Death By Katars:Voldo block punishment

coolcmcgee

trash of 8wayrun
this is a comprehensive block punishment guide for Voldo against the cast of SoulcaliburV

MITSURUGI
1A -16 on block punish with 6b,FC2Bor if your yomi is strong enough jump over it.
1aB -12 on block sidestep this move and get a free punish of your choice.
bA -22 on block punish with CE,66B, 666B, 3BB, or 2BB
3B: -16 on block punish with 6B
3B be JG 2nd hit punish with 6B
2k -26 on block punish with FC3B, 66B,66B
KB -16 on block punish with 66B and 6b
2kB -16 on hit punish with 6B; -26 on block pnish with 666B 66B, 55A+B 2k[], 2BB CE.
B+K:-17 on block punish with 6B whiffs at tip range, 66B, 666B.
11A: -16 on block punish with wrB, 66B, 666B.
44A: 6B
66BB: -23 on block 66B, 666B, CE just guard the second hit for additional swag
Run K: -22 on block punish with FC3, 6B, 66B 666B CE
2KB BE: -22 on block punish with 66B, 666B
11*77BA: duck the second hit and get a free whiff punish of your choice
11*77BAB: duck the 2nd hit and the 3rd will whiff
SS B be: -16 666B, or 66B be are best options
SS B: -16 666B or 66B BE are best options
MST BB+K: -14 punish with 6B
MST K: -20 punish with CE,666B, 66B, and 1K
MST KB: duck second hit punish of your choice
MST B+K: -14 punish with 6B
 
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Pyrrha
(note all moves punishable by 66B are also punishable by 666B)
AK-14: 6B or AA
3A -14: 6B AA will whiff
1A -22: 66B, , or CE
1AA -22: 66B, CE, 2BB, 1K
4AA -22: refer to 1A for punishing
4AAA -22: refer tp 1AA for punishing
4AB -14: 6B or sidestep second hit and punish accordingly
6BK -14: 6B
2BB -20: 66B, 1K, can sidestep second hit
3KK -16: 66B can sidestep second hit
2K: -14: 2A
1K -15: 6B
WR {A+B} smack her out of this.if you get hit by this just put the controller down and walk away
B+KB -20: refer to 2BB for punishing
2B+KBBBB -16: 66B
11AA -14: 6B
33B -14: 6B
22B -18: 66B, 1K
22BA -40: you can punish this with 4A+B
22BAK -60: like i said 4A+B
11/44B -14: 6B
44KA -16: 66B,
44KAB -16: sidestep and punish accordingly
66B+KAB -16: 66B, or sidestep after second hit
RUN K -22: FC3B, 66B, CE
66B Brave Edge: Just Guard second hit and punish with 6B (if you cant just guard use 8A+K to avoid the guard damage)
CE -20: 66B, 1K

Angel Step
A -18: 66B, 1K
AA -16: 66B
AA Brave Edge: Just guard the third hit for a 6B punish. or sidestep to her left
B -18: 66B, 1K( i prefer 1K unless i am near the ring edge)
K -27: 66B, CE( wouldn't recommend doing CE unless her back is to a wall/ring edge will whiff if too far)

 
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Patroklos
1A -17: 66B, wr B
6BBB -16: 66B 2nd hit can be sidestepped or 8A+K int LF B BE can be used for style points
3B -16: 66B
3KK: Duck the second hit and use wr AA
1K -18: 66B, wr AA
wrK -18: 66B, 1K
wrKA -16: the timing on 66B is a bit difficult so just use 6B. on JG 66B 1K and CE become available
A+B: duck as soon as you see the the green flash and then press your favorite button after it whiffs
2A+B -22: 66B, CE, wr B
wrA+B -15: 6B
B+K -14: 6B
11B -14: 6B
66K -16: 66B(if too far away wont punish 6B always hits)
11K -16: 66B (if too far away wont punish WR B always hits)
44K -16: 66B 44KK is high-high and the delay can make this difficult to punish but can be ducked and punished with wr AA
66A BE +8: just guard 2nd hit for CE,66B, or 1K second hit can also be sidestepped
236B BE -5: just guard second hit and punish with 66B or sidestep to Pat's left
1B BE -12: mid high mid duck the second hit and quickstep the 3rd to Pat's left (use 1k or 22B)
CE -20: 66B, 1K, CE
( sidenote 66B+K -7: the second hit will always whiff)

Justice Step
A -16 : 66B
AB -16: 66B, or JG 2nd Hit and punish with 66B or 1K 2nd hit can be sidestepped
B -20: 66B, 1K, CE
K -18: 66B, 1K
 
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Aeon

3A-14: AA or 6B (AA will whiff at tip range)
1A-15: 6B
WR AB-16: 6B, 66B, WR AA or sidestep(to right)/JG second hit and punish
BBB-12: JG 3rd to hit to punish with CE, 1K, 666B, 66A+B or sidestep 3rd hit and punish
6BB-8: duck second hit and punish with WR AA
3B-14: 6B
1K-18: WR AA, 6B, 66B,
1B+K: dont get hit by this smack Aeon out of it or jump over
4B+Kg-32: 3B, 66B, A+B
88A:-22: 6B, 66B, 1K, 3BB, CE, 66B
88AB-16: AA, 6B, 66B (AA may whiff)
44A:-16 6B, 66B be warry of Sandwinger transitons
44[A]-14: 6B alot like regular 44A
66B-21: 6B, 66B, 1K, 1BB, 3B, CE, 66A+B. opponent can followup with sandwinger K in this case sidestep immediately after the 66B to punish it
33B-14: 66B AA will whiff
11B-14: 6B will whiff use 2A
44B-21: 66B, 6B, 1K, CE, 66A+B, 1BB, 3BB there is no reason they should use just this part of the series
44BA-9: duck the second hit and punish with WR AA
44BAA+12: refer to 44BA the WR AA should beat out the 3rd hit
66K-16: AA, 6B, 66B
11K-23: WR AA, 66B, CE, 66A+B
44K-16: WR AA, 66B, 6B
Run K-22: WR AA, 66B, 66A+B, CE
6B BE-8: JG or sidestep last hit and use your favorite punish
CE-25: use something i25 or less
 
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Ezio

6A-18: AA, 6B, 66B, 1K, 1BB
6AB-4: duck second hit to punish with WR AA
6ABB-16: duck second hit to punish with WR AA or sidestep 3rd hit and punish accordingly
1A-16: WR AA, 66B
4AB-30: if you can duck the first hit on reaction you can use WR AA otherwise use 66B, 1K, 66A+B FC, 3A+B
after ducking the second hit
4AB 8*2B: refer to 4AB
4B-18: 6B, 66B, 1K(may be pushed out too far), CE, 1BB
WR BB-16: JG or sidestep 2nd Hit and use i27 or faster
8B:-14: 6B
6K8-32: 1K, 3BB, 666B or CE
2K-14: FC A
A+B-16: 66B, 2A will stop any follow ups
Crossbows: Duck on reaction and punish accordingly
66AB-30: Duck the crossbow (or JG if you’re feeling fruity) and punish accordingly, WR attacks will stop any follow ups
22A-16: 6B (within range), 66B
22AA-23: 1K, 3BB, 666B, CE
11A-20: 1K, 3BB, 666B, CE
44A-14: 6B
66B: 66B
66BB-16: 66B, JG or sidestep second hit
11K-16: WR AA
B bBE-6: JG the last hit, follow up with 666B or sidestep the last hit
66B BE+10: JG the 2nd hit or Sidestep it
CE-18: 666B
 
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Pyrrha Ω

1A-22: FC 3B, 66B, 66A+B
1AA-24: 3BB, 2BB, 1K, 66A, 66B, 66K, 66A+B, CE
4AA-4: duck underneath the 2nd and follow up with WR AA or FC 3B, 1K will go underneath the 2nd hit
4AB-18: 6B (will whiff at maximum distance), 1K, 66B 2nd hit can be JG'd or side stepped
*4[A]B is not steppable and the JG/GI timing is stricter than 4AB.
6BB-6: can JG 2nd hit on JG: AA, 2A *JG timing is strict
3B-18: 3A, 6B (3A and 6B will whiff at maximum distance), 1K, 66B
2BB/FC 1BB/B+KB-20: 3A, 6B, 3BB, 1K, 66B, CE, 2nd hit can be Just guarded On JG: 66K, 66A+B become available can step 2nd hit
2K/FC K/BT 2K-14: 2A
1K-16:WR AA, 6B, 66B
4K-14: AA, 2A, 6B
2B+K-16: 2A, WR AA(timing is strict), 6B
11*77A-16:6B, 66B If the 1st hit is blocked, the 2nd can be interrupted by WR AA, 6B, 66B or CE
33*99B-14:6B
11*77B/44B-14: AA, 6B
66K-15: AA, 2A 6B, 3K
33*99K-13: 2A
44*11*77K-16: AA (will whiff at maximum range), 6B, 66B
66B+KA-18: 3BB, 1K, 666B Duck underneath the 2nd hit and follow up with WR AA or FC 3B. If Oprah does the full string, WR BB or FC 3B are the best options for shutting it down.
6B BE+11: 6B JG 2nd hit for 3BB, 1K, 66B, CE second hit is stepable to shield side
2B BE-14: 6B 2nd hit is stepable to both sides 88*22B will whiff alot as will other verticals
CE-21: 3BB, 1K, 666B, 66A+B, CE
NS A/DNS A-16: Punish with: 2A (will whiff at maximum distance), 6B, 66B
NS B-14: 6B
NS K-14: 6B, 2A, AA (all will whiff at maximum distance
DNS B-14: 6B


credit to @ZOo00OOm
 
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Algol

6A-18: 6B, 66B, 1BB (Algol has no reason just to single 6A but be prepared incase they do)
6AAB-16: 6B, 66B, can sidestep 3rd hit, can duck 2nd hit and WR AA will interupt the 3rd hit
3A-14: 6B be careful of them doing 3AA
3AA-14: 6B on JG 66B, 1K, 66A+B, 3BB, 2BB, and CE become available
1A-16: 6B, 66B, WR AA
4AB-18: 66B, 1BB
6BBB+11: duck 2nd hit and follow up with 6B, 66B, WR AA, 6A+B, 6[A+B}, 66A+B, or 2CE
3B-16: 6B, 66B
3BB-14: 6B on JG 66B, 1K, 2BB, 3BB, 6A+B, 66A+B, and CE become available
4B-18: 6B, 66B, 1K, 2BB (be careful of 4BA)
4BA-19: 6B, 66B, 1K, 2BB, 3BB, and CE on JG B+K, 6A+B, anad 66A+B become available
623B-22: its -22 on block and -44 on just guard have fun kids
FC 8B-15: 6B, AA
WR B-14: 6B
6KK-10: duck 2nd hit and follow up with WR AA, 66B
1K-18: WR AA, 66B, 6B
FC K-14: 2A
WR K-14: 6B (watch out for the 2nd K)
WR K-16: 66B, 6B (if WR [K] is used you can sidestep it if held long enough)
2A+B-18: if close enough can punish with 66B
FC A+B-16: refer to 2A+B
2B+K B-14: 6B just guardable punishing after jg can be difficult
33*99AB-16: 6B, 66B, on JG can use BS WR B and second hit is stepable
33*99B-16: 6B, 66B
33*99B-14: JG 2nd hit to open up i27 and faster options
11*77B-21: WR AA, 66B, FC 3B
11*77K-16: 66B, 6B
66B+K-14: 6B
run K-22: this move is weird sometimes you can punish it sometimes you cant
3B BE-30: this move is also weird and hard to punish because of direction alignment
CE-18: 66B, 666B, 6B
 
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Tira

JS 6AB
High-Low, i16, -18 block/+4 on hit (LNC on CH)
-666B, FC 3B, WR B, CE*

GS 3AA
Mid-Mid-High, i14, -12 block/KND on hit
-Duck 3rd hit and follow up with: WR AA, 66B, FC 3B

JS 2AB
Low-Mid, i18, -21 block/-7 on hit
-666B, 1K, 3BB, 66A+B, CE

1A
Low, i32, -14 block/KND on hit
-FC 2A

JS 4A
High, i18, -14 block/ +13 on hit
-6B, AA (will whiff at maximum distance)

Jump A
Mid, i19, -16~-14 block/ -8~-4 on hit
-6B, 66B*

GS 3B
Mid, i18, -14 block/ LNC on hit
-6B, K

JS 4B
Mid, i19, -18 block/ -9 on hit
-666B, 1K (must be close)

GS 4B: B: B
Mid-Mid-Mid, i19, -17 block/ LNC on hit
-666B, JG last string (44B, A+B, 66A+B, CE)

WR B
Mid, i18, -16 block/ STN on hit
-AA, 2A, 6B, 66B

Jump B
Mid, i36, -16 block/ STN on hit
-66B (will not connect at maximum range)

2K
Low, i15, -14 block/ -2 on hit
-2A, 2K

JS 1K
Low, i27, -21 block/ KND on hit
-666B, 66A+B, FC 3B, CE

GS 1K
Low, i21, -16 block/ 0 on hit
-WR AA, 6B, 66B

236K
Low, i28, -20 block/ KND on hit
-FC 3B, 66A, 666B, CE

4B+K
Mid, i26, -16 block/ KND on hit
-6B, 66B

4B+K, B
Mid-Mid, i26, -10 block/ KND on hit
- 2nd hit is steppable to the left and is also GI’able. The benefits from JG’ing aren’t high enough to warrant a satisfactory punish (-15 JG).

JS BT B+K, B
Mid-Mid, i18, -18 block/ KND on hit
-666B, FC 3B, WR B, JG 2nd hit (1K, 66A+B, 66K, CE)

JS 66AA
Mid-Mid, i18, -20 block/ KND on hit
-666B, 3BB, 1K, CE, 2nd hit is GI’able

JS 44AA
High-Mid, i20, -15 block/ KND on hit
-2A, 6B, 3K, 2nd hit is JG’able (1K, 3BB, 666B, 66A+B, CE)

JS 44A2A
High-Low, i20, -15 block/ -5 on block
-2A, 6B, WR B, 66B

GS 33*99B
Mid, i18, -14 block/ LNC on hit
-2A, 6B

JS 11*77B
Low, i25, -14 block/ +4 on hit
-2A

GS 3A BE
Mid-Mid-High-High-High, i14, -12 block/ KND on hit
-Duck 3rd hit and follow up with: WR AA, 66B, FC 3B, CE (be patient)

JS 66B BE
Mid-Mid, i23, -6 block/ LNC on hit
-Step the 2nd hit to the right or JG it (666B, A+B, 66A+B, 1K, 3BB, CE)

CE
Midx6, i13,-20 block/ KND on hit
-666B, 1K, 3BB, CE

UD A
Mid, i57, -14 block/ -11 on hit
-2A (Will whiff at a distance)

UD K
Mid/Low (Level depends on your distance from the attack), i58, -18 block/ KND-STN on hit
-66B

credit to Enkindu
 
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Xiba

AAK-16: 6B, 2A, 66B duck 2nd hit and immediately WR AA to interrupt 3rd hit
6AK-6: 2A to interrupt second hit JG 2nd hit will be BS after JG use 4K
3AB-5: 4K after the first hit will beat out all options, can duck 2nd hit and WR AA punish if they dont hold 2nd hit
1A-17: 66B, WR B
6BK-6: JG 2nd hit will be in BS use 4K or 66K
3BK-12: duck second hit and then follow up with WR AA
1B-14: can 2A at very close range
3K-15: 6B, K, 2A
3kB-19: CE dat(BOOM) or 1K, 66B
2K-14: 2A
WR K-13: 2A
7*8 K-16: 6B if he uses 9K your only option is 2A
A+B series: if only A+B is done punish with 6B, if A+BB or A+B BK is done 1K after the second hit
3*1 A+B -16: 66B
2A+B -15: 6B, 2A
WD A+B-30: 66B, WR AA, 1K, CE, 6A+B
BT B+K[]-16: dont get hit by this
 
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Yoshitmitsu
3A-14: 6B, 2A, AA(will whiff at some ranges)
3AB-16: 6B, 2A, AA(will whiff at some ranges), 66B
1A-14: 2A punishes all versions of 1A if opponent does all of them can 666B or 66B while Yoshi falls over
214A-17: WR AA, WR B, 66B
3B-14: 6B, 2A
1B-16: 6B, AA, 2A, 66B
6K-20:
6KK-16: 66B
2K-14: 2A
4K-14: 6B be wary of follow up B
4KB-8: sidestep second hit and punish accordingly
FC K-14: refer to 2K
FC 3K-21: FC 3B, 66B, wr B, 6A+B, 66A+B
FC 1K series -14 to -30 : wait and then 66B punish
A+B: duck this and then do WR AA to beat out 6K
7B+K-14: 6B
7B+KK-14: sidestep or JG second hit and punish accordingly
7B+KK4-34: why in God's green earth would anyone do this move
7B+K[K]-30: refer to 7B+Kk4
88*22A-14:6B
33*99 B series -16 to -26: sidestep second hit and let opponent hang themselves
88*22B-14: 6B on JG CE, 66B, 66A+B, 6A+B become available
11*77B-16: 66B
66*99*33*88 A+B 2B-20: 66B, CE WR AA, 66A+B
66B+K series: refer to 33*99 B series
3AbBE-14: sidestep and punish 3rd hit
66A BE-14: refer to 3AbBE
FLE A-16: 66B
FLE [K]-20: 66B BE
FLE 66-27: 66B, 66A+B, CE
IND A-21: 66B, 66A+B, CE 6A+B
66*44*a+bK-35: pick a move
DGF K-25: 66B, 6A+B WR AA(second hit will whiff at some ranges
DGR A+B-16: 66B
 
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Nightmare
(credit to Enkindu)
Legend-
GS=Grim Stride
NSS= Night Side Stance
x]=hold
*=Brave Edge
xX=slide input
All specific step directions will be from voldo's POV.

A]-2A will beat out all NSS options.
AAB- Best to duck the second A and FC 3B punish. You can also sidestep punish the B.
A2AA-9A over the second hit for CH. JG the second hit for WR AA interrupt. Nonpunishable at tip range.
agA-JG for combo (just put this here in case you happen to JG it. Not possible on reaction)
6A-AA punish 6B* if you have meter.
3AA-1K at close range. 66B at medium range. Nonpunishable at tip.
3A2A-WR AA punish. 9A over second hit.
2A- FC A punish
1A-WR AA punish. If you see it being charged use 9A to interrupt.
4A-Safe unless JG. Free combo after JG.
BB-Step left and 22_88B punish.
6B-Safe
6B]-1A punish. May whiff on NSS AB but will leave you a free BS WR mixup.
3B]-WR K at close range. At tip range use 4A+K to avoid any follow ups.
2B-Safe
1B-WR B punishable up close. Nonpunishable at tip range.
4BB-AA Punish. 6B* with meter. JG second hit for a combo.
K-safe
6K-If you happen to duck this attack you can get in a WR AA with quick reactions. Safe otherwise.
3K-safe
2K-WR B punish
1K-FC A punish
4KK-Duck punish second hit with WR AA. JG for free combo.
A+B-1K punish
2A+B-66B punish
4A+B-This has a very short cancellation window. After he says "Drown In" if the attack is still going do what you like.
FC A-FC A punish
FC B-safe
FC 3B-1K punish at close range. 66B punish at medium to tip range.
WR A-Duck Punish with WR AA. Can be reacted to with practice.
WR B-2A punish. Beats out any WR B] mix ups as well.
WR K-AA punish
7_8_9A-Duck Punish with WR AA.
7_8_9B- Safe
7_8_9K- Safe
66A-Duck punish with WR AA.
22_88AA-66B Punish at close range. Non punishable at tip.
44A-Safe. JG for a combo.
66B-safe. JG for a combo
33B-2K to beat out GS options.
44B-safe
44B]-A slightly Delayed FC A is required to beat out all NSS options. Instant FC A will get you hit by NSS K.
66K-2A to punish and stop GS options.
22_88K-Steppable on reaction. Punish however you feel like. Has huge recovery on whiff.
44K-Duck under and 2K punish him on the ground.
66A+B-66B punish
66B+K-safe. JG for combo
GS A-66B punish
GS B-safe. JG for combo
GS K-1K punish
NSS A-safe. JG for combo
NSS B-WR AA punish. FC 3B at tip range.
NSS bA-66B punish
NSS K-66B punish
NSS A+B-AA punish. 6B* with meter.
 
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Natsu
(credit to Enkindu)
A,A,B - 6B = 14/36(BE) dmg or 2K = 16 dmg
A6 - 6B = 14/36(BE) dmg, 2A = 12 dmg, 2K = 16 dmg
A6 (JF) - 6B = 14/36(BE) dmg, 2A = 12 dmg, 2K = 16 dmg
6A,B - 2A = 12 dmg
6A,K - (SAFE on G) DUCK K for WR A,A = 35 dmg, WR B = 18 dmg, WR K = 18 dmg, WR A+B = 28 dmg
3A - 2A = 12 dmg
1A - 666B = 27 dmg + combo, 66B = 24/53(BE) dmg, FC 3B = 27 dmg, WR A+B = 29 dmg, 66 A+B = 39 dmg
4A - 666B = 27 dmg + combo, 66B = 24/53(BE) dmg, WR A,A = 35 dmg
4A (hit) - 1K = 23 dmg
B,B,K - (SAFE on G) DUCK K for WR A,A = 35 dmg, WR B = 18 dmg, WR A+B = 28, WR K = 18 dmg
B,B, A+B - (SAFE due to pushback and can cancel into A) 9B = 28 dmg (safest option)
B,K - (SAFE) Duck 2nd hit for WR A,A = 35 dmg, WR B = 18 dmg, WR K = 18 dmg, WR A+B 28 dmg
6B - (SAFE)
3B - 666B = 26 dmg + combo, 66B = 22/51(BE) dmg, 1K 22 dmg + combo
2B,A - (SAFE)
4B - A,A = 26 dmg, 6B = 14/36(BE) dmg
K,K - (Duck for WR attacks)
K,K,K - A,A = 26 dmg, 6B = 14/36(BE) dmg
K,K,2K - (SAFE on G but can 9B to interrupt last hit), (On block WR B, K, or A+B to beat out natsu's WR moves)
K2(Cartwheel) - (SAFE)
6K - (Highly unsafe, do what you want)
6K,A - (Safe on G and Jails)
3K,K - (Safe)
3K,K,K - A,A = 26 dmg, 6B = 14/36(BE) dmg
3K,K,B+K (Variations) - 1K best punish after 1st 2 hits are G'd
2K,K - (SAFE on G), (Can G 1st low and Step 2nd hit by using 2,2_8,8 B + Juggle)
1K - (SAFE on G), (Use WR B, K, A+B to beat out natsu's WR options)
4K,K - (SAFE on G), (Can 9B over 2nd hit), (Use WR B, K, A+B to beat out natsu's WR options)
A+B - (SAFE)
2A+B - (UB BOMB), 9A = 31 + LF combo, 9B = 35, (Can TJ and 1[K] but strict timing)
4A+B - (SAFE plus can teleport), 8B safest way to dmg
6A+B - (A,A = 26 dmg, 6B = 14/36(BE) dmg, (1[K] if 6A+B is canceled into stance)
8A+B(moonsault) - (SAFE but you can 2_8 [A+K] for LF mixup)
FC 3K,K - (Safe but you can guard the low and 8,8B + combo punish the 2nd hit)
FC A+B - (Safe), 9A or B for safe dmg)
WR A, A, A - 666B = 26 dmg + combo, 1[K] = 22 dmg + combo
WR B, 4A+B = (if block 1st hit can 666B or 66B interrupt), or (SS to YOUR left for 22_88 B punish, works even if they cancel bomb into standing A)
WR K - (SAFE), (SS to YOUR left to punish)
8K,B - 666B = 32 dmg + combo, 1[K] = 22 + combo
66_99_33 A,B - (SAFE midscreen + JAILS), (66B or A,A when Voldo's backs against wall)
22_88 A - (SAFE but your in throw range)
11 A - 6B = 14/36(BE) dmg
66_99_33 B - 66B = 22/51(BE) dmg, (also works if natsu does teleport cancel)
22_88 B - (SAFE but can SS both directions for punish)
44_11 B - (SAFE but can SS both directions for punish)
66K - 6A,B = 26 dmg, 66B = 22/51(BE) dmg, 6B = 14/36(BE) dmg
33_99 K - (SAFE but can duck 2nd hit for WR A,A or WR A+B)
22_88 K,A - 666B = 26 dmg + combo (Also works if natsu teleport cancels unless she uses A, or K in PS)
11 K - (SAFE but can SS both directions for punish), (Leaves voldo in FC when G'd)
44 K - 666B = 26 dmg + combo, WR B, B CR combo
PS A6 - 6b = 14/36(BE) dmg
PS B - (Guard Crush, can SS doth directions for punishment)
PS K - 1[K] = 22 dmg + combo, 666B = 26 dmg + combo
PS B+K - WR A+B = 28 dmg
6 B+K, A - A, A = 26 dmg, 6B = 14/36(BE) dmg
2_8 B+K, A - 666B = 26 dmg + combo, 1[K] 22 dmg + combo
66_33_99 B (BE) - (Gaurd Crushes, but you can SS to YOUR left to punish or DUCK 2nd hit and punish with WR)
CE - SS it and punish the best way you can
 
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Leixia
(credit to Enkindu)
A,A,B - 6B/BE
(Rest of Standing A attacks are SAFE)
6B,A - (SAFE, DUCK 2nd attack for WR Punish)
6B,A(BA) - (SAFE, SS after 1st Hit in either direction for 666B, 22_88 B or [1]K punish, or DUCK and WR A,A for safer Punish)
3B - (SAFE, SS either direction for 22_88 B or [1]K punish)
1B - (SAFE, Leads to her WR mixups, puts Voldo in FC, FC 2A to stop mixup, SS for 22_88 B or [1]K)
2B - (SAFE, Leads to her WR mixups, SS RIGHT for [1]K punish or 22_88 B)
4B,B - (SAFE, SS in either direction for 666B, [1]K, or 22_88 B Punish)
4B,(BK) - (Guard Crush and Quake Stun effect, After 1st attack [1]K or 666B interrupt or SS B)
6K,K - 66B/BE or SS RIGHT for [1]K, 666B, 22_88 B
1K,K - (Jump 1st LOW for BS 4K or [1]K, 66B/BE
4K - (DUCK for 2A, 2K, or throw)
A+B - 6B/BE
6A+B - (SAFE, SS either direction for [1]K, 666B, or 22_88 B Punish)
3A+B - (SAFE, Leads to her WR mixups)
2A+B - 66B/BE, WR A+B, FC 3B, WR B
4A+B - (SAFE, for 6B/BE)
4A+B(BB) - SS 2nd attack for 22_88 B, [1]K, 66B/BE, or 666B punish)
6B+K - (SAFE, Puts Voldo in FC)
2B+K - (Guard Crush and Quake Stun effect, Jump for 666B or [1]K unless close)
3B+K,K - SS either direction after 1st hit for 22_88 B, [1]K, 666B, or 66B/BE
1B+K - (SAFE), SS either direction for 22_88 B, [1]K, 66B/BE
8B+K - (SAFE), SS either direction for 22_88 B, [1]K, 666B, 66B/BE
FC A+B - (SAFE), Jump for [1]K, 66B/BE, 666B, or SS to her RIGHT and 22_88 B
FC 3B - (SAFE), SS either direction for 22_88 B, [1]K, 66B/BE, 666B
FC 3(BB) - (Guard Crush, Jump for [1]K, 66B/BE, 666B, or SS either direction for 22_88 B)
WR B - SS to her RIGHT for 22_88 B, [1]K, 66B/BE, 666B, or 6B/BE on block)
WR K - (SAFE), SS to either side for 22_88 B, [1]K, 66B/BE
WR A+B, B - (DUCK 2nd hit for WR A,A, WR A+B, FC 3B, WR BB, 66B/BE, 666B
WR A+B(BB) - (DUCK 2nd hit for WR A,A, WR A+B, FC 3B, WR BB, 66B/BE, 666B, [1]K
66_99_33 A,A - (SAFE), JG 2nd hit
22_88 A - (SAFE), Duck for WR A,A, WR A+B, FC 3B
11 A,A - Block 1st hit for WR B,B, FC 3B, (Can jump over 2nd hit for [1]K, 666B, 66B/BE
44 A - (SAFE), Must interrupt at start up or it jails
44(AB) - SS either direction for 22_88 B, 66B/BE, 666B, or [1]K
66B,B - After 1st hit SS to her LEFT for 22_88 B, 66B/BE, 666B, or [1]K
66B,B,4 - After 1st hit SS to her LEFT for 22_88 B, 66B/BE, 666B, [1]K, or (66K or 66A+B, K if guarded)
66B(BB), 4 - SAME AS ABOVE only with this one you can SS in either directions
33B,B - (SAFE), JG 2nd hit
22_88B - 2A, 2K
44B, 4 - ([1]K when close), 66K, CR A+B, DELAY 666B, 66B/BE, (SS for 22_88 B, [1]K, 666B, 66B/BE)
Jump K - 6B/BE, A,A
66_33_99 K - (SAFE), SS to her Right for 22_88 B
22_88 K - WR A,A, WR A+B, 66B/BE, SS either direction for 22_88 B
22_88 (KA)A,B - (SAFE), Jump last hit for [1]K or BS 4K
22_88 (KA)A,K - 6B/BE, A,A
44_11 K - (SAFE, Leaves Voldo in FC)
AAA,BE - SS after 3rd hit for 22_88 B, 666B, 66B/BE, or [1]K
AAA,BE, K - 66B/BE, 6B/BE, or [1]K interrupt after 3rd hit
WR B, BE - (SAFE), SS either direction for 22_88 B, 666B, 66B/BE, [1]K, (DELAY Throw will interrupt her before move comes out, basically when u see yellow-throw!!!)
 
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