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GG-Strive - notes

Jul 13th, 2021 (edited)
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  1. (This is meant to be read in a text-editor and without linebreaks as nothing is formatted, so download it or tap the raw option. Last update: 02.09.2020)
  2.  
  3. Search for #number to quickly find a section, or #character for matchup-specifics:
  4. 1 General tips
  5. 2 Stuff to improve
  6. 3 Matchups
  7. characters
  8.  
  9. ===================================================================================================================================================================================
  10.  
  11.  
  12.  
  13. #1 General tips:
  14.  
  15. -Don't forget to try to throw your opponent when they attempt a too high jump-in normal!
  16. (And also you yourself try to get them deep to not get thrown. Some buttons suck more than others.)
  17. -ALWAYS hold forward when you are in a wall-combo, because if they mess up the last hit to get the break (or don't want to do it) you will fly out of it then
  18.  
  19. Offense:
  20. -DPs and invicible can NOT be RC-ed if they whiff! So you can try to bait that with a backdash and then get an ensured punish!
  21. -blocking a YRC is -16 and puts them into CH state, but to bait it you need buttons with good recovers (punch and kick-buttons seem to work well), c.S buttons seem to work only
  22. for characters that have plus oB ones (e.g. May can do it, Anji can't);
  23. if you block it close with the right button you usually can always get a CH c.S punish and depending on your character also a 5H punish maybe
  24. -tapping your opponent with a 5D when they have a FULL risk-bar does not only give you a CH state, but also puts them up a lot higher which means you can combo from it!;
  25. also if you catch them air-borne like after a back-dash you can often combo from it
  26.  
  27. Defense:
  28. -try to IB on your own wakeup which is the easiest window for it (but improves their tick-throw game)
  29. -you can actually cancel clashes into FD, if you want to stay safe
  30. -when you back-dash a throw you get a CH combo! So make it count!
  31. -alternating between wakeup-throw and wakeup-back-dash (and throw) can be really effective, especially if your character has a good back-dash
  32. -if you block a tapped Dust-attack they are -15 oB, but a fully-charged one is only -10 oB!
  33. -you can back-dash non-charged 5Ds, BUT this depends on the moves used (e.g. Anji's c.S 5D can be backdashed even in corner but his 2K 5D in the corner can't e.g.)
  34. and if it catches you they can combo from it; also depending on the cancelled move it might be easier or harder e.g. May's c.S 5D is very hard to backdash correctly;
  35. ultimately might be decent against certain setups in the corner because you get a 2P punish then
  36.  
  37. Wallbreaks:
  38. -adding OD as wallbreak ender adds very little damage, so only use it to either kill, use the meter, OR to get a hard KND!
  39.  
  40. Bursting:
  41. -do NOT burst immediately after they RC-ed as they can block
  42. -also be super careful against jump-cancelable attacks like c.S and Sol's 5K
  43. -always be wary when your opponent has meter and you get caught into a combo, it can happen that you burst but they already inputed RC BEFORE you saw it in which case F
  44. -OTG bursting is a decent way to make them rethink their pressure, and you get a Gold-Burst as a reward!
  45.  
  46. Burst-baits:
  47. -do a 66RRC after move you want to combo from or reset pressure from, it you hit with it THEN immediately block. You still have time to get the combo usually if they don't
  48. -just stagger your pressure while holding back/down-back, especially useful when you are doing a meaty or punish a DP (2S moves are great for that as you can just hold 3)
  49. -using jump-cancelable moves and then just jump and hold back, also use FD which makes you fall faster then!
  50. -using RCs you can already tell if you caught their burst before it appears, because the shockwave then doesn't hit and goes through them!
  51. (example https://youtu.be/lMOE2e0lqW4?t=86; and Sajam once showed it in a video but can't remember which)
  52.  
  53. RC-stuff:
  54. -don't forget to use YRC as your alpha-counter
  55. -on Oki you can use BRC (66 or 22?) to slow them down so you can bait their DP
  56. -on Oki you can run forward, backdash and then 66BRC to bait a whiff-punish
  57. -66BRC in the air after you have already used up all jumps/airdashes to still get out of harms way
  58. -neutral 66BRC just to check them, if they do a button you can whiff-punish or throw them, otherwise go into your mixup
  59. -wakeup 44BRC to react to mixups while dodging throw attempts
  60. -throw RC not only on offense but also when you see it whiffing, in which case you 66 drift PRC and hit or throw them out of the backdash or whatever
  61. -88RC puts you in the air and also gives you different combo options because it pushes them higher with you
  62.  
  63. fRC-stuff:
  64. -gives you more damage because you skip the damage scaling of the slowdown-bubble that way
  65. -sometimes it can still be better to do a normal RC because it puts them higher
  66. -timing is important, how fast you have to press the move you cancel into depends on the move you cancel from, e.g. Anji's c.S needs way faster cancel than Fuujin-Nagiha;
  67. basically you want to press the move just a microsecond after the colored circle comes out, if you do it before it won't work!
  68. -if you cancel into a normal you don't need to drift-RC, but it is usually still better because you get the additional distance or momentum with it
  69. -drift-RC makes it easier to cancel into specials, because you have more time that way and can get a better rythm (for me at least)
  70. -you can also fBRC your air-dash, so you can fly across the screen with sth like jump air-dash BRC j.P
  71. -it's great for pressure-resets oB, like to get out a quick low or to cancel into a 5D or overhead;
  72. just be mindful that you can't throw them directly as you also lengthen their blockstun, but you can do a sliding 5P into throw or fRC a whiffed button;
  73. there might be different setups where you can make it so their blockstun is exactly back to neutral and then do a strike/throw shmix
  74.  
  75. OSs:
  76. -antiair-FD OS: when you expect someone to cross you up with a non-safejump, you can do 6P+X, if they cross you up then you FD-high-block but if they stay in front you get a 6P
  77. -Fuzzy-block:
  78.  
  79.  
  80. ===================================================================================================================================================================================
  81.  
  82.  
  83.  
  84. #2 Stuff to Improve:
  85.  
  86. #=======================================================================================#
  87.  
  88.  
  89. General-stuff to improve:
  90. -watch their habits and try not to go into automode too much
  91. -try to focus on one thing you wanna improve!
  92.  
  93. Offense:
  94. -RC your throws to get the damage and close out the round (watch their health closely so you don't forget)
  95. -do the 2P into RC to get a conversion for mashing and 5f punishes; also can get you out of the corner easily
  96. -doing more dust attacks (and RC-cancel them)
  97. -fRC your combos for more damage and better routing and your blockstrings to reset into a low of Dust immediately
  98. -if you go for a meaty throw for gods sake learn to time it correctly
  99. -do throw-baits with backdash if you have issues opening them up
  100.  
  101. Defense:
  102. -on wakeup backdash or fuzzy-jump against grabs
  103. -on wakeup try to IFD their meaty buttons
  104. -doing more defensive jumping like IABD jump-button
  105. -don't FD too much and only the necessary points and also try to stop FD'ing in between hits
  106. -dash IB against delayed special enders so you still get the IB timing while decreasing space (this one's pro-level though)
  107. -back-dash into back-throw when you are in the corner to reverse the situation
  108.  
  109. Neutral:
  110. -always be shmooving!
  111. -air-throwing!
  112.  
  113. #=======================================================================================#
  114.  
  115.  
  116. Anji-stuff to improve (mostly old stuff):
  117.  
  118. -cancel 5K into 2D instead of Fuujin if it hits, and into 6H if you are too far!
  119. -punish spinned buttons with c.S 2D Kou now!; also confirm them crouching so you can get a c.S 2H going!
  120. -confirm a CH 5S if they are crouching so you can combo into FU-H instead of FU-S!
  121. -using 5K more often when trying to get a quick poke
  122. -when mashing 2P immediately go into 6H (or sth else) instead of trying to hit-confirm (also try to add spin into it sometimes)
  123. -using frametraps after c.S, like delayed 2S especially, or c.S > 2S, also Dust RRC is good and gives you a tight high/low with 2D; and otherwise run up throw or Spin;
  124. and especially do the 2S 5K reset
  125. -use c.S 2S 5K resets to enforce the 5H/Fuujin frametrap
  126. -Cancel blocked 6H into spin or other stuff and don't let it run fully, because it gives them way too much time to react
  127. -when trying to anti-air with 6P and they are just too high in the air, just do a second one and they might fall right into it (whiff-recovery of 6P is very good)
  128. -when anti-airing with 6P don't forget to cancel into FU-K as you leave a lot on the table otherwise
  129. -jumping buttons can be great in places where Kou or 6P wouldn't hit
  130. -when guard-crushing someone in the air and you come down with a j.S, don't forget that you can also air-dash-cancel it to get another high/low!
  131. -don't get baited into using Spin too often when you could instead get a better option with jumping over, e.g. against projectiles or too long normals
  132. -if you backdash, use 2D or 5H to catch their whiff for a fat CH
  133. -when you jump with j.K, be sure to do a j.S when falling
  134. -the jump, air-backdash into j.S, do it in neutral especially against fast people like Chipp/Millia/Giovanna/Potemkin that might run into it
  135. -use 5H as OTG to finish people
  136. -wall-break midscreen conversions:
  137. CH 2D -> FU-K c.S 2H [~FU]-H
  138. CH 6H -> [FU]-K c.S 236S j.D 2K 236S
  139. CH 5H -> [FU]-K c.S 236S j.D 2K 236S
  140. CH [FU] -> 236S c.S 236S c.S 236S
  141. -labme: combos when with back to corner for sideswitch; doing BF 66 c.S jump forward j.S c.S does it combo when FD'd; BF corner setups
  142.  
  143. Meter-usage:
  144. -2P combo-conversion
  145. -5D combo-conversion
  146. -throw-PRC and RC combo-conversion
  147. -after FU-S fRRC-reset into 2S or 2K
  148. -after FU-S BRRC-reset which leaves you plus into 2K frametrap
  149. -during Rin throw- and low-mixup
  150. -whiffed Kou f22PRC for instant j.S
  151. -FU-P 66PRC into high/low-mixup or air-throw (the good old trusty one)
  152. -FU-K fPRC instant-overhead mixup (I still suck at this and shouldn't as it's also a cool yolo thing to do in neutral)
  153. -c.S FU~P crossup
  154. -BF-pressure the run-up j.D after BRC-ing once BF2 hit, BF-pressure the Nay-Nay
  155. -AD BRC j.P to get out of corner
  156.  
  157. things I need to confirm (better):
  158. -CH j.S into c.S 2H!
  159. -CH Fuujin into hop (confirm crouching and then go into Rin followed by run-up 2K Kou!)
  160. -CH charged Fuujin into Kou immediately
  161. -CH midscreen wallcombos
  162. -c.S 2H against crouchers and crouching attacks like after spin, and do the second 2K Kou or c.S Kou if running
  163. -2K 2D into Kou
  164. -6P into FU-K or [FU]-K
  165. -Corner close Kou hits into a j.S c.S Kou combo
  166.  
  167. #=======================================================================================#
  168.  
  169.  
  170. Bridget-stuff to improve:
  171.  
  172. -anti-airing always cancel into KSMH!
  173. -use RDB at least sometimes, best after c.S (2S(1)) or after a blocked Roll in a setup
  174. -use just Roll-setups when they have no DP (with the microdash maybe)
  175. -ADB more often in neutral Roll situations
  176. -cancel rolls into empty jump buttons and then 5S to punish their antiair
  177.  
  178. Meter-usage:
  179. -KSMH into 22fRRC 2S or fPRC j.S
  180. -DP into 22RRC
  181. -2K 2D 236S into 66fPRC 2K
  182.  
  183. things I need to confirm (better):
  184. -CH c.S confirms!!!
  185. -when 6H is blocked use j.236S to stay safe
  186. -when 2K 2D is blocked, use 236S instead of 214S!
  187. -properly confirm all the 5S and 5H hits into KSMH c.S meaty
  188.  
  189. #=======================================================================================#
  190.  
  191.  
  192. Testament-stuff to improve:
  193.  
  194. -anti-air anyone that shows that they will keep jumping, and KEEP doing it until
  195. -use 2S as a decent neutral-button that keeps you safe in case they jump
  196. -use 2H more as a frametrap
  197. -use Arbiter-Sign!!!
  198. -pay attention when to play around stain (your default) and when you can't do that (like against Nago) and adapt accordingly
  199.  
  200. Meter-usage:
  201. -Nostrovia in combos and especially in 6H blockstrings!
  202.  
  203. things I need to confirm (better):
  204. -when they are stained, be ready to converty ANY stray hit into a combo! (especially with Nostrovia, you can combo into it from dash-up 6H
  205. -2H or CH 5H|6H into Nostrovia, then run up c.S > 6H > HB at wall
  206. -6H into crow if they already have stain applied, so you can immediately trigger it again afterwards
  207. -CH 5H into crow > 66 > 5S > 66 > 6H > 214S
  208.  
  209.  
  210. ===================================================================================================================================================================================
  211.  
  212.  
  213.  
  214. #3 Matchups:
  215.  
  216. My worst Anji-matchups (in order, kinda):
  217. -Potemkin: I get rolled over in neutral by Pots doing random Megafists and Hammerfalls. It's just really hard to get in on him safely, I need to play more safely and reserved,
  218. block his Megafist and punish it if possible and punish Hammerfall. Wait for a mistake of his.
  219. If they are obvious about Megafist forward just doing a Kou is in my favor.
  220. -Chipp: I still get kinda washed by the Rekka. Him randomly jumping around makes me do bad decisions, I should use defensive IABD jump-button or rising jump-attacks.
  221. Also I still can't react to the cross-up and cmd-throw. And I don't know what todo against Gamma-Blade.
  222. -Leo: I just barely see him at all, so lack of experience. Throwing him out of the slash-special, not getting hit by the obvious DP-points and keeping my butterfly pressure
  223. DP-safe are probably most noteworthy points.
  224. -Sol: Also lack of experience against good players, don't really know how to handle Gunflame and get washed by empty bandit-bringer and such stuff.
  225. -I-No: Neutral is still strange to me, I get run over not knowing what happens to me. I need to learn to discern between the close and far guitar and punish the slow one.
  226. Defensively I probably need to stick more to one option instead of frantically trying everything at once.
  227. -Giovanna: I feel better about it now, but it's just a matchup I have to play really clean and concise. Block if you spin the damn triple-kick!
  228. I gotten a lot better against her now by staying at range and pre-emtively using 5S, they run into it often. Then if they jump I can Kou for mad gains.
  229. -Ky: I don't know what to do in neutral against him, it feels to me that can do whatever he wants there. I have to focus on reacting to Foudre-Arc and to always block low,
  230. because I get hit often by halfscreen Stun-Dippers which are costing me the games.
  231.  
  232.  
  233. #=======================================================================================#
  234.  
  235.  
  236. #Anji mu:
  237.  
  238.  
  239. as May:
  240. -punish his Fujin-low with 2K > 3K
  241.  
  242.  
  243. #=======================================================================================#
  244.  
  245.  
  246. #Axl mu:
  247.  
  248. -has a DOUBLE-OVERHEAD!
  249. -after 2K 2D blockstring he might do Rainwater or a frametrap
  250.  
  251. Cmd-grab:
  252. -jump as soon as you see the moles digging
  253. -he can do it always, be especially prepared for it after a soft knockdown
  254. -you can backdash it
  255.  
  256. Rainwater:
  257. -is that weird back-jump with the green sickle coming down in an angle
  258. -is plus OB and might be used by him to end a blockstring while gaining distance
  259. -you have to forward-jump it, he's pretty minus then if it whiffs
  260. -seemingly he can mix it up with another special that is then punishable OB though?
  261.  
  262. OD:
  263. -has two hits with a frametrap in between that lets you jump out
  264. -to punish you have to block the first hit(s, it's two but you can hold up-forward already) and do a jump-in attack
  265. -not FD-ing allows you todo a normal jump-forward attack
  266. -if you FD you can still get a good punish with jump-forward AD jump-attack
  267.  
  268.  
  269. as Anji:
  270. -punish OD with 9jc AD j.H c.S > 6H > FU-S
  271. you can also reaction-parry it, wait for the flames to appear in the animation and then buffer it
  272.  
  273. #=======================================================================================#
  274.  
  275.  
  276. #Baiken mu:
  277.  
  278.  
  279. -her gameplan seems to be: get 50 meter then do unreactable 50/50 and snowball you to death
  280. insofar always be wary when she has 50 meter because she will just go effing in and do crap like neutral TK Youzansen, just anything to get it going
  281. -she can safejump everything with j.H or air-Tatami; if you see her using j.H (so anytime it isn't a throw knockdown I think) you should probably IFD it
  282. -2H: the heavy low-sword (it's actually a low for some reason!); up-close she can cancel it into Tatami so don't challenge there, otherwise:
  283. punish further away it has quite a bit push-block so punish with 5S absolutely far away it is safe
  284. up-close she can cancel into Tatami or Kabari which is tight
  285. further away she probably cancels it into Hiiragi or Kabari, up-close probably Tatami or Kabari
  286. she is in a crouching state during it so prepare your crouching combos when you hit her!
  287. Kabari: probably the most common option, as it puts you into a mini-RPS and is tight up-close;
  288. you CAN use 6P (or other low-profiling moves) to dodge a following Kabari but only further away (more than a dash) BUT the whiffed follow-up will hit you then;
  289. also the range is pretty far and if you missjudge it, you will get CH into a big combo
  290. Tatami: she can early-cancel it into Tatami which will counterhit 2Ds but far-away it will whiff and your 5S should CH her (the mat alone can still hit you so be early),
  291. that you can't really react to sadly so you have to bet on it as if she uses Kabari instead she CHs you, you can up-back it on reaction though so the mat misses
  292. after a c.S I think you can throw her out of it, but that's super-risky obviously
  293. Closer the best is prolly to hold back and then remove yourself from the situation after you block a following Kabari or punish it's follow-up
  294. -5K 6K try to make it a habit to IB the 6K (which you have to be very fast to react, much like IB'ing Ram 2nd Rekka) and then throw-punish her before Mat or Kabari become active;
  295. she can still gatling into 2D though which might be a different timing (testme), but seemingly this isn't good for her anyways because it doesn't combo when the 5K hits
  296.  
  297. Kabari (the claw):
  298. -you can NOT Burst it because the chain has no hurtbox!
  299. -can be low-profiled! (or dodged with 6Ps), but the follow-up of H-version can hit you then
  300. -S-version is +2 oB now
  301. -S-version is slow reel but tethers, while H-version is a lot faster and pulls you in but doesn't tether;
  302. probably need to learn to distinguish between them, the S-version seems to have a golden bell at the end so look for that gold (meh it has different colors sadly)
  303. -H-version is -3 oB for first-hit and -7 oB for second hit, they can play around that and try to restart their pressure after first-hit with a 5K or a Parry
  304. -H-version she can do a follow-up to stop you from taking your turn (probably expect many to do that as default);
  305. she can also do it on whiff which goes really far so doing something like jumping at her or just upwards or use a low-profiloe move when she whiffs it might be a good idea!
  306. -follow-up:
  307. is now -7 oB which means that you can definitely get a 5K 2D punish; it still pushes you away quite a bit, so if you want to get a c.S punish you'd need to IB it;
  308. is never completely tight and you can throw her out of it, but you have to press very quickly after the first hit
  309. Other options: you can also 6P it!; AND use any low-profile moves (2D hello)!; or obviously an invincible reversal or a parry;
  310. further away you can also backdash it which makes it whiff and she is minus enough that you can try take back your turn with a 5f button
  311. If she holds the follow-up, she can end on the other side of you, but you can throw her on reaction usually with just a delayed throw
  312. -after 2K 2D(2) you can mash 6P or a low-profile move to blow her up, but it loses to Mat or delayed Parry, so best you only mash here if you see her doing it constantly
  313. -when you are tethered and she combos you, be super-careful because if she ends the combo in it she can do the follow-up and get a super-cheap cross-up on your wakeup
  314. -after 5K 6K (common starter) if you IB the 6K you can throw-punish her before it comes out! (same with Tatami-Mat)
  315. -5K 6K Tatami into a Kabari reset is not real, if you are close enough you can hit her with a 5S and depending on character also with a 5H
  316.  
  317. Hiiragi (Parry):
  318. -if she whiffs it she is in CH-state!
  319. -against her on wakeup you can do a really delayed normal which loses to mash obviously
  320. -finding meaties that keep you further away, so it only clashes, might be a good option
  321.  
  322. Tatami-Gaeshi (Yoga-mat):
  323. -grounded Tatami with the kick is minus oB!; but you maybe want to backdash afterwards or be careful with what you press because of her Parry
  324. -up-close is usually a true blockstring, you should think about that when she has you in the corner;
  325. from a longer blockstring or further range it has a gap which you can Super/DP/Parry between the leg and the actual mat
  326. -if the leg-kick doesn't connect you can not 6P sadly, but depending on the normal and range you can do a 5S (reactable after ranged 2H e.g.) or 5K;
  327. also you can react and then backdash or jump-back (which is probably good because this makes her scared of you doing an airdash and she can't immediately run after you), so using
  328. FD to push her out and then be able to not get hit by the mat seems a good idea in general;
  329. the only time when it is plus otherwise (except on your wakeup duh) is when she has you tethered and it pulls you back in (maybe you can still throw her out of something then?)
  330. -after throw she can do an instant air-Tatami which HITS CROSSUP; or a normal-jump air-Tatami which doesn't cross-up
  331. -it has a pretty slow startup, even if she is close, so you can probably backdash it completely out of some blockstrings, but if she uses Kabari instead she hits you
  332. -after 5K 6K (common starter) if you IB the 6K you can throw-punish her before it comes out! (same with Kabari)
  333.  
  334. Youzansen (overhead):
  335. -TK'd expect it after a c.S or 5K if she has meter as she can't combo from it otherwise
  336. -TK'd oB is normally c.S punishable
  337. -TK'd normal-hit she seems to be plus now, you can't no more throw her, so hold it after she hits no matter
  338. -TK'd she can also normal-jump it which makes her very plus, but it's pretty hard so probably don't expect it
  339. -jumped after j.S she can do an easy double-overhead with it which you can probably assume that they will do regularly;
  340. depending how low to the ground she does it, she is more plus, but you shouldn't try to mash either way because her 5P should counterhit all other mashes;
  341. regardless it is NEVER a tight blockstring though so you can super etc., and if she isn't right next to you, you can try to back-dash so her 5P whiffs but that's a bit callout
  342. -in the corner if you IB the jumped one you can throw-punish her (but hold forward first!) but it's extremely tight
  343. -she can even do a triple-overhead with meter where she does TK fRC j.H and another one; this one's probably safe then I'd guess?
  344. -be careful if she uses BRC after in blockstrings as it means she can also normally combo from them grounded one without CH
  345.  
  346. OD1 (sword-strikes):
  347. -goes into an animation immediately, but you can still OD yourself (Anji Parry hello)
  348. -has first 2 hits, then a third with a small gap
  349. -you can throw her out of the gap or use a c.S there (only nH sadly)
  350. -if you IB the third hit you are closer and can punish her with a charged Dust!
  351. -otherwise if you normal-block the third hit you can run up c.S normally
  352.  
  353. OD2 (gun):
  354. -be super careful fullscreen when she has meter, that thing is so fast she can react to any projectile
  355. -also goes through projectiles (even Leo's ones and also Potemking shield because why not)
  356. -has no animation, just a flash and she pulls her gun
  357. -is very fast, but you can still do stuff like input your own super after the flash if it's fast enough
  358. -does only a little bit of chip
  359. -is plus up-close!
  360. -up-close if she does it empty you can spam back-dash and then punish her with a 2D knockdown or even throw her out of it!
  361. this doesn't work in blockstrings seemingly, as e.g. c.S 5H Gun is seemingly completely tight (kinda broken imo)
  362. -don't try to low-profile it, as it still explodes behind you and hits you
  363.  
  364.  
  365. as Anji:
  366. -Roundstart: her buttons are way faster than yours, so don't use 5S at roundstart because her 5S|2S wins;
  367. you can backdash or jump-back but 2S catches you walking-back so you can't whiff-punish it
  368. you can CH her 2S with a 2D but it's very tight, against 5S both whiff which is not a bad option
  369. 5S you can spin but it's very tight, punish then with a 2D Kou
  370. 2S you can spin too and also very tight, if you micro-walk forward you can get a c.S 2H punish, otherwise just a 5S
  371. you can 5K which trades both with 5S and 2S but doesn't seem worth
  372. -Spinned 2H she recovers crouching and you can get directly a 2H 236[S] c.S 2H 236[S] combo!
  373. -Spinned 2S you can get a c.S 2H 236[S] (might need micro-walk forward before), but only continue it with c.S 2H loop if you are close enough, but 5K FU-K should always work;
  374. might need a tiny tiny micro-walk so you don't get a 5S accidentaly
  375. -if she does blocked Tatami into Kabari reset, if you are close enough you best just take your turn with 5H or 6H which gives you a nice CH combo (5S works too but she can parry)
  376. -Hiiragi-stuff:
  377. c.S >> 2S > 5H gets parried, so NEVER do that blockstring!
  378. > FU gets parried
  379. > 2H gives you a FAT CH combo!
  380. > FU~P gives you a nice CH 2K 2D knockdown!
  381. c.S >> 5S > 5H gets clash-parried
  382. c.S ~66 c.S also works, so be ready for those CH c.S 2H combos!
  383. Otherwise CHARGED Fuujin to get a fat CH-combo and stop her from mashing parry in your strings.
  384. Ending 2S|5S in butterfly is also a pretty safe option.
  385. Use c.S 2S 2H as standard option to see what they do!
  386. -OD2 you can spin if you are at least half-screen
  387.  
  388. as Bridget:
  389. -Roundstart: either walk back to whiff-punish her 5S|2S; or use 5K which trades with 5S and stuffs 2S, but loses to 2H
  390. 5P wins against 2S and trades with 5S, but loses to 2H
  391.  
  392. #=======================================================================================#
  393.  
  394.  
  395. #Bridget mu:
  396.  
  397. Rock da Baby (cmd-grab):
  398. -Is definitely reactable, but you have watch out of it, much like Chipp's cmd-grabs.
  399. -You can actually grab her before it becomes active, so just press throw if you see it. This will lose to delayed then I guess, but that opens up other punishes again.
  400. -Back-dashing seems too dangerous, as much like Chipp's cmd-grab it has enough range to just catch you still afterwards.
  401.  
  402.  
  403. #=======================================================================================#
  404.  
  405. #Chipp mu:
  406.  
  407. -Dude excels at position of one-dash away, there he can do: Alpha-Blade Hori/Verti or Cmd-Grab
  408. It's best that you ALWAYS expect him to do it at that range!
  409. Best option in that case is either to use a poke, or when trying to react to jump FORWARD.
  410. Forward because vertical Alpha-Blade catches 8j or 7j, and you also cross-up block it in the air then.
  411. You also need to react immediately, as soon as he leaves the air, jump!
  412. If he uses horizontal Alpha-Blade, you can try to cross-up block it, but it seems to be hard and you most likely succeed in jumping out instead.
  413. -use long-staying buttons hoping he runs into them, try to occupy a lot of space so he can't fly around freely
  414. -use your fast air-normals (j.K, j.P e.g.) to catch him out of the air, because he's definitely not blocking
  415. -roundstart do anything but back-jump, he has an OS that does a quick attack and then an anti-air that easily catches slower chars
  416.  
  417. Alpha-Blade:
  418. -Cross-up teleport but it's NOT invulnerable!
  419. -Horizontal seems to be a tad faster?
  420. -After Vertical he can still attack on his way down!
  421.  
  422. Rekka:
  423. -has extremely good frametraps so don't mash; EXCEPT after the low, you gotta mash regardless to stuff the overhead
  424. -wait till you see the low, then prepare for the overhead coming
  425. -the overhead is punishable so find your best punish
  426. -1st and 2nd hit are NEGATIVE OH! and he might backdash which you can try to chase
  427.  
  428. j.2K:
  429. -if you have no specific answer, you can try FD-ing it so he gets pushed out and his follow-up low will whiff
  430. -if you have an attack that reaches high, you can try trading with it, and should still get a combo as he is air-floating then
  431. -you can also try running under or walk forward to switch positions
  432.  
  433. DP:
  434. -gives a CH combo! (recovers standing sadly)
  435. -always sideswitches, so make it a habit to hold back once you block the start (he only has one version)
  436. -still have to act pretty fast, time your button with when he touches the ground, he recovers fast with the S-version
  437. -you can also hit him airborne which gives you better combos, for this wait longer than usual after he passed over your head
  438. -you can also air-throw him for the lulz or do a CH air-combo
  439.  
  440. OD1 (the fullscreen super):
  441. -goes fullscreen!
  442. -if you are on the ground, it hits only ONCE
  443. -doesnt' crossup despite looking like it
  444. -Punish:
  445. +he will ALWAYS land at the end of the corner in which direction he is looking at
  446. +to punish it, you need to block the first hit and then run to the opposite side from where he did, all the way, and try to get a c.S punish
  447. +do not try to run with the double-tap, as he switches sides above you your inputs will be messed and you stop moving;
  448. instead hold the direction and mash the dash-macro (two-three times)!
  449. +if you are in the corner and he is close to you when he does it, you can run under it and get a corner-combo
  450. +then do a c.S, or if you still too far away prepare for a 5S punish testme it recovers crouching???
  451. -no need to FD it
  452. -if it hits, it leaves you midscreen with him about a dash away from and VERY plus!
  453. He can then run forward for a meaty c.S (which it seems you can backdash if you are amazing)
  454. I've also seen some try todo a 5[D] or cmd-grab reset, you can mash those which loses to run up c.S obviously, so watch out for it! (and maybe do a delayed chicken-block)
  455.  
  456. OD2 (the multi-attacks):
  457. -very fast swordstrikes, but only when blocked only the first five or so strikes are done
  458. -do NOT FD this one, it pushes you away mad far and you get not punish then!
  459. -prepare for the uppercut-like move from his blade which is your cue to get a c.S punish
  460.  
  461.  
  462. as Anji:
  463. -against the overhead if you mash, use 5P or 6H and mash it hard (2P will lose);
  464. you can also do a backdash and punish it with 2D Kou but that means giving up space if he does nothing
  465. -punish the overhead with 2D Kou (c.S 2D Kou only works if you IB it, but c.S 2D works too but less dmg)
  466. -do NEVER try to get out your Parry unless you are absolutely sure he can't cross you up in any way whatsoever
  467. -DP-stuff:
  468. +punish it on the ground with the double c.S 2H Kou; for the second Kou it can happen that you are too far away, in which case just do a c.S Kou
  469. +airborne you can get a CH c.S ~66 > (c.S 2H Kou)x2 going!
  470. +you can even get a jump-back CH j.D combo, that one could probably be mad optimized (CH j.D > AD > j.S > (c.S > Kou)x2 e.g. works)
  471.  
  472. #=======================================================================================#
  473.  
  474.  
  475. #Faust mu:
  476.  
  477. -every single Faust will mash, always, because they have ridiculous normals so prepare to use frametraps a LOT
  478. -has an exceptionally high jump and is also very evasive in general
  479. -just as Potemkin he can easily turn around a game that would have been lost otherwise, so treat him as such and press your advantage
  480. -his crawl can go under far buttons like 5S or 5P so you gotta be careful with your offense
  481. -has an overhead normal that is very slow but huge range very rewarding and is also great against jumpers, so try to jump-block it
  482. -his throw-range is for some reason absolutely effed up, be prepared to get thrown out of your buttons and meaties
  483.  
  484. Roundstart:
  485. -his 2P reaches everyone at roundstart, and while 7f startup can just outreach and punish many characters other buttons; either use a long 7f button or jump-back
  486.  
  487. j.2K:
  488. -is NOT an overhead
  489. -he will cancel it most likely into bomb-throw or item-toss, you can maybe react to it with walking forward anti-air or c.S (immediate anti-airs usually trade with the bomb)
  490. -they will often TK it when they are in mid-screen range, as it is really fast and evasive and gives the ensured item-toss oCH
  491. -testme if when they are further away, like max-range, if you can still react to the item toss with walk-forward and anti-air them
  492. -IB'ing it and then challenging it should be a good idea so he can't just item-toss for free
  493.  
  494. Fishing-Pole:
  495. -you can 6P it on reaction which uses the head-invulnerability to avoid it!!
  496. -you can also try to just jump it, which might be better up-close
  497. -this and item-toss is a low-tier mix midscreen
  498. -he probably uses it after the overhead is blocked just to stop you from running in, so be ready for that
  499. -don't forget that you can also punish it if blocked close enough, because it is a special, so test your options for that testme
  500.  
  501. Teleport:
  502. -he can RC it, making it an instant mixup with the cmd-throw
  503. -he might use it after Meteors fullscreen for a fullscreen crossup
  504. -you can watch the eyes and if one of the scarecrows eyes light up, he will come from there
  505. -if no eyes light up, he will come down from top with an overhead (just hold back, DON'T try to jump back, also expect him to PRC if you block it)
  506. -you can mash it out if he doesn't have meter
  507.  
  508. Tornado:
  509. -he can RC it to get an instant overhead, making it a high/low-mixup
  510. -might be punishable OB but he can move backwards with it
  511.  
  512. Items:
  513. -Afro extends your hurtbox upwards and he can easily get things like an instant overhead with the divekick-needle then
  514. -if HE gets the afro, his bomb-bag will guard-crush you!
  515. -Hammer means command-grab!
  516.  
  517. OD1 (the lucky charm):
  518. -he recovers crouching, so do your best punish but don't forget that due to his low crouch some attacks can whiff!
  519. -is actually pretty slow, so it can happen that you can still block it or even hit him out of it
  520. -does nearly no chip-damage, so no reason to FD it
  521.  
  522.  
  523. as Anji:
  524. -roundstart you can 2K which clashes with his 2P, you can repeat this to infinity (otherwise just jump-back)
  525. -if you block j.2K crouching, you can spin (or hold Kou and still spin) and then get a throw-punish or pressure if he lands
  526. -if you spin j.2K you get an ensured c.S punish
  527. -if you spin tornaod it is STILL there, so you still have to block
  528. -OD1 punish you can get a run-up c.S 2H Kou c.S 2H Kou for mad damage!
  529.  
  530. #=======================================================================================#
  531.  
  532.  
  533. #Giovanna mu:
  534.  
  535. -lot of her far buttons are very safe OB, so she might try to whiff-punish your counterpokes
  536. -you have to show her that you can stop her plus-specials, so she has to give up her turn or try to reset pressure otherwise
  537. -at the end of her gatlings or blockstrings, you can either try FD-ing the last attack or super-jump, which should work both against her specials
  538. -when you are in ranges where 6P might hit then they can mix it up with 2D
  539. -if she ends with the one-kick-special, if you IB it you can throw-punish it (common seems to be triple-kicks normal one-kick-special)
  540.  
  541. c.S:
  542. -the knee-kick is plus OB and threatening close where she can mix it with the Overhead-Flip or Spiral-Wolf
  543.  
  544. 5K:
  545. -her triple-kicks, she can easily let them connect from half-screen with a dash
  546. -they can seemingly be low-profiled!
  547.  
  548. Overhead-Flip:
  549. -is plus OB!
  550. -used to reset her pressure after a blockstring
  551. -you can absolutely smash her out of her overhead with a c.S
  552. -6P works sometimes
  553. -can cross you up which she often uses midscreen after a KND to catch you meaty
  554. -she can do a cross-up jump-in and then use it still in the air to make a double-crossup
  555.  
  556. Spiral-Wolf:
  557. -is plus OB!
  558. -used to reset her pressure after a blockstring or to get in from range
  559. -in neutral you can either 6P it (but that means you might be caught by a dash-button), neutral-jump and hit her with a delayed button, or low-profile it
  560.  
  561. OD1 (the ground-spins):
  562. -is -37 oB and IF you don't FD it, she is very near to you, which means you can get a 5[D] punish!
  563. -if you FD'd it, just run forward and c.S punish
  564.  
  565. OD2 (air-super):
  566. -is mad +6 oB!
  567. -she might use it to bait your anti-air or to reset pressure
  568. -it is instant post-flash, you can only react with a f1-reversal, but not with Burst
  569. -is not an overhead
  570.  
  571.  
  572. as Anji:
  573. -try to play hard keep-out game, do pre-emtive 5S attacks way outside where you usually would so she runs into them; also IAD j.S might be good;
  574. once you have her respecting that be ready for her jumping and use Kou to punish her hard
  575. -triple-kicks:
  576. +do not try to spin too often, triple-kicks are kinda still in her favor
  577. +if you spin them, hold back and throw, sometimes you get a punish but if not you can still block the following kicks
  578. +mash 5K in neutral at points where against other enemies you would use 5H at that range, because those are too slow against her dash-ins
  579. +you can try todo 2D as it wins, but it is very risky and the chance is high that she whiff-punishes them or hits you first
  580. -Spiral-Wolf:
  581. +spinning her wolf you get a c.S 2D Kou punish
  582. +be careful of using 2D in fullscreen trying to get her running in, because when she does it you will low-profile it and she will eat you
  583. +can go through your butterfly fully in neutral (if you have the advantage you can spawn butterfly to bait it and then use 6P to counterhit her)
  584. -spinning the flip perfectly, you get a throw-punish, but it's very tight; so either try to throw her, if she does the same you both tech, or back-dash 2D
  585. -flip and wolf you can't really low-profile with 2P, you can do it with 2D but it makes little sense as she is still plus then
  586. -OD1 you can also punish with a charged Fuujin if you can get more damage or a wallbreak that way
  587. -don't try to parry OD2, it will whiff completely
  588.  
  589. #=======================================================================================#
  590.  
  591.  
  592. #Goldlewis mu:
  593. -after a standard wall-break, backdash as he most likely will wakeup BT which you can then whiff-punish if your character allows that
  594. -IFD should be really effective against him
  595.  
  596. Behemoth Taiphoon:
  597. -some BTs you HAVE to challenge, otherwise he can stay plus forever while melting away your health
  598. -if you have to challenge, mash HARD
  599. -c.S > 842H > 862H which is a low into overhead is a string I see often; you can 5f challenge after the c.S which is risky though, or after the low again with a 5f;
  600. BUT if you FD the low then you will be pushed out so far that your 5f will whiff most likely, in which case hold back and you might be able to make the overhead whiff in
  601. which case you can whiff-punish him
  602.  
  603. OD1 (the churn)
  604. -if you FD it or a button before it, it can be that you won't be able to get a run-up c.S punish
  605. -it has some slow startup animation, so you can sometimes confirm him doing it and block in time
  606. -it's his only reversal, and deals mad damage, so expect people to try it on wakeup or even during your blockstrings
  607.  
  608.  
  609. as Anji:
  610. -roundstart you can just 5S against his BT (don't try 2D), 6P and 2P also works
  611.  
  612. #=======================================================================================#
  613.  
  614.  
  615. #Happy Chaos mu:
  616.  
  617. -his 5S is some mad bullcrap
  618. -his 2D is very minus (-7 oB at least), but obviously he can gunshoot you
  619. -2K reaches very far
  620. -he likes to jump around a lot like approaching with double-jumps because he can convert any stray hit with gunshot and hit your anti-air,
  621. the way to beat this is jumping too and meating him air-to-air (Sajam says)
  622.  
  623. Roundstart-options:
  624. -2S is a very good button that beats a lot of other buttons, but you can back-walk and whiff-punish it
  625.  
  626. Scapegoat:
  627. -You can cancel after hitting it, so you can e.g. use a dash- or jump-cancelable move to get in on him immediately.
  628. Also you can use it for gatlings, so just 2P > 6H with Anji to get in on him.
  629.  
  630. OD1 (Deus-Ex Machina):
  631. -does actually have NO invincibility
  632. -this means if he does this close to you, you can just hit him out of it!
  633. -is tracking, so don't be slacking
  634. -he needs Focus to do it, so you can maybe play around it and approach freely when he is empty on it
  635.  
  636. OD2 (the Focus install):
  637. -if he uses it after certain moves (like 6K), he is plus!
  638.  
  639.  
  640. as Anji:
  641. -roundstart against 2S you can 2D or spin it
  642. 2D will trade but favoribly
  643. Spin leaves you a bit too far for a c.S punish, but you get a 2D Kou
  644. -roundstart 2K clashes with your 2K but beats your 2D
  645. -roundstart 2D you can also spin which gives you a throw-punish, but also a c.S 2H Kou punish!
  646. -I feel using spin is very effective, you can spin his bullets and make him deplete his resources for nothing that way
  647. -When you spin a bullet, it seems that you have to block the next one though, so you can't just spin again
  648. -Kara-Hop might be a pretty good way to get in on him while dodging the reticle, unless you are cursed at least
  649. -2D you can punish with 2K 2D
  650.  
  651. #=======================================================================================#
  652.  
  653.  
  654. #I-No mu:
  655.  
  656. -Hover-Dash, Chemical Love and Stroke are her main tools to get in in neutral, if you try to 6P the Hover-dash she can Stroke under it or whiff-punish with chemical love;
  657. This also means that characters that can cover both options with one button are great against her in neutral, otherwise you have to guess!
  658. -against her in corner if she tries to reset pressure with the wall-slump, she will most likely go into a low afterwards because the wall-health means that a low already breaks it
  659. -against her in ocrner she can do 2D 6H Heavy-Stroke to beat your Burst, if you delay your Burst instead you can Gold-Burst her out of Stroke!
  660.  
  661. Hover-Dash:
  662. -it is oh so very fast, if she is one or two dashes away from you, she can go into an unreactable high/low shmix
  663. -if your character has a fast 5P that hits crouching, you can try to Fuzzy-mash right when the high would hit
  664. -blocking the high can try to Fuzzy-Guard a following low (which btw is a frametrap that beats 5fs), but this will lose to her adding a j.D
  665. -with j.D she can do a double-overhead (and triple even with OD?) that catches your fuzzy, and is on top a frametrap that kills your mashes
  666. -j.D is punishable with a throw, but they most likely will cancel it into the Dive-Kick anways
  667. -with meter she can make you having to block OD2 in the air which gives her a safe reset should you block it
  668.  
  669. Dive-Kick:
  670. -can be charged to bait your anti-airs
  671. -is a mid, but she can add a second hit which is frametrapped that hits overhead to dissiduade you from fuzzy-guarding
  672. -ALWAYS mash afterwards, because all versions are minus oB and the frametrapped second hit gets beaten by mashing
  673. -mostly used by her if you block a double-overhead as it is still safer than just letting the j.D be blocked and can serve as another frametrap
  674.  
  675. Stroke:
  676. -goes under a lot of attacks like far normals and is a low, if you are in neutral always think of blocking low in-case
  677. -don't forget to mash out of the stagger if she hits you with a CH!!
  678. -just with Sol's Vortex you can try to use pre-emtive low-hitting buttons to stuff her out of it (which she can Hover-dash over though most likely)
  679. -S-version is fast but -7 oB, but leaves you far enough that most characters will only get a single 5f mash to connect (or a 5K without the 2D then) so do that
  680. and get your turn back;
  681. you can try to IB it, but as that opens up other options for her as Hover-Dash but more importantly you won't be able to react to the H-version it doesn't seem worthy,
  682. also even with IB it is really hard to punish and even in corner it leaves you so far away that not even throw will connect
  683. -H-version is slower but +3 OB, if she uses it in a blockstring you can usually grab her out of it
  684. -ranged you can try using a fast low button to stuff her during it, in general making her afraid of not just using it in neutral seems to be extremely important
  685. -after 6H (the sound-box upwards-swing) you can look for it as she can only special-cancel it and it combos oH, you can't mash here because it's too
  686. tight but you can throw the H-version
  687.  
  688. Chemical-Love:
  689. -goes extremely far, but is prone to low-profile moves
  690.  
  691. Note:
  692. -it gains more damage the further it flies, so if she does it in neutral, it is advantageous for you to use a move against it with a far hitbox so you kill it,
  693. and then you 6P her; it has really low hitstun, so you can basically run into it and then still 6P if she tries to hover-dash in
  694.  
  695.  
  696. OD1 (the kick up into the weird globe stroke):
  697. -can be done airborne (and she's mad plus afterwards)
  698. -has two hits where the kick is the first
  699. -if you block the first hit close you can punish her hitting her airborne
  700. -testme what todo if I am not near enough or if I can get a 5H punish
  701.  
  702. OD2 (Megalomania):
  703. -Is either a command-grab if close or a projectile
  704. -if she does the projectile around half-screen, you can react and jump air-dash over them quite easily, BUT to punish it you best don't try to use a jumping-button, as she is
  705. invulnerable for a long time and making your hurtboxes bigger might get you hit still, so just land and then do a c.S punish
  706.  
  707. #=======================================================================================#
  708.  
  709.  
  710. #Jack-O mu:
  711.  
  712. 2D:
  713. -amazing button most like Giovanna's, but it moves her forward
  714. -she can use a certain special (the kick) after it which gives her great reward near the corner if it hits!
  715. -she might try to use it to set minions if you stay blocking it, so it's a mixup between her doing the kick or trying to set up minions
  716.  
  717. Kick:
  718. -is -12 oB, but if she uses it after 2D you will be pushed out far where most punishes won't reach
  719. -if you IB it after 2D, you can usually get longer reaching punish like 2D; if you IB it up-close c.S should do
  720. -on max-range after 2D the frametrap is way too big, so you can mash 5S or 5K if she is very spaced
  721.  
  722.  
  723. OD1 (the iron maiden):
  724. -you can react to it with jump or a backdash (mash macro in this case)
  725. -for a punish run up c.S; don't try to do a jumping attack as it will hit her back cause she's still airborne for a bit
  726.  
  727.  
  728. as Anji:
  729. -IB-ing the kick after gives you a 2D Kou punish on all ranges
  730.  
  731. #=======================================================================================#
  732.  
  733.  
  734. #Ky mu:
  735.  
  736. -STUN-DIPPER STUN-DIPPER STUN-DIPPER STUN-DIPPER STU.....
  737. -he is very fast and with dash his normals might as well go half-screen
  738. -do NEVER try to contest his blockstrings with a low, as the Foudre-Arc will fully beat it and get him a ton of damage
  739. -when he uses 5K as a oki-button, don't reversal as it can recover fast enough to stay safe
  740. -the 6K where he kicks you in the stomach is slow but +4 oB!
  741. -after a normal wallbreak, be careful of backdashing because they definitely WILL just throw out a Stun-Dipper which catches you
  742. -he can do a double-overhead with his j.D; he might also use it to halt his momentum in the air
  743.  
  744. Roundstart:
  745. -2S and 5S are great options that can counterhit most far pokes, but you can walk backwards to make them whiff and possibly punish them
  746. -Stun-Dipper is seemingly still a valid choice because he might catch you walking backwards, with Foudre-Arc they can make a scrub-mix
  747. -jump back airdash back is decent but if they just Foudre-Arc you get counterhit
  748. -if you want to stay safe against this, walk back a second and then block low, while reacting to the Foudre-Arc to stuff it out of block it in time
  749.  
  750. Shock-State:
  751. -gets applied by: Stun Edge, Dire Eclat
  752.  
  753. Stun Edge (Fireballs):
  754. -don't forget that you can low-profile and even 6P the light version! (you can also low-profile the heavy version but it's very tight!)
  755. -if he zones you out, do the IAD into button to make him stop (but very ranged he might still be able to 6P you or if you are too late)
  756. -when he uses it to end a blockstring with you in the corner, you have to push him out farther with FD-ing at least two buttons to be able to IAD or 6P etc, don't try doing
  757. anything else unless you FD because it is a very tight string;
  758. midscreen FD-ing one button should be enough;
  759. him using 5H or 6H makes a tiny difference with the latter leaving a bigger gap (but those attacks are very same-looking)
  760. -If he does the charged one on your wakeup, he can get an uninteruptable charged Dust so be ready for that!
  761.  
  762. Dire Eclat (charged swordstrike):
  763. -the a pseudo-safe bs-ender that's only punishable if you IB, but is otherwise pretty minus (-11 oB or -9 oB in Shock State]
  764. -you can try to backdash and 22BRC to get a punish seemingly
  765.  
  766. Foudre Arc:
  767. -you need to react with 5P, or 6P but that can get beaten often (some c.S might also work)
  768. -is very scary in the corner because it can catch your jumps
  769. -you can also try to super-jump it to just avoid it (don't try to normal-jump challenge as it will hit you for mad damage)
  770. -if you block it, do it standing so it's -1 OB, otherwise it's +1 OB
  771. -is very plus oB when you are in Shock State
  772.  
  773. Stun Dipper (the low-car):
  774. -is very low-profile and can go under a lot of projectiles and other stuff
  775. -two hits, only first hit is a low
  776. -you can STILL block the second hit even if the first hits you even up-close, so stay blocking! (but you can stand-block then or maybe fuzzy-jump if you think they PRC)
  777. -punish with a 2D or a 5K, c.S seems to be too slow and they are too far away to be thrown
  778. -expect them to always just throw it out in midscreen as soon as they have meter for PRC it's a half-screen low-check into pressure
  779.  
  780. DP:
  781. -gives a CH combo! (recovers standing sadly)
  782. -you can also hit him airborne which gives you better combos
  783. -if you do it early enough while he's still airborne, you can get a 5[D] punish! (both versions, but let him pass your head for H-version)
  784. -H-version launches him foward and puts him a lot higher, also it ALWAYS sideswitches;
  785. when you see it, hold back so you walk backwards and still stay close enough and then press your c.S when he touches the ground (you can also get airborne combos still that way),
  786. some combos may whiff easier if you do it that way so hold the button for some extra microsecond to be absolutely close;
  787. you can still get other combos like the 5[D] punish if you wait for his arc to pass over your head before you press the button; you can also air-throw him for the lulz
  788.  
  789. OD1:
  790. -ALWAYS expect them to hit-confirm it from a normal that hit half-screen
  791. -you can punish it with a charged 5[D]! (also FD'd)
  792. -if you FD it, be ready that you can let go of it after the last slash, he still slides for quite a while
  793.  
  794.  
  795. as Anji:
  796. -Roundstart: you can actually micro-walk backwards and then whiff-punish his 5S and 2S with your own 5S!;
  797. you can spin 5S and 2S, punish 5S with 5K 2K Kou and punish 2S with 2D Kou
  798. DON'T 2D as his 5S can CH you;
  799. 5S trades with his 5S but loses to his 2S so don't do it;
  800. testme some Kys just stun-dipper or Foudre-arc
  801. -punish IB'd Dire-Eclat with 5K|2K > 2D or 2D (c.S usually doesn't work as you are too far for the proximity to trigger, or it's extremely tight at least)
  802. -punish Stun-Dipper best is 2D Kou which actually connects even at long ranges!;
  803. otherwise 5S Fuujin works too but it maybe won't connect at max-range;
  804. 2D works pretty well and connects at most ranges, and depending on the range you can also do 5K|2K 2D (5K can whiff as they are crouching),
  805. but a big issue is that depending on distance you have to manually time the butterfly afterwards;
  806. very near you can even 5S 5H Fuujin (can be a bit tight);
  807. if you IB it you can also get a c.S 2S Kou also works;
  808. if it's max-spaced, just spawn a butterfly or run-up/6H etc;
  809. if you spin the first hit of Stun-Dipper, you can throw them before the second hit becomes active!;
  810. Be VERY vareful with using buttefly in neutral, because he can slide under it easily with it!
  811. -fireballs you can low-profile with 2D or 6P but 2D is much because it's easier to time as you stay low longer;
  812. if he does them as bs-enders FD at least two buttons;
  813. it is NOt WORTH to spin them because he recovers way before you
  814. -against Foudre-Arc you can either: 6P > [FU]-K; 2P > 5P > Kou; 2P > 5P > FU-K; 5P > Kou; 6P > Kou(1)
  815. Using 2P 5P is probably the best, because you can make use of 2P's low-profiling property and be able to dodge it more easily. Just don't try to delay it.
  816. Also with 2P|5P you can hold backwards and still keep blocking should you be so late.
  817. -DP-stuff:
  818. +punish it on the ground with the double c.S 2H Kou; be careful that if he is still airborne the 2H might whiff
  819. +airborne you can get a CH c.S ~66 > (c.S 2H Kou)x2 going!
  820. +if you are super-tight and ready, you can even get a CH 2H combo going (or a CH 5H which is a tiny bit easier)
  821. +H-version hold back and you should still get the same combos, hold it a bit longer for the grounded punish;
  822. compared to Sol's DP here you can still get a CH 2H or CH 5H punish if you wait for his arc to pass over your head before you press it
  823.  
  824. as Bridget:
  825. -Foudre-Arc: use 5K to stuff it out!
  826. -Roundstart: pretty much all trades with 5S and loses to 5S, so the best you can do is walk back and whiff-punish those with a 5S > 5H-H
  827. you can also do 5P which stuffs 2S and Foudre-Arc and still allows you to block the Stun-Dipper low, but loses to 5S
  828.  
  829. #=======================================================================================#
  830.  
  831.  
  832. #Leo mu:
  833.  
  834. -when he throws you he is in BT-stance, from which he can OTG you with 2K and cancel into the overhead which leaves him very plus
  835. -testme if you can IB his 5K 6K and throw-punish him then
  836.  
  837. 2D:
  838. -gives him a mad damaging combo in the corner, so be sure to block low
  839. -is also great a roundstart, so watch for it
  840. -apes they are, they might just immediately DP if they see it being blocked
  841. -is very safe, you only punish it with a 5f move if you block it close, if you are further away like at roundstart-distance just don't try because he might DP
  842.  
  843. Projectile:
  844. -goes through everything
  845. -S-version is actually really fast
  846. -if he doesn't RC the H-version, you can wait for a bit then jump over it and back-dash, which might be relatively safe
  847.  
  848. Parry-stance:
  849. -he can go into some parry stance that blocks all highs and mids, so use a low if he try to bait you (like after a button)
  850. -he can still attack though
  851.  
  852. Berserker-Slash:
  853. -always, leaves him in Backturn-stance
  854. -you should BET that it will cross-up!
  855. -you can throw it on reaction if you look out for it, only once you established that he is forced to use staggers and such
  856. -try to watch for it after things like 5S in neutral or at the end of his blockstrings as it is the most likely option he will do
  857. -up-close he has a lot more options so it might be more beneficial to just ignore it
  858. -if he just keeps looping in on your KND, just try to throw him because you might as well be lucky
  859. -you can also try to use a fast button as throw might whiff sometimes
  860. -on-range you can also try to back-dash it to get a whiff-punish
  861. -if he wall-breaks with an overdrive, he gets a setup by dashing forward and then doing it to cross you up, but I think you can still throw him (or do a 5S and stay in front)
  862. -he might also try it as Oki just to get back into stance
  863. -also be careful after his 2S, because he seemingly has several options there too like a good gatling (FD it and check what he does)
  864. -apparantly you can also hold-up if he catches you ranged and he doesn't cross you up then?
  865. -also testme which punish options you have if it DOESN'T crosses up
  866.  
  867. Flame-swords:
  868. -the other way besides Berserker-Slash to enter backturn
  869. -he might do it after some close pokes like 5K
  870. -IS punishable!
  871. -if you are quick on reaction you can throw him out of it
  872.  
  873. Backturn-stance:
  874. -his 2Ks leave him plus
  875. -he can also cross you up with dashing through you
  876. -he can still Berserker-Slash to cross you up, but he leaves backturn then
  877.  
  878. BT-Stomp:
  879. -is very plus OB
  880. -you can backdash it, even in the corner
  881. -otherwise mash it on reaction
  882.  
  883. BT-Overhead:
  884. -he can stance-cancel it which leaves him plus, so you need to be very careful with mashing here
  885. -can cancel it into Parry, so just blocking might be more beneficial once he has shown that he is willing to do it
  886. -is minus OB, but you need to use a fast enough button to punish it or he will counterhit you
  887. -you can still back-dash it, but gotta do it on prediction obv
  888.  
  889. BT-Cmd-grab:
  890. -watch out for his advanging kick in stance, it is a prime target to use his grab afterwards
  891.  
  892. DP:
  893. -he can RC it which not only makes it safe but also gives him a high/low-mixup!!!
  894. -best is to bait it with run-forward and backdash
  895. -gives a CH combo! (recovers standing sadly)
  896. -still have act to pretty fast once grounded, time your button with when he touches the ground; but you have more time for air-hits compared to other DPs
  897. -you can also hit him airborne which gives you better combos
  898. -if you do it early enough while he's still airborne, you can get a 5[D] punish! (but compared to KY you have to be SUPER-TIGHT here; and not worth for the H-version)
  899. -H-version puts him a WAY higher where he does an additional slash and stays very long in the air, also it ALWAYS sideswitches;
  900. when you see it, hold back so you walk backwards and still stay close enough and then press your c.S when he touches the ground
  901. (you can also get airborne combos still that way but you have to wait very long till he comes down, so consider this),
  902. some combos may whiff easier if you do it that way so hold the button for some extra microsecond to be absolutely close;
  903. you can also air-throw him (super-jump for that) for the lulz or do a crazy CH air-combo
  904.  
  905. OD1:
  906. -is only in Backturn-stance
  907. -seems to be not punishable and pushes you away far
  908.  
  909. OD2:
  910. -in normal stance, the multiple sword-strikes
  911. -you can either interrupt it after the first 4 hits before he does the final uppercut, or you block it out and you then get an airborne punish on him
  912.  
  913.  
  914. as Anji:
  915. -blocked 2D at roundstart-distance where you are too far away for 2P punish, you can Spin to call out the DP which is greatly in your favor
  916. -OD2 you can punish him being airborne with the double c.S 2H Kou combo
  917. -DP-stuff:
  918. +it is so effed up that even if you make a tight blockstring like c.S 6H FU-S it still punishes you, so if they do it during your blockstrings you have to hard-bait it with spin
  919. or ending empty blocks or if you have meter throw him with FU-(H) PRC throw;
  920. if you spin it be sure to wait till he passed over your head or you mess up the punish
  921. good blockstrings to empty block in midscreen is c.S 2S|6H which allows you to block it in time and c.S 5H which makes it whiff;
  922. if you are in midscreen without any running momentum, you can also do c.S 5H Shitsu without getting hit and still be able to punish him (if you delay the Shitsu it always works)
  923. +punish it on the ground with the double c.S 2H Kou; the last hit of the second Kou whiffs often but you should still get the same oki
  924. +airborne you can get a CH c.S ~66 > (c.S 2H Kou)x2 going!
  925. +if you are super-tight and ready, you can even get a CH 2H combo going (or a CH 5H which is a tiny bit easier), but only good for the S-version
  926. +H-version hold back and you should still get the same combos, for the airborne combos you have to wait pretty long but same as usual;
  927. you can still get CH 2H or CH 5H combos, but they are a lot harder to time so probably not worth it;
  928. you can even get a superjump CH j.D combo, that one could probably be mad optimized (CH j.D > 236[S] > c.S > 2H > 236[S] > j.D > lc > j.D e.g. works)
  929.  
  930. #=======================================================================================#
  931.  
  932.  
  933. #May mu:
  934. -if you block a j.2H be prepared that she will run up and try to throw you, as the dolphin-charge depends on the side and 3K afterwards is unsafe
  935. -FAKE-ALARM: if she does neutral otterball and then IAD j.H it is NOT tight but is very effed up, you need to wait till she is during the air-dash BEFORE you 6P her!
  936. If you do it too early for some effed up reason she will hit you instead.
  937.  
  938. 3K:
  939. -13 oB
  940. -ranged is punishable with a 2D
  941. -absolutely max-range is unpunishable
  942. -blocked up-close you can get a c.S punish
  943. -her 5D has MAD range (almost Potemkin's), and she can use it for some mad cheap crap like doing it spaced in the corner where your 5f buttons won't reach but it still will
  944. -her 6H is absolutely ridiculous, it can easily serve as a crazy anti-air in the corner, and if she hits it she deals 80% dmg easily
  945.  
  946. Dolphin:
  947. -S-dolphin is fast but - OB, H-dolphin is slow but +5 OB
  948. -you can try to 6P it pre-emptively if you are spaced out, but if she waits or delays she can punish you for it
  949. -reacting to H-dolphin, use 5P; you can also fuzzy-mash it, so you block in the case of a S-dolphin, but you mash out of the H-dolphin
  950. -midscreen if you block a H-dolphin you can backdash to avoid her far normals (but she can use dolphin again to call you out)
  951. -don't forget that she can still use air-normals and jump after a blocked Up-H-dolphin!
  952. -if you knock her down further away where you don't get ensured oki, be mindful that she can charge it while down and then release it to anti-air or catch you running
  953.  
  954. Her Corner-pressure:
  955. -whatever you do, try to not get hit by 6H, or you explode for 80%, there are May players who only count on that
  956. -you have to be very defensive, try to FD the H-dolphins and if you try to jump, hold up-back and FD at best
  957. -common is for her to run up c.S 2S H-dolphin, and then go into different resets or just keep the pressure up:
  958. +she can frametrap you with S-dolphin, which hits you when you try to mash and gives her a KND/combo; or she does 3K which you can jump out though;
  959. if you FD the H-dolphin and mash a 5f you can trade with her but it still leaves you bit staggered, this doesn't work against 3K though!
  960. +she can do 2S dolphin which is decent to keep you locked in, the 2S can hit you jumping if you don't hold back;
  961. you can mash with a 5f out of it!; FD-ing the H-dolphin before doesn't do much here, it is probably a 6f window regardless
  962. +the 6H reset, watch out for that one!; you can mash out of it with a slower button, even a 2D; careful with jumping out, it still catches you blocking in the air;
  963. if you FD'd the H-dolphin you can freely jump up-back and it won't hit you
  964.  
  965. OD1 (the Orca):
  966. -has two hits, one rising up and then one rising down
  967. -the splash-hit goes MAD far, at least a dash if not two, so definitely don't try outranging it or stuff
  968. -she can try to cross you up with an up-dolphin and then instantly use it while still in the air
  969.  
  970. OD2 (Mr.Yamada-san):
  971. -only the Whale itself has a hitbox
  972. -if she does it midscreen, there is a big delay between the cast and the impact, you can use moves with long invincibility to hit her during that
  973. -if you are close enough you can even just run into her and throw her without being hit!
  974. -if she uses it when she's in the corner, crouch-block it and let the whale get over your head, then run up at her and get a punish
  975. -low-profiles that slide should also work dodging it
  976.  
  977.  
  978. as Anji:
  979. -if you spin the dolphin:
  980. +you have to be super-mega-patient with your c.S, because for some reason it takes longer than it seems for you to get out of the spin, with H-dolphin being especially long
  981. +you have to confirm if you hit her standing or airborne once you hit the c.S, S-dolphin will be airborne and H-dolphin will be standing
  982. +you get a punish with c.S > 2H > 236[S] > 5K > FU-K; or even crazy corner-carry from midscreen with ... j.D <wb> j.D > c.S > 236S > 5H(W!)
  983. -3K ranged you best punish with 2D, depending on range you can add a Kou or not
  984. -3K can low-profile your butterfly! So be super-careful if you spawn it in neutral and she runs towards you, but maybe you can bait it with a Kara-Hop.
  985. -OD1 you can spin the second hit which is the safest and ensures you are close, then punish with a c.S 5S 5H FU-S!;
  986. you can also Parry the second hit for some 150 dmg
  987. -OD2 you can spin on reaction if she does it midscreen, up-close you can even get a punish;
  988. you can also Parry it on reaction, but only if it's about roundstart-distance you will hit her
  989.  
  990. #=======================================================================================#
  991.  
  992.  
  993. #Millia mu:
  994.  
  995. -in defense, it is most important that you find out which options they use to reset you, and then COMMIT to a counter-option;
  996. common options in blockstrings are e.g.: overhead Kapel overhead; resets with roll trow, resets with hair-car, resets with empty disc
  997. -her jump is pretty fast, she can easily jump out of larger frametraps where other's can't
  998. -she can air-dash cross you up when you block one of her jump-in buttons; you can mash it with a 5f button, but she can also just go into a low; might be fuzzy-able though
  999. -don't chase her too much when she flies around the screen, pick a spot where you think she might land and stick to it (unless you have good jump-contest buttons like May j.H)
  1000. -trying to anti-air her with 6P when she resets pressure in blockstrings without disk is an absolute BAIT, she will jump back
  1001. -she can do a double-overhead from a jump-in, and then cancel it into airdash still to get another cross-up overhead; you can jump air-throw her if you see the second hit!
  1002.  
  1003. Bad-Moon:
  1004. -is the isntant overhead which they do at really close pressure strings (not directly after c.S it seems, but as the third hit)
  1005. -they can make it a mixup with Hair-car, but Hair-car gives them a much better combo so it is still better to default to low-block (you can not fuzzy it from what I've seen)
  1006. -if you block it, if you are fast enough you can catch her still in the air with a c.S which gives you much better punishes
  1007. -dedicate yourself to be ready for the punish if you decide to try and block it
  1008.  
  1009. Hair-car:
  1010. -unless she does it super-close, it always pushbacks her the same distance
  1011. -mid-spaced is punishable usually with a 2D; don't wait till she lands, already input it once the dagger disappears
  1012. -you can also punish it with a 5S and such, but she can be kinda spaced
  1013. -she can RC it to make it a 50/50
  1014.  
  1015. Disk:
  1016. -gives her a true mixup on each knockdown that's 4-way in midscreen and high/low in the corner
  1017. -if she does it in a blockstring, it is NOT real and you can mash out of it
  1018. -depending on the range where she did the knockdown, if she is too far away she doesn't get a cross-up
  1019.  
  1020. Mirage:
  1021. -the cmd-dash, might be used by her in blockstrings
  1022. -dodges high attacks, so if you mash it you have to use a low-attack
  1023.  
  1024. OD1 (Winger):
  1025. -block the second part of it standing, otherwise she can cross you up which puts her further away and messes up your punish
  1026. -is pretty negative (but not charged Dust negative)
  1027. -she recovers crouching!
  1028.  
  1029. OD2 (the wheel):
  1030. -she is plus afterwards if she does it up-close
  1031.  
  1032. as Anji:
  1033. -using 2P when she jumps around and uses Kapel seems to be good, because you cn use the low profiling of it to avoid her air-attacks
  1034. -Haircar-punish with 2D always and just butterfly afterwards, up-close you can try a 2K > 2D > Kou
  1035. -Bad-Moon-punish if you are tight you can catch her airborne with a c.S > 2H > 236[S] > 5K > FU-K;
  1036. otherwise you just do a c.S > 6H > FU-S (she is too far away for c.S Kou, but 2D Kou works)
  1037. -OD1-punish as she recovers cr you can do c.S > 2H > Kou > 5K > FU-K;
  1038. if you are completely tight, you can also do a 2H Kou 2H Kou combo
  1039.  
  1040. #=======================================================================================#
  1041.  
  1042.  
  1043. #Nagoriyuki mu #Nago mu:
  1044.  
  1045. -he is a great poker with some in-and-out style, and you have to approach him very cautious in neutral (Kizzy says "you gotta whiff-punish to win against Nago")
  1046. -up-close he can go absolutely ham with the pressure, you have to adapt to his offensive usage and correctly mash out of it
  1047. -his close button where he slices upwards in fast motion with a smaller knife he is very plus OB and it's guessing time then
  1048. -don't forget to FD his specials
  1049. -he has a slower jump than other characters, which you can abuse sometimes (also has the effect that Nagos rarely jump if ever at all)
  1050.  
  1051. 5SS:
  1052. -has another S-normal follow-up which is very minus, but he can delay it; it also gives him back blood, so he has an incentive to use it in blockstrings
  1053. -the point after the 5SS is a major one, as he can use it for a mixup with Fukyo to go for a throw or c.S reset
  1054. -definitely ALWAYS FD it because without he can even get a normal throw after 5SS
  1055. -if you are good you can use IB to make it less of an issue, where you have to either IB or IFD the second hit;
  1056. from what I've understood, if he has blood you want to IFD so he can't Fukyo easily because you are further away,
  1057. if he is high on blood you FD so you are closer and get better punishes and pressure
  1058.  
  1059.  
  1060. Clone (Zarameyuki):
  1061. -is really fast and goes pretty much fullscreen
  1062. -he can take the spot of it to quickly get in, which makes it a favorable trade for him against most projectiles
  1063. -might be used by come close range to mask his Fukyo, so mashing after it might be good?
  1064.  
  1065. Fukyo (Cmd-dash):
  1066. -you ABSOLUTELY have to be ready to jump/mash out of it, as throws will be beat by his cmd-grab, mashing can work but it is so fing tight that it rarely works out,
  1067. so focus on blocking or backdash/up-back because you sure as hell won't be able to compete realistically
  1068. -will use it in blockstrings to reset pressure and get a cmd-throw from you
  1069. -he can also quickly forward-back-dash with it to bait you into whiffing a button
  1070. -watch out for them to do it after c.S 5S or after Beyblade, which is used to whiff-punish your counter-poke
  1071.  
  1072. Beyblade (Kamuriyuki):
  1073. -goes mad far and is used to reset pressure, also gives him insane reward oCH
  1074. -costs a lot of blood-gage, so he will probably use it at the beginning but not when their blood-gage is high
  1075. -is now -3 oB
  1076. -he might use it on roundstart, but you can stuff it with e.g. 2Ks
  1077.  
  1078. DP (Shizuriyuki):
  1079. -can basically win on roundstart with it, and a lot of characters can't outpoke it there
  1080. -can delay the follow-up making it a mini RPS, be ready to punish it but also for someone to cancel it into Fukyo
  1081.  
  1082. Blood-gauge:
  1083. -he can do insane pressure by using it to make seemingly endless blockstrings
  1084. -his normals get more range the higher the level; e.g. with lvl 1/2 when they have you in the corner they can Fukyo back 6H to hit you jumping and standing while staying safe
  1085. -if he gets to lvl2 and some bits he loses some options such as Beyblade as he'd pop otherwise; they will use a lot more of the long-ranged normals then
  1086. -he can lower it by hitting you with his attacks oH or oB
  1087. -watch out for it as it gets higher, he probably wants to reset it with a cmd-grab then
  1088.  
  1089. Blood-Pop:
  1090. -is -7 oB but pushes you out, so lab your punishes! testme
  1091. -when it whiffs you can get a pretty good punish with running in c.S
  1092. -when you block it in the air it's basically unpunishable, and he might even be plus
  1093. -if he has meter prepare for them to use an overdrive if you can't punish it
  1094.  
  1095. Blood-rage:
  1096. -his normals get a lot more range and deal crazy chip, especially his OD2
  1097. -close-up, he can do an instant-overhead when it's active
  1098. -he turns his mask back when it has run out, so you need to be super-careful especially if he has meter, because he gets a time-stop & reversal then which is so messed up
  1099. -prepare for him to spam specials (again) should he survive
  1100.  
  1101. OD1 (uppercut-sword):
  1102. -extremely fast reversal
  1103. -when blocked he only does ONE move, you can punish afterwards
  1104. -you can punish it with a charged 5[D]! (only if you don't FD!)
  1105. -does little Chip-damage so no point to FD
  1106.  
  1107. OD2 (blood-sword):
  1108. -has access to it only in blood-rage
  1109. -goes pretty much fullscreen and is superfast, you always need to be wary of them trying to cheese you out with it
  1110.  
  1111.  
  1112. as Anji:
  1113. -Don't FUUJIN Nago! https://www.youtube.com/watch?v=xsN4sxnqXSk
  1114. In short: use 5S > 5H ~> 236K to bait it, you then get a 2H punish
  1115. -As he has slow buttons up-close and a slow you can absolutely bully him in the corner with Shin (till he gets meter at least)
  1116.  
  1117. as Bridget:
  1118. -Roundstart: 5P can stuff his DP and Beyblade and his 5S|2S! (and trades with 5K)
  1119. do NOT do jump back yoyo, as his far buttons can hit you there
  1120.  
  1121. #=======================================================================================#
  1122.  
  1123.  
  1124. #Potemkin mu:
  1125.  
  1126. -NEVER give them any courtesy!!! No matter how bad they play, if you give them any leeway they will get some random hit in and kill you without any chance for retaliaton.
  1127. -you have to watch their METER like your heartrate, it defines what they can and will do!
  1128. -mash AS hard as possible with your fastest button at ALL times against people who spam Buster
  1129. -do not try to throw him out of his pressure, all of his moves have way too great knockback
  1130. -because he is so tall, if he blocks your jump-in attack, you gotta JUMP, because he is so plus that Pot-buster can eat everything then
  1131. -his hurtboxes are absolutely effed, use the easier ensured combo
  1132. -neutral is very hard against him for me, I need to really look out for what he likes to do in neutral
  1133. -after ranged 5S 5H you can expect him to Slidehead, Hammerfall or Megafist; try to be ready for it and you can maybe punish him for it
  1134.  
  1135. Megafist(o):
  1136. -forward Megafist is minus oB AND oH!
  1137. -if you block it normally, use a 5f button trying to get a punish, you still have to be kinda close and quick though (so resetting pressure otherwise might be good)
  1138. Use NEVER EVER anything else than your fastest button, this crapper is the scrambler himself, you will NOT win or be able to mash him if there's the slightest chance it won't work
  1139. -if you IB it, you can get a throw-punish
  1140. -don't let him get away with it, you can't react anti-air it but you can block it and then punish, that's way better than trying to predict it!
  1141. -do NOT use 6P against it in neutral, it might work if you are waiting for it but it's not worth getting counterhit by it, and he can get in with Slidehead/Hammerfall for it
  1142. -backwards-Megafist is plus OB, used especially in the corner
  1143. -might have to be careful of Kara-backwards-Megafist, it is not punishable and even plus one I think?
  1144. -Spaced Forward-Megafists into another one can be HUGE problem, and someone might spam it,
  1145. you have to find an option for it that your character can use without putting themselves into a mix
  1146.  
  1147. Hammerfall:
  1148. -lab your punishes
  1149. -you have to wait a certain time before you can buffer your punish, you have to wait till all the special effects have disappeared
  1150. -don't forget that it has only one hit of armor, and if it clashes or something else be ready to use another button (you can also RC which adds the second hit)
  1151. -always be wary when he has meter, because he can then PRC it into a Pot-buster which is very common at lower ranks because it's easy todo
  1152. -Hammerfall late PRC IS a problem as he can get in freely and mix me up, testme for good options to beat it pre-emptively
  1153.  
  1154. Garuda-Impact:
  1155. -after throw he gets a setup if he microwalks, but it is hard to get so you can try backdashing out of it
  1156. -he might do after a blocked c.S or 2S, which is reactable and you need to jump out of it!
  1157.  
  1158. OD2 (bluescreen):
  1159. -seemingly you can just throw him out of it if he reversals with it
  1160.  
  1161.  
  1162. as Anji:
  1163. -after a soft-knockdown, do NEVER EVER NEVER use 6H and best not 5S either, he can just backward-Megafist out of it with ease
  1164. The best option I have found so far is running a bit and then charging a Kou, if he Megafists you can let go and CH hit for good dmg, if he wakeup mashes you can spin it,
  1165. and if he wakeup Busters it will whiff because it is too far and you release Kou. Against the Pot-Buster keep in mind that you don't get a punish but it crosses you up,
  1166. but actually so unlucky that you can't go down with a jumping button that hits him, so you can airbackds
  1167. -roundstart: 5K is a good option as it stops him from Kara-Bustering you and you can still block a forward-Megafist;
  1168. 2D is a hard callout against him Kara-Bustering or using a button but it loses to Megafist, and it also loses HARD to Garuda so it is NOT advised!;
  1169. jump-back j.S is actually a very good option, as it evades his ground-options and you CH his Megafist (you can combo with AD j.K c.S 2H Kou then if early)
  1170. -having to approach very carefully and have good defense against him!; using IABD j.S might be very useful against hammerfalls
  1171. -when you backdash his Pot-Buster, you get a CH so be sure to best use 5H, or if you used 2D then go into Fuujin and not Kou
  1172. -backward-Megafist is a big problem during your blockstrings, you do the following:
  1173. +the normal c.S > 5S > 5H which will auto-time the punish
  1174. +the c.S > 2S > 5H to add the low, but only WITHOUT frametrapping it
  1175. +a (only slightly) delayed c.S > 5H to stay unpredictable with your blockstrings
  1176. +you can Kou after a button for massive reward, if you hit him high enough you can get a c.S > 236S > c.S > 2H > 236S > j.D > lc > j.D(W!)
  1177. +doing c.S 2S 5H and then Shitsu might be really good, you can react to the 5H hitting him jumping and if not you gain back your pressure
  1178. do NOT try to use 2H!
  1179. In neutral after a blocked 5S the Fuujin should hit him out of it, but don't delay it; be ready for it to counterhit so you can hop c.S 2H Kou then.
  1180. During butterfly-pressure he can also jump out of the dash-up 2K if not done early enough (bf still hits him); but not out of the 5K
  1181. Do NEVER use Shin, unless you can PRC it.
  1182. -against spaced Forward-Megafist the only thing I found that you can do is run-up a bit and 2P and still having good enough reactions to block the second Megafist
  1183. -punish Hammerfall with 5K|2K > 2D (Kou won't reach)
  1184. -6H can beat Hammerfall, but you have todo it very early and if it doesn't work out he wins for mad damage, so better just don't try it
  1185. -combos can whiff, most notably if you extend with run up c.S 2H charged Kou, the second hit of Kou will whiff messing up your setup; just do c.S 2H normal Kou for him
  1186. -do NOT spawn butterfly in straight neutral, if he does Hammerfall he can just charge through it with no issues (also Flick makes it way too good for him)
  1187. -testme punish shoulder with 2P 6P
  1188.  
  1189. as May:
  1190. -punish Hammerfall with 5P > 3K
  1191.  
  1192. #=======================================================================================#
  1193.  
  1194.  
  1195. #Ramlethal mu:
  1196.  
  1197. -she has an instant overhead in the corner after you block a jumping down-sword
  1198. -her overswing sword is mad punishable
  1199. -the far-grounded swords are highs, so you can 6P her if you are close or use a sliding normal or such
  1200. -when you block her jumping punches in the air, you are not allowed to press any buttons on landing
  1201. -be careful of using 6P against her j.H, as the sword goes down very far and can easily clip your legs
  1202. -roundstart 5S you can 6P
  1203. -214H is the giant swing with both swords, it's super negative but you have to be ready for some people just pushing it out
  1204.  
  1205. Sword-Projectiles:
  1206. -you can use 6P to get through her swords with the head-invulnerability, but it is really tight especially from her 5S 5H
  1207. -you can NOT low-profile the H-sword (the low one)
  1208. -you can and should duck the S-sword (the high one); it might still hit your character if they are too tall though!
  1209. testme if some characters can even get under it standing
  1210. -in midscreen you can start running towards her as soon as you blocked her H-sword, as the explosion is no issue then
  1211. -midscreen she is at some mad disavantage if she loses one or both swords, so capitalize on that by going in and jumping more
  1212. -The corner mix is this:
  1213. Throws the H-sword, between that and the explosion you can SUPER-JUMP out (easier is just jump and then air-dash or double-jump, but also easier to catch for her).
  1214. Throws the S-sword which catches your jump. If you though just stay and block LOW, you can run under the sword before the explosion happens.
  1215. Try to catch you in the air with just a jump-button.
  1216. Frametrap you after the first sword with a low that also catches you jumping. You can FD her before the sword to push her far away that it doesn't hit.
  1217.  
  1218. Dauro:
  1219. -the fast claw-slash
  1220. -is punishable oB, but has enough pushback so 2K 2D might not combo, but 2D alone should work
  1221.  
  1222. Sildo-Detruo:
  1223. -the flip, is plus OB and airborne, but a mid now
  1224. -up-close it will go over you crouching, so it is more expected to be done from range or after a 5S or 5H
  1225. -you can try to react to it with a 5P
  1226. -don't try to backdash or 6P it
  1227. -oh my god it has insane recovery, if she flips OVER you, use the fastest button or a 2K or she might get you with a 5S
  1228.  
  1229. Rekka:
  1230. -has up to three hits, with automatic frametraps between all (seemingly 2f gaps)
  1231. -she can dash-cancel the first two hits to mix you up and use that to just stop after them and stay safe
  1232. -first hit is the upward-claw, looks like a gut-scrambler; probably important to recognise it here so you can prepare for the punishes and the mix;
  1233. is -5 oB so you can mash it but the risk-reward is probably effed as she can also just do second Rekka for a good CH; if she dash-cancels it into another it's a -9f gap
  1234. -second hit is the upward-leg; if she stops it can be punished by 2Ps and 2Ks, but they have to be buffered (and she gets a nice CH combo if she goes for the third obviously);
  1235. this one you can backdash, but she can also instead just first hit and sword-cancel which catches you then and she gets a conversion near corner
  1236. -third hit is very punishable oB despite not looking like it and having quite a bit of pushback so use a long normal or run-up 5K etc; if you IB it you can get a c.S punish too
  1237. -IB-throw punish: You can throw-punish her after the second hit if you IB it!, recognise the first Rekka (the gut-scrambler) and then try to early-IB the second, if you are tight
  1238. you can react to it being IB'd and then throw her out of it!
  1239.  
  1240. OD1 (Mortobato, the reversal):
  1241. -holy crap remember that she has that insane super as a reversal!
  1242. -is -30 oB, if you don't FD it you can get a 5[D] punish!
  1243.  
  1244. OD2 (Calvados, the lazor):
  1245. -you can just jump it on reaction if you are close enough! (you get no CH-conversion though)
  1246.  
  1247.  
  1248. as Anji:
  1249. -just don't even try to use 5S or 5H, she will nearly always be out of range
  1250. -Roundstart you can beat her doing double-sword-combo with 6P FU-K or 5K alone; you can also spin it but it's very tight
  1251. -corner sword-explosion you can spin if she isn't close enough, it is a bit tight though, but it puts you into an interesting position that might be more beneficial
  1252. -punish Dauro with 2D alone
  1253. -punish Rekka three hits with 6H Fuujin!; you can also run up 2K 2D Kou; if you IB it you can get c.S 2D Kou
  1254. -punish Rekka gaps with Parry if you are effing tight!
  1255. -punish 214H up-close with 2H and far away with 5S
  1256. -spinned 5S of her she has huge recovery, so you can dash up and get one of those juicy c.S 2D 236S into corner combos; further away you can still 5S punish it
  1257. -OD1: you can Parry it on reaction if you are tight!
  1258. it is so fast that it destroys your BF-setups in the corner, regardless which button you use to OTG she will hit while you are still in Shitsu animation!
  1259. that means that you HAVE to use a different setup against her in the corner if she has meter, so do the 2H Spin and hard-bait with block
  1260. (holding it doesn't work sadly) or alternatively sth like 2D(OTG) FU-K;
  1261. and be sure to run up slightly so you can get a c.S 2D combo!, otherwise just do a 2D Kou combo which is easier
  1262. -OD2: you can Parry it, but it makes little sense as most often you both just stop
  1263. -if you flip Sildo-Detruo you can get a throw-punish usually if you are close enough
  1264.  
  1265. #=======================================================================================#
  1266.  
  1267.  
  1268. #Sol mu:
  1269.  
  1270. -is INSANELY fast, and his buttons have GIGANTIC range, always expect him to be in your face in a second (best use buttons pre-emptively to stuff him out)
  1271. -6H (the ground-slam) is hard to punish on max-range, but you should be able to use 2D to get a KND
  1272. -2D is SAFE and he can cancel into specials anyways
  1273. -IFD'ing his 2K 2D should let you push him out so far that the 2D whiffs and you can punish it with a long-ranged button like 5S testme
  1274. -seemingly it's better to defend with standing buttons against him, as he has a crouching only combo from 2K into 6S (mosty likely used in the corner)
  1275. -jumping after blocking his mid-range buttons like 6S is seemingly a good way to get out of his pressure BUT he can call it out with bandit-revolver
  1276.  
  1277. 5S:
  1278. -absolutely ridiculous, it is so fast and moves forward and plus that you have to be extremely careful
  1279. -roundstart you can try to walk backwards and then whiff-punish it
  1280. -he can do multiple of them in a row, where the option for you is to either FD them or counter-poke it,
  1281. but he can also add a 6S which makes a frametrap that only works up-close though so it's risky
  1282. -gives you a guaranteed YRC (c.S too unless he jump-cancels it)
  1283.  
  1284. Gunflame:
  1285. -very plus on range
  1286. -even though plus in neutral, you can still try pressing something with fast recovery afterwards as a pre-caution to catch him running up or trying Fafnir etc.
  1287. -minus but still not punishable up-close
  1288. -you can try to be ready to it and then jump over and use 66BRC to get a jump-in combo as a punish (some characters with divekicks should be able to get a punish without meter)
  1289. -in the corner if he uses it ranged after a button to reset pressure, you can try jumping over it and punish him
  1290.  
  1291. Bandit-Revolver (the shin-kick):
  1292. -he can add another kick with very variable timing to catch you mashing which has great reward, this allows him to just do the first kick and then reset pressure with 5K or throw;
  1293. he can make it tight or a very late frametrap; he can even make tight or frametrapped after a 5S 5H which he can mix gunflame up with
  1294. -Up-close: is -7 OB but really only when he does it very close-up; when he does the TWO hits you should always be ensured the punish;
  1295. against the second kick, you can use low-profiling moves to try and mash out of it, but this seems limited to very few characters
  1296. -Spaced: is very safe, best probably either block or try to fuzzy-jump or backdash afterwards
  1297. -he can make it into an overhead (or even more overheads) with PRC
  1298.  
  1299. Bandit-Bringer grounded:
  1300. -blocked close enough with IB, you can throw him, but micro-walk forward throw! (it's rarely a punish, as it's -2 OB)
  1301. -unpunishable on-whiff or when spaced, but he might whiff a 5K, so start your offense with a low-profile move
  1302. -don't try to 6P it on reaction, you will get counterhit
  1303.  
  1304. Bandit-Bringer air:
  1305. -is -6 oB and now pushes him further away, so you should be able to punish with a 2K now as his 5K will whiff
  1306. -always expect him to do it when he's jumping into the air
  1307. -with great reactions, you can 6P the normal version (input is as soon as you see his fist charging flames)
  1308. -he can charge it to make your anti-air whiff
  1309.  
  1310. Vortex:
  1311. -Up-close: is -17 OB so you should get a good c.S punish (to throw him you need to micro-walk forward)
  1312. -Spaced: is pretty safe, 2D should do the trick (or run up throw him again)
  1313. -never ever try spawning a projectile against him fullscreen if he isn't doing anything already, as it goes under a ton of crap
  1314. -you can use 2Ks (or pre-emptive 2Ds) to stuff it, you get a CH then so you can do a combo
  1315. -can also be thrown out of it
  1316. -with meter ge can RC it to get a fullscreen cmd-grab, so watch out for their bar and try to hit them out of it pre-emptively
  1317.  
  1318. Fafnir:
  1319. -is mad plus OB, and he can loop it
  1320. -he can't special cancel it, so you can most likely only expect it on neutral and on your wakeup
  1321. -if he catches you blocking one or does it after Gunflame, you can try to react to another one and stuff it with a quick button
  1322. -goes nearly fullscreen if he kara-cancels it, so expect it in neutral
  1323. -in the corner you can try throwing it
  1324.  
  1325. DP:
  1326. -recovers crouching AND gives a CH combo!
  1327. -still have act to pretty fast, time your button with when he touches the ground, he recovers fast with the S-version
  1328. -you can also hit him airborne which gives you better combos
  1329. -S-version only you can punish with a 5[D]!
  1330. -H-version has TWO hits, but only one will connect if you are crouch-blocking, in which case he will SIDESWITCH so be careful with your combos!
  1331. you sadly can NOT react to the first hit and then quickly stand-block so that the second one also hits and he stays sameside;
  1332. holding back can still make it so he stays sameside, but can be hard to react I think
  1333.  
  1334. OD1 (Tyrant rave):
  1335. -he charges his LEFT fist screaming Tyrant rave
  1336. -has two hits, a static fireburst that has not much range and a longer fire-strike
  1337. -the second hit will always come out, but if the first hit whiffs you can interrupt him with a sweep if you time it right
  1338. -does a lot of Chip-damage, but also pushes you far away with FD which makes it hard to punish, at best you get a running 5S punish then
  1339. -even if you don't FD it, you have to be close and pretty fast to get a run-up c.S punish
  1340.  
  1341. OD2:
  1342. -he charges his RIGHT fist before getting flamey eyes and screaming
  1343. -is a grab, but you can jump-back it on reaction normally (don't try to backdash)
  1344. -pretty much unpunishable most of the time as he goes fullscreen with it
  1345. -if you manage to stay close, only a c.S will do
  1346.  
  1347.  
  1348. as Anji:
  1349. -do NOT try to get out of his pressure with c.S or 2S, you will get your shat kicked in
  1350. -blocked 6H you can punish with 2D at all ranges, you got to run up before spawning the butterfly though if he is far away like at roundstart
  1351. -Against c.S > 5S > 5H > Gunflame: midscreen you can react to the 5H and then use 5P and hit him before the Gunflame becomes active, even up-close! (6H afterwards trades with 5K);
  1352. if he's far out or you FD him you can also Spin through the gunflame, you are still too then for a 5K or 5P of him to hit;
  1353. in the corner though you always have to FD because the gap is otherwise too tight for spin or 5P;
  1354. another option is FD-ing some hits before it and then jump over the gunflame, but he can still anti-air 5K you, so you should probably use j.D or double-jump to avoid that
  1355. -start charging Kou when he wants to use Bandit-Bringer air, either you hit him when he charges or you dodge the normal version (if you dodge you are minus though so careful!)
  1356. -if you are good, you can Spin Fafnir on reaction!
  1357. -6S and Fafnir shrink his hurtbox, so you CAN'T THROW HIM if you spin them! (https://youtu.be/aJvkWMH8Tfs?t=460)
  1358. -Bandit Revolver you can mash 2D, sometimes you get a punish by low-profiling the second hit, or you evade the second hit where you lose against 5K then though,
  1359. or if he only does one kick into a 5K reset you will trade favorible;
  1360. You can also try to use 2P which works and punishes the empty into 5K, but it loses to absolutely max delay
  1361. -against OD1, if you are further away and you can react to it, you can Spin the whiffing first hit and get a c.S 6H Fu-S punish; otherwise you can also 2D interrupt him
  1362. normal-blocked very close you can run up c.S 5S 5H FU-S; if FD'd you can get a running 5S FU-S at least
  1363. definitely Parry it if you have the meter!
  1364. -DP-stuff:
  1365. +punish it on the ground with the double c.S 2H Kou (c.S 2H FU-H works too but why); be careful that if he is still airborne the 2H might whiff
  1366. +airborne you can get a CH c.S ~66 > (c.S 2H Kou)x2 going!
  1367. +if you are super-tight and ready, you can even get a CH 2H combo going (or a CH 5H which is a tiny bit easier)
  1368. +H-version can make your c.S whiff if he is still airborne because he sideswitches, you have to delay it a bit but you still get the same combos then,
  1369. hold back and press c.S when he is coming down, also you might need to delay the 2H a bit so it doesn't whiff; stand-blocking from beginning makes this not an issue);
  1370. do NOT try to 5H or 2H punish it, you are still stuck in the wrong direction despite 5H hitting both
  1371.  
  1372. #=======================================================================================#
  1373.  
  1374.  
  1375. #Testament mu:
  1376.  
  1377. OD1:
  1378. -reversal but it's very slow, so you can safe-jab them on wakeup and still block in time and safejump it!
  1379.  
  1380.  
  1381. as Anji:
  1382. -this is NOT the mu to use spin, because when you do and they have the succubus on deck they can teleport to it and just throw-punish you;
  1383. bnuuuut you can also kind of bait this if you stand at ranges where they'd think you want to spin and wait for the teleport;
  1384. but still, in general, don't rely on it too much and rather focus on using your normals and try to evade the fireball by air than by spinning
  1385.  
  1386. #=======================================================================================#
  1387.  
  1388.  
  1389. #Zato mu:
  1390.  
  1391. -has a baller 6P that can counterhit you at roundstart
  1392. -without Eddie gauge after his 2K 2D he might go into Drunkard-Shade which you can punish if you IB it with a 5f button; if he delays it it won't hit you blocking but hits you
  1393. mashing
  1394. -he can reflect projectiles with Drunkard-Shade! (the projectile then 'belongs' to him, even works against Fausts guard-crush bomb-bag)
  1395.  
  1396. Eddie:
  1397. -definitely try to hit Eddie after Frog when it is ranged, Zato has to unsummon him to prevent this which only good players do;
  1398. if he is closer to you though he can run forward 5H trying to counterhit your mash, in which case you need to block and then mash after it which might still kill Eddie
  1399. -after you killed him, be very careful with approaching Zato, he will try to keep you out alap and probably wait for you to jump which he can 6P
  1400.  
  1401. Pierce:
  1402. -the Eddie needle-thrust, is two-hits with a frametrap between them
  1403. -you can mash out between the hits, which kills Eddie, but you need to mash it HARD; otherwise back-dash or jump out
  1404. -Zato can also cancel the first hit into other things like Oppose though, so you gotta react or change up your stuff
  1405. -he will do it mostly after his close or far blockstrings
  1406. -can be a main spot for him to mix you up when you are in the corner, he might use the gap to either 2P to catch your mash, or he throws you or he uses 5D (or Oppose etc.)
  1407.  
  1408. OD1:
  1409. -he can make a tracking sword in the air, so keep that in mind when he flies around
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