BlockPunish List (with characters)

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M0B
War Lord
Joined: Jul 2005
Posts: 752
From: Germany
#1 “Quote” Edit Post
Since i barely play anymore and got lots of other stuff to do, this thread will most likely not be updated anymore. It was fun doing it, but the run is over for now
Season 3, minor changes since then and the new characters aren't up to date till i get really bored again.


Frame data is taken from http://rbnorway.org/t7-frame-data/, which can include mistakes. I test every move and punish, but i won't test if a move is -11 or -12 e.g.

L.ee Max Damage Punisher Playlist by Miirio
https://www.youtube.com/playlist?li...FgSJJgZEMAS2ydE

Move / Dmg / Hitframes and Range (*=roughly a step **=1 Backdash (roughly 2 steps))

i10

1,2,4 / 26 / +1 **
1,3:3:3 / 28+ / KD **
2,1 / 18 / +8? ** (seems to have a pixel less range than 1)

i11
4,4 / 22 / +6 **(second can miss on max range)
4,3 / 30 / -3 **
f+4 / 13 / +4 ** *

i13
f+1+2 / 34 / KD ** **
d/f+4 / 16 / +3? ** **

i14
f+2,1 / 36 / KD ** *
3,3 / 34 / +1 ** *
b+2,3 / 25 / -6 ? ** **
f,f+3 / 26 / KD (~i15) ** ** *

i15
u/f+4 / JS **
d/f+2 / JS **
b+1:1,2 / 41 /KD ** ** (Nearly obsolete since season 2 patch)
f+3,3,3,3,3,4 / JS ** ** (slightly more range than b+1:1,2)

i16
d/f+3+4 / JS ** ** * (Rage Drive)

i16 (~17f)
f,f+4 / 22 / JS ** *

i20
Rage Art (d+1+2) ** ** *

i22 (~24f)
d,d/b+4 / JS ** ** ** (BK)

i23
U/F,N+4 / JS **

??
f,N,3,4 / JS ** *

While Standing

i10 WS+3,3… / 27 / -9? **
i11 WS+4 / 16 / +6? **
i14 WS+2,3 / „JS“ ** *
i15 u/f+4 / JS ** (knee)
~16f cc,u/f+4 / JS **
i18 FC,u/f+4 / JS **
i23 U/F,N+4 / JS **
~26f cc,d,d/b+4 / JS ** ** ** (ccBK)

Notes for u/f+4 (knee) out of FC:
Unlike most other characters, L.ee has a FC, u/f+4 flipkick, which forces you to buffer it and input his u/f+4 hopkick out of crouch a bit different. I don't know how to explain it properly, but it's kinda like tapping both u/f and 4 and holding neither input for too long. If you do it right, it's a normal i15 punish out of crouch.
If it's really easy and the flipkick rarely comes out, i added "including u/f+4" and if it needs harsher timing/inputs i added "u/f+4 possible". cc,u/f+4 is just u,u/f+4 which usually adds 1 frame.

I left out moves like d/f+1 or d/b+4, cause they‘re kinda obsolete, unlike 4,4 being +6 on hit, while 4,3 is -3


For the individual characters, i‘ll leave out anything that can be lowparried and is -13 or better. Special mentions for moves that are really unsafe, but have to be lowparried due to pushback.
I also won‘t mention if a first move from a string whiffs and how things change, cause they do when it comes to max range pushback etc.
Same applies to moves that are blocked when your back is against the wall, usually negating some pushback or range issues, like P.auls (d+4),2,1+2.
Strings done to a certain point, if they are unsafe, won't be covered, except for a few strong ones (e.g. L.ee 2,2,3).

High moves are obviously best to be ducked, but i‘m still adding them, in case there‘s a mixup or you feel more comfortable with a simple blockpunish.


To make your life easier, especially online, think about sacrificing some damage and choose your most comfortable punisher for any situation. If i listed f+2,1 as a punisher for a -14f move, you could replace it with f+1+2 since it has at least the same range and you got +1f to react. Or if a move can be punished with u/f+4, but has to be punished with f+3,3,3,3,3,4 on long range, you might wa.nna consider to always punish it with the later.


Characters are listed alphabeticly and can be found with the search function (standard ctrl+f).

If the punish is Any, it can be punished by any move that adds up to the negative frames (which should also apply to all other characters btw), otherwise i give the optimal option. Any WS means that you are forced to crouch in some way and can be punished by any while standing move


Format will be:

Rage Art, if it's anything but standard mid -22 close range or Rage Drive, if it happens to be unsafe.

Top section: Moves that are used fairly often (low risk/high reward, jugglestarter, strong lows etc)

Mid section: Occasionally used (there are usually better alternatives)

Bottom section: Shit used by scrubs.

Lastly: Additional information



Moves (Block Frames) = Punish

High Mid Low Power Crush


Generic Moves

u/f,N,3+4 (-?) = f+3,3,3,3,3,4
u/f,N>3+4 (-16) = Any including u/f+4


Generic get up kicks
(Read TZ legend under „Ground Positions“ if you don‘t understand the shortcuts (FaceUp/Down;FeetAway/Towards))

FUFT (KND) 4 (-12) = 4,3
FUFT (KND) 3 L (-12?) = lowparry
FDFT (FCD) 4 (-14) = f+2,1
FDFT (FCD) 3 L (-16?) = Any including u/f+4
FUFA (PLD) 4 (-14) = f+1+2
FUFA (PLD) 3 L (-12?) = lowparry
FDFA (SLD) 4 (-17?) = f+3,3,3,3,4
FDFA (SLD) 3 L (-17?) = Any including u/f+4

FUFT (KND) 3+4 (-12) = Any

Last edited by M0B on Mar 26th, 2020 at 12:45

M0B
War Lord
Joined: Jul 2005
Posts: 752
From: Germany
#2 “Quote” Edit Post
Moves (Block Frames) = Punish

Akuma

DFLIP (f,n,d,d/f+3) is his demon flip

Rage Art (!) = U/F,N+4 mid-far (delayed hopekick that doesn't juggle for close range)

1,2 (-17) = Any
d/f+1,2 (-13) = Any WS
d/f+2,1 (-18) = Any
d+4 L (-27) = Any
WR+4 L (-24) = Any
WS+2 (-15) = Any (can be Special cancelled)
WS+4,4 (-15) = Any
DFLIP,N L (-24) = Any
qcb+3 H (-15) = Any
qcb+4 (-14) = Any (if you block the first sM standing, it jails, otherwise, if you duck the first one, you can duck the last 3 hits too)
qcb+3+4 (-25) = Any (his last hit will whiff!)

f,n,d,d/f+1_2_1+2 = See Additional Information
qcf+1_2_1+2 = See Additional Information
Jump qcf+1_2_1+2 = See Additional Information

d/f+2,4 (-11) = Any
d/f+2,4,3 (-18) = f+3,3,3,3,3,4
d/f+4 (-16) = u/f+4 close-mid, f+3,3,3,3,3,4 mid-far, Rage Drive max
f,f+2:1 (-13) = f+1+2

1+2 H (-20) = Any (Level 1 FA)
1+2* H (-11) = f+4 close-mid (Level 2 FA) (Safe with cancel into backdash)


Additional information:

I left out anything that can be cancelled into a special move (to my knowledge). Unless there are fuzzy style options, there is no reason to add something like d+1,2 being -13. WS+2 being a launcher is an exception.

[Dragonpunch]
His f,n,d,d/f+1 is -27 and can be punished with anything, but becomes safe with focus attack and/or dash cancel (fa H) (1 ex bar needed).
His f,n,d,d/f+2 is -34 and can be punished with anything (either wait a bit to get u/f+4 launch or do U/F,N+4 _ BK), but becomes safe with focus attack and/or dash cancel (fa H) (1 ex bar needed). Fairly easy to react to the fadc imho.
EX version is the same as f,n,d,d/f+2 except no focus attack dash cancel(?)

[Fireball] Both qcf+1 and qcf+2 are -13 only on close range (f+1+2), but become safe with focus attack and/or dash cancel (fa H) (1 ex bar needed).
Both his EX fireball and hcb+1_2_1+2 are safe

[Air Fireball] Both (Jump qcf+1_2) are -21 close and become safer the later you block (depends on range) close can be punished by anything.
EX air fireball is again safe.

[Focus Attack] (1+2 H) has 3 levels by doing it instant or holding it longer, just like in SF.
Level 1 does nothing on normal hit and is -20 without pushback (any)
Level 2 does crumblestun on normal hit and is -11 with pushback (f+4), but can be made safe with a backdash cancel.
Level 3 is unblockable.

[Demon Flip] At this point it would become an anti Ak.uma guide, so go figure yourself. sidestep helps (even against his homing with late timing from my testing) or duck the throw or hit him out of it for floating juggle etc.

From both his vertical and forward jump, the frame data goes from -25 to +8, but the negative frames apply to the moves comming out while he still gaining height (instant overhead in SF)(except fireballs). Standard u/f,n,any is + on block, or barely – if done a bit early while going down.


Alisa

SBT (f+3+4) is her Flying stance
DES (d+1+2) is her chainsaw stance
DBT (DES f+3+4) is both combined (Flying forward with chainsaw)

Rage Art H (+1) = Can be really annyoing, since it has ~5 ticks and you can‘t stand up early. Either cc,u/f+4 _WS+2,3 or play it safe with slide

f+2,1 (-14) = Any close-mid, f+2,1 far-max
f+1+2 (-12) = Any
d/f+1+2 DES (-14) = Any (Power Crush) (same as DES d/f+1+2)
d+3+4 L (-37) = Any
d/b+4 L (-17) = Any
b+3+4 (-17) = Any (scrubs will use b+3+4,3+4, but you should know step d/f+3,2,3 in the back)
u/f+4,4 (-13) = Any WS
f,f+2,3 (-13) = Any
f,f+1+2 (-15) = Any
WS+1,2,3 (-10) = Any
WS+2 (-13) = Any
SBT 4 (-27) = Any close, u/f+4 mid-far, f+3,3,3,3,3,4 _ BK max
DES d+1 L (-13?) = Any (can‘t be lowparried) (rbnorway says +3 on block?)
DES d+2 L (-14) = Additional information (can‘t be lowparried)
DES f+1+2,1+2 (-53) = f+3,3,3,3,3,4 _ BK _ U/F,N+4

2,3,3 (-11) = Any
2,3,4 L (-19) = Any
f+2,3,3 (-10) = Any
d+2,4 (-13) = Any
d/b+2,2 (-10) = Any
b+1,2 (-13) = Any
b+3,4 (-11) = Any
u/f+3,2 (-9~-14) = go figure
f,f+3,4,4 (-10) = Any
DBT 2 (-14) = f+2,1
DBT 2,1 (-25?) = Last whiffs. Normal punish leads to floating juggle except for u/f+3,4 which acts as a niche punisher here.

f+3,1+2 (-13) = Any
f+4,1,4 (-12?) = Any
b+1,1+2 (-16) = f+3,3,3,3,3,4
u/b+3+4,1+2 (-14) = Any
d/b+1~4 (-10) = Any
SBT 1,2,1,3+4 (-18) = f+3,3,3,3,3,4
Opponent Down d/b+1+2 L (-14) = ?

Additional information: I didn't find anything consistent against DES d+2 (-14) or d+2* (-14) on all ranges. WS+2,4 works against DES d+2 on close-mid, on further ranges it pushes you back and the last 1-2 can whiff. That always happens with the DES d+2* version.


Anna

CJM (b+3) is her Chaos Judgement stance

Rage Art H (-9) = Simply duck and e.g. WS+2,3 _ cc,u/f+4

1,2,3 L (-14) = WS+2,3
2,d+3 L (-14) = WS+2,3
3,3,2 (-13) = Any
f+3,2 (-11) = Any
f+4 (-14) = Any
f+1+2 (-18) = f+3,3,3,3,3,4 close-mid, Rage Drive far-max (same as WS+1+2)
f+2+3 (-16?) = f+3,3,3,3,3,4
d/f+1,2,3 (-12) = Any (can cancel the 3 into CJM)
d/f+2 (-12) = Any
d/f+4 L (-16) = Any including u/f+4
d+3,2 (-13) = Any
d/b+3 L (-17) = cc,u/f+4
d/b+1+2 (-13) = Any (Power Crush)
d/b+3+4 L (-26) = Any
U/F+4 (-18) = Any
U+4 (-?) = f+3,3,3,3,3,4
f,f+3,4,3 (-14) = Any
f,f,f+3 (-?) = b+3,3~f… floating juggle _ any standing move that works against slide state (copied from N.ina)
WS+2 (-13) = Any
FC f+2 (-14) = Any WS (Power Crush)
FC d/f+2 L (-21) = Any
CJM 3 (-12) = Any
CJM 4 L (-29) = Any
CJM 2+3 (-16) = f+3,3,3,3,3,4
CJM u/f+4 (-14) = Any
qcf+2,1 (-14) = Any
qcf+2,1~b CJM (-13) = Any
qcf+4 (-12) = d+4 at your own risk

2,3 (-11) = Any
4,3 L (-14) = Any
d+1,n,4 (-11) = Any (d/b+2,n+4 is most likely the same)
d/b+1,4 (-15) = f+3,3,3,3,3,4
b+1,2,2 (-11) = Any

d/f+3,1,4,2,1+2 (-18) = Rage Drive (2nd-4th is high and only last mid again)
Opponent down d+3+4 L (-17) = ?

Additional Information: Any jab to low string that ends with the 2 jab into a kick is -14, while every 1 jab that ends into a kick is -13


Armor King

3+4,2 (-18) = Any grounded (BK is a good option, though not guarenteed)
f+1+4 (-20) = Any
d+1,4 (-10) = Any
d+3+4,3 (-16) = Any
d/b+3 L (-26) = Any
u/f+4 (-13) = Any
f,f,N+2 L (-18) = Any
WS+1 (-10) = Any
SS+2,1 (-13) = Any WS
f,N,d,d/f+2 (-10) = Any
BT 3 (-20) = f+3,3,3,3,3,4

f+1+2 (-13) = Any (looks plus on block, but isn‘t) (Power Crush)
d/b+2,3 (-16) = f+3,3,3,3,3,4
b+1,2 (-12) = Any
b+1+4 (-13) = d/f+4 (f+1+2 whiffs, don't ask)
f,f+2 (-11) = Any close-mid, nothing far-max
f,f+4 (-14) = d/f+4

3 H (-14) = f+2,1
1+2,B (-10) = 1,2,2,3
1+2,3 (-13) = Any
d+2,4,3 (-11) = Any WS


Asuka

3,1 (-11) = Any
3~4 L (-26) = Any
f+2 (-18) = Any Close, u/f+4 mid-far, f+3,3,3,3,3,4 max
d+1+2 L (-18) = Lowparry _ WS+2,3
d/b+2 (-13) = Any
b+3 (-19) = f,f+3 _ Rage Drive (Also kills all followup options)
b+3,2 (-20) = Any
u/f+4 (-13) = Any except 2,1 can whiff
f,f+2,1+2 (-13) = f+1+2
WS+3 (-16) = f+3,3,3,3,3,4

2,3 (-19) = u/f+4
1+4,2,d+4 L (-21) = Any
d/f+1,4 (-12) = Any
b+2,1+2,4 (-13) = Any
f+1,4 L (-26) = Any

1,2,4 (-12) = f+4
b+4,2,3 (-16) = Any
b+1+4,3 (-13) = Any

Additional information: She has one or two strings that end in her 3~4 lowsweep, but it's the same at -26


Bob

BAL(f+3+4) is his spinner ball

f+2,3 (-15) = u/f+4
f+1+2 (-13) = Any (Power Crush)
d/f+1,2 (-12) = Any
d+2,4 (-13) = Any
d/b+1+2 (-13) = Any
d/b+3+4 L (-31) = Any
b+3 (-15) = f+3,3,3,3,3,4
u/b+3 (-24) = f+3,3,3,3,3,4 close-far, f,f+3 _ Rage Drive/Art max
u/f+3 (-13) = Any
u/f+1+2,1+2 (-17) = Any
WS+2,1 (-20) = Any
WS+2,2 (-13) = Any
f,n,d,d/f+2 (-23) = Any
f,n,d,d/f+4 L (-28) = Any
f,n,d,d/f+1+2 (-10) = Any
BAL 4 L (-24) = Any
BAL 3+4 (-18) = Any WS

1,2,1+2 (-13) = Any
1+2,1+2 (-20) = f+3,3,3,3,3,4 close-far, Rage Drive/Art max
d+2,1,2,2 (-21) = f+3,3,3,3,3,4
f,f+4,4 (-13) = f+1+2 (Homing)
b,f+1 (-12) = Any

1,1,2 (-12) = Any
1,3,3 (-14) = Any
d/f+3,1,1 (-10) = Any
d+4,3,4 (-12) = 4,3 _ 4,4
d+1+2,2,1 (-16) = Any
d+3+4 (-?) = See Additional Information (f,f+3 _ Rage Drive/Art)
d/b+4,4,3,3 (-13) = Any
b+1+2,1,2 H (-16) = Any
WS+1,3 (-14) = Any
FC, d/f+2,1,1+2 (-13) = Any
FC, d/f+2,4 L (-28) = Any
f+3+4,2 (-11) = f+4

Additional Information:
d+3+4 is just a scrub move mostly done at the start of the round. Second usually whiffs open stage and the move becomes -24. The only reliable punish then is f,f+3 _ Rage Drive/Art.
Near the wall, both hits of d+3+4 are blocked and it's -15 = u/f+3 _ f+3,3,3,3,3,4


Bryan

1+2,2 (-14) = f+2,1 (homing)
f+4,1 (-13) = Any WS
d/f+2,3 (-13) = f+1+2
d/f+3 L (-26) = Any
f,f+4 H (-10) = WS+3,3 (important, since L.ee has a rare punish there)
qcb+2,4 H (-10) = WS+3,3 (important, since L.ee has a rare punish there)
WS+1 (-16) = f+3,3,3,3,3,4
WS+2 (-10) = Any
WS+3 (-10) = Any
WS+3,4 (-10) = Any
FC, d/f+4 (-10) = Any
qcb+4 (-12) = Any (jabs can whiff on tiprange)

f+1+4 ! (-12) = Any (-12 on hit unblockable, parry best option)
d/f+1,..,2 (-15) = Any
d+2,3 (-10) = Any
d/b+1+2 (-13) = Any
b,b+4 (-?) = d+3 _ d/b+3 _ d/b+3+4 (f+3+4 can be blocked, but great dmg)
qcf+1+2 (-12) = 4,3 _ 4,4

2,3 (-10) = Any
3,2,1,2 (-10) = Any
4,3,4 (-12) = Any
f+2,1,4 (-13) = Any except 2,1
d+3+4,2 (-12) = Any
qcf+2,1 (-11) = Any


Claudio

STB is his Starburst

f+2,1,1+2 (-18) = Any
d/f+1,2 (-15) = Any
d/f+2 (-13) = Any
d/f+3,1 (-12) = Any
d+1+2 (-18) = f+3,3,3,3,3,4 (u/f+4 whiffs on far-max)
d+3 (-17) = Any including u/f+4
d/b+3 L (-17) = Any
b+4,3 H (-12) = Any (Homing)
b+4,2 SBT (-12) = Any
b+1+2 (-13) = Any (Power Crush)
b+3+4 (-14) = Any close, f+2,1 far-max (Homing)
u/f+4 (-13) = Any
WS+2 SBT (-14) = Any

f+2,2 SBT (-26) = f,f+3 with a little dash, or a fast long dash into b+1:1,2 (really hard imo)
d/b+2,1 sM (-13) = d/f+4 (he's in crouching state after that, hence any high will whiff)
b+4,3 H (-15) = Any (Homing; has a followup with STB)
STB b+4,3,2 (-10) = Any
u/f+3+4 (-11) = Any
f,f+2,1+2 SBT (-13) = Any
WS+1,1 H (-12) = Any

2,1,2 (-13) = Any
1+2 (-14) = Any
3+4 (-10) = Any except 2,1 (whiffs like it‘s crushed)
f+1+2 (-18) = Any


Devil Jin

FLY (u+3+4) is his flight stance

Rage Drive LMM (-14) = f+2,1 (lowparry first preferred, does jail)

1,1,2 (-17) = Any
d/f+4,4 (-15~-14) = Any close, f+3,3,3,3,3,4 mid-max
WS+4,4 (-15~-14) = Any close, f+3,3,3,3,3,4 mid-max
d+1 (-14) = Any (Power Crush)
d+3+4 (-15) = Any
WS+2 (-12) = Any
SS+2 (-22) = Any
f,n,d,d/f+4 L (-23) = Any
f,n,d,d/f+4,4 L (-16) = Any
f,n,d,D/F+3 L (-23) = Any

f+2,4 (-10) = Any
f+1+2 (-12) = Any (Homing)
b+2,1 (-14) = Any 2,1 can whiff
b+3 (-16) = Any
FLY 3 (-15~-9) = Any depending on range

1,2,2 H (-12) = Any
1,2,4 (-10) = Any except 2,1
2,2 H (-13) = Any
1+4,2,4 (-13) = Any
1+4,2,d+4 (-23) = Any
f+3+4 (-16) = Any
b+2,3 (-15) = Any
f,f+3+4 (-13) = Any WS
b,f+2,1,d/f+2 (-14) = Any, just step last right and u/f+4
f,n,d,d/f+1,3 (-13) = Any
f,n,d,d/f+1,4 L (-20) = Any
Opponent Down d+1+2 L (-16~-8) = ?

Additional information:
Anything that leads into FLY (e.g. u+4,U) can be punished with U/F,N+4 floating juggle

See below for punish if they don't do the FLY cancel.

u+4 (-33) = f+3,3,3,3,3,4
f+4,3 (-33) = BK (b+4 and f+3+4 does punish and kills options)
d/f+3,2,4 (-33) = BK (b+4 and f+3+4 does punish and kills options)


Dragunov

1,2,1 (-14) = Any
1+2 (-14) = Any (Power Crush)
d/f+2 (-12) = Any
d/b+3 L (-25) = Any
b+2,1 (-13) = Any
f,f+2 (-12) = Any
qcb+2 (-15) = Any
qcf+2 (-14) = Any
qcf+3 L (-15) = Any including u/f+4
WS+1,2 (-12) = Any
WS+2 (-12) = Any
WS+1+2 (-14) = f+2,1 close-mid, f+1+2 far-max

4,3 (-12) = Any
f+3,3 (-12) = Any
d+3,4 (-11) = Any
d/b+2,1,2 (-14) = Any

1,3,2 (-12) = Any
3,1,2 (-12) = Any
d+4,2 (-11) = Any
d+4,2,3 (-15?) = u/f+4
qcf+4 (-10) = Any
Opponent Down d+3+4 L (-11) = ?


Eddy

RLX (d+3+4) is his relax/downed position
HSP (?) is his handstand position

I‘m too lazy for this. I might do it later or wait for someone else to get through his stupid gimmicks. Simply hit him out of RLX with 3 _ d/f+4 or block and punish whatever is unsafe. HSP is d/f+1 or idk idc into floating juggle or punish whatever is unsafe. Also, spacing kills most eddy players.


3~4 L (-24) = FC, u/f+4 (flipkick) _ WS+2,3 _ f,f~u/f+4
1+2~3 (-23) = f+3,3,3,3,4 (homing)
f+4,3+4 L (-23) = WS+2,3 _ f,f~u/f+4
d/f+3+4 (-23) = f+3,3,3,3,3,4
d+4 L (-16) = lowparry _ WS+2,3 _ u/f+4 possible (has an unsafe mid followup)
d+4,3 L,M (-13) = Any WS
d/b+2,3 L,M (-23) = f+3,3,3,3,3,4
u/f+3,3 (-23) = f+3,3,3,3,3,4
WR+3 L (-24) = WS+2,3, b+2… floating juggle
WS+2 (-12) = Any
WS+3 (-13) = Any
FC+d/f+4 L (-26) = WS+2,3, b+2… floating juggle
SS+1+4 L (-~29) = Dash u/f+4 or FC, u/f+4
HSP 1 (-11) = Any WS (Power Crush)
RLX 3~4 (-24) = Dunno, seems to be floating state on every frame he‘s unsafe.
RLX 4~3 L (-37) = Any (cc,u/f+4 can make problems)

f+4,3,3+4 (-13~-14) = Any (expect -13)
f,f+2,3 L (-~14) = Any WS
FC+d+1+2,1+2 (-14) = f+2,1

f+2,1,4 (-14) = Any
d/b+3,3 (-15) = Any (leads to off axis left juggle)

Additional information: Anything(?) that leads to his RLX (except RD) can be punished by all lows and most low hitting mids. Atm i think d+3 is best, since it can hit CH and lead to decent dmg.

Most his HSP transisions seem to be safe and you need to block/counter his first mixup.

Eliza

1,2,3 (-22) = Any mid
3+4 L (-27) = Any (cc,BK_U/F,N+4)
f+1+2 (-13) = Any
d/f+2,3 (-18) = Any
d+3 L (-16) = Any
d+4 L (-27) = Any (cc,BK_U/F,N+4)
b+1,2 (-13) = Any (has a decent damage followup that trades with i10)
b+1,2,4 (-13) = Any WS
b+1+2 (-18) = Any
WS+3 (-22) = Any mid
f+4,4 L (-24) = Any
f,n,d,d/f+1_2_1+2 = See Additional Information [Dragonpunch]
qcb+3_4_3+4 = See Additional Information [Divekick]
qcf+1_2_1+2 = See Additional Information [Fireball]


f,f+4,2,qcf+2 (-13) = f+1+2 _ 4,3 _ 4,4
f,f+1+2 L (-14) = Any

2,2 (-12) = Any
1+2 (-20) = Any
d/f+1,2 (-13) = Any
b+3,4 (-13) = f+1+2 _ 4,3 _ 4,4
b+4 (-14) = Any
WS+2 (-12) = Any
qcb+1+2 (-14) = Any

Additional information:

[Dragonpunch] Her f,n,d,d/f+1 is at least -17 (u/f+4)
f,n,d,d/f+2 is at least -24 (most likely -34) and so is her EX DP either wait a bit for u/f+4, otherwise you‘d get floating juggle, or do U/F,N+4 _ BK

[Divekick] Her qcb+3 from both ground and air are -15 (Any) or ~-10 (Any) depending on when it hits. qcb+4 is safe.
Her launcher EX version (qcb+3+4) is supposed to be -13, but safe against L.ee due to pushback

[Fireball] qcf+2 is -13 and can obviously only be punished at close-mid range with f+1+2 (lowcrush works too).qcf+1 and EX Fireball are safe

General Jumping attacks behave like Ak.umas and are mostly used safe.


Feng

STC (f+3+4) is his Parry stance
KNP (b+3+4) is his evasive stance

1,2,2 H (-13) = Any
1,2,2,b H (-11) = Any (4,3,4 _ 2,2,3 guarenteed, everything else is mixup e.g. u/f+4 _ d/f+3,2,3)
3~4,3 L (-26) = Any
f+3,4 (-16) = Any
d/b+3 L (-15) = Any including u/f+4
d/b+4 L (-26) = Any
b+1 H (-10) = Any
b+1+2 (-19) = Any close, u/f+4 mid, f+3,3,3,3,3,4 far-max
b,f+1 (-15) = Any close, u/f+4 mid, f+3,3,3,3,3,4 far-max
u/f+4 (-13) = Any
f,f+4 (-15) = Any
f,f+4,3 (-14) = Any
WS+3 (-12) = Any
SS+4 L (-31) = Any
STC 2 (-13) = Any
STC 4 L (-14) = Any
KNP 3 (-12) = Any
qcf+1 L (-14) = Any (can‘t be lowparried)
BT d+3 L (-26) = Any

2~1,1 (-12) = Any
1+4 L (-31) = Any
FC, d/f+2 (-14) = Any except 2,1 can whiff
qcf+2 (-14) = Any

1,1 (-11) = Any (start of 10string)
1+2 (-13) = Any jabs whiff max range
2,4,1 (-13) = Any
2,4,1,b (-13) = Any (2,2,3 guarenteed, everything else is mixup e.g. u/f+4 _ d/f+3,2,3)
3,3 H (-10) = Any
3,3,4 L (-12) = Lowparry
3,3,4,b H (-17) = I‘d wait for the 4, if you‘re fast, standard bt stuff should work (e.g. d/f+3,2,3)
f+2,1,2 (-18) = Any
f+4,3 (-10) = Any
d+4,1+2 (-10) = Any
d/b+2,1 (-12) = Any
WS+1,2,1 (-12) = Any
STC 1+2,1,2 H (-11) = 4.3 _ 4,4 (Jails if not delayed)
BT 2,2 (-13) = Any WS
Opponent Down d+3+4 L (-13) = ?

Additional information: If he likes to spam his f+3+4 (also works out of certain moves): it‘s a normal parry that can be stopped with lows or elbow/knee (e.g. u/f+4)

Last edited by M0B on Sep 10th, 2019 at 14:09

M0B
War Lord
Joined: Jul 2005
Posts: 752
From: Germany
#3 “Quote” Edit Post
Moves (Block Frames) = Punish

Geese Howard

Rage Art H (!)

1+2 (-14) = Any close-mid, f+2,1 far-max
f+1 (-18) = Any (can be special/max cancelled)
2 (-13) = Any (can be normal/special/max cancelled)
qcf+1 (-14) = Any close, otherwise fireball mechanic
qcf+2 (-18) = f+2,1, otherwise fireball mechanic
Jump qcb+1+2 (-34) = Not tested, otherwise fireball mechanic
MAX Jump qcb+1+2 (-34) = Not tested, otherwise fireball mechanic
qcb+2,1 (-15) = Any
qcb+2,4 L (-18) = Any including u/f+4 (MAX version doesn't change the neg.frames and punish)
hcb+4 (-14) = Any (jabs can whiff) (Power Crush)
1,1,2 H (-12) = Any (last one jails)
f+4 (-13) = f+1+2 close-mid, nothing far-max
d/f+1,4 (-13) = f+1+2
d+2 L (-14) = Any
d+4 L (-31) = Any
d+1+2 L (-18) = Any including u/f+4
b+3,2 (-15) = Any except jabs (can be max cancelled)
WS+2 (-14) = Any
FC, d/f+1 (-14) = Any
d/b, hcb, d/f+1+2 (-18) = Not tested

d/f+3,4 (-13) = Any

1,2,1,1 H (-15) = Any (last is H, but jails)
3,3 (-13) = Any
f+2 (-14) = Any (has a high followup and can be max cancelled)

Additional information: General Jumping attacks behave like Ak.umas and are mostly used safe.



Gigas

1,2 H (-17) = Any
d+2 (-14) = Any
d+3,2 (-12) = Any WS
d+1+2 (-13) = f+1+2 (Power Crush)
d/b+2 L (-14) = Any
d/b+3 L (-28) = Any
b+1 (-13) = Any except jabs whiff on max range
f,f+1+2 (-16) = Any (has a safe H followup) (Homing)
f,f+4,2 (-13) = Any
WS+3 (-13) = Any
WS+4,2 (-14) = Any
FC, d/f+2 L (-19) = Any
SS+2 H (-12) = Any
FDFA 2 L (-16) = Any including u/f+4

f+2,d+1 (-13) = Any WS (can go into his stance to make it safe and bait out a whiff with u/b, f,f+3 covers that)
d/f+2,1 (-13) = Any
WS+2,3 (-13) = Any

f+2,1,1 (-12) = Any
f+3,2 (-13) = Any (looks plus on block, but isn‘t. Has a safe charged version!)
b+2 (-13) = same as f+3,2, but can be safe on mid-max range
f+4 (-14) = f+2,1 (looks plus on block, but isn‘t. Has a safe charged version!)
WS+2,4 (-14) = f+2,1 (looks plus on block, but isn‘t. Has a safe charged version!)
d/f+1+2,1+2 (-18) = Any WS
u/f+4 (-13) = Any except 2,1 can whiff


Heihachi

Rage Art (-22) = f+3,3,3,3,3,4

1,1,2 (-17) = Any
d/f+1,2 (-13) = Any WS
d/f+1+2 (-14) = Any (jabs whiff max range) (Power Crush)
d/b+2 L (-18) = Any
f,f+2 (-16?) = f+3,3,3,3,3,4 very close (don't bet on it) Rage Drive mid-far
WS+1 (-14) = Any (jabs whiff max range)
WS+4,4 (-15~-14) = Any close, f+3,3,3,3,3,4 mid-max
FC,d/f+4 L (-23) = Any
RAI 2,1 (-17) = Any WS including u/f+4
f,n,d/f+1 (-10) = Any (omen tgf)
f,n,d,D/F+3 L (-23) = Any
f,n,d,d/f+4 L (-23) = Any
f,n,d,d/f+4,4 L (-11) = Any
f,n,d,d/f+4,n,1 (-15) = Any
f,n,d,d/f+4,n,4,4 (-16) = Any
SS+2,1 (-14) = Any

1+2 (-12) = Any
d/b+1+2 (-13) = Any
b,f+2,2 (-12) = Any WS
qcf+2 (-17) = f+3,3,3,3,3,4 close, Rage Drive mid, nothing far-max

1,b+2,1 (-15) = Any
1,2,2 H (-12) = Any
2,2 H (-13) = Any
4~3 (-?) = d+3
f+1+2 H (-14) = Any
b+3,3 (-12) = Any
b+1+2,1+2 (-13) = Any
f,n,d,d/f+1 (-13~-15) = Any close, Any i13 mid-max
Opponent Down d+4 L (-16) = ?


Hwoarang

RFF is Right Foot Forward
LFF is standard Left Foot Forward, hence missing
RFS is Right Flamingo Stance
LFS is Left Flamingo Stance

Rage Art (-7) = Only safe mid Rage Art in the game. Can be stepped preemtively, but that‘s about it.

[4,]4,4,3 _ RFF 4,3 (~-14) = WS+2,3 (Can be safe? Idk)
f+3~n+3 (-16) = u/f+4 close, f+3,3,3,3,3,4 mid-max
d/f+3 (-14) = f+2,1 (has a -14 mid followup) (Power Crush)
d/f+3,4 (-14) = f+2,1 (Power Crush)
b+1 (-13) = Any
b+3 (-19) = Any
u/f+3+4,3 (-13) = Any
f,n,d,d/f+4 (-18) = Any
BT 4 (-13) = Any close, f+1+2 mid-max
RFF f+4~4 (-12) = Any close, 4,3 mid-max
RFF d/f+3 (-11) = f+4 close-mid, nothing far-max
LFS d+4 L (-23) = Any
LFS b+3 _ RFS b+4 (-12) = Any (Homing)
LFS u/f+4 (-14) = f+2,1 (not tested)
RFS d+4 L (-31) = Any
RFS (d+4),3 (-14) = Any
RFS b+3 (-10) = Any

RFS 4 (-14) = f+2,1

3,3,3 (-14) = f+2,1 (Any close)

Additional Information: Some moves that aren‘t covered are just repeated from a difference stance.


Jack-7

Rage Art (-32) = BK close-mid, nothing far-max (f+3,3,3,3,3,4 for easy punish close and Rage Drive/Art for easy punish mid range)

1,1 (-14) = Any WS
d/f+1,1 (-10) = Any
d/f+2 (-14) = f+2,1 (Any close)
f,f+1+2 (-15) = u/f+4 (Only move that works and also crushes the low followup)
b,d/b,d,d/f+1 L (-38) = Any
WS+1 (-12) = Any
WS+2,1 (-14) = Any WS

2,1,2 (-12) = 4,3 _ 4,4
f+1+2 (-19) = u/f+4 close, f+3,3,3,3,3,4 mid-far, Rage Drive max range
d/f+1+2 L (-70) = Any ... cc,d+3+4 lol
d/f+3+4 (-22) = Any
d+1+2 (-18) = f+3,3,3,3,3,4 close-mid, Rage Drive far-max
d/b+2 L (-17) = Lowparry
b+1 (-10) = Any
f,f+2 (-15) = f+3,3,3,3,3,4
f,f+1+2,1+2 L (-19) = Lowparry _ WS+2,3
f,f+4 (-14) = Any close-far, f+2,1 max (Power Crush)
f,f+3+4 (-73~-83) = BK
hcf,d/f+1 (-17) = f+3,3,3,3,3,4 close-mid, Rage Drive far-max

f+3+4 (-12) = Any (jabs whiff on far range)

Additional information: Any moves out of his SIT (d+3+4) are all -40~-50
Bonus: His u/f+1+2,d,d/f+1 megaton punch throw can be blocked (just frame) and is at least -16, but can only punish when your back is to the wall with either f+3,3,3,3,3,4 or Rage Drive.


Jin

CDS and ZEN are his stances (both lead to the same moves)

Rage Art H (-9) = Simply duck and WS+2,3 _ cc,u/f+4

1+2 (-14) = Any
d/f+1,4~4 (-12) = 4,3 close-mid, f+4 far-max (4,4 misses a lot)
d+3+4 (-19) = Any
u/f+4 (-13) = Any
WS+2 (-12) = Any
CDS 1,2 (-14) = Any except 2,1
CDS 2 (-14) = Any
CDS 4 L (-26) = Any
f,n,d,D/F+1 (-13) = Any
f,n,d,d/f+4 L (-31) = Any

1,d+3,4 L (-13) = Any
2,1,4~4 L (-31) = Any

1,3~3,d/f+3 (-14) = Any
4~3 (-?) = d+3 _ d/b+3+4 or mid mixup
d/f+1+2 (-12) = Any (jabs whiff max range)
d+3,3 (-16) = Any (jabs whiff max range)
d/b+3 (-13) = Any except 2,1 can whiff
Opponent Down d+2 L (-13) = ?


Josie

SWB (b+3+4) is her sway back

1,2,2 H (-12) = Any
f+2,3 H (-13) = Any
d/f+2 (-13) = Any
d/f+3,2 (-12) = Any
d/f+3+4 (-12) = Any (Power Crush)
u/f+4 (-13) = Any
FC, d/f+4 L (-15) = Any including u/f+4
f,n,d,d/f+2 (-14) = Any

d/f+3,2 (-12) = Any except 2,1
3,f+3 (-14) = Any
f+4,3 (-10) = Any
d/f+1,4~4 (-11) = Any
d/f+3+4 (-13) = 4,3 close-mid, f+1+2 far-max
d/b+2 (-11) = Any
SWB 2 (-13) = Any

1,2,3 (-11) = Any
2,3 (-11) = Any
1,4,3 (-15) = u/f+4
d/b+4,2,3 (-16) = Any except 2,1
b+1,2,4 (-10) = Any
b+4,3,4 (-20) = Any
b+4,3,d+4~4 (-11) = Any

Additional information: WS+2,1 H (-13) = Any, but it‘s best to duck the second or expect her swayback (SWB) and do u/f+4 asap; d/f+1 does punish and kills all options


Julia

CES (3+4) is her clockwise evasive spin

1,1,1 (-14) = Any
4 (-12) = f+4 (her magic 4, but she has followups)
4,4,1 (-14) = Any
d+4,1 (-14) = Any (same as 4,4,1)
4,4,d+4 (-19) = Any
d+4,d+4 (-19) = Any (same as 4,4,d+4)
4~2,1 (-16) = Any
1+4 (-26) = Any (she can cancel the last hit)
f+4,1 (-14) = f+2,1
f+1+2 (-14) = Any (Power Crush)
d/f+2,1 (-17) = f+3,3,3,3,3,4
d/f+3,1+2 (-13) = f+1+2
d/f+4,2,1 (-14) = Any (other version doesn't seem to change anything)
d+2,3 (-10) = Any
d+1+2 (-14) = f+2,1
b+1+2 (-13) = f+1+2
u/f+4, 3 (-13) = Any (has a safe followup that can be stepped to any side)
f,f+2 (-14) = Any
f,f+3 (-14) = Any
d,d/f+1,2 (-14) = Any
f,f,f+2,1 (-13) = Any
WS+1 (-13) = Any
WS+2,2,1+2 (-16) = Any
WS+4 (-15) = f+3,3,3,3,3,4
FC+d/f+2 (-14) = Any
FC+d/f+4,3 (-17) = Any
SS 3+4 (-21) = f,f+3 _ Rage Drive
CES 3,1+2 (-13) = f+1+2
CES 4 (-26) = Any
f+3,1 (-13) = Any (it's her WS+1)
f+3,u/f+3+4 (-16) = Any

1+2,4,b,f+1+2 (-10) = Any (better to walk last left and d/f+3,2,3 in the back)
1+2,4,4 (-20) = f,f+3 _ Rage Drive (better to step last left and f+3,3,3,3,3,4)
f+2,1,2 (-10) = Any
d/b+1 (-12) = Any close-mid, 4,3_4,4 far-max
d/b+4,1 (-10) = Any
u/f+3+4 (-13) = Any

1,2,1,1 (-14) = Any
3 (-14) = f+2,1
d/b+3 (-17) = Any
b+2,3,1+2 (-13) = Any
u/f+3 (-16) = Any (tekken 1 move? lol)


Katarina

HAR (f+4) is her dash stance

2,2 H (-12) = Any
f+3+4 (-13) = Any close-mid, f+1+2 far-max (Power Crush)
d/f+2,2 (-10) = Any
d/f+3,3 L (-21) = Any
d/f+3+4 L (-14) = lowparry _ WS+2,3
FC, d/f+4 L (-16) = lowparry _ WS+2,3 _ u/f+4 possible
d/b+3 L (-26) = Any
d/b+4 L (-26) = Any
b+2 (-13) = Any except jabs whiff max range
b+4,3+4 (-12?) = Any WS
u/b+4 (-14) = Any
u/f+3 (-13) = Any
u/f+4,4 (-13) = Any (4 _ 4,4 gives ch juggle if they spam the 3rd 4)
u/f+3+4 (-10) = Any
f,f+4 (-13) = f+1+2 close-mid, nothing far-max (Homing)
WS+2 (-13) = Any except jabs whiff far-max
HAR 3 L (-25) = Any
HAR 4 (-13) = Any

d+2 (-11) = Any

1,1,4 (-19) = f+3,3,3,3,3,4 (u/f+4 can whiff)
3,3,3,3,3 (-14) = Any
4,4,4 H (-10) = Any (Only if she doesn't go into HAR which she usually does; Jails)
d+3,3 (-13) = Any close, f+1+2 mid-max
b+2,2 (-12) = Any
b+4 (-15) = f+3,3,3,3,3,4 close-far, nothing on max range
b+3+4 (-17) = Rage Drive
u/f+3+4 (-10) = Any
Opponent Down d+3+4 L (-21) = ?

Additional information: u/f+4,4,4… can be interrupted after the second with any i13 (i14 trades).


Kazumi

RSS (f+3+4) is her levitation stance

1,1,2 (-17) = Any
3,1 (-13) = Any except jabs whiff
1+2 (-14) = Any
d/f+1,2 (-13) = Any WS
d/f+2 (-24) = Any
d+1,2 (-13) = Any
u/f+4 (-13) = Any
f,f+2 (-13) = Any (Power Crush)
WS+2 (-12) = Any
RSS 2 H (-10) = Any
RSS 4 L (-24) = Any

d/b+2,3,4 LLL (-11) = Any (block 2nd to lowparry 3rd)
b+4 (-13) = Any close, 4,3_4,4 mid, f+1+2 far-max
WS+1,2 (-13) = Any

1,2,2 H (-12) = Any
b+1,2 (-14) = Any
u/f+2 (-14) = Any
u/f+3,4,1 (-11) = Any WS
u/f+3,4,3 (-11) = Any
b,f+2,1,1+2 (-14) = Any
d/b+2,3,4 L (-14) = Any
Opponent Down d+2 L (-13) = ?

Additional information: Both her 1+4 and 2+3 (tiger projectiles) are ~-30. You just gotta check how far you are away. Against 2+3 works f,f,f+3,4 and 1+4 depends on the range, but i‘d recommend f,f,f+3,4 for both.


Kazuya

DVK (During Rage u/b+1+2) is his Devil Form

1,1,2 (-17) = Any
f+2 (-12) = Any (jabs whiff mid-max range) (Power Crush)
f+3 (-13) = f+1+2 close-far, nothing max range
d/f+2 (-12) = Any
d/f+4,4 (-15~-14) = Any close, f+3,3,3,3,3,4 mid-max
WS+4,4 (-15~-14) = Any close, f+3,3,3,3,3,4 mid-max
b+1,2 (-14) = Any
b+1+2 (-12) = Any close-mid, nothing far-max
u/f+4,4 L (-23) = Any
WS+1,2 (-12) = Any
WS+2 (-18) = u/f+4
FC, d/f+3+4 (-11) = Any WS
f,n,d,d/f+4 L (-23) = Any
(f,n,d,d/f+4,)1 (-16) Any
DVK d/f+1,2 (-12) = Any
DVK SS+2 (-22) = Any

1+2 (-14) = Any
d/f+1,2 (-13) = Any WS
d/f+1,f+2 (-12) = Any
d+1+2 L (-14) = Any
DVK f,f+2 (-12) = Any

1,2,2 (-12) = Any
2,2 (-10) = Any
4~3 (-?) = d+3
d/f+3,2,1 (-18) = Any
b+2,4,1 (-14) = Any
b+3,1,4,1 (-14) = Any
f,n,d,d/f+1 (-16) = Any
Opponent Down d+3+4 L (-12) = ?


King

f+2,d+1 (-13) = Any WS (care for last being a delayable -15 jugglestarter. Jails if not delayed though)
f+2,d+1,2 (-15) = Any
f+2+3 (-11) = Any (Power Crush)
d+1+2 (-24) = u/f+4_U/F,N+4 close, f+3,3,3,3,3,4 mid-far, Rage Drive/Art max range
d/b+3 L (-16) = Any including u/f+4
u/f+4 (-13) = Any
WS+2,2 (-12) = Any (Homing)
WS+1+2 (-10) = Any
FC, d/f+2 (-14) = f+2,1
BT 3 (-13) = f+1+2
d/b+4 L (-?) = lowparry _ FC, d/f+4 or mid mixup
FUFT (KND) b+3+4 (-11~-?) = Any (d/f+3,2,3 can work if they don't turn with throw etc)

1+2,1 (-13) = f+1+2 (Any except jabs whiff)
d+1,2 (-11) = Any
d+3+4,2 (-15) = Any
b+1,2 (-13) = Any close, f+1+2 mid-max
u/f+2 (-18) = FC,d/f+4
u/f+3 (-?) = d/f+4 (i‘m a bit confused with this one)
u/f+3+4 (-?) = d+3 or FC,d/f+4 are good, but you can get d/f+3,2,3 in the back if he tries to stand up
f,f+4 (-15) = f+3,3,3,3,3,4 close-far, nothing max range

d/f+4,3,d+4 L (-?) = lowparry _ FC, d/f+4 or mid mixup
d/f+4,3,4 (-15) = Any, if he goes BT f+2,1 _ f+3,3,3,3,3,4 (bt S! juggle :/)

Last edited by M0B on Jul 5th, 2019 at 01:13

M0B
War Lord
Joined: Jul 2005
Posts: 752
From: Germany
#4 “Quote” Edit Post
Moves (Block Frames) = Punish

Kuma / Panda / Bears

HBS (3+4) is his hunting stance
SIT (d+3+4) is his sit stance
ROL is his foward roll out of certain moves

2,1,2 (-14) = Any
f+1,1 (-15) = Any (Has a third followup that launches)
f+1,1,1 (-16) = Any
f+1+2 (-13) = Any
f+3+4 L (-23) = WS+2,3 (punish+kills followup)
d/f+1,2,1,2 (-11) = Any
d/f+2,1 (-16) = Any
d+1+2 (-15) = Any
d/b+4 L (-23) = Any
b+1 (-13) = Any, only if he doesn‘t go into HBS (d/f+4 _ d/f+1,2,2 works against both options) (Power Crush)
b+1,3+4 (-15) = u/f+4 (d/f+4 _ d/f+1,2,2 works against both options) (Power Crush)
u+1+2 L (-17) = Any u/f+4 possible
f,f+2 (-19) = dash f+1+2 close-mid, f,f+3 _ Rage Drive far-max
b,d/b,d,d/f+2,1 (-14) = Any except jabs
b,d/b,d,d/f+2,2 (-18) = Any
WS+2 (-12) = Any
FUFA 1+2 (-18) = Any grounded (see Additional information)
FDFA 1+2 L (-17) = Any grounded, though i recommend FC, d/f+4 (can‘t be lowparried)
HBS 2 L (-15) = WS+2,3
HBS 1+2 (-15) = f+3,3,3,3,3,4
HBS d/f+2 (-17) = Any except jabs whiff on far-max
HBS b+1+2 L (-29) = Any including u/f+4 (can‘t be lowparried)
HBS b+1+2,1+2 L (-29) = Any including u/f+4 (can‘t be lowparried)
SIT 1 L (-15) = Any including u/f+4
SIT 2 (-15) = Any
ROL 2 (-17) = Any
ROL 3 L (-?) = WS+4, b+3,3… _ WS+2,4 S!... floating juggle (not a mistake. WS+2,3 works, but the first b+2 whiffs)
ROL 1+2 (-?) = Any grounded or 3, f+4,3

d/b+1,2 (-13) = Any
b+1,2,1+2 (-11) = Any

1+2,1+2,1+2 (-22) = Any WS
d/b+1+2,1+2,2 (-13) = Any
b+3~4 (-19) = u/f+4
b+3+4 (-28) = u/f+4 close-mid, f+3,3,3,3,3,4 _ BK far-max
u/f+3,4,1+2 (-16) = u/f+4
WS+1+2,1+2 (-22) = Any WS including u/f+4

Additional information: WS+2,3 is a full launcher against bears (WS+2,3, b+2,3,4 S!… also turns them right way), which is why i recommend it more often.
A lot of moves that usually don‘t hit grounded, work against bears, e.g. d+4 _ 3 _ d/f4 _ b+3 etc
I highly recommend you get him out of HBS with any mid that can hit him (mid, cause he does have some kinda autolowparry in it)

S2: 1,3:3:3 is now also a normal on axis launcher against bears (atm). 1,3:3:3, b+3,3~f, WS+2.4 S! f+2,1 (could be more after S!, but i didn't land anything else so far)


Lars

SE (Silent Entry) is his stance out of certain moves
DE (Dynamic Entry) is f+3 or out of certain moves

f+1+2 (-13) = Any
d/f+1+2 (-12) = Any (Power Crush)
d+1+2 L (-20) = Any
d/b+4 L (-26) = Any
u/f+3 (-26) = u/f+4 (BK impractible and U/F,N+4 whiffs)
f,f+2 (-12) = Any (jabs whiff far-max range)
f,f+4 L (-31) = Any
(f,f+4),3 (-16) = u/f+4
f,f+1+2 (-11) = f+4 close-far, nothing max
f,f+3+4 L (-16) = Any
f,b+2,1 (-18) = Any
WS+1 (-12) = Any
WS+2,1 (-12) = Any
SE 3 (-14) = Any
DE 1+2 H (-10) = Any 1 (2,1 whiffs)

2,1,3 (-12) = Any
f+2,4 H (-12) = Any
f+1+4 (-18) = u/f+4 close-far, f+3,3,3,3,3,4 max range
d/b+2,3 (-13) = Any
d/b+1+2 (-14) = Any
b+2,1 (-10) = Any
b+1+2 (-11) = Any

1,1,1 (-12) = Any
d/f+3,3 (-20) = f+3,3,3,3,3,4 close-mid, Rage Drive far-max
1+2+3+4,2 (-18) = Any
Opponent Down d+3+4 L (-14) = ?


Law

DSS (d+1+2) is his Dragon Charge
DFS (b+1+2) is his Dragon Fake Step

3+4 (-12) = Any
3+4,4 H (-13) = Any, though duck punish last is highly recommend; d+1 _ d/b+4 kills options
d/f+3+4 L (-15) = Any u/f+4 possible
d+2,3 (-15) = Any
d/b+4 L (-37) = Any
b+1,2,2 (-14) = f+2,1
u/f+3+4 L (-24) = Any
f,f+3 (-17) = f+3,3,3,3,4 close-far, Rage Drive max (Power Crush)
f,f+4,3 (-14) = Any except 2,1
WS+2 (-18) = u/f+4 close-mid, f+3,3,3,3,3,4 far
SS+3+4 (-12) = Any
DSS f+1 (-14) = f+2,1 close-mid, nothing far-max
DFS 2 (-18) = Same as ws+2
BT d+4 L (-15) = Any u/f+4 possible
FC, d/f,d,d/f+3 L (-23) = WS+2,3, b+2… floating juggle

3,3 (-14) = f+1+2
f,f+2,3 H (-17) = f+3,3,3,3,3,4
BT 2,2 (-17) = u/f+4

2,2,1+2 (-13) = Any
f+3 H (-13) = Any
f+1+4 (-14) = Any close, f+2,1 mid-far, f+1+2 max
b+2,1,d+4 (-37) = Any
b+3+4 (-18) = u/f+4 close, f+3,3,3,3,3,4 mid-max
f,f+2,1,3 (-13) = f+1+2
qcf+1,2,1,2 (-16) = u/f+4
SS+2,1,2,1 (-20) = f,f+3 _ Rage Drive/Art

Additional information: Any flipkick is Launch punishable at around -15~-18 with u/f+4_d/f+2 except 4,u+3 (-1~+1), hence it‘s missing from the list. Keep in mind that they do recover crouching, which kills all high moves.


Lee

HMS (3+4) is his hitman stance
MS (f,n) is his mist step

1,3:3:3 (-18) = f+3,3,3,3,3,4
2,2 (-13) = Any (d+1 _ d/b+4 kills options)
f+3,3,3,3,3 (all -18) = Any (See Additional Information for more)
d+3 L (-17) = Any including cc,u/f+4
d+3~4 L (-15) = Any
b+3+4 (-15) = f+3,3,3,3,3,4 close-mid, nothing far-max (Power Crush)
u/f+4 (-13) = Any
d,d/b+4 (-17) = u/f+4 close, f+3,3,3,3,3,4 mid-far, Rage Drive max
WS+2,3 (-13) = Any
HMS 2 (-13) = Any
HMS 4 L (-26) = Any
MS 3,4 (-13) = Any
FC, d/f,d,d/f+3 L (-23) = WS+2,3, b+2… floating juggle

2,1,1 (-12) = Any
u/f+3,1 (-12) = Any
2,1,4 L (-16) = Any cc,u/f+4 possible
3,3 H (-10) = Any except 2,1 (jails if not delayed)
f+1+2 H (-13) = Any
u/b+3 (-13) = f+1+2

1,2,4 (-12) = Any
1,2,4~3 (-14) = f+2,1 (f+4 covers both)
3~3 H (-10) = Any
4,3,3 (-13) = f+1+2
d/f+3,2,3 (-16) = f+3,3,3,3,3,4
FC, u/f+4 (-17) = u/f+4
SSR+3+4 (-11) = Any except 2,1 can whiff
HMS u/f+3 (-10) = Any (See Additional Information for more)

Additional information:

d+3 does hit between 2,2,3 as a highcrush, but is too slow to CH and if he does only 2,2, he can still block it. d+1 _ d/b+4 is a true punish and kills the followup option.

f+3,3,3,3,3 is somewhat the same case as 2,2,3; d+3 is too slow for CH and d+1 _ d/b+4 (also FC d+3 w/e) work as true punishers. Best option imo is to guess that he most likely stops at some point before the last kick (4) and you spam (since it jails) d/f+2 or your own f+3,3... right after the first kick. If you try u/f+4 and he goes for the last screw kick, it will lead to a floating juggle for him.

WS+3,3 by itself is -20 = f+3,3,3,3,3,4, if he stops at the mid = f+3,3,3,3,3,4. Otherwise duck the high, lowparry the low, or step when the window comes.

He can cancel HMS u/f+3 into crouch with ~D and it is supposed be around -12. It's weird to test these kinda moves in pmode with record, so just keep in mind that jabs whiff if he does that.


Lei

SNA (3+4) art of snake
DGN (3+4,1) art of dragon
PAN (3+4,2) art of panther
TGR (3+4,3) art of tiger
CRA (3+4,4) art of crane
DRU (f+3+4) drunken master
PHX (b+1+4) art of phoenix
FCD RLX (d+1+2) his Face Down Feet Towards position
SLD RLX (d+1+4) his Face Down Feet Away position
KND RLX (d+3+4) his Face Up Feet Towards position
PLD RLX (d+2+3) his Face Up Feet Away position
SIT SNA (KND RLX 3+4) his sitting snake out of his KND RLX position

Rage Drive from PAN LH (-14) = f+2,1 (jails)

Any Razor Rush = See Additional Information
f+3,1,2 (-12) = Any
d/b+4 L (-26) = Any
u/f+4 (-13) = Any
f,N,4,1,2,2,2 L (-17) = Any
f,f+2 (-12) = Any (Power Crush)
f,f+3 (-14) = Any (most players will make it safe at -8 with B, also has a high followup)
WS+3 (-16) = f+3,3,3,3,3,4
WS+3+4 (-15) = u/f+4 _ f+3,3,3,3,3,4
DRU 4 (-12) = 4,3 _ 4,4
DRU b+1+2 (-18) = Any grounded
FCD RLX L 3~4 (-26) = Any
SLD RLX L 4~3 (-24) = WS+2,3, b+2… floating juggle
SLD RLX L d, 3+4 (-42) = Idk. Delayed slide? Don't let it come this far? (can't be lowparried
KND RLX L 3 (-37) = Any
KND RLX 4 (-13) = Any
SIT SNA 4 L (-29) = Any
PLD RLX 3 L (-26) = Any
PLD RLX 4 (-12) = Any close-mid, 4,3 _ 4,4 mid-max (Homing)
BT 2 (-10) = Any (Homing)
BT 4,3 (-15) = Any
BT d+4 L (-26) = Any
PHX 2 (-12) = Any (Power Crush)
PHX 4 (-14) = Any
SNK 2,2,2 (-17) = Any including u/f+4
PAN 1~2 LH (~-25) = Any WS (~-25(-17) cause you can't block the low and stand up fast enough to block the high anyway)
PAN 2 (-10) = Any
TGR 4 L (-26) = Any
CRA 3,4,2,3 (-12) = Any (lowparry 2nd preffered)
CRA 4 L (-19) = WS+2,3 (u/f+3 and flipkick both whiff)

2,1,3+4 (-11) = Any
1+2,2 (-10) = Any
d/f+1,1,1 (-10) = Any
d+2,2 (-10) = Any
d+3 (-14) = Any
d+4,4 (-15) = f+3,3,3,3,3,4 (can cancel into DRU)
d/f+3 L (-17) = Any close, nothing mid-max
d/b+1+2 (-12) = Any
d/b+3+4 (-21) = Any grounded (BK is a good option, though not guarenteed)
u/f+2 (-15) = Any grounded (BK is a good option, though not guarenteed)
u/b+4 (-18) = f,f+3 close-mid, Rage Drive far-max
SLD RLX 3+4 (-20) = d/f+4, b+3,3~f... floating juggle
SIT SNA 1(-10) = Any
BT 1,1,3,2 HHLH (~-25) = Any WS (~-25(-17) cause you can't block the low and stand up fast enough to block the high anyway)
BT 1+2,2 (-19) = Any grounded
SNK 1+2 (-10) = Any
DRG 3 (-14?) = Any (u/f+4 doesn't work, even though it says -15)
TGR 3 (-12) = Any

FCD RLX 4 (-15) = f+3,3,3,3,3,4 (standard wakeup kick)
FCD RLX 4~3 (-16) = Any grounded (BK is a good option, though not guarenteed)
SLD RLX 3 L (-20) = Any (standard wakeup kick)
SLD RLX 4 (-19) = f+3,3,3,3,3,4 (standard wakeup kick)
PLD RLX LsM 3+4 (-26) = Any
DRG 4 H (-11) = f+4
PAN 4 H (-13) = Any

Additional Information:
Razor rush into low is -17 and can be punished by anything including u/f+4; mid version is safe.

Lots of move variations aren't covered e.g. Drunken Master moves can be really unsafe, if they keep holding forward to stay in the stance. I've put in all the essential stuff though.


Leo

BOK (d+1+2) is her ducking stance called Fo Bu
KNK (f+4) is her kranish thingy stance called Jn Ji Du Li
KI (1+2+3+4) standard ki charge.

1+2 (-12) = Any (Power Crush)
f+1+2 (-14) = Any close-mid, f+2,1 far-max
d/f+2 (-13) = 4,3 close-far, f+1+2 max (jabs mostly whiff)
d/b+4 L (-31) = Any
(d/b+4,)1 (-16) = u/f+4 close-far, f+3,3,3,3,3,4 max
u/f+4 (-13) = Any
f,f+2 (-10) = Any
f,f+4,3 (-14) = Any (She still has that low followup=lowparry)
WS+2 (-13) = Any
WS+4,1+2 (-12) = Any (not tested)
FC, d/f+3 L (-21) = Any
KNK 3 (-13) = Any
KNK 3,4 (-12) = Any

2,2 (-13) = Any
f+2,2 (-12) = Any
d/b+1+2,2 (-12) = 4,3
u/f+1,2 (-14) = Any
WS+1+2 (-15) = f+3,3,3,3,3,4
BOK 1,2 (-14) = f+2,1

1,2,1,1 (-13) = Any
b,f+1+2,1+2,qcf+2 (-16) = u/f+4
WS+4,1,4 (-14) = Any
KI b+3,2,1 (-15) = Any
KI (d/b+4,1,)2 (-15) = Any
Opponent Down d+3+4 L (-13) = ?

Additional information: KNK 3,4 jails, so if you try to punish the first, even though the second comes out, you won't get hit. Simply consider it as two seperate moves that you can both punish.


Lili

1+2 (-12) = Any
3,1 (-13) = Any
f+2,3 (-15) = Any
d/f+2 (-11) = Any
d+3+4 (-20) = u/f+4 close-far; f+3,3,3,3,3,4 max range
u/f+3+4,3+4 (-20) = Any
d/b+4 L (-24) = Any
d/b+3+4 L (-18) = Any
b+3_4,3 L (-15) = Any including u/f+4
u/f+3 (-13) = Any
f,f+2 (-17) = Any (Power Crush)
WS+2 (-12) = Any
WS+3 (-21) = See Additional information
d,d/f+3 L (-18) = Any
qcf+1,2 (-14) = Any
qcf+2,1 (-11) = Any (Homing)
BT 1+2 (-10) = WS+3,3 (important, since L.ee has a rare punish there)
BT d+3+4 (-26) = Any

d+2,2,4 (-17) = f+3,3,3,3,3,4
b+1,4 (-11) = Any
b+1+2 (-14) = Any
u/f+2 (-12) = Any
f,f+2 (-17) = Any
qcf+1,2 (-14) = Any
BT 3,3+4 (-10) = 2,1,1 (stays BT e.g. 1,3:3:3 last whiffs)
BT d+3,4 (-13) = Any

f+3+4~4,3 (-20?) = idk… f,f+3 works close
b+2,1,1+2 (-12) Any

Additional information: WS+3,4 Gives floating status if you interrupt after the first with anything that‘s i14 and faster. Rage Drive would be the best option, since it gives full punish for WS+3 and floating juggle for WS+3,4, otherwise walk the second and u/f+4. If anyone spams only WS+3, f+3,3,3,3,3,4 works on close-mid range.
BT 3,3+4 Has similiar properties except you have to work with jabs. Couldn‘t step after the initial hits. Any move that fits between her initial 2 kicks and the last 2 floats. BT 3 on it‘s own is around -11


Lucky Chloe

Rage Art L (-27) = U/F,N+4. E.g. WS+2,3 whiffs and most other jugglestarter lead into floating juggle

2,2 H (-12) = Any
3,4 (-14) = f+2,1 (Any except jabs close)
f+4,4 (-13) = Any (she can go BT)
d/f+2_WS+2 (-13) = Any
d/f+3,3 (-14) = Any
d/b+1 (-13) = Any (Power Crush)
d/b+1+2 (-16) = Any
b+1 (-11) = Any (jabs whiff max range)
b+3 (-11) = Any (jabs whiff max range; can go BT) (Homing)
u+3 (-15) = f+3,3,3,3,3,4 (u/f+4 close, but it's one of those moves you rarely, if ever, block close)
u/f+3 (-15) = Any
u/f+4 (-13) = Any
WS+1,4 (-16) = Any except jabs
FC, d/f+1 L (-14) = Any
FC, d/f+4 (-17) = f+3,3,3,3,3,4
BT d+3+4 L (-17) = Any

1,2,1 (-11) = 4,3 (4,4 can whiff)
f+2,1 (-11) = 4,3 (4,4 can whiff)
WS+3 (-12) = Any close, 4,3 mid-far, nothing max

f+3+4,3 (-17) = Any WS including u/f+4
u/f+3+4,3+4,4 (-16) = Any WS including u/f+4

Additional information: If you block the first few kicks from d+3+4 > low parry second ,3+4 non jf part. > jf is h,m,l, but the last can‘t be lowparried.


Marduk

VTS (d/b+3+4) is his ready position (Vale Tudo Stance)

(2,)d+1+2 (-12) = Any
f+2,d+1,2 (-15) = Any
f+1+2 H (-10) = Any (Power Crush)
d/f+1 (-12) = Any
d/f+2,1 (-13) = Any
d/f+3,d/f+1 (-12) = Any (Has a safe high followup)
d+4 (-16) = Any u/f+4 possible (can't be lowparried)
d/b+4 (-26) = Lowparry, otherwise idk u/b+3?
d/b+1+2 (-22) = f+3,3,3,3,3,4
f,f+3,2 (-14) = f+2,1
f,f+4 (-10) = Any close-mid, nothing far-max (Homing)
qcf+1 (-10) = Any close-far, nothing max (Has a safe mid followup that can be delayed)
WS+3 (-13) = Any
FC d/f+4 (-26) = Any
FDFA d+2 (-24) = Any
VTS f+2 (-14) = Any close-mid, f+2,1 far-max (Power Crush)
VTS d+1+2 (-39) = Any (second one should miss, if not, it's mid and -14)

f+1+4 (-18) = Any grounded
d/f+1+2 (-11) = Any
d/b+3,4 (-13) = Any close-mid, f+1+2 far-max
b+1,2 (-14) = Any WS
VTS f+1,2 (-13) = Any WS
VTS f+1,4 (-10) = Any

3 (-14) = Any close-mid, f+2,1 far-max
b,f+1+2 (-12) = Any

Additional information:
WS+2,3, b+1:1,2 works, does +3 dmg and has wall carry options. The normal b+1,1,2 is useless though (doesn't turn him around and does less than f,f+3)


Master Raven

HAZ (3+4) is her vanish stance

3,3,4~B (-16) = d/f+3,2,3 (3,3 jails and she has a 3rd high option without the BT cancel. Standard fast highcrush does punish and kills option)
4~3 (-16) = Any (d+1 _ d/b+4 kills options)
4~3,4 (-14) = f+2,1 close-far, nothing max range
f+3,2 (-14) = Any (Homing)
f+1+2 (-14) = Any (jabs whiff max range) (Homing; Power Crush)
d/f+2 (-11) = Any (4,3,4 _ 2,2,3 guarenteed, everything else is mixup e.g. u/f+4 _ d/f+3,2,3)
d/b+4 L (-14) = Any
b+2,2,3 (-19) = Any except jabs
b+2,2,1+2 L (-30) = Any
b+1+2,3 L (-28) = Any
u/f+3+4,4,2 (-13) = Any
u/f+3+4,3+4 (-26) = Any except jabs
f,f+3 (-14) = Any
f,f+4 (-10) = Any
WS+1 (-14) = Any
WS+3+4 (-14) = f+2,1 close, maybe f+1+2 mid, nothing far-max
FC, d/f+3+4 L (-23) = Any
HAZ 1 (-14) = Any
BT 1+2 (-13) = Any (Power Crush)
BT 3+4 (-20) = Any
BT b+2.3 (-20) = Any
BT d+3 L (-26) = Any
BT f,f+3+4 L (-18) = Any
qcf+2 L (-17) = Any including cc,u/f+4
qcf+2,1 (-12) = Any
qcf+4 (-14) = f+2,1

f+2,3 (-11) = Any
d/f+2,4 (-15) = Any close, u/f+4 mid-far, f+3,3,3,3,3,4 max
u/f+4,4 (-15) = f+3,3,3,3,3,4
u/b+1,2 (-13) = Any
u/f+3,3 (-14) = f+2,1
HAZ 1+2 (-13) = Any

d/f+4,4 (-13~-15) = u/f+4 close-far, f+1+2 max
d/f+1+2 (-12) = Any
b+4,4,3,4,2 (-13) = Any
b+4,4,3,3+4 (-25) = Any except jabs
BT 3,4,4,F (-36) = BT u/f+4 can launch, but it has to be well timed, otherwise it floats and idk
BT f+3+4 (-36) = BT u/f+4 can launch, but it has to be well timed, otherwise it floats and idk
BT f+3,b (-11) = 4,3,4 (it‘s safe if she doesn‘t go back into BT)

Additional information:

d/f+2 (-11) has an unsafe mid (-15) and a safe high followup option.

3~4,4 can be interrupted with CH 4

d/f+4,4 (-13~-15) = either u/f+4 _ f+1+2 or expect her d/f+4,4,3 to come out and punish with U/F,N+4. Havn‘t found a safe option that covers everything.

U+3,d+3,3 Has the same gimmick as d/f+4,4. Lowparry d+3 is recommended.

All of her empty teleport cancels are around -23~-63 and can be punished by pretty much everything, you have to predict it though. Empty teleports come after
d/f+4,4,U (-31) _ b+2,4,U (-23) _ b+4,4,3,f+4,U (-63) _ BT 3,4,U (-28) _ BT f+2,4,U (-23)


Miguel

SAV (3+4) is his savate stance

f+4,2 (-12) = Any (Homing)
d+3+4 (-15) = f+3,3,3,3,3,4
d/f+1,1,2 (-12) = Any
d/f+1,2 (-12) = Any
d/f+2,1 (-15) = Any
d/b+1 L (-18) = Any including u/f+4
d/b+1* L (-18) = Any including u/f+4
SAV b+1,2 L (-18) = Any including u/f+4
b+4 (-13) = Any (Power Crush)
u/f+4 (-13) = Any
f,f+2,2 (-13) = Any
WS+2,2 H (-12) = 4 _ 4,4 (kills option with CH 4 launch)
WS+2,4 H (-12) = 4,3 _ 4 (jabs and 4,4 whiffs)
FC, d/f+2 (-?) = d+3 _ d/b+3+4
FC, d/f+4 L (-26) = Any
SAV 1+2 (-21) = Any (Power Crush)
SAV 1+2* (-12) = f+4 (Power Crush)
SAV d/f+2 (-17) = f+3,3,3,3,3,4 close-mid, Rage Drive far, nothing max
SAV d/b+4 L (-29) = Any

1+2,1+2 (-14) = Any
3,4 (-12) = Any
f+3,4 (-15) = f+3,3,3,3,3,4
d/f+4,1,1 (-10) = Any
d+1+2 (-12) = Any
d/b+3,4 L (-18) = Any including u/f+4
d/b+4 L (-14) = Any
u/b+1,4 L (-15) = Any including u/f+4
WS+3 (-12) = Any
SAV 2 (-12) = Any close, 4,3 mid-max
SAV (d+4,)3 (-15) = Any

SAV 1,2,1 (-17) = f+3,3,3,3,3,4 (u/f+4 can whiff on max range)
SAV b+1,4 (-10) = Any
Opponent Down d+3 L (-13) = ?

Last edited by M0B on Apr 20th, 2019 at 23:35

M0B
War Lord
Joined: Jul 2005
Posts: 752
From: Germany
#5 “Quote” Edit Post
Moves (Block Frames) = Punish

Negan

INT (3+4) is his intimidation stance

2,2 _ 2,2,2 (-14) = Any
2,2,2,2 (-14) = Any WS
1+2 (-14) = Any
f+2,2 (-12) = Any
f+1+2 (-15) = Any (Power Crush)
d/f+2 (-14) = Any close, f+2,1 mid-max
d/b+2 L (-15) = Any including u/f+4 (can‘t be lowparried)
b+1,2 (-10) = Any
b+2,2 (-11) = Any
u/b+2 (-20) = f+3,3,3,3,3,4 very close (don't bet on it) f,f+3 _ Rage Drive mid-max
f,f+2 (-11) = Any
WS+2 (-16) = Any
FC d/f+2 (-13) = Any (can‘t be lowparried)
INT 1,2 (-13) = Any
INT d/f+2 (-20) = f+3,3,3,3,3,4

usually mid section dunno how to sort him yet.

f+3,2 (-19) = f+3,3,3,3,3,4
d/f+1,2 (-11) = Any
d/f+3,1,2 (-11) = Any
d/f+3,1,4 (-14) = f+2,1 (1,2,4 hits, but not anything else.. weird move)
d/f+1+2 (-14) = Any WS
f,f+3,2 (-20) = Any
qcf+1 (-19) = Any
WS+3,2 (-19) = f+3,3,3,3,3,4
Opponent down d+3+4 (-20) = ?


Nina

f+1+2 (-14) = f+2,1 (Power Crush)
d+3,2 (-13) = Any
d/b+4,3 (-17) = f+3,3,3,3,3,4
d/b+3+4 (-17) = u/f+4 close-mid, f+3,3,3,3,3,4 far-max
b+1 (-16) = Any
b+1+4 (-15) = Any
u/f+2,1 (-13) = Any
u/f+3 (-10) = Any
f,f+3 (-14) = f+2,1 close-far, d/f+4 max
d,D/F+4 L (-37) = Any
f,f,f+3 (-?) = b+3,3~f… floating juggle _ any standing move that works against slide state
qcb+4 (-15) = Any close, u/f+4 mid, f+3,3,3,3,3,4 far-max
WS+2 (-13) = Any
SS+2 (-14) = Any

3,d(_u) (-23~-27) = f+3,3,3,3,3,4 (kills options)
d+1,n,4 (-11) = Any
SS+3 L (-15) = Any, cc u/f+4 possible
qcf+3 L (-20) = Any

1,2,3 (-13) = Any
3,3,2 (-13) = Any
4,3,2 (-13) = Any
f+2,1,2 (-12) = Any WS
f+4,3,3 (-14) = Any
d/b+3,4,3 (-17) = f+3,3,3,3,3,4
d/b+3,2,d+3,2 (-13) = Any
d+1,2,4 (-12~-14) = Rarely used. Safe on long range and f+2,1 only works close
Opponent Down d+3+4 L (-17) = ?

Additional information: All of her f+1+2 (e.g. 1,2,f+1+2) are -14 and should be punished with f+2,1. Same goes for any d+3,2 (-13) style move that‘s not in the list
There are some options that fit between d+4,1,u_d and it should be around -13.


Noctis Lucis Caelum

RD is his Roll Dodge (f+3+4)

1,1,2 H (-11) = Any
f+1+2 (-19) = Any point blank, u/f+4 close, f+3,3,3,3,3,4 mid, Rage Drive far, nothing max
RD 1 (-13) = Any
RD 3+4 L (~-18) = Any
f+2+3 (-13) = Any close, f+1+2 mid-max (Power Crush)
d/f+2 (~-20) = Any
d+4 L (~-26) = Any
(d+4),1:1+2 (-18) = Any WS
d/b+2 L (~-18) = Any
d/b+1+2 (-16) = f+3,3,3,3,3,4 close, Rage Drive close-mid, nothing mid-max
u/f+3 (-13) = Any
f,f+4 (-14) = Any
WS+1,2 (-13) = Any
WS+2,2 (-14) = Any

1,2,3 _ 1,2,4 (-??) = Any MID move that is homing or a dash to correct axis (1+2 easy or dash u/f+4 hard e.g.)
2,2,b+2 sM (-11) = Any
f+3,2 sM (-11) = Any
f+4,2 (-11) = Any
b+4,1+2 (-13) = f+1+2
b+1+4 (-11) = Any
f,f+3+4 H (??) = d+3?
WS+3,2 sM (-11) = Any

2,2,2,2,2 (-14) = Any
2,2,f+2 (-14) = Any
4,2 (-14) = Any close, f+2,1 mid-max
1+2 (-14) = Any (Homing)
b+3,1 (-14) = Any

Additional Information: His Roll Dodge cancels are ovbiously unsafe, but i don‘t know if they are any different and how unsafe exactly.


Paul

f+1+4 (-14) = f+2,1
qcf+2 (-17) = f+3,3,3,3,3,4 close-far; (f,f+3 max range impractible due to being a real just frame. Still go for it though)
qcf+3 L (-14) = Any
d+1,2 (-17) = u/f+4 _ f+3,3,3,3,3,4
d+1+2 (-15) = u/f+4 ; Any 10f can miss on max range
f,f+2,2 L (-19?) = Lowparry (cc, Rage Drive? or f,f+3 can work)
(d+4):2:1+2 (-17) = Rage Drive (f,f+3 same as deathfist)
d+4 L (-31) = Any (cc,BK_U/F,N+4)
b+2,1 (-12) = Any (not tested; has a charged safe version)
u/f+3 (-15) = Any
u/f+3,4 (-13) = Any
u/f+4 (-13) = Any
WS+2 (-14) = f+2,1

f,f+2,1 (-12) = Any
d/b+2 (-11) = 4,3 close-mid; f+4 far; no punish max range

2,3 H (-11) = 4,3
f+2,3,1 (-12) = Any
d+1,4 L (-31) = Any (cc,BK_U/F,N+4)
d+1,4,2 (-14) = f+2,1
d/f+3,4 (-10) = Any
f,f+3 (-17) = Any
f,f+3,4 (-16) = Any
f,f+3,4,d/f+4 (-14) = Any
f,f+3,4,d+4 L (-17) = cc,u/f+4
Opponent Down d+2 L (-12) = ?


Shaheen

SNK (d/f,d/f) is his stealth step

1,2,2 (-11) = Any
u/f+4 (-13) = Any
f,f+3 (-12) = Any
WS+2 (-17) = Any
WS+3,3 (-15) = Any
d+3 L (-14) = Any
FC, d/f,d,d/f+3 L (-23) = WS+2,3, b+2… floating juggle
SNK 3 (-12) = Any (same as f,f+3)
SNK 4 L (-19) = Any

4,4 (-13) = Any
f+3+4 (-11) = Any (jabs whiff max range)
b+4 (-15) = f+3,3,3,3,3,4 close-far, Nothing max

1,2,4 (-13) = d/f+4
f+2,3 H (-12) = Any
d/b+3,4 H (-13) = Any
d/b+4 H (-13) = Any (jabs whiff max range)

Additional information: Don‘t lowparry if he goes into SNK, since he has only SNK 4 (-19) as a low option.

d/b+2 and 4 are both -10 now, but it's still better to duck the second (4 has mixup) on both. d+1 does punish and kills options.


Steve

Rage Art H (-3) = Simply duck and WS+2,3 _ cc,u/f+4

LWV (3) Left ducking
RWV (4) Right ducking
PAB (f+3+4) Peekaboo
DCK (f+3_f+4) is his forward ducking
Ext DCK (F+3*_F+4*) extended forwar ducking

d/f+1+2 (-12) = Any except jabs whiff max range
u/f+4 (-14) = Any
f,f+2 (-13) = Any WS
WS+1,2 (-13) = Any WS
FC, d/f+2 (-15) = Any close, f+3,3,3,3,3,4 mid-max
LWV 1,1 (-13) = Any
RWV 1,2 (-13) = Any
DCK 2 (-14) = f+2,1 close-mid, f+1+2 far-max (unlikely that it gets to far-max range)
Ext DCK 2 (-14) = same as DCK 2
PAB d/f+2 (-10) = Any
PAB u/f+2 (-15) = Any

f+1+2,2 (-11) = Any
PAB 1,2,1 (-13) = Any
PAB d/f+1,1,2,1 (-13) = Any
PAB b+2 (-14) = f+2,1

1,2,1,2 (-10) = Any (LWV_RWV makes it safe)
2,1,2 (-11) = Any
Opponent Down d+1+2 L (-11) = ?

Additional information: Since this is not some antistrat guide against every character, i left out most of his moves that make him safe with any cancel, and there‘s a lot to it. He‘s my worst male char to fight against, so don‘t ask me what to do. I guess u/f+4 a lot if he likes to go into LWV/RWV/DCK a lot, but tbh, i simply don‘t know.


Ling Xiaoyu

RDS (b+3+4) is her BT stance
AOP (d+3+4) is her crouching stance

3 H (-11) = Any
f+1+2 (-16) = Any
d/f+2~1 (-13) = Any
u/f+3 (-13) = Any
f,f+2,1 (-12) = Any
SS+3 L (-23) = Any (Homing)
RDS 4 (-19) = u/f+4 close-mid f+3,3,3,3,3,4 far-max (Less gimmicky since S2, but acid storm is still best)
RDS f+3+4,3+4 (-11) = Any (She can't parry u/f+4 so it might be guaranteed. She should be able to parry d/f+3,2,3 though)
RDS d+4 L (-26) = Any
AOP 2,1 (-12) = Any
AOP 4~3 L (-33) = WS+2,3 floating juggle close-far, Slide _ FC, d/f+4 _ lowparry max range
AOP u/f+3 (-17) = Any (she does have followups that can‘t be interrupted!)
AOP U/F,N,3 L (-18) = Any

f,f+1,4 (-12) = Any
RDS 3 (-19) = Rage Drive
RDS 1+2,1+2 (-11) = Any
AOP 3 (-16) = Any cc,u/f+4 possible
AOP u/f+3,4 (-14) = f+2,1

1,d+1,1+2 (-12) = Any
f+2,1,4 (-12) = Any
f+3,1,1+2 (-11) = Any
f+3+4,3+4 (-10) = Any
u+1+2,2,1 (-12) = Any
FC, 3,2,1,4 (-17) = u/f+4 _ f+3,3,3,3,3,4
RDS 2,1,4 (-17) = u/f+4 _ f+3,3,3,3,3,4

Additional information:
u/b+3+4 (-17) only gives you d/f+4, since she can cancel in AOP. Otherwise f+3,3,3,3,3,4 close-mid, Rage Drive far-max.

All RDS 4 variations are the same -19 with the same pushback


Yoshimitsu

KIN (1+2) is his double sword stance called Kincho
FLE (d+1+2) is his flea stance
INS (d+3+4,n) is his indian stance
DGF (u+1+2) is his dragonfly stance
NSS (2+3) is his no sword stance

4~3 (-12) = Any
u/f+3+4,3+4 (-12) = Any
f+3,3 L (-20) = Any
f+3,3,d+3+4 L (-35) = Any mid into floating juggle
f+3+4 (-10~-14) = Any close, Any -13~-10 mid-far depending on range (Power Crush)
b+2,2 H (-13) = f+1+2
d/b+1+2,2 (-13) = Any
d+2,1 (-17) = Any
u/f+2 L (-16) = Any including u/f+4
f,n,d,d/f+1 (-17) = Any
f,n,d,d/f+2 (-14) = Any
FC, d/f+4 L (-21) = Any
WS+2,1 (-?) = Jabs into floating juggle should work 100%, otherwise idk.
SS+2 (-13) = Any
KIN 2 (-14) = f+2,1 close, f+1+2 mid, nothing far-max
KIN 2,1+2 (-17) = Any WS including u/f+4 (there is a safe ...1+2* version)
KIN 3 L (-16) = Any cc,u/f+4 possible
FLE 2 L (-?) = FC, d/f+4 _ WS+3,3 (can‘t be lowparried)
FLE 3+4 (-12) = Any
FLE f_b,n,3 (-17) = Any mid_high into floating juggle
INS 3,3+4 (-13) = Any
INS 3 L (-21) = Any
NSS FC, d/f+1+2,2 L (-20) = Any
NSS FC, d/f+3 L (-19?) = Any

d/f+1,4 (-14) = Any
f,f+2 (-10) = Any
WS+3,2 (-13) = Any WS

2,3 H (-10) = Any
2,2,d+1 (-10) = Any
d/b+3 L (-25) = Any
d/b+3,3… L (-19) = Any
f,f+3+4,1+2,3+4 (-13) = Any
KIN f+2 H (-13) = Any close, f+1+2 max
NSS 1+4 (-16) = Any
NSS f+1+2 (-13) = Any except highs (d/f+4)
NSS f+3+4 (-10~-14) = Any close, Any -13~-10 mid-far depending on range (Power Crush)
NSS u/b+1+2,1+2 H (-15) = Any
Opponent Down u+1 (-13) = ?

Additional information:
d/b+3,3,3,3…. L: If you didn‘t lowparry the first d/b+3, you can‘t lowparry any subsequent 3. You are actually jailed (you literally can‘t do anything except block) and can either punish the last, where he becomes dizzy, with WS+2,3 floating juggle, or interrupt the mid mixup with WS+3,3… _ WS+4 while also punishing any low at -19 (i14 trades with the mid)
d/b+3,3,….d+3+4 goes into sit and can be punished by WS+2,3 floating juggle
Long story short, just spam WS+3,3... _ WS+4 as soon as you block the first kick out of his d/b+3 string

d/b+2,2,2,2…: Only unsafe when he becomes dizzy at the end = Any mid into floating juggle

b+1,1,1,1,1,1 (-75) = Any

Any flash (1+4) is -16, but you most likely never block it, except out of NSS

Last edited by M0B on May 7th, 2019 at 01:21

UberDuder
Shihan
Joined: Jun 2017
Posts: 111
#6 “Quote” Edit Post
Thanks for the thread, very nice
AZYG4LYFE
Play FFRK
Joined: Sep 2009
Posts: 5392
From: United Kingdom
PSN: CKT_AZYG4LYFE
#7 “Quote” Edit Post
Good work so far, stickied!
Signature Currently playing (addicted to) FFRK. Global Friend ID: GBNP JP Friend ID: QZseY
Twitter:@AZYG4LYFE Please PM or tweet me if you have any questions/issues! ラッキークロエ twitch.tv/AZYG4LYFE


Miirio
Kyu
Joined: Jul 2017
Posts: 7
#8 “Quote” Edit Post
you are the GOAT

for real thank you for all this hard work, really good for new comers like me
M0B
War Lord
Joined: Jul 2005
Posts: 752
From: Germany
#9 “Quote” Edit Post
Was confused against la.ws/le.es slide for a while, since ws+4, f+4,3 B! is gone and ws+4, b+3~3 last whiffs.
WS+2,3, b+2... is the shit now and even does more damage. Will take some time to get used to though lol.

Last edited by M0B on Jun 9th, 2018 at 04:12

Miirio
Kyu
Joined: Jul 2017
Posts: 7
#10 “Quote” Edit Post
Videos of max punishes (will edit and add more later if thats ok)

Lee Chaolan Punishes

Last edited by Miirio on Apr 10th, 2018 at 18:06

M0B
War Lord
Joined: Jul 2005
Posts: 752
From: Germany
#11 “Quote” Edit Post
Feel free to do Ed.dy, H.w.oarang and Lu.cky Ch.loe (might finish LC at some point, but i most likely won't continue ed.dy and h.wo. What you see is what you get )


/e: Pretty much done with every character. I've added some generic moves at the bottom of my OP and i highly recommend you read the whole OP before you ask any questions like "where is that -12 low" etc.

Otherwise i'm still open for suggestions, especially when it comes to sorting of top moves that should be named (top list), moves that have barely any purpose, but still get used (middle list) and minor moves that barely get used (bottomt list), since it all applies to my opinion and experience.

hf

Last edited by M0B on Jun 9th, 2018 at 04:12

M0B
War Lord
Joined: Jul 2005
Posts: 752
From: Germany
#12 “Quote” Edit Post
N.octis added and while i was waiting for him, i also finished L.ucky C.hloe and H.wo. Might do e.ddy when i get really bored and that would be it.

Little reminder that it's all about block punish, so if you want to know how to counter moves like noctis 1,2,1+2 (ssl gets you punish in his back) then you won't find it here. I also don't have the accurate frame list of noctis yet and albeit being tested, i can't tell if a move is -18 or -22.

Sidenote... -14 much?

Correct me on any mistakes please.

Last edited by M0B on Aug 15th, 2018 at 02:30

Aurongroove
Lone Wolf
Joined: Apr 2011
Posts: 329
From: Ireland
PSN: jfgtp
#13 “Quote” Edit Post
Two notes on your Gigas info,

d+3,2 (-10) = WS+3,3 (important, since Lee has a rare punish here)

Yep, this is a very rare move to be able to punish properly, as it leaves you -10 crouching
(most of the cast only get a crouch jab).
As a Gigas player, I know if someone punishes this correctly, that they know their data.

f+2,d+1 (-13) = Any WS


While the frame data is accurate, Gigas can actually transition into Golem Setup after f+2,d+1,
(f+2,d+1~3+4(GS))

The stance leaves him at -2, unable to guard, but immediately able to use Disarming Golem (ub) to jump backwards.
In other words, for Gigas f+2,d+1~GS~ub is a way of baiting whiff punishes, so it's not worth punishing this string.

If you're expecting the GS~ub, a f,f+3 has the range and speed to hit (Natural hit) for 26 damage before the back jump has finished and will probably be enough to make a Gigas player think twice about using the string.
Signature I'm hilarious!
M0B
War Lord
Joined: Jul 2005
Posts: 752
From: Germany
#14 “Quote” Edit Post
I don't know if i will test every move if it only changes from -14 to -13 without any pushback properties, but i will edit the list for season 2. Other changes like a low going from -11 to -12 might be entirely unchanged, cause it's obsolete for l.ee (it will still say -11, even though it's -12 now).

I won't buy the season pass (i think) so i can't test l.ei, a.nna and future characters. Those character lists will simply be untested.

Last edited by M0B on Oct 13th, 2018 at 22:15

Benardus22
7th Dan
Joined: Nov 2009
Posts: 99
From: Netherlands
PSN: Benardus
#15 “Quote” Edit Post
The new changes to Lee are disappointing. None of his real problems are addressed. More pushback on Blazing kick? Sure, who cares. Lee's issues are low damage on pokes, shit range in general and lows with bad advantage (frames or pushback OH). I'd rather have TTT2 Lee back than this shit. Lee's gonna stay absolute bottom tier, I guarantee it. He doesn't have 20+ launchers on NH en CH like Bryan or Mishima's and Bryan is not even top tier. This game has suffered a lot from power creep and it's showing.

Monster like Paul, Kazuya, Jin, Shaheen, are only getting stronger.
Signature Nothing comes to those who wait.
M0B
War Lord
Joined: Jul 2005
Posts: 752
From: Germany
#16 “Quote” Edit Post
We should keep the crying to a minimum in the l.ee forum, even though i agree, and try to focus on the good parts. Although it's sad that he only got buffs and as a l.ee main, i can't be really happy about it.

3 now +7 on hit... can't complain there
b,b+4 albeit being slow is now +2, which is sick for a homing with huge damage, a follow up and potential juggle. Don't say it's high, cause it would be broken as a mid.
Maybe silver tail is now better on normal hit, still has major dmg on ch and they made it reasonable less unsafe when you go into HMS.
ws+2,3 -13 is really good
f,f+4 changes on hit could also be interesting, since it's an underrated high crush that tracks.
b+3,3 new combo potential? (Hitbox expanded downward)
hms 1,4... why they still havn't given him both 1~4 (fake jab into kick) and 1>4 is beyond me, but at least we got the later now, which will most likely do the CH (1,2,)4 stun.

Aside from everything he's lacki.ng, he had problems being too liniar and they buffed most of his moves that have some tracki.ng and a homing.

Last edited by M0B on Sep 9th, 2018 at 11:24

M0B
War Lord
Joined: Jul 2005
Posts: 752
From: Germany
#17 “Quote” Edit Post
I think i got everything for S2 (except the new characters ofc)

Was fun doing it, since a lot of moves in the bottom section really didn't make any sense... no knd, usually not nc, just unsafe trash moves that made no sense. Now with the update, they either got buffed while becomming a bit more unsafe or they were simply made safe.
M0B
War Lord
Joined: Jul 2005
Posts: 752
From: Germany
#18 “Quote” Edit Post
Added A.nna, kind of.

Last edited by M0B on Oct 13th, 2018 at 22:15

M0B
War Lord
Joined: Jul 2005
Posts: 752
From: Germany
#19 “Quote” Edit Post
Got the season 2 characters now and added everyone (also fixed a.nna) except for m.arduk, which i'll do a bit later.
forest16
ForestTekkenVideos
Joined: Jan 2009
Posts: 3812
From: Canada
PSN: Forest613
XBL: ForestSkies
#20 “Quote” Edit Post
For the upcoming patch it would be awesome if Namco reverted the nerf to Lee's df+2 range a season ago or so. df+2 has crappy range now. Maybe the shortest range df+2? I know Nina's df+2 has shit range now. Maybe Nina's is worse.

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