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BBTAG - what to improve

Jan 28th, 2019
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  1. General:
  2. #Corner-defense#
  3. -In corner under pressure learn to block the jump-in overheads
  4. -In corner under pressure try 4button OS sometimes, also try advanced one with dash-input sometimes
  5. -in the same vein, don't try 4button OS too often or you'll get DP-baited if they pushblock-bait you
  6. #Grappler-defense
  7. -against grapplers, do not activate Resonance when you are near them or they get a free commandgrab
  8. -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)
  9. best option is jump back (beats all but meaty lows and air-throws)
  10. second best option is dash back (can work against poor jump-ins, hard timing)
  11. third best DP (beats all but loses hard vs Block obv.)
  12. -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
  13. #Incoming-Oki#
  14. -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
  15. -after you kill someone oki options are: superjump back, then assist + dash forward or up-forward; superjump forward, then assist + dash backwards
  16. 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
  17. #Cross-Combo#
  18. -use cross-combo once in a while
  19. -5A+P and IAD over them for easy sandwich-initiation
  20. -crosscombo activation, then just BLOCK if they have two P-meter and you get a nice punish
  21. -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
  22. -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
  23. 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
  24. -'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.
  25. 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.
  26. 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.'
  27. -looping attacks usually is always best with the attack that has the highest attack-level and the lowest proration
  28. -activating CC and then active-switching when the enemy bursts
  29. #DP#
  30. -DP less often
  31. -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
  32. -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
  33. -when DP-ing against a jumping enemy, learn to delay it enough so low DPs also hits them or you get punished hard
  34. #Pushblock#
  35. -use pushblock with thought and see when the enemy is push-block baiting you
  36. -learn to pushblock and punish
  37. -when using pushblock, press ever ONLY ONCE so you don't get punished by pushblock dp
  38. -try not to pushblock multi-hitting projectiles or their assist
  39. -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
  40. 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
  41. #Airdashing#
  42. -instant airdash better
  43. -button-airdashing!
  44. 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
  45. -do the jump-forward dash-backwards bait sometimes
  46. -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
  47. -delayed overheads by jumping at them and then delayed airdash forward/backward with the button
  48. -also try double-overhead but jumping attacking and THEN doing dash with a delayed overhead
  49. #General#
  50. -!Exclamation-Mark! -> Red = Overhead | Yellow = Low | Blue = Unblockable DP
  51. -watch meter more closely and care for fullscreen projectiles or other meter options
  52. -use more combos with active-switch as they give you more meter
  53. -expect enemies doing delayed DHC if you block the first distortion, check their meter for it in time!
  54. -Burst Punish
  55. -go more into the air
  56. -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
  57. -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
  58. -learn better WHEN to use assist to keep enemy blocking, way too often they get a HB because they hit faster
  59. -learn better to time your attacks
  60. -learn to block those air-jumping assist crossups, especially when your new character drops in
  61. -(not so important) learn how to punish safe DP+assist
  62. -if someone keeps doing empty 5Cs that you can't punish on reaction, try to throw them after you blocked it
  63. -NEVER try to throw after a resonance as you get counter-thrown!!!
  64. -resonance-blaze cancelling specials into supers!
  65. -Cross-Raid when useful!
  66. -use enhanced 5C Cross-Assault!
  67.  
  68.  
  69.  
  70. Character Specifics:
  71. -Noel:
  72. use 214C more often (e.g. after a blockstring, in neutral)
  73. bait DPs in drive
  74. learn to delay drive buttons more like d.2C
  75. learn d.5B range (don't use it above max range as it's unsafe then)
  76. when you got in with d.5B or used it early in the string, extend the combo with the classic 4A, 5A
  77. use CH 5A, 5B and the combo if you are punishing a DP or learn when you can use 5B instead
  78. time your 4B better when enemy on wakeup or after resonance activation or they grab you out of it
  79. try air distortion for ranged punish once in a while
  80. when going for a full drive on-block, stop before bloom trigger or you get punished
  81. Punish Pushblock with 236A/B or d.5B
  82. Pushblock into 236A/B or 2C or IAD j.A
  83. -Vatista:
  84. 2A combos into 5B now!!!
  85. use j.B more often
  86. j.B as a jump-in to keep them blocking then go for a low or a throw or jump again and stuff
  87. learn to instant j.C when grounded
  88. j.C (non-charged) into throw
  89. end blockstrings either in 214B OR reverse-beat into 2A and then go for a throw/reset/jump/whatever (like 5A > 5B > 2A > Throw)
  90. stop using blind 236-distortion even on range, it is hella unsafe
  91. her j.236B is only used at longer range, learn the trajectory and don't use it at half-screen unless you TK it
  92. learn to TK balls, or someone who runs in on you messes you up
  93. fullscreen throw bouncy-ball, then 236B to catch them jumping
  94. ballhit into any laser
  95. in resonance
  96. 236C confirm into 236B+C!
  97. 236C into another 236C
  98. test me j.C into 214B+C link
  99. Punish Pushblock with 2C or laser
  100. Pushblock into 2C or laser
  101. -Weiss:
  102. learn to confirm catching someone bursting with 5B
  103. learn to end combo in 2B/2C when going for 214B+C distortion
  104. learn the new ice projectile throw combos
  105. learn to end 2B or 2C in glyphs or ice projectile
  106. learn glyph setups
  107. learn if 5A whiffs on crouchers at max ranges
  108. use counter sometimes (after blockstring mby?)
  109. 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?)
  110. get quicker with using projectiles
  111. land cancels, learn those and practice them
  112. 5A, jc, j.c can be an instant overhead, but requires specific timing, train that shizz, can then go j.214A into assist combo
  113. 214C is NOT safe on block, best never use it; 214A/B instead is always safe!
  114. -Mika:
  115. j.B, use the hell outta it, also charge it
  116. try to use 235X more often, but not 236A on the ground
  117. and if you use it in the air, you can still use an airdash so do that to get back to safety!
  118. 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
  119. 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
  120. 2C can be good to AS-out
  121. reverse-beat cancel on-block
  122. 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.
  123. 236C corner combos
  124. 236A and 5P crossups for cross-combo pressure
  125. 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!
  126. 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)
  127. 5BBB into hip-strike OB
  128. cmd-grab into active-switch
  129. learn to 5BB instead of 5B when you whiff and they are grounded
  130. Punish Pushblock with 236A or 2C or IAD j.B
  131. Pushblock into 236A or 2C or IAD j.B
  132. -Heart:
  133. don't overuse 5B
  134. use projectiles but rarely
  135. divekick sometimes
  136. use Mika 6P then when in divekick and AS-out
  137. you can't j.C after resonancing in the air???
  138. Punish Pushblock with 214C|A|B or 236C|A|B or 9jc > j.5C or IAD into j.B or j.4C
  139. 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
  140. -Yumi:
  141. j.C can crossup even in the corner
  142. 214C is a great tool to punish people pushblocking!
  143. -Es:
  144. don't use jump projectiles when there's no projectile war
  145. learn to use j.A/B, j.C is very slow in air-to-air
  146. learn her normal ranges better
  147. don't use air projectile if enemy is too near or you get punished
  148. throw combos
  149. learn that you can't go A into B route
  150. jump back, dash forward crossup j.C could be pretty wild
  151. CH 5A goes into 5B
  152. -Mai:
  153. don't use projectile too often
  154. learn to hit combos or learn more consistent combos
  155.  
  156.  
  157.  
  158. Matchups / Matchup-Knowledge:
  159.  
  160. Blazblue mus:
  161. -Ragna mu:
  162. learn to block the overhead (5C and gauntlet hades)
  163. his metered scythe swing is NOT an overhead
  164. his low is the one with the mad violet effects
  165. Air-Gauntlet hades has landing recovery so punish with A attacks
  166. Gauntlet Hades is MEGAFAST, only try to DP punish it at best, I think it's not even possible to react to that one
  167. Carnage scissors has TWO hits
  168. -Jin mu:
  169. his Touga reaches MILES into the air, just do not try to jump it (without blocking)
  170. his snowflake and projectiles disappears if you hit him
  171. when he puts the snowflake up close to you just DP instantly
  172. he has a pretty fast sword projectile as well
  173. his slower projectiles has 3 (!) hits, so unless you hit him in recovery not even a laser can stop it
  174. overhead at the end of his icecar
  175. -Nu mu:
  176. 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)
  177. learn to block command-dash crossup throw or assist shenanigans
  178. she LOVES to pushblock punish, when she abuses it stick to pokes and try to deplete her meter
  179. her distortion gives her a free mixup, pushblock her but not too early
  180. she can use DHC to create a really ambigious mixup that you can't pushblock, when in doubt try fuzzy-blocking
  181. she can be thrown out of her swordshoot distortion
  182. -Hazama mu:
  183. when he follows up on chain, try to anti-air him or use a fast button
  184. if he lands after a chain, prepare for a low
  185. 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
  186. 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
  187. 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
  188. don't forget that he has a metered command-grab as well, he'll use it in the corner
  189. 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
  190. -Es mu:
  191. her j.C is SO meaty that it will just straight hit you out of most wakeup DPs
  192. 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
  193. -Mai mu:
  194. Crossup-Jump-Attack
  195. Dash: can be used to reset block-strings and often used to throw you
  196. metered dash is +2 OB!
  197. downward spear is a low as of 2.0 update
  198. 2C has TWO swings!
  199. she can oki you with her doublejump into backflip, be careful trying to DP, either don't at all or delay it
  200. -Hakumen mu:
  201. Double Overhead!
  202. 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.
  203. 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
  204. unreactable online so just fucking spam DP there
  205. IF he cancels it you can ALWAYS EXPECT him to jump straight up afterwards with an attack to make your fast-attacks whiff!
  206. -12 OB but if you pushblock it you may get even better punishes
  207. 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
  208. with meter, he can make a really fast overhead by TK'ing j.C
  209. Command-Dash Attack: short version is -4 OB; long version is half-screen and -9 OB! and also gives him massive combos on CH
  210. he can try to mess up your reactions when blocking by adding his dash
  211. Has pretty good normals, his jump-in is really great, his sword is half-screen and his command-dash easily also is half-screen
  212. can easily deal 10k damage alone
  213. can cancel specials into each other which costs 1 bar, and each special only once in a string
  214. 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.
  215. you can't beat him in the air if his moves already came out as his moves have long recovery
  216. 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
  217. ALWAYS prepare for him to IAD into your face with his huge buttons, they do it ALL the time
  218. when he has meter and you have oki, he might use the metered counter
  219. you can hit Hakumen 6P assist while he is charging up his sword
  220. 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
  221. 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
  222. 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
  223. 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...
  224. beware of using slow projectiles (Vatista balls) as he can destroy them with his sword
  225. he has a push-bait block after 5BB where he dashes, he will just block and you will DP into him
  226. NEVER Burst when you are in one of his blockstrings as he can react with metered parry easily
  227. distortion parry is UNBLOCKABLE but you can jump it if you have low enough recovery
  228. you can try baiting it with assist projectile and jump over it, but it is not punishable
  229. -Makoto mu:
  230. Double Overhead!
  231. she has an bodyslam similar to Waldstein's which she will use to bait anti-airs on wakeup
  232. from her shadow clone stuff she can also get a crossup
  233. 5C is safe OB as of 2.0 update
  234. -Platinum mu:
  235. Instant Overhead!
  236. her normals are deceptively quick and have long range, think of her as holding an ES sword
  237. using her floating air bubble makes her invincible during it, she will use that one to bait Anti-airs
  238. -Jubei mu:
  239. 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
  240. 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
  241. -Nine mu:
  242. Instant Overhead!
  243. learn her mixups
  244. learn to see where tp and when she teleports
  245. learn to block her air downward rock (j.C)
  246. always be out for potential fist
  247. her air fist is a lot faster than ground fist
  248. fist can hit fullscreen, adjusts depending on your position and goes through projectile barriers (Weiss)
  249. beware of her 5B (windblow), it's fast and has good range can be low-profiled with timing though
  250. with her Laser distortion she can make the same DHC pressure stuff as Vatista
  251. -Tager mu:
  252. learn if backdash works against Grab/Jump mixup
  253. 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
  254. 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
  255. DHC also works as the invincibility starts earlier but it's obv a hard read
  256. prepare for projectile spam if he has meter; especially if he has meter for two expect projectile~pause~projectile
  257. his charged shoulder is fully invulnerable EXCEPT against lows or throws
  258. the second hit is an over head but punishable (not CH)
  259. otherwise you can DP after the first hit if it's a fast one or pushblock him
  260. his charged crouching move (he glows yellow) can be beat if you just DP on reaction
  261. be careful of jumping, he can DP you which means it's a 50/50
  262. 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
  263. his magnetic grab is fully invulnerable EXCEPT against highs (throws technically too but they are too hard to time)
  264. many Tagers LOVE to DP if they fail a grab or get blocked; depending on the opponents habit don't fall for it
  265. his DP recovers pretty fast and pushes you away, but it is less active than it looks
  266. -Azrael mu:
  267. when he has meter he WILL use distortion, it goes fullscreen is instant and deals MAD damage (lost so many matches because of that)
  268. 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)
  269. teleport dashes, so be careful with your poking or he'll whiff punish you
  270. -Izayoi mu:
  271. Instant Overhead! She can just dash forward using her boosters which puts her into the air, always expect it at midscreen!
  272. Fuzzies!
  273. when she uses her air-jump-normal which is usually after one starter attack it is a HIGH
  274. learn to block her sword projectile teleport
  275. learn how to punish a blocked teleport
  276. -NaotoK mu:
  277. 5C is safe OB as of 2.0 update
  278. 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
  279. test me is the 6P an overhead or can it crossup?
  280. test me he has some plus frame moves
  281. Distortions are both super-safe, be sure to punish them with a quick A-attack!
  282. alternatively you can also throw him which is ensured punish, do that if they DP immediately after it
  283. -Celica mu:
  284. her standard B-string has her do a crossup which is the wheel attack; doesn't crossup in corner though
  285. she can ONLY go into her overhead or a frametrappy mid
  286. also if she blocks after it you can still freely hit her for ages
  287. so in short, spam DP when she does it as it beats the overhead, the frametrap and even her just blocking
  288. has a command overhead that is head/body- and projectile invul, so either attack with a quick low or block right
  289.  
  290. Persona mus:
  291. -Yu Narukami mu:
  292. Instant Overhead!
  293. his skydive is NOT safe when blocked!
  294. skydive is used with assist sometimes to make a crossup
  295. skydive gets a bit higher when used, so some DPs or other attacks might whiff
  296. his slides are unsafe (standard 5A should suffice) but have good pushblock, where 214A has nearly no pb and should be an ensured punish
  297. his slide is prime CC invul material for crossups
  298. ALWAYS expect fullscreen slide
  299. he has a instant-overhead with j.C
  300. 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
  301. 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
  302. when someone actives CC with him on point, you can expect him to slide active switch so you can jump back to avoid it
  303. Zeodyne is safe and unpunishable test me
  304. it destroyes ALL projectiles, even multi-hitting ones
  305. -Yosuke mu:
  306. care for oki on wakeup/when a new char comes in, prepare for a low on the opposite site of where he teleported
  307. -Akihiko mu:
  308. Instant Overhead! (hopjumps and comes down with a diagonal cannonball)
  309. (retest this: he does not have a command overhead, his strike up strike down move hits mid)
  310. always care for his command dash, so use no grounded pokes when ~midscreen
  311. his mixup options are after his 5B (quick triple-punches) where he can commanddash, throw or go into a low
  312. he starts with a quick-flurry of attacks, then 2 slow punches and then he might dash and throw you or other things
  313. 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
  314. has a frametrap where you can DP out, but is hard to react and can be baited with his low
  315. his j.C is a slow but a good move defensive move and hits in an arc before him
  316. Distortion where he makes uppercut has TWO uppercuts!
  317. Astral pulls you in, don't hit a button before you block the earth
  318. -Chie mu:
  319. Fuzzies!
  320. 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
  321. 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
  322. has an anti-air-kick
  323. Dash-attack - goes nearly fullscreen but not totally, B-version is throw-invul at start
  324. -Kanji mu:
  325. his 5B has good range, he can hit you with it at start and it also goes up in the air
  326. 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
  327. 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
  328. 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
  329. only metered goes fullscreen, B-version goes midscreen, A-version about one dash away
  330. block low by default to make it whiff, if he starts using the normal attack instead adapt:
  331. either AA it very early, or DP, or run forward (or use slide or comparable), do NOT try to meet it in the air
  332. he has a standing command-grab that he most likely uses at the end of his blockstrings
  333. 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
  334. distortion 1: chair-throw works fullscreen but only deals good damage up-close
  335. distortion 2: he is a grappler, jump when he has 2 meter and is on wakeup; it is also pretty safe
  336. his DP is whack, only try to punish it with a quick attack or he'll just DP immediately after again
  337. respect his chair assist!
  338. -Naoto mu:
  339. her air-distortion does have an additional shot!
  340. Wheel-kicks: have an Overhead at the end! Can be used to make unblockables.
  341. -Aegis mu:
  342. learn how to get in against her zoning options
  343. learn her mixup options mby?
  344. learn her blockstrings
  345. they like to use an empty assist then go into with boosters for mixup options
  346. her anti-air only covers the air, you can freely punish her from the ground for that
  347. -Labrys mu:
  348. learn distance of chain (about half-screen?)
  349. learn blockstrings
  350. learn how to deal with her ball assist
  351. she can use chain after projectiles as they are considered normals
  352. 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
  353. 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
  354. 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
  355. 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
  356. -Adachi mu:
  357. best zoner in the game, also has incredible air-to-air attacks
  358. 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??)
  359. nasty crossup normal, he will try to jump over you, use it and airdash back again
  360. projectiles: air-okay, go fullscreen, multihitting
  361. quick-laser is unsafe up-close
  362. slow-laser needs time to charge up but is safe up-close
  363. when he uses them in the air but still lower to the ground, you can try and duck them
  364. 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
  365. 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)
  366. distortion 1: hits all-screen, very fast startup, air-okay
  367. distortion 2: close-up persona attack
  368. -Yukiko mu:
  369. one distortion has such low activation time that some characters can DP
  370. fans are mids but the grounded flame-pillars are LOWS!
  371. her DP that heals her absorbs all projectiles (lasers and balls) but still loses to multi-hitting ones like Vatista or Nine distortion
  372. -Elizabeth mu:
  373. 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
  374. in short, you only have to be wary of the standing cmd-grab if she uses her Persona-attacks
  375. just holding up-back should dodge all options it seems
  376. cmd-grab: from airborne, grabs standing opponent, also works in hitstun, hits 1/3 screen in a horizontal line
  377. projectile 1: fast, air-okay, multi-hitting horizontal laser
  378. projectile 2: slow, grounded flame-pillars, multi-hitting, scream to be jumped over
  379. projectile 3: metered, long startup, multi-hitting, big vertical pillar that hits where you stand
  380. air-trap activates when you are near it
  381. can heal herself for meter, can also be charged for full-heal
  382. distortion 1: cmd-grab, also works in hitstun, good range of about 1-dash
  383. distortion 2: gives her meter for health
  384.  
  385. Unist mus:
  386. -Hyde mu:
  387. Double Overhead!
  388. don't forget that he can activate his projectiles so block a bit longer, the explosion also hits into the air
  389. projectiles are plus!
  390. he can also make them explode which makes them also hit a bit above them into the air
  391. EX projectiles always have two hits so don't use things like balls but only lasers
  392. -Linne mu:
  393. learn to block or punish her overhead (214B) with antiair or quick button (or Noel 4B)
  394. people love to use it empty and then AS-ing it, making it invincible and a combo possible
  395. her buttons are pretty big, not Waldstein-big but longer than most people
  396. she loves to jump around like mad and doing the roll while calling assists making them crossup
  397. do NOT attack her while she is in her strings (like she's attacking your assist) as she will beat your stuff most likely
  398. -Waldstein mu:
  399. his normals are GIGANTIC
  400. his low attack (2A) doesn't look like a low attack at all
  401. he has a bodyslam, care for it when he jumps high
  402. his 236A (one claw swipe from above) can be punished by decently quick attacks like 5A
  403. his 236B (multiple claw swipes) can be punished by decently quick attacks and it gives a CH
  404. can also make a grab setup that catches you teching in the air
  405. -Gordeau mu:
  406. he has amazing walkspeed, don't try unsafe ranged stuff like Vatista lasers
  407. when he comes near, expect cmdgrab, so jump back or dash back if doesn't jump in
  408. his anti-air is really good and hits right above him AND behind him too
  409. don't jump in neutral without blocking or his scythe hits you
  410. you can punish him with an A attack after a blocked near scythe (except metered)
  411. 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)
  412. if he doesn't end his strings in scythe he likes to either rebeat or go for command throw
  413. 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
  414. 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
  415. he has...a fucking...air grab...just why?
  416. 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)
  417. he can delay his DHC after his spinny scythes
  418. -Merkava mu:
  419. Instant-Overhead! Divekick, but he needs 1 bar to convert.
  420. Instant-Overhead! Jump-attack, but he needs assist to convert.
  421. Double-Overhead!
  422. From Flight he can even make a Triple-Overhead!
  423. has an insane DP that stright out works against some others (like Vatista) is hard to punish and has really good range
  424. he can hand-grab you fullscreen on ground AND diagonally in the air
  425. -Yuzuriha mu:
  426. learn her ranges
  427. 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
  428. you can try jumping out of her swords but she can call it out with AA sword or air teleport
  429. swords are pretty but not fully safe, close you can punish her with a quick attack, further away is much harder
  430. swords can't crossup when you are in corner
  431. only her metered sword reaches truly full-screen
  432. learn to watch out for her going into stance, then prepare for teleport
  433. you HAVE to react to the teleports or try to mash her out of it, there is no other way around
  434. have two fingers on DP and call her out if you recognize that the teleport is near you
  435. 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)
  436. she also uses assists often to obscure the teleport and make a crossup
  437. 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
  438. 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
  439. Never Burst: her sweep as the AA is coming afterwards
  440. -Mika mu:
  441. she is SO FAST, probably the fastest movespeed in the game, keep in mind that she can reach your face in like 1 second
  442. might try to run under your jumps to mix you up, prepare to block accordingly
  443. has a divekick jumping attack that is a bit delayed, don't get baited
  444. command-grabs at end of block-strings, be prepared to jump them
  445. her missiles can easily cross you up, care for assist shenanigans
  446. has a pretty good anti-air
  447. has a godlike jumping-in attack, AA early if your char has a good one but be wary of divekick mixups
  448. has a good sweep that is a bit shorter than Vatista's
  449. -Orie mu:
  450. Instant Overhead! She hops into the air and summons her Persona with a downward-swordstrike.
  451. Double Overhead!
  452. -Carmine mu:
  453. Double-Overhead!
  454. Crossup-Jump-Attack!
  455. his DP is fast, has a good hitbox and is very safe, might have to use a quick attack
  456. 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
  457. jumping projectile (j.B) hits diagonally down and is NOT an overhead
  458. j.C (bloodspikes) is also not an overhead, but can be an ambigious crossup
  459. he has a whack AA close up, that still hits a bit behind him
  460. watch out for his puddles, they can spawn the short waves that track you or the red icicles from them
  461. best tactic is probably just blocking his crazy pressure as it depletes his health
  462. -Seth mu:
  463. Divekick! With Double-Overhead! Unsafe unless he covers it with orb.
  464. Double-Overhead!
  465. Extremely fast dash-attacks, approach in air (he has a bad anti-air) or zone him out
  466. Orbs can be destroyed by either hitting him, OR the Orb OR making him throw tech
  467. always remember them, also they fire in a straight line so you can dodge them quite easily if you don't have to block
  468. has unblockables
  469. Command-throw from the air (test me which you can't jump??)
  470. 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
  471. Distortion 1 goes nearly fullscreen instantly
  472. Distortion 2 is command-grab!
  473. -Hilda mu:
  474. Divecar is punishable
  475.  
  476. RWBY mus:
  477. -Ruby mu:
  478. Instant Overhead!
  479. learn how to anti-air her (which buttons are faster or have better hitbox against her)
  480. learn how to punish her distortion fullscreen with pushblock: https://www.youtube.com/watch?v=ccgNNMspR6A
  481. learn to block the shot of buzzsaw before you punish or move
  482. learn her 5B range
  483. has an instant-overhead
  484. don't jump too early for air-to-air because of buzzsaw
  485. her distortion also hits really high into the air, so don't try to jump it without blocking
  486. -Blake mu:
  487. 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
  488. 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
  489. when she does her diagonal commandjump, she can only cross you up with meter as well as choose to stay in front
  490. without meter, her dcj does never crossup, even when it looks like it should, you can block either way
  491. all attacks following dcj are mid attacks, no need to block high
  492. -Yang mu:
  493. 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
  494. she has three followups after her A-command-dash, a standard attack (A), the overhead (B), and a safe extender option (C)
  495. 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
  496. 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.
  497. 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
  498. the C attack is completely safe but she is quite minus; has armor and can be frametrapped
  499. 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.
  500. 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!
  501. (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)
  502. 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.
  503. 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
  504. the C-command-dash is also a command-grab but only against standing
  505. 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
  506. 236B+C distortion has full projectile armor and goes fullscreen
  507. if she 236B+C distorts right in your face you can grab her out of it! Noel can also 4B punish her!
  508. Noel can punish her distortions on reaction with 4B, from any range!
  509. 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)
  510. BE WARY OF I BURN fucking hate that shit, she gets a free out-of-jail card with it or a mixup
  511. 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
  512. -Weiss mu:
  513. Instant Overhead! (kinda)
  514. -Neo mu:
  515. distortion is safe???
  516.  
  517. -Yumi mu:
  518. Instant Overhead! that also crossups! If the second hit doesn't connect (if she's not point-blank) it is punishable!
  519.  
  520. Akatsuki-Blitzkampf mus:
  521. -Akatsuki mu:
  522. his super can push you away a bit and you have to be quick to punish him or he will just DP-parry
  523. he can just fucking parry after a blocked distortion ???
  524. -Blitztank mu:
  525. Instant Overhead! which is also Fullscreen Unblockable! where he jumps in the air coming down crashing, jump to avoid
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