AshnardZero
[09] Warrior
Siegfried vs. Mitsurugi
I've started this for a few reasons. One, I'm sure every character will have a count-said-character thread at some point, and two, it's insufferable to lose to a spammer online (a.k.a Mitsu's 2AB, 3B combo). So, I'll try and get the ball rolling.
Moves to use
6A- Sieg's obvious "stay away" move, especially if your foe is fond of sidestepping. It should also stop advances of both of Mitsu's stances, as to my knowledge, only one of the stances moves ducks, and it is a close range attack.
3A- Armlet Crusher punishes sidestepping to one side, and stops ducking moves, though I can't say whether it can stop Mitsu's 2A in time, since the startup time is a bit long.
6K- Good for stopping an onslaught, but dangerous to use otherwise. It flies under all ducking moves, and is weak to sidestepping. If it does hit on counter, you can follow it up with the 3~A+B combo.
4K- A much safer option than 6K, it tech crouches and hits mid, though still sidesteppable.
11[ B] - Good move because of its range and tech crouch. On counter, it easily links into kB~SBH K for a lil' extra damage. Weak to some of Mitsu's quick sidestepping moves, so be careful.
WS AA- Good for catching sidestepping, and the second strike usually scores.
Moves to Look out for
2KB- Damn this move in all its glory. If there's one move a Mitsu user could not survive without, it's this. Potent, quick, crouches, bounces opponent with no air control or ukemi, rings out, natural combo, sets up for more attacks or a repetition of the same move. Unless you absolutely KNOW it's coming, forget blocking it or guard impact. GI is still your best bet, though, unless you mess up the timing, in which case, the mentioned move will have its way with you.
Relic Stance B- Quick, and sidesteps. All vertical moves will be punished, including pokes and 3B
Relic Stance A - Deadly quick, and interrupts most attackers. On the bright side, they're both high moves, so just get to 3B or 11B before hand. Relic's KB attack is also a bother, but not as threatening as the above.
66A+B- Deadly range, almost more mobility than Sieg's moves. If you see it coming early enough, intercept it with 6B or the 6K combo. Otherwise, just block. It leaves you in a crouched stance, so plan out your next move carefully. Either attack or retreat appropriately. Worth noting, at close range, this move actually steps around GIs.
66A- Not too dangerous, but it stuns and punishes side stepping. Mash the D pad to break out of the stun, and try to mount a counter.
44B- A very annoying move. It backs up then thrusts forward, stunning on counter and avoids plenty of offensive moves, namely Sieg's 6B or other long range tactics. It has slight tracking too, so sidestepping can be a bit of an issue. Do a full sidestep, or be suave, and counter with a Chief Hold~SCH B.
As of right now, this will be a starting point. Add anything you wish, offer pointers or discretions, and I'll update this accordingly. Hopefully some find this helpful.
I've started this for a few reasons. One, I'm sure every character will have a count-said-character thread at some point, and two, it's insufferable to lose to a spammer online (a.k.a Mitsu's 2AB, 3B combo). So, I'll try and get the ball rolling.
Moves to use
6A- Sieg's obvious "stay away" move, especially if your foe is fond of sidestepping. It should also stop advances of both of Mitsu's stances, as to my knowledge, only one of the stances moves ducks, and it is a close range attack.
3A- Armlet Crusher punishes sidestepping to one side, and stops ducking moves, though I can't say whether it can stop Mitsu's 2A in time, since the startup time is a bit long.
6K- Good for stopping an onslaught, but dangerous to use otherwise. It flies under all ducking moves, and is weak to sidestepping. If it does hit on counter, you can follow it up with the 3~A+B combo.
4K- A much safer option than 6K, it tech crouches and hits mid, though still sidesteppable.
11[ B] - Good move because of its range and tech crouch. On counter, it easily links into kB~SBH K for a lil' extra damage. Weak to some of Mitsu's quick sidestepping moves, so be careful.
WS AA- Good for catching sidestepping, and the second strike usually scores.
Moves to Look out for
2KB- Damn this move in all its glory. If there's one move a Mitsu user could not survive without, it's this. Potent, quick, crouches, bounces opponent with no air control or ukemi, rings out, natural combo, sets up for more attacks or a repetition of the same move. Unless you absolutely KNOW it's coming, forget blocking it or guard impact. GI is still your best bet, though, unless you mess up the timing, in which case, the mentioned move will have its way with you.
Relic Stance B- Quick, and sidesteps. All vertical moves will be punished, including pokes and 3B
Relic Stance A - Deadly quick, and interrupts most attackers. On the bright side, they're both high moves, so just get to 3B or 11B before hand. Relic's KB attack is also a bother, but not as threatening as the above.
66A+B- Deadly range, almost more mobility than Sieg's moves. If you see it coming early enough, intercept it with 6B or the 6K combo. Otherwise, just block. It leaves you in a crouched stance, so plan out your next move carefully. Either attack or retreat appropriately. Worth noting, at close range, this move actually steps around GIs.
66A- Not too dangerous, but it stuns and punishes side stepping. Mash the D pad to break out of the stun, and try to mount a counter.
44B- A very annoying move. It backs up then thrusts forward, stunning on counter and avoids plenty of offensive moves, namely Sieg's 6B or other long range tactics. It has slight tracking too, so sidestepping can be a bit of an issue. Do a full sidestep, or be suave, and counter with a Chief Hold~SCH B.
As of right now, this will be a starting point. Add anything you wish, offer pointers or discretions, and I'll update this accordingly. Hopefully some find this helpful.