Raphael Match-up Guide

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  • #5
ASTAROTH​

He can't handle your quicker poking game without making a hard guess, at range 2 and out you can easily outpoke his ranged attacks or whiff punish with 66B, he's got to commit to a 22B of his own to have any real shot at handling Raph's 22B, etc.

He does have scary options to handle predictable prep/SE entries, but it's not like he can tell the difference between Prep and no Prep, and it's not like he's gonna punish your tip range 3B with bullrush anyway. A blocked tip range 3B should still give you enough time to sidestep.

I think Raph's biggest weakness in this matchup is his weak damage off a ducked grab. When I play Cervy against Asta I can take 80 damage off every ducked grab, however I lose the poking advantage and good frames that Raph has. Both characters have ways to beat him, and both characters will lose half life or more for eating the wrong grab. It's just how Asta works, he's eventually going to force you to guess and excels at that above all characters, but he has a ton of weaknesses as well.

One thing I can say is that you have to be careful of just DOING 22B here. Asta's 22B will make it whiff if you throw yours out first, however that move is steppable. Wait for the move to whiff before committing to your 22B. As long as you don't panic and start blocking shit you don't need to block, you'll win the ranged game against him.

Thanks to KowtowRobinson.
 
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CERVANTES​

For some reason, Cervy doesn't always land in range of a back throw after iGDR in this game. 236B is a consistent punish though. Showing Cervy players that you know how bad their frames are on block will help you in this matchup. 66B is -12, 3B is -13, aB is -18. aB in particular has some pushback and is difficult for some characters to i16 punish. Raph is not one of these characters. =)

Oh and 3A is -16 now. This gets it's own line because it's ALWAYS been safe with push back and decent frames. No longer.

Cervy's main goal is to make you whiff via backdash/sidestep and hit you for REAL PIRATE DAMAGE. You can circumvent this of course, by not whiffing. Be careful with your ranges, and be sharp with your movement to avoid leaving yourself open to a launch/iGDR.

His options out of Dread Charge are easy to read once you know them. Normal GDR is MUCH faster than his high/low options from A and K, respectively. Every one of these moves on it's own is dangerous in it's own way, but if he's trying to mix you up with the stance, just look for him to start any move. If it's not GDR, you've got plenty of time to duck on reaction. He no longer has really delayed options from this stance, so when you see it start to end, he's already fucked. Hit him in the face.

Thanks to KowtowRobinson.
 
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EZIO AUDITORE​

You have FOREVER to run up and punish whiffed crossbows at range. There's no reason to walk around idly at range and watch him whiff multiple shots. Make him miss one, then run in and 66B.

His grab range is NICE, be aware of this.

22A is actually steppable to the right (why?) so if they're using this to kill step, go for that or just block and punish the very unsafe 2nd hit.

A+B shoulder tackle leads into a free super for him. A+B is a free super for you on block. Don't miss the chance to take free damage off him.
 
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PATROKLOS​

Know how to punish his step killing options. His 6A is +10 on hit and sideturns you, but has very short range. His 3A advances and hits mid to both sides, but is punishable on block by 6B,B. His 22_88A,A series is double high, so duck the second and punish. His 66A EX 2nd hit can be sidestepped and 22B'd for big damage.

Don't leave launchers/forfeits! unpunished. Operate outside of range 1 whenever possible. Break B primarily, his command grab is awesome

Thanks to KowtowRobinson.
 
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PYRRHA​

Operate outside of range 1 whenever possible. Leave no stab unpunished. Practice against her 66B EX, either jG or step the 2nd hit. DO NOT LET HER HAVE THAT MOVE. She doesn't have a low as good as Pat's 1K, so don't be scared of her mixup game. No reason to duck unless you react to something slow like a 1A.

You can also 4A the 2nd hit of 66B EX, if you're not feelin the GI/jG options. It's admittedly MUCH easier than timing the quick step out of crouch. (Piggy adds - you can also CE between the two hits, if you feel like a baller). Good to remember for the end of rounds when you only need that little bit, or just do it all the time to let them know they won't be getting that guard gauge damage with it.

Thanks to KowtowRobinson and piggy.
 
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