Icarii
[09] Warrior
Raphael Punishment Data
Contents:
I: Project Summary
II: Raphael Punishment Options Explained
III: Character Specific Data
This guide considers Raphael's punishment options against all available Soul Calibur characters. Punishment is defined here as:
After successfully guarding and attack, the retaliatory attacks available to the defender that are guaranteed to hit the attacker.
That is to say, this guard will be primarily looking at gaurded attacks. It will not focus on stepping, ducking, or just guarding.
Firstly, Raphael's most viable punishment options will be explained: Their general use outlined, pros and cons, and any other pertinent variables. Second, these options will be applied to every opposing characters successfully blocked attack to see which apply. This will be tested in training mode to account for pushback, tech crouch, and other properties that may affect what options work. Lasty, special notes or discoveries may be added to any attack or character section where I see it justifiable. Some of these comments may fall outside of strict punishment on guard data but may provided better options or additional insight outside of the basic notation.
All punishment data will be order from the safest to least safe attacks. In addition, only the most viable punishment options will be listed. So for the more unsafe attacks, Raphael's higher damaging attacks will be listed, while his weaker punishment options will be ignored.
With that said, let's go!
II: Raphael Punishment Options Explained
PROS: i12, Range, Prep Entry
CONS: High, Difficult to input from FC, Low damage (16)
This will be your go to punish for a lot of safer moves. Not only is it the fastest non meter move Raphael has, but it has incrediable range for the speed. However, it being a high and hard to input from FC means sometimes it won't be viable when an opponent is left crouching or after guarding a low. Don't forget to mix in Prep!
PROS: i12, Mid, Damage(75), Knock down
CONS: Requires Meter, Wiff issues.
One of Raphael's most valauble punishing resources, his CE is both fast and damaging. Just be aware that it can wiff at awkwardly close ranges as well as fall short if you're pushed back too far.
PROS: i13, Special low, Horizontal, Frame advantage (+8)
CONS: Range, Low damage(10)
An alternative from FC or when you guard an attack up close, 2A not only nets you a little damage, but gives you the frame advantage to play the Throw/Mid mix up game. It also covers attacks that leave the opponent off alignment sicne a horizontal. However, it's range is very limited, so it's uses as a punisher are unusually circumstantial.
WR
PROS: i13, Mid, Long range, Return to standing, Frame advantage(+4)
CONS: Low damage (16)
This will often be the alternative option to 6BB when gaurding low or forced into FC. A solid poke that give you advantage as you return to neutral, it's nothing to scoff. It just does minimal damage on it's own.
PROS: i15, Horizontal, Input from FC, Prep Entry
CONS: Range, High, Low damage (28)
6AB fills the slim gap between i15 and i16 punishable moves, as i16 is where Raphael gets his main punisher. However, sometimes the one frame makes the difference especially when it's easy to imput from crouch, making it a better option then 3B since that move requires going back to standing.
or
PROS: i16, Mid, Range, Damage (38-48), Prep Entry
CONS: Not imputable from FC, Max damage not always available
This will be you're most commonly used punisher aside from 6BB. It's range is spledid and the damage for it's speed is solid. However, due to conflicting inputs, you cannot do this move from FC meaning you have to stand back up to input it, losing frame(s.) Also, the AB follow up is only avialable if you connect up close. However these are minor complaints as it's arguably Raph's best punisher.
FC
PROS: Mid, Range, Knock down
CONS: i17, Damage (28)
This will often be your Replacement for 3(B) when crouching. Almost as fast and with a great range, you'll get a knock down to start playing the wake up. However, it's speed/damage ratio is low for a punisher.
PROS: Mid, Range, Damage (42-52), Knock down
CONS: i20
If your opponents attack is slow enough to allow you to get this in, you are almost garenteed to land it no matter how far away from the opponent you are. If you have the advantage to use 236B, it's a toss up between using this and 3(B). This has more range and guaranteed damage, but 3(B) has the prep entry follow ups. Fit them to your spacing and personal style.
or
: or
PROS: Range, Damage (59-88), Meter Variants, Knock down,
CONS: i22, High
The damage here is great. At this point you can throw out almost any punish available. Depending on meter and practice the timing of the 8A+BA variant, you can always get respectable damage. While the range here is solid, it still isn't a match for 236B though.
PROS: Range, Damage (56), Mid, Knock down
CONS: i23
If you have this as an option and you are too far away to use the 4(B) variants, use it. No exceptions. It's really that simple.
Contents:
I: Project Summary
II: Raphael Punishment Options Explained
III: Character Specific Data
- α Patroklos
- Aeon
- Algol
- Astaroth
- Cervantes
- Dampierre
- Devil Jin
- Ezio Auditore
- Hilde
- Ivy
- Leixia
- Maxi
- Mitsurugi
- Natsu
- Nightmare
- Patroklos
- Pyrrha
- Pyrrha Ω
- Raphael
- Siegfried
- Tira
- Viola
- Voldo
- Xiba
- Yoshimitsu
- Z.W.E.I.
This guide considers Raphael's punishment options against all available Soul Calibur characters. Punishment is defined here as:
After successfully guarding and attack, the retaliatory attacks available to the defender that are guaranteed to hit the attacker.
That is to say, this guard will be primarily looking at gaurded attacks. It will not focus on stepping, ducking, or just guarding.
Firstly, Raphael's most viable punishment options will be explained: Their general use outlined, pros and cons, and any other pertinent variables. Second, these options will be applied to every opposing characters successfully blocked attack to see which apply. This will be tested in training mode to account for pushback, tech crouch, and other properties that may affect what options work. Lasty, special notes or discoveries may be added to any attack or character section where I see it justifiable. Some of these comments may fall outside of strict punishment on guard data but may provided better options or additional insight outside of the basic notation.
All punishment data will be order from the safest to least safe attacks. In addition, only the most viable punishment options will be listed. So for the more unsafe attacks, Raphael's higher damaging attacks will be listed, while his weaker punishment options will be ignored.
With that said, let's go!
II: Raphael Punishment Options Explained
PROS: i12, Range, Prep Entry
CONS: High, Difficult to input from FC, Low damage (16)
This will be your go to punish for a lot of safer moves. Not only is it the fastest non meter move Raphael has, but it has incrediable range for the speed. However, it being a high and hard to input from FC means sometimes it won't be viable when an opponent is left crouching or after guarding a low. Don't forget to mix in Prep!
PROS: i12, Mid, Damage(75), Knock down
CONS: Requires Meter, Wiff issues.
One of Raphael's most valauble punishing resources, his CE is both fast and damaging. Just be aware that it can wiff at awkwardly close ranges as well as fall short if you're pushed back too far.
PROS: i13, Special low, Horizontal, Frame advantage (+8)
CONS: Range, Low damage(10)
An alternative from FC or when you guard an attack up close, 2A not only nets you a little damage, but gives you the frame advantage to play the Throw/Mid mix up game. It also covers attacks that leave the opponent off alignment sicne a horizontal. However, it's range is very limited, so it's uses as a punisher are unusually circumstantial.
WR
PROS: i13, Mid, Long range, Return to standing, Frame advantage(+4)
CONS: Low damage (16)
This will often be the alternative option to 6BB when gaurding low or forced into FC. A solid poke that give you advantage as you return to neutral, it's nothing to scoff. It just does minimal damage on it's own.
PROS: i15, Horizontal, Input from FC, Prep Entry
CONS: Range, High, Low damage (28)
6AB fills the slim gap between i15 and i16 punishable moves, as i16 is where Raphael gets his main punisher. However, sometimes the one frame makes the difference especially when it's easy to imput from crouch, making it a better option then 3B since that move requires going back to standing.
or
PROS: i16, Mid, Range, Damage (38-48), Prep Entry
CONS: Not imputable from FC, Max damage not always available
This will be you're most commonly used punisher aside from 6BB. It's range is spledid and the damage for it's speed is solid. However, due to conflicting inputs, you cannot do this move from FC meaning you have to stand back up to input it, losing frame(s.) Also, the AB follow up is only avialable if you connect up close. However these are minor complaints as it's arguably Raph's best punisher.
FC
PROS: Mid, Range, Knock down
CONS: i17, Damage (28)
This will often be your Replacement for 3(B) when crouching. Almost as fast and with a great range, you'll get a knock down to start playing the wake up. However, it's speed/damage ratio is low for a punisher.
PROS: Mid, Range, Damage (42-52), Knock down
CONS: i20
If your opponents attack is slow enough to allow you to get this in, you are almost garenteed to land it no matter how far away from the opponent you are. If you have the advantage to use 236B, it's a toss up between using this and 3(B). This has more range and guaranteed damage, but 3(B) has the prep entry follow ups. Fit them to your spacing and personal style.
or
: or
PROS: Range, Damage (59-88), Meter Variants, Knock down,
CONS: i22, High
The damage here is great. At this point you can throw out almost any punish available. Depending on meter and practice the timing of the 8A+BA variant, you can always get respectable damage. While the range here is solid, it still isn't a match for 236B though.
PROS: Range, Damage (56), Mid, Knock down
CONS: i23
If you have this as an option and you are too far away to use the 4(B) variants, use it. No exceptions. It's really that simple.