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- (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: 13.09.2020)
- #1 General tips
- #2 Stuff to improve
- #3 Matchups
- ===================================================================================================================================================================================
- #1 General tips:
- Simple input super in GBVS:
- -does much less min guarantee dmg
- -shorter cinematic range
- -less dmg for cmd grab supers
- -using the shortcut for SBA and SSBA only reduces damage after you go for a second juggle and if the combo is long
- it's kinda stupid that you can hit confirm and fish for stuff like 2M > SBA with the shortcut without any drawback
- -crush-system takes place: SSBA > SSBA(S) > SBA > SBA(S)
- -not sure for the super like Ferry's powerup one
- -While raw SA/SSA does the same damage using either technical or easy inputs, the damage scaling in combos CAN be much better for the longest combos.
- It depends on the character, Zeta e.g. loses damage using the easy input after using two bars for bounces, while for Metera it doesn't matter!
- -with Zeta's and Gran's SBA, if you use the shortcut the opponent gets knocked away much further than without, preventing her safe jump option
- -Ladivas SA and SSA command grab supers do more damage raw with technical inputs, likely since they require the hardest inputs.
- -Yggdrasil does only 90% damage with all attacks when activated with easy input.
- General OSs:
- -Throw-Tech-Spot-dodge OS: 4G~L+M - while pressured avoid Throw/Overhead while staving off tight strings;
- delayed throw or delayed fast buttons from your opponent will beat this; return to down+back upon inputting the OS
- you can time the tech to work better against early/late overheads and throws
- -Fuzzy Mash: On your wakeup [4]L~M (> 4L > 4L) - you are blocking their safejump, mashing out of their empty-jumps and teching empty-jump throws
- GREAT against Zeta as she can't easily empty jump 2L then!
- "it's just 4L, L+M
- If they do UOH you do autocombo
- if they do throw you get late tech (assuming you're timing it correctly)
- They can just do delayed buttons of course"
- If your char's c.M is better against UOHs (Metera e.g.), do 4M~L.
- This should lose hard to frametraps.
- -Walk backwards in midscreen - blocks everything but lows, and walks out of throws and short lows and you can counter-attack then
- You can delay a button for whiff-punishing OS, so e.g. [4]~H which results in a whiff-punish when you don't block anything
- and you simply block. You can use this also after a blocked button from you to bait whiffs.
- -Plink Overhead into Throw-Tech, like H+[M]~L
- -Fuzzy-Jump OS:
- 1. Coming out of blockstun/hitstun/waking up grants throw invuln (About 5f, 5f and 9f respectively)
- 2. This means you can block for 4f upon leaving blockstun, and then jump. This avoids throws while also blocking tight strings.
- You will also jump away to safety if they UOH aimed at throw break (But not chained overheads in most cases).
- 3. Fuzzy jump is much easier to do on wakeup, because you have about 9f of throw invuln (Block for 8f, jump on frame 9)
- 4. It can be beaten by having your prejump tagged, or if they turn an air hit into damage. This is hard for some characters because the air hit
- won't be counterhit (A secret strength of fuzzy jump)
- 5. Metera loves to superjump when she fuzzies, because she can Hop out of the corner, and even correct herself midair with G, and then shoot
- down at the opponent if they try to anti-air.
- 6. Fuzzy jump also happens to work well against loose staggers in a lot of cases, because the gaps are much larger.
- -2U > safejump > j.U > 4+L+G - might be worth doing, you go dodge their DP which might give you a better punish, if they don't DP you go into c.L
- Input-buffer:
- The input-buffer for this game is FUCKING BRUTAL, you get basically NO window at all, you have to time EVERYTHING.
- The worst of this is variable blockstun, like moves that can either put you just a few frames in guardstun or even a guard-crush.
- If you wish to press a button ANYTIME after a block, wakeup or cancel-sitution, you have to TIME IT.
- If you press the button too early it just gets fucking eaten, so when your shit like your cancels and punishes don't come out, the chance is
- probably 90% that you pressed the button TOO EARLY. So in case of doubt, always press the buttons LATER because rather a "Reset" than a complete drop.
- This can be seen well in the Matchup-mission for Vaseraga, No.23: he does three different charge times of the scythe smackdown, you can punish the
- no-charge and the medium charge with a block-punish, but the heavy-charge you have to dodge and then punish. It's fucking brutal at times because you
- have to change your punish-timing heavily.
- Wakeup-reversals:
- can be tight as there's no buffer, input it right when your character starts getting up
- if you do a double-qcf input, you need to start the first one already BEFORE they start getting up
- if you need a second button besides the special button, like H or U, you can HOLD IT and then mash out the motion+S
- Guard-Button usage:
- when switching from low-block to Guard-button, you can HOLD the low-block and press the guard-button, then let go of the low-block
- when you are already stand-blocking, learn to let go of the stick or you get spot-dodge
- Gaining meter from multi-hit attacks is done by HOLDING Guard-button AND switching from 2 to 1 and back, so 2~1~2~1~...
- adjust speed depending on attack
- Establishing a pressure game:
- You should first try to throw them, like 2L > throw, at the very first, because this shows you what they do by default (if they mash or tech specifically).
- Also they will be more likely to take the throw at the start of the game, than towards the end of the game where it will be important to not take the throw.
- Once you established that you will throw them, they will start to mash, and only now you can apply frametraps. Frametraps without having an established throw-game will bring you
- nothing.
- To be able to stagger and reset your pressure, you have to have them fear the frametraps as well as the throw and have them conditioned, then you can start to use their hesitation
- to reset your pressure and loop it.
- -Landing cancel did not get patched out, they took out a way to buffer it, you just manually time the jump now instead of holding upforward
- -to not get a DP-motion when you walk forward and do a qcf-motion, you can:
- *use the skill-input for it
- *tap the block button quickly and then doing the qcf-motion
- -landing air-attacks on a grounded opponents gives like no buffer frames at all, you gotta wait till your char completely landed before going for the autocombo
- -characters that have a j.L that's active frame 1 till land (Everyone but Ladiva, Ferry,...) one can jump-back j.L to catch people from jumping out of the corner
- -characters that have 5f recovery c.Ls can meaty-bait 7f DPs with it (Kat, Zeta, Ladiva)
- #=======================================================================================#
- Other people's notes:
- -you can, at least with Metera, press block after you've crossed over with a superjump to properly face the opponent for your jump-in, so that's cool.
- -height combos are actually never good for damage, you use them to get time or height, they don't add damage, they scale it
- -unmoving shimmy: instead of walking back, you use a 2L to push yourself out of throw-range; this gives you advantage and baits their throws;
- is better than tick-UOH or empty UOH because they most likely block it and you lose your turn;
- if they don't try to throw-tech (which is kinda likely) or mash out immediately, then you delay frametrap them to keep your turn
- -instead of UOH or L > UOH you can also do something like 2L > 5L UOH or just c.LL UOH
- -if your life is low but not too low, and an enemy hits you with a combo, but ending it in SBA won't kill you, you can expect them to try a reset
- -when you block a jumping-button early (except those always active ones) like at the rising of their jump, you can usually combo them as they land
- ===================================================================================================================================================================================
- #2 Stuff to Improve:
- General-stuff to improve:
- -late-stand-block-OS to be safe against throws and Overheads
- -use quick-recovery!
- -use more blockstrings!
- -ALWAYS use guard-button on your wakeup if you plan to block!!!
- -when switching to the guard-button from normal block, either go 4 > 5G or 3 > 2G
- -when you throw someone out of the corner you can roll through them to get the corner-advantage
- -use UOH sometimes
- -also keep expecting random UOHs in neutral!
- #=======================================================================================#
- Zeta-stuff to improve:
- -use 66L when you are in corner as it can get you out for free if they jump
- -pushed into corner poke with 5L and then prepare to immediately press 2H to keep get your turn back or to punish them jumping
- -learn when and how to space safejumps after a midscreen 66H~6H~6H
- -learn when to use j.M instead of heavy to stop you from crossing up and whiffing and getting punished
- -use the OS when doing wakeup-rapcity
- -use 2M instead of f.M
- -don't always use the H-version stuff midscreen!
- #=======================================================================================#
- Metera-stuff to improve:
- -don't be afraid of using 5H even if you know they will roll, you can still recover in time if the spacing is fine
- -be more calm in the neutral and don't just try to randomly hop around
- -2U to beat people using fireballs/gigis/firestocks and punishing them walking
- -use 5L when you don't want to commit to arrows or 5H, as you can still 2H jump-ins
- -be ready to anti-air ALWAYS
- -learn how to better setup butteflies midscreen
- -learn proper 2U safejump setups
- -learn throw setups
- -practice your damn corner-combos and anti-air combos
- -punish DPs while they are still in the air with the 2H > 5U hop-loops
- -use 22L > 2H more often against rushy people
- -meaty 623L
- -mix up j.H and j.M and j.L
- -j.L|H into j.236H to counter mashers and get more plus-frames OB
- -stay a lot more calm when under pressure and just try to block, and then find the spacing at which they pushed themselves out far enough and do 2M > 214H for the halfscreen push
- -just use easy-input TGF sometimes in the neutral, when you plan to keep them down/away
- -L-TGF sometimes when the spacing is >1 dash and it would be a good time for them to jump, after a blocked 5H or such
- -after a lucky knockdown against airborne opponents from a TGF, put out a M-butterfly and then use 2U, see Tahichi do this often
- if you get the 2U you can then pressure with meaty L into 236M~bf
- -UOH sometimes, like after a blocked c.H or a blocked hop j.M, or a 5L to deter counterattacks while moving backwards
- -do better not try to cancel into H-arrows if your normals clash, as you most likely will get crushed
- -if they block your hop-attack, try to call their late-tech out with a delayed TK-arrow
- -use TK-arrow also offensively sometimes on their wakeup or after a 2L (moving a microsecond before could incentivice them mroe to expect a throw)
- -throw out a H-TGF in midscreen neutral sometimes when you expect them to jump around a lot
- -try to bait DPs with superjump forward and late hop-back in the air; or quick hop forward and back; alternatively jump up and arrow with M+S easy-input
- -roundstart do NOT USE 623X because at this distance, even if you have a read that they are jumping, with a superjump they can get over it and punish you in time
- !!!!
- -if you don't have a HA and you are pressuring them in a 22H blockstring, you can use 214H for the plusframes and then 2H to trigger the bf https://youtu.be/XaHCTQoLIIs?t=362
- -a quick backjump into immediate j.5U is great to get over fireballs, out of the corner or even over your opponent and hit them with a quick cross-up j.L
- (example https://youtu.be/XaHCTQoLIIs?t=94)
- also use the special-button easy-input, so just j.(M+)S
- -blockstring: 2L > 2L > 2M > 214M do it more!
- > 5L > 2M > 214H the same
- XXX > 4U/5U/623L/UOH instead of constantly just ending in an arrow; with 4U you can also shoot an an j.236M arrow to mess up their defense
- -at >halfscreen neutral do not just put out butterflies randomly, but only when they blocked an arrow or such
- -midscreen throw arrows in bursts, like 5H > 214M > 5H and then stop and wait to see what they do, or spawn a butterfly if the 5H hit
- -after 214H KND more often either go up-close 22H or stay a bit away and 22M 5H~bf (use easy input for both)
- -use the mash-OS!
- -after a blocked 2L > 2L do NOT use a 5H unless you are absolutely sure they won't roll through it
- -when stuck in the corner and they stay a bit away trying to bait whiff-punishes or something, DO NOT FOR THE LOVE OF GOD DO NOT press 5H; stay put, be patient, because if they
- jump you will eat a full jump-in combo! Best only throw arrows then when you see them use a grounded move. Otherwise use only 5L and 2M (or maybe even 623L)
- !!!!
- ===================================================================================================================================================================================
- #3 Matchups:
- #=======================================================================================#
- Beelzebub mu:
- -his jump-in attack has THREE hits
- -he doesn't have a cross-up button, so forget about the guard-button
- -always neutral-tech, or he is more plus
- Teleport: always keep in mind the range of it, which is fixed, if you stay further to him and he teleports you can punish him
- can cross-up even in corner if you are not fully to the wall
- fully punishable so mash c.L if he does it, and always expect it!
- Seemingly you need to use ground-tech instead of back-tech, or they get better oki with teleport?
- Divekick: usually leaves him plus, he is even safe when you parry it
- Black hole: the hole itself has a hurtbox, best is you dodge it!; you must also do it earlier than it looks because the pull increases in strength
- L activates fast but drags slowly; leaves him must on plus; you can spot-dodgedodge OR roll; you can try to contest after but it's tight
- M activates slow but drags fast; leaves him less on plus; you can spot-dodgedodge OR roll; you can try to contest after but it's still tight
- H activates fastest and drags fastest; leaves him very plus on block; you can ONLY ROLL but you can freely punish him for it!
- You can actually roll through it!!!
- The further he pulls you in from, the less advantageous he is.
- It absorbs a projectile-hit, so be wary of him using it as a callout.
- Jumping and using a really active jump-button works really well!
- SBA1: where does the laughing power-pose with both hands down
- you can spot-dodge AND roll!
- can also block-punish with a far-button if you are up-close
- SBA2: command-grab is 0f post-flash
- be ready for it when he has meter and is up-close
- SSBA : where he screams into his hand
- you can ONLY spot-dodge!
- can't be block-punished as he pushes you fullscreen
- #=======================================================================================#
- Charlotta mu:
- -absolute scramble-char, need to keep your cool against her
- -use Block-button midscreen! BUT using it just during her blockstrings is kinda ass as you can't react to other stuff then,
- so best react to her Demon-flip or her jumping (she has great cross-up buttons) with the guard-button.
- If she jumps just 5G, if she Demon-flips 2G! (but first let go of stick and 5G and only then the 2, or you might get a dodge if you go from 4 to 2)
- -c.M which is the upwards-swing is actually -4 OB!
- Mash your 2L while holding down-back, if they try to stagger you get a CH-combo, if they use autocombo you still block it automatically
- -jump: it's ridiculous, she can just reset her blockstrings with a quick jump and a j.L, which is possible to anti-air but is goddamn hard, especially online
- do NOT try to roll under her when she jumps at you, she falls so quick and will recover so fast that she will mash-punish you for it
- -2U: she will most likely cancel it into a special, so keep blocking
- Hamster-ball: is ALWAYS minus, but can be extremely hard to punish due to the pushback
- block it STANDING so she has less pushback!
- L-version is -7 OB, it's the super-slow one and is basically not punishable. Sound-cue is "EYY!".
- M-version is -12 OB, pretty fast, but she still has a lot of pushback, but with a long 2M you might get a punish out of it.
- Otherwise use the advantage for positioning. Sound-cue is "EYAH!".
- H-version is -4 OB but has the least pushback, so try taking back your turn after it!
- Sword-flurry: her M and H version are plus (5 hits each), but her L version (she does only 3 hits) is -2 OB! which is still a RPS situation for her
- Always block them standing! But be careful when they catch up on it and try to get you with the sweep or demonflip after
- L can not be dodged as it is a tight blockstring, but when you spam spot-dodge you still block it while also blocking it standing so spam it
- They have a loop... c.MMM > 214L > c.MMM > 214L which might look really right but can be interrupted
- But do not try to spot-dodge afterwards, you give up your turn for nothing...
- M has a gap and can double-spot-dodge it completely if timed right (which is the case after her autocombo), you get no punish but your turn back!
- you can NOT jump out of it (at least I can't)
- H has again no gap
- So spam spot-dodge after her blockstrings, and then if L: counterpoke or other; if M: you spot-dodge both and backpressure; if H: spot-dodge or keep blocking
- After M or H she usually does a M normal into a reset, so if you block them, spot-dodge (with tech-OS?) afterwards
- Demon-flip: aka Noble-Strategy
- It can go over fireballs or buttons.
- Midscreen and even in Corner you can hold up-back to jump out of every single one except the Grab which sometimes can catch you
- (and definitely does if you jump forward)
- Can do it even really late for Divekick-sword and Low-Sword like just before she touches the gorund as the sword has a bad hitbox.
- You can also swat her out of the air if you wait till she went over your head! (might even be able to use a c.H if your char has a good one)
- Divekick-sword is +1 OB but it depends on how late they hit it
- She LOVES to do the H-version midscreen after a blockstring (or as oki), as it will cross you up and give her a full combo
- You have to prepare for them todo it, and IMMEDIATELY switch to the Guard-button when you see them flash!
- Overhead is minus; except when the 22H also connects, then it's +1 OB
- Low-sword L&M-version is -10 OB so you can c.H punish, unless she does it meaty on your wakeup if she used a 2U where it is plus then
- H-version is safe with -4 OB and can combo
- She uses it sometimes midscreen in neutral which can catch you off-guard as it travels a decent distance
- Do NOT block high on reaction, just take the Overhead or they will cmd-grab you
- If she does it at end of a blockstring you can either mash her out or air-throw her
- DP: is very safe when you are not ready
- all have a gap in them with greatest to smallest being M > H > L, so you can sneak a reversal in there (or a spot-dodge or roll but it's not worth it)
- You can block it crouching but shouldn't, as it is harder to punish then! Stand-block the downward sword, use the block-button to not walk out of your range.
- SBA: she swings her sword from behind over her head, the does the swordhits with the powerball
- is very safe OB, but you can dodge-spot it on reaction!; otherwise block the last hits STANDING, but she is still pretty safe then but you can punish with c.M
- when you're in the corner she is less-safe, and you can hit her OB with 5M e.g.
- it has 10 hits after which she bounces backwards in the air
- SSBA: she holds her sword before her and it appears giant; has two hits, the beam hits above her and hits jumpers and then the sword hits
- very safe and has pushblock but you can still hit it with a 5M if it's long enough
- you can already let go of block after you blocked the beam, you automatically block the swordswing then, so you can already start inputting your punish
- fastest one in the game
- Metera:
- -She feels like impossible to anti-air when she is close, and her airtrace makes your TGFs or even 5M whiff half the time...
- (prime your 2H ready for when they try to reset pressure with Akuma-flip or jump into j.L, which is insanely hard to anti-air but possible!)
- -Cornered you can try to to jump out against her more easily than against other characters,
- because she has big issues stopping you from it because her normals aren’t so ridiculous.
- High-jumping upwards and then hopping over her might be good.
- -Cornered you can counterpoke with 2M or 5L, but they are both still really risky because if you do them too late she can just jump in with a j.L and hit you way too early.
- Also do NOT try to use 5M to stop her from jumping if she is too close, her weird potato-arc will make it whiff and she gets a free jump-in.
- -Throw a ton of arrows and 5Hs, her ball usually gets stuffed by it if early enough. But if you are too close it will win against you!
- -Be careful with backdashing, her ball can easily catch you so it is often better to just walk backwards instead of dashing.
- -Hopping after you let a butterfly explode on top of her can sometimes make you go over her, not good, be ready for it!!
- Roundstart: 5H should exactly punish her ball at roundstart before it hits you! Otherwise you can just hop onto her which loses to her staying defensive obv.
- 5L is great because it can still stuff the ball and you are still able to block her jumping.
- Hop wins against her balling, loses if they are patient, and is kinda a scramble if she jumps too.
- Hamster-ball: You can actually hop over it and fully beat her with a jump-in button! But you have to do it at the same time, it's not really reactable unless fullscreen.
- Also backhop in neutral you can combo into j.H > 2M > 236H if you catch them balling.
- M can only really be punished at smooching-range, and then only with 2M > 236H. If blocked, you prob better try start your pressure with a hop or run-up.
- Lumiel L: You can mash 5L (after stand-blocking) which crushes her 2L mash!, you can get 5L > 5L but no arrow, so maybe end in a 2M or a jump then or sth.
- Mash loses to her jumping instead, but if you just time a 5L, you still have enough time to 1H react to it but it's super-tight!
- 5L even works against her 2U!
- You can use 2M which counterhits even her fastest L normals! You can't anti-air her in time if you do but you can still block, so that's decent too.
- Crouch-blocking you can also 2L mash to beat hers, but I feel that it might whiff easier when she's a tad ranged.
- IT IS FUCKING CURSED I swear, online nothing seems to work, not even spamming 2L. Fuck this shit...
- TK-arrow works only against her 2L
- Demon-Flip: You can jump out of everything but the grab midscreen AND corner by holding back, and then hop forward over her, if she used the sword she won't hit you!
- Also you can use j.L which will hit her out of it! (But that will lose to her just j.L-ing you, so maybe better block)
- You can also swat her out of the air pretty well with c.M, but don't do it too early or she does it into the wrong direction.
- (anti-airing her is not advised, but if you do it use 2H and not 1H which will whiff)
- DP-punish: OB(st) you can punish with 2M > 214H! (use block-button if far away), is still super-tight so mash 2M after the st-block!
- Alternatively you can 5L > 214H which is a bit easier. 2L > 236H only works for the M- and H-version though (L-version pushes you back too far).
- M-version you can 1H her out of the air if not too late, but don't too it too early or you get crushed by the L-version!
- You can also try sneaking in your SBA/SSBA, but it's very tight
- SBA-punish: either spot-dodge and c.M (doesn't work sometimes) or block and punish with a 2U!; in corner you can also get a 5M
- I had Metera's j.L stuff the it often times, might be worth to use it on her wakeup and stuff when she has only SBA-meter.
- When she has meter do NOT throw any arrows or TGF, because just as with Ladiva it reaches far and they can easily react to it!
- SSBA-punish: you can get a 2M but it's tight af and you can NOT get a arrow combo, so best you JUST HOP to get at least a mixup!
- -Zeta:
- DP-punish: can punish it with sweep! 2U is 7f and her flashkicks range from -8 to -10 so its definitely safest option
- also if charlotta's DPing out of corner I just 214H second hit (as she goes down) and use L for wall bounce
- full resources can net ~5k punish
- idk if it's optimal, however
- kinda just made it as I went along
- maybe if you're close to corner but not at it, 214H~H will work
- 214H~L > micro dash cl.HHH > 22H~8H~2H > cl.H > SSBA
- can prob make it do more damage with one cl.H > 22H, but idk if they'll be at the right height to hit them
- I've only found doing 214A>L/M/H on the way down
- -Zooey:
- DP-punish: 2M > 214L|H but it's tight af
- #=======================================================================================#
- Djeeta mu:
- -be sure to keep blocking after her normals and blockstrings, as she will use Rekka which is a natural frametrap and pretty safe
- -she can get THREE 2Ls midscreen and STILL cancel the last one into Rekka!
- -check the skill potraits for which Rekka she used, the forward-one is L and the the down-one is M (or so)
- -2U: just like Gran, her 2U is ridiculous; -12 OB
- Slashes: all start with two-slashes, with her being able to add another one for L/M-version and even two for the H-version
- L is fast but -6 OB, but can be safe too when spaced; she turns around and makes an upward-strike from backturned and you see the back of her head
- M is slower but always safe with -4 OB; she quickly turns and THEN makes a frontturned upward-strike, you don't really see the back of her head
- L and M are both hard to discern, so best always wait for the follow-up
- When she is using a long-ranged button like 2M, spam spot-dodge afterwards, if she buffered the M-rekka into it, you can punish with a c.L combo!
- Dodging L-rekka works too but it's way harder as it can be tight when she's close enough!
- M/L Rekka-Follow-Up is a nasty frametrap, but is unsafe with -8 OB!
- H is fast and safe with -4 OB
- First H-follow-up are two hits and is safe with -4 OB
- Second H-follow-up is a single hit and is unsafe with -8 OB!
- You can dodge the last hit but it's not worth it as you get no punish out of it.
- She can NOT cancel into DP if she made ALL the follow-ups, so ALWAYS TAKE YOUR PUNISH!
- She might just DP after you blocked the starting Rekka, so just stay patient in these cases. She might then try to reset pressure so be ready for jumps etc.
- Fireballs: as usual, H-version is plus OB
- she can also charge them and make even the normal versions plus that way
- they are WAY slower than Gran's making them effectively cover nearly all of the screen with it, Djeeta then runs after it and jumps or far button into Rekka
- you can maybe try to block it early by walking forward
- because they are so slow they can also be a bitch to dodge, only try to dodge if you are sure you read the speed correctly and Djeeta is still far away
- they are also amazing for zoning, because she can charge them which makes them take up one projectile hit
- DP: just like Gran's; be sure to block the last hits standing, otherwise she can cross you up!
- SBA: she charges her sword with other swords shining up behind her, it's the multi-hitting rythm game
- when her hair is BLUE, she is using the manual technical version
- is kinda safe! she can stop it at any point, so be ready to mash 2M or sth like that for the punish (you can spam during block)
- if she uses the easy-version, she stops after the first thrust and a small swipe OB but it pushes away far, but a good far 5M still punishes her
- but you can dodge it! and get at least a c.H punish out of it!
- don't roll it because she has a big forward momentum, and you won't be able to punish her for it!
- SSBA: the bahamut one
- She is airborne for a long time (longer than most DPs) after you block it, so be sure to let her go fully down to the ground before punishing.
- You do NOT get a CH, so trying to get an anti-air combo is probably a lost cause, especially because it is extra-hard due how long she stays in the air and how quickly falls.
- You can also make a sideswitch under her for a more optimal punish.
- Metera:
- Rekka: L/M follow-up is a tight to punish, either spam 2M > 214H, or a lot easier 5L > 214H, or 5L > 5L. But be sure to SPAM it and block it standing!
- It is still super-safe, even just a tiny bit away, best either spam 5L > 5L or when really close c.M. 2M still gets blocked very easily.
- Otherwise be sure to discern her H-fireball as it is the only plus one, don't get impatient with Rekka blockstrings, and try to anti-air her.
- Fireball: If charged or H-version is mad ass against you, best try to get by it with hops, a quick jump back into immediate j.5U can get you over it quickly!
- From a far enough range you can still spot-dodge a non-charged one even if it clashes with one of your arrows.
- You can jump over it even very close, just up-back or up and use the special button to get the quick arrow! (https://youtu.be/CDt1WEsiCtk?t=244)
- Further away you can still punish her for walking forward with j.236M.
- SBA-punish: Spot-dodging up-close allows you to get a full c.H punish; if you are further away you can still roll INTO HER so you will be close enough!
- Easy-version: up-close you can block-punish with a 2M > 236H (214H doesn't work!) or a 2U!
- SSBA-punish: really not worth trying the 2H combo because the timing is superhard, as she stays still in the air for a long time and you are too near
- (it works though, easier with the sideswitch I feel)
- BUT if you spot-dodge it, you can get a good anti-air c.H(3) > 623H > 22H > 5U > (j.H)
- it will also be a sideswitch which can be great if you are towards the corner, but don't hold back too long or it becomes a no-sideswitch
- confirm which side you hit her on in the air or if you hit her on the ground, and then go for the 623H or the autocombo 214H
- #=======================================================================================#
- Ferry mu:
- -the red cyclone whip she does in front of her is -2, but pushes you away, so with a long button after it
- don't forget to spam the guard-button during it so you get a lot of meter from just-defending!
- -c.H which is her summoning a blue dog kicking you with his hindlegs is +3 OB!!!
- -DON'T BACKDASH in midscreen, the chance that she clips you with 2M or 2U or just her whip is extremely likely, if you need to get space jump backwards!
- only time to backdash is if you are close enough to her that she wants to use 2U and you want to get out
- Whip: always expect it to come after a M normal, and try to dodge it (or roll with a read), once they don't have it you can *try* approaching her after 5M
- Is invulnerable to projectiles (and sometimes even normals?), can clip you from the air and always grabs you and pulls you in and gives her a setup
- You can REACT to it and roll and beat her with a far M button. If she DOESN't use whip after 5M, expect another 5M, which you can stuff out with a far H now!
- You can jump-block her whip so be sure to block in the air when jumping towards her from a far range where your move wouldn't hit anyways!
- SBA: install super she gets a TRIPLE-OVERHEAD from her with whip-jump -> divekick -> j.L
- Metera:
- Neutral: you can hop over her 5M! but it seems to be really timing-specific
- going 100% fullscreen you have the advantage as you can just superjump air-arrow and she can't contest that area, but she can still catch your grounded moves with whip
- she can whiff-punish you fullscreen with H-whip!!!
- Do NOT try to anti-air her when she has you in corner and starts a gigi-setup and then jumps, you will most likely get counterhit by her halfscreen jumping attack,
- better is trying to jump over gigi and the j.5U out of there as she will most likely be above you then with spidey-swing, you can also try using j.L to stuff her
- Anti-Airing: you can use 623H against her long-ranged spidey-swing, if you do it early enough, best use the easy input!
- punish her half-screen lasso-super with 2U
- Trombet: You are not allowed to press ANYTHING if she ends her blockstrings in the Trombet as she most likely will use 2U or 5M afterwards!
- (especially her non-EX, as the EX pushes you away further but is way more minus)
- 2M whiffs (very likely, if you are lucky you might be able to stuff her 2U)
- 5H and any arrow is too slow
- 2U clashes which you most likely lose
- Hop works against her 2U and 2M, but loses to 5M or anti-airs as she swats you out of the air
- But IF they end in EX-Trombet, you CAN do
- 2M counterhits her 2U! But seems to be a 50/50 chance to work against 2|5M
- 5H works against 2U but loses to 5M
- 2U still clashes with 2U but loses to 5M
- Some seemingly like to just spam light-DP afterwards which you can't punish in time and which clips your 2M counter-poke and also hop,
- probably just use a 5H in these cases to make them stop doing it
- BEST is probably really just jump-back into any arrow, or just blocking...
- Zeta:
- -you can try using your 214H against her whip normals, but it's important to know when
- -you CAN NOT use your parry against her standing far-reaching whip normal, it recovers too fast and she will hit you with EX-whip,
- so don't try it when she has it
- -if she doesn't have EX-whip, you can try using 214M against her 2M whip and her sweep, the hitfreeze is long enough that you can confirm easily
- into a follow-up
- -best follow-up is probably 214X~M, as it hits her very consistently and you get a nice corner-carry with it
- 214X~L is also decent, but don't use 214X~H as it will whiff
- -Use j.22X to bait her anti-airs!
- #=======================================================================================#
- Gran mu:
- -2M is the crouching vertical sword-swing and is +1 OB
- f.L (the long forward-punch) is -3 OB so check him after!
- autocombo is -3 and -5 OB
- He can use 5U after any Heavy attack, which is a frametrap that can give him mad damage, so always keep blocking afterwards!
- -2U: is -12 OB but hard to punish
- Fireball: H is plus, when he does it against you when you're in corner, you can almost always expect him doing a 2M or sth afterwards, which you can spot-dodge then
- Boot: 214A is -7 OB but can be hard to punish if spaced
- boot blocked up very close (like not at roundstart range), L is -6 (but he can follow-up with M obv), M is -10 and H is -8 OB, so punish accordingly!
- is plus if spaced-out, check where he hits you, if his boots hit your boots, he's minus, if they hit your chest or waist, he's plus
- can be spot-dodged but you still might be minus
- geheimtipp blockbutton vergrößert deine hurtbox sodass der bootdrückende vollmongo mehr minus ist
- Metera, Ferry, Vase müssen alle nach roundstart Ex Boot mit safety DP dealen gibt keinen Punish -> selbst wenn du micro walk forward block machst?
- DP: non-metered he spins only ONCE!
- metered he spins TWICE!
- you can CH-punish him between the hits, it is a 9f window but very tight, otherwise just punish him on the way down, can also do as he is airborne still
- SBA: Blade
- can block-punish
- can also be spot-dodged
- SSBA: Dragon
- roll it!
- you can spot-dodge it too!
- Sweep into it is no longer a tight blockstring, and you can still spot-dodge and roll it now!
- Metera:
- You will have to play around his EX fireball, boot and him jumping.
- Roundstart: don't use 2L, as it loses to his boot; either just block to react to sth, jump, or throw an H-arrow!
- you can also try 2H as it catches the boot, but it loses to fireball
- Best probably react to the fireball and spot-dodge it, and THEN use 2H as it catches the boot and him jumping!
- Hop back is probably also very safe.
- DP-punish: if you are too far away, you can still catch them with a 2M > 214H
- Zeta:
- DP-punish: you can CH c.H > c.H him but it's tight
- #=======================================================================================#
- Katalina mu:
- -only her c.L and 2L are +2 OB
- c.M is -1 now LUL
- -After using a long-ranged poke, like 2M or 5H, she most likely will cancel it into iceball, so be ready to dodge the projectile!
- If you are too close, it's safer to just block.
- Regardless, even if you dodge/block it, it's still her turn, as she might use the dash-strike to close the distance and try to call you out on you thinking it's your turn!
- -her jump-in buttons are amazing, she can easily cover half the screen with a jump with normal
- -5U: she can end the shield in an attack or dash-cancel out of it, but you can spot-dodge the attack and punish her
- she might cancel it by back-dashing and then try to whiff-punish you with 2M, so be very careful counterpoking and only do it when you are sure your own 2M will hit her
- Iceball: L&M is -10 OB, only H is +4 OB do fucking NOT PRESS ANYTHING after it
- You have to ALWAYS BE READY to SPOT-DODGE it, otherwise she gets huge pressure against you. Try to spot-dodge after blocking a far normal from her like 2M.
- If you block one midrange you STILL have to respect her because she can just H-dash-strike afterwards and get HUGE reward if it carries you to the corner!
- One flowchart in corner is autocombo > H-fireball > ranged button > 5U into backdash (or hit-confirm)
- Dash-strike: unsafe with max -10 OB, but can be safed if spaced, also for EX
- M-version she makes a small backstep which can make your buttons whiff
- H-version has amazing priority and will usually win in clashes and such; can be charged which guard-crushes, she can charge it very long, you can spot-dodge and c.L
- Be extremely careful when she makes a very spaced one, she is often still not too minus and might mash a button which will win!
- People might try to spam it midscreen, but if you block you have a big advantage because they need it for decent combos.
- SBA: she hits you twice, then jumps into the air and makes a divekick
- you can spot-dodge and punish with a c.M combo
- or you just block-punish with a c.L
- SSBA: just block and you can punish with c.H
- Metera:
- -Play SUPER-conservative, you can not just throw out projectiles because she can crush you with the dash-strike and her zoning is great. Play with a ton of patience,
- and try to anti-air and punish unsafe stuff. You can NOT play footsies or neutral with her, she will win because of her buttons, instead try to make her
- frustrated by your patience and then punish her mistakes. Let your arrow-trigger on-hold after her blockstrings, or she gets you with a fireball cancel or a
- dash-strike or just by autowhiff normals.
- -She can easily reaction-punish you casting a butterfly, even after a blocked arrow, so don't do it when she has Dash-strike.
- Fireball: You can absolutely hop over her fireball, you just need to be a certain distance and early enough, example here https://youtu.be/2RuJdyUEDiQ?t=437
- DP: is an issue so definitely don't just try random hops. But don't be afraid to go ham on her wakeup, you gotta create pressure there so is afraid to play the neutral.
- Dash-strike-punish: Use 2M > 214H when it's a spaced dash-strike; if you are unsure if it will hit just 5L instead
- #=======================================================================================#
- Ladiva mu:
- -fucking nightmare char online
- -he has good neutral buttons, don't forget that
- -don't press a button after you blocked one of their neutral buttons, as they might cancel it into Lariat or Headbutt, but when you do then use a low
- -netplay-queens love to just grab after 0 or -2 OB, if you want to mash, then MASH HARD or they steal it
- -has a great cross-up button, use guard-button on your wakeup!
- -don't simply walk backwards or try to play footsies with him, you gotta mix some low-blocks or attacks into your retreat or they just Lariat or 2U you
- -jumping forward is great against cmd-grab callouts
- -"meaty UOH is the safest meaty option in a pinch, because it beats all buttons/throws and dodges 0f grab supers"
- Sweep: anti-footsies option; very fast with 7f, has a good range, they sometimes just throw it out so be ready
- -17! OB so stand c.H punish her ass, but you might be too far away for that!
- very quick recovery though, so on whiff it can be hard to get a punish
- basically impossible to punish online unless really close
- Lariat: anti-footsies option; dodge by blocking low, then punish with a low into autocombo
- floatchart-players love todo that move on roundstart, so always jump or backdash or just block low at start
- they might just throw it out at the end of blockstrings, so just to be sure you probably want to go 2L > c.L or another low to get back your turn
- Metera: use c.M to punish it
- Headdbutt: EX one headbutt is +2 OB; two headbutts is NEUTRAL OB; and three headbutts is -2 OB!
- When you see him using EX you can switch to high-block to make it safer for you
- you can dodge it between 2nd and 3rd hit, she can cancel it after first hit into grab though to beat that
- normal headbutt is always only one and can also be dodged; L-version is -2 OB and M-version +2 OB
- If they reset it they will most likely go for another blockstring to stay safe, so don't panick mash there.
- "It’s also not a true blockstring so things like 2M xx H headbutt aren’t real and can be super(use the easy input speed).
- If they plan on doing more then one headbutt you can actually mash roll to get behind them and reverse the situation."
- Throw: her standard forward-throw is more like a reset, it just stands you up right next to him! Don't sleep on that!
- Prancing Throw: that shit is CHEAP yo, she can easily get 50% off you with it in the corner
- you absolutely have to learn to react to it, and best jump as soon as you see those swirly hearts and stuff
- SBA1: she makes a quick heart-shape with her hands in front of her chest, then starts swinging back for the Laria-dropkick-attack
- mad fast and goes like halfscreen, do not use any projectiles when he has it
- spot-dodge doesn't give any real advantage but a c.M or even c.L should work; rolling puts you too far away to punish
- block-punish! only -11 OB, so use c.M to be sure
- Do NOT use projectiles when he has the meter, it's a fantastic punisher for that!
- Metera: c.H juuuust fits in, but online can be hard
- SBA2: command-grab is 0f post-flash
- stays totally stationary, so jump upwards if you have the read
- SSBA: command-grab is 0f post-flash
- stays totally stationary, so jump upwards if you have the read
- Metera:
- -5L stuffs out his Lariat on roundstart! and you can also still react to him jumping with a 2H (I tried air-grab but it always whiffed?)
- -you can't really react to how many headbutts he does, so best just decide to mash or NOt to mash, and do so with DEDICATION
- -UOH stuffs your mash online after a blockstring
- 2U-punish: c.H can whiff easily on close to max-range, if blocked, rather use 2M > 214X
- very hard for you to punish on whiff, you can try 2M, or 2U which is very tight though, or just use the opportunity to run up c.M or jump away
- SBA1-punish: be super-careful when he has it, stop throwing arrows and butterflies completely and see how they react!
- also do NOT try to get a butterfly and great fall after 214H knd midscreen, both are too slow and he can wakeup SBA to hit you!
- You can stuff him with 5L if you are far enough away, so use it often to bait him!
- Zeta:
- SBA1-punish: be super-careful when he has super, he can punish you for using beam and even catch you from spear-retreating
- #=======================================================================================#
- Lancelot mu:
- -use the block-button when he dashes towards you as it can cross-up
- dash can be punished but it's hard, and crossed-up dash is easier to punish than non-crossed-up
- -Jump-attack: j.H can be either a DOUBLE-OVERHEAD or a single-overhead, depending on the height it hits; double ones should be AA-able on reaction
- you can try to crouch until the last possible moment so a badly timed j.H(2) whiffs and hits only once meaning the first hit whiffs over your head while crouching
- -Walljump: he can insta-walljump out of corner if you are standing close enough to him where your lows might whiff
- once lance walljumps he cannot block in the air so air 2 airs are guaranteed
- -Slide: is -15 OB seemingly; but is fully safe if he spaces it well
- Projectile: ALL are PLUS! The H-version now disappears after some time and goes ~3/4 screen
- you can try is rolling through the fireball so you don't even have to deal with the mixup
- when i see jump after ex fb then i can safely roll through it right? -> if you see a jump then you can roll, yeah
- Teleport: DON'T BLOCK HIGH against his low-grounded teleport, he can only use lows there, you have to TRAIN YOURSELF TO NOT FLINCH-HIGH-BLOCK!!
- Also IT IS NOT REAL and you can mash out of it!!!
- It is now a lot more punishable, so mash c.L if he tries todo fastfall shenanigans
- He can just do teleport after an UOH to dodge your shit and counterattack, so best don't mash after it but do only a 2L?
- Dash: All can be made safe when spaced correctly (crossed-up dash is easier to punish than non-crossed-up; the closer he is, the further he goes to the other side)
- He can cross you up with it, so switch to the block-button when you see him use it. You can expect him todo it midscreen after he sets a projectile!
- L is -9 OB; goes halfscreen
- M is -10 OB; goes 3/4-screen
- H is -6 OB; is fast (and reactable now) and goes 3/4-screen
- Rekka: when he's pressuring you with it and you want to mash out, use a STANDING L-button, because on CH crouching he can get a good conversion
- Least risky part to mash out is after the 2nd Rekka, as he only gets few dmg if he does the 3rd Rekka there.
- After the 1st Rekka can be risk because he can make your button whiff if spaced and get good conversions. Mby better use a M button there.
- Always mash after the 2nd Rekka, and sometimes mash after the 1st Rekka.
- DP: you NEED to have an OS against his dp, or he will just do it ALWAYS on wakeup!
- he can cancel everyone into the drop-down attack which deals insane combo-dmg on CH, but is -17 OB for all versions
- OS: The OS is meaty > 9L+M
- If it hits, goes into auto combo; If he does 22H, you jump and air throw him
- 22L and 22M don’t have invul, so the meaty will beat it, only 22H does
- Using the dedicated throw-button for it is easier imo.
- SBA: free corner escape, you can spot-dodge it but it is completely safe always
- SSBA: eine version von ssba kann man nicht airthrown
- Metera:
- -be SUPER-conservative with using your 5H and high-arrow, because can slide through BOTH of them!
- DP: use c.H and delay the 9L+M a bit, but the other OSs are better
- safejump 5U > j.H > [8]LLL hits him on the way down and allows for c.L combo
- meaty 2L > [8]LLL which goes into autocombo on-hit or block and uses the j.L if he teleports, he doesn't hit you
- #=======================================================================================#
- Lowain mu:
- -he is a FAST boi! at round-start he can run backwards fast enough to make many moves just whiff
- -his grounded normals have a decent range, and with slice he can make a sorta dash-strike, so watch your spacing
- -use the block-button in midscreen if he knocks you down and summons the bros or katalina, as they sometimes just roll through you!
- -c.L and 2L are +2 OB, but everything else is minus
- -Jumping-feet: his j.L is active all the way and it is MULTIPLE ATTACKS,
- so even if you block them high they still come out so you have to block high till they reach the ground
- -Counter: annoying, but you can and need to spot-dodge it on reaction (can't when it's an anti-air); you can expect it after a blocked slice
- don't forget that you can call him out by throwing him!
- also you can DP or SBA him to get an actual punish
- don't forget that it has a cooldown!
- throwing him after you dodge the counter might be good because they will expect you to take back your turn and won't be read for the throw
- -Slide: is pretty quick and goes maybe a bit longer than a dash; be careful pressing a button afterwards as they can cancel it into slices
- -11 OB, best punish with a c.M
- Slice: used sometimes in neutral to advance or as a great whiff-punish, otherwise in combos or as block-string ender so don't just press buttons after his autocombo
- they are also airborne and can go over lows
- L is not punishable and can be up to +5 OB if spaced well or as meaty and be used as 11f DP-safe meaty
- M has more attacks and is -8 OB!
- H is safe with -1 OB
- Bros: he can make an unblockable setup with them where he uses the low-bro and then does UOH, but rather fuzzy low-high in case they fail it
- when he summons BOTH bros, be ready for it to come and try to fuzzy, reacting to the UOH will be too late
- if done not on your wakeup but just in a blockstring, you can try jump-blocking the high-bro and evading the UOH or blocking jumping Lowain
- it's unblockable but you can STILL DODGE it completely!
- low-bro can be spot-dodged
- jump-bro is NOT a high
- each bro can absorb one projectile!
- Kata-bot: Laser can be ducked on range and obviously spot-dodged; you can also super-jump it if you quick on reactions
- Punch-Kata is used as oki but not really for anything else
- Rockets goes THROUGH projectiles!
- SBA: try to spot-dodge it or roll through them (won't work vs slide) and if possible; normal into spot-dodge is seemingly good because they wanna attack after eating damage
- block HIGH by default, you won't be able to react to a mixup but the high comes out superfast and they use it often
- Three-hit slice is very minus OB, so you can use an attack to get in some free damage before they are able to move again
- Overhead is the double-parting-slice and is very plus OB
- Low also very minus OB and you can get even a c.H in
- SSBA: you can jump over them and do a cross-up to mix up their inputs, great at their wakeup where you know they wanna do it
- if you are close enough after it ends, you can get a punish; you can also throw projectiles before it ends to time it
- jump the balls, dodge the lava, block or dodge the lightning, dodge or block the rocks
- try to get close as they are forced to use rocks then
- rocks is the only thing that can't be dodged, and is used to chip you you if you are able to dodge the rest
- Metera:
- -try to keep a distance of about half-screen; don't freeze against him using bros or kata from further away, but be ready to jump/hop over it!
- -be careful hopping into him in neutral, if they are ready they can just counter you
- -slide is annoying but it's important you don't give him the free knd
- -Katalina-rockets go THROUGH your H-arrows, so save your cooldowns!
- If he uses her on fullscreen, wait a second and then you can superjump up then hop forward over them, Lowain can't do much against it if he is running forward!
- examples: https://youtu.be/MhFebjtw-FU?t=491 https://youtu.be/MhFebjtw-FU?t=529
- -react to him doing shit in neutral like Katalina or eating with your slide!
- -be careful using your own slide as he can easily run out of it on max-range, but you can also sometimes call him out if he summoned bros/katalina and is running forward
- -Slide can go under your high-arrows!
- -you can try baiting his parry with a forward-back-hop
- -at roundstart he can easily just walk back out of your 5H range, so better use a low-arrow instead or just backdash
- -on his wakeup in corner you can cast a 22L butterfly and trigger it 2H, if he parries you can still spot-dodge it and the explosion still hits him!
- you can then combo into 22L > 2H~bf > 4G > c.MM > 623H > 2H > 22H
- -if you are close enough (1-2 dashes) you can hop over/through his bros and hit him still!
- -mash 2L after blocking L-slice, as he is only -1 and will mash his 5f light against you, so you both will trade
- SBA: you can try superjump-hopping over him, but they can easily catch you with fireworks; best mix block/dodge/roll with hop, you have good options
- SSBA-punish: you can even punish it fullscreen if you do an arrow before it ends and then combo into your own SSBA!
- #=======================================================================================#
- Narmaya mu:
- -don't let her pressure you for free!
- -light buttons only her 2L is +2 OB but NOT her c.L or 5L! she fake-pressures a lot of shit, mash out!
- only other plus-button she has is 2M in Kagura-stance, which is +1 OB, she swipes your feet with the unsheated sword, which goes from the floor to her front
- !she can do at least THREE of them while you are blocking and still be able to confirm into a special!
- BUT you can maybe safely jump out after the third one because she pushed herself out far enough and might only check if it connects...
- when she knocks you down, when she is using her great-sword she can make it plus
- -her jump-buttons are AMAZING and very far reaching! With a super-jump plus button she can easily catch you from fullscreen if you press something wrong
- -for her stances, to easier see in which one she is, you can check if she has the projectile skill-button (the first one) or a different one
- if it's the projectile she is in sheated Genji-stance, if not she is in drawn Kagura-stance
- -2U: is pretty decent, not as ballers as Gran's but you have to be careful of moving backwards in neutral
- -UOH: very fast and also reaches quite a bit, it might be better to just block it instead of trying to mash?
- is one of those stupid ones that your mash with close L but sometimes don't hit???
- into 2U is the unrealest shit ever, use your 2M afterwards to stuff them out
- Mist-finer: {Genji-stance}
- L-sworddraw is very minus and easy to roll
- M-sworddraw is also mad plus OB but is slow af, she can make a second sworddraw after M-version charging it
- H-sworddraw is plus OB!
- Cmd-Dash: {Genji-stance}
- Can low-profile stuff at certain ranges, like Metera's high-arrow
- Only M and H can cross-up; when you are midscreen and she has you in a blockstring and see a special-animation, immediately press the Guard-button!
- She can cancel it into specials, so expect the Overhead-swings or Sword-strikes coming afterwards
- Her H-versions goes fullscreen and can even cross you up at nearly that range so always be wary of it in neutral!
- You can try using 2L to kick her out of it
- Sword-strikes: {Kagura-stance}
- are ALL minus so always take back your turn
- L hits once and is -6 OB
- M hits twice and is -8 OB
- H hits thrice and is -6 OB but pushes you far enough away that 5L will whiff, so counterpoke with a 2M afterwards
- whiffed slashes are usually also negative enough that you can get the lingering hitbox with a far 5M or such
- Overhead-swings: {Kagura-stance}
- are not overheads but you should block them high as she has less recovery then
- Be ready for them in blockstrings when they are in stance!
- Use the block-button as M and H version can cross-up!
- L-version you need to react immediately; M-version you can see miles away; H-version is somewhere in-between
- Grounded ones L and M are safe but minus, so take back your turn!
- Grounded only the H-version is +1 OB, respect it!
- Jumping ones are usually plus! You can only punish them if they whiff or if they are hitting very very high.
- Can be MAD-CHEAP as you can NOT MASH OUT as she is too high, so you rather BLOCK and then take back your turn
- DP: {Genji-stance} easy to punish, but walk forward a bit to ensure you get c.H
- {Kagura-stance} is a parry, you have to wait quite long before she lets it rip, but you can just use a low to beat it so empty-jump low is good!
- check for the projectile icon, if it isn't there she is in stance
- SBA: where camera is full of her hair while she turns around once grabbing for her sword
- can block-punish with c.H, if further away walk forward a bit and use a 2M or such, she has quite high recovery
- can spot-dodge which gives you c.H punish
- can NOT be rolled!
- SSBA: where she draws her sword super-slowly with dramatic camera that zooms in on her and then makes the 50 slices
- you can block-punish with f.H or any M buttons if you are close; watch out for until she puts away her sword, that's your queue
- when close you can also roll it
- (it also sideswitches on a successful hit)
- Metera:
- SBA-punish: We get to punish Narmaya SBA with TK Ex Arrow, that's cool test me
- SSBA-punish: you have a lot of time for either a 5H or even a 5U > j.H!
- Roundstart: Hop is okay if you have a read, as it goes over her dash-strike and her mist finer, but it loses to pretty much anything else
- 5H wins against mist-finer, but loses to her using the dash-strike
- 5L loses against mist-finer, but wins against dash-strike and jump
- The ONLY things that seem worthwhile and safe are either blocking or jumping, backhop with arrow seems decent but loses to mist-finer
- Dash-strike: you can try hopping over it, but only if it's very early, because the last hit has a anti-air-like button that hits you out of it;
- Midscreen (~2 dashes) try not to use high-arrow at a certain distance, as she can low-profile it with H-Cmd-Dash,
- low-arrow and 5H should work there instead
- #=======================================================================================#
- Metera mu:
- Zeta:
- -you beat her SBA by doing your j.SBA and bait her with that, as it's their best anti-air, you can even react to it so just empty-jump block
- #=======================================================================================#
- Percival mu:
- -only 2L and c.L are his +2 normals
- up-close he can add up to 3 2Ls AND a 2M AND then a dash-low cancel, effectively making it a 5-hit blockstring without having to go into autocombo!
- -Helmbreaker: his divekick goes straight down, is minus but he can cancel it into specials which he might try to bait you with and frametrap you when he has stacks
- Dash: Low is -8 OB except the H-dash version which goes the furthest which is -1 OB, so best counterpoke with a c.L autocombo
- Overhead-looking sword-ender is +2 OB for all
- Sword-strike is -16 OB! but only -4 OB with stacks (and only for M and H), best probably use a medium button to ensure getting something while staying safe
- "The bigger problem is that all options from dash (Other than empty dash) can be spot dodged on reaction to the dash, and spot dodging M gives a full punish."
- Flamewaves: when spaced, they are ALL plus OB!
- close up, L and M are -5 OB and H is +3 OB
- but he careful midscreen as it pushes you away quite far so poke with a mid or such after it!
- can NOT be rolled; they can be spot-dodged but it is incredible tight
- he wants you to respect the flamewave as a normal-ender, so he can then use this conditioning to build stacks instead
- on clash, his flamewave STILL goes on if he has stacks even though the projectile disappears, so watch out!
- He can end autocombos into flamewave, which is a frametrap, if he keeps doing it check him with:
- -a DP or Parry
- -a spot-dodge, for that hold back and then spam the Guard-button, that way you stay close enough to poke with 2L and f.L, but you are even a frame or so minus
- -be careful of using SB to counter as the flame is still there and can hit you out of it
- -jumping over it which can get DP'ed easily though
- Cmd-Grab: when you try to bait a throw, it is better to use empty-jump because if he uses the cmd-throw, you don't get the CH combo when baiting with UOH
- DP: is wayyyyy easier to punish with an anti-air combo if he HAS stacks than if he has no stacks
- with stacks he hits you additional times (M&H-version) which means you have to delay your anti-air, but he also flies up much higher
- L-version both is not punishable with anti-airs, same as M-version for no stacks (at least with Metera)
- SO if you catch him DP-ing, check if he had stacks or best even before doing your safejump or bait, and then punish accordingly with anti-air or a standing c.H
- SBA: where he kindles a flame in his hand and says "Vanquard of Crimsonflame"; you can spot-dodge and get even a c.H punish
- SSBA: he holds his flaming sword up in the air with both hands; completely safe on block and he can hold it for a good two seconds
- it also shoots a fullscreen projectile that is extremely fast and goes even through H-fireballs
- you can roll through him and get a full c.H punish (which is even a CH if you catch him), but NOT if he is in the corner!
- Metera:
- -super-jumping out of his flamewave pressure is pretty hard, better hold up-forward and then jump-arrow
- -do NOT hop backwards after your blockstrings, he can call you out hard with his advancing DP
- -punish a whiffed far 5H with slide?
- Dash: you can try and predict the low or even react to the dash and jump over it with hop
- when he does H-dash-Low you better MASH 2L like fucking mad as it is only -1 so he will use his 5f normals, that way you both trade at least
- SSBA: if he uses it further away, you best only block because your H-arrows and his projectile go through each other and you both get hit, which is not in your favor
- (if he holds the sword he can completely absorb them)
- if you have SSBA yourself though you can hit him with it
- #=======================================================================================#
- Soriz:
- Metera:
- -Only use j.H instead of j.M, so you don't give him enough time to cancel into the follow-up attack.
- On his wakeup, you can maybe safejump and react to the armor with spot-dodge, then punish it with c.L or c.M.
- -Timed right, you can hop over his punch!
- #=======================================================================================#
- Vaseraga mu:
- -his normals are HUGE
- Fireball: he probably does them at end of his blockstrings as frametraps, they push you quite a bit away
- Shoulder: ALWAYS be ready for him to SHOULDER, either at the end of his blockstrings or in neutral after blocking or to get through attacks
- you can spot-dodge it if you expect it and maybe get plus-frames out of it
- H-shoulder is TWO hits, one long one and a short one after it
- Cmd-throw: can be REACTED, press up as soon as you see the animation and hear his voiceline, but do not try poking him out as it will be too late
- Midscreen after a cmd-throw, he can do H-shoulder which meaties you with the second hit, but you can dodge it!
- Stomp: when he EX-stomps you without doing anything, you can either spot-dodge, roll, jump or DP
- but do not jump forward as he turns around automatically
- do NOT dp when has armor, he will always win
- SBA: can be block-punished, you get pushed a bit away but if you are fast you can dash up c.H
- can be spot-dodged which gives a nice c.H punish
- can be rolled but not suggested as he goes fullscreen and you get no punish
- SSBA: has a guard-point at start blocking one attack
- can be block-punished, you get pushed a bit away but if you are fast you can dash up c.H
- can be spot-dodged which gives a nice c.H punish
- can NOT be rolled
- -Zeta:
- 2L > 5L also combos on him when he's crouching
- #=======================================================================================#
- Zeta mu:
- -if you expect her to Rap-city your air-approach, you can just empty jump into throw
- -Parry: you can try dodging the follow-up attack by dodging which should give you a good punish
- -Pogo: you can try rolling her incoming pogos or even between the pogos, but they can react with c.L hitting you out of it
- Fuzzy-mash:
- "ok so, if zeta does pogo properly - her attempts of j.U and j.H will be safe against DPs, if she does any variation of pogo on block into 2L/throw then you
- can mash her out with the fuzzy, if she does pogo into j.H 2L then you gotta recognize the j.H animation and start blocking low accordingly and stopping doing the fuzzy
- j.H will frametrap you for attempting to fuzzy mash the empty low/throw, so you can't defend accordingly
- there's also doing meaty j.L into sweep instead of j.U which will catch mashing as well, and also catch you expecting pogo;
- it's hard to react to since j.L has similar blcokstun to j.U and is pretty fast"
- -2U: HAS !!2!! HITS, DON'T GET HIT BY THE SECOND as they get wayyyyyy to much out of it; ALWAYS BLOCK after it as they usually cancel it into laser or spear-retreating
- unless you have an invincible reversal punish, it's -17 OB
- SBA: can be spot-dodged
- Metera:
- Roundstart: a good option is jump up and j.236M, it beats both her using laser and using jump 22X; but it loses hard to them walking up to whiff-punish you
- -don't be too afraid to anti-air her, as long as you did it early enough
- if they start to jump-block, you can either air-throw them or use The Great Fall
- -Fullscreen hop into M air-arrow seems to be good, as you dodge the laser while hitting them
- -Fullscreen you can punish her using laser by double-hopping over it and get her with a jump-in
- -go into the offensive, you can not play defensively because she beats you there with lasers and air-mobility
- -Abuse her not having a DP and do always butterfly into safejump setups, if she wakeup-parries you can react and cancel into 236M to trigger the bf!
- -j.M gives you more time to react to the Parry, so you can then block still after you land; combine it with c.H afterwards to get multihits
- -Meaty 623L might also be good considering how jumpy/spammy Zeta can be
- -When she has you cornered and ends blockstrings with 5U, it is probably a good time to jump out as they probably jump themselves or parry or 2M
- -You can punish her retreating from spear with a 2U or even an arrow if she is close enough!
- #=======================================================================================#
- Zooey mu:
- -if they knock you down with a non-H button, all setups afterwards are FAKE, so mash your 2L or 2M when you see it!
- -when they throw you in the the double-dragon oki, you can STILL quick-recover, so mash those buttons so they don't get a free reset!
- -UOH: has very long range!
- Rekka: only L-version is unsafe with -6 OB but not worth trying to punish
- Down-sword is -8 OB but pushes you away quite far so use 2M or sth
- Sword-strike is -8 OB and keeps you close enough to punish with a c.M
- If YOU are in corner you can also punish them with close buttons!
- DP: only the upwards version is invincible, if she does it in your face you can anti-air her out of the down-going strikes!
- Dragon: Midscreen use the block-button!
- Against double-dragon be sure to late-tech,
- test me if crouch-tech or stand-tech is better because you don't have to fear the throw whiffing when you're in blockstun anyway
- Metera:
- Down-sword-punish: is 2M, but it's pretty tight, online it is basically safe...; if you try to punish just do 2M > 214M so you don't waste meter...
- Roundstart: you can freely 5H, which clashes with their dragon, and still be able to block a jump lightning
- DP: after a blockstring can be punished with 1H > 2H
- Her DP SUCKS as a reversal, so Midscreen you can still 214H > 22H > 5U > j.H for butterflies and the safejump!
- Air-Lightning: can clash with your 2H and 623X, so maybe get a butterfly out then?
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