Jimbonator
[14] Master
Trying To Warn You
An Ezio Guide
Contents
An Ezio Guide
Contents
1.0 - Introduction
2 .0- Basic Punish Tools
.....2.1 - Standing
.....2.2 - Crouching
.....2.3 - Choosing the Best Punish
.....2.4 - Notes on Punishment
3.0 - Move Analysis
4.0 - Your Yomi and the Situations You Can Face
2 .0- Basic Punish Tools
.....2.1 - Standing
.....2.2 - Crouching
.....2.3 - Choosing the Best Punish
.....2.4 - Notes on Punishment
3.0 - Move Analysis
4.0 - Your Yomi and the Situations You Can Face
1.0 - INTRODUCTION:
Ezio is a sexy character who likes pasta and is afraid of no one and don't need no one to do his thang. Anyway, Ezio is a diverse, easy to pick up character who like Mitsurugi, has answers in almost every situation and tools to suit many play styles. Ezio is also widely known for being a counter hit fishing character due to the great rewards Ezio gets when he makes a good read and gets a counter hit. Ezio is an owner to one of the best step killers in the game and boasts excellent meter use with his strong. block punishes. Throws are another that suits Ezio very well due to his above average throw reach and the fact he shares a special trait with Patroklos concerning throws. That is when he whiffs a throw his recovery is marginally faster than the rest of the cast. When played correctly he is extremely safe and capitalizes hard on blocks and whiffs.On the flip side his ring out game is abysmal and suffers from whiffing issues on things like BB(BE), 22/88AA and 66BB. Ezio's tech traps leave much to be desired as well, but that is not the kind of character he is. He knows when to strike.
2.0 - BASIC PUNISH TOOLS:
Format:
impact frame - move (damage; notes)
Format:
impact frame - move (damage; notes)
2.1 - STANDING:
i12: AA (24)
i13: CE (90, 105 on clean hit) 2A (12) K (14)
i15: 6B (28, 35 on clean hit) 6B(BE) (Damage is typically 70 but all three strikes have a chance of clean hit.) 2B(18)
i16: BB (32) BB(BE) (68) 1BBB (24)
i17: 3B (20 or 32 with 2K followup)
i20: 66BB(52) 66BB(BE) (75)
i21: Your trusty crossbow (30, 37 on clean hit)
i23: 1K (20 alone)
i25: A+B (36 alone)
i13: CE (90, 105 on clean hit) 2A (12) K (14)
i15: 6B (28, 35 on clean hit) 6B(BE) (Damage is typically 70 but all three strikes have a chance of clean hit.) 2B(18)
i16: BB (32) BB(BE) (68) 1BBB (24)
i17: 3B (20 or 32 with 2K followup)
i20: 66BB(52) 66BB(BE) (75)
i21: Your trusty crossbow (30, 37 on clean hit)
i23: 1K (20 alone)
i25: A+B (36 alone)
2.2 - CROUCHING:
i12 = FC 2A (12)i14 = FC 2B (18)
i15/16 = WR K (16) It is i15 at close range but i16 at anything beyond close.
i18 = WR BB (48)
2.3 - CHOOSING THE BEST PUNISH:
Range is always is an issue with any character and Ezio is no exception. Your integral punishes consist of 6B, 66BB, CE, and AA. Ezio is not a combo based character so you need to take as much damage as you can get when its time to punish. You need meter to rack up the high damage but a 6B(BE) punish will make your enemies think twice before throwing out unsafe moves. If your only available punishes are weak single hits then you need to take in account what would be the best move to establish a frame advantage and perhaps continue your offense from there. 2A and WR K give a substantial frame advantage while WR K does have some pushback limiting your options. WR K is stronger though. You have to think quick and know when you can maximize damage for your punishes. For example. Mitsurugi's 1A is -16 and leaves him at standing. Logic would dictate that you are crouched...you have an i16 punisher (WR K) so lets use that! Well look here, 6B is i15 and can supply a lot more damage in any situation. Be smart here, know your spacing and know the state of your opponent.
2.4 - NOTES ON PUNISHMENT:
Also, if you find a move in the wiki that has -12 on block and I did not list it, it is most likely because Ezio can't punish it regardless of what the frames are due to things like pushback.
3.0 - Move Analysis
AA
High/High, 24 damage, i12, -6 on block, +6 on hit, NC
This is a standard AA that gets the job done, but loves to whiff if you hit the first A at tip range. As a result it is very necessary that you learn the range of this attack so you do not whiff and lose all hope.
6AB *
High/High, 28 damage, i17, -4 on block, -13 on JG, +2 on hit, +4 on CH, NC, tech crouch on frames 6-12
What makes this an excellent poke is that there are brief tech crouch frames that can avoid a possible AA from your opponent. Better yet it is a step catcher at close range and links for 52 damage on CH. This in of itself plays mind games with the opponent that are anticipating the third strike so you can sneak another poke in there. You can also fake them out even more by restarting the string right after, but this is unneeded theory fluff. On the other hand, it can be ducked or tech crouched. This is a tool that makes Ezio a threat in poking against. It is a delayable string and can be easily hit confirmed into the third hit on CH. The string is also very safe even on just guard which plays into Ezio's safety factor. This is a string you should not forget about.High/High, 24 damage, i12, -6 on block, +6 on hit, NC
This is a standard AA that gets the job done, but loves to whiff if you hit the first A at tip range. As a result it is very necessary that you learn the range of this attack so you do not whiff and lose all hope.
6AB *
High/High, 28 damage, i17, -4 on block, -13 on JG, +2 on hit, +4 on CH, NC, tech crouch on frames 6-12
6ABB
High/High/Mid, 52 damage on CH, i17, -16 on block, -25 on JG, knockdown on hit, tech crouch on frames 6-12, breaks in 8.
The third hit carries a lot of risk when used outside of counter hit situations. It is very punishable, easily stepped and easily just guarded. However, if you have been conditioning your opponent that you only use 6AB as a poke, doing the third hit has a chance of catching them off guard for the knockdown. There is one other situational utility of the move however. Due to the fact the string is delayable, if you get a CH 6ABB but delay the third hit you will not score the combo and will get blocked. However, if their guard is about to break then it can be advisable to delay the string on counter hit so they are forced to block it and have their guard broken.
3A
Mid, 16 damage, i24, -2 on block, -11 on JG, +6 on hit and counter hit.
This move has URYA tier frames and is an excellent move to throw out to gauge responses or to do something like a 2A or CE right after on block when engaged in poke wars. This move is also a close range step catcher that will very rarely be avoided. It also supplies as a tech trap after a 66B. This is just overall a great move that should be used as a poke and to abuse frames. The only flaw with this move is its speed. If the opponent knows you are going to do it or loves pressing buttons then you can can get interrupted easily.
2A/FC A
Special Low, 12 damage, i13/i12, -6 on block, -11 on JG, +8 on hit and counter hit.
As said before, this becomes your best choice for meterless punishing in many scenarios given the reach and considerable frame advantage. This 2A is outstandingly average. It kills step at close range is has all the utility a 2A would normally have. FC A on the other hand is marginally worse.
1A
Low, 18 damage on normal hit, 36 on counter hit, i32, -16 on block, -22 on JG, knockdown on normal and counter hit, tech crouch on frames 27-32.
This move is ass. If this move wasn't slow AND unsafe then it would have some utility but alas it is not a move you should be using often, if at all. It can catch people off guard if it is a move you very rarely use and can catch step if the opponent is not paying attention, but other than that, leave this move at home.
Followups (On Normal Hit)
-> 2K (30 damage)
-> B Tech Trap (All sides) (35 damage)
4A
High, 20 damage, i21, -10 on block, -22 on JG, -2 on normal hit and counter hit.
Judging on the data alone this move looks pretty bad but in reality it is a very effective step catcher. 4A has excellent reach and is a very good tool in the mid range. The key is to be able to counter hit confirm the move however because 4A alone isn't great given you're even at disadvantage on hit. Another point of reference is that there is a substantial pushback on block and the fear of the follow up which can allow a repositioning of sorts. The window to hit confirm so is very large and easy to learn to know when to continue the string...which segues into
4AB
High, High, 50 damage, i21, -30 on block, -44 on JG, knockdown on normal hit and counter hit, breaks in 9
You should be extremely conservative with the second hit on normal hit given the atrocious frames and ramifications if you get this blocked or even worse, parried via ducking, step, or JG. So as a result, this should only really be used for the counter hit confirm.
WR A*
Mid, 14 damage, i21, -12 on block, -19 on JG, +5 on normal hit, +15 on counter hit.
This is Ezio's longest reaching move from crouch and a competent counter hit fisher. This move also bears a strong resemblance to 66A which can deter the fact that this attack is AA punishable by a large part of the cast. On normal hit it has some uses as a frame trap but the damage is poor given the frames and speed. It excels when you nail the counter hit as you can follow up with any move that is i15 or faster. iWR A is also a very effective step killer. This move should always be on your list of possible actions to take in a post 2K situation.
Followups (On Counter Hit)
-> 6B (44 damage)
-> 6B BE (76 damage)
-> CE (101 damage)
7/8/9A
High, 20/22/24 damage, i26, -6 on block, -13 on JG, +9 on normal and counter hit.
Standard jump A but it is worth noting that you still have offensive options after being blocked given the fact it is only -6, but it hits high so it is useless against jumping 2As and 2Ks. An interesting poke.
BB *
Mid, Mid, 16/32 damage, i16, -8/-8 on block, -15 on JG, +2 on normal and counter hit.
Ezio has a very special BB. By itself it is on the sluggish side when it comes to standard BBs, and doesn't really give you much advantage on hit so your opponent can still outattack you in certain situations, and on block your options are very limited and even punishable by Alpha Patroklos (CE). However, its hidden strength comes in the form of BB Brave Edge. BB brave edge is hit confirmed extremely easily boosting your 32 damage to 68 with great oki options. Given the frames BB is still a great poke and necessary for success in the poking game. This move is vital to every Ezio's game.
6B *
High, 28 damage, i15, -2 on block, -15 on JG, +6 on normal hit, knockdown on counter hit.
This right here is your bread and butter block and just guard punisher. 6B is an integral move to include in your game no matter what given its utilities. Given the amazing safety attached to this move it is also an efficient pressure tool along as a quick, damaging poke. When meter is involved with this move then the opponent will truly fear throwing out unsafe moves. 6B also functions as your most reliable close range whiff punisher. Always use this!
3B
Mid, 20 damage on normal hit, 60 on counter hit, i17, -8 on block, -21 on JG, stun on normal hit, knockdown on counter hit.
Your staple counter hit fisher. This is another great attack with many functions. Besides counter hit fishing this supplies a poke, a punishment tool, and a backstep killer at close range. When it comes to block and whiff punishing sometimes range is an issue for Ezio so 6B is not an option in certain scenarios, that's where 3B comes in. 3B has great reach for the close-mid range game and is quicker than 66BB while being fast enough to punish many things, so it is a great close range whiff punisher where 6B cannot make the cut. 3B on normal also gives good oki that should be taken advantage of. However, this move's general usefulness takes a large hit when your opponent has a tendency to just guard during poke wars given the alarming jump in negative frames. So again, this is a good tool to gauge reactions. Another strength is that it forces crouch so it is a quick tool to make an opponent stay put.
Followups (On normal hit)
-> 2K (32)
-> 66BB is a tech trap on all directions but left (73)
-> 66BB(BE) also works but the final hit likes to whiff on certain characters (96)
2B/FC B
Mid, 18 damage, i15/i14, -8 on block, -15 on JG, +2 on normal and counter hit
A standard crouching mid poke. It has pretty good reach and gets the job done. However, this 2B is a bit special as it will not hit grounded opponents as it is a stabbing attack, so it is a quick poke that can negate many character's aGIs.
1BBB
Mid/High/High, 24 damage, i16, -10 on block, -15 on JG, +2 on normal hit, stun on counter hit.
The primary uses of this move are for close range counter hit fishing and combo extensions. The range is pretty small and cannot be used outside of close range for any success. On normal hit it will supply a little bit of damage but there is a considerable pushback when you connect so despite being at +2 you cannot do much to take advantage of it, especially if your opponent decides to do something like AA or BB right after. However, a component that is present in this move is the possibility of fake outs given that it is a quick, 3 hit string. If you know your opponent this tactic can prove useful despite the fact it will always be -10 on block.
4B
Mid, 30 damage on normal hit, 56 damage on counter hit, -18 on block, -26 on JG, +2 on normal hit, knockdown on counter hit, breaks in 8, tech step (Back), tech crouch on frames 26-34.
While not as useful as Mitsurugi's 4B, Ezio's 4B still has uses and is a great answer to close range poke wars and certain stances. At tip range this move is very difficult to punish for a majority of the cast so when spaced well can be an effective tool for counter hit fishing and damaging the guard gauge. However, given the fact that the move spaces so well it is difficult to capitalize well on a normal hit given the fact you are only at +2. You will have to make a hard read if they will move or not, it is usually best just to back off and space some more after a normal hit connecting. It is a smart tool to use when you are harassing them with 2K and they love to do a low poke back. On counter hit, the move leaves you in back turned for a possibility of a mix up and mindgames. Unfortunately, BT B+K does not reach on its own so the opponent would have to do something offensive for you to score a hit. This counter hit is the option to go for to keep the rushdown going.
4B6
64 damage on counter hit
When you land a counter 4B this is your other option, you input a 6 after 4B to get this animation when you connect with 4B. Go with this option if you want the highest amount of guaranteed damage possible, it also has a clean hit B classification for a chance of 71 damage. What this attack does is completely reset the spacing in contrast to 4B counter hit which allows the rushdown to continue.
WR BB
Mid/Mid, 48 damage, i18, -16 on block, -27 on JG, stun on hit, NC, tech crouch on frames 1-14, breaks in 7.
This is an excellent punishment tool for the more unsafe low attacks and as a punisher for whiffed throws. However, that is its utilities. This move is a very risky move to throw out when it is not guaranteed given the fact it is unsafe and very easy to just guard the second hit. however, if the opponent is not a Greek and cannot just guard then this tool becomes a very potent guard pressure tool given the large pushback of the second hit. There is risk to this move, so it is recommended to use it when you are certain it will connect. This is also his hardest move to hit confirm, it is possible but you have to be on your toes.
7/8/9B
Mid, 28/30/32 damage, i31, -14 on block, -21 on JG, knockdown on hit, tech jump on frames 3-30.
Welcome to the only tech jump move worth a damn in your moveset when it comes to the close range game. JUMP B is the one move you have than can avoid 2As and 2Ks while still supplying a punish. As a result, it is an essential move to have in your arsenal and should be used. However, this move carries a risk given the fact it is unsafe. So there is a tangible risk/reward aspect of this move. Another thing to mention is if you hit and the opponent techs to the left or right, a grab will supply as a tech trap. It can also hit grounded. Despite its flaws this move is a necessity for success when you reach a certain level of play. On hit you have an excellent oki situation. You can avoid standard 2As at -7 and safer, keep this in mind.
K
High, 14 damage, i13, -9 on block, -16 on JG, +1 on hit.
A typical standing kick...which Ezio gets cheated in for some reason. Typical standing K's are at +2 on hit yet yours is only +1 and slightly more unsafe on guard. Either way it has decent reach and can supply as a block punish in certain instances where AA would whiff. Not much else to say.
6K
High, 16 damage, i17, -8 on block, -15 on JG, +8 on hit.
Assuming that the opponent doesn't like to be in some sort of crouch all day this kick is a great attack for frame trapping. On hit you have a marginal advantage and the opponent is forced to face away from you, making it difficult for them to disrespect your frames. It also discourages step as it catches step to Ezio's right. This is great move to opt for when you are willing to force the opponent in a bad position in exchange for damage.
6K2 *
Low, 36 damage, i24, -32 on block, -42 on JG, -18 on hit, stuns grounded opponents.
A move so manly and powerful that the Earth shakes every time it is used. 6K2 is one the best moves to test match up ignorance, kill roll, and end rounds. There is so much that can be said about how great this move is. The most obvious strength is that it completely ignores the guts system and can swiftly end a round, especially if the opponent is under pressure. Stomp is also one the key moves that makes Ezio's oki so dangerous as it tracks roll and stuns them, allowing for large damage and the oki to continue. Stomp is especially effective after a B grab. 6K2 also has a very deceiving range and when spaced correctly, many characters will fail to punish on hit! When spaced correctly and assuming you hit them these characters cannot do anything about it. Patroklos, ZWEI, Viola, Xiba, Maxi, Aeon, Yoshimitsu, and Dampierre. If the opponent does not have a bar of meter then the list grows to include Leixia, Hilde, Gloomy Tira and Ezio. Needless to say, if the opponent blocks this you are dead. Know when to use this and you will go far.
3K
Mid, 16 damage, i16, -12 on block, -19 on JG, +8 on hit.
A respectable kick. The kick is fairly quick and gives a large advantage on hit although it pushes them back considerably when hit, so the move can be used to continue the offense or retreat. It also has some very peculiar phantom range which makes it a bit viable at mid range. A large majority of the cast also cannot punish this move given the pushback. However, you aren't exactly in a position to press more buttons when this attack is blocked. This is also an option for front ring outs. The hidden strength of this kick is that it is a mid and the starting animation bears a strong resemblance to 6K2, making this an excellent round ender.
2K/FC K ***************************************************
Low, 16 damage, i15/i14, -14 on block, -15 on JG, -2 on hit, STC.
2K is bonafide bullshit. So obviously you should use the hell out of this move. Lets start with the fact this super tech crouches, so many mids will go right over your head allowing you to kick them in the shins as a punish. Another absurd aspect of this move is that every time it is used, let be on hit or block or even whiff, Ezio pushes himself back a slight distance, and in many cases, makes punishment or retaliation impossible so you can just mash more 2Ks. Also considering that his 2K has very respectable range, characters who lack in the crouch poke department will absolutely struggle with this move. Better yet, seeing as its a 2K, if you aren't fighting a Greek, the consequences of actually getting this blocked aren't even high! You seriously couldn't ask for a better 2K, abuse this. Heck, let's run some scenarios.
2K hits- Opponent stands and block-2K some more!
2K hits - Opponent 2As-Jump B!
2K hits - Opponent does any non-CE move-CE!
2K hits - Opponent retreats - WR A
2K hits - You retreat-Opponent whiffs - Whiff punish with 3B
There are many more but you get the idea. Use this.
1K
Mid, 20 damage, i23, -6 on block, -15 on JG, launch on hit, forced crouch on block.
Ezio's only launcher, and its very safe! The excellence of this move lies in how it seems punishable and limits your opponents options given their crouch state. As a result, it a strong move to gauge reactions with. It also causes a hitbox shift as Ezio lifts his front foot upwards and will avoid 2Ks and 2As in a few instances. The flaws lie in its speed and linearity. The damage potential and ringout potential make up for the flaws and it is also a good just guard punisher for the more unsafe attacks. Another good kick to add to Ezio's arsenal. Don't sleep on this move.
4K
Mid, 22 damage, i18, -8 on block, -13 on JG, +4 on normal hit, +12 on counter hit, breaks in 14.
A formidable poke for the neutral game and invaluable in wall combos. 4K has great reach and what makes it a truly good poke is the fact it hurts the guard gauge. When the opponent just blocks all day and you need a quick attack to peck away at their guard this is your attack. Strong range, strong advantage, strong kick.
WR K
Mid, 16 damage, i15 at close range i16 otherwise, -10 on block, -17 on JG, +8 on normal hit, stun on counter hit.
Your quickest while rising attack but also the shortest ranged. This attacks strengths lie in counter hits. The speed of the attack also gives it utility a a counter hit fisher in some cases. On normal hit you still have a considerable frame advantage and can even front ring out. This is your safest while rising attack and a necessary tool in many cases. WR K can also be your only meterless punish option in certain cases. A very solid move.
7/8/9K
High, 18/20/22 damage, i23, -11 on block, -18 on JG, knockdown on hit, TJ.
This move is stupid. Ezio gives the laziest jump kick ever and whats worse, despite it looking like a mid it is indeed a crappy high. It may be your quickest tech jumping attack but damn this stinks. However, the move has extremely interesting oki which 2K will catch side tech and sleepers but CE will tech trap back techers.
A+B*
Mid, 36 damage, i25, -16 on block, -28 on JG, stun on hit, tech crouch on frames on 5-19, tech jump on frames 20-??, breaks in 15.
A shoulder tackle that leads to all sorts of nasty situations. This move is a saving throw of sorts. In terms of tech crouch this is your earliest tech crouching move so in times of large disadvantage this is the best attack to evade highs. The tech jump is brief and should not be used with the intention to avoid quick lows. When it hits, the ideal follow ups are 44B for meterless damage and CE for damage with meter. The ramifications of getting hit by this move are very large and the opponent should be trained to fear this move. A+B is also a JG punisher in a few cases. Now the move by itself if rather unsafe but you can take a chance and do a side roll right after and not get hit by immediate punishes and whiff punish with the low crossbow follow up. As a result, many people opt for a 2A after A+B to cover all options you could possibly do. So this move can be manipulated to the extent of only eating 10-12 damage for getting blocked. Don't forget about this move.
2A+B
Mid, 32 damage, i24, -6 on block, -19 on JG, stun on hit, breaks in 11, force crouch on block.
Many people forget about this move. This is an all around solid move that damages guard, forces crouch, and catches roll. Now, don't spam this move willy nilly but 2A+B is a great poke that also looks like a low given how Ezio is crouching down to perform the move. Keep things fresh with some 2A+B.
B+K
High, 60 damage, i60, unblockable, -24 on JG, knockdown on hit, cancellable, clean hit C.
This move on its own is extremely limited. It is slow, steppable, and a high. So the primary utility of this move is the cancel feature. Many people like to duck when they see Ezio's unblockable animation start, so if you cancel and quickly follow up with a mid you can trick the opponent. Typically, UB cancel into 3B or BB is ideal.
6B+K
High, 30 damage, i21, -30 on block, -44 on JG, knockdown on hit, breaks in 11, clean hit C.
Ahh, the crossbow. Infinite range and a great whiff punisher. However, there is preferred range with this tool and that is most of the time at full screen. People are going to opt for stepping at full screen and this tool will whiff if all they are doing is sidestepping. Also in a sense, this is the ultimate backstep catcher as there is no way to out step this move. When used at the very correct specific times, this tool becomes a total pain in the ass to deal with.
2B+K
Low, 20 damage, i31, -30 on block, -44 on JG, knockdown on hit, breaks in 11, tech crouch on frames 16-31, clean hit C.
A low crossbow bolt, which is a solid choice at the full screen range given that it is low and hurts the guard gauge. This move is a great followup after a hit 6B+K if the opponent loves to tech as this will often supply force blocks or even better, another knockdown. However, you cannot roll from the attack so bear the consequences if you whiff as they are atrocious.
4B+K
High, 30 damage, i31, -3o on block, -44 on JG, knockdown on hit, breaks in 11, tech step (side), clean hit C.
A crossbow shot that does a quick sidestep. This move is very interesting and makes Ezio a pain at full screen. The stipulation of this move hitting people is that if you input this move when you are stepping in the same direction of your opponent you will catch their step with it. This move is also a saving throw of sorts when reading a vertical that you cannot manually step for whatever reason. However, there is a very skewed risk/reward attached to this move when you use it in close range.
BT B+K
Mid, 24 damage, i13, -8 on block, -21 on JG, stun on hit.
One of the better BT B+K's in the game given its speed and rewards on hit. The range is a tad short but regardless it is an option you should always consider when you back is turned to the opponent. BT 2K and BT B+K work just fine for a mid/low mix up.
66/33/99A*
Mid, 20 damage, i22, -8 on block, -19 on JG, +2 on normal hit, +8 on counter hit, tech crouch on frames 6-20
One of the best moves in the game, no exception. 66A is a very safe formidable step catcher that functions as many things including anti stance, a poke, and a great attack to gauge responses. The tech crouch window is very large and can reliably avoid highs and throws. The key strengths come from the counter hit confirms you can get off this move. On normal hit you will only get 20 damage and +2 which is not terrible but does not leave a great deal of wiggle room for other options. 66A should always be on your list of possible moves to use.
66/33/99AB
Mid/High, 50 damage, i22, -30 on block, -44 on JG, knockdown on hit, breaks in 11, NCC.
This hit confirmable CH string is what makes stepping versus Ezio such a large risk. As with other crossbow followups, there is a real reverse mix up here but it is not something you should be throwing out willy nilly. In a subjective sense, the reverse mix up here is a little stronger because the first hit is from a dagger and not the crossbow itself, making things a little harder to expect. Learning to hit confirm this string is a top priority if you wish to play Ezio.
22/88A
Mid, 24 damage, i25, -16 on block, -26 on JG, stun on hit, breaks in 15.
A move whose classification raises an eyebrow. On smaller characters, 22A should be considered a high due to the high hitbox and even then this move is not terrible difficult to step. Given these problems, 22A is still a useful zoning tool in many match ups and presents a reverse mixup. If 22A is getting punished, that means the opponent is committing 100% to the punish. Do not use this often but it is a formidable move in the spacing game as the range is excellent.
22/88AA
Mid/Mid, 46 damage, i25, -23 on block, -32 on JG, knockdown on hit, breaks in 12.5, NC.
This string is similar to Nightmare's 22AA, only that Ezio realized he is not built for swinging big swords around wildly so he takes a few years to recover after this move. As said before, there is a reverse mix up here but the risk/reward is wildly skewed in your opponents favor. One saving grace of this move lies in the spacing though. If spaced perfectly, many character's cannot block punish this string and in turn, leave themselves open. 22AA is also a decent whiff punish when you have just stepped a move, but even then, why not opt for 66BB or 44K? 22AA is by no means a great move but there are spots where you can squeeze mileage out of it.
11/77A
Mid, 26 damage, i31, -20 on block, -29 on JG, stun on hit, breaks in 15, tech jump.
What makes this move special is the fact it leads to typical Ezio BnB combos on normal hit, a trait he lacks with his other combo starters. Other than that, it is quite unsafe, short ranged, and sluggish. Another move to use sparingly, see if you can get mileage from the tech jump because I never do.
44A
"Mid", 18 damage, i20, -14 on block, -20 on JG, +2 on normal hit, stun on counter hit.
I love duckable mids, and you should too. This is a move that does not really see much of the light of day because you typically always have a safer longer ranged option for killing step. One thing that saves the move from the trashcan is that when you want to end a wall combo with CE this move is much more consistent than A+B as it does not succumb to axis issues. So if you want to sacrifice damage for consistency in wall combo enders, use this.
66/33/99B
Mid, 24 damage, i20, -16 on block, -29 on JG, stun on hit, tech crouch on frames 7-20.
Your go-to whiff punisher for the mid range
66/33/99BB
Mid/Mid, 52 damage, i20, -16 on block, -25 on JG, knockdown on hit, TC on frames 7-20, breaks in 8, NC.
22/88B
Mid, 22 damage on normal hit, 66 damage on counter hit, i21, -12 on block, -23 on JG, +8 on normal hit, knockdown on counter hit, breaks in 11.
11/77B
Mid, 52 damage, i39, +8 on block, -26 on JG, knockdown on hit, breaks in 6.
44B *
Mid, 48 damage, i29, -10 on block. -23 on JG, knockdown on hit, breaks in 7, forced crouch on block.
66/33/99K
High, 26 damage, i20, -6 on block, -15 on JG, knockdown on hit.
22/88K
Mid, 32 damage, i22, -6 on block, -17 on JG, knockdown on hit, breaks in 11.
11/77K
Low, 20 damage, i27, -16 on block, -23 on JG, +4 on hit.
44K
Mid, 24 damage, i24, -12 on block, -23 on JG, knockdown on normal hit, stun on counter hit, breaks in 11.
66/33/99A+B
High, 38 damage, i31, +10 on block, -25 on JG, stun on hit, breaks in 9.
RUN K
Low, 25 damage, i21, -22 on block, -25 on JG, knockdown on hit, TJ.
BB Brave Edge
Mid/Mid/Mid, 68 damage, i16, -6 on block, -17 on JG, knockdown on hit, breaks in 8.
6B Brave Edge
High(Low/Low), 70 damage, i15, +10 on block, -15 on JG, knockdown on hit, breaks in 14.
66/33/99BB Brave Edge
Mid/Mid/(Mid), 75 damage, i20, +10 on block, -22 on JG, knockdown on hit, TC on frames 7-20.
Critical Edge
Mid, 90 damage, i13, -18 on block, -26 on JG, knockdown on hit, invisibility on frames 11-13, breaks in 11.
A+G
Throw, 55 damage, i17, knockdown on hit.
B+G
Throw, 50 damage, i17, knockdown on hit.
Left Throw
Throw, 65 damage, i17, knockdown on hit.
Right Throw
Throw, 60 damage, i17, knockdown on hit.
Back Throw
Throw, 70 damage, i17, assassination on hit.
and if you don't feel like reading heres a video that Jim made.
4.0 - Your Yomi and the Situations You Can Face
There is obviously a margin of risk in every decision you make, let it be a poke, movement, or standing in block. Ezio is a great character to minimize risks with given his excellent poke game. However, incidentally, his risk involving him attacking goes up as range increases. It is vital for you to know your opponent, your options, your spacing, and even more so, your opponent's spacing and tools. I will go into certain scenarios on how to maximize your effectiveness and how to keep risk to a minimum.
You have multiple safe pokes at your disposal for the close range game. You have AA, BB, 3B, 1BBB, 6B, 6AB, 3A, 66A, along with 2A, 2B, and to an extent 2K. You need to know your opponents playstyle and options to make excellent use of these.
CREDITS
Juece - For actually taking care of the board and compiling all the necessary Patroklos data
Heaton - Compiled the Siegfried Stance Guide.
Hussler - For giving me a format to steal.
Slade - For giving me a move analysis format to steal.
You - Actually reading this stuff. Thank You.
NOTES
Juece - For actually taking care of the board and compiling all the necessary Patroklos data
Heaton - Compiled the Siegfried Stance Guide.
Hussler - For giving me a format to steal.
Slade - For giving me a move analysis format to steal.
You - Actually reading this stuff. Thank You.
NOTES
When the guide grows, we will add JG and match up notes. Lets work together here. I'm currently compiling match up notes. I will also be working on general things to beef up this guide along the way...like that mysterious 3.0-3.3 section...Tell me what do you want to see here next? There is plenty more to include here.
10/22/12 - Added Tira and Voldo guard punishes.
10/23/12 - Added Xiba and Yoshimitsu guard punishes.
10/24/12 - Added Maxi, Viola, and Z.W.E.I. guard punishes. Guard punish section is up and running.
10/30/12 - Added Siegfried stance guide.10/22/12 - Added Tira and Voldo guard punishes.
10/23/12 - Added Xiba and Yoshimitsu guard punishes.
10/24/12 - Added Maxi, Viola, and Z.W.E.I. guard punishes. Guard punish section is up and running.
11/08/12 - Added Viola orb notes and tips.
11/09/12 - Added Maxi stance guide.
11/22/12 - Added crossbow viability analysis for match ups.
12/10/12 - Finished crossbow viability analysis.
10/13/13 - Threw in punishment videos for Pat, Zwei and Lei.
10/19/13 - More punishment videos added, Cervantez, Natsu, Raph and Viola
12/14/13 - Punishment video added for Apat
10/29/14 - Video guide for move analysis added
Last edited by a moderator: