Dealing With Ruffians: A Comprehensive Raphael Punishment Guide

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 - BB:B:B - 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.
 
Astaroth
AA - 46A under second hit. Or just duck and punish.
AB - Step into 46B. 6B block punish.
3A - 6B
2A - WR BB
1A - 66B. This will whiff at tip range.
1AA - 236B LH
1AB - Step into 214:B LH. You can also WR BB interrupt him.
4AA - 46A under second hit.
4AB - Step into 46B. B+K evade.
214A - 6B
214AAAAA - You can B+K evade under the hits starting at the 3rd hit. 66B block punish if misspaced.
8A - 6B
BB - Step into 46B
bK - WR BB. This also interrupts the follow up.
B6B - B+K evade 2nd hit.
BB6 - Step into 46B
3B - 66B
1B - 66B
4(B)B - B+K evade 2nd hit/ level 2 GI.
4(B) (B) - Step into 214:B LH
WR B - 6B. Whiffs at long range.
8B - WR BB (forces crouch)
6K - 6B
2K - WR BB
1KA - WR BB if first hjt is blocked.
3KA - 46A under 2nd hit.
3K(A) - Interrupt with a move i16 or faster.
FC 3K - 6B/AA
WR KA - 46A under second hit.
WR K(A) - 46A will interrupt anyway.
8K - 6B
6A+B - 66B
2/8A+B - 236B LH
4A+B - 6B/66B
6B+K - 6B
66A - 6B will punish/net a counterhit if they decide to continue the string.
66AB - Step into anything.
22A - 6B
44A - 6B
66B - 6B
11BK - If blocking at close range, 6AA will punish Astaroth if he decides to continue the string but you will be hit if you attempt this at any other range. At longer ranges, use B+K evade.
66(K)K - B+K evade/level 2 GI
If using movement to avoid reversal edge hits
~RE A - Standard 46A LH
~RE B - Standard 46B LH
~RE K - Standard 46K LH
Soul Charge 6BA - 6BBB interrupt or 4B+K the second hit.
SC 6BB - 6BBB interrupt the second hit or step into 214:B
SC 4KA - 46A under second hit.
 
Last edited:
Azwel
AAA - Interrupt 3rd hit with 6BBB, 3A, BB, 3K...etc. Block punish with 6B
AB - 236B LH
2A - If blocked from crouch, WR BB
1A - WR BB
9A - 214B
7A - 66B
BA - Duck second hit. 46A lethal hits on a delay. Or 4B under.
BBB - Interrupt with 6BB. Step and chase with a 236B or CE whiff punish.
B4 - WR BB
6BA - Duck into 46A or CH 4B
6BB - You can interrupt with 6B or step into 46B.
3BB - WR BB if close enough. Step into 46B. 6B will clash with the fastest follow up with this string and interrupt other timings.
2BB - 6B
1BB - Stay ducking for a 46B LH.
FC 3BB - Step right for a 46B.
FC 1B - 6B
WR BB - 6B
7B - 66B
2A+B - WR BB
6A+B - 6BB
8A+B - 236B LH
Sword B+K - 214B
Axe B+K - 236B LH
Spear and Shield B+K - 66B+K or slight delay 46A will net a lethal hit.
66A - 6B
22A - 6B
8WR A+B - 6B
Beauty of Balance AAA - Duck 3rd hit into 46A.
BoB AAB - Step 3rd hit into 46B or 6B block punish at kissing range only.
BoB AB - 214B
Tragedy of War 6K - 236B LH
Comedy of Errors AB - Step 2nd hit into 46B
CoE BB - Step 2nd hit into 46B.
CoE B6 - 6B (close range only)
CoE 4K - WR BB
If using movement to read reversal edges...
RE A - Standard 46A, however he can go into stance with this option and you will no longer net a lethal hit.
RE B - Opt for a 236B.
RE K - If you move or block to read this you'll get a free 214B.
Critical edge - 236B LH
Soul charge critical edge - 236B LH
SC 8A+B - 6B
 
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Cervantes
AAA - Can interrupt with i15 or faster. 6B block punish.
aB - 214B
6AA - 6BBB interrupt or duck into 46A.
6AB - B+K 2nd hit or 6B block punish.
3A - 6B
1A - WR BB
1aB - 214B
1aBB - Step into 46B
WR A - 214B
BBB - B+K 3rd hit. WR BB/214B block punish.
bA - 6BBB counter hit.
6BB - 46B lethal hit has axis issues and may whiff. Opt for a 4A or B+K to counter 2nd hit.
6(B)A+B - B+K 2nd hit(s) or 6B block punish.
3B - 6B
1B - 236B LH
4BBB - Step left for 46B ot B+K evade. 6B block punishes as well.
4BK - B+K will avoid 2nd hit. So you have an option select here vs this string. You can duck into 46K if you wish as well.
WR B - 6B
8B - 6B
2K - WR BB
1K - 236B LH
4KK - 6B block punish or step 2nd hit into 46K.
WR K - 6B
2A+B - WR BB
2B+K - WR BB
8B+K - WR BB
WR A+B - 236B LH
66A - 6B
66aB - 6B
22AA - WR BB
22AB - Step 2nd hit into 214:B LH.
44BB - 66B
22B - 6B
44B - 66B
22K - 6B, is not punishable at long range.
11K - WR BB
44A+B - 6B
214:B - 236B LH
Geo Da Ray B - 66B
GDR A+B - 66B+K
Shadow flare - 214B LH into 44K - 4A+BA. Combo is pretty consistent here.
DS K - WR BB

If using movement to read reversal edge...
RE A - He has extensions here so you can stay ducking for a 46A but he could just not extend the string. Not recommended to forward step for a lethal hit here.
RE B - 46B doesn't trigger a LH here???
RE K - Standard 46K LH
CE - 66B works except at long range. Opt for 6B for consistency.
Soul Charge BBBB - Step 4th hit into 214:B LH
SC 3BB - See above.
SC 66(B) - 236B LH
SC GDR BA - 236B LH
SC GDR BK - WR BB
 
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Geralt
AAA - Use 6BBB to interrupt 3rd hit. Or use 4B+K to aGI 3rd hit.
6AA - Interrupt with 6BBB (i15 or faster in this case.) aGI with 4B+K or 8A+B
6AB - 4B+K immediately to aGI 2nd hit (no this isn't an option select with 6AA) Step into 46B.
3A - 6B
1AA - 6B
1AB - 214B
4A - 66B/214B depending on range blocked
BBB - Step into 46B/Lvl 2 GI 3rd hit/ 6B block punish.
6B - 6B
6BB - 6B

3B - 6B
1B - WR BB
4B - 6B
6K - 6B
1K - WR BB
4K - 6B
4KK - Step 2nd hit into 46B/use 4A to avoid.
4KKA - 6B or BB will interrupt final hit.
4KKB - Same interupts as above punish apply. Or step into 214:B LH.
6B+KB - Step 2nd hit into 46B. 6B can punish up close.
66AB - Step 2nd hit into 46B
66AK - WR BB/Lvl 3 GI.
22A - 6B
44A - 6B
66BA - 4B 2nd hit. Duck into 46A. Use B+K to option select the string mix up.
66BB - Use B+K to avoid 2nd hit. Or WR BB block punish due to forced crouch.
33B - 6B
44BB - B+K 2nd hit. Step into 46B. 6B block punish.
66B+K - Step into 46B
If reading reversal edge options with movement...
~RE A - Recommended to 214B after for a quick punish. He has options to thwart 46A LH.
~RE B - Standard 46B
~RE K - Standard 46K
Critical Edge - 66B
Raw Igni without 3rd hit - 6B
Raw Aard summon - 6B
Soul Charge AAAA - Can still interrupt 3rd hit with 6BBB. Can also duck 4th hit for a 46A LH.
SC 6ABB - 4B+K 2nd hit. Step into 46B 3rd hit. B+K evades 3rd hit as well.
SC 3AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA - The third hit of the infinite is a high.
SC 66AAA - 4B+K 3rd hit or 6BBB interrupt.
 
Last edited:
Groh
AAA - Duck 3rd hit into 46A
6AA - 4B+K 2nd hit. This option will get blown up if he enters stance instead!
3A - 6B
1A - WR BB
WR A - 6B
BBB - Step 3rd hit into 46B
6BB - 6B
3B - 66B/214B
1BB - If first hit is blocked, WR BB will punish 1B and interrupt 1BB.

WR B - 6B
6K - 6B
2K - WR BB
1K - WR BB
4K - 6B
8K - 6B
6A+B - 6B/BB
2A+B - Learn to 8B this on reaction. Empty jump into 214:B LH doesn't really work.
8A+B - 236B LH
66AA - 6B
66B - 6B
66BB - B+K 2nd hit or 6B block punish.
22B - 214B
66K - 6B
22K - WR BB
44K - BB (NO HIGH PUNISHES)
66A+B - 66B
66B+K - 6B
44B+K - 6B
Avenger A - 236B LH
AV BB - Level 3 GI 2nd hits.
AV K - WR BB
AV A+B - 214B
If using movement to read reversal edge options...
~RE A - Standard 46A
~RE B - Standard 46B
~RE K - Standard 46K
Critical Edge - 214B
Soul Charge 1AK - 236B LH
SC 3BB - Step 2nd hits into 46B or interrupt 2nd hit with 6B.

Avenger String Defense
6A6 - 6B will interrupt options
4A6 - B+K will avoid AV B, 6B will interrupt other attacks.
WR A6 - 6B interrupt.
66B6 - 6B interrupt.
6A+B6 - 6B/BB interrupt.
A+B6 - Refer to 4A6.
8A+B6 - 236B will still LH.
6B+K - 6B!
66B+K6 - 6B :^)
 
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Ivy
AA - Duck into 46A. 6B block punish
AK - Step into 46K.
6AA - 4B under 3rd hit. GI 2nd hit. Duck 3rd hit into 46A.
6AK - Duck into 46K.
6(A) - 66B
3(A) - 6B
2A - WR BB if blocked from crouch.
1AA - WR BB if close enough. Can also 2B+K 2nd hit on block.
WR (A) - 66B
8A - 6B
(B) - 236B LH
b(A) - 6B
6BA - Duck into 46A or 4B under 2nd hit.

6B(A) - 4B will interrupt stance moves as well if you're sharp.
6B8 - 236B LH
6B8K - WR BB
6(B) - 6B but only at close range.
6(B) 2/8 - 236B LH
3B - 214B close/66B at all ranges.
214B - 66B
FC 3B - 236B LH...but come on all Ivys use the full string.
FC 1B - 6B
WR BB - 6B/2nd hit likes to whiff on block so you can get a 46B LH.
6KB - Duck or step 2nd hit into 46B
2K - WR BB
1K - WR BB
FC 3K - 2A (HIghs will whiff)
6A+BA - GI 2nd hit (Level 3) 8K over last hit.
2A+BB - 236B LH
1A+B - WR BB
4A+BB - Step into 46B/interrupt 2nd hit with 6BBB/ 236B on block.
8A+BB - 236B LH
8A+B(B) - Step into something like 66B+K
6(B+K) - 6B
WR B+K - 66B
66(A) - If the 2nd hit whiffs after blocking the first hit you net a 46A LH.
22A - 6B
44(A) - 236B LH. Whiffs at tip range.
66BB - Step into 46B or block punish 6B
22BA - Duck 2nd hit into WR BB or interrupt her with 6B if you're quick.
44B - 6B
22K - WR BB
44K - FC B
22A+B - 6B
2A+G - WR BB (only at close range)
Serpent's Embrace 4A - 236B LH
SE BBB - WR BB
SE 6B - 6B
SE 4B - Step LEFT.
SE 8B+K - 66B/ WR BB the K
Critical Edge (from stance as well) - 236B LH
If using movement to read opponent's reversal edge...
~RE A - Standard 46A punish....unless she goes into stance, then you lose the LH property.
~RE B - Standard 46B
~RE K - 46K whiffs here, so use something like 236B or CE for the punish.
Soul Charge 66KK - B+K 2nd hit or GI (Level 2)
SC 22A+BB - (B+K) to avoid 2nd hits. You gotta hold this a while.
SC SE 6AA - Duck for a 46A/214B punish.
 
Last edited:
Kilik
AAA - Duck 3rd hit into 46A
AB - Duck 2nd hit into 46B/B+K 2nd hit.
6AA - Duck 2nd hit
6AB - B+K 2nd hit. Step into 46B.
2aB - 214B on block/step 46B
1A - WR BB
4A - WR BB
WR A - 6B, whiffs at tip.
BBB - Step final hit into 214B LH.
B6 - 6B
B4 - 6B
6BA - Duck into 236B
6BB - 6B/B+K 2nd hit.
3B - 6B
2BB - Step into 46B/Lvl 2 GI
1B - WR BB
4BB - Step into 46B
FC BB - Harder to step than 2BB, step right for a 46B.
FC 3B - 6B
WR B - 6B
kB - WR BB
2K - WR BB
1KB - WR BB block punish the kick only and will interrupt the 2nd hit. If 2nd hit is blocked, 214B punish.
4KB - Movelist punish.
4KK - Step 2nd hit into 46K.
WR K - 6B
6A+B - 6B
2A+B - 66B
8A+B - B+K evade.
6B+K - (B+K) on the 2nd hit to evade entire string.
6B+K2 - WR BB
4B+KBB - Step into 46B...2A interrupt last hit. 6B block punish.
22AA - 236B LH.
22AB - 6B or B+K 2nd hit.
44AA - Gotta jump attack over 2nd hit. Can 2A interrupt 2nd hit at mid range or closer.
22B - 6B
44B - 66B (Closish range only)
44B2 - 66B
66KKB - 6B block punish/B+K 2nd hit/step into 46B 3rd hit.
44B+K - 6B
Monument ABK - 214B block punish/2B+K 2nd hit.
Asura Dance - 236B LH
Back Parry A - WR BB
If using movement to read reversal edge options...
~RE A - Standard 46A
~RE B - Standard 46B
~RE K - Standard 46K
Soul Charge Critical Edge - If you end up ducking this, 214B will lethal hit.
SC 3AA - 6B/B+K 2nd hit.
SC 4BBBK - B+K 2nd or 3rd hits. 6B block punish final hit.
SC 66AA - 6B
SC 66AAA - Duck into 46A final hit. 3A under last hit.
SC 22AAA - 236B LH
 
Last edited:
Maxi
Stance anti is not extensive so stay tuned for a more in depth analysis.
In most situations on block, an A+B can supply a hard read on his stance aGI.
The aGI counters high and mid, so most of your go to punishers will be countered.

AA - 6B/2A
~Fastest stance option is i15 in this case.
6A - 2K is a catch all. If you want to interrupt/block punish 6B is there.
1AB - Can B+K 2nd hit on hit! Blocking 1A is a free WR BB
4AAAB - 66B. Can B+K 3rd hit or level 3 GI it.
4AB - 2A. More analysis needed here.
FC 3A series - WR BB will punish but can still be aGI'd. 2K is a catch all on block.
WR A - 2A
8A - 2K is a catch all on block.
6BBB - 236B LH
3B - 2A
1B on hit - 6B can challenge stance moves
4B - B followup from this move will beat all attacks. Step or GI to counter the B. 2A beats other options.
236B - 2A
WR B - 2A
8B - Refer to 4B
1KK - WR BB
236B - 6B
WR K - 6B
WR KK - 6B will interrupt anyway. Or step/duck into 46K.
6A+B - 6B :)
2A+B - 66B+K
4A+B - 66B
B+KBBBA - 236B LH
6B+K - 6B
2B+KK - 6K block punish first hit and jump over 2nd hit. WR BB otherwise.

FC 3A+B - 66B beats buttons/loses to aGI.
WR B+K - See above.
22A - 2A
44AB - 6B beats buttons except aGI.
66B - Backstep here.
Propeller time - 2A him if you know when he'll stop,
33B - 2A. Stance A will mutually whiff with 2A but he recovers much longer than you do. So you can WR BB him anyway.
33bA - 2A
22B - 6B
44B - 236B beats buttons on block
~66B beats buttons on hit.
22K - WR BB
22KKK - Duck 3rd kick into 214B LH
66A+B -
 
Last edited:
Mitsurugi
AAA - Duck 3rd hit into 46A
6AA - Interrupt 2nd hit with 6BBB/2A
1A - WR BB
WR AA - 46A under second hit
BBB - Step 3rd hit into 46B
B6 - 6B
bA - 236B LH
6BB - 6B
3B - 6B
1BB - 236B LH
1B - WR BB, also interrupts guard break pressure.
FC 1BB - Step 2nd hit into 46B
kB - WR BB
6K - 6B
2K - WR BB
1KB - 236B LH
4KB - B+K second hit or step. The step is tight though.
6A+B - 66B
B+K - 66B/214B
22A - 6B
66BB - 236B LH or step into 46B LH
22B - WR BB
11BAB - Duck 2nd hit, step 3rd hit.
66K - 6B
22K - WR BB
236AA - Duck second hit into 46A
236B - 66B
236K - 236B LH
Mist BBBB - B+K final hit.
Mist 6B - 66B
Relic AA - 46A under 2nd hit
Relic K - 6B
If using movement to read reversal edge...
~RE A - Use 4B or 214B to beat follow ups. Do not attempt 46A
~RE B - Standard 46B
~RE K - 214B to beat follow ups.
Critical Edge - 236B LH
Soul Charge 3BB - Step right for a 214B LH
SC 1KBB - 236B LH
SC 22BB - Step right for a 46B LH
SC 236AAB - You can B+K the last hit
 
Last edited:
Nightmare
AA - 6B on block or 6BBB to interrupt 2nd hit.
aB - WR BB (Range dependent)
6A - 214B
6AA - 214B will crouch under 2nd hit will only be "countered" by the Nightmare cancelling into grim stride, where you will leap past him.
3AA - 236B LH
3AK - Duck into 46K
2A - WR BB
1A (no stance) - 236B LH
WR AA - 236B LH
8A - 6B
BB - Step left for a 46B. Can B+K 2nd hit. 4A will avoid 2nd hit at close range.
6BB - 66B, safe at tip range.
3B (no stance) - 236B LH
1B - 66B
4BBB - Three short ranged linear headbutts, create your own punish.
FC 3B - 236B LH
WR B(no stance) - 236B LH
2K - WR BB
1K - WR BB
4KB - 6B on block...or B+K
4KK - Duck into 46K...or option select this string with B+K.
WR K - 214B
6A+B - 6B
2A+B - 214B
22AA - 66B on block of B+K 2nd hit
44A - 6B
66B - (test one more time)
22B - Opt for a 66B to beat stance crap.
11B - 66B
66K - 2A
Grim Stride A - 214B
GS aB - 236B LH
GS B - 6B
GS K - 6B
Night Lower Stance A - WR BB (Close only)
NLS B - 6B
Night Behind Stance A - 236B LH
NBS KK - 6B, or duck into 46K or B+K 2nd hit.
Night Side Stance A - 6B (mid range and closer only)
NSS aB - 66B
NSS B - 6B
NSS bA - 214B/66B
If using movement to read reversal edge options...
~RE A - Standard 46A LH
~RE B - Standard 46B LH
~RE K - Standard 46K LH
Critical Edge - 236B LH
Soul Charge KB - B+K 2nd hit.
SC WR KB - Duck 2nd hit into 46K
SC 66KK - Step 2nd hit into 46K/214B LH
SC GS A+B - B+K 2nd hit
SC NLS flippy stuff - B+K 2nd hit to avoid block pressure.
SC NSS bA+B - Step 2nd hit into 46B
 
Last edited:
Raphael
AB - WR BB
6AA - Duck 2nd hit into 46A
3A - 6B
1A - WR BB
4A - 214B
46A - 6B
BBBB - Duck 3rd hit/step last hit
BBK - WR BB
B2B - WR BB
3B - BB
!B - WR BB
4B - BB
236B - WR BB
214B - 236B LH
46B - 6B
FC 3B - 6B
WR BB - Duck 2nd hit into your own WR BB
8B - 6B
1K - WR BB
6A+B - Duck 2nd hit
2A+B - 6B
4A+BA - WR BB

8A+B - 6B
66A - 6B
22AA - Duck second hit
22AB - WR BB
44AB - BB
66B - BB/66B
33B - 66B
22B - 6B
22BB - Step into 46B or 66B block punish
44B - 236B LH
66K - 6B
44K - 6B
Preparation AB - Duck the B and WR BB
Prep BK - 214B
Prep BBA - WR BB
Prep 6B - WR BB
Prep KB - 214B
Prep 6K - 214B/66B
Ariana Grande AB - 6B (close only)
AG K - WR BB
Shadow Evade K - WR BB
If using movement to read reversal edge...
~RE A - Standard 46A LH
~RE B - Your alignment flips so buffer 64B to get a 46B to come out.
~RE K - You have to wait and duck the second kick to get a 46K LH
Soul Charge 6AB - Step into 214B LH
SC 4BBB - Duck second hit into WR BB
SC 1KB - WR BB
 
Last edited:
Seong Mi-Na
AA - 2A
AAA - WR BB block punish. Interrupt 3rd hit with 2A. 7G into 46A LH is also a meme option.
AAB - Step 3rd hit into 46B. This move will beat a 2A attempt.
6A - 66B if staff is blocked, safe if blade is blocked.
3AA - 8A over second hit or WR BB block punish
1A - WR BB
4A - 66B/CE
WR AA - B+K evade without the follow up and enforce a mix up.
8A - 6B (forces standing)
BBA - WR BB
BBB - Step 3rd hit into 46B or 214B block punish
B4B - 6B
B6 - Duck second hit into 46B
6B - 6B at close range only
6bA - 6B
3B - 6B/BB
3bK - 6B
2BA - 8B/8A/8K over second hit
2BB - 6B
2BK - 4A evade second hit, 4B+K second hit.
1B - 236B LH if staff is blocked, safe if blade is blocked.
4B - 6B
FC BB - Step 2nd hit into 46B
WR B - 6B
8B - 6B
3KK - Duck second kick into 46K
2K - WR BB
1K - WR BB
4KB - 6B
FC 1KB - 236B LH or step 2nd hit into 46B LH
WR K - 214B
6A+B - 6B
2A+B - Train to jump attack on reaction
4A+BAB - 4B interrupt after first staff twirl
4A+BA+B - Step last hit into 46B
8A+B - 236B LH
B+K - 214B
6B+K - 6B
2B+K - WR BB
WR B+K - 214B
22AA - B+K 2nd hit or level 2 GI. 6B block punish
11A - WR BB (close range)
44A - WR BB/66B
22B - 66B. Range dependant obviously...
11B - See 1B
66KKK - Duck 3rd kick into 46K
44K - 6B
66B+K - 236B
If using movement to read reversal edge...
~RE A - 214B here.
~RE B - Standard 46B LH
~RE K - Standard 46K LH
Critical Edge - 214B
Soul Charge BBB - Stepping the third hit nets a 214B LH now.
SC FC 1KKB - Step 3rd hit into 46B
SC 22AAAA - You can B+K any of these hits.
 
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Siegfried
AAA - Duck 3rd hit into 46A or 6B block punish
AAB - Jump or step this move. If he goes into stance he can interrupt a WR BB with Base hold K
aB - 2A
6AA - Duck 2nd hit
6AB - Step into 46B or 66B block punish
3A - 6B
2A - WR BB
1AA - WR BB or jump 2nd hit. Empty jump into 46A will not work.
4A - 6B
WR A - 66B+K
WR AA - 236B LH
BB - 6B block punish or step into movelist punish
B6 - 6B
bgB - 6B/BB (close only)
3B/WR B/8B - 6B to interrupt stance and punish the move itself

3K - 6B
3KK - 236B LH
3KKK - 214B or step into 46K
1K - WR BB
2K - WR BB
4KAAA - Jump attack 3rd hit, WR BB block punish last hit, jump last hit
4KAB - Step last hit or WR BB block punish
4KK - 6B
236KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK - WR BB on block or gear up for a 46K if he misspaced
8KK - 214B
2A+B - WR BB (close only)
66A - Duck into 214B LH
66B - 236B LH
22BBB - B+K 2nd hit
44BB - Step into 214B or use 4A to evade 2nd hit.
22K - 236B
66KK - Duck 2nd hit into 46K
44K - 1B
66A+B - 66B
2A+G - WR BB
Base Hold A - 236B LH
BH K - 214B
Reverse Side Hold B - 236B LH
RSH K - WR BB
Chief Hold AA - WR BB
CH KB - B+K 2nd hit or 6B block punish
CH KK - B+K 2nd hit as well.
CH A+B - Duck into 214B LH
Side Hold AA - WR BB
SH BBB - 6BBB after first hit to interrupt
SH K - 6B
SH A+B - 236B LH
If using movement to read reversal edge options...
~RE A - Standard 46A
~RE B - Standard 46B but he recovers fast so you need to be quick.
~RE K - 6BBB will counterhit follow ups...but you aren't getting a 46K LH here.
Soul Charge b6B - B+K 2nd hit
SC 4A+BB - 6B interrupt 3rd hit or step into 214B LH
SC 66KB - 2A can interrupt or step 2nd hit.
 
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Sophitia

AAA - 46A under third hit or 6BBB interrupt 3rd hit.
AK - WR BB or jump attack
6AA - WR BB
3A - 6B
1AA - 236B LH
4AAA - Interrupt 2nd hit, you can step and still block low for the next hit so you can step, wait for the option and punish accordingly. On block you get a 236B LH
4AB - 6BBB interrupt, step 46B
4(A)AAA - B+K 3rd hit and link into AG B. 214B on block
WR A - 6B
BBB - Step 3rd hit into 46B or interrupt 3rd hit with 2A/3K/BB
 
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