DID I GETCHA?!!! MAXI PUNISHMENT GUIDE work in progress

Status
Not open for further replies.

IRM

[12] Conqueror
86194_Alpha_Patroklos.jpg



ALPHA PATROKLOS



HORIZONTALS

agB -23
6A+B i16 at Tip you have to BE to get the punish
CE i14
4BB LO K ( use LO K as a force block for Guard Pressure)
B+K JF

6AA -16 easy JG

CE i14
6A+B i16

1A JF -22

6A+B i16( will whiff at Tip range)
CE i14
B+K JF
66B i22

FC 3aB/a:BSakura Twister -22

CE i14
6A+B i16
B+K JF i20
3B i21
66B i22
BEST OPTIONS
B+K JF best option Meter less 76 dmg normal hit with Clean Hit 86
CE best Meter punish 88dmg 101 on Clean Hit

VERTICALS

bA -21
At Tip Range cannot be punished!!
6A+B i16
CE i14
B+K JF

1B/1B:B
a Failed 1B JF is deadly for an alpha pat player. and the JG is actually very easy making it -17 so you can get deadly punishes even for their good execution.
1B -20
CE i14

1B:B -17 on JG

CE i14
6A+B i16

FC 3B/FC 3B:B
-20 -7
A failed FC 3B is just as deadly as a blocked Twister/ failed 1B JF. it is -20 but even a completed JF can be stepped and punished very hard and Just Guarded.


FC 3B -20

CE punishes All ranges
6A+B BE (will hit unreliably at Tip range but Li A isn't guaranteed save this for mid and close range punishing)
B+K JF Punishes All ranges

Kicks

6K -15
*This won't be seen outside of combos lets be honest*
AA i12
BB i14
CE i14

SIMULTANEOUS PRESS

2A+B -16

6A+B i16
CE i14

FC 3A+B -16
Cannot be punished at Tip Range
CE Punishes Mid and Close range
6A+B Punishes Close and Mid

B+K -14 (Life Or Death!)
This move on block is death for Pat shove a CE in his face


BT B+K JF
if they fail the JF its -16 and if they complete it it can be stepped to Apats right side and easily JGed
BT B+K -17
CE
6A+B
B+K JF JG you get the same punishes as a failed JF

Step Punishes
B+K JF
4A+B 11B(combo)
44B

8WAYRUN

22_88AA
High High String Duck punish this. normal 22_88A is -14 so you have a reverse mix up on punishing. on JG its -17 but there is no point in JGing when JG options are the same as duck punishing.

22_88A -14
AA,BB,CE

22_88AA
Duck Punishes
WR B
CE 6A+B
WS B+K


11_77A -16 -14 at tip
CE punish works at All ranges
6A+B at mid and close ranges

44A - 12
*i never see this move*
AA i12

BRAVE EDGES
2A BE -18
you won't see this outside of Combos tbh.
6A+B BE i16
CE i14

FC 3B:B BE
You can already step the normal JF step and punish with anything you want.
Critical Edge i20
6A+B BE
CE i14
 

IRM

[12] Conqueror
45064_Astaroth.jpg

ASTAROTH

Horizontal

3A -12
*move has deceptive hit stun*
Punish with
AA i12

1AA -24
Easily reactable can be jumped
can't be punished at tip
Punish with
66B

1AB
2nd hit can be evaded and punished hard
Step Punish with
B+K JF
44B BE

Vertical

B B6
Can be stepped to Asta's Left
Step Punish With
6A+B
B+K JF

Kicks

6K -14
Punish with
AA
CE

1K/1KA
1K is a slow low
1KA is low high same punishment applies
Punish with
6A+B
CE

WR K -16
Punish With
CE
6A+B

Simultaneous Press

4A+B -18
Punish with
CE
6A+B
4BB LO K(force block)

6B+K -12
Punish wit
AA

2B+K -18
Punish with
6A+B (won't work at tip range)
CE works all ranges

8WayRun

66A/66AB

66A is -18
Punish with
6A+B
CE
4BB LO K (force block)

66AB can be easily stepped both direction
Step Punish with
44B
B+K JF

22_88AA -12
Punish with AA

44A/44[A]
Learn To JG this it is CRUCIAL
on JG its -27
B+K JF
66B

66B -14
Punish With
CE

11B -16, tip range -15
Punish with
CE at all ranges
6A+B at mid and close range
WR B at Tip range if you have no meter.

EDGE ATTACKS

22_88B BE
To punish this move you need to Just Guard. THis move is i30 and is very easy to JG on reaction. When JGed the move becomes -32
Punish With
CE
6A+B
B+K JF
3B
66B

66K BE Just Guard it to punish on JG it is -23
Punish with
B+K JF
66B
 

IRM

[12] Conqueror
547ff0d2.jpg



CERVANTES
HORIZONTALS

aB
Great move -18
Punish at Close range with 6A+B
Tip Range and Mid Range 6A+B will whiff use CE at these ranges

3A -16
6A+B i16
CE Punish this.

1A B -24
CE i14
6A+B i16
B+K:B:B:B:A i20
66B Li A i22


4aB/4aBB -16
Both are -16 a little bit of a mix up is implemented.
Move is i36 so you can JG or side step on reaction.
CE i14
6A+B i16

VERTICALS

WR A/ WR AB
-14 -15
Critical Edge punish this
for WR AB this move Forces Crouch use WR B to punish.


6BB -14
This move has big push back so you can only punish with CE or Just Guard it
on JG its -27 also can be stepped both Directions
BLOCK PUNISHES
Critical Edge i14

JUST GUARD PUNISHES
6A+B i16
B+K:B:B:B:A i20
3B i 21
66B i22
236K i25

3B -13
Just one frame off being CE punishable but w/e. You can only punish with AA since its i12
Punish with AA

1B/1BB -12
You will only see this move if the Cervy player fucks up an iGDR. This move is actually safe to Maxi since its push back knocks him out of AA range so the only choice you have is to Just Guard it and make this -12 into -26
Its a Tight Just Guard but do able.

Punish with
B+K:B:B:B:A i20
3B i21
66B i22
236K i25

4B / 4BK(mid High)
-13 -14
4B on block if you can react is -13 so all you get is an AA punish.
4BK its a Mid then a High if you block it its -14 so you get a CE
You can also duck the K and punish with 6A+B and WR B+K and 236K


KICKS

6K -16
Punish with
6A+B or CE

1K -22 Low

Punish WIth

CE i14
6A+B BE Li A i16
WR B i15
6B4 i20

SIMULTANEOUS PRESS

3A+B -16
PUNISH WITH
CE i14
6A+B BE Li A i16

4A+B -20
PUNISH WITH
*This does have a bit of block stun so be careful with your punishers. You have to wait for the FULL animation to be over then do your punish.
CE i14
6A+B i16
B+K:B:B:B:A i20

WR A+B -15
*Move will leave you in a Crouch state so you have some damaging options.*
Meterless you have WR B i15
1 Bar you have CE i14

WR A+B -16
* This move is very easy to JG and you can Step the last hit of this string for a lot of damage*
*Side steppable both directions.
*The Least amount of damage you will get off this punish is 70 since Back throw is a guaranteed punish if you step it.*
When you Step punish this move your controls will be inverted so if you want to go for a Step 6A+B you will have to input Step 4A+B and Vice Versa.*
On Block -16
CE i14
6A+B i16
On Just Guard -27
B+K:B:B:B:A i20
66B i22
236K i25

Step either direction
Back Throw 70 dmg
4A+B 11B 90 dmg
44B RO B RC AB BE Li A BE 100dmg


2B+K -15
*Can Be held to make a quake stun*
*Blocking this will put you in crouch*
Punish With
CE i14
WR B i15

4B+K -14
*This move is rarely seen to be honest, and is a little tricky to punish*

Punish with
AA i12
BB i14
CE i14



8WAYRUN

*66A -12
get an AA punish


22_88A/22_88AA
-17 -14
*Blocking this string will leave you in crouch, But all punishes can be used from crouch*

22_88A
Punish with
W/O Meter
4BB i17 ( Use LO K as a force block for Gauge)
6A+B
With Meter
6A+B BE Li A BE
CE i14

22_88AA
CE i14


66B -14
*Move has pretty good pushback*
CE i14

44B -16
*has really good push back*
*Cant punish this with 6A+B w/o spending the meter*
*Cant punish this w/o spending Meter*
Punish with
CE i14
6A+B BE Li A


BRAVE EDGES

6B BE -16
*Don't Just Guard this or he will fly past you*
Punish With
CE i14
6A+B i16

22_88A BE
This BE is pretty much fucking useless.
2 Hit Low to Mid BE string. If you get hit by the low you can int the BE by any move that is i17 of slower.
You can also SideStep the 2nd hit even if you are hit by the low.
*WS B+K Avoids the 2nd hit.

 

IRM

[12] Conqueror
-8.jpg



EZIO AUDITORE
HORIZONTALS
6A
is -18 on block. 6A+B, even if he continues the string this will TC under his next option, USE THIS ALWAYS.
6ABB
is -16: 6A+B(BE), normal 6A+B WILL whiff, CE. on JG it is -25 so use B+K, 66B, 236K
EZIO 4AB
This is a High High String that is a Crossbow smack to bolt attack. if they don't do the B its -10 and if the do the B its -30. When you see -30 HOLY SHIT you can punish with a plethora of moves BUT it has a big push back that will even make 66B whiff so why do you do? You Have more than enough time to react to both options.
Punish
Like i said before the B is -30 but has super pushback
DUCK THE FUCKING B!!!!! on whiff i swear this thing is like -45
66B LI A
44B RO A RC AB
6A+B/6A+B BE
22_88B/ RC B( wouldn't recommend this one just wanted to throw this one in since its i45 XD)
CE
33B BL KK
4A+B 66B+K
B+K:B:B:B:A(if you wanna show off this is a good one)
7_8_9A+B (this one is i44)
1A is -16: 6A+B, CE, WR B
Forward crossbow with no roll = run in and 66B
WR A
is -12: AA
VERTICALS
4B
is -18: 6A+B(BE) will connect at point blank range. At mid range CE can reach, at tip range you cannot punish.
WR B
is -12: AA, at tip range Ezio can block your AA.
WR BB
is -16: YOU CANNOT BLOCK PUNISH THIS. Make sure to JG or step this. On JG this is -27 so B+K, 3B, 236K, CE , 6A+B, 66B, etc.
Jump B
is -14: Use 3K or CE. The second hit of BB usually whiffs. 3K will whiff at tip range. CE will always hit.
KICKS
6K2
on block is -32, use 66B or 44B given Ezio's step back afterward, CE will whiff at tip range.
6K2 on hit is -18. At tip range you cannot do anything about it. At mid and close range use 6A+B(BE) or CE. Normal 6A+B will always whiff.
SIMULTANEOUS PRESS
A+B
is -16: 6A+B will punish is he does nothing after or rolls to your right, if he rolls to your left it will whiff. CE will track all of his options and block punish. 2A+B will punish him if he chooses to roll.
8WAYRUN
22A
is -15: CE will always punish. AA/BB/3K work at close and mid range.
22AA
is -23: 66B, CE. Stick to these two. 6A+B series whiffs at long and tip range. On JG he is at -32 so add 44B to the list on JG.
11/77A
is -20: 6A+B whiffs at long range, 6A+B(BE) will always punish, CE works too. B+K works at point blank range.
44A
is -14: The CE timing is fairly tight so be aware. 3K, BB, and AA work at close and mid range, whiff at tip.
33/66/99B
is -16: The 6A+B series will whiff at long range, CE will always connect.
33/66/99BB is -16: If spaced correctly, 6A+B will whiff, 6A+B brave edge will always connect. CE will always work too.
66BB on JG is -25 so you can use 66B, B+K or 236K
2nd hit can also be stepped for better punishes
22/88B
is -12: Only at point blank range you can punish with a single A, all other ranges you will whiff.
11/77K
is -16: Use 6A+B, WR B, or CE.
44K
is -12: At close and mid range you can use AA, at tip range you will whiff.
BRAVE EDGES
BB Brave Edge on JG is -17: So 6A+B or CE.
66B Brave Edge on JG is -23: So use your bread and butter punishes plus 66B, B+K, no 236K this time though.
CE is -18 and forces crouch. At close and mid range use 6A+B(BE) or CE. At tip range you cannot punish. At point blank range you can also use WR B.
THANKS TO THE JIMBONATOR FOR COMPILING THIS INFO FOR ME!!!
 

IRM

[12] Conqueror
-1.jpg



IVY
Horizontals

[A] -15
High High
Duck this shit

CE punish on block

Duck punishes
WR B+K
6A+B
WR B

6[A] -18
At tip range maxi cannot punish this.
Mid Range Maxi gets a CE and thats it.
close range 6A+B

3[A] -18
Mid Range Critical Edge
Close Range 6A+B

1A -16
Close Range 6A+B
Mid Range Critical Edge

WR [A] -16
Punish with
CE
6A+B

VERTICALS

-20
*this move pushes back pretty far and leaves you in crouch*
*can be sidestepped either direction*
Critical Edge punishes mid range

Side Step Punishes
6A+B
44B
4A+B

bK -16
Punish With
6A+B BE


6B8 -19
Punish With
CE
6A+B
4BB

214B -14
Punish with
CE

Jump B -15
Punish with
AA
CE Punishes all ranges


Simultaneous Press

4A+BB -20
*this pushes back*
*Can Be interrupted*
Punish with
CE
B+K JF

8A+B -16
*At tip range -15, watch the spacing*
Punish With
6A+B
CE

8A+BB -20
Punish With
6A+B
CE
4BB
B+K JF

8A+B -28
Punish With
66B

WR A+B A
*String is safe but last hit is a high so duck and punish*
DUCK PUNISH WITH
WR B
6A+B
B+K JF
236K
WS B+K


8wayrun moves

66[A] -16 on JG -25
*in open space you cannot punish this due to pushback so you must JG*
Punish With
CE
6A+B
B+K JF
66B
236K

11/77A -18
*can only be punished at close range*
Punish with
CE
6A+B
44B

44[A] -23
*can't be punished at tip*
Mid Range 66B
Close range 6A+B BE

22BBBB -16
*you can step after the 22B both directions and punish hard*
*JF version is +12 on block*
Block Punish With
6A+B
CE
Step Punish with
44B
4A+B
B+K JF

22_88K -20
*has lingering TC frames*
*can be stepped to Ivy's sword hand*
Punish With
6A+B
CE
4BB

EDGE ATTACKS

1B BE +12 on block
* 2nd hit can be stepped to ivy's right(non sword hand) and Backstepped)
*on JG -21 easy JG*

JG Punishes
6A+B
CE
B+K JF
3B

Step Punishers
44B
4A+B(Only on Sidestep)
B+K JF
11B


66B BE -3 on block
*Can be tricky to JG*
*you must JG to punish this*
* on JG -16*
Punish WIth
CE
6A+B

22B BE +12 on block
*Must JG to punish it*
*-24+ on JG*
*Leaves you at a distance*
Punish WIth
66B
66K
66B+K
 

IRM

[12] Conqueror
Screen Shot 2013-02-22 at 3.53.20 PM.png


LEIXIA
HORIZONTALS
AAB -15​
*Easy to JG last hit making it -19*​
*Pushes back a little bit so i14 BB punish will whiff*​
6[A] -14​
*Leaves you Back Turned on CH​
Punish without​
2A​
BB​
WITH METER​
CE​
VERTICALS
3B -13​
Punish With​
AA​
*Cant punish for full dmg at tip range*​
*Mid range only first A will hit*​
6BA and 6BaB​
Both of these can be stopped with 6A+B and WR B+K​
*6BA is High High and 6aB is a very SLOW high mid*​
6aB is slow and can be Just Guarded on reaction*​
There is no penalty for throwing ducking after you block a 6B and punish if they do a follow up.​
6BaB​
is extremely slow and can be easily just guarded on reaction or sidestepped​
to both directions.​
Side Step Punish with​
6A+B​
B+K:B:B:B:A​
44B​
WR B+K​
On JG its -18​
CE​
6A+B​
Overall sidestepping this on reaction is the best way for maximizing your damage.​
WR B -18​
*Pretty slow can be Just Guarded on Reaction*​
*Has some decent Pushback and can effect punishment*​
Punish with​
CE i14​
6A+B BE (if you don't BE this it will whiff at tip range)​
KICKS
6K/6KK​
-16 -16​
This String is a reverse Mix up like rugi 3B BE. Can be delayed but ultimately can be stepped and easily JG -23​
On block​
CE i14​
6A+B i16​
On JG​
B+K:B:B:B:A​
SIMULTANEOUS PRESS
A+B/ [A+B]​
-14 on block -25 on JG.​
*This move is tricky to JG takes some practice getting the JG timing on A+B but the Hold version is way easier to JG*​
*Be weary of trying to AA punish this move the pushback makes the 2nd A whiff*​
2A+B​
*Move is pretty Negative don't know the frames on how negative*​
Punish With​
CE i14​
6A+B i16​
4BB i17​
4A+B/ 4A+BB​
*Has a GI's Highs and Mids*​
*Best Corse of action against this string is to be able to react to which is coming. 4A+B is a very easy JG and you can differentiate between the 2 easily. 4A+BB doesn't do the 2nd hit instead will do a tech crouching mid that can be stepped on reaction and JGd easliy*​
*You can input a G at the timing of the 2nd Hit of 4+B even if they are doing 4A+BB you still have enough time to step and punish*​
The theme for punishing this move is REACTION​
4A+B on JG -17​
JG punish​
CE i14​
6A+B i16​
4A+BB on JG -18​
JG punish​
CE i14​
6A+B i16​
WR A+B -18​
Punish With​
CE i14​
6A+B i16​
4BB i17​
8WAYRUN
66_33AA​
Just guard this string​
On JG -21​
CE i14​
6A+B i16​
B+K:B:B:B:A i20​
3B i21​
11A -16​
Punish with​
CE i14​
6A+B i16​
44A/44[A]​
44 is -13 so all you will get is a AA punish​
44[A] is 2 hit string Mid High Duck the 2nd hit and punish HARD​
Punish​
44A -13​
AA i12​
44[A]​
The window for punishing this move even on whiff is VERY small​
Duck 2nd Hit​
CE i14​
WR B i15​
6A+B i16​
66BB/66BbB​
Both of these are safe on guard but are easily stepped and easily JGd​
*Can be stepped both ways for heavy punishes*​
*66BbB is a feint into a Guard Break*​
66BB is -8 on Guard and -16 on JG​
Just Guard punishes​
CE i14​
6A+B i16​
*Can be stepped both ways*​
66BbB​
Since its a Guard Break its +4 on block but you can step it a lot easier than 66BB no use in JGing it, since you get the same punishes as JG 66BB. Step this​
STEP PUNISHES​
66BB​
B+K:B:B:B:A i20​
6A+B i16​
11B i22​
66BbB​
44B RO B RC AB BE Li A i29​
B+K:B:B:B:A i20​
3B i21​
236K i25​
33BB -13 on block​
Maxi can punish this effectively ONLY if you can JG the 2nd hit of the string. I don't recommend trying to JG the string since the timing is pretty strict, but if you can do it it is -17 on JG. Otherwise you get a single A punish for 10dmg​
Punish with​
Single A i12​
On JG -16 Punish with​
6A+B i16​
CE i14​
44B/44B4 -22 on block​
44B4 has a retreating GI that Gi all Weapon Verticals.​
Also this move is very easy to JG making it -25 on block​
PUNISH WITH​
CE i14​
6A+B(This will be GIed by 44B4 only use if you can confirm 44B)​
(You can also step forward and then do 6A+B to get around the GI)​
66B i22​
22K -16​
CE i14​
6A+B i16​
EDGE ATTACKS
CRITICAL EDGE -20​
Punish with​
CE i14​
6A+B i16​
B+K:B:B:B:A​
AA Brave Edge​
Only way to punish this move is to step before the final hit​
Step and punish with​
6A+B i16​
WR B Brave Edge​
Only way to punish this move is by JGing the Last hit of the string. This move is EXTREMELY hard to JG but if you can do it you can hit Lexia with a AMAZING…AA punish.​
Don't even attempt this.​
 

IRM

[12] Conqueror
e2bc7967.jpg

NIGHTMARE
HORIZONTALS
AA
His AA is actually safe but it is so slow that you can guard the first hit and duck the second.
you can punish with
6A+B
WR B
WR B+K
WR KK
CE

AAB/AAB4
Duck AA PUNISH
6A+B 42 dmg CH
6A+B BE LI A 66 DMG / BE 82 DMG
WR B+K BL KK 72 DMG
WR B 55 dmg



A2A/A2AA -16
*High Low / High Low Low String*
*Its very react-able
Punish with
CE
6A+B

6A -15
Punish With
AA(will whiff at tip range)
Critical Edge (punishes all ranges)



3A/3AA -20
*can be Just Guarded easily, -29 on JG)
Punish WIth
6A+B BE(Li A will whiff so charge Li B for a force block attempt)
JG Punishes
B+K JF
66B
236K
44B

2A/FC 2A -14
Punish with
2A
FC 2B
CE

1A-19
*can go into Grim Stride*
Punish with
6A+B(will get guard impacted by GS A)
CE (out right stops everything.)



VERTICALS

6B -12
Punish with AA


3B -20
*Forces crouch*
Punish with
6A+B
CE
WR B
WR KK


1B -16
Punish With
6A+B BE(will whiff at mid range w/o BE)
Critical edge(hits all ranges)
WR B(only at close range)

WR 3B -16
(Cannot be punished at tip range)
CE(hits close and mid ranges)
6A+B BE(hits close to mid ranges)


WR B -22
Punish with
Critical Edge
6A+B
B+K JF
66B


KICKS

4K / 4KK
-14 -8
(2nd hit can be ducked on retain)
(can be stepped to Nightmare's right side i.e the hand he's punching with.)
Duck 2nd hit of 4KK punishes
WR B+K
WR A Side Throw
6A+B
WR KK

STEP OPTIONS
B+K JF
4A+B
44B
33B
6B4 Did i getcha??

WR K -16
Punish With
CE
6A+B



SIMULTANEOUS PRESS

A+B -20
Punish with
6A+B
CE
B+K JF

On JG -35
66B Li A i22
44B i27
B+K JF BT B+K 1K(this combo requires you to step slightly to Nightmare's Right side) i20


2A+B -16
*forces crouch*
Punish with
6A+B
CE


8WAYRUN


22_88A and 22_88AA
22_88A is safe. 22_88AA is -16

22AA ON BLOCK -16
6A+B
CE

22AA JUST GUARD -27
66B
B+K JF
236K


66_33_77K -16
Punish With
6A+B (will get guard impacted if they go into GS and use GS A)
CE(Punishes and beats all GS options

66A+B -16
Punish with
6A+B
CE
On JG -31
Punish with
B+K JF
44B
4A+B


THROW
FLAPJACK(low throw) -16
Punish with
6A+B
CE


EDGE ATTACKS

4K Brave Edge
The 2nd hit can be ducked,
Punish with
6A+B
WR B+K


GS K Brave Edge
You can duck the 2nd Hit
Punish with
CE
WR B
6A+B


33B BE -16
Can be easily just guarded and can be stepped to Nightmare's right side.
On JG -33
Punish with
6A+B
CE

Step Punish
44B
4A+B
B+K JF

JG Punish
44B
4A+B



GRIM STRIDE
GS A -16​
Punish With
6A+B
CE

GS K -18
Punish with
6A+B
CE
Night Side Stance

NSS A -12
Cant be punished

NSS [A] -4
6A+B beats all options but NSS bA

NSS B -18
Cannot be punished at tip range
Critical edge will punish Mid range
6A+B close range
WR B close range

NSS bA -16
Punish with
CE punishes all ranges
6A+B BE punishes Mid and close range

NSS K -16
Punish with
Critical Edge
6A+B

NSS A+B -14
Punish with
CE
 

IRM

[12] Conqueror
49505_Mitsurugi.jpg


Mitsurugi
Horizontal
1A -16​
Close Range 6A+B will punish i16​
Mid range and Tip only CE will punish i14​
1aB​
Move is Slow as fuck, can be reacted too with ease side step and punish this​
SideStep Either direction​
Punishes​
Back throw​
6A+B​
B+K:B:B:B:A​
44B​
Verticals
6B2B -12​
2A punish​
3B -16​
6A+B i16​
CE i14​
KICKS
kB -16​
6A+B i16​
CE i14​
2KB -26​
236K i25​
6A+B i16​
CE i14​
B+K:B:B:B:A i20​
3B i21​
4KB​
Side Step This​
B+K JF​
6A+B​
44B​
SIMULTANEOUS PRESS
B+K -17​
tip range you cannot punish​
6A+B BE​
CE i14​
8WAYRUN
1A -16 up close -15 at Tip​
6A+B i15 at Close and Mid range​
WS B i15 at Close range​
CE at all ranges​
44A -14​
at Tip you cannot punish​
CE i14​
33_66B/33_66BB​
-13 -23​
33B -13​
Tip range cannot be Punished​
AA i12​
33_66BB -23​
CE i14 punishes all Ranges​
Close and Mid Range​
6A+B BE ii16​
B+K:B:B:B:A i20​
3B i21​
EDGE ATTACKS
236B Same frames as 2KB​
2KB BE same frames as normal 2KB​
Critical Edge -20​
6A+B BE i16​
CE i14​
B+K JF​

 

IRM

[12] Conqueror
Natsu.(Soul.Calibur).full.994325.jpg

NATSU


Horizontals

AAB
Natsu's AAB string is a very very important move in her novelist and it is i10 and punish/ interrupt pretty much everything maxi can do. but it has a HUGE FLAW!!!. it is -14, the pushback on this move is great but isn't enough to escape maxi's CE Rest In Peace.

AA6
Not much to say about this move. i think its good if they are doing a i10 A punish
but on block its -15 so CE punish or AA if you don't have meter.

A6/A:6
A6/:6 is to me natsu's best punisher. the normal version is i16 but if the player has the execution the Just Frame is i10. fortunately if they just throw this move out witch a lot of Natsu's actually do you can CE punish this shit. make them think twice about throwing it out. but you get a AA for meter less damage. even the fact that you can punish this move is awesome get used to not letting natsu get away with this.

6AB
This string isn't exactly very good in my opinion. 6A alone is -10 so maxi can't do shit but if they do this string you can step it to natsu's right and it is an easy Just Guard I've found that it is -20 on JG on block it is -13 so all you can do there is AA.
Critical Edge Can Interrupt this string.
AA.
ON GUARD -13
AA i12 punish
ON JUST GUARD -20
B+K:B:B:B:A
6A+B/BE Li A
CE

6AK
This is a string that is only punishable if you just guard or duck it
on JG its -14 so you can CE punish it or AA for meter less damage. Duck and punish yields the most damage and those options are
WR B+K BL KK
WR B
6A+B BE Li A BE


3A
is -13 on block so maxi can only do AA punishes but if you manage to JG this it goes from 13 to 22. I'll list some JG options
66B Li A i22
B+K:B:B:B:A i20
CE i14
6A+B i16

1A
i wouldn't really say this is a good step killer but all natsu players use this as a combo ender. its very slow i24 and is EXTREMELY UNSAFE at -26. that being said blocking this will put you in Crouch since it is a low. You can Answer this move with WR B+K witch is conveniently i26. Other than that you can do 6A+B or CE.
PUNISH WITH
WR B+K i26
6A+B i16
CE i14
236K 1k i25

4A
is a great poke for natsu. being i20 its extremely fast. its automatically goes into Natsu's Possession Stance and her fastest options is PO A witch is duck able so I'm going to go off PO K. you have 2 ways to punish this move. If you guard 4A no matter what move she does out of possession 6A+B will snuff it. ALL OPTIONS!!! if they go into Hover if you want to be fancy you can Catch them out of the air with WR B+K.
4A on block using the fastest move out of PO is -12 But since 6A+B somehow answers all options its pretty much Void
If you block 4A 6A+B the Natsu

WR AAA
I see this move kinda like the panic button kinda like Viola's 8A+B. Since this move is from crouch it can be kinda tricky to deal with SOMETIMES. Its a decent move but if maxi blocks it….Natsu is in for a world of hurt. On Block this string is -18 and on Just Guard its -25 it is a VERY VERY VERY easy just guard.
ON BLOCK
6A+B
CE
ON Just Guard
B+K:B:B:B:A i20
236K i25
66B i22
3B i21
Her Other variation of the string is -28 on block and it puts her into Possession. If they go into Possession Make it a Habit to 6A+B Then out of it. since it stops all options.


VERTICALS

BBK
BBK is actually safe on block at -10 so you may wonder why i would put this in this guide. Well the string is Mid Mid High emphasis on HIGH. The high is VERY reactable and is very punishable on whiff.
PUNISH WITH
WR B+K
WR B
6A+B
CE

BB4A+B/BB4A+BA
You can punish this string is by Just Guarding the Bomb Low on block its -8 and on JG its -14 so you can CE punish it. But why take that risk when the Bomb Low is EXTREMELY SLOW. It Clashes with Maxi's i20 B+K so I'm gonna say the bomb is i20 lol. So if you block the BB and can Confirm The Bomb
you can Interupt that shit with some good moves.
You Can interrupt with
6A+B i16
WR B i15
3K i14
AA i12

BB 4a+bA
If you Block this its completely safe but it ends with a High so duck it.
You Can only punish this by ducking and doing 6A+B or CE

BK/BKA/BKA4
Once again another Safe on block string that ends with a High. I think we have a trend here. DUCK THIS SHIT!!!! 6A+B is the most Viable punish here.
DUCK PUNISH
WR B+K
6A+B
CE


3B
I feel this move is pretty good. Its i16 so its pretty fast but its -18 on block meaning you can get pretty hefty damage on her if you block it. Punish with
6A+B
CE

2B
Not much i can say on this move. I see Hawkeye use it quite a bit but its -14 on block so CE This Shit

4B
A lot of natsu Players use this move and why not. its i14 and knocks down on hit. BUT its -14 on block so You can CE this.

KICKS

KKK/KK2K
I barely see Natsu Players use this move but its actually pretty fast at i13. KKK (no pun intended….) is a 3hit high string that can only be ducked on the last K. For some reason you have to block the first 2 Kicks before you duck the 3rd but if you duck it you get a free 6A+B. KK2K Same thing but if you block its -14 so you can CE Punish it
So If you block KKK and KK2k you can CE punish

3KKK
i14 -14 on block. Has Wind Roll options that if anticipated are punishable by i22 moves so I'm guessing its -22. If you block a 33K you get a CE Punish. But if they wind roll with either B+K or 2_8B+K then you get hefty punishers. It seems that Maxi's 6A+B is the Best option for punishing wind roll seeing as it tracks it Both Sides.

2K/KK
Her 2K by itself is Punishable by CE but you also have to worry about follow up makes it completely.

1K
this move is fast at i15 but its -14 so CE this shit. WARNING this is a VERY strict punish. it seems harder for some reason.

4KK
-14 CE this shit…

FC 3K/3KK
FC 3K is -16 by itself and is -16 so 6A+B if you can confirm no follow up. but the 2hit string is -9 on block aka maxi can't do shit about this…or can he? Just Guard puts this at -17 so if you can JG the 2nd hit of the string you can get the same options as the normal on block.

Jump KA
I see this move used a lot and i don't think people really know that this move is -18 and on JG its -22. Its a easy and slow JG seeing as its i37. it looks pretty deceptive looks like it the last hit should be lows but they are miss. I know that used to get me all the time. On block you have your normal Options
6A+B
CE
On Just Guard you get
B+K:B:B:B:A i20
3B i21
66B i22


SIMULTANEOUS PRESS


A+B
Not much you can do on this move since its -12 you only option is AA witch is i12

A+B4 is A+B but with a ninja backstep that back step makes it unsafe unlike its A+B counterpart.
its -21 but Maxi's punishment for this move is very limited and depends on the spacing. This move may be 21 but depending on correct space it can be completely safe.
Close Range
B+K:B:B:B:A i20
6A+B BE Li A i16 (most reliable punish)

6A+B/6A+B4
Alone 6A+B is -15 so you can CE it but what makes this even funnier is that even if Natsu goes into Possession with 6A+B4 CE BEATS ALL OPTIONS!!!!! 6A+B Destroys all options as well including Hover.


8WAYRUN MOVES


66_33_77AB/AB4
on block 66AB is -16 but it has good push back so only 6A+B BE will reach but Li A will whiff so go for the Li B Tech Trap into Li A. or if you are looking to spend meter you can CE. If Natsu does the evade into PO CE and 6A+B Destroys everything she has.


66B/66B4
66B is -16 but has insane pushback on it meaning yet again punishment is limited. at Close Range punish with 6A+B BE Li A and at Mid Range punish with CE. But if they do the 4 witch is yet again a backstop into PO, 66B her Ass it kills all options.

22_88B
its -12 so AA punish that is all

22_88KA/22_88KA4
22KA is -18 so if you block it you can do 6A+B and CE this is a really easy Just Guard as well on JG its -25 and the 4 Version into possession is even more negative at -35 you can take a pick of ANYTHING.
JG Punish with
B+K:B:B:B:A i20
3B i21
236K i25

66K
Every Natsu player and their Mom uses this move. you should be punishing this shit SUPER HARD its -16 its begging to be punished by 6A+B so give it what it wants or humor yourselves with a CE


BRAVE EDGE ATTACKS


66B BE
You can Duck the 2nd hit of this String and punish her hard with WR B+K BL KK or you can just do 6A+B under the 2nd hit because of the TC on the move you don't have to crouch first. OR if you are ballzy JG the BE and it Becomes -21.

A+G BE
This is a Notorious RO tactic all natsu players use and all you need to do is Break A its very easy to break on reaction also if their back is ever towards the edge of the ring it becomes a huge factor and it doesn't help that it rings out pretty far. Look for the BE flash and mash A to break it
 

Attachments

IRM

[12] Conqueror
ea1df57a.jpg
Patroklos




HORIZONTALS
3A​
This move is -12 so the only thing you can do is AA​
1A​
Pats 1A is i30 and is EXTREMELY SLOW lets be serious. There is no way anyone should be getting hit by this move. It is -17 on block Punish with​
CE i14​
6A+B i16​
VERTICALS
6BBB​
There are Multiple ways of getting around this string. since this string is Mid High Mid you can crouch and evade and punish. on block the string is -16 so you can 6A+B and CE it. If you confirm the string you can use 6A+B to duck and get counter hit damage or you can also duck and do WR B+K. if you are ballzy you can side step to Patrokolos' left and you can do pretty much any thing you want and get back damage.​
On Block -16​
6A+B​
CE​
Duck The 2nd Hit​
WR B+K​
CE​
6A+B​
Side Step the 2nd Hit​
B+K:B:B:B:A​
66B​
44B​
3B​
Just a generic 3B its -16 so you can just 6A+B​
WR B​
Ive seen Pat Players throw this move out so i decided to put it in. You will only get poke damage since its -12 answer with AA​
Kicks
2K​
-14 CE this shit​
1K​
The infamous 1k from pat. This move is a staple in Pats game block this and he is up for hurt as well. it is -18 so go fro a CE or 6A+B​
WR KA​
WR K alone is -18 so if you can confirm no follow up 6A+B or CE the KA Version despite what the Wiki says is wrong it is not -16 it is -14 so CE this shit.​
2A+B​
you will seldom see a Pat Player use this move outside of combo but if they do its -22. This Move puts you in crouch so be careful with punish you can punish with 66B but the timing seems to be tight for some reason. If you dot feel like trying hard CE or 6A+B this.​
B+K(Griff??? Strike)​
This is -14 CE them for being stupid.​
8WAYRUN
22_88AA​
This is a High High String and is EXTREMELY bad. You can Duck the 2nd Hit and Punish with just about anything. i would say that this is -25 on whiff so 236K punishable. Make it whiff and you have a bunch of options​
Whiff punish with​
CE i14​
6A+B i16​
B+K:B:B:B:A i20​
3B i21​
66B i22​
236K i25​
33B​
Not much to say about this its i12 so AA for that poke damage…its better than nothing​
11_77B​
This is the Reverse Ring out move. its -14 on block so CE this move​
33_77_66K​
A lot of Pat players i have seen throw this out and i just recently found out that this was punishable. it is -16 on block with NO push back at all so 6A+B this or CE, take your pick.​
11_77K​
I don't see Pat players use this much but i have seen it so I'm including it. for i19 it seems fast. its -16 on block so 6A+B it​
0​
EDGE ATTACKS
1B BE​
Mid High Mid​
and it suffers from the same problems at 6BBB. On block its -12 and you can duck the 2nd hit and you can also side step the last hit.​
On Block​
AA​
Duck The 2nd Hit​
CE​
6A+B​
WR B+K​
WR A RS Throw BL K BE​
Side Step Last Hit​
44B​
66B​
B+K:B:B:B:A​
66_33_77A BE​
This BE is pretty good. Good Step kill and natural combo. BUT if you can step the 2nd hit to Pats Right Side you get a whole bunch of punishment options. Also this is a very easy Just Guard and on JG its -29 so that opens up ALL of maxi's punish options.​
Side Step Options and Just Guard options are the same​
44B​
66B​
B+K:B:B:B:A​
6A+B​
JS B BE​
JS B BE is safe on block but can be stepped to Pats left aka shield side or Just Guarded. On Just Guard The move is -16 so you have CE or 6A+B. If you manage to Side step the move to Pats Left it opens a lot of options. For some reason your inputs will invert since you will end up behind him when you step it so be careful with that. I've found doing 33B or 11B will just completely evade the move and they are easy to input.​
On Just Guard -16​
CE i14​
6A+B i16​
JUSTICE STEP(236)
JS AB​
JS AB is -16 on block. This is one of Pats better step catchers but it is a huge gamble. the normal JS A is -16 but since there is a follow up i don't recommend trying to punish that. If you can confirm no follow up then 6A+B or CE. The same options go for blocking the B as well. This move is insanely easy to Just Guard, and it is -25 on JG. So prepare your punishes. Also The move can once again be stepped to Pats Left for more dmg. You can actually get some lolzy combos off on him while he is mid air.​
On Block -16​
CE i14​
6A+B i16​
ON Just Guard -25​
CE i14​
6A+B i16​
B+K:B:B:B:A i20​
3B i21​
66B i22​
236K i25​
236B (Shield Bash)​
As good as this move it is -20 on Block so guess what lets kick its ass. For some odd reason my favorite i20 B+K whiffs after a blocked shield bash. So lets crack out the ole faithful 6A+B BE and CE​
236K(Back flip)​
Not much to say about this move other than its mega unsafe and you won't see this move thrown out unless its a guaranteed combo ender. It is -18 and it gets the same treatment as the rest of the punishable moves 6A+B and good ole CE.​
 

IRM

[12] Conqueror
61ed80cd.jpg

Pyrrha



HORIZONTALS

Pyrrha AK i11 -14 on block
PUNISH WITH
CE i14 88 dmg Clean hit 101 dmg
AA i12 22 dmg +14 on hit into RC
BB i14 30 dmg +12 on hit into LO
2A i12 12 dmg +8 on hit
3K i14 18dmg +4 on hit
Standing K i13 14dmg +2 on hit

Pyrrha 4AB i18 -14 on block
Punish With
CE i14
FC B i14 +2 on hit
FC K i14 -2 on hit
You can Step The 2nd Hit Regardless Step out and just let her ass have it.

Pyrrha 3A i19 -14 on block
CE Punish it is the only punishment option that will work since the pushback on this attacks makes all other i14 and under punishes whiff.

Pyrrha 3A i19 -14 on block
This move is -14 but has a pretty good push back so simple AA,BB,2A,ect will whiff
PUNISH WITH
CE i14 88 dmg Clean hit 101 dmg

Pyrrha 1A/ 1AA -22 on block
Since it is -22 that means 66B punishes all day.
CE
66B
6A+B/BE

Pyrrha 4AAA -22 on block
This is in the same boat as 1AAA just with a high as the starter. if you can manage to JG the last A it makes this string 44B punishable
CE
66B
6A+B/BE Li A
on JG go for
44B
4A+B 66B+K

Pyrrha 1A /1AA i18 -22 on block.
PUNISH THIS SHIT HARD
CE i14 88 dmg 101 Clean Hit
66B LI A i22 63dmg(this option is pushing it frame wise.) Can Be BE
6A+B i16 35 dmg Chance of Clean Hit and Can be BE for LI A Combo
6B i20 42 dmg Has Clean Hit
6B4 i21 45dmg (with this punish i suggest PSL 2 into BL for a faster Guard Cancel after the opponent is knocked down. To do this you will need to Guard Cancel after the 2nd hit knocks down your opponent and the instantly PSL2 into BL. a normal Guard Cancel will put you into LI into RC where then you will be able to Guard.)
WR B i15 46 dmg ( This Option Will Whiff if the opponent does just 1A. Even if they do 1AA you will have to do iWR B witch is a pain in the ass. This is a good punish option if your feeling frisky.
WR KK i20 42dmg ( i suggest this option only if they do a raw 1A)


VERTICALS

Pyrrha 3B i17 -16 on block
PUNISH WITH
(close range/Mid Range) i16 6A+B BE LI A
at tip range this will whiff and you will get bodied!!!!
CE i14 88dmg Clean Hit 101 Better Option it hits all ranges
2B i15 16 dmg +2 on hit

Pyrrha 6BK i13 -14 on Block
You Know the drill CE punish this shit.
FC K i14 +2 on hit
FC 2A i12 +8 on hit

Pyrrha 2B B -20 on block
This is the Shittier version of AS B
this is -20 and an easy JG just punish this with
CE
6A+B BE Li A


Kicks

Pyrrha 1k i17 -15 on block
PUNISH WITH
WR B i15 46dmg Clean Hit 57
CE i14 88dmg Clean Hit 101
FC 2A i12 12dmg + 8 on hit
FC 2B i14 16 dmg + 4 on hit

Pyrrha 2K i15 -14 on block
PUNISH WITH
CE i14( Be Careful with this one it is EXTREMELY STRICT on the timing and can back fire even if you are a second to late.
FC 2A i12 + 8 on hit
FC 2B i14 + 2 on hit
FC 2K i14 -2 on hit(lol wouldn't go for this one XD)

Pyrrha 3KK i16 -16 on Block
This Move has Damn Good Push Back!!!
He can punish with all his i16 and lower attacks if Back is against the wall but these are the only ones that will work mid screen
Punish With
CE 88 dmg 101 dmg Clean hit
6A+B BE LI A i16 77 dmg
2B i15 16 dmg +2 on hit


Simultaneous Press

Pyrrha WR A+B -12
This move is -12 so AA punish nuff said

Pyrrha B+K
This move has a Tech Jump and a Tech Step to the right. its -12 but it has a mix up attached to it
if you can confirm there is no follow up then do a AA punish

Pyrrha B+K B
This is just another version of Pyrrha's AS B but with a tech step to the right instead of a Tech Crouch. This is -20 so all punishes
for AS B apply here. Since this is a 2 hit string you can easily JG this if you can anticipate it even though its -20 i don't think its worth the
risk.
CE
6A+B BE Li A
And if you JG the B
you can do
3B 6A+B
66B Li A

Pyrrha 2B+KBBB
The dumb toe stab this move is -16 lol but even if you get hit by the first one you can block the 2nd and the rest will whiff.
You will be in FC so WS B+K is a great option when you confirm the whiffs. Other than that just do 6A+B to punish this
6A+B
If you block the 2nd hit it will push you out of the way of the rest
WS B+K
CE
66B
44B

8Wayrun

Pyrrha 22/88B i16 -18 on block
Punish With
CE
6A+B/6A+B BE

Pyrrha 22/88BA i16 -40 on block
If the Opponent didn't Hit Confirm before they flew in the Air Take your Pick of a Hilarious Punish
CE
44B BNB Combo 75 dmg can be BE for more dmg
66B LI A 63 BE on The LI A 75 dmg (for this combo to work you need to time it to where it will hit as soon as Pyrrha lands she still has time before she can guard)
6A+B BE PSL 2 BL K BE( For this to work you need to hit Pyrrha while she is in the Air with 6A+B BE)

Pyrrha 22/88 B A K i16 -like a million on whiff lets just say i can UB Punish this on whiff here are some hilarious Punishes I've found.
UB BT B+K 1k 88 dmg
22A LI A 44 dmg Can be BE
44B BNB Combo 75 dmg
6A+B BE PSL 2 BL BE 71 dmg ( have to hit them while they are decdescending for this to work.)
BT B+K 2BK 67 dmg(run under her and do BT B+K)
Back Throw (run under and throw her when she lands)
4A+B 66B+K 80 dmg
Basically Pick any move that is faster than i60 and you got free dmg XD

Pyrrha's 66B+K i24 -8 on block ,66B+KA -18 on block,66B+KAB -16 on block.
Maxi Cant do SHIT about 66B+K But he has a Good amount of Options against the other 2 follow ups.
You Can however punish 66B+KA and B+KAB.

66B+KA -18 on block
6A+B i16 35 dmg / 6A+B BE LI A (you know the drill)
CE i14 88 dmg 101 dmg Clean hit
AA i12 22 dmg +14 on hit into RC
BB i14 30 dmg +12 on hit into LO
2A i12 12 dmg +8 on hit
3K i14 18 dmg +4 on hit
Since The 2nd hit of this string is also High Maxi Has WR options to punish it
WR B+K BL K/BL K BE 66 dmg / 77 dmg
WR B+K 2KB 59 dmg
WR KK 42 dmg
WR B 46 dmg
WR A 18 dmg

66B+KAB -16 on block
Just CE or do 6A+B / 6A+B BE
And if your feeling Frisky Side step the last B and do some 8 way run options or a back throw

Pyrrha's 44/11/99 B i22 -14 on Block
Punish with
CE i14 88 dmg 101 on Clean Hit
AA i12 22 dmg +14 on hit into RC
BB i14 30 dmg +12 on hit into LO
2A i12 12 dmg +8 on hit
3K i14 18 dmg +4 on hit

Pyrrha's 33/77k Vs 66K
Pyrrha's 33/77k is -13 on Block while 66k is -14
MUST BE ABLE TO DIFFERENTIATE FOR A GOOD PUNISH!!!
33/77K -13 PUNISH WITH
AA i12 22 dmg + 14 on hit into RC
66K -14 PUNISH WITH
CE i14 88 dmg 101 on Clean Hit
AA i12 22 dmg +14 on hit into RC
BB i14 30 dmg +12 on hit into LO
2A i12 12 dmg +8 on hit
3K i14 18 dmg +4 on hit

11_77 A/AA
To be completely honest i slept on this move untill after NEC when it was a primary tool of my demise. Just a Raw 11 A is a Low that is -12 on block you may think Maxi can 2A punish it right? Wrong..kinda, Maxi can only punish this on block at close range mid and tip ranges it will whiff and you will get bopped. If you do get hit by the 11A it is +2 on hit and has a follow up that is also a mix up. The 2nd A has a Guard break hold that is +14 on block and a normal that is -14 on block. I find this funny. If you can Confirm they are going to Hold for the you can get some EXTREME damaging Combos on her, i will list them below. If you see they do the normal follow up it is -14 on block so you know what to do.

Confirm the Charge int Options
4A+B 66B+K
6A+B Li A
Normal Block Options
AA
CE





ANGEL STEP(236)

Pyrrha AS B /236B/STAB i14 -18 on block
PUNISH THIS SHIT HARD!!!!! Options
6A+B i16 35 Dmg
6A+B BE LI A 65 dmg
6A+B BE LI A 77 dmg
CE i14 88 dmg Clean hit 101 dmg
OTHER PUNISHES
AA i12 22 dmg +14 on hit into RC
BB i14 30 dmg +12 on hit into LO
2A i12 12 dmg +8 on hit
3K i14 18 dmg +4 on hit
Standing K i13 14 dmg +2 on hit
2B i15 16 dmg +2 on hit
4B i17 17 dmg +11 into LO
4BB i17 32 dmg

Pyrrha AS A/ AA/ AA BE
This Move is a pretty good step catcher but is a huge risk for Pyrrha
AS A alone is -18 So punishing it is rather easy its the same frames as "Stab" and the AA is -16 So
6A+B / BE or CE would be you best options of punishment. However the BE is a Guard Break and is +4 on block.
JG that shit there is no exception when JGed this Move is 66B and 44B punishable. so thats around -29 on JG take this fuckin chance and stick it to her.

Pyrrha AS K
This Move can be pretty annoying with its super tech crouch and what not but when you know how to deal with it, it is fairly simple. This Move Super TC mids. But on block it is -29 thats almost as bad as Ezio Crossbow…Take this change to pick a punisher and destroy her. She takes a huge backflip backwards to get out of range so your options are very limited for punishment
CE
66B Li A/BE
6A+B BE hits however Li A will whiff at this moment maxi's Li B becomes a tech trap so fool around with it a little bit.


EDGE ATTACKS

OK Now Lets talk about Pyrrha's BE. Maxi has some HILARIOUS things he can do to Punish Her BE. I'll List them

Pyrrha 66B BE
The 2nd HIt of this is a Guard Break witch makes it safe but Maxi has a very good move to counter this.
Her 66B Puts maxi into FC so his answer is to do WR B+K when the BE flash Appears WR B+K puts maxi into BL so KK is a guaranteed follow up
WR B+K BL KK 66 dmg can be BE 77 dmg
Or WR B+K 2KB 59 dmg
Maxi can also interrupt her BE with his own CE as soon as 66B BE Flash appears input CE the invincibility Frames will come in handy here and it will register as counter hit damage.
CE 88dmg Counter hit 94 Clean hit 101 CH Clean Hit 107
Also I have found that you can side step the 2nd part of her 66B BE but the timing seems to be pretty tight.
i have come up with Side Step into CE
33B BL KK 69 dmg BL K BE 79
11B 64 dmg
88 into Right Side Throw BL K BE 94 dmg
22 and get a free back throw 70 dmg
22144/88744B RO B RC B 63 dmg RC B BE LI A 91 dmg
Also Maxi Can use his 8B+K witch will Side step right out of the BE and will Put him into LI He won't Be able to get any Damage this way but he can PSL 2 into BL for BL K and BL B mix up or can take a shot at a LI Mix Up with LI K LI A. also can PSL 1 into LO idk why you would want to do that though since the nearest Guard cancel requires him to go into RC.
 

IRM

[12] Conqueror
3666_Omega_Pyrrha_1.jpg
Pyrrha Omega


Horizonals

1A/1AA
Punish with
6A+B
CE
66B

4AA
*duck the 2nd hit and punish*
6A+B auto

4AB -18
*easy Just Guard can be stepped both directions*
on JG -29
Punish WIth
CE
6A+B

on Just Guard -29
Punish With
B+K JF
66B
236K
44B


Vertical

3B -18
Punish with
CE
6A+B
4BB LO K(force block)

2BB -20
Punish with
B+K JF
6a+B CE


Kicks

1k -16
Punish with
CE
6A+B

4K -14
Punish with
AA
BB
CE


Simultaneous Press

B+KB -20
Punish with
6A+B
CE
B+K JF

WR B+K -12
Punish AA

8Wayrun

66,33,77A -12
AA punish

11_77AA -16
Punish with
CE
6A+B

33_77B -14
Punish with
CE

44B -14
Punish With
CE



66K -15
Punish with
AA
CE

33_77K -13
Punish with
AA

44K -16
Punish With
CE
6A+B


EDGE ATTACKS

6B BE
Need to Just Guard to punish -20 on JG
Punish With
CE
6A+B
B+K JF

2B/FCB BE -14
and easy JG
Punish with
CE

Critical Edge -21
Punish with
CE
6A+B
B+K JF
 

IRM

[12] Conqueror
Raphaelwallpaperscv1.png

Rapheal

HORIZONTALS

AB -14
high Low poke
Punish With
CE
2A
2B

1A -16
Punish With
6A+B
CE

4A -16, -15 at tip range.
Punish with
CE, works all ranges
6A+B at close range.

VERTICALS

BBB -16
(BB is -12)
Punish with
6A+B
CE

6BBB -16
(6BB is -14)
Punish with
6A+B
CE

3B -16
Punish With
CE
6A+B

4B -14
*can't be punished at Tip range*
Punish With
CE(at close and mid range)
AA at close range.

236B -12
Will leave you in crouch
*cannot be punished super close range*
Punish With
2A


FC 3B -14
*cannot be punished at tip range*
Punish with
CE, mid and close range.

Kicks

1K -15
Punish With
CE

Simultaneous Press

A+B/A+BA
-17 -12

A+B
Punish With
6A+B
CE

A+BB
Punish with
2A

8WayRun

66A -13
*can't punish at tip range*
Punish with
AA

33A -16
Punish with
6A+B
CE

44AB -16
Punish with
6A+B
CE

44B -16
*can't be punished at tip*
Punish with
6A+B
CE

33KB -16
*easy JG on JG -25)
Punish with
CE
6A+B
ON Just Guard
B+K JF
66B
236K

Edge Attacks

6B BE/ Pre B BE
*you can JG the last hit and step to left side,on Just Guard -27*
Just Guard Punishes
6A+B
CE
B+K JF
66B
236K

Prep K BE
*A mid high string meaning duck this and punish it hard. on JG its -17
Duck Punishes
6A+B
WS B+K
236K

PREPARATION

prep AB -16
Punish
6A+B
CE

Prep K -16
6A+B
CE

Prep A+B -22
Punish with
CE
6A+B
66B

*6A+B shuts down all prep options. All prep options are high. 6A+B will stop any attack raphael will try to do. THIS IS IMPORTANT*
 

IRM

[12] Conqueror
-6.jpg

Seigfried


Dedicated to Jimbonator and Heaton




Horizontals



6A -13
Punish with
AA i12

4A -14
Punish With
AA i12
CE i14

3A -14
Punish with
AA i12
CE i14

2A -14
Punish with
2A i12
FC 2B i14
CE i14

1A /1AA
-16 -17
Punish with
6A+B i16
CE i14

WR AA -24
Punish with
6A+B i16
66B i22


Verticals



6B -18
Punish With
CE i14
6A+B i16

3B -20
Punish With
CE i14
6A+B i16

4B -12
Punish with
AA i12


WR B -21
Punish with
CE i14


Kicks



3K/3KK/3KKB
-19 -16

3KK
*mid low string leaves you crouched*
PUNISH WITH
CE i14
6A+B i16

3KKB
Punish With
CE i14
6A+B i16


4K/4KK
-12 -14
*4KK is Mid High String very duck able and JGable*

4K -12
Punish With
AA -12

4KK -14, On JG -21
Punish With
CE i14
JG Punish
6A+B i16
B+K:B:B:B:A i20
3B i21

WR K -14
Punish With
CE i14


Simultaneous Press

2A+B -16
Punish With Critical Edge it kills all follow ups if they enter Base Hold.​
8WAYRUN
66A
*High Extremely REACTABLE duck punish this shit*
Duck Punish With
6A+B i16
WR B+K i26

66B -22
Tricky to punish this since it has big pushback.
At tip range 66B won't punish meaning its less - at tip
Close Range
CE i14
6A+B i16
66B i22
Mid Range
66B i22

11B -23
Punish with
Critical Edge i14
6A+B i16
B+K:B:B:B:A i20
66B i22

66A+B -16
They wake up crouched
6A+B i16
CE i14






SEIG STANCE BREAKDOWN


Base Hold
AGI Stance. Impacts Weapon Horizontals. Has fairly bad entrances on block. Fastest option from SBH is SBH K at i14 and it is unsafe. Safe exit option is SBH B at i30 and is easy to react to and steppable.

AA ~SBH
CE beats all options including 2_8B+K
6A+B Beats all options but SBH K it will clash.

You can duck AA on reaction and punish with WS B+K,6A+B, 236K,ect

2, ~SBH
CE Beats all options at all ranges.
6A+B beats all options but clashes with SBH K

2[A+B]
CE beats all options at all ranges
WS B+K beats all options but trades with SBH A

SRSH (K) ~ SBH
This isn't even a mix up blow this up with 6A+B, CE, WS B+K this.


Chief Hold
A versatile stance used for reverse mix-ups, combos, spacing, and whiff punishment. Most Siegfried players will try to spend a lot of time in this stance because of its relative strength and versatility, though they will usually limit entrances to WR , 66k[BE], and 22k[A].

MAXI CRITICAL EDGE BLOWS UP THIS STANCE ENTIRELY

3(B) / WR (B) ~ SCH (most used entrances)
Critical Edge DESTROYS this.
WS B+K beats all options but sometimes trades with Realign SCH B
33~6A+B Beats all options

11 ~SCH
Critical Edge DESTROYS this.
WS B+K beats all options but sometimes trades with Realign SCH B
33~6A+B Beats all options
Normal 6A+B trades with SCH K in Maxi's favor giving him full counter hit dmg and a knockdown.

44B
Anything i21 or faster will beat out every option from CH
Examples
B+K JF i20
6A+B i16
CE i14

66K BE~
2_8 6A+B Beats all options. Though a little strict to do.
You should be JGing this BE in general.


Side Hold
Typically used because of its powerful whiff punisher in SSH BBB, Side Hold is greatly weakened when entered on block, because half of the entrances move you forward into the stance, and the stance itself does not give great rewards to Siegfried for guessing correctly on a reverse mix-up. However, it can potentially be used to blindside an opponent to end the round because of its lack of use.

[A]/ 22kA[A]~ SSH
6A+B Beats All options
CE beats all options but SSH K

6[A]~SSH
66A stops all options
6A+B will whiff unless Seig attacks from the stance.

WR[A] ~SSH
6A+B beats all options
WS B+K beats all options except SCH A

A+B ~SSH
At close range 2nd hit whiffs.
6A+B Beats all option

Reverse Side Hold
Siegfried's reverse mix-up stance. Against a character with good meter punishment, the stance becomes less effective as the match drags on. Because of this, you're likely to see this stance most often at the beginning or at the end of a round. The entrances into this stance on block are very poor, and all but one have an option that beats every action Siegfried can take.

Ag[A]~SRSH
B+K JF beats all options except SRSH 2_8B+K
66B Beats all options except SRSH 2_8B+K
6A+B beats all options
CE beats all options


44[A] ~SRSH
B+K JF beats all options except SRSH 2_8B+K
66B Beats all options except SRSH 2_8B+K
6A+B beats all options
CE beats all options
*Duck this on reaction since it is i33 for WS B+K or WR B punishes*
 

IRM

[12] Conqueror
soulcalibur_v_tira_wallpaper_by_almsfreak08-d49bhwg.jpg
Tira
HORIZONTAL

JS 6AB -18
*Can be stepped*
Punish With
6A+B
CE
4BB


GS 3AA -12
*duck the 3rd hit*
Punish with
WR B
CE
6A+B
WR B+K

JS 2AB -21
on JG -29
Punish WIth
CE
6A+B
B+K JF

on JG -29
44B

1A -13
Punish with
2A

JS 4A -14
Punish With
AA
CE

WR A -12
Punish With
AA


Jump A
*All 3 versions have different frames but you can punish it regardless with CE*
Punish with
CE


Verticals

GS 6B -12
Punish With
AA

JS 3B -12
Punish With
AA

GS 3B -14
Punish With
AA
3K
2A
CE


GS 4B JF -17 on JG -33
Punish with
6A+B
4BB

on JG -33
B+K JF
236K
44B
4A+B



WRB / WR BK
-16
* You have 22 Frames to int if you know the are going to do the string*
Punish With
Critical Edge
6A+B (Most consistant punish)​
KICKS
JS 1k/ GS 1k
-21 -16
*punishing for both sides are the same*
Punish With
Critical edge
6A+B

236K -20
Punish WIth
6A+B
CE
4BBK​
Simultaneous Press
4B+K/4B+KB
-16 -10
*you have 16 Frame window to punish when they try to do the full string*
*full string can be stepped both directions*
Punish with
6A+B
CE

String Int List
6A+B
CE
6A
1B

Side Step Punish
B+K JF
44B
66B


JS BT B+KB -18 on JG -25
Punish With
CE
6A+B
4BBK(force block)

JG Punish
B+K JF
66B
236K

8wayrun Moves

JS 33_99_66AA -20 on JG -29
Punish With
CE
6A+B
B+K JF

ON JG -29
Punish With
66B
236K
44B


JS 11_99_44AA -15
*You have 16 Frames to Int the 2nd A*
* iWS B+K evades the 2nd A*
Punish With
CE

INT
CE
6A+B
1B

JS 11_99B -14
Punish With
CE


BRAVE EDGES

GS 3A BE
*duck the 3rd hit*
Punish with
WR B
6A+B
236K
WS B+K

Critical Edge -20
Punish With
B+K JF
6A+B
CE​
UPDRAFT 7_8_9B+K

UD A -12 on JG -22
Punish with
AA
JG Punish
6A+B
CE
66B
B+K JF

UD B On JG -25
Punish With
6A+B
B+K
66B
236K

UD K -18 on JG -25
Punish With
CE
6A+B

JG punish
B+K JF
66B
236K
 

IRM

[12] Conqueror
3290_Voldo.jpg

Voldo
Horizontals

6ABA
-14 on block -25 on JG
Easy string to JG
PUNISH WITH
on block
AA i12
Critical Edge i14
On Just Guard
6A+B i16
B+K:B:B:B:A i20
3B i21
236K i25

3A -17
Punish with
CE i14
6A+B i16
4BBK (Force block on LO K)

1A -17
Low has TC frames at the end of it. Leaves Voldo Back turned.
Punish with
CE i14
6A+B i16

WR A/ WR AA
-14 -16

WR A punish with CE

WR AA is -16 and an easy as fuck JG making it -23 you can already punish this move effectively but JGing it makes for more damaging punishes.(practice JGing this)
ON BLOCK -16
CE i14
6A+B i16
ON JG -23
B+K:B:B:B:A i20
3B i21
66B i22

BS 6ABB
Easy JG and can be punished very hard.
ON JG -23
CE i14
6A+B i16
B+K:B:B:B:A i20
3B i21
66B i22


Verticals

3B/3BB
Safe against Maxi at i14 since CE will Whiff only way to punish is with JG and its an easy JG. Go for big damage if you have the execution :)
On JG -21

3B on guard -12
Punish With
AA

3BB on Guard -14
Punish with
CE i14
JG -21
Punish With
6A+B i16
B+K:B:B:B:A i20
3B i21

4BAA
Mid High High string
On block is Safe
Duck the last or 2nd hit and punish.
Move has fast recovery so only moves that will punish are
6A+B i16
CE i14
WR B i15

FC 3B -16
Move is frequently used by Voldo players.
6A+B won't work for punishment unless you use 6A+B BE
Punish with
CE i14
6A+B BE i16


WR B/WR BB
-13 -15
WR A alone is rarely seen but if it is seen it is -12. WR BB is frequently used and is -15 on top of being a very easy JG making the move -21. Also WRBB can be stepped to Voldo's Left Side.
WR B -13
PUNISH WITH
AA

WR BB -15
*Can be stepped to the left*
Punish With
Critical Edge i14

JG -21
6A+B i16
B+K:B:B:B:A i20

STEP LEFT PUNISHERS
11B
66B
44B


BS 3B -16
Has some push back normal 6A+B won't reach so you have to pick and chose when you want to punish this move.
PUNISH WITH
6A+B BE i16
CE i14

BS Jump B/ Jump BK
Normal Jump B is -14 but Voldo players throw this out a lot so punish with WS B+K you will completely go around Voldo.


KICK

3K -12
AA punish

Jump K
He lands grounded 1K gets you free dmg


SIMULTANEOUS PRESS
A+B/A+B[3]
-15
A+B raw is -15 so CE this. But most voldo players follow up the this move with Crawl. CE and 2A blow up all options from this stance.

2A+B -18
Has lingering Tech Crouch Frames
CE i14
6A+B i16
4BB i17

8WAYRUN

66A -14
Punish with
AA i12
BB i14
CE i14

BS 8WR B/ B+K
-15 -18

8WR B -15
CE

BK(Booty bump)
CE i14
6A+B i16
4BB i17

11_77K
-16
6A+B i16

66A+B
JG -29
EXTREMELY HARD JG but its worth the risk.
6A+B i16
B+K:B:B:B:A
3B i21
66B i22
236K i25
44B i29

66A+BK
Duck punish this string
6A+B
WR B+K

EDGE ATTACKS

6B BE
Can be stepped both directions and is -17 on JG
Step this on reaction for optimum punishment.
JG Punishes
CE i14
6A+B i16
SS Punishes
B+K:B:B:B:A i20
66B i22
44B i29
33B i27

66B BE
Side step both directioins on JG -25

JG Punish
CE i14
6A+B i16
3B i21
66B i22
236K i25

SS Punishes
4A+B 66B+K
44B​
 

IRM

[12] Conqueror
high_spirited_tiger_by_fatal_exodus-d4gtm99.png

Xiba
HORIZONTALS

AAK
This is a High High Mid String that is Key to effective xiba play so countering this move is essential in the match up. Lets start by saying if you block the first hit of the string you can Duck the 2nd Hit with 6A+B, also iWR B+K also works on this string but the timing being a little tight for it to hit before the K comes out. If you want to be flashy you can duck the 2nd Hit and grab Xiba for a Back Throw for 70 Dmg.

Summery: Very Easy Move to Deal with Duck the 2nd Hit and Punish with
6A+B
iWR B+K
Back Throw

6A/6AK
Xiba Players love to whore this out and for good reason. It is a very Hit Confirmable move that leads to big damage with meter. But lets talk ways to make xiba players not wanna touch the move. 6A alone is -12 on block so an AA punish is good for poke damage, you can also use this to stop the K follow up and leave them back turned. Its also widely know that you can INT the follow up "K" with a 2A and attempt a Back Throw. But i don't see many players stepping this attack. You can step this to Xiba's left resulting in a free back throw among any other punishes you can think of B+K JF ect.

Summery: AA and 2A stop the K follow up in its tracks as well as being i12 Punishers for free damage, witch also leave Xiba back turned for a good Mix Up. Also Can be stepped to Xibas' left also resulting in xiba being back turned.


1A
I decent low i would say. Maxi can't Punish this move at long range but at Mid Range it can be punished hard. This move is i29(SLOW AS FUCK) and -17 on block. If blocked at close range 6A+B BE Punish it. At Mid Range CE Punish. Long range you can't do shit.

Summery: Decent low i would say but i29 is way to slow to be effective. -17 on block and can't be punished at long range.
Mid and Close Range Punish with
CE
6A+B BE


4A
This move is very good in my opinion TC and TS move. This move can be rather annoying and its actually pretty safe on block -13. 4A has a good bit of Push Back and Maxi can only get a single A punish for 10 damage. meh take it where you can get it

Summery: Move is pretty much safe against Maxi at Mid and Long. At close range all maxi can do is A punish for 10 damage.




VERTICALS

6BK
This Move suffers from the same weakness as 6AK but only difference is that AA won't be able to stop it since 6B is -8 instead of -12. 2A still works. Another difference is that this Variant can't be stepped at all. Keep that in mind when effectively trying to deal with this attack. I forgot to mention in the 6AK section but this string is extremely susceptible to Just Guard and can be punished pretty hard for poor Hit Confirms.

Summery: Move suffers from the same 2A back turn mix up. Cant be stepped like the other version. String is very easy to JG and on JG you can BT B+K 2KB punish for 66 dmg.



3BKK
Another Key move in Xiba's Move list. Maxi destroys this move, with 2 Moves WR B+K and 6A+B. Due to WR B+K Outrageous TS,TC, and tracking ability it will completely put maxi behind xiba and set Maxi up with a free follow up BL KK. Your other option is the always faithful 6A+B witch will TC the K. Those are your 2 goto and most effective options but Maxi as usual has some flashy and funny options as well. 236K and 2_8B+K can also avoid the kicks.

Summery: A good move but can be easily countered by Maxi. WR B+K and 6A+B Destroy this move. there are no worries at all.




KICKS

3K
I never see Xiba Players use this move but its -15 on block and CE punishable



3kB
Sadly this is i think Xiba's best Punisher at i16 its pretty good but its -18 on block and begs to be punished when its throw out. When blocked make sure to punish with 6A+B and if you have meter Hit them with CE just to add insult to injury.

Summery: Good Punisher but thrown out wildly it begs to be punished Punish with
CE
6A+B



2K
generic 2k -14 on block CE if you can its a pretty tight punish.


WR K
Xiba Players use this move a lot i have seen and on block its -13 so AA punish this


Jump K
I rarely see Xiba players use this outside of combos but when its used its -16 so 6A+B the fuck outta this.

SIMULTANEOUS PRESS

A+B/ A+BB/ A+BBK
A+B is -14 A+BB is -21and A+BBK can be Interupted by anything i17 or faster. That being said lets talk punishment. This Move is very easy to punish since the animations are very easy to identify. Personally unless you know they won't follow up i would just wait for the A+BB version since its -21 and can be punished the Hardest. The full string can be interrupted by quite a few moves 6A+B and 1B RO AK for example. The K can also be stepped for other options

Summery: A very easy move to punish the animations are very easy to ID.
A+B -14
CE Punish This Shit

A+BB -21
AA i12
6A+B i16
B+K:B:B:B:A i20
3B i21

A+BBK Interupt the K follow up with
1B RO K 58 damage
6A+B BE LI A 85 DMG


2A+B
This Move is rare to see outside of combos as well but if they are stupid enough to throw this out its -14 so CE punish it



WD A+B
This Move is hilarious. Im not gonna lie i get hit by this sometimes rushing a xiba on wakeup. This low is i36 so you shouldn't ever get hit by it and its actually -30 on block. Meaning you can possibly punish xiba for 100+ depending on your luck.

Summery: Very slow low that is very react able. You should always be on the look out for this move. on block its -30 tell your opponent to prepare their Anus
Punish With
CE i14
6A+B i16
B+K:B:B:B:A i20
3B i21
236K i25
44B RO B RC AB BE Li A BE i29


BT B+K A.K.A The Dickining
This move again won't be used outside of combos but if it is its -16 so 6A+B and CE this move.



8WAYRUN MOVES

33_77A/AA
I see this move used a lot as a poke and i don't understand why. This move is i27 and easy to see coming. 33A is -20 while the AA version is -24. If you block this you are in Crouch So you have 2 Options. A 6A+B or B CE Take your pick.

22A/22AB
On block 22A is -13 so AA punish it. while 22AB is -14 you can tag Xiba with a CE

66BBB
All i have to say about this move is side step the 2nd Hit and punish it and if you decide to block the entire string you get a free 6A+B and CE since its -17

22B
You will see this move a lot VS a Xiba player and punishing this is crucial. This move is -16 -16 so ready up your 6A+B and punish it.

66K/66KB
This string is actually pretty good i would say. Its a very easy hit confirmable step killer. 66K alone is -12 and the full string is -16 so no matter what maxi can punish this move.

22K
If you block this move its -16 6A+B or CE this.


BRAVE EDGES

6AK/ 6B K BE A+BBK BE
These are all the same brave edge and all suffer the same weakness they can be interrupted by 2A There is no reason to fear This BE at all

33A BE
-17 on Block so 6A+B this

Critical Edge
XIba's CE is -21 on Block so you can punish with a lot of moves here are your options
CE i14
6A+B
B+K:B:B:B:A i20
3B i21
REMEMBRANCE

This Stance GIs ALL Horizontals no matter what they are. if it comes in horizontally it will be Gied. That Being said xiba has 4 way to enter RM.22A 3 3A and B+K. in RM Xiba has 4 Options a TJ Low K RM B, His Step Catcher A and B the mid. To be completely honest Maxi has nothing to worry about when dealing with this stance. Maxi's 6A+B DESTROYS THIS STANCE. No matter what entrance Maxi's 6A+B Stops All options. If you can confirm the RM entrance 6A+B beats it. WR B+K also beats all options from the stance.

Summery: 6A+B Destroys it. There is nothing Xiba can do.

 
Status
Not open for further replies.