In The Court of Law: Patroklos Punishment

DrakeAldan

Follow the rules!
I have tried to note where Just(ice) Guard can be used. Not necessarily exhaustively, just the relatively practical stuff (and the stuff that was easy to test). I will probably need some help with this, however, as I'm only one man, and Just Guard frame data isn't widely available, even in the strategy guide.

Sometimes, it may be worth it to check the aGI topic. Some string enders are safe on block but punishable by aGI interrupt.

It's advised that you do your own testing as well- you may prefer easier punishes, or just take the frame advantage over things like chip damage.

For maximum probability of landing a successful hit, you should know about the buffering system.

http://8wayrun.com/threads/question-about-inputs.10636/#post-395891

You have 20f in the last bits of recovery to input punishment. Using this, you can nail JF 236:B with no timing necessary on your part every time.

236B damage will vary from 38 to 50, with JF delivering 40 damage, Clean Hit delivering 47 damage, and JF Clean Hit delivering 50 damage. You can add ~30 points of damage by Brave Edging 236B and then following with 236~K. Please note that when using the Brave Edge version you will lose any distance gained by using JF 236:B.

Right, then. On to the punishers, damage values in parentheses:

i12 AA (24)
i13 CE (90)
i14 BB (32), FC 236B (38)
i15 236B (38)
i17 wrKA (combo)
i18 wrA+B (combo), 3B (combo)
i21 66B (combo), 1B (combo)

Generally, unless noted, if move is above i12 you can punish with CE. CE is explicitly listed if it is the only guaranteed punish or if AA/BB is the only option left. (I will probably revise this to visually include CE wherever it is possible.)

If 66B is too hard to land after JG and you are in range, you can try 1B. Less damage, but easier to buffer, and easier to use without thinking. I would recommend it.

Sometimes on 66B hit, 66B+K will whiff (weird axis). Step in, B+K usually works in these situations.

Just Guarding and punishing CEs is possible, but it is not at all recommended.

All moves were tested using Movement 1 Replay, Movement 2 Stand All Guard.

Format is:

Enemy move punishment move Just Guard punish if available (notes)

For example:

1K 236B 66B (1K forces crouch allowing 236B punish)

For all characters:

Sliding K 66B_wrA+B (Fast recovery makes hitting 66B hard- wrA+B is recommended)

a Patroklos

AA CE
BB CE
JF agB 66B (FuturePress guide says this is safer, but that is an error)
agB 66B
6AA 236B_CE (236B may whiff at max range)
1A 66B
1AA 66B
bA 66B (impossible at range- JG reduces pushback)
1B 3B (punishes missed 1B:B)
4B 66B
6K AA_CE 3B
2K_FC K 236B
1K 236B 66B (1K forces crouch allowing 236B punish)
2A+B 236B 66B
B+K CE 3B
FC 3aB (Twister) 66B (You need to be hitting him every time he does this.)
FC B 3B
FC 3B 3B
FC 3A+B 236B 66B
22_88A CE (string counter by B+K or duck CE)
11_77A 236B 66B
44A 3B
22_88B 236B 66B (string counter by B+K or duck CE)
11_77K 236B wrA+B
44A+B 66B (unblockable)
44B+K BB_CE 66B (all whiff at max range- JG reduces pushback)
BT B+K 236B (A+B string counter, relatively easy punish)
2A BE 3B 66B
FC 3BB BE 66B
CE 3B 1B

Aeon

AA CE
3A BB_CE (oh man...)
1A 236B
wrAB 236B (you can also A+B aGI or you can step and 66B, he recovers badly on whiff)
B(BB) AA (second B pushes you out of range. you should use A+B aGI or step and punish. 66B combo may whiff depending on where you step to. on hit (even CH), you can ukemi left to escape.)
3B B_CE (At max range this is completely safe.)
wrB CE (Blockstun is extremely short. Be careful.)
2K_FC K 236B
1K wrA+B
wrK CE (Again, short blockstun.)
8B+K 66B (Watch out for SW K.)
22_88AB 236B (22_88A is -22 on block, but watch that delay!)
44_11_77A 3B (Watch for SW K. Charged version, all you get is CE or one single B.)
66B 66B_3B (Again, SW K... Becomes hard if not impossible to punish at max range.)
33_99B BB_CE
11_77B 236B (Safe at max range.)
44B 3B (3B will TC under the followup and punish the move if nothing happens.)
66K 236B
11_77K 66B (Whatever you prefer to do from FC, really.)
44K 236B
SW K (-26. Forces crouch, pushback is so great that this is completely safe. Try to dodge and 3B punish, don't use 66B, it'll whiff.)
6B BE 66B (Recommend A+B aGI or step 66B.)
CE 66B

Algol

AA CE
BB CE
6A 3B (Rare...)
6AAB 236B (You can duck and punish to get something more meaty, or step and punish the last B.)
3AA BB_CE (recommend A+B aGI)
1A 236B (sucks that he gets the chair if he hits, and you get a measly lovetap if he gets it blocked...)
4AB B_CE (safe at max range)
6BB BB_CE (Bubbles will interrupt you. Safe at max range)
3_33_99B 236B
3_33_99BB BB_CE (safe at max range, recommend A+B)
4BA 3B (4B also 3B punishable, you should be able to distinguish a stop and punish easily.)
623B 66B
wrB BB_CE (safe at max range)
2K_FC K 236B
1K wrA+B
4K CE (safe at max range)
wrKK 236B
2B+K JF 236:B (safe at max range. bubble will interrupt)
FC 8B 236B
66A AA (only within range)
33_99AB CE (Pushout is horrendous. Nasty blockstun.)
44_11_77AA 236B (must be JF at further ranges, max range safe)
11_77B 66B (at max range this can be very hard to punish.)
11_77K 236B
66B+K BB_CE (Who uses this outside of combos???)
"Qflip" 41236K 3B (You recover standing. Weird.)
"Qflip" 41236A+B 66B (Watch for that second bubble!)
CE wrA+B (-19, forces crouch. Smart players won't use this in your face.)

Astaroth

3A AA (only in range)
2A_FC A 236B
1_11_77AA 66B (only in range. you'll probably have to deal with this some other way, JG is an option)
214A BB_CE
214AAAAAA 236B
3_33_99B 236B
2B_FC B BB_CE
1BB 3B
6K B_CE (pushback is too great for both Bs to hit. well that's lame...)
2K_FC K 236B
1K wrA+B (will CH the followup. interesting note, on regular hit if your timing is good you can 236B interrupt the followup.)
4KK 236B
A+B 3B 66B (3B only within range. recommend A+B aGI or JG)
4A+B 236B
6B+K AA (doesn't work against charged version for some reason)
2B+K wrA+B (only within range)
66A 3B (huh, I didn't know this was so unsafe.)
22_88AA AA (first hit must be at max range for AA to whiff.)
44[A] 66B (Too risky... recommend A+B)
22_88B 66B (again... A+B aGI)
66B B_CE

Cervantes

aB 3B (safe at max range)
3A 236B (must be JF at max range)
1AB 66B
4aBB 236B
wrAB 236B
BBB 236B (Was this always -16???)
bA 6K_CE (kind of a weird punish...)
6BB B_CE
3B AA_CE
4BK BB_CE (duck for a meatier punish)
6K 236B
2K_FC K 236B
1K 66B
4KK AA (only within range)
wrK AA (only within range)
3A+B 236B
4A+B 3B_66B (if he whiffs the last hit you can hit him with 66B, otherwise 3B. online shenanigans just ain't what they used to be.)
wrA+B 236B (step for a meatier punish)
2B+K 236B
9B+K 236B
4B+K BB_CE (safe at max range)
wrB+K Hit him with anything you want, he's -58.
66A AA (safe at max range)
33_99A AA (safe at max range)
22_88AA 236B (only NCC, block on hit and punish.)
66B CE (safe at max range)
11_77B wrA+B
44B 236B (depending on pushback you may need JF version. safe at max range)
11_77K 236B
214B "Geo Da Ray" 236B
214:B "Geo Da Ray Conclusion" "iGDR" 66B (Ironic.)
6B BE 236B

Dampierre

AA CE
BB CE
3A 236B (will interrupt FP; recommend A+B for repeated instances)
1A wrA+B
3BB JF 236:B (recommend quickstep)
1B 66B
2K_FC K 236B
623KKK... B+K (should work...)
2A+B wrA+B
8B+K 236B
wrK 236B
22_88A 236B
44_11_77AB 236B
66B 236K
33_99BK 236B
11_77B 66B
11_77KK 236B

Ezio Auditore

AA CE
BB CE
6ABB 236B (If you see 6A come out, 236B will punish it and duck the followup.)
1A 236B
4B 3B (safe at max range)
9B CE
6K2 66B (on normal and counterhit you can use wrA+B. pretty bad)
2K_FC K 236B
A+B 236B_4K (Rolls will counter 236B. 4K gives +5 advantage but less damage.)
Any crossbow attack 66B (66AB, or 4AB, or any time the crossbow comes out, if you're within range he's -30.)
22_88AA 66B
11_77A 3B
44A BB_CE
66_33_99BB 236B (step for a meatier punish)
11_77K 236B
CE wrA+B (Forces crouch, watch out. JG is possible after the flash but... the risk...)

Hilde

6AKA 236B
6AKB 236B
3A AA_CE 66B (JG punish works on charged version as well)
1A wrA+B
3BB BB_CE
1B wrKA
4B B_CE (only within range.... eh...)
2K_FC K 236B
1K wrA+B
1KK CE (short blockstun!)
4K 236B (will interrupt followup as well)
A+B JF 236:B
[A+B] 66B (JG second hit- but this is steppable to either side as well...)
2A+B 236B
2B+K 66B
11_77A 236B
44A CE
44_11_77B 66B (Difficult.)
c3A 66B (read- JG the second hit.)
c3B 66B (JG the second hit. Try not to get launched.)
66B BE 236B (JG second hit. This is steppable to your left [Hilde's sword side] and GIable for a better punish.)
CE "Homeland!" 3B 66B (JG possible after the flash.)

Ivy

[A] JF 236:B (Only at point-blank range.)
6[A] 3B (only within range)
3[A] 3B (only within range)
1A 236B (safe at max range)
wr[A] 236B (safe at max range)
hold B CE (Massive pushback!!!)
bK 236B
6B9 3B
214B B_CE (awh, really...)
9B 236B (SMid, wow. OK...)
2K_FC K 236B
1K wrA+B
1A+B FC A (better than nothing I suppose... but only point-blank...)
8A+BB 3B
wrB+K 3B
66_33_99[A] JF 236:B
22_88A AA
44[A] 66B (safe at max range)
22_88holdBBBB 236B
22_88K wrA+B
44_11_77K 236K (Doesn't seem like they can do anything.)
44A+B BB_CE
6B9 BE 3B (They can't kick if they BE.)

Leixia

AAB 236B
3B AA_CE
4BbK 66B
6KK 236B_CE
2K_FC K 236B
A+B BB_CE
2A+B 66B
2B+K 66B
wrB 3B (1.02)
wrA+B wrA+B (will stuff any followups)
jump K BB_CE
33_99BB CE (tight timing)
22_88B CE (tight timing)
44_11_77B 236AB (66B can work, but you will get aGId.)
22_88K 236B
22_88kAAK BB_CE
grounded A+B "Crybaby" 236K (On hit, you can 3B.)
CE 3B

Maxi

3B B_CE
2KB wrA+B
1K_FC K 236B
236K 236B
A+B 3B (watch the cancel)
2A+B 66B
4A+B JF 236:B
B+K series 236B (66B if he finishes the whole thing... but...)
wrB 3B
44A 236B
11_77B JF 236:B_CE
22_88KA_RO KA 236B
LI A 66B (BE version as well)
BL KK wrA+B (start early. wrA+B TCs followup, whiffs against BE)
CE 66B

Mitsurugi

1A 236B
bA 66B
3B 236B
kB 236B
2KB 66B (236B punishable on hit)
1K_FC K 236B
B+K 236B (only within range)
11_77A 236B
66B AA_CE (interrupts delayed followup)
66BB 66B
236B 236B
MST KB wrA+B (Mitsu is vulnerable to 66B when the high whiffs)

Natsu

AA CE
BB CE
AAB CE (timing is tight, input CE as fast as possible [shortcut input?])
AA6 236B
A6 BB_236B (if you are pushed out, BB; if you are pulled in, 236B)
A:6 BB
6AB AA_CE (A+B string counter)
3A AA_CE
1A 66B_wrA+B (blockstun is deceptive- recommend using wrA+B 236B because off-axis)
4A CE (should beat most if not all PO options)
BB4A+B 236B (the quick A is actually fast enough to beat out your 236B. Don't get happy with this!)
3B 3B (Yup.)
4B BB_CE 3B
41236B 1B (unblockable)
KKK BB_CE
KK2K 236B_CE
3KKK BB_CE 3B
2KK AA_CE
1K 236B
4KK 236B
wrK AA (1.02)
A+B AA 1B
A+B4 66B
6A+B AA_CE (Seems to beat out PO options, can anyone confirm?)
2A+B 236B (unblockable, I can't recommend this. Just jump kick [8_9K].)
4A+B 66B (Not bad, depends on how much risk you want to take. Quick A will still interrupt all of your options.)
FC K 236B
FC 3KK 236B
wrAAA 3B
wrAAA4 66B (Seems to be interruptable with 3B on hit [massive frame disadvantage on hit], someone confirm?)
7_8_9KA 3B
66_33_99AB JF 236:B_CE (Point blank block only!)
66_33_99AB4 66B (should beat out PO options?)
66B 66B
66K 236B
22_88K 236B
22_88KA 3B
44K wrKA
PO A6_A:6 BB_CE (max range second B will whiff)
PO B 3B
PO K 66B (pushback makes regular punishment impossible)
PO A+B 66B (unblockable)
PO B+K 44B? (questionable)
Hover B CE
Wind Roll A BB_CE
Wind Roll BBB 66B (recommend A+B string counter)
66B BE 66B
CE 66B (Not bad. Worth practicing, note you have to hit JG twice)

Nightmare

AAB 236B (only in range, recommend step)
A2AA 236B (only in range)
6A 236B (only point-blank)
3AA 3B (only point-blank)
3A2A wrA+B
2A_FC A 236B
1A wrA+B (will stuff GS A)
3B wrA+B (only within range- 236AB should stuff NSS shenanigans)
1B 236B (must be JF at longer ranges)
4BB BB_CE 66B (recommend JG)
2K 236B
1K_FC K 236B
A+B 3B
2A+B 236B
FC 3B 3B
wrB 236AB (236AB should stuff NSS)
wrK BB_CE
22_88AA 66B
33_99B 236AB (should stuff GS A)
66_33_99K 236B (watch out for GS A!)
FC A+G_B+G "Flapjack" 236B
GS A 236B
GS K 3B
NSS B wrA+B (only within range)
NSS bA 236B
NSS K 236B
NSS A+B B_CE
33_99B BE 236B

Patroklos

A few of Pat's moves have short blockstun, and late punishing is risky for you with 236B being -20. You may want to substitute BB if you are having problems.

AA CE
BB CE
3A AA (impossible at tip range)
1A 236B (guide says -17 but wrKA punishment is only possible up close)
6BBB 236B
3B 236B
wrB AA (At max range AA won't reach.)
3K 236B (236B TCs the followup if it comes, and punishes the move when used singularly. Ain't it great?)
2K_FC K 236B
1K wrA+B (At max range, wrA+B will get blocked, wrK won't reach, 236B won't reach. You have to JF 236:B to punish.)
wrK 3B (236B may be more confirmable. Watch for the A)
wrKA 236B
2A+B wrA+B (At max range it is possible to get this blocked and all punishments will completely whiff.)
8A+B CE (AA won't reach.)
wrA+B 236B
B+K CE (BB, the pushout leads the second B to miss. At max range all punishments will whiff.)
22_88AA (AA punishment impossible. Just duck and wrA+B or whatever, you can even get 66B.)
33_99B AA (Max range will cause AA to whiff.)
11_77B CE (BB, the pushout leads the second B to miss.)
66_33_99K 236B
11_77K 236B
44K 236B (as with 3KK, 236B punishes the first hit and ducks the second.)
236A 236B (not recommended)
236AB 236B (recommend you step and B+K if you see the B whiff)
236B 3B (interesting note- 236B at max range makes all punishments whiff.)
236K 3B (Punish this every time, or else!)
1B BE 66B (follow ups both JGable, GIable)
66A BE 66B (66B, B+K combo needed. late side/quicksteps are punished, be careful)
236B BE 236B (step to your right side only, toward Patroklos' back. if you step there is a possibility of switching positions to 2P side potentially ruining your punish. GIable)
CE 3B 66B (It's possible for the pushback to take away your punishment options. There's no reason to JG this, but the JG is a little easier to do than most. Risk/reward is still not worth it though.)

Pyrrha

AA CE
BB CE
AK BB_CE
3A CE (only possible deep. max range is completely safe)
1A wrA+B (recommend wrKA, 236K has a hard time connecting off of wrA+B, 3KK if they fall away)
1AA_4AAA 66B
4AA wrA+B (combo seems more consistent here.)
4AB 236B
6BK 236B
3B 236B (This can be hard to consistently punish. At max range it is safe.)
2BB_FC 1BB 3B
3KK JF 236:B_CE (Recommend you just step and punish.)
2K_FC K 236B
1K 236B
B+KB 3B
2B+KBBB 236B (It's possible to be pushed out of block range, in which case, calmly backstep and then 66B whiff punish.)
11_77AA BB_CE (if she tries to work charge shenanigans on you use A+B.)
33_99B BB_CE
22_88B 3B (If she follows up, punish how you like. If she does the whole thing, a flashy thing you can do is hit her with 44B+K unblockable, she can't dodge in time. But she can step to one side if she just does 22_88BA so...)
44B BB_CE (only CE hits at max range.)
66K (33K version is -13. They can bait your 236, watch out.)
33_99K AA_CE (CE timing is tight!!!)
44_11_77KAB 236B (236B punishes the A as well.)
66_33_99B+KAB 236B (also Angel Side Step version. 236B can punish the A and should be fast enough to interrupt if they delay the B.)
236A 3B (recommend 236B, you can confirm that they landed on the ground and then hit them.)
236AA 236B
236B 3B (1.02)
236K 66B (Blockstun is deceptively short. At max range it can become very hard to punish if not impossible.)
4AAA BE 236B (Normally if you block the whole thing the last hit will whiff in which case just 66B.)
236AA BE 66B (Fairly easy GI.)
CE 236B (That's all?! At max range, you must JF 236:B to hit.)

Pyrrha Ω

AA CE
BB CE
1A 66B
1AA 66B
4AB 3B
3B 236B (Safe at tip range)
2BB_FC 1BB 3B
2K_FC K 236B
1K 236B
4K BB_CE
B+KB 3B
2B+KBBB 236B
wrA+B AA
wrB+K AA
11_77AA 236B
33_99B BB_CE
44_11_77B AA
66K 236B (beware of 33_99K)
33_99K AA_CE (CE timing is tight!!!)
44_11_77K 236B
66_33_99B+KAB 236B (also Nemesis Side Step version. 236B can punish the A and should be fast enough to interrupt if they delay the B.)
236A 236B
236B 3B (1.02)
236K BB_CE
236236B B_CE
6B BE 3B
2B BE_FC 1B BE CE
CE 66B

Raphael

AA CE
BB CE
AB 236B
6AB_Prep AB 236B (Prep B will interrupt you)
1A 236B
4A 236B
BBB 236B
6BBB 236B
4B CE (CE will interrupt Prep B)
2K_FC K 236B
1K 236B
A+B 236B (watching for the A usually removes this opportunity)
FC 3B CE (point-blank)
9A AA
66A AA
33_99A 236B
22_88A AA (Listed incorrectly in the guide...)
44_11_77AB JF 236:B
33_99B 236B
44B 236B
33_99KB 236B
11_77K 236B
Prep BBB 3B (1.02)
Prep K 3B (1.02)
Prep A+B 66B (watch the range!)
SE K CE
CE 3B

Siegfried

AA CE
AAB236B
6A CE (within range)
3A BB_CE (within range)
2A_FC A 236B
1AA 236B
4A BB_CE (interrupts all SRSH)
BB236B
6B 3B (point-blank)
1B 236B
4B AA
3KKB 236B (quickstep towards screen possible)
2K wrA+B
1K_FC K236B
4KK CE
A+BA236B
2A+B 236B (SBH K will clash. SBH K BE will trade)
wrAA 66B
wrK BB_CE
9_11_77K AA
66B 66B
22_88BB 66B (Feels tough.)
44B wrA+B (within range)
44BB 3B
22_88KAAB wrA+B
JF 22_88kA2A236B
22_88KK 236B
44K 3B (hits grounded)
66A+B 236B
BT BB wrA+B
SBH A wrA+B (3KK may not hit)
SBH K BB_CE
SRSH B 66B
SRSH K wrA+B
SCH KK BB_CE
SSH AA 236B
SSH B 3B (followups should be stepped)
SSH K B_CE
66_33_99K BE 3B
CE 66B (point-blank only!)

Tira

AA CE
BB CE
JS 6AB wrA+B (1.02 big increase!!!)
GS 3AA AA
JS 2AB 66B (stab penetrates A+B aGI)
1A 236B
JS 4A BB_CE
GS 6B AA
JS 3B AA
GS 3B BB_CE (1.02)
JS 4B 3B (Deceptive blockstun.)
GS JF 4BBB 236B (1.02)
2K_FC K 236B
JS 1K 66B
GS 1K 236B
236K wrA+B
wrA AA
wrB JF 236:B (may need JF 236:B post-patch to interrupt Updraft transition)
9A BB_CE
9B 236B
9K AA
JS 66_33_99AA 3B
JS 44_11_77A 236B (will interrupt A followup)
JS 44_11_77AA 236B (1.02)
JS 44_11_77A2A JF 236:B
GS 33_99B BB_CE (1.02)
JS 11_77B 236B
JS BT B+KB 236B (will counter A+B aGI)
Updraft A BB_CE
Updraft K 3B
GS 3AA BE AA
JS 66_33_99B BE 66B
CE 3B

Viola

AAB 3B (lands CH)
Set AAB 236AB (tech crouch the orb)
6AA 236B
1A wrA+B
3B CE (BB punish possible with orb set)
1B 3B
2K_FC K 236B
1K 236B
A+BA 3B
Set 2A+B wrA+B (point-blank... almost useless)
1A+B 66B
8A+B 66B
Set 9B wrA+B (never seen anyone do this...)
33_99A B_CE
Set 33_99A wrA+B
44_11_77AB 236B
Set 44_11_77AB 3B
44_11_77B BB_CE
33_99K AA_CE
22_88KB 66B (hit her when she sets the orb, lands CH)
44_11_77K 236B
66_33_99A+BB wrA+B
Set 66_33_99A+BB 66B

Voldo

AA CE
BB CE
6ABA BB_CE (Doesn't work for BS transition)
3A 236B
1A 236B
3BB 66B
1B 236B
2K_FC K 236B
A+B 236B
6A+B BB_CE
6[A+B] B_CE
2A+B wrA+B
B+K 236B
FC 3B 236B
wrAA 236B
wrBB 236B
66A BB_CE
11_77K JF 236:B
44K 3B (hits grounded)
44A+B 236B
MCFT B 66B
MCHT A+B 236B
MCHT 66 66B (should be enough disadvantage, anyone confirm?)
CR AA 236B
CR BB 236B (CR BB, CR BB is not a real blockstring, don't fall for it!)
CR A+B 66B
LF A 44B (236K may whiff with a LF A followup)
BS FC B 236B
BS 9BK 236K
BS A+B 236B
BS 2A+B 66B
BS 8WR BK 3B
BS 8WR K "The Beyonce" B_CE
66B BE 66B

Xiba

AAK 236B
3AB RM 236B (will not TC regular 3AB)
1A 236B (within range)
4A AA_CE
BB RM 236B
1B JF 236:B
3K 236B
3kB "Boom!" 3B
2K_FC K 236B
A+BB 44A (should cause CH on K followup)
1_3A+B 236B
2A+B 236B
wrK AA_CE
33_99A wrA+B
33_99AA 66B
22_88AB 236B (1.02)
66_33_99BBB 236B
22_88B 236B
11_77B 236B
66KB 236B
22_88K wrA+B
BT B+K 236B
RM AK 236B
RM K wrA+B
grounded A+B 66B
33_99AA BE 236B
CE 3B (1.02)

Yoshimitsu

AA CE
BB CE
3AB 236B
1AAA... BB_CE (if they complete the whole string and fall down you can 66B)
214A wrKA
3B BB_CE
1B 236B
6KK 236B
2K_FC K 236B
9B+KK BB_CE
FC 1KKKK... 66B
66_33_99A AA
22_88A 236B
33_99BB+KA+BK 3B
22_88B B_CE
11_77B 236B
8WR A+B2B wrA+B
Flea A 236B
Flea [K] 236K
Flea 66 66B
IND A wrA+B (1.02)
IND 6A+BK 236K
FLY K 66B
3AB BE B_CE
CE wrA+B

Zwei (Contributed by Polar)

AA CE
BB CE
3AA 236B (string counter by B+K or duck CE)
6A CE 66B
1A wrA+B 66B
4A 236B 66B
wrA 3B
3B 236B 66B
2B 236B
1B CE 66B (timing on CE is tight)
4B BB 3B (second B whiffs at max range)
wrB 66B
jump B CE
K 236B
6K 66B
3K BB (236B lands inconsistently)
2K 236B
1K 236B 66B (heavy blockstun may eat your 236B buffer, be careful)
4KB 236B 66B
wrK 236B
jump K 236B
A+B 236B 66B
4A+B 66B (Charged version puts you in FC)
8A+B 236B (Tricky!!! not recommended)
B+K 3B
6B+K (interrupt with 236B)
6B+K,A (interrupt with AA or CE)
6B+K,B (interrupt with BB or CE)
66_33_99A 3B
22_88A 236B 66B
44_11_77A wrA+B 66B
66BA 3B
33B BB 66B
22_88BB 236B 66B
66_33_99K 236B
22_88K AA 66B (AA whiffs at max range)
11_77K wrA+B 66B
44K 66B
66A+B interrupt with AA_CE
66B+K 66B (Don't get crossed-up.)
44B+K 66B (unblockable)
412A BB 66B
CE 66B (Won't work at max range, JG reduces pushback)
4B BE 3B
33B BE (interrupt with 66B)
 
Actually, there's nothing much you can punish if Omega plays like that.

4A, B -18 on block - 3B, 236A, 236B, CE
A, A or B, B -13 on block - JG both hits you get free CE or AA
NS B -16 on block - 236B or CE
DNS B -14 on block - Only CE
236A -16 on block - 236B
2K -14 on block - 236:B or CE
1K on block - just 236B or CE it

These moves are the realistic moves which you are able to punish on block.
 
That wasn't even a very good Omega as well, lol.
Regarding punishing her, most of your damage vs. pyrrah you will take as whiff punish rather than block punish.
If you play Alpha however, you can umbrella NS B and more importantly DNS B. ^_^
 
Synraii: Yea i agree with whiff punishing her more than block punish. But isn't this game all about whiff punishing rather than block punishing?

Regarding the skill level of any players, videos don't say much. You have to face them before you know how good they are. That's all i'm gonna say.
 
i just find something strange....

if Pyrrha does her 4AAA.....when you block the 2nd A(low-22 on block) if you do a While Standing A+B i18, the 3rd hit will wiff and you interrupt pyrrha, then she will be in mid air, and you can combo her with a CE in example.....lol

the strange thing is yeah WS A+B is i18....but WS KA is i17 and you cant punish her, because the 3rd A will hit you....but well XD...

....another thing, is if you make a forward jump, pyyrha will pass under your feet, give her back to you ;)
 
Again great job Drake. Are you still planning on updating this? We gotta keep this thread going until we have a complete punishment guide.
 
"I'm doin' fine, I took a break, now I'm back."

Might as well finish what I started... I'll try to be more regular with the updates.

Updated the mirror match. 236B and CE becoming impossible to punish blocked at tip range stands out to me.
 
Seems like Patroklos can JG punish AAs and BBs with CE. It's very hard but I bet he can do it on the whole cast.

Don't quote me on that though. But, I think this thing here is the catalyst for our "EVO Moment", if there ever is one.
 
Aeon's 66A is completely safe against Patroklos, CE won't even work.

Yesterday baiting it out and countering with A+B aGI seemed like a good idea.


Pyrrha & Algol done. Again, any thoughts, corrections, just post up.
 
i just find something strange....

if Pyrrha does her 4AAA.....when you block the 2nd A(low-22 on block) if you do a While Standing A+B i18, the 3rd hit will wiff and you interrupt pyrrha, then she will be in mid air, and you can combo her with a CE in example.....lol

the strange thing is yeah WS A+B is i18....but WS KA is i17 and you cant punish her, because the 3rd A will hit you....but well XD...

....another thing, is if you make a forward jump, pyyrha will pass under your feet, give her back to you ;)
I'm having a hard time connecting CE after wrA+B.

As for the forward jump, I guess you could either wait for her to land and 66B, or step in and B+K.
 
Astaroth, Cervantes, Ezio, Hilde, Ivy update. Getting there...

I'll resume working on this post-patch. It seems there are a lot of changes in there, I will have to update my current data when the patch comes.
 
Seems like the stuff in the patch will be easy to test. %^&* it, let's do it live!

I'll be rolling through today. Sorry about the mess!
 
My punishment game is where I lack the most, by far. This will prove an excellent resource. Props, guys.
 
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