Mr.Hai
[09] Warrior
Considering its role as an integral (well supposed to be) part of Raphael's (Raph) moveset it is important to know what options are available for and against preparation.
Preparation (Prep): Raphael's primary stance. Prep can be entered by holding the last input of the following moves:
- Empty Prep (with no input) lasts for around 35 frames, during which prep will: automatically enter Shadow Evade against highs, track step and advance forward.
- Entering prep cannot be hitconfirmed, you must choose to enter when you input the move.
- Entry moves vary in pushback, and frames (you don't say?). The opponent will occasionally treat prep entries as the same even though will vary due to the pushback of the entry move. The sheer amount of ways to enter prep should make it difficult for the opponent to flowchart counters to each option.
- Entry moves by pushback (highest to lowest):
Shadow Evade (SE): A stance that can only be entered while in prep by pressing 2, or through the auto evade. The length of the stance can be extended by holding 2 down. SE will reset to neutral if no attacks are input. The transistion from prep takes 20 frames. While reseting to neutral high attacks will be automatically by evaded by a transistion back to SE.
- SE causes Raphael to duck and sway slightly backwards. Since all attacks available from SE tech crouch, and the stance itself is a crouch, and re-enters if attacked after and empty SE, Raph is effectivly immune to highs for the entire duration of the stance.
- Most short ranged moves (notably 2A/2Ks) can be avoided by SE (even on block), as Raph bends down and slightly backwards (this also may make it seems like SE can super TC mids; it cannot). The same effect applies to the range obtained using prep~4. 6BB/Prep~BB transitions are the worst at this due to their relativly small pushback.
- SEB will track anything less than a full QS to either side.
Due to the various methods of entering prep the frame data and spacing due to inheremt pushback, prep follow ups vary based on the initial move (as presented below); even though each move will enter prep, they will all present different situations:
Entry Move frame:
--------------------
66(B) Stun:
As an opponent having seen these numbers, guarding after being hit by a prep entry move seems like the best option; there is little reason to duck or gamble for a CH, if they don't respect this, CH them until they do. Most of the moves combo or have quick follow ups. Prep~K will stuff almost anything, but is -17 on block (needs more testing) so throw it out if they are being aggressive. BB is the safer option (and more damaging with optional BE) if they are not abusing TC, as it will catch step. AB is also too fast to interupt or step, and deals more damage, but is range dependant and runs the risk of being ducked on block.
On block
--------------------
66(B) +8:
4(B) -1 and 44aB -1:
On block prep becomes slightly less intimidating (66(B) is the exception, as it gives 8 on block or 2 with no prep, BB will trap everything and K is i13). The oppoenent now has a considerably better position: attempt to stuff prep, sidestep, TC or block. Prep K beats TC and small stepping, but is at best i20, and still -17 on block; unless the opponent is opting for >i20 moves, don't give then 17 frames per bad guess; BBB is better move if you anticipate an attack, although it is limited in terms of entry (6B(B)/Prep~B(B) only). If the opponent chooses to step, they must commit to a full step to avoid Prep~K, however, by delaying an input Prep will realign.
Common anti-prep moves for each character (in progress):
These are assumed to be on block, from any entry save 66(B) and 6BBB/Prep~BBB.
On block prep can be stepped Raph's right, if the opponent is aware to this, prep A and K/k(BE) will not be able to catch step (however delaying prep moves will allow prep to realign). The must be a full step, if they cancel the step with an attack before they will be hit.
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Algol: 66B - delayed Prep~4.
Astaraoth: 66K - beats all options. Block and 6BB punish.
Cervantes: aB - loses to 3(B)~BB.
Hilde: 2A+B - manual SE.
Natsu: 66K - beats all options. Block and 3B punish.
Pyrrha: 236B - Trades with Prep~AB. 6B(B) and 4(B): Prep~4, 3(B): delayed prep~4.
Preparation (Prep): Raphael's primary stance. Prep can be entered by holding the last input of the following moves:
6B(B)/Prep~B(B)
3(B)
66(B)
6A(B)/Prep~A(B)
44a(B)
44A+BG cancels the attack and enters prep after the TC. However is the opponent steps such that prep does not track them (steps of 90 degrees or more to either side), the move will cancel to neutral.
Prep~4 will GI all vertical attacks and then re-enters prep automatically.- Empty Prep (with no input) lasts for around 35 frames, during which prep will: automatically enter Shadow Evade against highs, track step and advance forward.
- Entering prep cannot be hitconfirmed, you must choose to enter when you input the move.
- Entry moves vary in pushback, and frames (you don't say?). The opponent will occasionally treat prep entries as the same even though will vary due to the pushback of the entry move. The sheer amount of ways to enter prep should make it difficult for the opponent to flowchart counters to each option.
- Entry moves by pushback (highest to lowest):
4B, 6AB/~AB, and 44aB
3B
6BB/~BB
44A+BG has no pushback (Needs testing...).
- Exit move safety:B: -10
BB: -14
BBB: -16
Bb(BE): - 6. The last hit can be stepped (and it gives ample time for a GI or JG'd).
A: - 10
AB: -16. The second hit can be ducked on block.
K: - 19. The pushback will make bring it down to about -16 on average.
k(BE): 0. The second hit can be ducked on block.
A+B: -22.
Shadow Evade (SE): A stance that can only be entered while in prep by pressing 2, or through the auto evade. The length of the stance can be extended by holding 2 down. SE will reset to neutral if no attacks are input. The transistion from prep takes 20 frames. While reseting to neutral high attacks will be automatically by evaded by a transistion back to SE.
- SE causes Raphael to duck and sway slightly backwards. Since all attacks available from SE tech crouch, and the stance itself is a crouch, and re-enters if attacked after and empty SE, Raph is effectivly immune to highs for the entire duration of the stance.
- Most short ranged moves (notably 2A/2Ks) can be avoided by SE (even on block), as Raph bends down and slightly backwards (this also may make it seems like SE can super TC mids; it cannot). The same effect applies to the range obtained using prep~4. 6BB/Prep~BB transitions are the worst at this due to their relativly small pushback.
- SEB will track anything less than a full QS to either side.
Due to the various methods of entering prep the frame data and spacing due to inheremt pushback, prep follow ups vary based on the initial move (as presented below); even though each move will enter prep, they will all present different situations:
Entry Move frame:
Move = impact using above entry
On hit--------------------
66(B) Stun:
A+B = combo
BB = N/A
AB = N/A
K = N/A
A+B = N/A
SEA = N/A
SEB = N/A
3(B) +15:BB = combo
AB = combo (close range)
K = i6
A+B = i18
SEA = i21
SEB =i25
4(B) +13:BB = combo (except for the soon to be patched tip knockback)
AB = i2
K = i8
A+B = i20
SEA = i23
SEB = i27
44aB +11:BB = i1 (cannot be stepped)
AB = i4 (cannot be stepped)
K = i10
A+B = i22
SEA = i25
SEB = i29
6B(B) and Prep~B(B) +11:(no prep) B = between i3-i10
CH (no prep) B = combo
(no prep) BE = i13
CH (no prep) BE = combo
BB = i1 (cannot be stepped)
AB = i4 (cannot be stepped)
K = i10
A+B = i22
SEA = i25
SEB = i29
6A(B) and Prep~A(B) + 10:BB = i2 (cannot be stepped)
AB = i5 (cannot be stepped)
K = i11
A+B = i23
SEA = i26
SEB = i30
As an opponent having seen these numbers, guarding after being hit by a prep entry move seems like the best option; there is little reason to duck or gamble for a CH, if they don't respect this, CH them until they do. Most of the moves combo or have quick follow ups. Prep~K will stuff almost anything, but is -17 on block (needs more testing) so throw it out if they are being aggressive. BB is the safer option (and more damaging with optional BE) if they are not abusing TC, as it will catch step. AB is also too fast to interupt or step, and deals more damage, but is range dependant and runs the risk of being ducked on block.
On block
--------------------
66(B) +8:
(no prep) +2
BB = i4 (cannot be stepped)
AB = i7
K = i13
A+B = i25
SEA = i28
SEB = i32
3(B) +1:(no prep) -14
BB = i11
AB = i14
K = i20
A+B = i32
4 = GI i4-i11
SEA = i35
SEB = i39
4(B) -1 and 44aB -1:
(no prep) -14 and -16
BB = i13
AB = i16
K = i22
A+B = i34
4 = GI i6-i13
SEA = i37
SEB = i41
Prep~B(B) -2:(no prep) -14
(no prep) B = between i5-i10
(no prep) BE = i13
BB = i14
AB = i17
K = i22
A+B = i35
4 = GI i7-i14
SEA = i38
SEB = i42
6A(B) and Prep~A(B) -2 (These do not jail on block, if the opponent is aware, they can duck the B hit):(no prep) -16
BB = i14
AB = i17
K = i22
A+B = i35
4 = GI i7-i14
SEA = i38
SEB = i42
6B(B) -3:(no prep) -14
(no prep) B = between i5-i10
(no prep) BE = i13
BB = i15
AB = i18
K = i23
A+B = i36
4 = GI i8-i15
SEA = i39
SEB = i43
On block prep becomes slightly less intimidating (66(B) is the exception, as it gives 8 on block or 2 with no prep, BB will trap everything and K is i13). The oppoenent now has a considerably better position: attempt to stuff prep, sidestep, TC or block. Prep K beats TC and small stepping, but is at best i20, and still -17 on block; unless the opponent is opting for >i20 moves, don't give then 17 frames per bad guess; BBB is better move if you anticipate an attack, although it is limited in terms of entry (6B(B)/Prep~B(B) only). If the opponent chooses to step, they must commit to a full step to avoid Prep~K, however, by delaying an input Prep will realign.
Common anti-prep moves for each character (in progress):
These are assumed to be on block, from any entry save 66(B) and 6BBB/Prep~BBB.
On block prep can be stepped Raph's right, if the opponent is aware to this, prep A and K/k(BE) will not be able to catch step (however delaying prep moves will allow prep to realign). The must be a full step, if they cancel the step with an attack before they will be hit.
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Algol: 66B - delayed Prep~4.
Astaraoth: 66K - beats all options. Block and 6BB punish.
Cervantes: aB - loses to 3(B)~BB.
iGDR - loses to 3(B)~BB
Hilde: 2A+B - manual SE.
Natsu: 66K - beats all options. Block and 3B punish.
66B - delayed Prep~4.
Pyrrha: 236B - Trades with Prep~AB. 6B(B) and 4(B): Prep~4, 3(B): delayed prep~4.
236AA - At tip range 3(B) and 4(B): Prep~4~BB.
AK- SEA clashes, Loses to midrange 3(B)~BB.
(If any of my numbers are wrong don't hesitate to correct)