Xiba Punishment Guide ~ In Progress

Party Wolf

Administrator
This is a general punishment guide for Xiba. If there are any mistakes please send me a PM about it and I will try to fix it! Also, if you would like to help compile this information let me know and I will make sure to credit you. Keep in mind that helping is just for the benefit of others! Thanks and enjoy.

Xiba is a character that excels in his whiff punishment abilities. "Whiff punishment" is when your opponent misses an attack and you hit them while they are recovering. However his "block punishment" (hitting an opponent when they do an unsafe move) isn't exactly the greatest of the cast. Due to this factor, it is vital that you have good movement to avoid your opponents attacks. An example of that would be stepping a series of verticals (Like Ezio's BB BE) and punishing with 22B. Also if you are good at Just Guarding, you will be able to destroy certain characters with 3BKK..

You are mainly going to see Xiba's punishment tools as: 2A/3A for moves -14 to -15, 3kB for moves -16 to -18, WrKK for moves -16 up that put you in a crouch state, 3BKK for moves -19 and beyond, and 22B for sidestep punishes.

There will also be situations where you might have to TS with 4A or TJ with 9B/9A/9K.

REM (B+K) is an auto GI that GIs horizontal attacks for big damage. This will be useful in certain match ups where you fight a character with horizontal strings or is based around step catchers.

Credits to those who have helped:
The_Jimbonator- Sent me the punishment for Ezio
StormriderAngel- Sent punishment for Algol, Natsu, Nightmare, Pyrrha, Mitsurugi, Aeon, and Hilde
Mage - Sent punishment for Ivy Cervantes Tira aPat Omega
Optymuss and Zoom - Sent punishment for Voldo

Notes: Whenever you see "Guaranteed Critical Edges" it does not necessarily mean it will always aGI, but that you're opponent won't be able to cancel their strings to avoid getting hit (e.g. ZWEI's 1B series). The Guaranteed Critical Edges also give the potential for the aGI, but it depends on how your opponent attacks. Also, you will most likely have to practice 3kB buffers. If you can not get a 3kB punish consistently, I would recommend you get a 3A/2A or force a mix up.

All frame data will be available for reference in the wiki.
 
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PATROKLOS

1A -17: Block and punish with WrKK
6BBB -16: 4A after the first hit to avoid the 2nd hit (whiffs sometimes). You can also attempt a 3kB punish. Also, you can step to his right and attempt a back grab, or a side grab ringout. You can CE the 2nd hit.
3B -16: 3kB
3KK -6: Duck the 2nd hit and get a WrKK punish. You can also CE the 2nd kick.
2K -14: FC K will punish on block at certain ranges.
1K -18: Block and Wr KK punish.
WR KA -16: 3kB on block. You can also CE the 2nd hit.
2A+B -22: Block and punish with WrKK
WR A+B -15: Block and punish with 2K
22*88AA -12: Duck the 2nd hit and punish with WrKK. You can CE the 2nd attack.
22*88A[A] +16: If someone even dares doing something this stupid you can do the same as the normal version, or you can Remembrance aGI
33*66*99K -16: Block and punish with 3kB
11*77B -14: Punish with 2K (Won’t work at long ranges) or if you are close enough 3A for frame advantage.
11*77K -16: Block and punish with WrKK
44KK -8: Remembrance aGI the 2nd kick or duck it and WrKK
Run K -22: Block WrKK
236B -20: Block and 3BKK
236A -16: Block punish with 3kB (watch for 2nd hit)
236AB -16: Block 3kB punish, or Step into 3BKK. You can also CE the 2nd hit.
236K -18: 3kB on Block
66A BE +8: You can step the 2nd hit into 22B.
236B BE -5: Step to the right for ringout grab attempt or 22B
1B BE -12: 4A to evade the third hit or duck the 2nd hit into 22B
Critical Edge -20: Block 3BKK

Guaranteed Critical Edges: 22A[A], 236B BE, 66A BE, 1B BE.
 
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ZWEI

[A] +1: Duck EIN and WrKK
6A -14: 2K Block punish (misses long range)
3A -17: 3kB it on block, but only if you KNOW they won’t follow up with any moves.
3AA -4: Duck and WrKK or REM the high.
1A -20: Block WrKK
4A -16: 3kB on block only if you KNOW they won’t follow up EIN
4[A] +8: You can REM EIN if he doesn’t charge it. If he does charge it, then you can 3BKK him while he is recovering.
B hold +2: REM EIN
3B -16: 3kB on block
1B series: Duck WrKK. If he is using EIN as a spacing tool, then REM EIN.
4B -14: 3A (Misses at long range)
2K -14: block 2K
1K -16: 3kB on block
4K -18: 3kB on block if you KNOW they won’t follow up with B
4KB -16: 3kB on block
A+B -16: 3kB on block
4A+B/[A+B] -24: 3BKK on block
B+K -9: If you can anticipate it, try to REM EIN
22*88A -17: 3kB on block
11*44*77A -18: WrKK on block
66BA -8: Duck and WrKK
33*99B -13: Block then and punish with the almighty K
22*88B -16: 3kB if you KNOW there won’t be a follow up
22*88BB -15: Block and 2K
11*44*77B: Whatever you want since the impact frames on that move are roughly around the number "please kill me"
11*77K -17: Block and WrKK
66[A+B]: Depending on how long EIN is delayed you can 3BKK
66B+K -24: Block and 3BKK
Run K -22: WrKK
4B BE -8: JG it and get 3BKK or if they delay it you can get a CE.
33*99B BE: Interrupt EIN by getting 3BKK or REM EIN
33*66*99A BE: REM EIN
Critical Edge -"Please kill me": 3BKK

Guaranteed Critical Edges: [A], 1B Series, 6B+K Series (A and no follow up don’t GI), 44B (React-able), 66A+B, 3A BE, 1K BE, 33*66*99A BE, 33*99B BE
 
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LEIXIA
AAB -15: 2A or 3A
3AA -8: REM 2nd hit
6B Follow ups: WrKK ducks the A and interrupts aB
4B Follow ups: 4A TS the B and interrupts bK
3B -13: K punishes on block
WrB -18: 3kB on block
6K -18: 3kB if you KNOW they won’t follow up
6KK -16: 3kB on block, step 22B, or CE the 2nd kick
1KK -9: 9A over the 2nd hit
2K -14: 2K punish on block
Jump K -14: 3A/2A on block
A+B/[A+B] -14: 2A/3A on block. No options at mid-long range. Charged version can be Critical Edged and stepped.
2A+B -22: WrKK punish on block
WrA+B -18: Block first hit then WrKK beats all follow ups.
WD A+B -24: Block WrB punish
33*66*99A -14: Block 3A/2A punish
33*66*99A -12: CE 2nd hit
44[A] -6: WrKK under 2nd hit
11*77A -16: WrKK on block
66BB: Step to the right 22B
11*44*77B -22: 3kB on block. Don’t 3BKK since she can aGI it from 44B4
33*99BB -13: K punish on block. You can CE the 2nd hit.
22*88K -16: WrKK on block
22*88kAA: REM the 2nd A
AA BE Variations: JG 3rd hit and 3AB to interrupt both options.
Critical Edge -20: 3BKK

Guaranteed Critical Edges: AA BE (3rd hit), 4A+B.
 
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NATSU

AA6 -15: 3A will punish, but watch out for AAB
A6 -14: 3A on block
A:6 -14: 3A on block
6AB -14: 3A on block. You can try to step to the left for a 22B or back grab, but Natsu has the ability to stop that with 6AK. You can also CE the 2nd hit.
6AK -8: Duck 2nd hit WrKK or CE 2nd hit
3A -13: K punish on block.
1A -26: WrKK BE or 4B punish on block. At long range use WrB because 4B becomes too slow and WrK won't have enough range.
WrAAA -18: 3kB on block or REM the 3rd hit with a delayed K to combo the airborne aGI . You may also CE the 3rd hit
WrAAA6 -28: 3kB is the easies tool to react with, however if you can anticipate then use 3BKK or A+BBK BE
BBK -10: Duck 3rd hit and WrKK or CE the 3rd hit
BK -8: Duck 2nd hit and WrKK or CE 2nd hit
3B -18: 3kB on block
2B -14: 3A on block
4B -14 3A on block
KKK -14: 3A on block or as a better option duck the 3rd hit into WrKK
KK2K -14:2A on block or i f you can anticipate it, REM the 3rd kick.
3KKK -14: 3A on block or JG the 3rd kick into 3BKK. You can also CE the 3rd kick.
2K -16: WrKK on block (be wary of 2KK)
2KK -8: 4A with slight delay will evade the 2nd Kick. You can also CE the 2nd kick.
1K -14: 2A on block
4KK -14: 2A on block or 9A over the 2nd kick
FC3K -16: WrKK on block (be wary of FC3KK)
FC3KK -9: Step to the left and 22B or CE the 2nd kick
JUMP KA -18: 3kB on block
A+B4 -21: 3kB on reaction 3BKK on anticipation
6A+B -15: 3A on block
2A+B UA: 9B Beat all options
4A+B -15: 2A will only be a punish if your back is to a wall/ring edge
66*33*99AB -16: 6B on block, 3BKK on JG
66*33*99AB4 -17: 3kB, most likely will have to anticipate this
66*33*99B -16: 3kB punishes when your back is to a wall/ring edge
66K -16: 3kB if you blocked standing, WrKK if you blocked in a crouch state.
22*88KA -18: 3kB on block or REM the horizontal into a delayed K to combo airborne aGI. You can also CE the horizontal.
22*88KA4 -35: 3kB to secure a punish in case they decide not to teleport, however if you can anticipate it 3BKK
44K -17: WrKK on block
RUN K -22: WrKK on block
66B BE +6: Duck the second hit, WrKK
PO A6 -14: 3A on block
PO A:6 -14: 3A on block
PO K -21: 3BKK on block
PO B+K -26: WrB on block
WRO A -14: 3A on block
WRO B -24: 3BKK on block
WRO BB: 3BKK on block, however WRO BBB evades punish.
WRO BBB: Run forward while she's in air for a back grab, or GI the break attack into 2A+B for 93 damage
DB KA -18: 3kB on block or REM the horizontal into a delayed K to combo airborne aGI. You can also CE the horizontal
DB KA4 -35: 3kB to secure a punish in case they decide not to teleport, however if you can anticipate it 3BKK

Guaranteed Critical Edges: WRO BBB (which is pointless), and 66B BE.
 
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EZIO AUDITORE

6AB - You can duck the second hit for a WR K punish, alternatively if you have a bar of meter you can CE right after the first hit on block for a GI.
6ABB is -16: Use 3kB. On JG it is -25 so use 3BKK
1A is -16: Use WR K
I'm sure you can think of all sorts of creative ways to punish xbow on whiff.
4B is -18: Use 3kB at point blank range, use 6A for mid range. At tip range you're SOL.
WR BB is -16 but you can't do anything about it due to the pushback. On JG he is -27 so then use 3BKK or 4B
7*8*9B is -14: Use K or 3A
6K2 is -32: It seems best to use 44B ->3AB for the most damage and ease of execution.
6K2 is -18 on hit: At absolute tip range you are SOL, otherwise, stick to 6A as it covers ALMOST every range, WR K is a choice at point blank.
A+B on block is -16: Use 3kB. However if they roll this will not punish. 3A will punish and catch both rolls. If you are certain he will roll then 1A will hit before he has time to attack or block.
22*88A is -15: Only at point blank range can you punish with K or 3A, otherwise you cannot do much about it.
22*88AA is -23: 3BKK will punish at all ranges. On JG it is -32 so you can probably eat a meal in the meantime. You cannot use REM or CE in between the two sword swings.
11*77A is -20: Stick to 3BKK
44A is -14: At close to mid range use 3A, otherwise you cannot punish.
66B is -16: Use 3kB.
66BB is -16: Use 3kB. On JG it is -25 so add 3BKK to that list. Or you could just step it for a 22*88B punish. OR YOU COULD CE THE SECOND HIT.
11*77K is -16: Use WR K
BB Brave edge on JG is -17: So you can use 3kB. Or CE the third hit.
66BB Brave edge is the same deal as 66BB just safer on JG (-23)
CE is -18 and forces crouch: At close range you can use WR K. At mid range use 6A. At tip range you are SOL.

Guaranteed Critical Edges: BB BE
 
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RAPHAEL

AB -14: 2A will punish close up and 2K punishes all ranges except for tip.
6AB -16: 6B punish up close. Duck 2nd hit into WrKK. You can also CE the 2nd hit (timing is strict)
6A(B) -2: Duck 2nd hit WrKK. You can also CE the 2nd hit (timing is strict)
4A -16: 3kB on block
1A -16: WrKK on block, at tip range Raphael is safe.
BBB -16: 3kB on block or CE the 3rd hit.
6BBB -16: Step third hit into 22B or CE the 3rd hit
6B(B) -3: 3AB beats all options.
3(B) +1: 4B beats all option except Prep K. Prep K is slow so if you know they will do it, interrupt the move or block punish with 3kB, or REM the kick.
4(B) -1: 4B beats all option except Prep K. Prep K is slow so if you know they will do it, interrupt the move or block punish with 3kB, or REM the kick.
2K -14: block punish with 2K
1K -16: 3kB on block
A+B -17: 3kB on block. Watch out for A+BA
A+BA -12: 9A over the low.
33*99A -16: 3kB on block
11*44*77A -18: 3kB on block. Watch out for follow ups.
11*44*77AB -16: 6B on block. Watch out for Prep moves.
11*44*77A(B) -1: 2K beats all options.
33*99B -16: WrKK on block (Misses at tip range)
11*77B -16: WrKK on block. Watch out for follow up.
11*77BB -12: 9B over the 2nd hit.
44B -16: 3kB on block.
33*99K -18: 3kB on block. Watch for follow up.
33*99KB -16: 6B on block
11*77K -16: WrKK on block.
RUN K -22: WrKK on block.
6BB BE -6: TS last hit with 4A or step to the right and 3BKK. You can 3BKK on JG.
Prep K BE +0: Duck 2nd hit into WrKK or REM the 2nd kick
Prep BB BE -6: TS last hit with 4A or step to the right and 3BKK. You can 3BKK on JG.
Critical Edge -20: 3BKK on block.
Prep AB -16:6B punish up close. Duck 2nd hit into WrKK. You can also CE the 2nd hit (timing is strict)
Prep A(B) -2: Duck 2nd hit WrKK. You can also CE the 2nd hit (timing is strict)
Prep BBB -16: Step third hit into 22B or CE the 3rd hit
Prep K -16: Block punish with 3kB, or REM the kick.
Prep A+B -22: WrKK up close and WrB at a distance.
SE K -13: 2A on block close up.

Guaranteed Critical Edges: 6BB BE, Prep BB BE, Prep K BE (has a timing to it).
 
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VIOLA

Orb AAB -18: 6AK punish after the 2nd hit.
Set AAB +5: REM the orb
6AA -16: Block punish with WrKK
6AB -4: REM the orb. You can also aGI with CE with good timing
1A -20: Block punish with WrKK
ORB 4A -13: From standing block K punish, from crouching block FC A
SET BBB +8: REM the orb
SET 3B -14: 3A on block
1B -20: 3BKK on block
SET Jump B -18: WrKK on block
2K -14: Punish with 2K
1K -16: Block WrKK
ORB A+BA -18: 3kB punish on block
SET A+BAB +4: REM the orb. CE with good timing.
1A+B -21: WrKK on block
SET 2A+B -19: 6A will give counter-hit properties. WrA has the most range for a punish. 6B+K is a good meterless punish also, but lacks the range of WrA
ORB 8A+B -23: 3BKK on block
SET 8A+B -13: Step the orb into 22B
SET 6B+K: REM the orb. REM WILL NOT aGI IF THE ORB IMPACTS WHILE SHE'S DOING A VERTICAL
SET 2B+K: REM the orb. REM WILL NOT aGI IF THE ORB IMPACTS WHILE SHE'S DOING A VERTICAL
66AAB -6: Duck 2nd or 3rd hit into WrKK.
SET 33*99A -18: Block and WrKK punish
ORB 22*88AB -14: 3AB on block
SET 22*88AB: REM the orb
ORB 11*44*77A: 3kB on block (watch for follow up)
SET 11*44*77A: 3kB on block (watch for follow up)
SET 11*44*77AB: 3kB on block
11*44*77B -14: 3A on block
33*99K -13: K punish
ORB 22*88KB -25: 66BBB punish on block
SET 22*88KB +8: REM the orb
11*44*77K -15: 2A on block
ORB 66A+BB -18: Block and WrKK punish
SET 66A+B -16: Block and 3kB (watch out for follow up)
SET 66A+BB -22: Block and 3BKK
66K BE: REM B will aGI the fast one and beat out the charged version
SET A+B BE: REM the orb
SET 44A BE: You can JG the first orb attack and then REM the 2nd orb attack if she doesn't cancel it. You also can block the first orb attack and then 4A to evade the rest of the orb attacks, however Viola can attack you if she anticipates it.
SET 22*88B BE: You can REM the orb as it comes back to Viola, however she can attack you to avoid that from happening.
SET B+K BE: REM the orb. REM WILL NOT aGI IF THE ORB IMPACTS WHILE SHE'S DOING A VERTICAL
SET 2B+K BE: REM the orb

Guaranteed Critical Edges: SET 44A BE (will miss if your back is not to a wall or ring edge), SET 22*88B BE (the first orb attack), 66K BE, 8A+B, 11*44*77B
 
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PYRRHA

AK -14: Block punish with 3A
1A -22: You can block into WrKK but you need to watch out in case they do the 2nd hit
1AA -22: Block and punish with 3BKK
4AA -22: You can either REM the 2nd hit or block punish with WrKK, but watch out for a 3rd hit
4AAA -22: Block punish with 3BKK, watch for BE version of this move. You can CE the 3rd hit.
4AB -14: FC K this on block if you are within range or sidestep into 22B. You can also CE the 2nd hit.
6BK -14: Block them and punish with FC A or REM the kick
3B -16: Block and punish with 3kB or 6B
2BB -20: Block punish with 3BKK or CE the 2nd hit.
3KK -16: Block and punish with 3kB or 6B. If you can JG the 2nd hit you are at +26 so you have time to 3BKK. You can also CE the 2nd hit of this.
2K -14: Block punish with FC K or FC A
1K -15: You can block punish it with FC A or FC K. If the Pyrrha player is making it obvious you can go for a REM aGI
Wr(A+B) +14: This move is i67 so it is possible to react with a REM aGI or a CE.
B+KB -20: Block punish with 3BKK
2B+KBBB -16: Block punish with WrKK
8B+K -12: There is enough time to react with a jump B. If you just guard it you are at +23 so you can 3BKK punish it.
11*77AA -14: There is enough time for Xiba to FC A in between the two attacks to stop this ghetto mix up. If you block it you get 3A. On JG you get a free 3BKK. You have time to CE the 2nd hit regardless if you block the 1st hit or not. At tip range, If you block the 1st hit you can backstep the follow up and 3BKK punish.
11*77A(A) +14: Same thing as the normal version but you can not block punish it, but for this version you can REM aGI the 2nd hit.
33*99B -14: You can 3A block punish except at tip range.
22*88B -18: On block you can 3kB pretty easily. (This also punishes 22*88BA)
22*88BA/BAK: On block 3BKK punishes both options. BA get hits by all 3 attacks and BAK gets hit by the 2 kicks of that string. You can also choose to use A+BBK BE if have the meter for more damage.
11*44*77B -14: 3A block punishes except for tip range.
66K -15: You can 3A punish, but I would recommend standing K since 33*99K look exactly the same as it but it is -13.
33*99K -13: Block and punish with K
11*44*77K follow ups: You have time to A+BBK or 9K in between both moves. A+B does more damage to the A version and 9K does more damage to the B version.
66B+K series: You can CE the 2nd or 3rd hit. You can also duck the 2nd hit into WrKK
RUN K -22: Block punish with WrKK
236A -18: Block punish with 3kB (watch for 2nd hit)
236AA -16: Block punish with WrKK or REM the 2nd hit.
236B -18: Block punish with 3kB
236K -27: Block punish with 3BKK
4AAA BE: You can REM the 2nd and 4th hit and CE the 3rd (weird timing for GI property)
66B BE +10: You can step into 22B, but if you have difficulty stepping you can always use 4A to TS for you. On JG you are at +17 which you can use to 3kB punish
236AA BE +8: You can REM the 2nd hit. On JG you have enough frames to A+B punish.
You can step this move to the right for a 22B punish, but it is easier to JG it or REM the 2nd hit.
CE -19: 3BKK punish on block

Guaranteed Critical Edges: 66B BE, 236AA BE (weird timing for GI property unless you JG the low), and CE if you JG the first hit.
 
HILDE

6AKA| WR KK / WR K(BE)
6AKB| Step 3rd attack, A+B (be wary of 6AKA)
6AK mix up can be stopped with 1K
3A| K
1A| WR KK / WR K(BE)
6BBB| Duck 3rd attack, WR KK / WR K(BE)
3BA| Duck 2nd attack, WR KK / WR K(BE)
3BB| Step 2nd attack, A+B
1B| WR KK / WR K(BE)
4B| 3kB (close range)
2K| 2A (close range) / 2K
1K| WR KK / WR K(BE) (be wary of 1KK)
4K| 3A
A+B| 6B
[A+B]| Step 2nd hit left, A+B
2A+B| 6B / 3kB
2B+K| WR KK / WR K(BE)
11_77A| WR KK / WR K(BE)
44A| 3A / 2A
44B| WR B (closest range only)
RUN K| WR KK / WR K(BE)
CE|3BKK
C3A | CE or REM
Moonlight Dance: C[#]B series
MD3 | C3BA| 4B / run in closer, A+B
 
XIBA

AA/AAK: Duck the 2nd hit and WrKK. You can block the 3rd hit and 3kB but ducking is the better option. You can CE the 2nd and 3rd hit.
6AK -6: This string can be interrupted with 3AB for counter hit damage, or you can 2A in between the attacks to force a back grab launcher mix up. You can CE the 2nd hit, but it will whiff if you are close/mid range (To avoid this problem you can buffer your CE while you are guarding. If you do this it will reallign.).
3AB/3A(B): Duck the 2nd hit into WrKK. You can CE the 2nd hit of 3AB.
1A -17: Block and punish with WrKK. Will miss if you are at a distance.
4A -13: If you are close enough you can block punish with K
BB/B(B): You can step the 2nd hit into 22B (Can combo into 3BKK if you step to the left. Only applies to normal BB, not B(B)). You can also CE the 2nd hit of BB.
6BK -6: Same thing as 6AK, but 3AB only works at tip range.
3BK -12: You can duck the 2nd hit into WrKK. Make sure to watch for 3(B) ~ REM B
3(B): You have 15 frames if you want to beat out Xiba's fastest option (REM A). If you are waiting and able to react to the transition, 1K will beat all options. If you know they will do REM B, 6BK will be a higher damage punish (will trade with REM A).
1B -14: If you are at the closest range possible, FC K will block punish.
3K -15: Block punish with 1K since it has the most reach. This move can not be punished at tip range.
3kB -18: You can 3kB punish this on block or 6A for an easier block punish.
2K -14: Block punish with FC K
WrK -13: Block punish with K. This will miss at tip range.
9K -13: Block punish with K
7*8K -16: Block punish with 3kB or 1K
A+B -14: Block punish with K. 3A or 2A can be blocked at some ranges which will put you at a disadvantage. Punishes miss at tip range and watch out for A+BB
A+BB -21: Block punish with 3BKK.
3*1A+B -16: Block and punish with WrKK
2A+B -15: Block punish with FC K. Will miss at tip range.
FC A+B -8: Step to the left into 22B (Combos into 3BKK most of the time)
WD A+B -30: If you are close enough FC A+B this. 4B punishes this move at all ranges.
BT B+K: Punish with 3kB or 1K
33*99A -20: WrKK punish this move, but watch for extra attacks.
33*99AA -24: FC A+B this on block. Watch out for the brave edge version.
22*88A -13: Block punish with K. Watch for extra attacks.
22*88AB -14: 3A this on block. It will miss at far range.
22*88A(B): You have 30 frames to interrupt the fastest option from REM. In theory you have time to A+B if you want to be gutsy.
11*44*77AA -9: Jump B over the 2nd hit. You can also REM aGI it.
33*66*99B -15: 2K can punish this but will miss at tip range. Watch for additional attacks.
33*66*99BB/BBB: You can step to the right into 3BKK. The reason why you shouldn't do 22B is because if Xiba does all 3 hits of the string he will evade it. 3BKK punishes both the 2 hit version and 3 hit version. The 3 hit version will clash with 3BKK, but the kicks still follow through for about 60 damage. You can also CE the 2nd and 3rd hit.
22*88B -16: 3kB or 6B this on block
66KB -16: You can sidestep this into 22B (If you step to the right you can combo it onto 3BKK). You can block punish this with 3kB or 6B (not much damage in comparison to 22B). You can also CE the 2nd hit
33*99KB -7: Step the vertical to the right into a back grab. You can also CE this, but damage will be reduced from the TJ of 33KB
22*88K -16: Block and punish with WrKK
Run K -22: Block and punish with WrKK
CE -20: Block 3BKK
33*99AA BE -17: Block this into WrKK. On JG (+27) you can FCA+B this.
REM A -16: 1K or 3kB on block. Watch for 2nd hit.
REM AK -16: 1K or 3kB on block. You can CE the 2nd hit.
REM K -18: Block and WrKK punish.

Guaranteed Critical Edges: 44K BE, FC A+B (Whiffs at tip range)
 
IVY

AA : 4A after first hit to dodge the second or duck second hit and WrKK
(A) : 4A after first hit to dodge the second or duck second hit and WrKK or JG second hit and 3BKK.
6AK : Duck second hit and WrKK or CE the 2nd hit
6(A) : After blocking 3kB (SHORT RANGE ONLY).
3(A) : After blocking 3kB (SHORT RANGE ONLY).
1A : After blocking WrKK (SHORT RANGE ONLY).
214A : After ducking WrKK (SHORT RANGE ONLY).
(B) : After blocking second hit WrKK or CE the 2nd hit. You can also step the 2nd hit into 22B
6B8 : After blocking 3BKK or 3kB. (watch for follow up
6B8K: REM the kick
FC 1(B)B : After blocking first hit 3BKK.
1K : After blocking WrKK.
A+BB : After blocking first hit use 8K to evade the second and damage for possible clean hit.
WrA+BB: Duck the 3rd hit and WrKK
4A+BB : After blocking first hit CE the Follow up
8A+BB : After blocking all hits 3BKK.
8A+B(B) : After blocking all hits 6K ~ 6B.
7B+K : After blocking 3BKK (SHORT RANGE ONLY).
66(A) : JG second hit and 3BKK or REM the 2nd hit
11*77A : WR KK/WR KK BE (SHORT RANGE ONLY).
44(A) : After blocking 3BKK (SHORT RANGE ONLY).
22*88(B) BBB : After blocking all hits WrKK. Can be stepped to the right for a 22B punish. K interrupts the transition between the first and 2nd hit. CE the 2nd hit.
44BB : CE the 2nd hit
44BBB : After blocking the first two hits use 3BKK.
22*88K : After blocking WrKK
44*77*11K : After blocking 2K.
RUN K : After blocking WrKK
1B BE : After JGing second hit 3BKK. Can be stepped to the right for a 22B
22*88B BE : After JGing second hit 3BKK. REM the 2nd hit (Ivy will be at a distance, so after REM B you will need to use 33*99 AA as a follow up)

Guaranteed Critical Edges: 66B BE, 1B BE, 66(A)
 
CERVANTES
aB - 3kB
1AB - 3BKK
4aBB - 3kB
WR AB - 2K
BBB - WR KK
bA - 2K
4BK - Duck the kick then WR KK
6K - 2K
1K - WR KK
3A+B - 3kB
4A+B - Guaranteed CE (only if you are in range of being hit by it)
8A+B - Anything you like afterwards because he automatically does a GDR charge after landing.
WR A+B - 3kB
2B+K - 2K (Both charged and non-charged versions of 2B+K)
1B+K - JG then 3BKK
9B+K - 2K
WR B+K - 22_88B ~ B+K
22_88AA - 2K
44B - 3kB (Close range only)
33_77K - WR KK
Running K - WR KK
iGDR B - 3BKK
214B - 3kB
214B+K - Guaranteed CE (if timed correctly)


 
AEON
3A| 3A
1A| reactable, 8B
WR AB| WR KK / WR K(BE)
3B| K (closest range only)
2K| 2K
1K| WR KK / WR K(BE)
8B+K| WR KK / WR K(BE) (close range only)
4b+kG| 2A+B
22_88A| 3BKK (be wary of B)
22_88AB| 3kB
11_33_77A| 3kB
11_33_77[A]| 3A
66B| 3BKK
66BK| Step the 2nd attack, A+B
33_99B| 3A
11_77B| FC 2A
44B| 3BKK
44BAA| Duck 2nd attack, WR KK / WR K(BE)
66K| 3kB
11_77K| WR KK / WR K(BE)
44K| WR KK / WR K(BE)
RUN K| WR KK / WR K(BE)
CE| 3BKK

String Auto GIs:
44BAA| B+K 2nd hit / B+K 3rd attack
WR AB| CE 2nd hit
BBB| CE 2nd hit, CE 3rd attack
6BB| CE 2nd hit
66BK| CE 2nd hit
6B(BE)| CE before the last attack
 
TIRA
Jolly Side:
6AB - WR KK
2AB - 3BKK
WR BK - 3BKK
1K - WR KK
236K - WR KK
4B+K B - JG second hit and 1A OR CE second hit (Be very careful if you choose to use your CE, the opponent can decide to just use the first hit and not use the second one so choose wisely)
BT B+K B - WR KK OR JG second hit and 3BKK OR CE second hit (As before, be careful when using the CE punishment because the opponent can mix it up and just use the first hit)
66AA - 3BKK OR REM second hit (Same warning as CE punishments)
44AA - 1K OR REM second hit (Same warning as CE punishments)
44A2A - WR KK OR REM second hit (Same warning as CE punishments)
11_77B - 2K
Running K - WR KK
7_8_9B+K K - If she is going to land in front of you, you can use a CE punishment (Same warning as CE punishments)
7_8_9B+K B - If she is going to land in front of you, you can use a CE punishment. (Same warning as CE punishments)

Gloomy Side:
4B: B :B - CE the last hit but even if they fail to perform the last hit you still get a free albeit weaker CE.
 
NIGHTMARE
AAB | WR KK/WR K(BE)(only at closest range)/6B
A2A| WR KK/WR K(BE)
A2AA| 6B
6A| 3A
3A| 3BKK
3AA| 3BKK
3A2A| WR KK/WR K(BE)
2A| FC 2A
1A| WR KK/WR K(BE)(be wary of GS A)
1A6| FC 2A
3B| WR A
3| FC 2A
1B| WR KK/WR K(BE)
4BB| 3A
4B| 3A :)
FC 3B| 3kB
WR B| 3BKK(be wary of NSS K)
WR | 2A
2K| WR KK/WR K(BE)
4K| 3A
4KK| Duck 2nd attack, WR KK/WR K(BE)
1K| FC 2A
WRK| 3kB
A+B| 3BKK
2A+B| WR KK/WR K(BE)
22_88AA| 3kB
33_99B| 3BKK(be wary of GS A)
33_99B6| 2A
33_66_99K| 3kB(be wary of GS A)
33_66_99K6| 2A
33_66_99A+B| WR KK/WR K(BE)
RUN K| WR KK/WR K(BE)

33_99B(BE)| 3kB
4K(BE)| Duck 2nd attack, then step, A+B
2B+K(BE)| 9B (not at close range)

Grim Stride: (2A beats all options in GS at close range)
GS A| 3kB/ Duck, WR KK/WR K(BE)
GS K| 3kB
Night Side Stance: (2A beats all options in NSS at close range)
NSS B| WR KK/WR K(BE)
NSS bA| 3kB
NSS b:A| 3kB
NSS K| 3kB
NSS A+B| 3A

String Auto GIs:
AAB| CE 3rd attack
A2A| B+K 2nd attack
3AA| CE 2nd attack
3A2A| B+K 2nd attack
BB| CE 2nd attack
4BB| CE 2nd attack
4KK| CE 2nd attack
A+B| CE | B+K, time it right and laugh
22_88AA| CE 2nd hit / B+K 2nd attack
4K(BE)| CE 2nd attack
33_99B(BE)| CE 2nd attack
 
MITSURUGI
1A| WR KK / WR K(BE)
1aB| Step right, 3BKK
bA| 3BKK
3B| 3kB (be wary of brave edge)
kB| WR KK / WR K(BE)
2K| 3kB
2KB(hit)| 3kB
2KB(block)| 3BKK
2KB6| 3kB
4KB| Block the 1st attack, 4A
1K| FC 2A
B+K| 3kB
11_77A| WR KK / WR K(BE)
44A| 3A
33_66_99B| K (be wary of 2nd B)
11_77BAB| Duck 2nd attack, step, A+B
33_66_99BB| 3BKK / Step 2nd B, A+B
RUN K| WR KK / WR K(BE)
2KB(BE)| 3BKK
SS B(BE)| 3kB / 6B
CE| 3BKK

Silent Step:
SS B| 3kB / 6B

Mist:
MST BB+K| 2K
MST K| WR KK / WR K(BE)
MST KB| WR KK / WR K(BE)
MST B+K| 2K

String Auto GIs:
FC1BB| CE 2nd attack
2KB| CE 2nd attack
4KB| CE 2nd attack
33_66_99BB| CE 2nd attack
11_77BAB| CE 2nd attack / CE 3rd attack
MST BB+K| CE 2nd attack
 
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