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- General:
- #Corner-defense#
- -In corner under pressure learn to block the jump-in overheads
- -In corner under pressure try 4button OS sometimes, also try advanced one with dash-input sometimes
- -in the same vein, don't try 4button OS too often or you'll get DP-baited if they pushblock-bait you
- #Grappler-defense
- -against grapplers, do not activate Resonance when you are near them or they get a free commandgrab
- -on wakeup: they have always a 50/50, take an option and STICK to it (don't try fuzzy guard or OS, it won't work)
- best option is jump back (beats all but meaty lows and air-throws)
- second best option is dash back (can work against poor jump-ins, hard timing)
- third best DP (beats all but loses hard vs Block obv.)
- -when your new character comes in JUMP EVER and DON'T RESONANCE BECAUSE IT NEEDS WAY TOO LONG AND THE GRAB WILL STILL HIT YOU
- #Incoming-Oki#
- -after you kill someone with DHC you can dash back up to two times and they come down where you are then; this is good when you killed them in corner otherwise you can't cross them up with incoming
- -after you kill someone oki options are: superjump back, then assist + dash forward or up-forward; superjump forward, then assist + dash backwards
- jump upwards then dash forward after they landed and jumping attack; check when their potrait switches then superjump-COMMANDDASH+Assist: https://www.youtube.com/watch?v=bh4wUrIutVg
- #Cross-Combo#
- -use cross-combo once in a while
- -5A+P and IAD over them for easy sandwich-initiation
- -crosscombo activation, then just BLOCK if they have two P-meter and you get a nice punish
- -assist active switch crossup: use assist as pressure while jumping over enemy and land an attack (special attack?), then immediately switch out to your other character to change sides again
- -negative edge active-switch button meaning if you do a partner combo and want to active-switch afterwards, do x[P]~[D] and after it all hit let go of the buttons, this allows you to active-switch on frame 1
- example Noel 5B.AAAAA+4[P]~[D] > ]P[+]D[ > 236B+C does Vatista 4P laser into her super which is very tight and is much easier with active-switch
- -'Doing dp/active switch midscreen is incredibly hard and kinda wack, but if you mean during combos or on block, its pretty easy. For me, I have a button set to dp to make it even easier.
- Have your assist come out or be in cc and hit 5A or 2A (hit or block, doesn't matter) and hit dp immediately after. You'll switch to your partner while the character you were before will dp.
- It's also pretty good against people who like to chicken block (blocking in the air). Lock them in the air with an assist>dp/switch>profit.'
- -looping attacks usually is always best with the attack that has the highest attack-level and the lowest proration
- -activating CC and then active-switching when the enemy bursts
- #DP#
- -DP less often
- -never DP against someone who jumps jump-dashes in, if they don't land with an attack your DP never comes out in time and they get a full punish
- -in the same vein, when using DP while blocking let go of neutral; or use d+DP if you want to stay blocking low: https://www.youtube.com/watch?v=ZvEMesTAQJA
- -when DP-ing against a jumping enemy, learn to delay it enough so low DPs also hits them or you get punished hard
- #Pushblock#
- -use pushblock with thought and see when the enemy is push-block baiting you
- -learn to pushblock and punish
- -when using pushblock, press ever ONLY ONCE so you don't get punished by pushblock dp
- -try not to pushblock multi-hitting projectiles or their assist
- -when you expect someone to pushblock you immediately (like Nu), better stop after your first attack or rely on safe pokes like 2A or 4A
- otherwise you can also do one or two quick attacks like 2A5A and then immediately go for a tick-throw which will cause them to get TRM'd if they pusblock
- #Airdashing#
- -instant airdash better
- -button-airdashing!
- dashing with the short-command is way faster than dashing with double-presses; this is especially true for more complicated moves like jump-forward dash backwards, learn to use it for those things
- -do the jump-forward dash-backwards bait sometimes
- -if you are near them, jump over them (with calling an assist mby), then dash back again and hit them with the no-crossup overhead
- -delayed overheads by jumping at them and then delayed airdash forward/backward with the button
- -also try double-overhead but jumping attacking and THEN doing dash with a delayed overhead
- #General#
- -!Exclamation-Mark! -> Red = Overhead | Yellow = Low | Blue = Unblockable DP
- -watch meter more closely and care for fullscreen projectiles or other meter options
- -use more combos with active-switch as they give you more meter
- -expect enemies doing delayed DHC if you block the first distortion, check their meter for it in time!
- -Burst Punish
- -go more into the air
- -after knocking someone down and you expect them to forward tech, you can dash back while calling an assist and it will hit them while while you are safe
- -dash back while calling an assist can be very safe method when someone is close and you expect them to attack; jump-block + call 4P assist when on defense
- -learn better WHEN to use assist to keep enemy blocking, way too often they get a HB because they hit faster
- -learn better to time your attacks
- -learn to block those air-jumping assist crossups, especially when your new character drops in
- -(not so important) learn how to punish safe DP+assist
- -if someone keeps doing empty 5Cs that you can't punish on reaction, try to throw them after you blocked it
- -NEVER try to throw after a resonance as you get counter-thrown!!!
- -resonance-blaze cancelling specials into supers!
- -Cross-Raid when useful!
- -use enhanced 5C Cross-Assault!
- Character Specifics:
- -Noel:
- use 214C more often (e.g. after a blockstring, in neutral)
- bait DPs in drive
- learn to delay drive buttons more like d.2C
- learn d.5B range (don't use it above max range as it's unsafe then)
- when you got in with d.5B or used it early in the string, extend the combo with the classic 4A, 5A
- use CH 5A, 5B and the combo if you are punishing a DP or learn when you can use 5B instead
- time your 4B better when enemy on wakeup or after resonance activation or they grab you out of it
- try air distortion for ranged punish once in a while
- when going for a full drive on-block, stop before bloom trigger or you get punished
- Punish Pushblock with 236A/B or d.5B
- Pushblock into 236A/B or 2C or IAD j.A
- -Vatista:
- 2A combos into 5B now!!!
- use j.B more often
- j.B as a jump-in to keep them blocking then go for a low or a throw or jump again and stuff
- learn to instant j.C when grounded
- j.C (non-charged) into throw
- end blockstrings either in 214B OR reverse-beat into 2A and then go for a throw/reset/jump/whatever (like 5A > 5B > 2A > Throw)
- stop using blind 236-distortion even on range, it is hella unsafe
- her j.236B is only used at longer range, learn the trajectory and don't use it at half-screen unless you TK it
- learn to TK balls, or someone who runs in on you messes you up
- fullscreen throw bouncy-ball, then 236B to catch them jumping
- ballhit into any laser
- in resonance
- 236C confirm into 236B+C!
- 236C into another 236C
- test me j.C into 214B+C link
- Punish Pushblock with 2C or laser
- Pushblock into 2C or laser
- -Weiss:
- learn to confirm catching someone bursting with 5B
- learn to end combo in 2B/2C when going for 214B+C distortion
- learn the new ice projectile throw combos
- learn to end 2B or 2C in glyphs or ice projectile
- learn glyph setups
- learn if 5A whiffs on crouchers at max ranges
- use counter sometimes (after blockstring mby?)
- use ice barriers sometimes (can also use it after strings!, push them away as far as psbl before using it, or could also use it to block them?)
- get quicker with using projectiles
- land cancels, learn those and practice them
- 5A, jc, j.c can be an instant overhead, but requires specific timing, train that shizz, can then go j.214A into assist combo
- 214C is NOT safe on block, best never use it; 214A/B instead is always safe!
- -Mika:
- j.B, use the hell outta it, also charge it
- try to use 235X more often, but not 236A on the ground
- and if you use it in the air, you can still use an airdash so do that to get back to safety!
- 2C is REDACTED a shit-tier low, use it only if you are 100% sure the enemy won't jump, or you get punished by it just whiffing
- 2C > 5A is one of your best pokes in neutral. On hit you can continue into 2B to convert into a combo, or on block you can stagger into 2A > 5A
- 2C can be good to AS-out
- reverse-beat cancel on-block
- end 236C with 2C as: The most advantageous way to end this move is with the 2A/B/C followup, as it will knock down.
- 236C corner combos
- 236A and 5P crossups for cross-combo pressure
- ALWAYS jump-cancel 236A/B, otherwise it has very long recovery; you have to wait for some seconds after she finishes it before you can jump-cancel it!
- use hj or 236B, then 236A left/right or upwards, then wait a bit and jump-cancel it and come down with a landing j.[B] (mby together with an assist)
- 5BBB into hip-strike OB
- cmd-grab into active-switch
- learn to 5BB instead of 5B when you whiff and they are grounded
- Punish Pushblock with 236A or 2C or IAD j.B
- Pushblock into 236A or 2C or IAD j.B
- -Heart:
- don't overuse 5B
- use projectiles but rarely
- divekick sometimes
- use Mika 6P then when in divekick and AS-out
- you can't j.C after resonancing in the air???
- Punish Pushblock with 214C|A|B or 236C|A|B or 9jc > j.5C or IAD into j.B or j.4C
- Pushblock into 214C|A|B or 236C|A|B (236B might give you the clash if they counterattack!) or 7jc > j.5C or IAD into j.B or j.4C
- -Yumi:
- j.C can crossup even in the corner
- 214C is a great tool to punish people pushblocking!
- -Es:
- don't use jump projectiles when there's no projectile war
- learn to use j.A/B, j.C is very slow in air-to-air
- learn her normal ranges better
- don't use air projectile if enemy is too near or you get punished
- throw combos
- learn that you can't go A into B route
- jump back, dash forward crossup j.C could be pretty wild
- CH 5A goes into 5B
- -Mai:
- don't use projectile too often
- learn to hit combos or learn more consistent combos
- Matchups / Matchup-Knowledge:
- Blazblue mus:
- -Ragna mu:
- learn to block the overhead (5C and gauntlet hades)
- his metered scythe swing is NOT an overhead
- his low is the one with the mad violet effects
- Air-Gauntlet hades has landing recovery so punish with A attacks
- Gauntlet Hades is MEGAFAST, only try to DP punish it at best, I think it's not even possible to react to that one
- Carnage scissors has TWO hits
- -Jin mu:
- his Touga reaches MILES into the air, just do not try to jump it (without blocking)
- his snowflake and projectiles disappears if you hit him
- when he puts the snowflake up close to you just DP instantly
- he has a pretty fast sword projectile as well
- his slower projectiles has 3 (!) hits, so unless you hit him in recovery not even a laser can stop it
- overhead at the end of his icecar
- -Nu mu:
- learn how to get out of her sword pressure (IAD, hj delayed dj, or just jump forward, prepare to block again on ground or in the air)
- learn to block command-dash crossup throw or assist shenanigans
- she LOVES to pushblock punish, when she abuses it stick to pokes and try to deplete her meter
- her distortion gives her a free mixup, pushblock her but not too early
- she can use DHC to create a really ambigious mixup that you can't pushblock, when in doubt try fuzzy-blocking
- she can be thrown out of her swordshoot distortion
- -Hazama mu:
- when he follows up on chain, try to anti-air him or use a fast button
- if he lands after a chain, prepare for a low
- he has a very fast full-screen ground distortion (that hits ~1 backdash in front of him), it is not safe on-block, you can do stuff right after you see the green circles
- for Vatista or other zoners don't use unsafe projectiles (j.236B laser) or he can use his full-screen distortion for a free punish
- they like to jump up rly high then use an assist which you can hardly see because the camera is so high and chain to the other side of screen to cross you up
- don't forget that he has a metered command-grab as well, he'll use it in the corner
- his DP sucks balls, you can actually jump over him when he's in corner and hit him with an air attack while his DP whiffs
- -Es mu:
- her j.C is SO meaty that it will just straight hit you out of most wakeup DPs
- her 236B+C (the projectile) is probably the fastest move there is, she can hit you out of recovery of quick attacks with it, so keep it in mind in neutral
- -Mai mu:
- Crossup-Jump-Attack
- Dash: can be used to reset block-strings and often used to throw you
- metered dash is +2 OB!
- downward spear is a low as of 2.0 update
- 2C has TWO swings!
- she can oki you with her doublejump into backflip, be careful trying to DP, either don't at all or delay it
- -Hakumen mu:
- Double Overhead!
- Instant-Overhead! He can use his air-special out from his hop-dashes. It is the straight vertical downward circle-strike with the black ink.
- Overhead: insanely fast grounded where he swings his sword above his head (he can do it after the first normal hit), after which immediately a low comes unless he cancels it into a command-move which is those ink symbols
- unreactable online so just fucking spam DP there
- IF he cancels it you can ALWAYS EXPECT him to jump straight up afterwards with an attack to make your fast-attacks whiff!
- -12 OB but if you pushblock it you may get even better punishes
- Instant-Overhead in the air where he swings his sword horizontally downwards while spinning; can crossup; halts his momentum so he can use it to bait DPs and stuff
- with meter, he can make a really fast overhead by TK'ing j.C
- Command-Dash Attack: short version is -4 OB; long version is half-screen and -9 OB! and also gives him massive combos on CH
- he can try to mess up your reactions when blocking by adding his dash
- Has pretty good normals, his jump-in is really great, his sword is half-screen and his command-dash easily also is half-screen
- can easily deal 10k damage alone
- can cancel specials into each other which costs 1 bar, and each special only once in a string
- Jump on him as mad as he is weaker in the air, also pushblock him but be wary of him baiting it with command-dash.
- you can't beat him in the air if his moves already came out as his moves have long recovery
- pushblock him like mad so you don't have to take the unreactable overhead, BUT expect him to command-dash or IAD-attack immediately into your face
- ALWAYS prepare for him to IAD into your face with his huge buttons, they do it ALL the time
- when he has meter and you have oki, he might use the metered counter
- you can hit Hakumen 6P assist while he is charging up his sword
- Hakumen 6P is IAD-able, otherwise just IAD-back to be safe and block in air; BUT it can still hit you if you don't block
- if Hakumen 6P gets used and your opponent is near you, be ready for them to IAD over you to make it a crossup, if too scary pushblock them or punish them with a Burst
- people use his 6P-chargesword for pressure, if you trade and it comes out they get a full combo, if you see someone running towards you with Hakumen 6P GET THE FUCK OUT OF THERE
- this is rly nasty when you catch the enemy into a combo but the 6P hits you out of it AND your enemy gets a combo from it...
- beware of using slow projectiles (Vatista balls) as he can destroy them with his sword
- he has a push-bait block after 5BB where he dashes, he will just block and you will DP into him
- NEVER Burst when you are in one of his blockstrings as he can react with metered parry easily
- distortion parry is UNBLOCKABLE but you can jump it if you have low enough recovery
- you can try baiting it with assist projectile and jump over it, but it is not punishable
- -Makoto mu:
- Double Overhead!
- she has an bodyslam similar to Waldstein's which she will use to bait anti-airs on wakeup
- from her shadow clone stuff she can also get a crossup
- 5C is safe OB as of 2.0 update
- -Platinum mu:
- Instant Overhead!
- her normals are deceptively quick and have long range, think of her as holding an ES sword
- using her floating air bubble makes her invincible during it, she will use that one to bait Anti-airs
- -Jubei mu:
- his teleporting special where he appears in criss-cross over the screen needs to be blocked as a crossup once he is by you, but you can punish him with an A attack at least after it
- distortion is very safe and can best be punished if you are near or if you have a quick long-ranging attack (Vatista laser e.g.); you can also try run up 5A but it's tight
- -Nine mu:
- Instant Overhead!
- learn her mixups
- learn to see where tp and when she teleports
- learn to block her air downward rock (j.C)
- always be out for potential fist
- her air fist is a lot faster than ground fist
- fist can hit fullscreen, adjusts depending on your position and goes through projectile barriers (Weiss)
- beware of her 5B (windblow), it's fast and has good range can be low-profiled with timing though
- with her Laser distortion she can make the same DHC pressure stuff as Vatista
- -Tager mu:
- learn if backdash works against Grab/Jump mixup
- when he kills your partner, and he is right near you when you come in and has meter, jump IMMEDIATELY as he will use a command-grab 100%, you CAN'T DP or fast-attack it, it's super-meaty
- alternatively you CAN and spam three-times back (to get the back-dash easier) exactly WHEN you hit the ground, but it's still hard to time
- DHC also works as the invincibility starts earlier but it's obv a hard read
- prepare for projectile spam if he has meter; especially if he has meter for two expect projectile~pause~projectile
- his charged shoulder is fully invulnerable EXCEPT against lows or throws
- the second hit is an over head but punishable (not CH)
- otherwise you can DP after the first hit if it's a fast one or pushblock him
- his charged crouching move (he glows yellow) can be beat if you just DP on reaction
- be careful of jumping, he can DP you which means it's a 50/50
- there is some setup where he can get a reset from your air-tech with his air-grab, to get out you have to TECH NEUTRAL
- his magnetic grab is fully invulnerable EXCEPT against highs (throws technically too but they are too hard to time)
- many Tagers LOVE to DP if they fail a grab or get blocked; depending on the opponents habit don't fall for it
- his DP recovers pretty fast and pushes you away, but it is less active than it looks
- -Azrael mu:
- when he has meter he WILL use distortion, it goes fullscreen is instant and deals MAD damage (lost so many matches because of that)
- he usually uses his metered overhead after his 2C, but there's a frametrap and it beats your attacks, so block the overhead THEN punish him (it's negative)
- teleport dashes, so be careful with your poking or he'll whiff punish you
- -Izayoi mu:
- Instant Overhead! She can just dash forward using her boosters which puts her into the air, always expect it at midscreen!
- Fuzzies!
- when she uses her air-jump-normal which is usually after one starter attack it is a HIGH
- learn to block her sword projectile teleport
- learn how to punish a blocked teleport
- -NaotoK mu:
- 5C is safe OB as of 2.0 update
- he can use Sway to dodge through you; looks like he just fucking disappears and teleports behind you; low range expect it when he's neas; is nasty with assists
- test me is the 6P an overhead or can it crossup?
- test me he has some plus frame moves
- Distortions are both super-safe, be sure to punish them with a quick A-attack!
- alternatively you can also throw him which is ensured punish, do that if they DP immediately after it
- -Celica mu:
- her standard B-string has her do a crossup which is the wheel attack; doesn't crossup in corner though
- she can ONLY go into her overhead or a frametrappy mid
- also if she blocks after it you can still freely hit her for ages
- so in short, spam DP when she does it as it beats the overhead, the frametrap and even her just blocking
- has a command overhead that is head/body- and projectile invul, so either attack with a quick low or block right
- Persona mus:
- -Yu Narukami mu:
- Instant Overhead!
- his skydive is NOT safe when blocked!
- skydive is used with assist sometimes to make a crossup
- skydive gets a bit higher when used, so some DPs or other attacks might whiff
- his slides are unsafe (standard 5A should suffice) but have good pushblock, where 214A has nearly no pb and should be an ensured punish
- his slide is prime CC invul material for crossups
- ALWAYS expect fullscreen slide
- he has a instant-overhead with j.C
- when you block all his persona attacks on range you can use a quick attack to kill the Persona for a bit, but be careful of assist-calls and slide
- DP is kinda akward to punish as he needs ages to come down, don't press a button immediately or it might whiff completely, wait till he hits the ground
- when someone actives CC with him on point, you can expect him to slide active switch so you can jump back to avoid it
- Zeodyne is safe and unpunishable test me
- it destroyes ALL projectiles, even multi-hitting ones
- -Yosuke mu:
- care for oki on wakeup/when a new char comes in, prepare for a low on the opposite site of where he teleported
- -Akihiko mu:
- Instant Overhead! (hopjumps and comes down with a diagonal cannonball)
- (retest this: he does not have a command overhead, his strike up strike down move hits mid)
- always care for his command dash, so use no grounded pokes when ~midscreen
- his mixup options are after his 5B (quick triple-punches) where he can commanddash, throw or go into a low
- he starts with a quick-flurry of attacks, then 2 slow punches and then he might dash and throw you or other things
- against his mixup options, block low after triple-punches, then delay a jump-back, so you block his low and dodge the throw mixup, otherwise pushblock him
- has a frametrap where you can DP out, but is hard to react and can be baited with his low
- his j.C is a slow but a good move defensive move and hits in an arc before him
- Distortion where he makes uppercut has TWO uppercuts!
- Astral pulls you in, don't hit a button before you block the earth
- -Chie mu:
- Fuzzies!
- wheelkicks can be followed up with a high (it's a single-kick, rest is mid again) or she has to stop and goes for a low; you can high-low fuzzy-block itbut it's tight af; can't jump-back or DP as the high hits you then
- she has a fuzzy with jumping attack which she can do after a knockdown with an assist-call&safejump or after her air-persona-attack
- has an anti-air-kick
- Dash-attack - goes nearly fullscreen but not totally, B-version is throw-invul at start
- -Kanji mu:
- his 5B has good range, he can hit you with it at start and it also goes up in the air
- his B-followup pulls you close to him where he might try to mix you up then, hold up-back after it which should dodge the throw and the 2A while blocking the stool-attack
- air-grab is his main mixup tool as it ONLY GRABS STANDING OPPONENTS and he can also use a high attack where he punches with his stool, he can choose which while jumping with the stool-attack, but not with the short A-version
- his air-grab is his main tool to get in, always be on the lookout for it and expect it if he just empty jump
- only metered goes fullscreen, B-version goes midscreen, A-version about one dash away
- block low by default to make it whiff, if he starts using the normal attack instead adapt:
- either AA it very early, or DP, or run forward (or use slide or comparable), do NOT try to meet it in the air
- he has a standing command-grab that he most likely uses at the end of his blockstrings
- he also has a grounded anti-air-grab, he might use it when you are in corner on wakeup, he will stand a bit back and use assist for ground pressure probably
- distortion 1: chair-throw works fullscreen but only deals good damage up-close
- distortion 2: he is a grappler, jump when he has 2 meter and is on wakeup; it is also pretty safe
- his DP is whack, only try to punish it with a quick attack or he'll just DP immediately after again
- respect his chair assist!
- -Naoto mu:
- her air-distortion does have an additional shot!
- Wheel-kicks: have an Overhead at the end! Can be used to make unblockables.
- -Aegis mu:
- learn how to get in against her zoning options
- learn her mixup options mby?
- learn her blockstrings
- they like to use an empty assist then go into with boosters for mixup options
- her anti-air only covers the air, you can freely punish her from the ground for that
- -Labrys mu:
- learn distance of chain (about half-screen?)
- learn blockstrings
- learn how to deal with her ball assist
- she can use chain after projectiles as they are considered normals
- she has a fast, but punishable overhead, and a slow but safe one, if she swings the axe once it's fast, twice in quick succession is slow
- if she connects her chain and dashes with it to you she is seemingly neutral and can go for mixups, try to mash her out with 4A
- if she connects her chain and dashes with it she can also choose to hold B and the slide becomes a safe low attack, so block low first always, you can already press 4A when she slides towards you as the low can't counterhit
- a common tactic I've seen is using an assist to obscure her mixups, if she does this you can probably expect the overhead axe to come and try to DP or fast attack out of it
- -Adachi mu:
- best zoner in the game, also has incredible air-to-air attacks
- DP is a counterstate where he slowly walks forward, wait for the roll and block-punish then (you can also hit him out of it??)
- nasty crossup normal, he will try to jump over you, use it and airdash back again
- projectiles: air-okay, go fullscreen, multihitting
- quick-laser is unsafe up-close
- slow-laser needs time to charge up but is safe up-close
- when he uses them in the air but still lower to the ground, you can try and duck them
- cmd-grab: has kinda slow startup where he raises his hand upwards calling down his persona so you can try jumping out on reaction, also works in hitstun
- he will use it most likely in his B-strings where it can be used at any point (B-strings are 3-attacks max after which he can end with a special so expect something coming at last there)
- distortion 1: hits all-screen, very fast startup, air-okay
- distortion 2: close-up persona attack
- -Yukiko mu:
- one distortion has such low activation time that some characters can DP
- fans are mids but the grounded flame-pillars are LOWS!
- her DP that heals her absorbs all projectiles (lasers and balls) but still loses to multi-hitting ones like Vatista or Nine distortion
- -Elizabeth mu:
- Persona-normals on-ground (5B) push away far and the first three Bs be followed-up with either a cmd-grab or a low or the next B-attack, she can also loop 5BB with a frametrap, 5B-strings ends with the laser from the Persona
- in short, you only have to be wary of the standing cmd-grab if she uses her Persona-attacks
- just holding up-back should dodge all options it seems
- cmd-grab: from airborne, grabs standing opponent, also works in hitstun, hits 1/3 screen in a horizontal line
- projectile 1: fast, air-okay, multi-hitting horizontal laser
- projectile 2: slow, grounded flame-pillars, multi-hitting, scream to be jumped over
- projectile 3: metered, long startup, multi-hitting, big vertical pillar that hits where you stand
- air-trap activates when you are near it
- can heal herself for meter, can also be charged for full-heal
- distortion 1: cmd-grab, also works in hitstun, good range of about 1-dash
- distortion 2: gives her meter for health
- Unist mus:
- -Hyde mu:
- Double Overhead!
- don't forget that he can activate his projectiles so block a bit longer, the explosion also hits into the air
- projectiles are plus!
- he can also make them explode which makes them also hit a bit above them into the air
- EX projectiles always have two hits so don't use things like balls but only lasers
- -Linne mu:
- learn to block or punish her overhead (214B) with antiair or quick button (or Noel 4B)
- people love to use it empty and then AS-ing it, making it invincible and a combo possible
- her buttons are pretty big, not Waldstein-big but longer than most people
- she loves to jump around like mad and doing the roll while calling assists making them crossup
- do NOT attack her while she is in her strings (like she's attacking your assist) as she will beat your stuff most likely
- -Waldstein mu:
- his normals are GIGANTIC
- his low attack (2A) doesn't look like a low attack at all
- he has a bodyslam, care for it when he jumps high
- his 236A (one claw swipe from above) can be punished by decently quick attacks like 5A
- his 236B (multiple claw swipes) can be punished by decently quick attacks and it gives a CH
- can also make a grab setup that catches you teching in the air
- -Gordeau mu:
- he has amazing walkspeed, don't try unsafe ranged stuff like Vatista lasers
- when he comes near, expect cmdgrab, so jump back or dash back if doesn't jump in
- his anti-air is really good and hits right above him AND behind him too
- don't jump in neutral without blocking or his scythe hits you
- you can punish him with an A attack after a blocked near scythe (except metered)
- likes to vary his block-strings into either the 2C slide OR the 5C overhead (which is fully safe if blocked, so prepare to DP it)
- if he doesn't end his strings in scythe he likes to either rebeat or go for command throw
- he can stagger his moves, like he can go for the slide and then make a frametrap that makes it impossible for you to beat the slide which allows him again to go for command throw
- he can can only command-grab directly after slide if the delays it, you can try to jump but then you lose to staggered scythe
- he has...a fucking...air grab...just why?
- do NEVER use your assist inside his scythe range (aka half the screen) or you are asking to get HBd (or he'll at least hit your assist)
- he can delay his DHC after his spinny scythes
- -Merkava mu:
- Instant-Overhead! Divekick, but he needs 1 bar to convert.
- Instant-Overhead! Jump-attack, but he needs assist to convert.
- Double-Overhead!
- From Flight he can even make a Triple-Overhead!
- has an insane DP that stright out works against some others (like Vatista) is hard to punish and has really good range
- he can hand-grab you fullscreen on ground AND diagonally in the air
- -Yuzuriha mu:
- learn her ranges
- jumping is good against her simply because teleports can't be used from the air and her one AA sword is very linear and doesn't hit up that high
- you can try jumping out of her swords but she can call it out with AA sword or air teleport
- swords are pretty but not fully safe, close you can punish her with a quick attack, further away is much harder
- swords can't crossup when you are in corner
- only her metered sword reaches truly full-screen
- learn to watch out for her going into stance, then prepare for teleport
- you HAVE to react to the teleports or try to mash her out of it, there is no other way around
- have two fingers on DP and call her out if you recognize that the teleport is near you
- if you can't react, you can try to block 1~3~1 and hope she doesn't stay in front any-time (you are safe against the normal swords because of auto-block)
- she also uses assists often to obscure the teleport and make a crossup
- her DP is special that it kinda hits late and high and crosses up, she can use it as a setup on your wakeup or when a new character comes in so care for that and block when she does
- her DP is weird because the first part of it is a mid but the second part which are the slashes in the air are a high, or at least have the high property so some stuff that loses to highs also loses to the second part
- Never Burst: her sweep as the AA is coming afterwards
- -Mika mu:
- she is SO FAST, probably the fastest movespeed in the game, keep in mind that she can reach your face in like 1 second
- might try to run under your jumps to mix you up, prepare to block accordingly
- has a divekick jumping attack that is a bit delayed, don't get baited
- command-grabs at end of block-strings, be prepared to jump them
- her missiles can easily cross you up, care for assist shenanigans
- has a pretty good anti-air
- has a godlike jumping-in attack, AA early if your char has a good one but be wary of divekick mixups
- has a good sweep that is a bit shorter than Vatista's
- -Orie mu:
- Instant Overhead! She hops into the air and summons her Persona with a downward-swordstrike.
- Double Overhead!
- -Carmine mu:
- Double-Overhead!
- Crossup-Jump-Attack!
- his DP is fast, has a good hitbox and is very safe, might have to use a quick attack
- 214B+C (crystal) distortion hits fullscreen and is also very safe, if you try to punish press buttons as soon as you see the crystal
- jumping projectile (j.B) hits diagonally down and is NOT an overhead
- j.C (bloodspikes) is also not an overhead, but can be an ambigious crossup
- he has a whack AA close up, that still hits a bit behind him
- watch out for his puddles, they can spawn the short waves that track you or the red icicles from them
- best tactic is probably just blocking his crazy pressure as it depletes his health
- -Seth mu:
- Divekick! With Double-Overhead! Unsafe unless he covers it with orb.
- Double-Overhead!
- Extremely fast dash-attacks, approach in air (he has a bad anti-air) or zone him out
- Orbs can be destroyed by either hitting him, OR the Orb OR making him throw tech
- always remember them, also they fire in a straight line so you can dodge them quite easily if you don't have to block
- has unblockables
- Command-throw from the air (test me which you can't jump??)
- Dasshes: 214A and B are negative enough on-block to be punished if they are not covered; 214C is PLUS and goes fullscreen but he needs assist to combo from
- Distortion 1 goes nearly fullscreen instantly
- Distortion 2 is command-grab!
- -Hilda mu:
- Divecar is punishable
- RWBY mus:
- -Ruby mu:
- Instant Overhead!
- learn how to anti-air her (which buttons are faster or have better hitbox against her)
- learn how to punish her distortion fullscreen with pushblock: https://www.youtube.com/watch?v=ccgNNMspR6A
- learn to block the shot of buzzsaw before you punish or move
- learn her 5B range
- has an instant-overhead
- don't jump too early for air-to-air because of buzzsaw
- her distortion also hits really high into the air, so don't try to jump it without blocking
- -Blake mu:
- she has to hit you with her sicle, if you stay to close in the air it will whiff, therefore she will try to stay at a certain range
- long range she has no overhead option, her sicle hits mid, but close she can j.A or j.C which is a really quick one
- when she does her diagonal commandjump, she can only cross you up with meter as well as choose to stay in front
- without meter, her dcj does never crossup, even when it looks like it should, you can block either way
- all attacks following dcj are mid attacks, no need to block high
- -Yang mu:
- her armor move (5B) has a bit of startup and she will usually use it on midscreen or on your wakeup, use your LOW attacks to hit her out of it
- she has three followups after her A-command-dash, a standard attack (A), the overhead (B), and a safe extender option (C)
- the A attack follow-up has a rocket-punch uppercut and an air-kick, if you crouch so the last (3rd attack) kick it doesn't hit you AND you hit her with a quick attack right when she touches the ground, but don't stand up before or the kick hits you (you get no CH combo); can be frametrapped
- she has a setup, if you blocked the last kick she gets a frametrapped normal-grab and NO FAST ATTACK works against it! If she does that you either have to tech OR jump out.
- the B overhead follow-up is completely safe on-block she is only a bit minus, you can hit her out of it before if you are quick (she is airborne again), but normals then lose to her frametrapped A and C options
- the C attack is completely safe but she is quite minus; has armor and can be frametrapped
- You can option-select it if your character has a fast standing attack or with an anti-air but that loses if she frametraps them. Try this at first to see if they know what they are doing.
- Otherwise the safest option is to block low-high-low, this way you block the high and duck the kick of the A-option while not getting frametrapped!
- (you can try to low-delay-high only when you see the high so you can still punish the A-option but it's very hard)
- She can also just use empty command-dash and start a new combo with 2A which loses to you low-high-low blocking. If she does that you could chicken-block out of it.
- the B-command-dash is her command-grab, it is a bit slower and has no flames behind it, watch out her turning her shoulder back and then best jump and hit her on the way down as you get a CH
- the C-command-dash is also a command-grab but only against standing
- don't forget that she also has a divekick move that puts her straight down which she will use when she is about above you; it can crossup as well but not in the corner
- 236B+C distortion has full projectile armor and goes fullscreen
- if she 236B+C distorts right in your face you can grab her out of it! Noel can also 4B punish her!
- Noel can punish her distortions on reaction with 4B, from any range!
- 5B has ARMOR that means that it beats EVERYTHING but throws from you, don't just DP if she runs into you (it's Noels 4B, but good)
- BE WARY OF I BURN fucking hate that shit, she gets a free out-of-jail card with it or a mixup
- NEVER burst if she is hitting you, except right at start or end, as she has a upwards-jump and that shit just straight dodges your burst and she gets a full CH-combo
- -Weiss mu:
- Instant Overhead! (kinda)
- -Neo mu:
- distortion is safe???
- -Yumi mu:
- Instant Overhead! that also crossups! If the second hit doesn't connect (if she's not point-blank) it is punishable!
- Akatsuki-Blitzkampf mus:
- -Akatsuki mu:
- his super can push you away a bit and you have to be quick to punish him or he will just DP-parry
- he can just fucking parry after a blocked distortion ???
- -Blitztank mu:
- Instant Overhead! which is also Fullscreen Unblockable! where he jumps in the air coming down crashing, jump to avoid
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