KING JAIMY
Well-Known Member
I created this thread in order to give an overview of tips and strategies against all characters. These tips and strategies refer to general and specific weaknesses of characters which can be exploited and used to your advantage.
Feel free to post your tips and strategies below, and I will give you the credit in a quote box for the appropriate character. I will try to update this thread regularly.
Akira (Tips by: DestructionBomb and Hazard)
ALPHA-152 (Tips by: Pictured Mind, Dark-truth and Darth Lotonic X)
Ayane (Tips by: iHajinShinobi and Force_of_Nature)
Bass (Tips by: UncleKitchener)
Bayman (Tips by: DontForkWitMe)
Brad Wong (Tips by: Dark-truth)
Christie (Tips by: KING JAIMY, MomijiMania and Force_of_Nature)
Ein (Tips by: ToKyo PewPew, UpSideDownGRUNT and Nikotsumi)
Eliot (Tips by: Jyakotu)
Gen Fu (Tips by: KING JAIMY)
Hayate (Tips by: ToKyo PewPew and UpSideDownGRUNT)
Helena (Tips by: ToKyo PewPew, KING JAIMY and Pictured Mind)
Hitomi (Tips by: KING JAIMY)
Honoka (Tips by: KING JAIMY and Nikotsumi)
Jacky (Tips by: KING JAIMY and Jyakotu)
Jann Lee (Tips by: Darkslay)
Kasumi (Tips by: Soaring Zero, Force_of_Nature, Kasumilover98 and KING JAIMY)
Kokoro (Tips by: Tempest and Tokyo PewPew)
Leifang (Tips by: Tempest)
Leon (Tips by: Tempest, Argentus and XZero264)
Lisa (Tips by: Force_of_Nature)
Marie Rose (Tips by: KING JAIMY, Jyakotu and UpSideDownGRUNT)
Mila (Tips by: Something-Unique, Argentus and Soaring Zero)
Momiji (Tips by: KING JAIMY, Tempest, MomijiMania and Force_of_Nature)
Nyotengu (Tips by: Tempest and Darkslay)
Pai (Tips by: Force_of_Nature)
Phase 4 (Tips by: Kasumilover98 and Snow)
Rachel (Tips by: KING JAIMY)
Raidou (Tips by: Dark-truth and DestructionBomb)
Rig (Tips by: KING JAIMY)
Ryu Hayabusa (Tips by: ToKyo PewPew, Darkslay and KING JAIMY)
Sarah (Tips by: Jyakotu)
Tina (Tips by: ToKyo PewPew)
Zack (Tips by: Kasumilover98)
Feel free to post your tips and strategies below, and I will give you the credit in a quote box for the appropriate character. I will try to update this thread regularly.
Akira is moderately linear. Sidestep him on an educated guess.
Most moves are mids. GBs (more specifically, his GBoD) will make you question when to block, and since Akira doesn't have any lengthy strings, he can randomly throw them out. If you see an opening, don't hesitate at all.
Pictured Mind said:Every third strike of Alpha's punch strings is a mid punch.
Alpha's weakness is her forced get up so cornering her is her biggest weakness.
Using wall throws that put characters in those Doa2/3 wall crumples (Bass', Christie's
, etc) are not ideal against Alpha. I'm not sure of the input (might be automatic) but Alpha can just teleport out of them. It's just one of her generic hold teleports, so she is at disadvantage unless you preemptively throw something out.
If an Ayane player is prioritizingto get in on a blocking opponent, learn how to crouch/fuzzy guard the second kick and maximize your punish. This move is really bad when utilized that way.
A lot of Ayane players love to flip over you after hard knock downs so they can try getting behind you. In cases like these, do not tech up with a wake up, just get up and block their shenanigans.
Ayane has a ton of safety but a lot of players do not know or understand how to utilize her safety. Often times they are finishing her strings, if this is the case, throw punish (except forwhich is -5), the only string she has that gives frame advantage are
and BT
which is +1.
Ayane is a defensive character, however a lot of Ayane players lack in that and will have a fixated duration (varies per player) of when they'll try to do something if they are at range. You can either wait for it and see what they do or simply run up and block and see what happens to gauge a reaction.
Never be afraid of an Ayane player trying to roll towards you from fullscreen. The throw from the roll can be smacked for free and the kick can be punished hard if it's blocked or whiffs. If Ayane is ever rolling toward you this way, seriously, hit a button and score that free counter hit.
You can easily duck or hold the second hit ofif you block the first hit or if it whiffs. If used outside mid-range, you can just swat it out of the air with a fast mid or high strike.
Ayane is very unsafe on a lot of her moveset, but you need to be on-point with your punishment. You also need to pay attention to what position she is in when you block an unsafe strike (i.e. Back-Turned, Squatting, Crouching, etc.).
If you block something likethat leaves Ayane back-turned, you can strike punish her for free.
Ayane has the largest collection of -30 on block moves such asor
. You can punish these moves with almost anything you want including slow throws and i20+ strikes.
Try to avoid letting Ayane get space unless your character excels at turtling.
Spins or rolls can be low thrown or low OH'ed on reaction if used in close range (though can be admittedly risky to do).
Try to avoid sidestepping freely against Ayane.
Bass is slow. He can be threatened in close range, but is more dangerous at mid range with pokes. He has no string mix-ups with the exception ofand the follow-ups.
Unlike every other characters with chain throws Bayman is left at advantage(+3) whenever you break his so don't press buttons and stay on defense/space out when breaking out of any of his chain grabs.
Utilize your mid/low tracking moves and low throws against him since most Bayman players love tank rolling while at disadvantage which avoids all highs,non tracking mid/low moves and standing grabs.
Bayman's grabs mostly consist of OHs and his are slower and easier react to than most characters so be ready to punish those with a hi counter throw.
You can do a crouching throw on Brad Wong when he is laying down on the ground.
KING JAIMY said:Every third strike of Christie's punch strings is a mid punch.
will not cause a stun on Normal Hit and it will cause huge disadvantage if guarded. Christie then has to go into Jakeiho or delay
, which means you can either interrupt or low throw.
.
after
.
can be interrupted by an i11 mid punch.
If Christie does, she has to finish
in order to get the stun. Hold it.
or
can be defended or avoided by just pressing the down button after getting hit by
. After that Christie can be punished.
can be interruped by
in close range.
After, there is a fixed mid punch before high-low mixups.
If you block a string that transitions into Jakeiho, you canher for free, regardless if it tracks or not.
Christie has no lows that are advantageous on hit outside of strings.
In open space Christie's throws aren't a huge threat damage-wise so you can be a bit more liberal with holds.
Learn to hold Christie's strings on reaction.
Try to avoid sidestepping freely against Christie.
The second hit ofcan be held on reaction except if the first hit connects on NH.
Every option after Ein'scan be avoided by ducking, except for his
which is unsafe on block.
Ein'scan be throw punished. Also, anything ending in
(from
,
and
) can be neutral thrown on block.
The two options after Ein'scan be avoided by ducking.
Eliot is a very linear character and the majority of his strikes are mids, so throwing out random mid punch holds can actually work against him.
KING JAIMY said:Gen Fu has a fixed mid punch after his. Try to hold it on reaction before he gets access to his mix-ups.
KING JAIMY said:Gen Fu's,
and
have to be punished with an i5 low throw on block.
KING JAIMY said:Gen Fu's range isn't very good. He'll most likely approach with, so keep an eye on that.
Hayate has almost no delay on his strings.
Hayate'shas to be throw punished with a low throw.
Helena's Bokuho Duck can be low thrown.
KING JAIMY said:After blocking Helena's, you can do a guaranteed
. You'll interrupt her momentum as well, since you pop her out of her Bokuho stance.
Helena has a bad ranged game. Her useful moves with a high reach are usually low kicks. BKO, BT
, SS
,
). Her
and BKO
cause knockback, that means she can't get a stun going (something Helena loves to do), which makes them a lot less useful then the kicks mentioned before.
KING JAIMY said:Hitomi will often try to trip you up with her low sweeps. Predict those lows and either hold them or block and punish them.
KING JAIMY said:Honoka's strike range is probably the worst in the game. Take advantage of this weakness and space her out as often as you can. It's better to keep her at bay, since she has very limited options beyond close range.
KING JAIMY said:Playing defensive against Honoka really hurts her stun game. She isn't allowed to go in any of her stances on block (with the exception of Ducking and Dokuritsu-Ho). A lot of follow-ups from ''Ducking'' and ''Dokuritsu-Ho'' are unsafe on block, too. Be patient, and punish the Honoka player as often as possible.
KING JAIMY said:Honoka has a fixed mid punch after her. Try to hold it on reaction.
All of Honoka's options from running, Dokuritsu-ho, Bokuho, Ducking and Hissatsu-no-Kamae stances can be sidestepped, except for DHO. Watch out for running and Hissatsu
.
All of Honoka's options from Ducking stance are unsafe.
All of Honoka's moves that leave her in Dokuritsu-Ho stance are unsafe (,
and Bokuho
), the last two ones can be punished with a 12f throw.
All of Honoka's options from Dokuritsu-Ho stance are unsafe (except for DHO).
All of Honoka's back turned moves can be sidestepped, except for BTand BT
which are both unsafe.
KING JAIMY said:Jacky's follow-up afteris always a high strike. He has the option to choose between
and
, which are both high strikes.
KING JAIMY said:Jacky has a fixed high punch after his. Try to hold it on reaction before he gets access to his mix-ups.
Because Jacky has a neutral high punch hold, throwing him in the neutral position nets you Hi-Counter damage.
All of Jann Lee's options from Dragon Stance can be sidestepped.
Jann Lee's Dragon Gunner () can be fuzzy guarded and then throw punished.
If you slow escape Jann Lee'sor
on hit, he can't follow up with anything.
Jann Lee's Dragon Kick is a slow move (25F), so it's easy to catch your opponent with a counter hit.
Kasumi has very fast punches up close and her ability to mix up is really good. But as she is very unsafe, if the player isn't free cancelling A LOT you have some opportunities to punish. If they do the second hit of,
, or if they finish any of her strings starting with
and you manage to block the last hit you can usually throw punish her. The second hit of
and
can also be low punished on block if you're fast enough. Also randomly throwing out holds is a bad idea against Kasumi. You'll be pretty much giving her free throw punishes and you don't want that.
Crouch or high holdon reaction if you block the first hit or if it whiffs.
is very punishable on block and
~
is holdable on reaction.
Learn to react to Kasumi's frame advantage lows, which can be very dangerous.
Try to zone Kasumi out, especially if your character can fight well at range.
If Kasumi jumps at you, just duck.
Don't be intimidated by. This move is VERY unsafe at -30 frames. You can use your strongest throws to punish Kasumi players who attempt to do this to you on block.
Kasumi'sstring isn't threatening on normal hit. As long as you block, the 2nd hit can be blocked accordingly, and can be throw punished.
KING JAIMY said:Kasumi has a fixed high punch after her. Try to hold it on reaction.
Kokoro has no tracking beyondand strings that contain it and
is throw punishable as well.
Kokoro is very punch dependent, so you can be very liberal with your punch parry if you have one.
Kokoro does not have any lows that grant advantage on NH (except for BTand
).
Slow escaping during stun limits Kokoro's launching options to high strikes.
Leifang is very linear: You can sidestep most of her strings.
As a general rule,only crushes high strikes and mid strikes with short hitboxes.
Leon has very mediocre ranged tools.
Leon's moves don't have a lot of range but people forget that he has surprisngly good mixup, as he can switch between sweeps and overheads easily, especially with his slow delayed kicks.
Get the hell out of the water when facing Leon, and don't let yourself be back to the wall. His 6T will devastate you in both of those situations.
If a move doesn't guard break it is unsafe. He is also at huge disadvantages on all his Combo throw breaks. His Charge strikes all take over 40 frames to be advantage on block and he can be thrown while charging.
/
&
are very seeable and holdable on reaction.
Lisa relies a lot on offensive holds (catch throws) to get additional damage, watch out for them with a crouch then throw. Jumping OH's require a low throw to punish.
Lisa struggles a lot in close range, especially if your character possesses an i11 mid.
Don't let Lisa get too much space.
Lisa has an i4 neutral throw and an i6 punish throw, so be careful with strings between i5 - i7 on block since they become punishable in this MU.
If you block(a good hi-crush Mid P) continuing blocking and punish
, or try to hold
on reaction.
is Mid P-High K-Mid K.
Lisa's lows are quite slow so feel free to shake her up with's or other fast lows in close.
KING JAIMY said:As a rule of thumb, most of Marie Rose's free cancels are unsafe on block, whereas most of Marie Rose's finished strings are safe on block.
Marie Rose's Minuet can be counter thrown if timed correctly and can be beaten out with a mid wake-up kick if the Marie Rose player doesn't input the correct direction.
Marie Rose's Minuetis extremely unsafe on block (-21). You can throw punish this move with your strongest throw.
Any "string" ending infor Mila is unsafe on block.
You can low grab Mila's tackle.
Mila's mid kick hold leads directly into the beat down, while mid punch and low kick holds leave you open for her to followup with a down grab (the beatdown). Always tech roll when you can or you'll get down grabbed for a beat down.
The best way to avoid Mila's tackles is to learn what moves she can cancel into her feint. This pretty much just takes practice and acquiring more knowledge of the character. Just be aware that the tackle is not her only option when she does the feint. She can opt for the mid punch or mid kick instead or even do nothing to try and bait out an attempted punish.
KING JAIMY said:All of Momiji's Tenku follow-ups on block can be shut down by fuzzy guarding.
KING JAIMY said:Momiji has a fixed mid punch after her. Try to hold it on reaction before she gets access to her mix-ups.
Momiji has no lows in her strings except for. Her only mixup in close range is throwing.
If the kick before Tenku is guarded, Tenkuand Tenku
can be sidestepped, and crouch attacks will counter hit Tenku
and Tenku
.
Momiji's almost only combo choice afteris BT
, because BT
leaves the opponent too far to follow-up and BT
after
usually reaches not far enough in most situations.
High speed characters like Kasumi, Christie and Gen Fu will screw Momiji in close range. She has to useor
after defending.
Punishevery time you block it.
Apart from a few strings, Momiji doesn't have a whole lot of string delays compared to other characters.
Most of Momiji's launchers are highs.
Don't whiff stupidly against Momiji to avoid allowing her to rack up the free damage.
Nyotengu has no fast mid strikes. Thus, frame trapping her withis a good option.
Nyotengu's Nowaki () can be held.
Pai relies quite a bit on close range mix-ups, try to space her out as much as you can.
At range watch out for Pai's Running, which is an unblockable high kick.
Take heed of Pai's lows such aswith regards to starting her offense or during her stun mix-ups.
Pai's holds and throws deal subpar damage..
is linear and fairly easy to hold.
is Low-High, with the second kick being holdable even if the first attack connects.
Avoid too many high punches while fighting Phase 4, becauseis a very scary expert hold that not only damages you, but lets her do an easy guaranteed combo from you being back turned, and it'll cost you a lot of your life bar against a skilled Phase 4 player.
When rushing in on you from a distance to initiate rush down, Phase 4 players will most likely use eitheror
. Here's the catch: They're both mid hits! Keep this in mind, so that you won't be throwing out alot of missed holds and allowing her to continue her assault.
Don't be intimidated by. This move is VERY unsafe at -30 frames. You can use your strongest throws to punish Phase 4 players who attempt to do this to you on block.
Snow said:You can deal with Phase 4's.
Tenfu
by blocking the
part and dashing forward. Tenfu
will whiff and you can punish her with a back-turned strike.
KING JAIMY said:Rachel has a fixed mid punch after her. Try to hold it on reaction before she gets access to her mix-ups.
KING JAIMY said:Rachel's range isn't very good. Her best moves at range areand
, so watch out for those.
Raidou's Torn Sky Blast () can be held or parried to avoid getting hit by it. Characters like Kasumi, Alpha or Hayabusa can use their parry to get behind Raidou.
Raidou's forward dash and back dash are below average.
KING JAIMY said:The majority of Rig's strikes are kicks. Your best guesses when it comes to holding would be either a high hold () or a mid kick hold (
).
KING JAIMY said:You can neutral throw () Rig out of his Turn Leg Cut stance after you block his
.
KING JAIMY said:All of Rig's frame traps are high strikes and most of them are from his Bending Stance. High crush Rig if he is trying to pressure you with frame traps.
All of Hayabusa's Ninpo Teleport options from his Ongyoin stance can be avoided by freestepping.
All of Hayabusa's Ongyoin options can be sidestepped except for Ongyoin.
All of Hayabusa's teleports are unsafe and can be interrupted with a crouching throw or mid strike.
Hayabusa can be knocked out of hiswith moves that have enough range.
KING JAIMY said:An interesting thing to note is that a lot of Hayabusa's strikes are unsafe on block, especially when he finishes his strings.
KING JAIMY said:After blocking Hayabusa's WR, you can shut down both the punch follow-up and the kick follow-up by sidestepping.
The majority of Sarah's strikes are high strikes, so duck or do a high hold to decrease your chance of taking substantial damage.
Except for herand
, all of Tina's delayable strings are mid strikes.
Zack'sand
are all full mid hit strings, so these can be held on reaction if the opponent does not delay or stop mid-string. The same can be said about
, which is a full low hit string. The strings above are partially static strings; after the fourth hit on the strings, the string is no longer static, and the mid hit strings can transition to
, while the low hit string can transition to
. Watch out and don't let these throw you off.
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