Jimbonator
[14] Master
Hello all. I want to keep this post brief and get right to the juicy bits. We have an excellent character here who in order to excel, requires EXTENSIVE match up knowledge to optimize punishes and string defense. Here are my findings. This is a work in progress so little things will be discovered but lets get into it. First things first. Your punishment kit.
Standing
i10 - 6B iPRBK (35 damage + knockdown. Hits high)
i12 - AA (20 damage and 0 on hit. Hits high)
i12 - 2A (10 damage, +4 on hit. Special low)
i14 - BB (24 damage, -4 on hit. Mid)
i16 - 66B PRBK (38 damage, very long range, knockdown. Mid)
i16 - 214:B (46 damage, knockdown. High)
i20 - 236B Lethal Hit. You have multiple routes here. Mid.
~Route 1, max damage. 236B - BB:B - iPR BB:B. 88 damage but leaves them standing at small advantage.
~Route 2, flip positioning. 236B - BBK. 71 damage. Back turned follow ups are inconsistent due to character model sizes.
~Route 3, Easier/go for a standing mix up. 236B - BBB - 78 damage and +4 in their face.
~Route 4, I want the same corner carry as combo one but a knockdown instead. 236B - 66(B) - PRA(B)- PR KK:B. 74 damage.
~Route 5, I am very stressed and just want to kill the opponent without relying on execution. 236B - 66(B) - PRCE. 87 damage, costs one bar.
~Route 6, soul charged. 236B - BB:B - iPR BBA+B. 101 damage, knockdown.
Crouching
i10 - WR BB iPRBK (40 damage, easiest execution)
i10 - WR BB iPRKK:B (55 damage, more difficult)
i10 - WR BB iPRCE (88 damage, costs one bar)
i16 - 66B, when the range of WR BB doesn't cut it.
i20 - 236:B Lethal Hit.
Lethal Hit String Counters
46B -Lethal hit triggers on whiff punishing a vertical.
46A -Lethal hit triggers on whiff punishing a horizontal. This move also tech crouches.
46K -Lethal hit triggers on whiff punishing a kick.
214:B -Lethal hit triggers on whiff punishing a guard break attack.
The 46 lethal hits all have the same combo extensions as follows, only difference is that 46B and 46A initially hit for 20 while 46K hits for 16.
46B - 66B+K - 4 - AG K:K - 44B. 78 damage, far off okizeme.
46B - 66B+K - 4 - AG K:K - 2A+B. 77 damage and right on top of them for okizeme.
46B - B4 - 66(B) - PRA(B) - PRKK:B. 79 damage, significant wall carry.
46B - BB:B - iPRBBB - 2K - 77 damage.
(Soul charged) 46B - 66B+K - 4 - AG K:K - 2A+BB. 95 damage.
214:B Lethal Hit - 214:B, 86 damage.
214:B - 44K - 2A+B. 87 damage. Inconsistent.
214:B - 44K - 4A+BA.- 99 damage, very inconsistent.
214:B - CE. 105 damage, costs one bar.
214:B - 6B - iPRCE. 113 damage. Looks janky and not extensively tested yet.
Some strings can be auto gi'd with Quick Parade (4B+K) for a free BB followup into 2K for 78 damage.
Spiral/Circular Envelopment
With B+K/2B+K Raphael can quickly evade strings with tight windows in between hits and get a beefy punish for a correct reaction. Combos are as follows.
Form Dodge B46 - Prep 6B - 2K. 65 damage.
Form Dodge B46 - Prep 6K - BB:B - iPR BB:B - 2K. 81 damage.
(Soul charged) Form Dodge B46 - Prep 6K - BB:B - iPR BBA+B. 91 damage.
Standing
i10 - 6B iPRBK (35 damage + knockdown. Hits high)
i12 - AA (20 damage and 0 on hit. Hits high)
i12 - 2A (10 damage, +4 on hit. Special low)
i14 - BB (24 damage, -4 on hit. Mid)
i16 - 66B PRBK (38 damage, very long range, knockdown. Mid)
i16 - 214:B (46 damage, knockdown. High)
i20 - 236B Lethal Hit. You have multiple routes here. Mid.
~Route 1, max damage. 236B - BB:B - iPR BB:B. 88 damage but leaves them standing at small advantage.
~Route 2, flip positioning. 236B - BBK. 71 damage. Back turned follow ups are inconsistent due to character model sizes.
~Route 3, Easier/go for a standing mix up. 236B - BBB - 78 damage and +4 in their face.
~Route 4, I want the same corner carry as combo one but a knockdown instead. 236B - 66(B) - PRA(B)- PR KK:B. 74 damage.
~Route 5, I am very stressed and just want to kill the opponent without relying on execution. 236B - 66(B) - PRCE. 87 damage, costs one bar.
~Route 6, soul charged. 236B - BB:B - iPR BBA+B. 101 damage, knockdown.
Crouching
i10 - WR BB iPRBK (40 damage, easiest execution)
i10 - WR BB iPRKK:B (55 damage, more difficult)
i10 - WR BB iPRCE (88 damage, costs one bar)
i16 - 66B, when the range of WR BB doesn't cut it.
i20 - 236:B Lethal Hit.
Lethal Hit String Counters
46B -Lethal hit triggers on whiff punishing a vertical.
46A -Lethal hit triggers on whiff punishing a horizontal. This move also tech crouches.
46K -Lethal hit triggers on whiff punishing a kick.
214:B -Lethal hit triggers on whiff punishing a guard break attack.
The 46 lethal hits all have the same combo extensions as follows, only difference is that 46B and 46A initially hit for 20 while 46K hits for 16.
46B - 66B+K - 4 - AG K:K - 44B. 78 damage, far off okizeme.
46B - 66B+K - 4 - AG K:K - 2A+B. 77 damage and right on top of them for okizeme.
46B - B4 - 66(B) - PRA(B) - PRKK:B. 79 damage, significant wall carry.
46B - BB:B - iPRBBB - 2K - 77 damage.
(Soul charged) 46B - 66B+K - 4 - AG K:K - 2A+BB. 95 damage.
214:B Lethal Hit - 214:B, 86 damage.
214:B - 44K - 2A+B. 87 damage. Inconsistent.
214:B - 44K - 4A+BA.- 99 damage, very inconsistent.
214:B - CE. 105 damage, costs one bar.
214:B - 6B - iPRCE. 113 damage. Looks janky and not extensively tested yet.
Some strings can be auto gi'd with Quick Parade (4B+K) for a free BB followup into 2K for 78 damage.
Spiral/Circular Envelopment
With B+K/2B+K Raphael can quickly evade strings with tight windows in between hits and get a beefy punish for a correct reaction. Combos are as follows.
Form Dodge B46 - Prep 6B - 2K. 65 damage.
Form Dodge B46 - Prep 6K - BB:B - iPR BB:B - 2K. 81 damage.
(Soul charged) Form Dodge B46 - Prep 6K - BB:B - iPR BBA+B. 91 damage.