Scale | Matchup Legend | ||||
---|---|---|---|---|---|
Very Favorable | Favorable | Even | Unfavorable | Very Unfavorable |
- Replay Theater is a great resource to find matchup footage.
- Character Strategy pages generally have at least some basic counter-strategy.
- Please keep in mind the matchup chart is subjective and not all players may agree.
Please feel free to make edits, but include edit summaries and sources where applicable.
Es
Neutral
Hakumen
Hakumen is an awkward opponent to fight with, because his ability to cut your chains prevents you from advancing. As they also gain 1 Magatama for each cut projectile, you definitely don't want to give him free meter.
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
Neutral
- In this matchup, Hazama is the person that will need to make risky moves (which probably holds for most of his matchups). You don't want to straight up throw D moves into his sword range to move in; to approach, use something like j.4D~D that will not be cut.
- Two main anti-airs that Hakumen will use are 5A and 2C (hey, same as Hazama!). If your opponent are committing to use 2C for fishing hits, consider an early j.214B landing to punish 2C that has recovery to the end of world (33f), or you can double chain to throw off his timing.
Offense
As with all Hakumen matchup strategy, throws are useful for countering any D moves that Hakumen will throw out.
Defense
This matchup is one of the few matchups that Houtenjin can be considered as a "good" reversal, since Hakumen does not have good gatlings and has rather longer gaps between attacks. Other than that, just block. Some notable moves includes:
- 6BGuardHigh, MidStartup18Recovery23Advantage-4.
- Without IB it's -4, which is a guaranteed throw on close range, but they can poke 2A to counter on further ranges. With IB, a throw on almost all ranges are guaranteed.
- If you use barrier, 2A beats almost all their moves in close range, while far range you can opt for 2B.
- TsubakiGuardGuard Break 60/BarrierStartup15Recovery22+4LAdvantage-. Make more barrier moves when Haku has 3 Magatamas.
Susanoo
Neutral
Offense
Defense
There are 2 Overheads and 2 Lows that Susanoo will use in blockstrings:
input | guard | startup | active | recovery | onBlock | |
---|---|---|---|---|---|---|
input | guard | startup | active | recovery | onBlock | |
6C | High | 25 | 4 | 20 | -3 | |
6D | High | 20 | 3(3)1 | 26 | -14 | |
3C | Low | 12 | 4(8)4 | 23 | -8 | |
2D | Low | 16 | 5 | 22 | -10 |
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- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
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Click [★] for character's full frame data
Essentials
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Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
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Detailed & Advanced Information
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Frame Data & System Data •
Misc •
Archived Information
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- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
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- Combo Rate
- Counter Assault
- Counter Hit
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- Crush Trigger
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- Distortion Drive
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- Guard Cancel Overdrive
- Guard Crush
- Guard Bonus
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- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Overdrive
- Overdrive Cancel
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State