Xiba Punishment Guide ~ In Progress

VOLDO


1A -16: punish with WrKK
3A -16: punish with 3kB. At tip range it will not work.
WrAA -16: punish with 3kB. on JG you can 3BKK
3BB -14: you can interrupt with a CE or JG the second hit and punish with 3BKK
2BB -10: At tip range, you can sidestep the second hit and punish with 22B. You can CE the 2nd hit and on JG (-17?) you can punish with 3kB
1B -16: punish with 3kB, at tip range it won't work
FC 3B -16: punish with 3kB
WrBB -15: JG the second hit and punish with 3BKK or interrupt with a CE.
BS 8BK -22: block the low and interrupt the string with a CE, or duck the second hit and punish with a WrB
8A: Punish with 2K on block
BS 8K -15: punish with 3A, at tip use 2K (watch for 2nd hit)
BS 8KA: duck the second hit and punish with WrKK. 3A interrupts the string
8K: punish with 2K or 6B
A+B -15: punish with with 2K
66 A+B -18: You can only punish if your back is to an edge with 3kB
66 A+BK 0: duck the second hit and punish with a WrKK or CE if you're quick enough
2A+B -18: punish with WrKK but at tip range Xiba cannot reach Voldo
B+K -16: punish with 6B, 3kB, or 1K
BS 2A+B -22: punish with WrKK and at tip range us WrB
66A -14: punish with 3A
BS 66B -15: punish with 3A (watch out for 2nd hit)
BS 66BK -18: punish with 3kB, interrupt with a quick CE or JG the second hit and follow it up with a 3BKK
11K -16: punish with WrKK
44 A+B -16: punish with 3kB
6B BE: JG and punish with 3kB
66B BE: JG the second hit and punish with 3BKK
MCFT B -26: 3BKK on block
MCFT A+B4 -16: block and punish with 2K
MCHT A+B -16: You can punish with 3kB but keep in mind that Voldo can still 66 or switch to deathroll
MCHT 66: Block and punish with WrKK
CR A+B -26: punish with WrKK
LF A -19: punish with WrKK
LF (A) +12: 9B over 3rd hit
LF B BE +14: you can JG the 3rd hit and punish with 6B

Guaranteed Critical Edges: LF B BE, 33*66*99B BE, 6B BE.
 
ASTAROTH

AA -18: You can duck the 2nd A into WrKK or you can REM it.
AB -12: You can step this into 22B, CE the 2nd hit, or JG (+21) and get a 3BKK
6AA -6: You can duck WrKK or REM the 2nd hit
2A -14: FC A or FC K if you are close enough on block.
1AA -24: 4B punishes at most ranges. JG (+41) you can punish with 4B+K at all ranges.
1AB +10: You can side step into 22B, A+BBK BE, or 44K BE. You can interrupt the string with CE or 6A BE for ringout/wall combo. If you are REALLY CLOSE and near a wall you can 6B BE. For forward wall combos interrupt with 6B+K.
214AAAAAA: If Astaroth only does 2 or 3 he is at -22 so 3BKK. Any more of those A's and he is at -16 so you can 3kB or a practical 6B. If you JG the first hit you have time to REM it. If you JG the 1st or 2nd hit you have time to CE, but the first hit on JG needs a slight delay if you want the GI.
Jump A -14: You can 2A punish since it covers the most range, but it misses at tip.
BB/BB6: Step to the right since they both track your step to the left. You can CE both of them.
3B -16: You can 3kB punish it
2B -14: If you are close you can get a 2A block punish.
1B -20: You can 3BKK on block, but watch for the 2nd hit.
1BB -18: You can 3kB on block.
6K -14: You can 2A on block but at tip range it will miss
3KA/(A): You can REM both follow ups but you will need to 33AA because 6B is out of range
2K -14: 2K his 2K
4KK -14: 2A on block.
WrK/KA: You can 6B/3kB on block since it will beat both options.
A+B -19: 3BKK punishes at all ranges but tip.
3A+B -17: 6A punishes at all ranges but tip. Normally this would be bad but Astaroth can't punish it.
4A+B -17: 3kB or 6A punish on block.
2B+K -18: WrKK punish at all ranges except tip.
33*66*99A -18: 6A or 3kB on block, watch for the 2nd hit
33*66*99AB/(B): Step into 22B (if you step to your left you get 3BKK)
11*77B -16: WrKK punish on block 11*77BK will evade it
11*77BK: Whiff punish with 3BKK
Run K -22: Block punish with WrKK
33*66*99K BE -10: JG (+23) this and punish with 3BKK

Guaranteed Critical Edges: 1BB(Will block punish 1B), 66K BE.
 
ALPHA PATROKLOS
agB - 3BKK
6AA - 3kB
1A: A: A - If you block the first two hits you can use 3BKK
bA - 3BKK (Close range only)
1K - 2K
2A+B - WR KK
22_88AA - Duck second hit and then use WR KK
11_77A - WR KK
22_88BA - Duck second hit and then use WR KK OR you can CE the second hit.
11_77K - WR KK
Running K - WR KK
2143aB - 3BKK
2143B: B - Sidestep either left or right in between the first and second hit and use 22_88B ~ B+K OR you can CE the second hit.
 
ALGOL
6AAB| 3kB (short block stun)/6B
3A/3AA| K
1A| WR KK/WR K(BE)
4AB| kB (be wary of the delay on the B)
6BB| Duck 2nd attack, WR KK/WR K(BE)
3B| 3kB / 6B
3BB| Quick step right, A+B
1B| K
4B| 3kB (be wary of 4BA)
4BA| 3kB
623B| 3BKK
FC 8B| 3A
WR B| 3A
6K| K (be wary of 6KK)
6KK| Duck the second hit, WR KK/WR K(BE)
2K| FC2A
1K| WR KK/WR K(BE)
4K| K (1B to avoid the delay mixup)
WR KK| 3kB
BT 2K| 2A

6A+B| Very Slow/Reactable. Step, A+B
2A+B| Block Low, WR KK/WR K(BE)(very close range only)
4B+K| A+B (do not step backwards for any attack)
33_99AB| Step 2nd attack, A+B
11_33_77AA| 3kB
11_77B| WR KK/WR K(BE)
11_77K| WR KK/WR K(BE)
RUN K| WR KK/WR K(BE)
41236 A | Duck, WR KK/WR K(BE)
41236 K | WR KK/WR K(BE)
41236 A+B | 4B (be wary of the second hit)
CE | WR KK/WR K(BE) (if in range)

Qamar I'klil:
QI K:| 3BKK

String Auto GIs:
6AAB| CE 3rd attack
3AA| CE 2nd attack
3BB| CE 2nd attack
4BA| B+K 2nd attack | CE 2nd attack
WRK[K]| CE 2nd attack
33AB| CE 2nd attack
 
Here is a YOSHIMITSU punishment list, apparently it's still not on the forum so I did it to complete this really useful thread.
If one mod could just copy and past it in the real post of PartyWolf it would even be better!
I mean if you find this useful of course.

3AB -16 : 3kB or 3BKK on Just Guard
1AAAAA : 2A each hit is -14 except on JF
214 A -17 : WSKK

3B
-14 : K it's not Pyrrha 236B but better than nothing.
1B -16 : 3kB

6K/6KK
-20/-16 : 3kB punish and interupt after 6K or punish 6KK. Otherwise, 3BKK if you're sure that Yoshi is gonna do only 6K.
4KB : JG second hit or step on the left for 3BKK punishing. CE if you want. Stepping is quite hard actually.
FC3K -22 : WSKK
FC1KKKK : WSKK

A+B
duck and WS KK
B+KBBB : duck the first Bs and wait for the whiff punish, Yoshi is going to whiff the last hit.
9B+KK/9B+K[K] : step and 3BKK

33BB+K
-16 : 3kB
33BB+KA+BK : Duck A+B which is high and 3BKK punishment.
22B -14 : K or 2A close to a wall.
66/22/77/88/22 a+b2B -20 : WSKK

3ABBE
: JG the last hit wich can't be cancel once the BE is done 3BKK to punish, or step righ/left and A+B to whiff punish. CE can be great too.
66ABBE : Steap left or right and punish with A+B. CE might work too.

Stance where Yoshi is kind of "sitting" on his sword
FLE A -16 : WSKK
FLE [K] -22 : Yoshi stays on the ground after that, so WSB is the only option.
FLE666 -27 : FC A+B / WSKK

Stance where Yoshi is sitting on the ground
IND A -21 : WSKK

Stance where Yoshi is flying in mid air.
DGF K : FCA+B / WSKK
 
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