Ezio Q&A / General Gameplay Discussion

Here's a gameplay video I made, so you can see, sorta, what Ezio's like. This is after about 30 minutes in training mode with him, so I've had a little time. Hope you guys learn a thing or 2 from this. I'm not particularly good lol
This is an online match, btw. Netcode feels really nice.
 
So what are some of his best pokes? AA seems to have terrible range, BB has slow startup, I find myself using 4A/44A and 4B/22_88B more than AA / BB. :/

I mean, I guess 3/6/11K works too?
 
I found that compared to other characters Ezio is mainly a one or two hit punisher. He doesn't have very many combos (only one i can think of at the moment is 11/77A,1BBB,3B ) so it's mostly positioning, punishment (counters), defense and enemy knowledge are the things ezio's gameplay stresses more. But it's still an early review and there's probably people better than me. Just my opinion.
 
Ill have to agree with you on that. Not a whole lot in the combos department, besides punishing a B attack with a 11/77A combo. 1K is too slow as a punisher a lot of the time. He doesnt feel "bad" to me though. I kinda like him.
 
you can also start off that combo with 44K instead of 11/33A but the stun varies, sometimes you can land the 1BBB and link to the rest, or you can throw a 66BB to catch them as they fall. Honestly playing and getting better with Ezio helps for more of the important basics, which is good for someone learning like me. He's a lot of fun and I'll try to keep maining him.
 
Anyone else poking with 1BB and 1BBB at close range? 1BB is safe, starts mid, and jails, 1BBB seems the same(haven't tested much) and combos into 3B on CH. Fast so not hard to interrupt. Sure they can step it but Ezio's anti step options seem decent enough, and his throws are both pretty good.
66BB can be quick stepped to his left during the second swing and punished. That said it works a bit like Alisa's 3+4 and 3+4, 3+4 from my experience online. By baiting them to step they miss most their chance to punish the first attack.
Finally I really like some of his mid range step killers, but 11A is DEFINITELY better off as a whiff punisher or ONLY when properly spaced(about the same distance as both characters start apart at the beginning of a round seems to be "tip range"where it can't be punished but I didn't test extensively). On block I was able to punish it with Cervantes' iGDRx3 if I reacted well or 3B if I was feeling conservative.
 
Dunno how fast they are but 3B reminds me of App 1B , 3A + 66A are okay and 3K is also kinda annoying for what it is. All at least safe on block. 11K's + on hit too but ya'll prolly know that lol. I'm gonna have to mess around with 22K too for that pushback on block. AA isn't great range but if his kick is standard speed then it's at least faster than that.
 
Hi there!

Been tooling around online and noticed that not a single Ezio player has any clue about how to use him. This is all day one stuff but should give people some nice pointers regarding how to actually fight with him.

Ezio possess a whole arsenal of head games and mixups on someone during their recovery. Do not just randomly throw this stuff out at close range. This guide is for keeping someone down, but it's your job to get them there.

Up close, you want to use his lows as a means to simply confuse your opponent while you trap them in a series of devastating high/mid mixups. If your opponent decides to retreat away, do not bother attempting to follow. You want them to retreat so that you can enrage them with Ezios ranged game.

Ranged Game:
Really, you should just annoy them with standard-issue crossbow shenanigans:
6+A+B= Straight shot
2+A+B= Low shot.
6+A+B, 2+B (8+B), B =Straight shot, Roll, Low shot.
(The roll is perfect because it does not need to be followed up with the additional B for a low shot. This allows Ezio plenty of time to assess things and punish accordingly. )

If you are feeling feisty, you can pursue a fleeing opponent using the range on his 6,6+B, 4,4+B and 8,8+A (2,2+A) to close the distance. These moves are quite safe from a distance, but get the hang of cancelling out of 66B and 88A(22A) if the first hit is whiffed/blocked. The second hit of each leaves Ezio wide open.

If you really have a read on your opponent: 6,6+A+B will guard break and put Ezio right up in their face, but it is the least safe of all his options since it can be easily ducked/punished. If it lands, you can follow up with 6,6+B,B-->A+B+K for a whopping 100+ damage!

Low Game:
(Remember, these are mostly used as a means to confuse your opponent)

1+A is an ideal but inconsistent low because that resets them back on the ground. Be wary of the odd hitbox though, as it can whiff if used to early or against certain recoveries.

1,1+K (7,7+K) is a sweeping kick that is great for resetting an opponent back to the ground as they try to roll away. The move is decidedly versatile and (unlike 1+A) rarely whiffs. Unlike 1+A, it does not reset them back to the ground if they stand up Instead, it simply trips them for a quick second. This allows you a variety of mixups similar to his post guard break punishes (read below).

2+K is a fast poke which is best suited for putting Ezio into crouching state. Most likely, the opponent will quickly rise after you hit them with this. Use this for additional mixups when other cheese begins to fail.

K-->6+K is a fast activating low with alot of recovery. It is also a good taunt. Much like 2+K, it will likely cause your opponent to rise, sometimes almost immediately.

High/Mid game.
The two foundations of his basic mixup game are A+B (Up+B/Down+B) and 7,7+B (1,1+B). Learn to get the hang of the timing and range on both of these, for they are extremely punishable if they whiff. You aim is to get your opponent to block these.

A+B (Up+B/Down+B)
Puts Ezio in very close, sidesteps around them, and recovers in crouching state .
You always want to follow up with a roll, because A+B is not safe on its own.
If they get antsy and try to punish, the roll will dodge, allowing Ezio a free punish.
If they get defensive and block, the roll will sidestep, allowing for a juicy throw or mixup. This move is perfect for keeping constant pressure on an off balance opponent.

7,7+B (1,1+B)
Leaping attack that causes a guard break, and leads to totally abusive mixup
-If they block high, it opens them up for a throw/low attack.
-If they block low, it opens them up for the following punishes:

(Most of these do 80-110+ damage)
4,4+B,Full Synchronization
1+B,B,B,Full Synchronization
4,4+A,1+B,B,B,Full Synchronization
B,B-->A+B+K
1+B+B+B,B,B-->A+B+K
6,6+B,B-->A+B+K
1+K,6+B-->A+B+K
1+K,4+K,6+B-->A+B+K (very difficult link, 110+ damage)
 
hey fellas.
I just made a thread that acts as a little guide. It goes over a couple harassment techniques.
I agree that he is not much of a combo beast but he has a lot of short combos that do over 100 dmg. I found a very hard one that does 114 with a brave edge (1K~4K~6B-->A+B+K). It's only a few hits but whoa, the link is really hard.

Anyways, Ezio reminds of a similar mindset to Setsuka.
(Much like her)
-Amazing poke game, but his overall ranged attacks are unsafe.
-Lows are effective for causing confusion but ultimately unsafe and easily whiffed.
-Exceptional ability to harass once the opponent has been grounded.
-Massively abusive towards Guard Meter.
-Can swarm an opponent with a series of fast hits that do little damage
-His rising K is also identical to Setsukas knee from SC3/4...

Basically, he seems to me as the type who is supposed to pound you down until you have little defense left. He can confuse the living daylights out of people and it takes very few hits to kill. His real problem is simply making comebacks when cornered and getting inside on certain people.

His 7,7+B is an amazingly vicious move to spam on someone as they recover, opening the door to many mixups. I have perfected so many people utilizing this move and it's various follow ups.

My record right now is 50-15 and I have had roughly 10 people rage quit and DC on me, including one nightmare player that I perfected right while writing this. He QQ rage quit on me as soon as Perfect flashed on the screen, lol.
 
I'm loving this guide, while i don't want to completely enrage people, only cause I need more people to fight and practice against as Ezio, so I don't usually touch on his range game. But the air assassination gaurd break mix up is enlightening. It will certainly help in my gameplay. Victoria di assassini.
 
one small note i saw. a+b is not crossbow shot. b+k is. and yes, you want people to go to range so you can poke at them with crossbow fire.

btw, the 6 b+k is the fastest of the shots.
 
hey sorry man I do not have any capture equipement. If I did I would make fighting vids all day and night (I also play marvel vs capcom).

The combo is an insanely hard link. I usually have to fail it ten times just to get it off once.
 
Ok, is anyone else just absolutely beasting with 66BB and 66BB BE on opponent's wakeup? I'm sure this will change as people get used to Ezio's gimmicks but holy gosh people love to duck what they think is my incoming grab and then get decimated by 66BB. What's also beautiful is that you can input the BE command late, so if they try to counter you'll get the unblockable and if they block it's suddenly safe which sets you up for a mixup.

All that being said however, I think my current success is due in large part to everyone else's unfamiliarity with Ezio's move set. I have a feeling that I'm going to need to change up my game in a big way in the near future, especially against turtlers who are great at breaking grabs.
 
Yes. 66BB is running people over. Anyone going up against Ezio should be reacting to the lows and trying to break throws, instead of blocking low. Pretty sure it's character ignorance and that will change as people learn it's highly punishable.
 
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