA
66B+K (Fear my skills...)- 3B after the first hit
236A_AB - 6KK (or 4K for wallsplat/RO)
236B - 6KK
236K - 3B
1B BE - 4A+B the 2nd hit or 1B+K the 3rd
66A BE - 1B+K inbetween
CE - 3B or CE
Pyrrha
Raph
for Siegfried
Siegfried:
A,A,B or A,A,(to Base Hold)
Best Punish: 6KK
*can also duck 2nd A and FC 3B him*
2A or FC A
Best Punish: 6KK
*timing is really tight*
3A
Best Punish: 6B
*6KK works but has strict timing*
3aA
Best Punish: 6B
*6KK works but has strict timing. both punishes are range dependent*
4A
Best Punish: 6KK
1A,A
Best Punish: 6KK
6B
Best Punish: 3B
*works at mid range or closer*
1B
Best Punish: 6KK
*fails at long range*
66B
Best Punish: FC 3B
*Fails at max range. 66B will force a block however.*
22_88B,B or 22_88B,B4(to Chief Hold)
Best Punish: WS B or WS B(BE) between hits
*Stuffs anything out of Chief hold if he enters stance. Only loses to a slightly delayed SCH B*
2K(Stomp)
Best Punish: 6KK
3K,K,B
Best Punish: 66K
4K,K
Best Punish: 6KK
66K(BE)
Best Punish: 3B
44K(Dropkick)
Best Punish: 3B
*Hits Siegfried grounded.*
WS K
Best Punish: 6KK
A+B,A
Best Punish: 6KK
Base Hold Stance
SBH K or SBH K(BE)
Best Punish: 6KK
SBH A
Best Punish: FC 3B
Reverse Side Hold Stance
SRSH B
Best Punish: 6KK
*3B works as well but timing is kinda short.*
SRSH K or SRSH [K] (to Base Hold)
Best Punish: FC 3B
*Stuffs Base hold aGI and followups. He also can't dodge it with Chief Hold auto step*
Side Hold Stance
SSH AA or SSH [A](to Reverse Side Hold)
Best Punish: 9K between hits
*Fast enough to stop anything from SRSH as well if he enters stance*
SSH B,B or SSH B,B,B
Best Punish: quickstep 22B between hits
SSH K
Best Punish: 6KK
*6B for safety*
Chief Hold Stance
SCH K (without BE)
Best Punish: 6KK
*6B for safety*
SCH K (BE)
Best Punish: quickstep the 2nd hit to Siegfried's front side and 22B
*you can also 44B+G aGI the 2nd hit and 3B if you predict it*
Critical Edge
Best Punish: Critical Edge
*can't punish with anything else*
Slide
Best Punish: FC 3B
A,A,B or A,A,(to Base Hold)
Best Punish: 6KK
*can also duck 2nd A and FC 3B him*
2A or FC A
Best Punish: 6KK
*timing is really tight*
3A
Best Punish: 6B
*6KK works but has strict timing*
3aA
Best Punish: 6B
*6KK works but has strict timing. both punishes are range dependent*
4A
Best Punish: 6KK
1A,A
Best Punish: 6KK
6B
Best Punish: 3B
*works at mid range or closer*
1B
Best Punish: 6KK
*fails at long range*
66B
Best Punish: FC 3B
*Fails at max range. 66B will force a block however.*
22_88B,B or 22_88B,B4(to Chief Hold)
Best Punish: WS B or WS B(BE) between hits
*Stuffs anything out of Chief hold if he enters stance. Only loses to a slightly delayed SCH B*
2K(Stomp)
Best Punish: 6KK
3K,K,B
Best Punish: 66K
4K,K
Best Punish: 6KK
66K(BE)
Best Punish: 3B
44K(Dropkick)
Best Punish: 3B
*Hits Siegfried grounded.*
WS K
Best Punish: 6KK
A+B,A
Best Punish: 6KK
Base Hold Stance
SBH K or SBH K(BE)
Best Punish: 6KK
SBH A
Best Punish: FC 3B
Reverse Side Hold Stance
SRSH B
Best Punish: 6KK
*3B works as well but timing is kinda short.*
SRSH K or SRSH [K] (to Base Hold)
Best Punish: FC 3B
*Stuffs Base hold aGI and followups. He also can't dodge it with Chief Hold auto step*
Side Hold Stance
SSH AA or SSH [A](to Reverse Side Hold)
Best Punish: 9K between hits
*Fast enough to stop anything from SRSH as well if he enters stance*
SSH B,B or SSH B,B,B
Best Punish: quickstep 22B between hits
SSH K
Best Punish: 6KK
*6B for safety*
Chief Hold Stance
SCH K (without BE)
Best Punish: 6KK
*6B for safety*
SCH K (BE)
Best Punish: quickstep the 2nd hit to Siegfried's front side and 22B
*you can also 44B+G aGI the 2nd hit and 3B if you predict it*
Critical Edge
Best Punish: Critical Edge
*can't punish with anything else*
Slide
Best Punish: FC 3B
for Tira
Tira:
Jolly Stance
JS A,A
Best Punish: Duck 2nd hit and FC 3B
JS 6A,B
Best Punish: 9K after blocking 1st hit
*Doesn't punish 6A by itself. 9B works too, but 9K tracks slightly if Tira tries stepping after 6A on block.
JS 2A,B
Best Punish: 6KK
*if you have meter and you block the 1st hit, you can get a free WS B(BE)
JS 1A
Best Punish: FC A
*6B works too, but you want the frame advantage from FC A.
JS 33_66_99A,A
Best Punish: 3B
JS 11_44_77A/11_44_77A,A
Best Punish: AA
*AA punishes 44A and interrupts the Mid followup. Loses to the low followup only.
JS 11_44_77A,2A
Best Punish: 6B
*Fails at max range. you can also 9B over the low. JG grants you FC 3B
JS Rising A
Best Punish: AA
*Fails at max range
JS Jump A
Best Punish: AA
JS 3B
Best Punish: AA
*Fails at far range
JS 66B(BE)
Best Punish: step 2nd hit to Tira's back side and 3B
*Only works if you block it outside close range. Too close, and Tira will still hit you
JS 44B
Best Punish: (Just Guard only 3B)
*You can even get iFC 3B if you're quick. Safe if you don't JG
JS 11_77B
Best Punish: 6KK
JS Rising B
Best Punish: 6KK
*6KK will interrupt her flying kick followup as well
JS Jump B
Best Punish: 6KK
*Same as Rising B
JS 1K
Best Punish: FC 3B
JS 236K
Best Punish: FC 3B
*Does not punish the BE version
JS Jump K
Best Punish: AA
JS 4B+K/JS 4B+K,B
Best Punish: AA
*AA will interrupt the followup as well
JS BT B+K,B
Best Punish: 6KK
*Punishes the move and beats the aGI
Gloomy Stance
GS A,A
Best Punish: Duck 2nd hit and FC 3B
GS 3A,A/3A,A(BE)
Best Punish: Duck AFTER 2nd part and FC 3B
*You have to wait a bit longer to punish the BE. First 2 hits are mids. Be careful of ducking too soon.
GS 1A
Best Punish: FC A
*Same as JS 1A
GS Rising A
Best Punish: AA
*Fails at max range
GS Jump A
Best Punish: AA
GS 6B
Best Punish: AA
*Point blank range only
GS 3B
Best Punish: AA
*Fails at max range. 6B hits from a little farther out
GS 4B;B:B
Best Punish: 3B
*You can also step to Tira's back side between the 1st two hits, but it's a bit hard to do on reaction 100%
GS 22_88B
Best Punish: (Just Guard only, 3B)
GS Rising B
Best Punish: 6KK
*6KK will interrupt her flying kick followup as well
GS Jump B
Best Punish: 6KK
*Same as GS Rising B
GS 1K
Best Punish: 6KK
GS 4K
Best Punish: AA
GS 236K
Best Punish: FC 3B
*Does not punish the BE version
GS Jump K
Best Punish: AA
GS 2A+B
Best Punish: (Just Guard only, 3B)
Updraft Stance
UD A
Best Punish: AA
*JG grants you a 3B punish. A little tricky to time it though
UD B
Best Punish: Air GI (4A+B+K)
*Air GI by itself does 40 dmg from this move, followup with a FC 3B or run in 33BB so that it hits on the ground for around 60~80 dmg
UD K (Mid and Low version)
Best Punish: 6KK
*3B will punish the mid version easily, but for the sake of consistency 6KK will punish both
Critical Edge
Best Punish: 3B
*CE is tough to buffer since you still have to block all the hits. 3B as soon as she stops.
Slide
Best Punish: FC 3B
Jolly Stance
JS A,A
Best Punish: Duck 2nd hit and FC 3B
JS 6A,B
Best Punish: 9K after blocking 1st hit
*Doesn't punish 6A by itself. 9B works too, but 9K tracks slightly if Tira tries stepping after 6A on block.
JS 2A,B
Best Punish: 6KK
*if you have meter and you block the 1st hit, you can get a free WS B(BE)
JS 1A
Best Punish: FC A
*6B works too, but you want the frame advantage from FC A.
JS 33_66_99A,A
Best Punish: 3B
JS 11_44_77A/11_44_77A,A
Best Punish: AA
*AA punishes 44A and interrupts the Mid followup. Loses to the low followup only.
JS 11_44_77A,2A
Best Punish: 6B
*Fails at max range. you can also 9B over the low. JG grants you FC 3B
JS Rising A
Best Punish: AA
*Fails at max range
JS Jump A
Best Punish: AA
JS 3B
Best Punish: AA
*Fails at far range
JS 66B(BE)
Best Punish: step 2nd hit to Tira's back side and 3B
*Only works if you block it outside close range. Too close, and Tira will still hit you
JS 44B
Best Punish: (Just Guard only 3B)
*You can even get iFC 3B if you're quick. Safe if you don't JG
JS 11_77B
Best Punish: 6KK
JS Rising B
Best Punish: 6KK
*6KK will interrupt her flying kick followup as well
JS Jump B
Best Punish: 6KK
*Same as Rising B
JS 1K
Best Punish: FC 3B
JS 236K
Best Punish: FC 3B
*Does not punish the BE version
JS Jump K
Best Punish: AA
JS 4B+K/JS 4B+K,B
Best Punish: AA
*AA will interrupt the followup as well
JS BT B+K,B
Best Punish: 6KK
*Punishes the move and beats the aGI
Gloomy Stance
GS A,A
Best Punish: Duck 2nd hit and FC 3B
GS 3A,A/3A,A(BE)
Best Punish: Duck AFTER 2nd part and FC 3B
*You have to wait a bit longer to punish the BE. First 2 hits are mids. Be careful of ducking too soon.
GS 1A
Best Punish: FC A
*Same as JS 1A
GS Rising A
Best Punish: AA
*Fails at max range
GS Jump A
Best Punish: AA
GS 6B
Best Punish: AA
*Point blank range only
GS 3B
Best Punish: AA
*Fails at max range. 6B hits from a little farther out
GS 4B;B:B
Best Punish: 3B
*You can also step to Tira's back side between the 1st two hits, but it's a bit hard to do on reaction 100%
GS 22_88B
Best Punish: (Just Guard only, 3B)
GS Rising B
Best Punish: 6KK
*6KK will interrupt her flying kick followup as well
GS Jump B
Best Punish: 6KK
*Same as GS Rising B
GS 1K
Best Punish: 6KK
GS 4K
Best Punish: AA
GS 236K
Best Punish: FC 3B
*Does not punish the BE version
GS Jump K
Best Punish: AA
GS 2A+B
Best Punish: (Just Guard only, 3B)
Updraft Stance
UD A
Best Punish: AA
*JG grants you a 3B punish. A little tricky to time it though
UD B
Best Punish: Air GI (4A+B+K)
*Air GI by itself does 40 dmg from this move, followup with a FC 3B or run in 33BB so that it hits on the ground for around 60~80 dmg
UD K (Mid and Low version)
Best Punish: 6KK
*3B will punish the mid version easily, but for the sake of consistency 6KK will punish both
Critical Edge
Best Punish: 3B
*CE is tough to buffer since you still have to block all the hits. 3B as soon as she stops.
Slide
Best Punish: FC 3B
for Viola
Viola:
"ORB" Moves (Viola holding orb)
6A,A
Best Punish: 6KK
6A,B(Sets Orb)
Best Punish: Duck 2nd hit and 6KK or WS K
*basically the same timing as 6AA
1A
Best Punish: FC 3B
*You can use 6KK for consistency with low punishes
4A
Best Punish: 6B
*You can AA anytime you're in range of the first hit. 6B works always
66A,A,B(Sets Orb)
Best Punish: Duck the 3rd hit and FC 3B
*Wait until you turn around to do FC 3B.
33_99A
Best Punish: 6B or 6KK
*6KK works on close block only
22_88A,B(Sets Orb)
Best Punish: AA or AA(BE)
*AA will punish 22A by itself if you don't block the 1st hit. Either way it beats the recall for CH.
11_44_77A,B
Best Punish: 6B or 6KK
*6KK works on close block only
3B
Best Punish: 6B
1B
Best Punish: 3B
33_99B
Best Punish: AA
*Fails at tip range. Doesn't work against the 33{B} charged version
11_44_77B
Best Punish: 6KK
1K
Best Punish: 6KK
33_99K(Flying Knee)
Best Punish: 6B
22_88K,B(Sets Orb)
Best Punish: 6BA
*6B will punish 22K by itself, but if she recalls, 6BA will hit CH
11_44_77K(Knee Slide)
Best Punish: 6KK
A+B,A
Best Punish: 3B
1A+B(Jumping Low)
Best Punish: FC 3B
8A+B (Shoryuken)
Best Punish: 3B
33_66_99A+B,B
Best Punish: 6KK
BT B+K
Best Punish: Duck and FC 3B
*You won't be doing this on reaction, but the move is the same as the 3rd hit of 66AAB.
"SET" Moves (Orb on the field)
*Be wary that Viola can use some of her unsafe moves in conjunction with her 6B+K, a delayed back hit with her orb. This will force you to keep blocking and thus make those normally unsafe moves safer
A,A,B(Recalls orb)
Best Punish: 1A after blocking 2nd hit or Duck 3rd hit and WS K
*both these options are safe if she doesn't recall and stop her followups. 1A also beats a 4B+K auto-evade for a CH.
33_99A
Best Punish: 6KK
11_44_77A,B
Best Punish: 3B
*Doesn't work on BE version
11_44_77A(BE)
Best Punish: GI the orb after blocking 2nd hit
*This will shut down any followups. Safe otherwise. You can also 44B+K aGI the orb if you lack meter.
B,B,B(Recalls orb)
Best Punish: 1A after blocking 2nd hit or Duck 3rd hit and WS K
*Same as AAB.
Jump B(without orb)
Best Punish: 6KK
22_88K,B(Recalls orb)
Best Punish: 6B
A+B,A/A+B,A,B(Recalls orb)
Best Punish: 3B
*Punishes and interrupts her if she recalls. doesn't work on BE version.
A+B(BE)
Best Punish: GI the orb after blocking 2nd hit
*You can jump the orb here, but GI or 44B+K aGI works best since this looks similar to her 44A(BE). Note that the orb animation is the special low recall, but Viola's orb remains SET after this BE.
2{A+B}(Guard Break Orb slam)
Best Punish: Sidestep on reaction and AAB
*When you hit her it registers as CH so AAB is guaranteed
4A+B
Best Punish: GI the orb after blocking 1st hit
*If you have the meter this is your only punish. JG gives you nothing, and 4A+B doesn't work on the orb
33_66_99A+B,B
Best Punish: 3B
*You can also use 6KK for consistency with the orb version
Slide
Best Punish: FC 3B
"ORB" Moves (Viola holding orb)
6A,A
Best Punish: 6KK
6A,B(Sets Orb)
Best Punish: Duck 2nd hit and 6KK or WS K
*basically the same timing as 6AA
1A
Best Punish: FC 3B
*You can use 6KK for consistency with low punishes
4A
Best Punish: 6B
*You can AA anytime you're in range of the first hit. 6B works always
66A,A,B(Sets Orb)
Best Punish: Duck the 3rd hit and FC 3B
*Wait until you turn around to do FC 3B.
33_99A
Best Punish: 6B or 6KK
*6KK works on close block only
22_88A,B(Sets Orb)
Best Punish: AA or AA(BE)
*AA will punish 22A by itself if you don't block the 1st hit. Either way it beats the recall for CH.
11_44_77A,B
Best Punish: 6B or 6KK
*6KK works on close block only
3B
Best Punish: 6B
1B
Best Punish: 3B
33_99B
Best Punish: AA
*Fails at tip range. Doesn't work against the 33{B} charged version
11_44_77B
Best Punish: 6KK
1K
Best Punish: 6KK
33_99K(Flying Knee)
Best Punish: 6B
22_88K,B(Sets Orb)
Best Punish: 6BA
*6B will punish 22K by itself, but if she recalls, 6BA will hit CH
11_44_77K(Knee Slide)
Best Punish: 6KK
A+B,A
Best Punish: 3B
1A+B(Jumping Low)
Best Punish: FC 3B
8A+B (Shoryuken)
Best Punish: 3B
33_66_99A+B,B
Best Punish: 6KK
BT B+K
Best Punish: Duck and FC 3B
*You won't be doing this on reaction, but the move is the same as the 3rd hit of 66AAB.
"SET" Moves (Orb on the field)
*Be wary that Viola can use some of her unsafe moves in conjunction with her 6B+K, a delayed back hit with her orb. This will force you to keep blocking and thus make those normally unsafe moves safer
A,A,B(Recalls orb)
Best Punish: 1A after blocking 2nd hit or Duck 3rd hit and WS K
*both these options are safe if she doesn't recall and stop her followups. 1A also beats a 4B+K auto-evade for a CH.
33_99A
Best Punish: 6KK
11_44_77A,B
Best Punish: 3B
*Doesn't work on BE version
11_44_77A(BE)
Best Punish: GI the orb after blocking 2nd hit
*This will shut down any followups. Safe otherwise. You can also 44B+K aGI the orb if you lack meter.
B,B,B(Recalls orb)
Best Punish: 1A after blocking 2nd hit or Duck 3rd hit and WS K
*Same as AAB.
Jump B(without orb)
Best Punish: 6KK
22_88K,B(Recalls orb)
Best Punish: 6B
A+B,A/A+B,A,B(Recalls orb)
Best Punish: 3B
*Punishes and interrupts her if she recalls. doesn't work on BE version.
A+B(BE)
Best Punish: GI the orb after blocking 2nd hit
*You can jump the orb here, but GI or 44B+K aGI works best since this looks similar to her 44A(BE). Note that the orb animation is the special low recall, but Viola's orb remains SET after this BE.
2{A+B}(Guard Break Orb slam)
Best Punish: Sidestep on reaction and AAB
*When you hit her it registers as CH so AAB is guaranteed
4A+B
Best Punish: GI the orb after blocking 1st hit
*If you have the meter this is your only punish. JG gives you nothing, and 4A+B doesn't work on the orb
33_66_99A+B,B
Best Punish: 3B
*You can also use 6KK for consistency with the orb version
Slide
Best Punish: FC 3B
for Voldo
Voldo:
Front Stance
aB,B,B
Best Punish: 6KK
3A
Best Punish: 6KK
1A (to Blind Stance)
Best Punish: 6KK
66A
Best Punish: 6KK
22_88A
Best Punish: CE
Rising A,A
Best Punish: 6KK
Jump A (to Death Roll)/Jump A~2_8 (to Mantis Crawl)
Best Punish: 2K
Punishes and stops all Mantis Crawl options
3B,B
Best Punish: (Just Guard 2nd hit only, 3B) or CE
2B,B
Best Punish: Quickstep 2nd hit and 22B
*JG 2nd hit grants you a 3B punish.
1B
Best Punish: 6KK
*Fails at max range
4B,A (to Blind Stance)
Best Punish: Duck 2nd hit and WS K
*Even if Voldo does the 3rd hit, WS K will TC.
4B,A,A
Best Punish: Duck 2nd OR 3rd hit and WS K
*FC 3B will work if you're fast enough, but if you're not, the 3rd hit may still hit you. You can also 4A+B aGI the 3rd hit.
FC 3B
Best Punish: 6KK
*Fails at max range. At far range only the 1st kick will hit
33_66_99B(BE)
Best Punish: 4A+B Auto GI 2nd elbow
Rising {B} (to Mantis Crawl)
Best Punish: 3B
*Punishes and interrupts all MC followups Including DR transition. MC B+K absorbs the hit, but you'll recover in time to stuff his counterattack.
Rising B,B/ Rising B,B3 (to Caliostro Rush)
Best Punish: 6KK
*Punishes and interrupts the CR followups. JG grants you 3B punish
3K
Best Punish: AA
*Only works if your back is to the wall
11_77K
Best Punish: 66K
*6KK works on closer range blocks
44K
Best Punish: 3B (hits Voldo grounded)
A+B/A+B3 (to Caliostro Rush)
Best Punish: 6KK
*Punishes and interrupts the CR followups.
6A+B/6{A+B}
Best Punish: 6KK
*Voldo can alter how many attacks he does, but all are punishable by 6KK.
2A+B
Best Punish: 6KK
66A+B,K
Best Punish: CE
66A+B,K
Best Punish: Duck 2nd hit and FC 3B
44A+B
Best Punish: 6KK
FC 3A+B(Dive)
Best Punish: Duck on reaction and FC 3B
*This is extremely hard if you aren't expecting it at all.
FC 3{A+B}(Unblockable Dive)
Best Punish: Duck on reaction and FC 3B
*This is much easier to do with the delay
B+K
Best Punish: AA
*AA punishes and interrupts the 2nd hit if he does {B+K}
{B+K}
Best Punish: Quickstep 2nd to the right and 22B
*You can quickstep to both sides, but right is easier. AA between hits also works if you're quick enough
Critical Edge (to Mantis Crawl on block)
Best Punish: 2A or 9K
*9K will work vs any attack from Mantis Crawl, but will whiff against Death Roll transition. 2A fails at range
Slide
Best Punish: FC 3B
Blind Stance
BS 6A,B,B
Best Punish: (Just Guard 3rd hit only, 3B) or CE
*You can only AA punish him if you're near a wall. CE is tough to time
BS 8WR B
Best Punish: 6KK
*Careful of BS 8WR B,K 2nd hit
BS 8WR B,K
Best Punish: 6KK
BS 6B,B
Best Punish: (Just Guard 3rd hit only, 3B)
*String jails so you can't move or GI between hits
BS 6B,6B
Best Punish: (Just Guard 3rd hit only, 3B) or CE
*You can only AA punish him if you're near a wall. CE is tough to time
BS 8B (Slips)
Best Punish: 6KK
*Punishes and interrupts the K followup.
BS 8WR K (Butt Bump)
Best Punish: 6B
*If you use 6KK, only one kick hits
BS 8B,K (Slips)
Best Punish: FC 3B (hits Voldo grounded)
*6KK between hits will interrupt, but FC 3B does more dmg.
BS 8K
Best Punish: 6KK
*Punishes and interrupts the A followup
BS 8K,A
Best Punish: Duck 2nd hit and FC 3B (hits Voldo grounded)
*6KK between hits will interrupt the A followup
BS A+B
Best Punish: BB or 6KK
*Extremely brief blockstun on this move makes it tough to punish. Use BB if you're unsure of timing
BS A+B (on hit)
Best Punish: Get up and iFC 3B
*You can use 3B or Back Throw attempt if you're unsure of execution.
BS A+B:G
Best Punish: 6KK
*Similar timing to BS A+B.
BS 2A+B
Best Punish: FC 3B
BS B+K(aGI - all mid weapon attacks)
Best Punish: Duck on reaction and FC 3B
*You have to know the animation it to duck on reaction, but it's worth it.
Critical Edge (to Mantis Crawl on block)
Best Punish: 2A or 9K
*9K will work vs any attack from Mantis Crawl, but will whiff against Death Roll transition. 2A fails at range
Mantis Crawl Stance
MC A (Feet towards)
Best Punish: 4A+B Auto GI on reaction
*You have a lot of time to react to the extra startup, because the move hits behind Voldo first. Doesn't work as well on Head Towards version. Safe otherwise
MC B (Feet towards)
Best Punish: FC 3B
*Doesn't work as well against Head Towards version because he hits behind him last.
MC A+B (Head towards)
Best Punish: BB or 6KK
*Extremely brief blockstun on this move makes it tough to punish. Use BB if you're unsure of timing
MC A+B (Head towards) (on hit)
Best Punish: Get up and iFC 3B
*You can use 3B or Back Throw attempt if you're unsure of execution.
MC A+B:G (Head towards)
Best Punish: 6KK
*Similar timing to MC A+B.
MC a+b2 (Head towards)(Rolling explosion)
Best Punish: 2K (hits Voldo grounded)
MC 6,6 (Head towards) (Crawl Dash)
Best Punish: FC 3B
*If done right away it'll even stop the Death Roll transition
Death Roll Stance (aka LandFish Stance)
DR A/LF A
Best Punish: FC 3B
*If done right away it'll even stop the Mantis Crawl transition. Doesn't beat max charge version
DR/LF B
Best Punish: FC 3B
*If done right away it'll even stop the Mantis Crawl transition. Doesn't beat BE version
DR/LF B+K (Backstroke)
Best Punish: CE
*If done right away, it hits Voldo as he's getting up. It whiffs if he just lies there, so use 3B if that happens
Caliostro Rush Stance
CR A,A
Best Punish: 6KK
*Same as Front turned Rising A,A
CR {B} (to Mantis Crawl)
Best Punish: 3B
*Punishes and interrupts all MC followups. MC B+K absorbs the hit, but you'll recover in time to stuff his counterattack.
CR B,B/CR B,B3(to Caliostro Rush)
Best Punish: 6KK
*Same as Front turned Rising BB
CR K
Best Punish: (Just Guard only, 6KK)
CR A+B(Slide)
Best Punish: FC 3B
Blind Caliostro Rush Stance
BCR A+B (Low Mule Kick)
Best Punish: FC 3B (hits Voldo grounded)
Front Stance
aB,B,B
Best Punish: 6KK
3A
Best Punish: 6KK
1A (to Blind Stance)
Best Punish: 6KK
66A
Best Punish: 6KK
22_88A
Best Punish: CE
Rising A,A
Best Punish: 6KK
Jump A (to Death Roll)/Jump A~2_8 (to Mantis Crawl)
Best Punish: 2K
Punishes and stops all Mantis Crawl options
3B,B
Best Punish: (Just Guard 2nd hit only, 3B) or CE
2B,B
Best Punish: Quickstep 2nd hit and 22B
*JG 2nd hit grants you a 3B punish.
1B
Best Punish: 6KK
*Fails at max range
4B,A (to Blind Stance)
Best Punish: Duck 2nd hit and WS K
*Even if Voldo does the 3rd hit, WS K will TC.
4B,A,A
Best Punish: Duck 2nd OR 3rd hit and WS K
*FC 3B will work if you're fast enough, but if you're not, the 3rd hit may still hit you. You can also 4A+B aGI the 3rd hit.
FC 3B
Best Punish: 6KK
*Fails at max range. At far range only the 1st kick will hit
33_66_99B(BE)
Best Punish: 4A+B Auto GI 2nd elbow
Rising {B} (to Mantis Crawl)
Best Punish: 3B
*Punishes and interrupts all MC followups Including DR transition. MC B+K absorbs the hit, but you'll recover in time to stuff his counterattack.
Rising B,B/ Rising B,B3 (to Caliostro Rush)
Best Punish: 6KK
*Punishes and interrupts the CR followups. JG grants you 3B punish
3K
Best Punish: AA
*Only works if your back is to the wall
11_77K
Best Punish: 66K
*6KK works on closer range blocks
44K
Best Punish: 3B (hits Voldo grounded)
A+B/A+B3 (to Caliostro Rush)
Best Punish: 6KK
*Punishes and interrupts the CR followups.
6A+B/6{A+B}
Best Punish: 6KK
*Voldo can alter how many attacks he does, but all are punishable by 6KK.
2A+B
Best Punish: 6KK
66A+B,K
Best Punish: CE
66A+B,K
Best Punish: Duck 2nd hit and FC 3B
44A+B
Best Punish: 6KK
FC 3A+B(Dive)
Best Punish: Duck on reaction and FC 3B
*This is extremely hard if you aren't expecting it at all.
FC 3{A+B}(Unblockable Dive)
Best Punish: Duck on reaction and FC 3B
*This is much easier to do with the delay
B+K
Best Punish: AA
*AA punishes and interrupts the 2nd hit if he does {B+K}
{B+K}
Best Punish: Quickstep 2nd to the right and 22B
*You can quickstep to both sides, but right is easier. AA between hits also works if you're quick enough
Critical Edge (to Mantis Crawl on block)
Best Punish: 2A or 9K
*9K will work vs any attack from Mantis Crawl, but will whiff against Death Roll transition. 2A fails at range
Slide
Best Punish: FC 3B
Blind Stance
BS 6A,B,B
Best Punish: (Just Guard 3rd hit only, 3B) or CE
*You can only AA punish him if you're near a wall. CE is tough to time
BS 8WR B
Best Punish: 6KK
*Careful of BS 8WR B,K 2nd hit
BS 8WR B,K
Best Punish: 6KK
BS 6B,B
Best Punish: (Just Guard 3rd hit only, 3B)
*String jails so you can't move or GI between hits
BS 6B,6B
Best Punish: (Just Guard 3rd hit only, 3B) or CE
*You can only AA punish him if you're near a wall. CE is tough to time
BS 8B (Slips)
Best Punish: 6KK
*Punishes and interrupts the K followup.
BS 8WR K (Butt Bump)
Best Punish: 6B
*If you use 6KK, only one kick hits
BS 8B,K (Slips)
Best Punish: FC 3B (hits Voldo grounded)
*6KK between hits will interrupt, but FC 3B does more dmg.
BS 8K
Best Punish: 6KK
*Punishes and interrupts the A followup
BS 8K,A
Best Punish: Duck 2nd hit and FC 3B (hits Voldo grounded)
*6KK between hits will interrupt the A followup
BS A+B
Best Punish: BB or 6KK
*Extremely brief blockstun on this move makes it tough to punish. Use BB if you're unsure of timing
BS A+B (on hit)
Best Punish: Get up and iFC 3B
*You can use 3B or Back Throw attempt if you're unsure of execution.
BS A+B:G
Best Punish: 6KK
*Similar timing to BS A+B.
BS 2A+B
Best Punish: FC 3B
BS B+K(aGI - all mid weapon attacks)
Best Punish: Duck on reaction and FC 3B
*You have to know the animation it to duck on reaction, but it's worth it.
Critical Edge (to Mantis Crawl on block)
Best Punish: 2A or 9K
*9K will work vs any attack from Mantis Crawl, but will whiff against Death Roll transition. 2A fails at range
Mantis Crawl Stance
MC A (Feet towards)
Best Punish: 4A+B Auto GI on reaction
*You have a lot of time to react to the extra startup, because the move hits behind Voldo first. Doesn't work as well on Head Towards version. Safe otherwise
MC B (Feet towards)
Best Punish: FC 3B
*Doesn't work as well against Head Towards version because he hits behind him last.
MC A+B (Head towards)
Best Punish: BB or 6KK
*Extremely brief blockstun on this move makes it tough to punish. Use BB if you're unsure of timing
MC A+B (Head towards) (on hit)
Best Punish: Get up and iFC 3B
*You can use 3B or Back Throw attempt if you're unsure of execution.
MC A+B:G (Head towards)
Best Punish: 6KK
*Similar timing to MC A+B.
MC a+b2 (Head towards)(Rolling explosion)
Best Punish: 2K (hits Voldo grounded)
MC 6,6 (Head towards) (Crawl Dash)
Best Punish: FC 3B
*If done right away it'll even stop the Death Roll transition
Death Roll Stance (aka LandFish Stance)
DR A/LF A
Best Punish: FC 3B
*If done right away it'll even stop the Mantis Crawl transition. Doesn't beat max charge version
DR/LF B
Best Punish: FC 3B
*If done right away it'll even stop the Mantis Crawl transition. Doesn't beat BE version
DR/LF B+K (Backstroke)
Best Punish: CE
*If done right away, it hits Voldo as he's getting up. It whiffs if he just lies there, so use 3B if that happens
Caliostro Rush Stance
CR A,A
Best Punish: 6KK
*Same as Front turned Rising A,A
CR {B} (to Mantis Crawl)
Best Punish: 3B
*Punishes and interrupts all MC followups. MC B+K absorbs the hit, but you'll recover in time to stuff his counterattack.
CR B,B/CR B,B3(to Caliostro Rush)
Best Punish: 6KK
*Same as Front turned Rising BB
CR K
Best Punish: (Just Guard only, 6KK)
CR A+B(Slide)
Best Punish: FC 3B
Blind Caliostro Rush Stance
BCR A+B (Low Mule Kick)
Best Punish: FC 3B (hits Voldo grounded)
for Xiba
Xiba:
A,A,K
Best Punish: 6KK
*Can also duck the 2nd A and FC 3B him
6A
Best Punish: AA
*stuffs his K followup as well
3A,B/3A, (to Remembrance Stance)
Best Punish: 4A+B aGI the 2nd hit
*beats anything out of REM. Safe on block if he doesn't commit
33A,A(BE)
Best Punish: 6KK
*Fails at tip range
B,B or B,(into RM)
Best Punish: quickstep between hits and 22B
*It's a vertical so it stuffs the stance aGI
22_88A,B
Best Punish:6KK
*Doesn't punish the stance cancel
66B,B
Best Punish: quickstep to Xiba's back side and 22B
*2nd hit Safe on block
66B,B,B
Best Punish: 3B
11_77B
Best Punish: 6KK
3kB
Best Punish: 6KK
*3B works too but timing is tight
22_88K
Best Punish: FC 3B
66K,B
Best Punish: 6KK
WS K
Best Punish: 6B
*AA is too fast and whiffs over him during recovery
Jump K
Best Punish: 6KK
A+B,B
Best Punish: AA
*also stuffs K followup. 66K also works, but timing to stuff the followup is kinda tight
2A+B
Best Punish: 6KK
1A+B/3A+B(Ankle Throws)
Best Punish: 6KK
On the Ground A+B
Best Punish: FC 3B
6B+K
Best Punish: 4A+B between 1st 2 hits.
*The rest of the move jails so you can't step.
Remembrance Stance
RM A,K
Best Punish: 6KK
RM K
Best Punish: FC 3B
Slide
Best Punish: FC 3B
A,A,K
Best Punish: 6KK
*Can also duck the 2nd A and FC 3B him
6A
Best Punish: AA
*stuffs his K followup as well
3A,B/3A, (to Remembrance Stance)
Best Punish: 4A+B aGI the 2nd hit
*beats anything out of REM. Safe on block if he doesn't commit
33A,A(BE)
Best Punish: 6KK
*Fails at tip range
B,B or B,(into RM)
Best Punish: quickstep between hits and 22B
*It's a vertical so it stuffs the stance aGI
22_88A,B
Best Punish:6KK
*Doesn't punish the stance cancel
66B,B
Best Punish: quickstep to Xiba's back side and 22B
*2nd hit Safe on block
66B,B,B
Best Punish: 3B
11_77B
Best Punish: 6KK
3kB
Best Punish: 6KK
*3B works too but timing is tight
22_88K
Best Punish: FC 3B
66K,B
Best Punish: 6KK
WS K
Best Punish: 6B
*AA is too fast and whiffs over him during recovery
Jump K
Best Punish: 6KK
A+B,B
Best Punish: AA
*also stuffs K followup. 66K also works, but timing to stuff the followup is kinda tight
2A+B
Best Punish: 6KK
1A+B/3A+B(Ankle Throws)
Best Punish: 6KK
On the Ground A+B
Best Punish: FC 3B
6B+K
Best Punish: 4A+B between 1st 2 hits.
*The rest of the move jails so you can't step.
Remembrance Stance
RM A,K
Best Punish: 6KK
RM K
Best Punish: FC 3B
Slide
Best Punish: FC 3B
for Yoshimitsu
3AB_3AB delayed_3A BE
punish any version with 6KK
auto GI 4A+B against normal and BE-version
auto GI 4A+B delayed against delayed version, 1B+K against delayed version
1AAAAA_4AAAAA
punish with 3B
214A
punish with 6KK
3B
punish with 6KK
1B and any non-UB-version
punish with 6KK
6KK
interrupt and punish with 3B
6B+KBBB
duck 2nd/3rd hit FC 3B
9B+KK_[K]
1B+K between the hits beats anything
FC 3K
punish with FC 3B
FC 1K(KKKK)
punish each with FC 3B
66A
punish with AA
66A BE
auto GI 4A+B (delay a little)
1B+K or 22_88B
22A
punish with 6KK
33BB+K-series
CE/BB/6KK after the 2nd hit beat anything (CE does 87dmg if Yoshi continues with A+B cause it will hit him on CH and from behind)
22B
punish with 6KK (only at closerange)
11B
punish with 6KK
66A+B2B
punish with FC 3B
(and 66A+B is only -7 on block unlike Mitsu's)
66B+K-series
3B+K/CE after the first hit beats anything
(BB and 6KK work as well but if he does 66B+KA+B the second hit won't connect)
Flea A
punish with 6KK
Flea K ~ Dragonfly
punish with 3B
Flea [K]
punish with FC 3B (groundhit)
Flea 66
punish with 6KK on hit!
punish with FC 3B on block
Indian A
punish with 6KK
Indian B
reactable because of the Guard Break effect, just 22B
Indian 6A+BK
punish with 1B or 3B on hit!
punish with 33BB (QS doesn't matter) on block
Dragonfly K
punish with FC 3B
Dragonfly A (on block)
interrupt anything with CE
Super Dragonfly KK (fail)
hit him with 33BB
CE
punish with FC 3B
punish any version with 6KK
auto GI 4A+B against normal and BE-version
auto GI 4A+B delayed against delayed version, 1B+K against delayed version
1AAAAA_4AAAAA
punish with 3B
214A
punish with 6KK
3B
punish with 6KK
1B and any non-UB-version
punish with 6KK
6KK
interrupt and punish with 3B
6B+KBBB
duck 2nd/3rd hit FC 3B
9B+KK_[K]
1B+K between the hits beats anything
FC 3K
punish with FC 3B
FC 1K(KKKK)
punish each with FC 3B
66A
punish with AA
66A BE
auto GI 4A+B (delay a little)
1B+K or 22_88B
22A
punish with 6KK
33BB+K-series
CE/BB/6KK after the 2nd hit beat anything (CE does 87dmg if Yoshi continues with A+B cause it will hit him on CH and from behind)
22B
punish with 6KK (only at closerange)
11B
punish with 6KK
66A+B2B
punish with FC 3B
(and 66A+B is only -7 on block unlike Mitsu's)
66B+K-series
3B+K/CE after the first hit beats anything
(BB and 6KK work as well but if he does 66B+KA+B the second hit won't connect)
Flea A
punish with 6KK
Flea K ~ Dragonfly
punish with 3B
Flea [K]
punish with FC 3B (groundhit)
Flea 66
punish with 6KK on hit!
punish with FC 3B on block
Indian A
punish with 6KK
Indian B
reactable because of the Guard Break effect, just 22B
Indian 6A+BK
punish with 1B or 3B on hit!
punish with 33BB (QS doesn't matter) on block
Dragonfly K
punish with FC 3B
Dragonfly A (on block)
interrupt anything with CE
Super Dragonfly KK (fail)
hit him with 33BB
CE
punish with FC 3B
for Z.W.E.I.
Z.W.E.I:
[A]
Best Punish: Duck 2nd hit and FC A
*Easiest option. ZWEI recovers extremely fast from this. FC 3B and 6KK both have to be right away
6A
Best Punish: FC 3B
3A,A
Best Punish: Duck 2nd hit and FC 3B
*Careful of BE version as it hits mid and stuns
3A(BE)
Best Punish: 6KK
*You cannot step or aGI in between
1A
Best Punish: FC 3B
4A
Best Punish: 6KK
*Careful of 4[A] 2nd hit.
4[A]
Best Punish: Quickstep and BB or 3B
*ZWEI can act on his own while Ein is out. He recovers pretty quick if just blocks. 3B will force him to either guard or use Ein right away.
4[A]Max Charge
Best Punish: 2K
*If ZWEI holds Ein for longer than normal you can usually get in a quick 2K to interrupt.
22_88A
Best Punish: 3B
11_44_77A
Best Punish: 6KK
{B} (Ein)
Best Punish: Quickstep 2nd hit and BB
3B
Best Punish: 6KK
1{B}(Ein)
Best Punish: 1A
*1A will interrupt all followups for CH, and forces a block. Only loses to a specifically delayed EIN release, which isn't a lot of damage. (Credit goes to Kalas for finding this.)
4B
Best Punish: 6KK
66B,A
Best Punish: Duck and FC 3B
33_99B
Best Punish: 6B
*AA works too but is range dependent. 6B always hits
22_88B,B
Best Punish: 6KK
*4K works too, but it's nearly impossible to RO/Wallsplat with.
11_44_77B
Best Punish: Use AAB to interrupt
*This guarantees a GB if you block ZWEI first, or gives him free KND if you block EIN first. You can step them both on reaction, or interrupt with a fast attack. He is completely vulnerable while Ein is out.
4K,B
Best Punish: 6KK
1K(BE)
Best Punish: Quickstep to ZWEI's back side and BB
*ZWEI recovers extremely quick if he guards afterwards.
22_88K
Best Punish: AA
*Point Blank range only. Farther out, 66K is a force block.
11_77K
Best Punish: 6KK
A+B
Best Punish: 6KK
*Fails at max range
4A+B
Best Punish: 3B
4[A+B]
Best Punish: FC 3B
*for some reason it's more unsafe than the regular one
8A+B
Best Punish: AA
66[A+B]
Best Punish: 2K
*If ZWEI holds Ein for longer than normal you can usually get in a quick 2K to interrupt. 3B might work to force his hand.
6B+K
Best Punish: 3B between hits
*only works if ZWEI does anything other than guard while EIN is out. He is safe if he guards.
6B+K,A
Best Punish: AAB after 2nd hit
*AAB will interrupt the 3rd hit after blocking the 2nd. If he tries to delay EIN, Use 3B or 2K to interrupt
6B+K,B
Best Punish: AAB after 2nd hit
*AAB will interrupt the 3rd hit after blocking the 2nd. If he tries to delay EIN, Use 3B or 2K to interrupt
66B+K
Best Punish: 3B
*If you do it right away you can get a free Back Throw as well
Knife Fiend Stance
KF A
Best Punish: 6KK
*You can also duck and use FC 3B, but this will be difficult to duck on reaction if used while EIN is out.
KF B
Best Punish: (Just guard only, 3B)
*This will be very difficult to JG if used while EIN is out
Critical Edge
Best Punish: Run in 66AA or CE
*If you want to save the meter, run in 66AA will do. Neither of these work farther than mid range due to pushout.
Slide
Best Punish: FC 3B
[A]
Best Punish: Duck 2nd hit and FC A
*Easiest option. ZWEI recovers extremely fast from this. FC 3B and 6KK both have to be right away
6A
Best Punish: FC 3B
3A,A
Best Punish: Duck 2nd hit and FC 3B
*Careful of BE version as it hits mid and stuns
3A(BE)
Best Punish: 6KK
*You cannot step or aGI in between
1A
Best Punish: FC 3B
4A
Best Punish: 6KK
*Careful of 4[A] 2nd hit.
4[A]
Best Punish: Quickstep and BB or 3B
*ZWEI can act on his own while Ein is out. He recovers pretty quick if just blocks. 3B will force him to either guard or use Ein right away.
4[A]Max Charge
Best Punish: 2K
*If ZWEI holds Ein for longer than normal you can usually get in a quick 2K to interrupt.
22_88A
Best Punish: 3B
11_44_77A
Best Punish: 6KK
{B} (Ein)
Best Punish: Quickstep 2nd hit and BB
3B
Best Punish: 6KK
1{B}(Ein)
Best Punish: 1A
*1A will interrupt all followups for CH, and forces a block. Only loses to a specifically delayed EIN release, which isn't a lot of damage. (Credit goes to Kalas for finding this.)
4B
Best Punish: 6KK
66B,A
Best Punish: Duck and FC 3B
33_99B
Best Punish: 6B
*AA works too but is range dependent. 6B always hits
22_88B,B
Best Punish: 6KK
*4K works too, but it's nearly impossible to RO/Wallsplat with.
11_44_77B
Best Punish: Use AAB to interrupt
*This guarantees a GB if you block ZWEI first, or gives him free KND if you block EIN first. You can step them both on reaction, or interrupt with a fast attack. He is completely vulnerable while Ein is out.
4K,B
Best Punish: 6KK
1K(BE)
Best Punish: Quickstep to ZWEI's back side and BB
*ZWEI recovers extremely quick if he guards afterwards.
22_88K
Best Punish: AA
*Point Blank range only. Farther out, 66K is a force block.
11_77K
Best Punish: 6KK
A+B
Best Punish: 6KK
*Fails at max range
4A+B
Best Punish: 3B
4[A+B]
Best Punish: FC 3B
*for some reason it's more unsafe than the regular one
8A+B
Best Punish: AA
66[A+B]
Best Punish: 2K
*If ZWEI holds Ein for longer than normal you can usually get in a quick 2K to interrupt. 3B might work to force his hand.
6B+K
Best Punish: 3B between hits
*only works if ZWEI does anything other than guard while EIN is out. He is safe if he guards.
6B+K,A
Best Punish: AAB after 2nd hit
*AAB will interrupt the 3rd hit after blocking the 2nd. If he tries to delay EIN, Use 3B or 2K to interrupt
6B+K,B
Best Punish: AAB after 2nd hit
*AAB will interrupt the 3rd hit after blocking the 2nd. If he tries to delay EIN, Use 3B or 2K to interrupt
66B+K
Best Punish: 3B
*If you do it right away you can get a free Back Throw as well
Knife Fiend Stance
KF A
Best Punish: 6KK
*You can also duck and use FC 3B, but this will be difficult to duck on reaction if used while EIN is out.
KF B
Best Punish: (Just guard only, 3B)
*This will be very difficult to JG if used while EIN is out
Critical Edge
Best Punish: Run in 66AA or CE
*If you want to save the meter, run in 66AA will do. Neither of these work farther than mid range due to pushout.
Slide
Best Punish: FC 3B