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Jeffry - Match-Ups - VF5FS

May 13, 2019
Jeffry - Match-Ups - VF5FS

  • Character Specific Match Ups(top)


    Fighting with Jeffry can be an up hill battle at times, especially if you aren't well versed in what the opponent can do. Here is a break down of most of the things you'll face and strategies to counter them.

    Akira(top)


    All Akira players are assholes who always do cringey poses in photos doing that stupid elbow shit. Number one strategy to playing against Akira players is avoiding them entirely because they smell like poop in person. Number two is, when they're not looking, punch them in the back of the head as hard as you can and just say you're doing [6][P][+][K][+][G] and tell them to block. Number three, just ask the Akira player why their parents hated them so much, the answers won't surprise you.

    Why is Akira the go to character for pricks? One, Akira is heavy. Despite the order of the characters in the combo section, Akira is heavier than Jacky and Jean. His hitbox is also weird as fuck, for example where as your [3][K][+][G] or [4][6][P] [2][1][4][P][+][K] [4][1][2][3][6][P][+][K] [4][K][P] is a staple combo for most of the cast, for some reason (i.e. the assholes at AM2 are playing favorites) the ender will whiff. And that's only one example of this nonsense.

    But the primary reason why most assholes pick him is all in that broken move list.

    If an Akira does a dashing elbow attack, just know that whether if it is [6][6][P] or [6][6][6][P], they can fuzzy guard. Their elbow ( [6][6][P]) is 13 frames, got infinitely better range than your elbow, and certain ranges can go under your [P], +4 on normal hit and +8 on CH. Super Dash Elbow ( [6][6][6][P]) is 15~16 frames, knocks down on normal hit, and leads to decent damage in the opponent or more than a 1/3 of a health bar near a wall. To top it all off, he's got [3][P] which is a simple input elbow that's worse than your [6][P] but at least it has a built in option select in being a light downed attack and has decent range. If you know the Akira you're unfortunately playing against loves to fuzzy guard, that opens up a lot of low throw opportunities. But if you evade any of these attacks, don't expect anything guaranteed.

    One of his weaknesses is his "linearity" but his throw game is pretty damn good and he has a few really good half-circulars. His [4][6][P][+][G] does 60 damage and gives good wake up options, [P][+][G] does 40 and give good wake up options and an easy way to do BT shenanigans, and [6][4][P][+][G] can do 72 damage in the open or more with a wall nearby. Prioritize breaking [4] if there is a wall or ring out risk, other wise it's a bad position to be in regardless.

    [4][6][P][+][K] causes wall splats, covers his stomach, is a MID, and can be charged into a block stagger. [4][P] covers the same direction and has two followups, [4][P][P] will knock down and can lead to a wall hit, or [4][P][P][+][K] will put you at -4 or lead to a small combo on CH. [4][6][P][+][K][+][G] covers his back, hits MID, and puts you in ST... and Akira's ST game is so broken the people at SEGA really need to reevaluate the supposed "positive impact" they have in the world. The worst offender of all is Akira's [9][K] with becomes a full circular when you're evading at light to mid disadvantage, and unlike your [9][K], Akira's doesn't whiff against lows and leads to a combo that does more damage than the standard [9][P][+][K] bounding attacks and starts massive wall combos. So most of Akira's anti step tools hit mid so choose which position you'd rather be in, risk stepping into a knock down/wall splat with [4][6][P][+][K] (to stomach), get ST with [4][6][P][+][K][+][G] (to back), or get comboed by [9][K] (because fuck SEGA). So pick your poison while stepping.

    HOWEVER, if you do evade a charged [4][6][P][+][K] you can punish all the way up to using [4][1][2][3][6][P][+][K] (but [6][K] is the safest option for that). If it isn't charged, your best bet for a punish after stepping [4][6][P][+][K] (and [4][6][P][+][K][+][G] / [9][K] for that matter)will be [P][P][P], but requires you to have evaded early in the animation, but if blocked on ST, [P][P][P] at least is "safe" from guaranteed punishment. Punishing [4][P] strings after evade (or in general) are trickier. In open stance, if you block [4][P] and predict a [4][P][P] (and you have the reaction time) [6][P][+][K] can beat the second hit. In both stances [1][P][P] will win. [4][P][P][+][K] beats both of those options, but evade > [P][P][P] can punish that.

    Akira's punishment game is among the best in the game. Against lows that are generally safe from knockdown attacks, Akira's has [2_][4][6][P] which knocks down, does decent damage, and can lead to almost half-life wall splat combos. He's got [4][6][P] which is a 14 frame combo starter, which does more damage to you at -14 than your [6][P][P]/[4][K][P] does to him, that is +1 on block, which if blocked he can just set up [6][6][P] to beat your fastest attacks. Unlike Jeffry, Akira can do [P][K][G] which gives way more mental frame advantage than just doing [P][K], though if you predict this you can go on the offensive.

    If the Akira's timing is off, blocking [2_][4][6][P] gives you a free [6][P][P]/[4][K][P]/[P][K] and if you evade it you can get up to [3][K][+][G] for evasion into punish, but just settle for [6][K]/[3][3][P] or faster. [4][6][P] is really hard to punish after an evade, for which you should use [P][P][P], but if you're playing against an Akira who is predictably throwing out [4][6][P], crouch into punish or [1][P][P] are good tools against it, or use [6][P][+][K] (though it's more evasive in closed stance).

    Akira's guard breaks are stupid. [6][P][+][K][+][G] is fast enough to do instead of ever needing to do throws and leads to free [4][6][P] combo or [2_][4][6][P] wall combos. Your best tool against this is to randomly [2][P] or pretend you can evade in expectation of this shit. [2][P][+][K][+][G] only allows for the Akira to get a free [P][K] when face to face, but on ST he gets a free [3][K][+][G][P][+][K] combo. If he hits you on normal hit or CH with [2][P][+][K][+][G] he's a -10 and if you got the reaction time you can at least attempt a throw. He also has a guard break combo thingy which all Akira players can do really well because it requires a lot of stick wiggling and all Akira players are lonely stinky assholes so they all should have a lifetime of practice pulling on their micro-penises with tweezers. After evade or crouch some of these options won't yield much in return, but if you're brave enough, doing attacks with a built in back dash like [4][4][3][P][P] or [4][4][6][P] will hit them while they're recovering. Just don't be predictable because Akira can always do [3][K] can nuke your ass.

    If you do too much [2][P] trying to go under Akira's [6][P][+][K][+][G], he's got [4][P][+][K][+][G] which sabakis [2][P] and [P] (and all punch attacks at those levels) and can lead to damaging combos in the open or almost half life with a wall so if you predict this use a mid. Also while risky for him, he can also reverse most of your attacks as well, so you just need to be less predictable with your hit levels/attack timing or mixing in anti-reversal attacks. And of course [9][K] also eats your lows, but if you are lucky enough to evade it (remember it's full circular when you're at small disadvantage) [P][P][P] punish or if you block it Akira is (for fucking once) in nitaku at -7.

    Other peculiar things to watch out for:
    [1][P] functions like your [1][P][P]/[6][P][+][K] as it is Akira's tool to deal with highs and do decent damage. If you do too many high pokes or rely on using you [K]/[4][P]/[K][+][G] to beat step all the time and the Akira player notices this, you will be eating a lot of [1][P]s. Of course, your [1][P][P] will eat up his, and if he's doing [1][P] at disadvantage, your [6][P][+][K] will always beat it. If you manage to evade it, attacks that at 18 frames and faster can be used to punish it ([6][K], [3][P][P], [K][P] strings or combos, etc.).
    [2][1][4][P] is a beefed up version of your [2][1][4][P][+][K], with better range, being faster, and giving +3 on block.
    If the Akira idiot uses this too much, a back dash into an attack will hit it out of recovery and after evading you can get up to [6][K], but [P][P][P]/[4][K][P]/[6][P][P] are more likely.
    Akira's has [2][1][4][P][+][G]/[1][6][P][+][G]/[6][6][P][+][K] as a way to set up a 50/50 between a combo starting mid or a +17 on hit low (or can skip those two options and use guard break or throws instead). Most Akiras never use this stuff because they all masturbate to footage of Japanese Akira players and all of those assholes play the same too so don't expect to deal with this too much because why do anything but elbows and guard breaks?
    [3][3][P][+][K] is a mid that goes through your mids (especially in closed stance), often when you have the advantage too (up to +6 versus your [6][P]), and puts you in a stagger. Luckily if you block this Akira is put in nitaku at least, and you can get up to [6][K] if you evade it.

    Moves and other things that you can exploit:

    • [4][6][6][P][+][K] does a lot of damage, but you really want your Akira opponent to use this a lot as you get a lot of free damage when blocking this or even evading.

    • [3][P][+][K] is a stupidly strong low in general, it's safe from guaranteed punishment on block, puts you in nitaku when it lands on normal hit (like WTF) and leads to a combo on CH. Luckily you can punish it pretty hard with [6][K] if you evade it or use a low throw.

    • [K][+][G][P], if the Akira player is a super dumbasshole (good Akira players are just dumbassholes, including you Homestay, play someone interesting to watch!) ], is punishable on block and if the super dumbasshole tries to charge it, if you manage to evade it you can do big damage with [6][K] and similar attacks.

    • [6][P][4] canned attacks can all be interrupted with [2][P] if you block the first attack. If [6][P] lands though you need to guess right between a guard break, a low hit throw, and a CH combo mid.

    • DLC ( [3][K][+][G][P][4][6][6][P][+][K]) will almost always be used as a filler in combos, but because Jeffry is fat, the whole string is more likely to partly whiff if the Akira's execution isn't perfect, which always sometimes to get free damage if you tech a fall and immediately punish.

    • If you manage to escape his primary throws :[P][+][G]/[6][P][+][G]/[4][6][P][+][G]/[6][4][P][+][G], the asshole goes into ST.

    • If you're at mid range (outside of his [3][K]), doing [4][4] will cause many of his key attacks to whiff allowing for you to punish with [3][K] or something bigger if you're willing to risk it.

    • Most of Akira's rising attacks after being knocked down are linear, but generally you want to evade to his back. Like most evaded rising mid attacks, you can punish with [6][K].

    Punishing Akira(top)

    (attack : block punishment : explanation [if needed] : block punishment on ST block)
    ___
    -10
    • [2][P][+][K][+][G] : High throw : Not block punishment, but if this attack hits you on normal or CH you get a free throw attempt : safe vs ST hit
    ___
    -12
    • BT [2][K] : [P][K]/High throw : High throw vs ST block
    • Downed [8][P] : [P][K]

    ___
    -13
    • [K][+][G]:[G] : [P][K] : -7 on ST block
    • [3][K][+][G][P][+][K] : [P][K] : High throw vs ST
    ___
    -14
    • [2][K][+][G] : [6][P][P]/[4][K][P] : not very likely that this alone will be thrown out, if you block crouch under the high follow up with a fast attack or high throw : Only a high throw is possible vs ST block, but refer to the previous note

    ___
    -15
    • [K][+][G][P] : [6][P][P]/[4][K][P] : second attack can be charged, can become + on block : [P][K] vs ST block
    • [2][K] : [6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    • [6][6][K] : [6][P][P]/[4][K][P] : While stupidly unsafe on block, an Akira throwing out [6][6][K] is more likely to finish the string : [P][K] vs ST block
    • [3][3][P] : [6][P][P]/[4][K][P] : Safe vs ST block
    • [2_][4][6][P] : [6][P][P]/[4][K][P] : extensive push back makes throw punish impossible, expect this attack to come out after a jump, while teching a fall, after a series of crouch dashes, after [2][P], or after [6][P][+][K][+][G] with a wall to your back, if they mistime it you can block it : safe vs ST block
    • [6][6][P][+][K][P][+][G][P][+][K][+][G][K] (and the throws) : [6][P][P]/[4][K][P] : Be wary of this rare attack because if you crouch guard and get hit by the mid instead you're gonna lose a lot of health too : [2][P]/Throw vs ST block (is this even possible?)
    • descending [K] : [6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    ___
    -16
    • BT [2_][K] : [6][P][P]/[4][K][P]/[2_][3][P][P]/[3][K] : [2][P]/Low throw vs ST block

    ___
    -17
    • [6][P][4][K] : [6][K] : [6][P][P]/[4][K][P] vs ST block

    ___
    -22
    • BT [P][+][K] : [6][K]/[3][3][P] : [3][P][P]/[K][P] strings vs ST block

    ___
    -24
    • [3][K][+][G][P][4][6][6][P][+][K] : [3][K][+][G]/[3][3][P]/[6][K] : [3][3][P]/[6][K] vs ST block
    ___
    -26
    • [6][6][K][K] : [6][K]/[3][3][P]/[3][K][+][G] : if blocked at max range [3][K][+][G] won't be guaranteed : [6][K]/[3][3][P] vs ST block

    ___
    -32
    • [4][6][6][P][+][K] : [4][1][2][3][6][P][+][K]/[3][K][+][G]/[3][3][P]/[6][K] : [3][K][+][G]/[3][3][P]/[6][K] vs ST block

    Aoi(top)


    Aoi players are the kind of dudes who weep into their cum-stained body pillows and are covered in Pocky crumbs.

    Aside from those FACTS, there are two main things (there's more, just those 2 first) that you have to take into account during the Jeffry and Aoi match up. (1) If you launch her, she's fucked. In sheer power and damage output favors you greatly as your max damage combos against her versus her damage toward you is a massive gulf... but that doesn't matter so much. Because if the Aoi player has a good handle on the movelist (2) Aoi has some of the strongest psychological tools of the entire cast.

    What are these tools that Aoi has that can fuck you up?

    First class of tools she can use to break you are her cancels, of which she has many of. Whereas you only have [K][G], she's got:
    • [P][P][P][2][K] High, high, high, knock down full circular low, more on the sweep later (punishable if blocked) *BUT
    • [P][P][6][P] High, high, mid
    • [P][P][6][P][P] High, high, mid, knock down mid (punishable if blocked)
    • [P][P][2]_[8][P] High, high, high and movement that shifts Aoi 50ish degrees in the direction picked
    • [P][P][2]_[8][P][P] High, high, high (with the above properties), mid with decent (and potentially dangerous) push back on hit (punishable if blocked)
    • [6][P][P] Mid, high
    • [6][6][P] Long range, half-circular, wall staggering mid
    • [4][P][K] Full circular high, mid
    • [K][P][K] High, high, knock on CH mid
    • [2][K][P][P] Low, high, CH combo starting mid
    • [6][P][+][K][P] High, knock down mid
    • [6][4][P][+][K][P] Mid, knock down mid (punishable if blocked)
    • [4][4][P][+][K] Combo starting, evasive high (punishable if blocked)
    • [2_][3][P][+][K][P] Stagger on CH Mid, combo starting high
    • [3]_[9][P][+][K]/[P] see [P][P][2]_[8][P][P]
    • [3][3][P][+][K] Combo starting mid (punishable if blocked) *BUT
    • [2][K][+][G]/BT [2][K][+][G] Full circular low (punishable if blocked) *BUT
    • BT [P][+][K][P][P] Mid, high, special high
    • BT [P][+][K][P][4][P][P] Mid, high, mid, knock down mid (punishable if blocked)
    For the ones listed with (punishable if blocked) there is a built in mind game. You can hope that they don't cancel and you get a free punish (*BUT will be explained later). If they do cancel though, Aoi has two canned options, [K] is a quick mid that staggers and [P] is a high that leads to a hit-throw... or Aoi can do literally anything else afterwards (throws, sabaki, reversals, etc)... one of your immediate pokes will can beat out those options, but you're risking being CH or getting beat by other defensive options. Luckily if you guess wrong you don't lose as much as she does, but these are very strong tools.

    Second class of things to worry about is [P][+][K][+][G] and her moves that enter into it, the aforementioned *BUTs where she can cancel those attacks making them safe from guaranteed punishment and open up decent counter attack options.

    For starters, [P][+][K][+][G] will inashi (parry/deflect/whatever) all high and mid attacks that use a single limb (with some important exceptions. If she catches a punch attack, she gets a free [P][P][K] with a knockdown or [P][K] for +7 and you in ST, and if she catches a kick or knee attack she can potentially get up to a free [3][3][P][+][K]. Versus just the standard [P][+][K][+][G], throw, [4][3][P][P], [4][1][2][3][6][P][+][K], [4][P][+][K], [4][6][P][+][K], low attacks, [K][+][G], and [9][K] will destroy the stance.

    But it isn't that simple because from that stance, Aoi can press [6] to go forward. When moving forward she can go under many of your mid attacks like [6][P], [4][K], [6][P][+][K], [3][K][+][G], etc, and obviously all of your high attacks/high throws. The [P] option she has will launch and [K] gives her +4 (knock down on CH). Luckily both options can be evaded and punished with [6][K] and faster attacks. Also, if you do an immediate low throw as Aoi presses [P][+][K][+][G][6] it will beat out both possible attacks, and your mids attacks like [2][P][+][K], [P][+][K], [2][K], [3][3][P], etc. can beat her.

    To add even more bullshit to the mix, she has [P][+][K][+][G][4] where she retreats away and has three options: [P] a high which gives her +15 on block (basically a free knockdown), [K] a mid which gives her a small combo, and [K][+][G] which is a knockdown low sweep which gives you +16 on block. To beat this, an immediate throw as she's doing [4] will result in a backthrow regardless if she attempts one of the three attacks but like the low throws versus [6] it needs to be down right away. Depending on the range, your immediate counter attack can beat all options, though stubby attacks like [6][P]/[4][K] can whiff if Aoi has better spacing,

    The last thing she can do from this stance is input a [8] or [2] and evade linear attacks with ease, and has access to a [P] that crumples on CH or as you're recovering from your evaded attack. Like all the other options, an immediate throw attempt will beat the [P] and result in an escapeable side throw. Of course your circular attacks will also beat this as well.

    So here's what you do in a quick summary form:
    • Throws will beat [P][+][K][+][G], [4], and [2]_[8], lose to [6]
    • [6][K] will beat [6], [4] if in range, will lose to [2]_[8] and [P][+][K][+][G]
    • [K][+][G] will beat [P][+][K][+][G], [4] ([P]/[K]), and [2]_[8], lose to [6] ( [P] ) and if you delay [4] ( [K] )
    • [9][K] can beat every option, but if mistimed (i.e. not slightly delayed) [2]_[8] can evade. Added bonus, if you hit her out of [6] you might jump through her... or even whiff completely but end up behind her anyway in BT
    • [1][K] can beat every option but [2]_[8] unless you time it differently
    There's more, like your double-limbed attacks and headbutts, but you should get the point by now, there is no silver bullet to defeat this nonsense.

    Third class of tools at her disposal are things that can blow up your offensive if you're predictable: her sabaki attacks and reversals.
    • Her reversals often allow for a free 50/50 guess between her ground throws in [2][P][+][G]/[3][P][+][G] and unlike your ground throws, they both do straight-up damage, so at least you don't need to worry about any kind of ring-out fuckery. If she reverses a full circular rising kick or your [K][+][G] she can also get a free [3][3][P][+][K]/[6][6][K] combo, so be careful in not being too predictable. To beat these, you need to mix up your attack height or use throws, just be careful (as it will be expanded upon later) she had many tools that go over or under your attacks and that if the Aoi player is smart (which is rare), they can input a throw escape immediately after doing a reversal. She can also do reversals from ST or BT, though her BT reversals can't beat your Back Throws or headbutt/double-limb attacks.
    • [6][4][P] is a sabaki attack that beats all of your high [P] and low [P] attacks leading to a hit-throw. If it CHs you, she can also get a small combo. You can get a free [6][K] if you evade it or, because of it's poor range, a back dash into an attack will have you get free damage on her [6][4][P]'s recovery. Even you [4][4][6][P] will work well for this. And of course if she's doing this at disadvantage (like... they shouldn't it works best near neutral, but I digress), one of your many great mid attacks will beat her anyway.
    • [2][3][6][P][+][K] is a sabaki that will beat all high and mid [P]s and elbows and gives her a combo. So if you're at slight advantage and you normally use [6][P]/[P][+][K]/[2][P][+][K], consider mixing [4][K] into your mid poke toolbox. Of course your head attacks, [4][3][P][P], [6][K], and lows will defeat it, and if you evade it early enough, you should be able to get a [6][K] combo.
    • [4][K][+][G] is a sabaki that will beat your [K], mid kicks, side kicks, and knee attacks and give her a small and crappy combo. So use the attacks that would lose to [2][3][6][P][+][K] instead. Or evade and punish big with [6][K].
    Fourth class of tools you need to watch out for is her ability to avoid your attacks while landing one of her own.
    • [6][6][K] will beat out any of your abare attempts with [2][P] or if you predictably use [1][K]/[2][K][+][G] or low rising kicks. Luckily it's [P][K] punishable on block
    • descending [P] will obviously go over you lows and if it connects you have to guess between escaping [1][P][+][G], [2][P][+][G], or [3][P][+][G] after it connects
    • [2_][3][P] will go under all of your highs, and depending on spacing/frames/foot stance it can also go under some of your mids too. Leads to a somewhat damaging hit throw but at least can be punished on block with a [P][K] when blocked face on
    • [4][3][P] will go under all highs and is an over all very good short ranged panic move she has, you might be able to get a [P][P][P] punish if you evade it early enough
    • [4][4][P][+][K] will go under highs and can make your stubbier mids whiff with proper spacing/frames/foot stance and give her a decent combo, luckily it's [P][K] punishable
    Fifth class of tools you need to worry about is her above average throw game that (without a wall) arguably rivals your throws. What escape should you prioritize? [4] does 60-70 damage ([8][6][2][4][P][+][G]) and can ring out to Aoi's back ([6][4][P][+][G]), [6] does 65 ([8][4][2][6][P][+][G][4][1][2][3][6][K][+][G]) or 68 damage ([2_][6][P][+][G] > [2]/[3][P][+][G]) and can be used for for wall/ring out pressure in all directions ([6][P][+][G]). She also has throw combo like Jeffry in the form of [4][2][6]/[6][2][4][P][+][G], where you need to input [8][P][+][G] or [2][P][+][G] to escape it, and it works like this: First window to escape from the throw is the [4][2][6]/[6][2][4][P][+][G] portion which you beat with the usual [6][P][+][G] or [4][P][+][G] (also a side note: [4][2][6][P][+][G] if done by itself leaves Aoi at +5 and [6][2][4][P][+][G] is at even). The second and third stages you need to guess between a [8][P][+][G] or [2][P][+][G]: [8][P][+][G] on the second round is the conservative choice for the Aoi player as it ends the throw combo, and [2][P][+][G] continues the throw (so keep this in mind). At the third stage it's just a 50/50 as they do almost the same amount of damage (like 1 different). She also has a really good catch throw from BT which gives her enough frames for a free [6][4][P][+][K][P] and anything faster.

    What you've got against her (well, maybe) when it comes to her throws: when you escape most of them she's in ST. Of course she can [P][+][K][+][G] or reverse many of your key attacks but if she guesses correctly you might lose up to 70ish damage (without a wall), you can get up 100.

    Sixth class of tools are her numerous circular attacks, so read up here. Just remember her [6][6][P] is long ranged and causes wall staggers, [4][K] is a special high and causes a stagger, [6][P][+][K] has relatively long range and is super fast, and she as lots of sweeps, and full circular highs (lots meaning more than Jeffry).

    Aside from those tools she has numerous other quirks that you should be aware of.

    Like, for example her punishment game and punishing her in general. Aside from the ability to cancel some attacks being able to be cancelled into [P][+][K][+][G], she is overall relatively safe. A lot of her key attacks can only be punished with [P][K] putting her at -4. On the flip side, she gets to knock you down whenever you're at -13 with the super poke [6][P][+][K][P] (33 damage), which doesn't do much damage, but with a wall she can tack on [3][K][+][G] (50 damage) or [2][K][P][P] (60 damage) or something else actual Aoi players can do.

    Most of her strings can be delayed (by a lot), "~" will denote where attacks can be delayed:
    • [P]~[P]~[P]~[K], see above for [P][+][K][+][G] notes, if the 3rd hit CH, last hit combos (without a delay), Last hit can wall splat
    • [P]~[P]~[P]~[2][K] see above for [P][+][K][+][G] notes, it's a sweep that knocks down on CH too
    • [P]~[P]~[6][P]~[P] last hit can wall splat, beware of the cancel options
    • [P]~[P]~[2]_[8][P]~[P] changes the ring positioning and can lead to a wall stagger/heavy push back on hit, beware of cancel options and can recover in BT after 3rd hit
    • [P]~[P]~[K] last hit is half circular and can wall splat
    • [P]~[K] second hit is a CH combo starter
    • [6][P]~[P] one of her main pokes that can also
    • [4][P]~[K] full circular into a mid kick that can be cancelled and causes wall staggers, [4][P] goes into BT where she has decent attacks and a catch throw
    • [K][P]~[K] mid attack that knocks down on CH and can be cancelled
    • [K]~[K] half circular into a mid that causes wall staggers
    • [6][K]~[P] causes a beat down for a small combo on CH
    • [6][K]~[K] possible, but if the Aoi player is doing this punish their dumb ass
    • [2][K]~[P]~[P] if 2nd hit CH, 3rd combos, if 3rd hit CHs Aoi gets a crumple combo, last hit can be cancelled
    • [6][P][+][K]~[P] 2nd hit can wall splat on CH and be cancelled
    • [6][6][P][+][K]~[P] can wall splat if 2nd hit CHs, duck this shit
    • [6][4][P][+][K]~[P] can wall splat if 2nd hit CHs and can be cancelled
    • [2_][3][P][+][K]~[P] 2nd hit leads to combos if the first hit staggers or lands as a CH, can be cancelled
    • [3]_[9][P][+][K]~[P] same as [P][P][2]_[8][P][P]
    • BT [P] same as regular [P]
    • BT [P][+][K]~[P]~[P]
    • BT [P][+][K]~[P]~[4][P]~[P] can be cancelled
    So in addition to being able to [P][+][K][+][G] and reverse your shit, has cancels, has many circulars, you also have to watch out for this ability to change the tempo of her attacks, which can be used to beat out your attempts to counter attack or beat your evade attempts.

    Last thing of note is that if you're being predictable with doing downed [3][K], she can reverse it and get a free [3][3][P][+][K]/[6][6][K] combo. However, your downed [8][P]/[8][K]+:[G] beats it for free, or if you do a lot of [6][K][+][G] after knock downs can work well. Other ground scraping moves also work.

    Punishing Aoi(top)

    (attack : block punishment : explanation [if needed] : block punishment on ST block)

    ___
    -10
    • [6][P][+][K][P] : High Throw : Be wary that the 2nd hit can be cancelled : Safe vs ST block
    • [6][K][P] : High Throw : Safe vs ST block
    ___
    -13
    • [P][P][P][K] : [P][K] : Recovery can be cancelled into [P][+][K][+][G], read above for your options : High throw vs ST block
    • [P][P][6][P][P] : [P][K] : Final hit can be cancelled, so be sure you block that : High throw vs ST block
    • [P][P][2]_[8][P][P] : [P][K] : Can be cancelled : High throw vs ST block
    • [2_][3][P] : [P][K] : High throw vs ST block
    • [6][6][K] : [P][K] : High throw vs ST block
    • [4][4][P][+][K] : [P][K] : Can be cancelled, High throw vs ST block
    • [3]_[9][P][+][K][P] : [P][K] : Can be cancelled, High throw vs ST block
    • [3][3][P][+][K] : [P][K] : Can be cancelled, Watch out for [P][+][K][+][G] : High throw vs ST block
    • BT [P][+][K][P][4][P][P] : [P][K] : Can be cancelled, High throw vs ST block
    ___
    -14
    • [2][K]/BT [2][K] : [6][P][P]/[4][K][P] : Not likely to be thrown out by itself, follow ups are a high and a mid that can be cancelled : High throw vs ST block
    • BT [2_][K] : [6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    ___
    -15
    • [6][4][P][+][K][P] : [6][P][P]/[4][K][P] : Can be cancelled : [P][K] vs ST block
    • [1][K] : [6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    • [P][+][K][+][G][6][K] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • descending [K] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    ___
    -16
    • [6][K][K] : [3][P][P]/[K][P][P][+][K][+][G][P][P] combo : [P][K] vs ST block
    • [P][+][K][+][G][4][K]+[G] : [2_][3][P][P]/[6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    • BT [2][K][+][G] : [2_][3][P][P]/[6][P][P]/[4][K][P] : Can be cancelled, Watch out for [P][+][K][+][G] : [2][P]/Low Throw vs ST block
    ___
    -17
    • Downed [8][P] : [6][K]
    ___
    -18
    • [P][P][P][2][K]/[2][K][+][G] : [6][K] : Can be cancelled, Watch out for [P][+][K][+][G] : [6][P][P]/[4][K][P] vs ST block

    Brad(top)


    Brad is a monster. He's got one of the most disgusting offensives built around his annoying stances and the best punishment abilities in the game. He's like perfectly designed for the kinds of people who main Brad: they're usually busy emotionally abusing their friends and loved ones. SHOTS FIRED :airhorn_emoji: :airhorn_emoji:

    What you need to worry about when facing Brad are those aforementioned stances, and luckily someone else wrote a decent break down of all of the stances. And the options from one of those stances (seriously finish your shit guys). There is also a resource of what moves he can go into each of these stances.

    Also mentioned above, Brad's punishment is scary. Luckily Jeffry's weight mitigates the disgusting damage he can get off of you is still substantial, so unless the Brad you're playing against is shit at punishing you play it safe.

    Another stupid thing you need to worry about is his [P][+][K][+][G] which deflects all mid level kicks and knees, i.e. your key attacks like [4][K], [6][K], [2][K], etc. And it also beats your mid rising kicks, though luckily you get a mid rising headbutt after his [4][6][P][+][G]/[6][6][P][+][G]/Back [P][+][G] but the Brad player will probably know that and evade and punish. And don't think Brad's like Jeffry in not having a quick and reliable way to go over low rising attacks, Brad's got [9][P][+][K] and Ducking [6][K][+][G].

    When it comes to escaping his throws, [6] is where his damage comes from so they're gonna mix in [4] to mix you up. When it comes to his Catch throw from ducking:
    • [P][+][G] does 47 damage, rotates to about 90 degrees to the side
    • [6][P][+][G] does 55 damage but can start a wall combo to your back
    • [4][P][+][G] does 15 damage and switches positions 180 allowing for a free knock down with [3][P][+][K][P] (38 more damage) which increases the potential wall push/ring out threat/wall stagger setup
    If you escape the catch throw you're at +3 and in the same position where you both started.

    Also if you're not playing frame tight game play, and you don't use your advantage perfectly, Brad has a 12 frame H combo starter in the form of [4][P][+][K].

    Fuck Brad and everyone that plays and looks like him.

    Punishing Brad(top)

    (attack : block punishment : explanation [if needed] : block punishment on ST block)

    ___
    -10
    • Ducking [K][+][G] : High Throw : If done at max range it can be safe from any guaranteed punishment Ffffuuuuu: Safe vs ST block
    ___
    -13
    • [3][P][+][K][P] : [P][K] : High Throw vs ST block
    • [P][6][P][K] : [P][K] : High Throw vs ST block
    • Ducking [P][+][K][P] : [P][K] : Be wary of the delay on the second hit, confirm you actually blocked it : High Throw vs ST block
    ___
    -15
    • [1][K][+][G] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [6][K][+][G] : [6][P][P]/[4][K][P] : Safe vs ST block
    • [1][K] : [6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    • [2][K] : [6][P][P]/[4][K][P] : More likely the second [K] will come out, if so duck and punish with [6][K] or faster : [P][K] vs ST block
    • [6][6][K] : [6][P][P]/[4][K][P] : Safe vs ST block
    • [1][P] : [6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    • [P][P][K] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • Sway [K][+][G] [6][P][P]/[4][K][P] : [P][K] vs ST block
    • Sway [P][P][2][K] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • Slipping [P][P][2][K] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    ___
    -16
    • [P][P][P][K] : [K][P][P][+][K][+][G][P][P] combo (closed stance)/[3][P][P] : [P][K] vs ST block
    • [9][K] : [K][P][P][+][K][+][G][P][P] combo (closed stance)/[3][P][P] : [P][K] vs ST block
    • [6][P][K] : : [K][P][P][+][K][+][G][P][P] combo (closed stance)/[3][P][P] : [P][K] vs ST block
    • [P][+][K][P][P] : [K][P][P][+][K][+][G][P][P] combo (closed stance)/[3][P][P] : [P][K] vs ST block
    • descending [K] : [K][P][P][+][K][+][G][P][P] combo (closed stance)/[3][P][P] : [P][K] vs ST block
    ___
    -18
    • [K][+][G][K] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    • [2][K][+][G] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    • BT [2][K] : [6][K] : [P][K] vs ST block

    Eileen(top)


    Punishing Eileen(top)

    (attack : block punishment : explanation [if needed] : block punishment on ST block)

    ___
    -10
    • [2][3][6][K] : High throw : if done at max range it becomes safe from guaranteed punishment, but no Eileen will just use this : safe vs ST block
    • [2][1][4][P][P][P] : High throw : safe vs ST block
    ___
    -12
    • BT [8][K] : [P][K] : if blocked from a distance it can become safe on block : safe vs ST block
    • [7][P][+][K] : [P][K]/Wall Throw : if this hits you on normal hit and Eileen has her back to the wall you get free damage : safe vs ST hit
    ___
    -13
    • [3][P][P] : [P][K] : High throw vs ST block
    • [2][1][4][P][+][K][P] : [P][K] : if blocked from a distance it can become -11~-12 so punishing with a throw might be the more reliable option : High throw vs ST block
    ___
    -14
    • [P][3][P][K] : [6][P][P]/[4][K][P] : High throw vs ST block
    ___
    -15
    • [2_][3][P][+][K][P]/[6][P][+][K][+][G][P][P] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [6][P][+][K][P][P] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [9][K] : [6][P][P]/[4][K][P] : safe vs ST block
    • [2][K] : [6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    • [4][P][P][K] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [8][P][+][K][+][G][P][P][P] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [8][P][+][K][+][G][K] : [6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    • [2][P][+][K][+][G][K] : [6_][P][K] : due to the animation your -14 options will whiff, with the exception of [4][K][P] in closed stance when you you block this attack super close up, however the range of this attack is really short and you can punish the whiff doing a [6][6] into [4][K][P]/[3][K]/[6][6][P][P] : [6_][P][K] vs ST block
    • BT [2][K][P][P] : [6_][P][K] : the push back on this string will more often than not cause your [6][P]/[4][K] to whiff,[6_][P][K] is 100% reliable : [6_][P][K] vs ST block
    • [2][3][6][K][K] : [6][P][P]/[4][K][P] : Why an Eileen would use this outside of combos is beyond me : [P][K] vs ST block
    • [2][1][4][K][+][G]: [6][P][P]/[4][K][P] : Why an Eileen would use this outside of combos is beyond me : [P][K] vs ST block
    ___
    -16
    • [6][P][P][2][K] : [3][K]/[2_][3][P][P]/[6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    • [6][P][+][K][+][G][K][+][G][K]/[2][3][6][P][+][K][K][+][G][K] (2nd hit) : [3][K]/[2_][3][P][P]/ [6][P][P]/[4][K][P] : Requires for the first of hit to whiff, but the frames on block are very distance dependent, at tip range it becomes safe on block : [6][P][P]/[4][K][P] vs ST block
    • descending [K] : [3][K]/[2_][3][P][P]/[6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    • BT [2][K][+][G] : [3][K]/[2_][3][P][P]/[6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    ___
    -18
    • [P][P][P][2][K] : [6][K] : Even if the [2][K] portion hits you on normal hit you can still duck the high follow up allowing for a [6][K] launch : [6][P][P]/[4][K][P] vs ST block
    • [6][K][+][G][K] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    • [2][K][+][G] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    • [3][K][+][G] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    • [9][P][+][K][+][G][P][K] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    • [2][1][4][P][+][K][2][K] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    ___
    -19
    • [2][1][4][K] : [2_][3][P][P] (open stance only)/[3][K]/[6][6][P][P] : Due to the animation, most other punishment will whiff : [3][K]/[6][6][P][P] vs ST block
    ___
    -21
    • [6][P][+][K][+][G][K][+][G] : [6][K] : [6][K] vs ST block
    • [2][3][6][P][+][K][2][K] : [6][K] : [6][K] vs ST block
    ___
    -23
    • [7][K][+][G]: [6][K] : if this hits you on normal hit and Eileen has her back to the wall you get free damage : [6][K] vs ST block
    ___
    -29
    • BT [K][+][G] : [6][6][4][3][P][P]/[6][6][6][P][P]/[6][6][6][3][P][P]/[6][6][4][P][+][K]/[3][3][3][P] : To punish this requires tight timing on a necessary dash, if blocked from afar, options like [3][P][P] will whiff even with the dash : Even tighter timing vs ST block (probably can't get [3][3][3][P])

    El Blaze(top)


    Punishing El Blaze(top)

    Many of El Blaze's attacks can be cancelled into his Rocket Discharge (RD) stance, which will force you to use different attacks. These attacks will be denoted with "(RD)" in the explanation.

    (attack : block punishment : explanation [if needed] : block punishment on ST block)

    ___
    -13
    • [4][P][K] : [P][K] : if blocked from a distance even [6_][P][K] will whiff, (RD) : High throw vs ST block
    • [4][P][K][P] : [P][K] : If you block the second hit from a far distance, the final hit of this string will whiff and that can be punished with [6][K] or something faster : High throw vs ST block
    • [3][P][P][K] : [P][K] : High throw vs ST block
    • [4][1][2][3][6][P][P]/RD[P][+][K][+][G]:[P] : [P][K] : safe vs ST block
    • [2][K][P][K] : [P][K] : (RD) : High throw vs ST block
    • [P][+][K][P][P] : [P][K] : High throw vs ST block
    • [1][P][+][K] : [P][K] : safe vs ST block
    • RD [9][K][+][G][P] : [P][K] : High throw vs ST block
    ___
    -14
    • [2][K] : [6][P][P]/[4][K][P] : Not likely to be done alone, you can interrupt the second hit with [2][P]/[1][P][P], or duck the second hit even if [2][K] connects on normal hit and punish if El Blaze goes high, or block the mid variation (listed above) : High Throw vs ST block
    ___
    -15
    • [P][P][K] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [P][2][K] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [4][K][P][P] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [1][K] : [6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    • [6][K][+][G] : [6][P][P]/[4][K][P] : safe vs ST block
    ___
    -16
    • RD [2][K] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    • descending [K] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    • BT [2][K] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    ___
    -17
    • [4][6][P][P][2][K] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    • [7][K] : [6][K] : only works if the El Blaze player does [9][K] with a wall to their back, (RD) : [6][P][P]/[4][K][P] vs ST block
    ___
    -18
    • [6][P][K] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    • [2][K][+][G] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    ___
    -22
    • [1][K][+][G] : [6][K] : [6][K] vs ST block
    ___
    -24
    • RD [P] : [2][K][P] : This only works if El Blaze doesn't tech the fall after this attack : [2][K][P]
    ___
    -25
    • MT [K] : [6][K] : [6][K] vs ST block
    ___
    -52
    • ascending [P] : [6][6][4][1][2][3][6][P][+][K]/[3][3][P] : [4][1][2][3][6][P][+][K] gives you the best damage but you need to kill some frames with a dash for the hitbox to connect, [3][3][P] is much easier because you can do it right away : [6][6][4][1][2][3][6][P][+][K]/[3][3][P] vs ST block

    Goh(top)


    Punishing Goh(top)

    (attack : block punishment : explanation [if needed] : block punishment on ST block)

    ___
    -10
    • [6][6][P][+][G] : High throw : safe vs ST block
    • [3][K][P] : High throw : safe vs ST block
    • [4][K] : High throw : safe vs ST block
    • [3][3][P] : High throw : safe vs ST block
    ___
    -12
    • BT [2][K] : [P][K] : safe vs ST block
    ___
    -13
    • [3][P][+][K] : [P][K] : High throw vs ST block
    • [4][6][P][+][K][P][6][P] : [P][K] : High throw vs ST block
    ___
    -15
    • [2][K] : [6][P][P]/[4][K][P] : If blocked at max distance everything can whiff : [2][P]/Low throw vs ST block
    • [1][K] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [1][P][+][K] : [6][P][P]/[4][K][P] : At max range it can become -14 so you need perfect timing : safe vs ST block
    • [4][K][+][G] : [6][P][P]/[4][K][P] : At max range use [6_][P][K] as all other options will whiff, if you duck it you get a free back throw attempt too : [P][K] vs ST block
    • [2]_[8][K][+][G] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [1][K][+][G] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • descending [K] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    ___
    -16
    • [3][K][+][G] : [3][K]/[2_][3][P][P]/[6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block

    Jacky(top)


    Punishing Jacky(top)

    Jacky has a number of attacks that allow him to cancel into Slide Shuffle (SS) and Side Slide Shuffle (SSS). Luckily for the sake of memorizing your punishment options there is only two punishable attacks that can be cancelled into (SS): [P][P][K] and (SS) [2][K].

    (attack : block punishment : explanation [if needed] : block punishment on ST block)

    ___
    -10
    • [P][P][K] : High throw : At far range the push back puts you out of throw range, but if Jacky cancels the recovery animation with (SS) your throw will whiff anyway : safe vs ST block
    • [P][+][K] : High throw : safe vs ST block
    ___
    -12
    • [2][K][+][G][K] : [P][K] : For this punishment you need to be certain that Jacky is only doing two hits of this string as the timing is tight and the follow-up kick is super fast, same shit when it comes to being hit on normal hit by [2][K][+][G][K] you can punish with a high throw : High throw vs ST block
    ___
    -13
    • [3][P][P][P][+][K] : [P][K] : last hit can be charge, with super human reaction time you can interrupt it with [P], but if you suspect/see a charge evade and punish with [6][K] : High throw vs ST block
    • [3][K][P][2][K][K] : [P][K] : the only time you will block this is if the 3rd hit of the sting whiffs or you blocked the the low and then standing [G]ed the last hit... don't do that (is that even possible?), block the low and let the high whiff over your head and punish with [6][K] : High Throw vs ST block
    • [2][K][+][G][K][K] : [P][K] : be sure the string won't continue, but if you know Jacky will continue after the 3rd hit, you can interrupt with [2][P]/[1][P][P], you can throw if you get hit on normal hit : High throw vs ST block
    • (SS) [2][K][K] : [P][K] : If you block the first hit and you suspect the follow-up duck and punish with [6][K] : High throw vs ST block
    • (SS) [P][+][K][P] : [P][K] : High throw vs ST block
    ___
    -14
    • [2][K] : [6][P][P]/[4][K][P] : if blocked at tip range punish with [P][K], also at tip you cannot punish with throw : [P][K] vs ST block
    ___
    -15
    • [K][K] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [6][K] : [6][P][P]/[4][K][P] : safe vs ST block
    • [1][K] : [6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    • [3][K][P][2][K] : [6][P][P]/[4][K][P] : if you suspect the Jacky player will finish the string keep crouching and punish with [6][K] : [P][K] vs ST block
    • [9][K] : [6][P][P]/[4][K][P] : At far range punish with [6_][P][K], at tip range your punish can whiff : [P][K] vs ST block
    • [4][6][K][+][G] : [6][P][P]/[4][K][P] : at tip range it becomes -14so you either need to be spot on with your [6][P]/[4][K] or just do [6_][P][K] : safe vs ST block
    • [2][K][+][G][K][K][K] : [6][P][P]/[4][K][P] : if you suspect the string will continue after the 4th hit, block or duck and punish that final hit instead, if the 4th attack hits you on normal hit you can get a free throw : [P][K] vs ST block
    • (SS) [2][K] : [6][P][P]/[4][K][P] : can be cancelled into (SS) and if Jacky delays his SS attacks any attack will whiff, if Jacky doesn't delay an immediate [6][P]/[4][K] will CH but so would a [6][K] : [P][K] vs ST block
    ___
    -16
    • [P][P][6][P][P][P]/[6][P][P][P] : [3][P][P] combo : [P][K] vs ST block
    • [P][P][6][P][P][2][K]/[6][P][P][2][K] : [K][P][P][+][K][+][G][P][P] (closed)/[K][P][P]/[K][P][K]/[2_][3][P][P] : [6][P][P]/[4][K][P] vs ST block
    • [P][P][6][P][K]/[6][P][K] : [3][P][P] combo : If you can duck the 2nd hit of [6][P][K] you can get a [6][K] punish : [P][K] vs ST block
    • [4][P][2][K] : [K][P][P][+][K][+][G][P][P] (closed)/[K][P][P]/[K][P][K]/[2_][3][P][P] : [P][K] vs ST block
    • [1][P][+][K][P][P] : [6][P][P] combo : if blocked from further away use [6][P][P]/[4][K][P] instead : [P][K] vs ST block
    • descending [K] : [2_][3][P][P]/[3][K] : [2][P]/Low throw vs ST block (low throw has better range)
    • BT [2][K] : [2_][3][P][P]/[3][K] : [2][P]/Low throw vs ST block (range dependent)
    ___
    -18
    • [K][+][G][K] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    • [1][K][+][G] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    ___
    -19
    • [2][K][+][G][K][K][K][K] : [6][K] : [P][K] vs ST block
    ___
    -26
    • [7][K][+][G] : [3][3][P] : due to the push back on block (except ST block) just use [3][3][P] : [6][K] vs ST block

    Jean(top)


    Punishing Jean(top)

    (attack : block punishment : explanation [if needed] : block punishment on ST block)
    ___
    -10
    • [6][6][P][+][K] : High throw : safe vs ST block
    ___
    -13
    • [K][P][P] : [P][K] : can be charged, evade and punish with [P][P][P], but because of how fast it recovers you need to input as fast as you can : High throw vs ST block
    • [4][K][K][P] : [P][K] : High throw vs ST block
    • [2][3][6][P][+][K] : [P][K] : use [6_][P][K] because if blocked at tip range [P][K] will whiff : safe vs ST block
    ___
    -15
    • [P][P][2][K] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [6][K] : [6][P][P]/[4][K][P] : safe vs ST block
    • [4][K][K][K] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [1][K] : [6][P][P]/[4][K][P] : at tip range it becomes -14 : [2][P]/Low throw
    • [1][K][+][G] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [9][K][+][G] : [6][P][P]/[4][K][P] : If blocked at far/max range you need to punish with High throw or [P][K] : [P][K] vs ST block
    ___
    -16
    • BT [2][K] : [2_][3][P][P]/[3][K] : [2][P]/Low throw vs ST block
    ___
    -18
    • [2][K][+][G] : [6][K] : [6][P][P]/[4][K][P] vs ST block

    Jeffry(top)


    Jeffry players are the only real people worth being friends with. They're hard workers and chill as fuck. Since you're also playing him, you should know what he is capable of.

    A good way to display dominance in a respectful way in a Jeffry mirror match:
    • When it comes to verbal expression, be as kind and courteous toward your Jeffry-kin
    • If you're going to howl, tear off your shirt, and beat your chest don't make direct eye contact with Jeffry-kin and DO NOT display your canines
    • Try not to spray each other with your scent glands
    • Resist the urge to engorge your already inflated and bright red ass anymore that it already is
    • If you're going to mount your Jeffry-kin, ensure you get verbal, physical, or olfactory consent but avoid doing it in public
    • Resist the urge to throw feces, reserve for others who main literally any other character
    • Just remember: you're both playing one of the weakest characters in the game, you shouldn't see Jeffry-kin as your rivals, but rather band together to smash the dominance of all the other characters and then spend your real time at work turning your shit job into a union shop to do your part in trying to overthrow the oppressive wage labor system

    • No seriously, that last point is really important, you should band together and educate, agitate, and organize to fight for the dignity of the working class, and demand fair wages, rent control, a health Care system that is available to everyone and properly funded, ending imperialism, and strong action to combat and mitigate the coming horror show that is climate change: you have nothing to lose but your chains and a world you can survive in... the clock is fucking ticking away

    Punishing Jeffry(top)

    (attack : block punishment : explanation [if needed] : block punishment on ST block)
    ____
    -10
    • [P][K][P] : Throw : Safe vs ST block
    • [1][P] : Low throw is possible but unless you're certain they're stopping after [1][P] it's safe from punishment : vs punish on ST block
    ___
    -13
    • [2][K][+][G] : [P][K] : Safe vs ST block
    • [3][3][P] : [P][K], be careful though as [3][3][P] done at max range or as a meaty can make the attack -11 vs block and safe from punishment : safe vs ST block
    • [3][P][P] : [P][K] : Throw vs ST block
    • [P][P][P] : [P][K] : Throw vs ST block
    ___
    14
    • [4][3][P] : [6][P][P]/[4][K][P] : Throw vs ST block

    ___
    -15
    • [1][K] : [6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    • [2][K][P] : [6][P][P]/[4][K][P], if the opponent delays for super longer out of habit your [P][K]/[2][P] can also interrupt : [P][K] vs ST block
    • [6][K] : [6][P][P]/[4][K][P] : Safe vs ST block
    • [K][P][K] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [4][3][P][P] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [6][P][P] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • Threat [P][P] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    ___
    -16
    • [1][P][+][K]:[K] : [2_][3][P][P]_Threat/[K][P][P]/[K][P][K]/[6][P][P]/[4][K][P] : High throw vs ST block
    • Descending [K] : [2_][3][P][P]_Threat/[6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    ___
    -20
    • [1][P][P] : [6][K] : [6][K] vs ST block
    • BT [2][K] : [6][K]/[3][3][P] : [6][P][P]/[4][K][P] vs ST block

    Kage(top)


    Punishing Kage(top)

    Kage has two stances Juumonji and Shippuujin, for simplification they will be referred to as (JMJ) and (SPJ).
    (attack : block punishment : explanation [if needed] : block punishment on ST block)
    ___
    -10
    • [4][6][P][+][K][P] : High throws : safe vs ST block
    ___
    -11
    • (SPJ) [2][K] : [6][P][P]/[4][K][P] : attack puts Kage in BT which delays his ability to block/evade fast attacks : ? vs ST block
    ___
    -12
    • [4][4][K][+][G] : Back [2][P][+][G] : safe vs ST block
    ___
    -13
    • [4][P][K] : [P][K] : high throw vs ST block
    • [7][K] : [P][K] : If blocked at tip range use [6_][P][K], or just use that all the time : safe vs ST block
    • [4][6][K][+][G] : [P][K] : would a Kage use this outside of combos, much less [4][6][K][+][G] by itself? fuck no, but uh, at tip range it becomes -10 but is still in throw range : High throw vs ST block
    • (SPJ) [K][+][G][K] : [P][K] : high throw vs ST block
    ___
    -15
    • [P][P][P][K] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [K][P][K] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [2][K] : [6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    • [2_][6][K] : [6][P][P]/[4][K][P] : safe vs ST block
    • [3][K][P][P] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [4][6][K][+][G][K] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • BT [P][+][K][K]/(SPJ) BT [P][+][K][K] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • BT [K][+][G]/(SPJ) BT [K][+][G] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    ___
    -16
    • [P][P][P][4][K] : [K][P][P][+][K][+][G][P][P] (combo in closed stance) : [P][K] vs ST block
    • [P][P][4][P][K] : [K][P][P][+][K][+][G][P][P] (combo in closed stance)/[3][P][P] combo : [P][K] vs ST block
    • [6][K][+][G] : [K][P][P][+][K][+][G][P][P] (combo in closed stance)/[3][P][P] combo : if blocked at tip range the attack can become -14 (so use [6][P][P]/[4][K][P]) : [6][P][P]/[4][K][P] vs ST block
    • (JMJ) [2][K] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    • (JMJ) BT [2][K] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    ___
    -18
    • [P][P][K][K] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    • BT [2][K]/(SPJ) BT [2][K] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    • (SPJ) [P][K] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    ___
    -19
    • Forward/Back Roll [K] : [6][K] : [2][P]/Low throw vs ST block
    • [2][P][+][K][K] : [6][K] : Stance change or not, this will connect, use BT combos (i.e. you cannot use [K][P][K] after the [4][3][P][+][K]) : [K][P][P][+][K][+][G][P][P] (combo in closed stance)/[3][P][P] combo vs ST block
    • [3][K][+][G] : [6][K] : Stance change or not, this will connect, use BT combos (i.e. you cannot use [K][P][K] after the [4][3][P][+][K]) : [P][K] vs ST block
    • (JMJ) [6][6] [3][K][+][G] : [6][K] : [K][P][P][+][K][+][G][P][P] vs ST block
    ___
    -20
    • [4][K][K][K] : [6][K]/[K][P][P][+][K][+][G][P][P] : at further ranges, your [6][K] will whiff : [6][K]/[K][P][P][+][K][+][G][P][P] vs ST block
    ___
    -21
    • [6][6][K] : [6][K] : [6][K] vs ST block
    • [6_][K] : [6][K] : [6][K] vs ST block
    • (SPJ) [2][K][K] : [6][K] : [6][K] vs ST block
    ___
    -22
    • [6][2][3][P][+][K]/Forward or Back roll [6][2][3][P][+][K] : [6][K] : [K][P][P][+][K][+][G][P][P]/[3][P][P] vs ST block
    ___
    -23
    • [6][2][3][P][+][K][P][K] : [6][K] : [6][K] vs ST block
    ___
    -27
    • [6][6][K][+][G]/(JMJ/SPJ) [6_][K][K][K] : [6][K]/[3][K][+][G] : [6][K] vs ST block
    • [8][P][+][K] : [6][K]/[3][K][+][G] : depending when this hits Kage will be at -25 to -30 : [6][K] vs ST block
    ___
    -30
    • [6][2][3][P][+][K][K] : [4][1][2][3][6][P][+][K]/[6][K]/[3][K][+][G] : [6][K]/[3][K][+][G] vs ST block
    ___
    -31
    • [1][K] : [4][1][2][3][6][P][+][K]/[6][K]/[3][K][+][G] : [6][K]/[3][K][+][G] vs ST block
    ___
    -32
    • [6][2][3][P][+][K][P] : [4][1][2][3][6][P][+][K]/[6][K]/[3][K][+][G] : [4][1][2][3][6][P][+][K]/[6][K]/[3][K][+][G] vs ST block
    ___
    -37
    • Front/Back Roll [4][1][2][3][6][P] : [4][1][2][3][6][P][+][K]/[6][K]/[3][K][+][G] : Kage can keep doing this, you can only get the punish after he stops doing this bullshit : [4][1][2][3][6][P][+][K]/[6][K]/[3][K][+][G] vs ST block
    ___
    -38
    • [7][K][+][G] : [4][1][2][3][6][P][+][K]/[6][K]/[3][K][+][G] : [4][1][2][3][6][P][+][K]/[6][K]/[3][K][+][G] vs ST block
    ___
    -67
    • Forward/Back roll [4][1][2][3][6][P][+][K][+][G] : [4][1][2][3][6][P][+][K]/[6][K]/[3][K][+][G] : Even if this attack hits you you can tech the fall with [2]_[8][P][+][K][+][G] and punish with [6][K] : [4][1][2][3][6][P][+][K]/[6][K]/[3][K][+][G] vs ST block
    ___
    -71
    • [6][6][P][+][K][+][G] : [4][1][2][3][6][P][+][K]/[6][K]/[3][K][+][G] : Even if this attack hits you you can tech the fall with [2]_[8][P][+][K][+][G] and punish with [6][K] : [4][1][2][3][6][P][+][K]/[6][K]/[3][K][+][G] vs ST block


    Lau(top)


    Punishing Lau(top)

    Lau has a stance that can be entered after a number of his key moves, and while those transitional moves aren't punishable some of his attacks from Kokei (KOK) stance are.

    (attack : block punishment : explanation [if needed] : block punishment on ST block)


    ___
    -10
    • [P][P][P]/[3][P][P][P]/[4][4][P][P][P][P]/[3][3][P][P][P][P]/[2_][3][P][P][P][P]/[4][P][+][K][P][P][P]/BT [P][P][P]/BT [2][P][P][P] : High throw : works on either block or normal hit, but if your Lau opponent is throwing out these strings outside of combos they're very likely gonna finish the string, from now on these will all be referred to as [P][P][P] : safe vs ST block
    ___
    -11
    • [4][4][P] : Back Throw : If a Lau uses this attack they're gonna use the follow-ups : safe vs ST block
    ___
    -13
    • [3][K][P][P] : [P][K] : High throw vs ST block
    • [7][K] : [P][K] : if blocked at tip range it can be -12 so be quick with that [P][K], because of the shit range of this attack it can whiff a lot, your best whiff punisher for this should be [3][K] : safe vs ST block
    ___
    -14
    • [2][K] : [6][P][P]/[4][K][P] : at tip range use [P][K], there is a high follow-up so if you expect that duck and punish with [6][K] or faster : High throw vs ST block
    • (KOK) [K] : [6][P][P]/[4][K][P]/[P][K] : at tip range punish with [P][K], punish whiff with [3][K] : High throw vs ST block
    ___
    -15
    • [P][P][P][K] : [6][P][P]/[4][K][P] : applies to all [P][P][P] strings : safe vs ST block
    • [P][4][P][P] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [4][P][K][P] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [4][4][P][K][+][G] : [6][P][P]/[4][K][P] : safe vs ST block
    • [2_][4][6][P] : [6][P][P]/[4][K][P] : safe vs ST block
    • [1][K] : [6][P][P]/[4][K][P] : if you expect the high, you can block it even after being hit on normal by the low and you can punish the whiff using [6][K] : [2][P]/Low throw vs ST block
    • [3][P][+][K] : [6][P][P]/[4][K][P] : safe vs ST block
    • [9][K][+][G][P] : [6][P][P]/[4][K][P] : at tip range it becomes only high throw punishable vs ST block : [P][K] vs ST block
    • (KOK) [P][P][P] : : [6][P][P]/[4][K][P] : safe vs ST block
    ___
    -16
    • [2_][3][P][P][+][K] : [K][P][P][+][K][+][G][P][P] (combos for closed stance)/[3][P][P] : [P][K] vs ST block
    • [9][K] : : [K][P][P][+][K][+][G][P][P] (combos for closed stance)/[3][P][P] : [P][K] vs ST block
    • (KOK) [K][+][G][K] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    • descending [K] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    • BT [2][K]/(KOK) BT [2][K] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    ___
    -17
    • [6][K][+][G] : [6][K] : High throw vs ST block
    • BT [8][K][+][G] : [4][P][+][K]/[3][K] : standard punishers whiff due to push back, [4][P][+][K] will cause a side crumple : safe vs ST block
    ___
    -18
    • [2][K][+][G] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    ___
    -25
    • [P][P][P][2][K] : [6][K]/[3][K][+][G] : [6][K] vs ST block
    • [P][P][P][4][K] : [6][K]/[3][K][+][G] : [6][K] vs ST block

    Lei(top)


    Punishing Lei(top)

    Lei Fei has several stances, [2][P][+][K][+][G] (HAI), [4][P][+][K][+][G] (KYO), [8][P][+][K][+][G] (DOK), [1][P][+][K][+][G] (NEH), [1][P][+][K][+][G][2][2] (SUI), [K][4] (BOK), [6][K] (KOK). Become acquainted with them.
    (attack : block punishment : explanation [if needed] : block punishment on ST block)

    ___
    -10
    • [9][K][+][G] : High throw : if not blocked at close range this becomes safe on block : safe vs ST block
    • [3][K][+][G] : High throw : be wary of the second hit that's even worse on block : safe vs ST block
    • [K] : High throw : only works at close range and if they don't go to (BOK) stance with [2] : safe vs ST block
    ___
    -12
    • [6][6][K] : [P][K] : this punish doesn't work if done outside of close range or if the Lei player hold [K] and goes into (DOK) and can eat your [P], but if you do an immediate [6][K] it will beat all (DOK) options (maybe even stance transitions?) : safe vs ST block
    • [3]_[9][P][+][K] : [P][K] : at anything outside of super close range, [P][K] won't work but even then [3][P][+][K][P] goes into (KOK) and most players won't just throw out [3]_[9][P][+][K]
    • [3][3][K][+][G][K][K][+][G] : [6_][P][K] : this is a 4 hit string, and in order to block the last one you need to low block against the 3rd low attack... which then makes you wonder why don't you duck the final high instead and punish with [4][P][+][K] (which crumples), [6][K] (use BT combos), [K] strings, etc. : safe vs ST block
    ___
    -13
    • [8][K][K] : [P][K] : High throw vs ST block
    • [9][K] : [P][K] : at tip range it becomes -12 so be on point with that [P][K] :
    • [6][P][+][K][P][P] : [P][K] : High throw vs ST block
    • (DOK)[K][K]/(KYO)[K][K] : [P][K] : High throw vs ST block
    • (SUI) [P][+][K] : : [P][K] : safe vs ST block
    ___
    -14
    • (SUI)[K] : [6][P][P]/[4][K][P] : if blocked at max range you can only punish with [2][P]/Low throw : Low Throw vs ST block
    ___
    -15
    • [3][3][P][P] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [2][K] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [P][+][K][P][P] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [4][P][+][K][P] : [6][P][P]/[4][K][P] : tip range makes it -14 so do your [6][P]/[4][K] fast you idiot : [P][K] vs ST block
    • [4][3][P][+][K] : [6][P][P]/[4][K][P] : tip range makes it -14 so do your [6][P]/[4][K] fast you dumbass : [P][K] vs ST block
    • [1][P][+][K] : [6][P][P]/[4][K][P] : safe vs ST block
    • [3][K][+][G][K] : : [6][P][P]/[4][K][P] : High throw vs ST block
    • (NEH) [P][+][K][P][P] : : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • BT (KOK) [K] : : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • (KYO) [2][K] : : [6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    ___
    -16
    • [3][3][K][+][G] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] : if it connects on normal hit you can punish with [6][P][P]/[4][K][P], but seriously, if Lei is gonna do this attack, they might as well continue the string : [2][P]/Low throw vs ST block
    • BT [K]/BT (BOK) [K]/BT (KYO) [2][K] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    • descending [K] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    ___
    -18
    • [4][K][+][G][K][K]/(DOK)[4][K][K][K] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    • [2][K][+][G] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    • (HAI) [2][K]/BT (NEH) BT [2][K] : : [6][K] : [6][P][P]/[4][K][P] vs ST block
    • (DOK)[8]_[2][K][+][G] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    • (NEH) [2][K] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    ___
    -21
    • [3][3][K][+][G][K] : [2][K][P]/[2][P][+][K]>[P]>[2][K][P] (56 damage)/[1][K][+][G] combo : recovers into Lei's (SUI) which will make most of of your mids whiff, if punish is missed timed (SUI) [K] will go under even [1][K][+][G] will whiff : [2][K][P]/[2][P][+][K]>[P]>[2][K][P] (56 damage) vs ST block


    Lion(top)


    Punishing Lion(top)

    Lion has two stances (SOF) and (TEI).
    (attack : block punishment : explanation [if needed] : block punishment on ST block)
    ___
    -10
    • [3][P][P] : High throw : safe vs ST block
    • (TEI) [P][P][K][P] : High throw : safe vs ST block
    • BT [2][K] : High throw : safe vs ST block
    ___
    -13
    • [6][P][P] : [P][K] : High throw vs ST block
    • [6][6][K][K] : [P][K] : High throw vs ST block
    • [4][6][P][+][K][P][P] : [P][K] : High throw vs ST block
    • [6][K][+][G] : [P][K] : High throw vs ST block
    • [1][K][+][G] : [P][K] : if a Lion is poking with this for some reason they just might do the high follow up, so duck and punish that nonsense with [6][K] or faster : High throw vs ST block
    ___
    -15
    • [4][3][P] : [6][P][P]/[4][K][P] : At tip range vs ST, your [2][P] can be blocked : [2][P]/Low throw vs ST block
    • [1][P] : [6][P][P]/[4][K][P] : most likely if the Lion playing prick is poking with this, they're doing [1][P][P] : [2][P]/Low throw vs ST block
    • [4][K][P] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [2][K]/descending [K] : [6][P][P]/[4][K][P] : not likely to be used on its own, stay [2][G]ing and either block the second low or duck and punish the [K][+][G] high with [6][K] : Low Throw vs ST block
    • [2][P][+][K] : [6][P][P]/[4][K][P] : Lion can shift into BT, your [6][P][P]/[4][K][P] will beat all follow ups, [6][K] will beat everything but Lion's BT [P] : Low Throw vs ST block
    • [1][P][+][K] : [6][P][P]/[4][K][P] : Low Throw vs ST block
    • (TEI) [2][K] : [6][P][P]/[4][K][P] : most likely the Lion player will follow up with the high, duck and punish ([6][K] is hard but possible) : Low Throw vs ST block
    ___
    -16
    • [4][1][2][3][6][P] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    • [1][P][P] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] : [6][P][P]/[4][K][P] vs ST block
    • [3]_[9][P][+][K][+][G][K] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    ___
    -18
    • [2][K][K]/descending [K][K] : [6][K]/[3][K] : at tip/far range use [3][K] as this becomes safe and/or your [6][K] can whiff : [6][P][P]/[4][K][P] vs ST block
    • [3][K][+][G] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    • (TEI) [P][P][2][K] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    ___
    -19
    • [P][P][P][+][K] : [6][K] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] vs ST block
    ___
    -21
    • [2][K][+][G] : [6][K] : [6][K] vs ST block
    ___
    -23
    • [1][K] : [6][K] : [6][K] vs ST block

    Pai(top)


    Punishing Pai(top)

    Pai has three stances, (BOK), (MEI), and (HAK).
    (attack : block punishment : explanation [if needed] : block punishment on ST block)
    ___
    -13
    • [3][P][P][6][P] : [P][K] : at tip range it becomes -11, so throws might be more consistent : safe vs ST block
    • [3][P][K] : [P][K] : High throw vs ST block
    • [1][P] : [P][K] : High throw vs ST block
    • [K][K] : [P][K] : High throw vs ST block
    • [6][6][K][P] : [P][K] : High throw vs ST block
    • [3][K][P][P] : [P][K] : High throw vs ST block
    • [7][K] : [6_][P][K] : while this attack has poor range the push back and recovery animation, use [6_][P][K] to deal with the possible distance : safe vs ST block
    • [2][P][+][K][K][P] : [P][K] : High throw vs ST block
    • BT [K] : [P][K] : the punishment is based heavily on how far away BT [K] is blocked, up close [P][K] is possible, mid distance only throws can work, and tip distance it's safe : High throw vs ST block
    • (BOK) [P][K] : : [P][K] : High throw vs ST block
    ___
    -15
    • [P][P][K][K] : [6][P][P]/[4][K][P] : this requires the opponent to whiff the first three hits but if you block the last hit from a distance making the string only punishable with [P][K] : [P][K] vs ST block
    • [2][K] : [6][P][P]/[4][K][P] : Most Pai players are going to do the second hit, so stayed crouched and punish the whiffed high with a [6][K], also even if you are hit on normal with Pai's [2][K] you can still duck the high : [2][P]/Low Throw vs ST block
    • WS [P][+][K][P] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [2][K][+][G] : [6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    • [3][K][+][G] : [6][P][P]/[4][K][P] : at tip range you can only punish with [P][K] : [P][K] vs ST block
    • (MEI) [P][P] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • (HAK) [K] : [6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    ___
    -16
    • (BOK) [K] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    • (MEI) [K] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    • (MEI) [K][+][G][P][K] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] : Low Throw vs ST block
    • BT [2][K] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    ___
    -17
    • [P][P][P][K]/[6][K][P][K] : [6][K] : High Throw vs ST block
    • descending [K] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    ___
    -18
    • [P][P][P][2][K]/[6][K][P][2][K] : [6][K] : [2][P]/Low Throw vs ST block
    • [P][P][4][P][K][K] : [6][K] : [2][P]/Low Throw vs ST block
    • [1][K][+][G] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    ___
    -19
    • [9][K][K] : [6][K] : [K][P][P][+][K][+][G][P][P] combos/[3][P][P] vs ST block
    ___
    -21
    • [P][P][P][4][K]/[6][K][P][4][K] : [6][K]/[3][3][P] : if blocked at tip range, this might become safe against [3][3][P] but somehow the stubby [6][K] connects
    ___
    -23
    • [7][K][+][G] : [6][K]/[3][K]/[6][6][4][K][P] : If a wall is close to Pai's back you can get a splat/slump with [6][K]/[3][K]. If blocked at close range in the middle of the stage you need to have practically a frame perfect dash into [4][K][P]. If blocked at mid to tip distance in the middle of the stage the move becomes safe so use those frames to advance/retreat. : [6][K]/[3][K] vs ST block

    Sarah(top)


    Punishing Sarah(top)

    Sarah has four stances, (FLA), (STP), (FOR), (BAC).
    (attack : block punishment : explanation [if needed] : block punishment on ST block)
    ___
    -10
    • [2][P][+][K] : High throw : please note two important things, (1) if blocked outside of close distance your throw will whiff and (2) there is a high follow up which leads to a combo. More on the full attack string below. : safe vs ST block
    • (FLA)[2]_[8][P][+][K] : High throw : you need a wall to you back for this to work otherwise the pushback will make any throw attempt whiff : safe vs ST block
    ___
    -12
    • [9][K][+][G][P][P][K] : [P][K] : if blocked at tip range use High throw : safe vs ST block
    ___
    -13
    • WS [K][K] : [P][K] : High throw vs ST block
    • [9][K] : [P][K] : at tip range you need to use a high throw, if the Sarah playing prick/pervert uses moonsault afterwards after blocking the [9][K] you should use a backwards jump and either ascending [P] (or a delayed [7][K]) or descending [P] or [K]. Ascending [P] will hit and can lead to a [4][3][P][P] follow up, the descending attacks will beat out all possible BT options : High throw vs ST block
    • [6][P][+][K][3][P][K] : [P][K] : final attack can be cancelled into (FLA) : High throw vs ST block
    • (FLA) [P][2][K]/(STP) [K] : [P][K] : at tip range [P][K] will whiff, and since you can't do [6_][P][K] you need to do [2][3][6][P][K] for your input for it to connect : High throw vs ST block
    • (FLA) [6][K][K] : [P][K] : at tip range use [6_][P][K] : High throw vs ST block
    • (STP) [P][P] : [P][K] : High throw vs ST block
    • (BAC) [K][+][G] : [P][K] : at tip range use [6_][P][K] : safe vs ST block
    • BT [3][K] : [P][K] : at tip range use [6_][P][K] : safe vs ST block
    ___
    -14
    • [4][P][K][4][K] : [6][P][P]/[4][K][P] : High throw vs ST block
    • [1][K][+][G] : [6][P][P]/[4][K][P] : more likely that the Sarah using prick is going to do the high follow up that goes into (FLA), ducking the high and doing an immediate [6][K] will all (FLA) tools except her [4][P][+][K][+][G] which can be thrown : [P][K] vs ST block
    ___
    -15
    • [K][K] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [2][K] : [6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    • [3][K][K] : [6][P][P]/[4][K][P] : 2nd hit can be cancelled into (FLA) : [P][K] vs ST block
    • [1][K] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [2][P][+][K][K]/BT [P][+][K][K] : [6][P][P]/[4][K][P] : if you block the first hit you can duck the second and punish with [6][K] : [P][K] vs ST block
    • [2][K][+][G] : [6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    • (FLA) [K][K][K][K] : [6][P][P]/[4][K][P] : at max range use [6_][P][K] : [P][K] vs ST block
    • (FLA) [6][K][+][G] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • (BAC) [2][K] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    ___
    -16
    • WS [K] : [3][P][P]/[K][P][P][+][K][+][G][P][P] combo : the 2nd knee can be delayed quite a bit so watch out for that : [P][K] vs ST block
    • (FLA) [2][K][+][G] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    • BT (FLA) [2][K] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    • descending [K] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    • BT [2][K] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    ___
    -17
    • WS [K][5][K] : [6][K]/[K][P][P][+][K][+][G][P][P] combos : At tip range Sarah can block [6][K] so using [K]~ is used here : [6][P][P]/[4][K][P] vs ST block
    ___
    -18
    • [P][P][P][K] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    • [6][P][K] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    • [3][K][+][G] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    • (FOR) [2][K] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    ___
    -27
    • [P][P][P][4][K]/[7][K] : [6][K]/[3][3][P]/[3][K][+][G] : [6][K]/[3][3][P] vs ST block
    ___
    -28
    • (FLA) [7][K] : [6][K]/[3][3][P]/[3][K][+][G] : [6][K]/[3][3][P] vs ST block
    • (FOR) [P][P][K] : [6][K]/[3][3][P]/[3][K][+][G] : [6][K]/[3][3][P] vs ST block


    Shun(top)


    Punishing Shun(top)

    Shun's got a bunch of fucking stances, here's the notation of the bullshit: the sitting [2][P][+][K][+][G] (ZBT), the handstand [6][3][2][1][4][P][+][K][+][G] (TTR), laying on side [4][1][2][3][6][P][+][K][+][G] (OSH), his Flamingo stance [6][K] (CKR), that bullshit with that strong BT sabaki [P][+][K] (SKK), and the step forward and ducking high while drinking [6][P][+][K][+][G] (KSG).
    (attack : block punishment : explanation [if needed] : block punishment on ST block)
    ___
    -10
    • [6][P][P] : High Throw : safe vs ST block
    • [1][P] : Low Throw : safe vs ST block
    ___
    -12
    • BT [2][P] : [P][K] : High throw vs ST block
    ___
    -13
    • [P][P][K][K]/(OSH) [K][P][2][K][K] : [P][K] : Punish with [P][K] is very unlikely and dumb, as you need to block the low (3rd hit) and Shun can recover downed (and most likely will), so instead you want to block the low and stay crouched. If you have the reaction time you can punish the ducked high with [6][K] but you will need to do a BT combo ([4][3][P][+][K]/[4][6][P][+][K] bounds possible but super inconsistent unless you can cause a wall hit) like [6][K] > [K][P][P] (68, can wall slump) or [6][K] > [P] > [2][K][P] (65). If you lack the reaction time or confidence use [2][K][P] or [1][K][+][G] > OTG combo (if you expect they won't tech) : High throw vs ST block
    • [K][K][2][P][K] : [P][K] : you need to block the 3rd hit (the low) and you will get hit by the final hit, but because it is a special mid you're left standing and able to punish : High throw vs ST block
    • [1][K][K] : [P][K] : read the [P][P][K][K] note : High throw vs ST block
    • [8][K][+][G] : [P][K] : at max distance the attack becomes -10 so high throw is the most consistent : High throw vs ST block
    • [4][K][+][G] : [P][K][P]/[P][P][P]/[P][6][P][P] : only possible if the wall is close to Shun's back : safe vs ST block
    • BT (OSH) [K] : [P][K] : becomes safer from further distance just like [8][K][+][G] : High throw vs ST block
    • (SKK) [P][P] : [P][K] : High throw vs ST block
    • BT [P][+][K][+][G][P][P] : [P][K] : High throw vs ST block
    ___
    -14
    • (SKK) [K] : [6][P][P]/[4][K][P] : at tip range you can only get [P][K], also if Shun holds the [K] he can go into his flamingo stance where you are forced between just blocking (as his fastest attacks will beat anything you attempt) or [6][K] do deal with his catch throw/rolling bullshit/[K][+][G] sweep nonsense : High throw vs ST block
    • BT [2][K] : [6][P][P]/[4][K][P] : Low Throw vs ST block
    ___
    -15
    • [K][K][2][P] : [6][P][P]/[4][K][P] : Low Throw vs ST block
    • [6][6][K] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [2][K] : [6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    • [1][K][+][G] : [6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    • (SKK) [2][K] : [6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    • BT (SKK) [2][K] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • (OSH) [6][K] : [2][P] : you can also forgo the guaranteed [2][P] (fuck Shun's hitbox), and throw out [2][K][P]/[1][K][+][G] or whatever and hope to beat the options the asshole Shun player will try to throw out : [2][P] vs ST block (?)
    ___
    -16
    • [P][P][P][K] : [K][P][P][+][K][+][G][P][P] combos/[3][P][P] : [P][K] vs ST block
    • [6][6][P][+][K]/[6_][P][+][K] : [2][K][P] : [2][K][P] is the most consistent whether or not if Shun goes into his broken OSH stance : [2][K][P] vs ST block (?)
    • (ZBT) [2][K] : [6][P][P]/[4][K][P] : at tip range only [6_][P][K] is possible or can become safe vs ST block : [P][K] vs ST block
    • (OSH) [2][K] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    • descending [K] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    ___
    -18
    • [2][K][+][G]~[K][K]/(CKR) [K][+][G] : [6][K] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] vs ST block
    • (TRT) [K] : [2][K][P] : [P][P][P] vs ST block
    ___
    -19
    • (OSH) [K] : [6][K]/[K][P][P][+][K][+][G][P][P] combos : not likely that a Shun will just do [K] but will continue the string : [6][P][P]/[4][K][P] vs ST block
    ___
    -20
    • [7][K][+][G] : [3][K] : only possible with a wall close to Shun's back, which can cause a wall splat or slump : [3][K] vs ST block
    ___
    -21
    • [1][P][K] : [6][K] : [6][K] vs ST block
    • [1][K] : [2][K][P]/[1][K][+][G] > OTG combos : no Shun player will ever throw this out by itself and not fall down, but is they do that [6][K] will work : Same shit vs ST block
    • [3][K][+][G] : [6][K] : [6][K] vs ST block
    ___
    -22
    • (CKR) [P][+][K][K] : [3][K]/[6][K]/[1][K]/[1][K][+][G] : If the Shun player doesn't continue with the string (not likely), [3][K] has the range to whiff punish, all four "punishment" options will beat the [P] follow up, your [1][K]/[1][K][+][G] is the only consistent tool to beat the [K] follow up as it has a bullshit hitbox : Same shit vs ST block
    ___
    -24
    • [P][P][K] : Just read the [1][K] part, it's literally just up there ^ : Fuck Shun
    ___
    -25
    • (OSH)/(CKR) [6][P][+][K][+][G][K] : [3][K][+][G]/[3][3][P]/[6][K] : [3][3][P]/[6][K] vs ST block
    ___
    -29
    • [4][K] : Look at -22 (CKR) [P][+][K][P], same shit

    Taka(top)


    Hey, it's Taka, the character you might take up as a secondary because he's a lot of what Jeffry should be except is boring and Taka mains are pricks.

    Here's the good news when you're fighting Taka:
    • Your [P] strings are more useful. Aside from punishment (check the guide below), if [P] CHs, [P][P][P] (46 damage and knocks down, if it wall hits, add [3][3][P] for 67 damage total) and [P][K][P] (50 damage but left at -1) will combo, you just can't delay the hits.
    • [6][P][P] becomes a combo starter which makes your -14 to -16 punishment much stronger.
    • Due to his size, it's unlikely for Taka to go under your mids. Sure Taka has [2_][4][6][P][+][K], which does have a really evasive hitbox, but if your opponent is doing this enough, blocking and punishing it should make them stop using such a risky move
    • Due to your size and weight you somewhat mitigate Taka's combo damage and ringout range.
    • Nitaku versus Taka starts at +5, so just using [P] puts him in a precarious situation as does blocking many of his key attacks ([2][P], [6][P], [P][+][K], etc.)
    • Maybe not a plus, but your [3][P][P] doesn't knock down and therefore completely useless on Taka, so it's one thing you can just forget about using... I guess
    As for the bad, let's start with his [4][P][+][K][P]. If the Taka player is really good at hit checking, this move will fuck you up. The asshole Taka player can just stop after the first hit and force a guessing game of a throw or any of the other strong tools he has. Or they can do the second attack after a loooong delay. So you have to guess if they're going to do something after the first hit and aim to block and punish if they do the second hit. It sounds simple enough, and it really isn't complicated at all, but this simple strategy will take a decent Taka player far (at least in this match up).

    When it comes to dealing with his throws, it's really a 50/50 between escaping [6] or [4]. [4][1][2][3][6][P][+][G] and [6][3][2][1][4][P][+][G] both do 80 damage. When it comes to ringout danger [6][3][2][1][4][P][+][G] leads to a decent push to your back as well as being able to ring you out with a short wall to your back, and while not as far Taka's [6][6][P][+][G] is also a tool for forward ring outs too. When it comes to a rear ringout or potential wall hit, [4][P][+][G], [2_][4][P][+][G], and [1][P][+][G]... so [4] and [1] should be your prioritized directions, though [2][P][+][G] does switch ring positions too (just can't ring out). If your back is facing a ring out edge (90 degrees to the side), Taka's [6][P][+][G] will ring you out.

    Another strong thing that Taka has is his post throw wake up game. Aside from his strong striking games and solid meaty attacks as well as the aforementioned best throwing game (that just resets this situation), he can beat out your low rising kicks with a [9][K] and get up to 57 damage against you. Also several of his throws put you into a position where your mid rising kicks become steppable to one or both sides(compared to only 2 throws that Jeffry has):
    • [P][+][G]
    • [6][P][+][G]
    • [4][1][2][3][6][P][+][G]
    • [4][P][+][G]
    • [2_][4][P][+][G]
    • Left Side [P][+][G]/[2][P][+][G]
    • Right Side [P][+][G]/[2][P][+][G]
    • Back [P][+][G]
    • Back [4][6][P][+][G]
    • [2][P][+][G]
    • [3][P][+][G]
    • Back [2][P][+][G]
    • Wall [6][6][P][+][G]
    • Wall [4][1][2][3][6][P][+][G]
    • [4][6][P][+][G][4][P][+][G]
    • [4][6][P][+][G][6][P][+][G] > [4][6][P]
    And beyond the throws he has numerous attacks that put you in that same situation, like:
    • [K][+][G][P] combos
    • Some [3][3][P] combos
    • [9][K] combos
    • [6][K][K] combos
    • BT [K] combos
    • [9][P]/[P][P][P][P][P][P]
    • [2_][6][P]
    • [P][P][6][P]
    • [3][P]:[P][+][G]
    • [1][P][+][K]
    • [P][+][K][+][G][K] combos
    • [P][+][K][+][G][P] combos
    • [4][P][+][K][+][G]
    That's a lot of tools that set up an evade into his [3][3][P][+][K] launch.

    It's not all bad when it comes to his throws, because if you escape [P][+][G], [6][P][+][G], [4][P][+][G], [2_][4][P][+][G] put the fucker in ST. But to round off the best throws in the game, the assholes at AM2 gave Taka a 15 frame catch throw, which is the ideal speed to beat your fuzzy guards. Here's a break down of his catch throw:
    • [P][+][G] almost switches ring position 180 degrees and does 40 damage
    • [4][P][+][G] also almost switches ring position 180 degrees and does 50 damage
    • [6][P][+][G] leads to a combo that can only net 41-42 damage on Jeffry, but can ringout forward slightly
    So bear in mind ring positioning when you input an escape.

    Another thing you need to keep in mind about Taka is his limited but very strong circular attacks:
    • [4][4][P] high, is a full circular that goes into BT, if [4][4][P] makes you wall stagger, Taka's BT [K] will connect and give him a decent combo... if you duck this attack, an immediate [P][+][G] will connect as a back throw and beat out any BT attack
    • [P][+][K][+][G][P] high, is the anti step option from [P][+][K][+][G] , if you can duck this an immediate [6][K] > [4][6][P][+][K] > [6][6][P][P]/[4][P][K] (78 both stances/81 open only) should be your reaction
    • [2_][6][P] mid, covers his back and can wall splat, if you can evade this [6][P][P]/[P][P][P]/[P][K][P] should be your punishment of choice
    • [2][P][+][K] low, covers his back, ducks under highs, and on normal hit it can set up a side wall stun for a half-life combo, there is a [P] follow up that covers the other direction but sucks for Taka even more when blocked
    • [1][P][+][K] low, covers his back and knocks down, if you can evade it, you can even punish up to [4][1][2][3][6][P][+][K]
    • [4][P] high, covers his stomach, Taka can go into a mid, another half-circular high or into stance
    These are his main anti-step attacks (not including his BT stuff, or attacks in strings), and if you're paying attention you'd expect his weak side to step would be to evade toward his stomach. This is partially true, but if you have a wall to your back, Taka's [4][P][P][+][K] will take away more than half of your health.

    Another point of interest is his punishment and the mix ups afterwards. While lacking a [P][K] Taka makes up for it with his [P] strings, as he can make you eat [P][P] (25 and you're at +1, eat that [P][P] lol), or [P][P][P] (35 and you're at +2). After those Taka can enter into his [P][+][K][+][G] stance. This is what he can do from this stance:
    • If Taka just goes into [P][+][K][+][G] and you attempt an immediate [P]/[P][K]/insert quick high string, those attacks will be ducked under, this is the least likely thing a Taka player to do, but low throw will work here
    • [P] is mentioned above
    • [K] is a fast low attack, goes under your high attacks, puts you at -4 on normal hit (forcing the [4][P][+][K][P] mind game on you) and give Taka a combo on CH, you can punish up to [6][K] if you evade it (though [6][P][P] is the obviously quicker option)
    • [P][+][K] is his only mid option but it is also very quick and knocks you down (and wall splats), can sometimes go under you highs, and at best you might be able to punish with [6][P][P] after an evade but [P][P][P]/[P][K][P] is the better option
    • [P][+][K][+][G] is a guard break that allows for a free [P][+][K] combo on you on block and [3][3][P][+][K] if it is done while you're ST, it recovers quickly so if you duck it or evade it punish with [6][P][P] or [P] strings
    • [4][P][+][K][+][G] serves more as a taunt and makes Taka step back and always for a staggering on any hit [P], if you delay your counter attack by too much, your stubby attacks like [6][P]/[4][K]/[6][K] etc. will whiff. An immediate throw will beat out the back step at least.
    • [2]_[8][P][+][K][+][G] is a really effective evade that will you linear attacks, is possibly airborne (as your throw attempt will whiff) and shift Taka roughly 90 degrees to either side. If it evades big attacks like [6][K], Taka can punish with [P][+][K]
    And of course to top it all off, after [P][P], Taka can slightly delay the final [6][P]. So to recap:
    • Evade will beat all of the attacks except for [P][P][6][P] (step to Taka's stomach) and [P][+][K][+][G][P]
    • Crouch [G] will beat all but [P][P][6][P] and [P][+][K][+][G][P][+][K]
    • Standing [G] will beat all options but [P][+][K][+][G][K] and [P][+][K][+][G][P][+][K][+][G]
    • Immediate attack will lose to [2]_[8][P][+][K][+][G] unless you do a circular
    • Delayed attack will beat [2]_[8][P][+][K][+][G] but will lose to everything else
    Another key attack/punishment tool that Taka has and is of special note is his [6][6][P] and it has good range and can set up wall combos, and with a Taka who has decent hitchecking ability the [6][6][P][P] increases that wall combo threat range. If you block the first hit, you can duck an punish the follow up, or use Jeff's [1][P][P]. If you evade, be wary of immediate counter attack might get CH by the second and third hit of [6][6][P][P].

    Another tool that Taka has that you need to watch out for is his ability to endure punch and elbow attacks with [4][1][2][3][6][P] and [4][P][+][K][+][G]. If [4][1][2][3][6][P] hits you, it's Taka's [4][P][+][K][P]/Throw time. When it comes to Taka's [4][P][+][K][+][G] you can use that's technique's abilities against itself, here's some things you can do:
    • [P][K]/[P][K][P] will knock down, use your follow ups if it causes a wall hit
    • [4][P][K] will give you +8
    • Do [P] and duck/[3][3] into almost anything. Let the built-in attack whiff first.

    Punishing Taka(top)


    It bears repeating, Taka gets punished differently. From -12~-13, you get [P][P][P] for 43 damage and knock down and [P][K][P] does 47 and leaves you at -1. For -14~-17* [6][P][P] knock down allows for a [6][6][P][P] combo for 67 damage (For -17* there is only one attack like that, except if [3][3][P][+][K] is blocked at max range it can become -15). For -17~onward, your most reliable punisher will be [6][K] > [4][6][P][+][K] > [6][6][P][P] for 78 damage. At -20, if you have the input perfected, [3][3][P] > [4][3][P][+][K] > [K][P][K] does 90 damage.

    (attack : block punishment : explanation [if needed] : block punishment on ST block)

    ___
    -10
    • ascending [K] : High throw : Safe vs ST block
    • [4][4][P][+][K] : High throw : Safe vs ST block
    • [6][3][2][1][4][P][P][+][K] (and all [P][+][K] enders of this string) : High throw : Safe vs ST block
    • [P][P][P][P][P][P] : High throw : Safe vs ST block

    ___
    -13
    • [1][P][P] : [P][P][P]/[P][K][P]/[P][K] : High throw vs ST block
    • [3][P] : [P][P][P]/[P][K][P]/[P][K] : High throw vs ST block

    ___
    -15
    • [2]_[8][K][+][G] : [6][P][P]/[4][K][P] : [P][P][P]/[P][K][P] vs ST block
    • [K][+][G][P] : [6][P][P]/[4][K][P] : [P][P][P]/[P][K][P]/High Throw vs ST block
    • [4][P][+][K][P] : [6][P][P]/[4][K][P] : [P][P][P]/[P][K][P] vs ST block
    • [6][P][+][K][P][P] : [6][P][P]/[4][K][P] : [P][P][P]/[P][K][P]/High Throw vs ST block
    • [6][K][K] : [6][P][P]/[4][K][P] : [P][P][P]/[P][K][P]/High Throw vs ST block
    • [2][K] : [6][P][P]/[4][K][P] : [P][P][P]/[P][K][P]/High Throw vs ST block
    • [3][3][P] : [6][P][P]/[4][K][P] : Safe vs ST block
    • [4][P][P][P] : [6][P][P]/[4][K][P] : Safe vs ST block
    • [2][P][+][K] : [6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    • BT [2][K] : [6][P][P]/[4][K][P] : [P][P][P]/[P][K][P]/High Throw vs ST block

    ___
    -16
    • [6][K][P][P] : [6][P][P]/[K][P][P]/[K][P][K] : [P][P][P]/[P][K][P] vs ST block

    ___
    -17
    • [3][3][P][+][K] : [6][K] for close range, [6][P][P]/[4][K][P] for far range : [3][3][P][+][K] at max range is only -15 on block : High throw vs ST block

    ___
    -18
    • [4][6][P] : [6][K] : [P][K]/High throw vs ST block

    • [6][6_][P][+][K] : [6][K] : [P][K]/High throw vs ST block

    • [2_][4][6][P][+][K] : [6][K] : [P][K]/High throw vs ST block
    ___
    -20
    • [1][P][+][K] : [6][K], [3][3][P] is possible just really hard : while it's -20 on block on the move list that is only at close range, at mid range it's -19 so just use [6][K] as an answer : [6][K] vs ST block close range, further away do [2_][3][P][P] for ST mix up, [6][P][P] for knockdown and good damage in combo, [4][K][P] knock down with good wake up

    • [2][P][+][K][P] : [6][K], [3][3][P] is possible just really hard : while it's -20 on block on the move list that is only at close range, at mid range it's -19 so just use [6][K] as an answer : [6][K] vs ST block close range, further away do [2_][3][P][P] for ST mix up, [6][P][P] for knockdown and good damage in combo, [4][K][P] knock down with good wake up

    Vanessa(top)


    Punishing Vanessa(top)

    (attack : block punishment : explanation [if needed] : block punishment on ST block)

    Defensive stance

    ___
    -13
    • [G][2]_[8][P] : [P][K] : Throw vs ST block
    ___
    -14
    • [2][K] : [6][P][P]/[4][K][P] : very unlikely to be done alone, duck the second hit of [2][K][P] and punish with [6][K] or something faster : [P][K]/High Throw vs ST block
    ___
    -15
    • [1][K] : [6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    • [6][P][K][K] : : [6][P][P]/[4][K][P] : If blocked at max distance only [6_][P][K] can connect : [6_][P][K] vs ST block
    ___
    -16
    • [P][P][K] : [K][P][P][+][K][+][G][P][P] combo : Punishing with [3][P][P] is impossible due to push-back causing it to land on the 17th frame becoming safe from that attack, if blocked at max range it becomes only -15 and even [6_][P][K] will whiff : [P][K] vs ST block
    • BT [2][K][+][G] : [3][K]/[2_][3][P][P]/[6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    • descending [K] : [3][K]/[2_][3][P][P]/[6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    ___
    -17
    • [1][K][+][G] : [6][K]/[3][K]/[2_][3][P][P]/[6][P][P]/[4][K][P] : at max distance it can become safe against [6][K] : [6][P][P]/[4][K][P]/Low Throw vs ST block
    ___
    -18
    • [2][K][+][G] [6][K] : unless it somehow gets blocked on the later frames (lol) [6][K] should work just fine here : [6][P][P]/[4][K][P]/Low Throw vs ST block
    Offensive stance
    ___
    -10
    • [3][P][+][K][K] : High throw : If blocked from a far distance your throw will whiff : safe vs ST block
    ___
    -13
    • [6][6][K][P] : [P][K] : High throw vs ST block
    ___
    -14
    • [2][K] : [6][P][P]/[4][K][P] : very unlikely to be done alone, interrupt the second hit with [2][P]/[1][P][P] or be forced to guess between a high that puts you at disadvantage or a knock down mid : [P][K]/High Throw vs ST block
    ___
    -15
    • [2][K][+][G] : [6][P][P]/[4][K][P] : [P][K]/High Throw vs ST block
    • [9][K] : [6][P][P]/[4][K][P] : safe vs ST block
    • [3][K][K] : [6][P][P]/[4][K][P] : [P][K]/High Throw vs ST block
    • [1][K] : [6][P][P]/[4][K][P] : at max range [4][K][P]/[2][P]/Low Throw will whiff : [2][P]/Low throw vs ST block
    ___
    -16
    • [6][P][K]/[P][P][6][P][K] : [K][P][P][+][K][+][G][P][P][P] combo : [P][K] vs ST block
    • [6][P][P][K]/[P][P][6][P][P][K] : [K][P][P][+][K][+][G][P][P] combo/[6][P][P]/[4][K][P] : is blocked at long distance use your -12~-15 tools instead : [P][K] vs ST block
    • BT [2][K][+][G] : [3][K]/[2_][3][P][P]/[6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block

    Wolf(top)





    Punishing Wolf(top)

    (attack : block punishment : explanation [if needed] : block punishment on ST block)
    ___
    -10
    • [6][6][K][+][G] : High throw : Wolf can fuzzy guard vs ST block
    • [4][K][+][G] : High throw : be wary of the [K] follow up, but it can't be delayed and if a Wolf player is throwing out [4][K][+][G][K] like a poke you should be punishing that instead : Safe vs ST block
    ___
    -13
    • [3][3][P][+][K] : [P][K] : safe vs ST block
    • [6][P][+][K] : [P][K] : High throw vs ST block
    • [P][6][P][P] : [P][K] : High throw vs ST block
    ___
    -15
    • [4][K][+][G][K] : [6][P][P]/[4][K][P] : [P][K]/High Throw vs ST block
    • [4][6][P][+][K] : [6][P][P]/[4][K][P] : safe vs ST block
    • [4][6][P] : [6][P][P]/[4][K][P] : safe vs ST block
    • [6][P][P] : [6][P][P]/[4][K][P] : [P][K]/High Throw vs ST block
    • [2][K] : [6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    ___
    -16
    • [2_][3][6][P] : [3][P][P]/[K][P] strings : [P][K] vs ST block

    ___
    -18
    • [6][2][K] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    • BT [2][K] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    • descending [K] : [6][K] : [6][P][P]/[4][K][P] vs ST block

    Dural(top)


    Punishing Dural(top)

    Dural has two main stances: Rapid and Massive. Within Rapid she has access to Rocket Discharge, and the wall flippy shit.

    Side note: Dural's Rapid stance is super light and it allows for Launcher > [P][K] > Bound attack > Finisher styled combos which does much more damage than the standard big launcher combos.
    (attack : block punishment : explanation [if needed] : block punishment on ST block)

    Rapid Stance

    ___
    -10
    • [6][K][P] : High throw : safe vs ST block
    ___
    "-11"
    • [P][P][P][2][K] : Low Throw (back throw) : There is another low possible after the 4th hit, which gives even bigger rewards on block. If Dural tries to guard : safe vs ST block
    ___
    -12
    • [4][4][K][+][G] : Low Throw/[2][P] : safe vs ST block
    ___
    -13
    • [6][K][K][K] : [P][K] : safe vs ST block
    • [8][K] : High throw/[P][K] : at tip range you can only punish with throw : High throw vs ST block
    ___
    -15
    • [K][K] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [2][K] : [6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    • [2_][6][K] : [6][P][P]/[4][K][P] : At tip range you can only get [P][K] : safe vs ST block
    • [3][K][K][K][K] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [1][K] : [6][P][P]/[4][K][P] : safe vs ST block
    • [2_][3]P:[+][K][P] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • BT [K][+][G] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    ___
    -16
    • [2_][3][P][P][+][K] : [K][P][P][+][K][+][G][P][P] combos/[3][P][P] : [P][K] vs ST block
    • [1][P][+][K][P][P] : [K][P][P][+][K][+][G][P][P] combos/[3][P][P] : [P][K] vs ST block
    • BT [2][K] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    • RD [2][K] : [2_][3][P][P]/[3][K]/[6][P][P]/[4][K][P] : [2][P]/Low throw vs ST block
    ___
    -18
    • [6][P][K] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    • [2][K][K] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    • [K][+][G][K] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    • [2][K][+][G] : [6][K] : [6][P][P]/[4][K][P] vs ST block
    ___
    -19
    • [9][K][K] : [6][K] : [K][P][P][+][K][+][G][P][P] combos/[3][P][P] vs ST block
    ___
    -20
    • [3][K][+][G] : [6][K] : Use BT combos : [P][K] vs ST block
    ___
    -24
    • [7][K][K] : [3][K][+][G]/[3][3][P]/[6][K] : If you block the first hit on ST you will block the second normally
    ___
    -25
    • [P][P][P][K] : [3][K][+][G]/[3][3][P]/[6][K] : [6][K] vs ST block
    ___
    -27
    • [7][K] : [3][K][+][G]/[3][3][P]/[6][K] : [6][K]/[3][3][P] vs ST block
    ___
    "-31"
    • Wall flippy shit [P][+][K] : Punishment is super range dependent, at tip range (the distance between walls on a taco stage) you can only get a High throw, at super close range [6][K] will connect on BT after Dural warps through you. : I don't see how this can be blocked on ST
    ___
    -61
    • [6][6][P][+][K][+][G] : [4][1][2][3][6][P][+][K]/[3][K][+][G]/[3][3][P]/[6][K] : if you can tech the fall you can even get a free [6][K] combo after getting knocked down by this attack : same vs ST block
    Massive Stance
    ___
    -13
    • [3][P][P] : [P][K] : High throw vs ST block
    • [1][P][P] : [P][K] : High throw vs ST block
    ___
    -14
    • [1][K][+][G] : [6][P][P]/[4][K][P] : safe vs ST block (LOL)
    ___
    -15
    • [P][P][P] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [6][P][P] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • [2_][4][6][P] : [6][P][P]/[4][K][P] : safe vs ST block
    • [6][K] : [6][P][P]/[4][K][P] : safe vs ST block
    • [2][K] : [6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block
    • [2][K][+][G] : [6][P][P]/[4][K][P] : [P][K] vs ST block
    • descending [K] : [6][P][P]/[4][K][P] : [2][P]/Low Throw vs ST block (?)
    ___
    -18
    • BT [2][K] : [6][K] : [6][P][P]/[4][K][P] vs ST block (?)
    ___
    -22
    • BT [P][+][K] : [6][K]/[3][3][P] : ? vs ST block
    ___
    -24
    • [3][K][+][G][P][4][6][6][P][+][K] : [3][K][+][G]/[3][3][P]/[6][K] : [6][K] vs ST block
    ___
    -32
    • [4][6][6][P][+][K] : [4][1][2][3][6][P][+][K]/[3][K][+][G]/[3][3][P]/[6][K] : [3][K][+][G]/[3][3][P]/[6][K] vs ST block
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