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GBFV - own notes

Apr 4th, 2020 (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: 13.09.2020)
  2.  
  3. #1 General tips
  4. #2 Stuff to improve
  5. #3 Matchups
  6.  
  7. ===================================================================================================================================================================================
  8.  
  9.  
  10.  
  11. #1 General tips:
  12.  
  13.  
  14. Simple input super in GBVS:
  15. -does much less min guarantee dmg
  16. -shorter cinematic range
  17. -less dmg for cmd grab supers
  18. -using the shortcut for SBA and SSBA only reduces damage after you go for a second juggle and if the combo is long
  19. it's kinda stupid that you can hit confirm and fish for stuff like 2M > SBA with the shortcut without any drawback
  20. -crush-system takes place: SSBA > SSBA(S) > SBA > SBA(S)
  21. -not sure for the super like Ferry's powerup one
  22. -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.
  23. 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!
  24. -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
  25. -Ladivas SA and SSA command grab supers do more damage raw with technical inputs, likely since they require the hardest inputs.
  26. -Yggdrasil does only 90% damage with all attacks when activated with easy input.
  27.  
  28.  
  29. General OSs:
  30. -Throw-Tech-Spot-dodge OS: 4G~L+M - while pressured avoid Throw/Overhead while staving off tight strings;
  31. delayed throw or delayed fast buttons from your opponent will beat this; return to down+back upon inputting the OS
  32. you can time the tech to work better against early/late overheads and throws
  33. -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
  34. GREAT against Zeta as she can't easily empty jump 2L then!
  35. "it's just 4L, L+M
  36. If they do UOH you do autocombo
  37. if they do throw you get late tech (assuming you're timing it correctly)
  38. They can just do delayed buttons of course"
  39. If your char's c.M is better against UOHs (Metera e.g.), do 4M~L.
  40. This should lose hard to frametraps.
  41. -Walk backwards in midscreen - blocks everything but lows, and walks out of throws and short lows and you can counter-attack then
  42. 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
  43. and you simply block. You can use this also after a blocked button from you to bait whiffs.
  44. -Plink Overhead into Throw-Tech, like H+[M]~L
  45. -Fuzzy-Jump OS:
  46. 1. Coming out of blockstun/hitstun/waking up grants throw invuln (About 5f, 5f and 9f respectively)
  47. 2. This means you can block for 4f upon leaving blockstun, and then jump. This avoids throws while also blocking tight strings.
  48. You will also jump away to safety if they UOH aimed at throw break (But not chained overheads in most cases).
  49. 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)
  50. 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
  51. won't be counterhit (A secret strength of fuzzy jump)
  52. 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
  53. down at the opponent if they try to anti-air.
  54. 6. Fuzzy jump also happens to work well against loose staggers in a lot of cases, because the gaps are much larger.
  55. -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
  56.  
  57.  
  58. Input-buffer:
  59. The input-buffer for this game is FUCKING BRUTAL, you get basically NO window at all, you have to time EVERYTHING.
  60. 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.
  61. If you wish to press a button ANYTIME after a block, wakeup or cancel-sitution, you have to TIME IT.
  62. 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
  63. 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.
  64. 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
  65. 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
  66. have to change your punish-timing heavily.
  67.  
  68.  
  69. Wakeup-reversals:
  70. can be tight as there's no buffer, input it right when your character starts getting up
  71. if you do a double-qcf input, you need to start the first one already BEFORE they start getting up
  72. 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
  73.  
  74.  
  75. Guard-Button usage:
  76. 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
  77. when you are already stand-blocking, learn to let go of the stick or you get spot-dodge
  78. 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~...
  79. adjust speed depending on attack
  80.  
  81.  
  82. Establishing a pressure game:
  83. 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).
  84. 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.
  85. 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
  86. nothing.
  87. 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
  88. to reset your pressure and loop it.
  89.  
  90.  
  91. -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
  92. -to not get a DP-motion when you walk forward and do a qcf-motion, you can:
  93. *use the skill-input for it
  94. *tap the block button quickly and then doing the qcf-motion
  95. -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
  96. -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
  97. -characters that have 5f recovery c.Ls can meaty-bait 7f DPs with it (Kat, Zeta, Ladiva)
  98.  
  99. #=======================================================================================#
  100.  
  101.  
  102. Other people's notes:
  103.  
  104. -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.
  105. -height combos are actually never good for damage, you use them to get time or height, they don't add damage, they scale it
  106. -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;
  107. is better than tick-UOH or empty UOH because they most likely block it and you lose your turn;
  108. 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
  109. -instead of UOH or L > UOH you can also do something like 2L > 5L UOH or just c.LL UOH
  110. -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
  111. -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
  112.  
  113.  
  114. ===================================================================================================================================================================================
  115.  
  116.  
  117.  
  118. #2 Stuff to Improve:
  119.  
  120.  
  121. General-stuff to improve:
  122.  
  123. -late-stand-block-OS to be safe against throws and Overheads
  124. -use quick-recovery!
  125. -use more blockstrings!
  126. -ALWAYS use guard-button on your wakeup if you plan to block!!!
  127. -when switching to the guard-button from normal block, either go 4 > 5G or 3 > 2G
  128. -when you throw someone out of the corner you can roll through them to get the corner-advantage
  129. -use UOH sometimes
  130. -also keep expecting random UOHs in neutral!
  131.  
  132. #=======================================================================================#
  133.  
  134.  
  135. Zeta-stuff to improve:
  136.  
  137. -use 66L when you are in corner as it can get you out for free if they jump
  138. -pushed into corner poke with 5L and then prepare to immediately press 2H to keep get your turn back or to punish them jumping
  139. -learn when and how to space safejumps after a midscreen 66H~6H~6H
  140. -learn when to use j.M instead of heavy to stop you from crossing up and whiffing and getting punished
  141. -use the OS when doing wakeup-rapcity
  142. -use 2M instead of f.M
  143. -don't always use the H-version stuff midscreen!
  144.  
  145. #=======================================================================================#
  146.  
  147.  
  148. Metera-stuff to improve:
  149.  
  150. -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
  151. -be more calm in the neutral and don't just try to randomly hop around
  152. -2U to beat people using fireballs/gigis/firestocks and punishing them walking
  153. -use 5L when you don't want to commit to arrows or 5H, as you can still 2H jump-ins
  154. -be ready to anti-air ALWAYS
  155. -learn how to better setup butteflies midscreen
  156. -learn proper 2U safejump setups
  157. -learn throw setups
  158. -practice your damn corner-combos and anti-air combos
  159. -punish DPs while they are still in the air with the 2H > 5U hop-loops
  160. -use 22L > 2H more often against rushy people
  161. -meaty 623L
  162. -mix up j.H and j.M and j.L
  163. -j.L|H into j.236H to counter mashers and get more plus-frames OB
  164. -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
  165. -just use easy-input TGF sometimes in the neutral, when you plan to keep them down/away
  166. -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
  167. -after a lucky knockdown against airborne opponents from a TGF, put out a M-butterfly and then use 2U, see Tahichi do this often
  168. if you get the 2U you can then pressure with meaty L into 236M~bf
  169. -UOH sometimes, like after a blocked c.H or a blocked hop j.M, or a 5L to deter counterattacks while moving backwards
  170. -do better not try to cancel into H-arrows if your normals clash, as you most likely will get crushed
  171. -if they block your hop-attack, try to call their late-tech out with a delayed TK-arrow
  172. -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)
  173. -throw out a H-TGF in midscreen neutral sometimes when you expect them to jump around a lot
  174. -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
  175. -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
  176.  
  177. !!!!
  178. -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
  179. -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
  180. (example https://youtu.be/XaHCTQoLIIs?t=94)
  181. also use the special-button easy-input, so just j.(M+)S
  182. -blockstring: 2L > 2L > 2M > 214M do it more!
  183. > 5L > 2M > 214H the same
  184. 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
  185. -at >halfscreen neutral do not just put out butterflies randomly, but only when they blocked an arrow or such
  186. -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
  187. -after 214H KND more often either go up-close 22H or stay a bit away and 22M 5H~bf (use easy input for both)
  188. -use the mash-OS!
  189. -after a blocked 2L > 2L do NOT use a 5H unless you are absolutely sure they won't roll through it
  190. -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
  191. 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)
  192. !!!!
  193.  
  194.  
  195. ===================================================================================================================================================================================
  196.  
  197.  
  198.  
  199. #3 Matchups:
  200.  
  201. #=======================================================================================#
  202.  
  203.  
  204. Beelzebub mu:
  205.  
  206. -his jump-in attack has THREE hits
  207. -he doesn't have a cross-up button, so forget about the guard-button
  208. -always neutral-tech, or he is more plus
  209.  
  210. 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
  211. can cross-up even in corner if you are not fully to the wall
  212. fully punishable so mash c.L if he does it, and always expect it!
  213. Seemingly you need to use ground-tech instead of back-tech, or they get better oki with teleport?
  214. Divekick: usually leaves him plus, he is even safe when you parry it
  215. 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
  216. 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
  217. 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
  218. H activates fastest and drags fastest; leaves him very plus on block; you can ONLY ROLL but you can freely punish him for it!
  219. You can actually roll through it!!!
  220. The further he pulls you in from, the less advantageous he is.
  221. It absorbs a projectile-hit, so be wary of him using it as a callout.
  222. Jumping and using a really active jump-button works really well!
  223. SBA1: where does the laughing power-pose with both hands down
  224. you can spot-dodge AND roll!
  225. can also block-punish with a far-button if you are up-close
  226. SBA2: command-grab is 0f post-flash
  227. be ready for it when he has meter and is up-close
  228. SSBA : where he screams into his hand
  229. you can ONLY spot-dodge!
  230. can't be block-punished as he pushes you fullscreen
  231.  
  232. #=======================================================================================#
  233.  
  234.  
  235. Charlotta mu:
  236.  
  237. -absolute scramble-char, need to keep your cool against her
  238. -use Block-button midscreen! BUT using it just during her blockstrings is kinda ass as you can't react to other stuff then,
  239. so best react to her Demon-flip or her jumping (she has great cross-up buttons) with the guard-button.
  240. 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)
  241. -c.M which is the upwards-swing is actually -4 OB!
  242. 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
  243. -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
  244. 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
  245. -2U: she will most likely cancel it into a special, so keep blocking
  246.  
  247. Hamster-ball: is ALWAYS minus, but can be extremely hard to punish due to the pushback
  248. block it STANDING so she has less pushback!
  249. L-version is -7 OB, it's the super-slow one and is basically not punishable. Sound-cue is "EYY!".
  250. 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.
  251. Otherwise use the advantage for positioning. Sound-cue is "EYAH!".
  252. H-version is -4 OB but has the least pushback, so try taking back your turn after it!
  253. 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
  254. Always block them standing! But be careful when they catch up on it and try to get you with the sweep or demonflip after
  255. 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
  256. They have a loop... c.MMM > 214L > c.MMM > 214L which might look really right but can be interrupted
  257. But do not try to spot-dodge afterwards, you give up your turn for nothing...
  258. 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!
  259. you can NOT jump out of it (at least I can't)
  260. H has again no gap
  261. 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
  262. After M or H she usually does a M normal into a reset, so if you block them, spot-dodge (with tech-OS?) afterwards
  263. Demon-flip: aka Noble-Strategy
  264. It can go over fireballs or buttons.
  265. 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
  266. (and definitely does if you jump forward)
  267. 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.
  268. 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)
  269. Divekick-sword is +1 OB but it depends on how late they hit it
  270. 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
  271. You have to prepare for them todo it, and IMMEDIATELY switch to the Guard-button when you see them flash!
  272. Overhead is minus; except when the 22H also connects, then it's +1 OB
  273. 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
  274. H-version is safe with -4 OB and can combo
  275. She uses it sometimes midscreen in neutral which can catch you off-guard as it travels a decent distance
  276. Do NOT block high on reaction, just take the Overhead or they will cmd-grab you
  277. If she does it at end of a blockstring you can either mash her out or air-throw her
  278. DP: is very safe when you are not ready
  279. 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)
  280. 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.
  281. SBA: she swings her sword from behind over her head, the does the swordhits with the powerball
  282. 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
  283. when you're in the corner she is less-safe, and you can hit her OB with 5M e.g.
  284. it has 10 hits after which she bounces backwards in the air
  285. 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
  286. very safe and has pushblock but you can still hit it with a 5M if it's long enough
  287. 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
  288. fastest one in the game
  289.  
  290.  
  291. Metera:
  292. -She feels like impossible to anti-air when she is close, and her airtrace makes your TGFs or even 5M whiff half the time...
  293. (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!)
  294. -Cornered you can try to to jump out against her more easily than against other characters,
  295. because she has big issues stopping you from it because her normals aren’t so ridiculous.
  296. High-jumping upwards and then hopping over her might be good.
  297. -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.
  298. 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.
  299. -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!
  300. -Be careful with backdashing, her ball can easily catch you so it is often better to just walk backwards instead of dashing.
  301. -Hopping after you let a butterfly explode on top of her can sometimes make you go over her, not good, be ready for it!!
  302. 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.
  303. 5L is great because it can still stuff the ball and you are still able to block her jumping.
  304. Hop wins against her balling, loses if they are patient, and is kinda a scramble if she jumps too.
  305. 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.
  306. Also backhop in neutral you can combo into j.H > 2M > 236H if you catch them balling.
  307. 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.
  308. 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.
  309. 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!
  310. 5L even works against her 2U!
  311. 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.
  312. Crouch-blocking you can also 2L mash to beat hers, but I feel that it might whiff easier when she's a tad ranged.
  313. IT IS FUCKING CURSED I swear, online nothing seems to work, not even spamming 2L. Fuck this shit...
  314. TK-arrow works only against her 2L
  315. 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!
  316. 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)
  317. 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.
  318. (anti-airing her is not advised, but if you do it use 2H and not 1H which will whiff)
  319. 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!
  320. 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).
  321. 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!
  322. You can also try sneaking in your SBA/SSBA, but it's very tight
  323. 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
  324. 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.
  325. 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!
  326. 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!
  327.  
  328. -Zeta:
  329. DP-punish: can punish it with sweep! 2U is 7f and her flashkicks range from -8 to -10 so its definitely safest option
  330. also if charlotta's DPing out of corner I just 214H second hit (as she goes down) and use L for wall bounce
  331. full resources can net ~5k punish
  332. idk if it's optimal, however
  333. kinda just made it as I went along
  334. maybe if you're close to corner but not at it, 214H~H will work
  335. 214H~L > micro dash cl.HHH > 22H~8H~2H > cl.H > SSBA
  336. 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
  337. I've only found doing 214A>L/M/H on the way down
  338.  
  339. -Zooey:
  340. DP-punish: 2M > 214L|H but it's tight af
  341.  
  342. #=======================================================================================#
  343.  
  344.  
  345. Djeeta mu:
  346.  
  347. -be sure to keep blocking after her normals and blockstrings, as she will use Rekka which is a natural frametrap and pretty safe
  348. -she can get THREE 2Ls midscreen and STILL cancel the last one into Rekka!
  349. -check the skill potraits for which Rekka she used, the forward-one is L and the the down-one is M (or so)
  350. -2U: just like Gran, her 2U is ridiculous; -12 OB
  351.  
  352. 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
  353. 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
  354. 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
  355. L and M are both hard to discern, so best always wait for the follow-up
  356. 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!
  357. Dodging L-rekka works too but it's way harder as it can be tight when she's close enough!
  358. M/L Rekka-Follow-Up is a nasty frametrap, but is unsafe with -8 OB!
  359. H is fast and safe with -4 OB
  360. First H-follow-up are two hits and is safe with -4 OB
  361. Second H-follow-up is a single hit and is unsafe with -8 OB!
  362. You can dodge the last hit but it's not worth it as you get no punish out of it.
  363. She can NOT cancel into DP if she made ALL the follow-ups, so ALWAYS TAKE YOUR PUNISH!
  364. 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.
  365. Fireballs: as usual, H-version is plus OB
  366. she can also charge them and make even the normal versions plus that way
  367. 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
  368. you can maybe try to block it early by walking forward
  369. 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
  370. they are also amazing for zoning, because she can charge them which makes them take up one projectile hit
  371. DP: just like Gran's; be sure to block the last hits standing, otherwise she can cross you up!
  372. SBA: she charges her sword with other swords shining up behind her, it's the multi-hitting rythm game
  373. when her hair is BLUE, she is using the manual technical version
  374. 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)
  375. 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
  376. but you can dodge it! and get at least a c.H punish out of it!
  377. don't roll it because she has a big forward momentum, and you won't be able to punish her for it!
  378. SSBA: the bahamut one
  379. 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.
  380. 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.
  381. You can also make a sideswitch under her for a more optimal punish.
  382.  
  383.  
  384. Metera:
  385. 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!
  386. 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.
  387. 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.
  388. 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!
  389. From a far enough range you can still spot-dodge a non-charged one even if it clashes with one of your arrows.
  390. 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)
  391. Further away you can still punish her for walking forward with j.236M.
  392. 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!
  393. Easy-version: up-close you can block-punish with a 2M > 236H (214H doesn't work!) or a 2U!
  394. 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
  395. (it works though, easier with the sideswitch I feel)
  396. BUT if you spot-dodge it, you can get a good anti-air c.H(3) > 623H > 22H > 5U > (j.H)
  397. 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
  398. 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
  399.  
  400. #=======================================================================================#
  401.  
  402.  
  403. Ferry mu:
  404.  
  405. -the red cyclone whip she does in front of her is -2, but pushes you away, so with a long button after it
  406. don't forget to spam the guard-button during it so you get a lot of meter from just-defending!
  407. -c.H which is her summoning a blue dog kicking you with his hindlegs is +3 OB!!!
  408. -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!
  409. only time to backdash is if you are close enough to her that she wants to use 2U and you want to get out
  410.  
  411. 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
  412. 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
  413. 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!
  414. 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!
  415. SBA: install super she gets a TRIPLE-OVERHEAD from her with whip-jump -> divekick -> j.L
  416.  
  417.  
  418. Metera:
  419. Neutral: you can hop over her 5M! but it seems to be really timing-specific
  420. 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
  421. she can whiff-punish you fullscreen with H-whip!!!
  422. 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,
  423. 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
  424. Anti-Airing: you can use 623H against her long-ranged spidey-swing, if you do it early enough, best use the easy input!
  425. punish her half-screen lasso-super with 2U
  426. 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!
  427. (especially her non-EX, as the EX pushes you away further but is way more minus)
  428. 2M whiffs (very likely, if you are lucky you might be able to stuff her 2U)
  429. 5H and any arrow is too slow
  430. 2U clashes which you most likely lose
  431. Hop works against her 2U and 2M, but loses to 5M or anti-airs as she swats you out of the air
  432. But IF they end in EX-Trombet, you CAN do
  433. 2M counterhits her 2U! But seems to be a 50/50 chance to work against 2|5M
  434. 5H works against 2U but loses to 5M
  435. 2U still clashes with 2U but loses to 5M
  436. 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,
  437. probably just use a 5H in these cases to make them stop doing it
  438. BEST is probably really just jump-back into any arrow, or just blocking...
  439.  
  440. Zeta:
  441. -you can try using your 214H against her whip normals, but it's important to know when
  442. -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,
  443. so don't try it when she has it
  444. -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
  445. into a follow-up
  446. -best follow-up is probably 214X~M, as it hits her very consistently and you get a nice corner-carry with it
  447. 214X~L is also decent, but don't use 214X~H as it will whiff
  448. -Use j.22X to bait her anti-airs!
  449.  
  450. #=======================================================================================#
  451.  
  452.  
  453. Gran mu:
  454.  
  455. -2M is the crouching vertical sword-swing and is +1 OB
  456. f.L (the long forward-punch) is -3 OB so check him after!
  457. autocombo is -3 and -5 OB
  458. He can use 5U after any Heavy attack, which is a frametrap that can give him mad damage, so always keep blocking afterwards!
  459. -2U: is -12 OB but hard to punish
  460.  
  461. 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
  462. Boot: 214A is -7 OB but can be hard to punish if spaced
  463. 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!
  464. 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
  465. can be spot-dodged but you still might be minus
  466. geheimtipp blockbutton vergrößert deine hurtbox sodass der bootdrückende vollmongo mehr minus ist
  467. Metera, Ferry, Vase müssen alle nach roundstart Ex Boot mit safety DP dealen gibt keinen Punish -> selbst wenn du micro walk forward block machst?
  468. DP: non-metered he spins only ONCE!
  469. metered he spins TWICE!
  470. 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
  471. SBA: Blade
  472. can block-punish
  473. can also be spot-dodged
  474. SSBA: Dragon
  475. roll it!
  476. you can spot-dodge it too!
  477. Sweep into it is no longer a tight blockstring, and you can still spot-dodge and roll it now!
  478.  
  479.  
  480. Metera:
  481. You will have to play around his EX fireball, boot and him jumping.
  482. Roundstart: don't use 2L, as it loses to his boot; either just block to react to sth, jump, or throw an H-arrow!
  483. you can also try 2H as it catches the boot, but it loses to fireball
  484. Best probably react to the fireball and spot-dodge it, and THEN use 2H as it catches the boot and him jumping!
  485. Hop back is probably also very safe.
  486. DP-punish: if you are too far away, you can still catch them with a 2M > 214H
  487.  
  488. Zeta:
  489. DP-punish: you can CH c.H > c.H him but it's tight
  490.  
  491. #=======================================================================================#
  492.  
  493.  
  494. Katalina mu:
  495.  
  496. -only her c.L and 2L are +2 OB
  497. c.M is -1 now LUL
  498. -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!
  499. If you are too close, it's safer to just block.
  500. 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!
  501. -her jump-in buttons are amazing, she can easily cover half the screen with a jump with normal
  502. -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
  503. 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
  504.  
  505. Iceball: L&M is -10 OB, only H is +4 OB do fucking NOT PRESS ANYTHING after it
  506. 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.
  507. 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!
  508. One flowchart in corner is autocombo > H-fireball > ranged button > 5U into backdash (or hit-confirm)
  509. Dash-strike: unsafe with max -10 OB, but can be safed if spaced, also for EX
  510. M-version she makes a small backstep which can make your buttons whiff
  511. 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
  512. 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!
  513. People might try to spam it midscreen, but if you block you have a big advantage because they need it for decent combos.
  514. SBA: she hits you twice, then jumps into the air and makes a divekick
  515. you can spot-dodge and punish with a c.M combo
  516. or you just block-punish with a c.L
  517. SSBA: just block and you can punish with c.H
  518.  
  519.  
  520. Metera:
  521. -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,
  522. 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
  523. 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
  524. dash-strike or just by autowhiff normals.
  525. -She can easily reaction-punish you casting a butterfly, even after a blocked arrow, so don't do it when she has Dash-strike.
  526. 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
  527. 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.
  528. Dash-strike-punish: Use 2M > 214H when it's a spaced dash-strike; if you are unsure if it will hit just 5L instead
  529.  
  530. #=======================================================================================#
  531.  
  532.  
  533. Ladiva mu:
  534.  
  535. -fucking nightmare char online
  536. -he has good neutral buttons, don't forget that
  537. -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
  538. -netplay-queens love to just grab after 0 or -2 OB, if you want to mash, then MASH HARD or they steal it
  539. -has a great cross-up button, use guard-button on your wakeup!
  540. -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
  541. -jumping forward is great against cmd-grab callouts
  542. -"meaty UOH is the safest meaty option in a pinch, because it beats all buttons/throws and dodges 0f grab supers"
  543.  
  544. Sweep: anti-footsies option; very fast with 7f, has a good range, they sometimes just throw it out so be ready
  545. -17! OB so stand c.H punish her ass, but you might be too far away for that!
  546. very quick recovery though, so on whiff it can be hard to get a punish
  547. basically impossible to punish online unless really close
  548. Lariat: anti-footsies option; dodge by blocking low, then punish with a low into autocombo
  549. floatchart-players love todo that move on roundstart, so always jump or backdash or just block low at start
  550. 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
  551. Metera: use c.M to punish it
  552. Headdbutt: EX one headbutt is +2 OB; two headbutts is NEUTRAL OB; and three headbutts is -2 OB!
  553. When you see him using EX you can switch to high-block to make it safer for you
  554. you can dodge it between 2nd and 3rd hit, she can cancel it after first hit into grab though to beat that
  555. normal headbutt is always only one and can also be dodged; L-version is -2 OB and M-version +2 OB
  556. If they reset it they will most likely go for another blockstring to stay safe, so don't panick mash there.
  557. "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).
  558. If they plan on doing more then one headbutt you can actually mash roll to get behind them and reverse the situation."
  559. Throw: her standard forward-throw is more like a reset, it just stands you up right next to him! Don't sleep on that!
  560. Prancing Throw: that shit is CHEAP yo, she can easily get 50% off you with it in the corner
  561. you absolutely have to learn to react to it, and best jump as soon as you see those swirly hearts and stuff
  562. SBA1: she makes a quick heart-shape with her hands in front of her chest, then starts swinging back for the Laria-dropkick-attack
  563. mad fast and goes like halfscreen, do not use any projectiles when he has it
  564. 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
  565. block-punish! only -11 OB, so use c.M to be sure
  566. Do NOT use projectiles when he has the meter, it's a fantastic punisher for that!
  567. Metera: c.H juuuust fits in, but online can be hard
  568. SBA2: command-grab is 0f post-flash
  569. stays totally stationary, so jump upwards if you have the read
  570. SSBA: command-grab is 0f post-flash
  571. stays totally stationary, so jump upwards if you have the read
  572.  
  573.  
  574. Metera:
  575. -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?)
  576. -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
  577. -UOH stuffs your mash online after a blockstring
  578. 2U-punish: c.H can whiff easily on close to max-range, if blocked, rather use 2M > 214X
  579. 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
  580. SBA1-punish: be super-careful when he has it, stop throwing arrows and butterflies completely and see how they react!
  581. 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!
  582. You can stuff him with 5L if you are far enough away, so use it often to bait him!
  583.  
  584. Zeta:
  585. SBA1-punish: be super-careful when he has super, he can punish you for using beam and even catch you from spear-retreating
  586.  
  587. #=======================================================================================#
  588.  
  589.  
  590. Lancelot mu:
  591.  
  592. -use the block-button when he dashes towards you as it can cross-up
  593. dash can be punished but it's hard, and crossed-up dash is easier to punish than non-crossed-up
  594. -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
  595. 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
  596. -Walljump: he can insta-walljump out of corner if you are standing close enough to him where your lows might whiff
  597. once lance walljumps he cannot block in the air so air 2 airs are guaranteed
  598. -Slide: is -15 OB seemingly; but is fully safe if he spaces it well
  599.  
  600. Projectile: ALL are PLUS! The H-version now disappears after some time and goes ~3/4 screen
  601. you can try is rolling through the fireball so you don't even have to deal with the mixup
  602. 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
  603. 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!!
  604. Also IT IS NOT REAL and you can mash out of it!!!
  605. It is now a lot more punishable, so mash c.L if he tries todo fastfall shenanigans
  606. 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?
  607. 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)
  608. 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!
  609. L is -9 OB; goes halfscreen
  610. M is -10 OB; goes 3/4-screen
  611. H is -6 OB; is fast (and reactable now) and goes 3/4-screen
  612. 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
  613. Least risky part to mash out is after the 2nd Rekka, as he only gets few dmg if he does the 3rd Rekka there.
  614. 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.
  615. Always mash after the 2nd Rekka, and sometimes mash after the 1st Rekka.
  616. DP: you NEED to have an OS against his dp, or he will just do it ALWAYS on wakeup!
  617. he can cancel everyone into the drop-down attack which deals insane combo-dmg on CH, but is -17 OB for all versions
  618. OS: The OS is meaty > 9L+M
  619. If it hits, goes into auto combo; If he does 22H, you jump and air throw him
  620. 22L and 22M don’t have invul, so the meaty will beat it, only 22H does
  621. Using the dedicated throw-button for it is easier imo.
  622. SBA: free corner escape, you can spot-dodge it but it is completely safe always
  623. SSBA: eine version von ssba kann man nicht airthrown
  624.  
  625.  
  626. Metera:
  627. -be SUPER-conservative with using your 5H and high-arrow, because can slide through BOTH of them!
  628. DP: use c.H and delay the 9L+M a bit, but the other OSs are better
  629. safejump 5U > j.H > [8]LLL hits him on the way down and allows for c.L combo
  630. 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
  631.  
  632. #=======================================================================================#
  633.  
  634.  
  635. Lowain mu:
  636.  
  637. -he is a FAST boi! at round-start he can run backwards fast enough to make many moves just whiff
  638. -his grounded normals have a decent range, and with slice he can make a sorta dash-strike, so watch your spacing
  639. -use the block-button in midscreen if he knocks you down and summons the bros or katalina, as they sometimes just roll through you!
  640. -c.L and 2L are +2 OB, but everything else is minus
  641. -Jumping-feet: his j.L is active all the way and it is MULTIPLE ATTACKS,
  642. so even if you block them high they still come out so you have to block high till they reach the ground
  643. -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
  644. don't forget that you can call him out by throwing him!
  645. also you can DP or SBA him to get an actual punish
  646. don't forget that it has a cooldown!
  647. 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
  648. -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
  649. -11 OB, best punish with a c.M
  650.  
  651. 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
  652. they are also airborne and can go over lows
  653. 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
  654. M has more attacks and is -8 OB!
  655. H is safe with -1 OB
  656. 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
  657. when he summons BOTH bros, be ready for it to come and try to fuzzy, reacting to the UOH will be too late
  658. 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
  659. it's unblockable but you can STILL DODGE it completely!
  660. low-bro can be spot-dodged
  661. jump-bro is NOT a high
  662. each bro can absorb one projectile!
  663. Kata-bot: Laser can be ducked on range and obviously spot-dodged; you can also super-jump it if you quick on reactions
  664. Punch-Kata is used as oki but not really for anything else
  665. Rockets goes THROUGH projectiles!
  666. 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
  667. 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
  668. 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
  669. Overhead is the double-parting-slice and is very plus OB
  670. Low also very minus OB and you can get even a c.H in
  671. 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
  672. if you are close enough after it ends, you can get a punish; you can also throw projectiles before it ends to time it
  673. jump the balls, dodge the lava, block or dodge the lightning, dodge or block the rocks
  674. try to get close as they are forced to use rocks then
  675. 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
  676.  
  677.  
  678. Metera:
  679. -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!
  680. -be careful hopping into him in neutral, if they are ready they can just counter you
  681. -slide is annoying but it's important you don't give him the free knd
  682. -Katalina-rockets go THROUGH your H-arrows, so save your cooldowns!
  683. 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!
  684. examples: https://youtu.be/MhFebjtw-FU?t=491 https://youtu.be/MhFebjtw-FU?t=529
  685. -react to him doing shit in neutral like Katalina or eating with your slide!
  686. -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
  687. -Slide can go under your high-arrows!
  688. -you can try baiting his parry with a forward-back-hop
  689. -at roundstart he can easily just walk back out of your 5H range, so better use a low-arrow instead or just backdash
  690. -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!
  691. you can then combo into 22L > 2H~bf > 4G > c.MM > 623H > 2H > 22H
  692. -if you are close enough (1-2 dashes) you can hop over/through his bros and hit him still!
  693. -mash 2L after blocking L-slice, as he is only -1 and will mash his 5f light against you, so you both will trade
  694. 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
  695. SSBA-punish: you can even punish it fullscreen if you do an arrow before it ends and then combo into your own SSBA!
  696.  
  697. #=======================================================================================#
  698.  
  699.  
  700. Narmaya mu:
  701.  
  702. -don't let her pressure you for free!
  703. -light buttons only her 2L is +2 OB but NOT her c.L or 5L! she fake-pressures a lot of shit, mash out!
  704. 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
  705. !she can do at least THREE of them while you are blocking and still be able to confirm into a special!
  706. 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...
  707. when she knocks you down, when she is using her great-sword she can make it plus
  708. -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
  709. -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
  710. if it's the projectile she is in sheated Genji-stance, if not she is in drawn Kagura-stance
  711. -2U: is pretty decent, not as ballers as Gran's but you have to be careful of moving backwards in neutral
  712. -UOH: very fast and also reaches quite a bit, it might be better to just block it instead of trying to mash?
  713. is one of those stupid ones that your mash with close L but sometimes don't hit???
  714. into 2U is the unrealest shit ever, use your 2M afterwards to stuff them out
  715.  
  716. Mist-finer: {Genji-stance}
  717. L-sworddraw is very minus and easy to roll
  718. M-sworddraw is also mad plus OB but is slow af, she can make a second sworddraw after M-version charging it
  719. H-sworddraw is plus OB!
  720. Cmd-Dash: {Genji-stance}
  721. Can low-profile stuff at certain ranges, like Metera's high-arrow
  722. 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!
  723. She can cancel it into specials, so expect the Overhead-swings or Sword-strikes coming afterwards
  724. Her H-versions goes fullscreen and can even cross you up at nearly that range so always be wary of it in neutral!
  725. You can try using 2L to kick her out of it
  726. Sword-strikes: {Kagura-stance}
  727. are ALL minus so always take back your turn
  728. L hits once and is -6 OB
  729. M hits twice and is -8 OB
  730. H hits thrice and is -6 OB but pushes you far enough away that 5L will whiff, so counterpoke with a 2M afterwards
  731. whiffed slashes are usually also negative enough that you can get the lingering hitbox with a far 5M or such
  732. Overhead-swings: {Kagura-stance}
  733. are not overheads but you should block them high as she has less recovery then
  734. Be ready for them in blockstrings when they are in stance!
  735. Use the block-button as M and H version can cross-up!
  736. L-version you need to react immediately; M-version you can see miles away; H-version is somewhere in-between
  737. Grounded ones L and M are safe but minus, so take back your turn!
  738. Grounded only the H-version is +1 OB, respect it!
  739. Jumping ones are usually plus! You can only punish them if they whiff or if they are hitting very very high.
  740. 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
  741. DP: {Genji-stance} easy to punish, but walk forward a bit to ensure you get c.H
  742. {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!
  743. check for the projectile icon, if it isn't there she is in stance
  744. SBA: where camera is full of her hair while she turns around once grabbing for her sword
  745. can block-punish with c.H, if further away walk forward a bit and use a 2M or such, she has quite high recovery
  746. can spot-dodge which gives you c.H punish
  747. can NOT be rolled!
  748. SSBA: where she draws her sword super-slowly with dramatic camera that zooms in on her and then makes the 50 slices
  749. 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
  750. when close you can also roll it
  751. (it also sideswitches on a successful hit)
  752.  
  753.  
  754. Metera:
  755. SBA-punish: We get to punish Narmaya SBA with TK Ex Arrow, that's cool test me
  756. SSBA-punish: you have a lot of time for either a 5H or even a 5U > j.H!
  757. 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
  758. 5H wins against mist-finer, but loses to her using the dash-strike
  759. 5L loses against mist-finer, but wins against dash-strike and jump
  760. The ONLY things that seem worthwhile and safe are either blocking or jumping, backhop with arrow seems decent but loses to mist-finer
  761. 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;
  762. Midscreen (~2 dashes) try not to use high-arrow at a certain distance, as she can low-profile it with H-Cmd-Dash,
  763. low-arrow and 5H should work there instead
  764.  
  765. #=======================================================================================#
  766.  
  767.  
  768. Metera mu:
  769.  
  770. Zeta:
  771. -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
  772.  
  773. #=======================================================================================#
  774.  
  775.  
  776. Percival mu:
  777.  
  778. -only 2L and c.L are his +2 normals
  779. 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!
  780. -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
  781.  
  782. 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
  783. Overhead-looking sword-ender is +2 OB for all
  784. 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
  785. "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."
  786. Flamewaves: when spaced, they are ALL plus OB!
  787. close up, L and M are -5 OB and H is +3 OB
  788. but he careful midscreen as it pushes you away quite far so poke with a mid or such after it!
  789. can NOT be rolled; they can be spot-dodged but it is incredible tight
  790. he wants you to respect the flamewave as a normal-ender, so he can then use this conditioning to build stacks instead
  791. on clash, his flamewave STILL goes on if he has stacks even though the projectile disappears, so watch out!
  792. He can end autocombos into flamewave, which is a frametrap, if he keeps doing it check him with:
  793. -a DP or Parry
  794. -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
  795. -be careful of using SB to counter as the flame is still there and can hit you out of it
  796. -jumping over it which can get DP'ed easily though
  797. 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
  798. DP: is wayyyyy easier to punish with an anti-air combo if he HAS stacks than if he has no stacks
  799. 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
  800. L-version both is not punishable with anti-airs, same as M-version for no stacks (at least with Metera)
  801. 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
  802. 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
  803. 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
  804. it also shoots a fullscreen projectile that is extremely fast and goes even through H-fireballs
  805. 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!
  806.  
  807.  
  808. Metera:
  809. -super-jumping out of his flamewave pressure is pretty hard, better hold up-forward and then jump-arrow
  810. -do NOT hop backwards after your blockstrings, he can call you out hard with his advancing DP
  811. -punish a whiffed far 5H with slide?
  812. Dash: you can try and predict the low or even react to the dash and jump over it with hop
  813. 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
  814. 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
  815. (if he holds the sword he can completely absorb them)
  816. if you have SSBA yourself though you can hit him with it
  817.  
  818. #=======================================================================================#
  819.  
  820.  
  821. Soriz:
  822.  
  823. Metera:
  824. -Only use j.H instead of j.M, so you don't give him enough time to cancel into the follow-up attack.
  825. On his wakeup, you can maybe safejump and react to the armor with spot-dodge, then punish it with c.L or c.M.
  826. -Timed right, you can hop over his punch!
  827.  
  828. #=======================================================================================#
  829.  
  830.  
  831. Vaseraga mu:
  832.  
  833. -his normals are HUGE
  834.  
  835. Fireball: he probably does them at end of his blockstrings as frametraps, they push you quite a bit away
  836. 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
  837. you can spot-dodge it if you expect it and maybe get plus-frames out of it
  838. H-shoulder is TWO hits, one long one and a short one after it
  839. 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
  840. Midscreen after a cmd-throw, he can do H-shoulder which meaties you with the second hit, but you can dodge it!
  841. Stomp: when he EX-stomps you without doing anything, you can either spot-dodge, roll, jump or DP
  842. but do not jump forward as he turns around automatically
  843. do NOT dp when has armor, he will always win
  844. SBA: can be block-punished, you get pushed a bit away but if you are fast you can dash up c.H
  845. can be spot-dodged which gives a nice c.H punish
  846. can be rolled but not suggested as he goes fullscreen and you get no punish
  847. SSBA: has a guard-point at start blocking one attack
  848. can be block-punished, you get pushed a bit away but if you are fast you can dash up c.H
  849. can be spot-dodged which gives a nice c.H punish
  850. can NOT be rolled
  851.  
  852.  
  853. -Zeta:
  854. 2L > 5L also combos on him when he's crouching
  855.  
  856. #=======================================================================================#
  857.  
  858.  
  859. Zeta mu:
  860.  
  861. -if you expect her to Rap-city your air-approach, you can just empty jump into throw
  862. -Parry: you can try dodging the follow-up attack by dodging which should give you a good punish
  863. -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
  864. Fuzzy-mash:
  865. "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
  866. 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
  867. j.H will frametrap you for attempting to fuzzy mash the empty low/throw, so you can't defend accordingly
  868. 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;
  869. it's hard to react to since j.L has similar blcokstun to j.U and is pretty fast"
  870. -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
  871. unless you have an invincible reversal punish, it's -17 OB
  872.  
  873. SBA: can be spot-dodged
  874.  
  875.  
  876. Metera:
  877. 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
  878. -don't be too afraid to anti-air her, as long as you did it early enough
  879. if they start to jump-block, you can either air-throw them or use The Great Fall
  880. -Fullscreen hop into M air-arrow seems to be good, as you dodge the laser while hitting them
  881. -Fullscreen you can punish her using laser by double-hopping over it and get her with a jump-in
  882. -go into the offensive, you can not play defensively because she beats you there with lasers and air-mobility
  883. -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!
  884. -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
  885. -Meaty 623L might also be good considering how jumpy/spammy Zeta can be
  886. -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
  887. -You can punish her retreating from spear with a 2U or even an arrow if she is close enough!
  888.  
  889. #=======================================================================================#
  890.  
  891.  
  892. Zooey mu:
  893.  
  894. -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!
  895. -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!
  896. -UOH: has very long range!
  897.  
  898. Rekka: only L-version is unsafe with -6 OB but not worth trying to punish
  899. Down-sword is -8 OB but pushes you away quite far so use 2M or sth
  900. Sword-strike is -8 OB and keeps you close enough to punish with a c.M
  901. If YOU are in corner you can also punish them with close buttons!
  902. 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!
  903. Dragon: Midscreen use the block-button!
  904. Against double-dragon be sure to late-tech,
  905. 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
  906.  
  907.  
  908. Metera:
  909. 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...
  910. Roundstart: you can freely 5H, which clashes with their dragon, and still be able to block a jump lightning
  911. DP: after a blockstring can be punished with 1H > 2H
  912. Her DP SUCKS as a reversal, so Midscreen you can still 214H > 22H > 5U > j.H for butterflies and the safejump!
  913. Air-Lightning: can clash with your 2H and 623X, so maybe get a butterfly out then?
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