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==Blockstrings== | ==Blockstrings== | ||
'''(2K/6P >) fS > 2D/5H > 22X/SMS''' | '''({{clr|2|2K}}/{{clr|1|6P}} >) {{clr|3|fS}} > {{clr|5|2D}}/{{clr|4|5H}} > 22X/SMS''' | ||
Your main blockstring, also the simplest one. You'll be doing this a lot; Justice gets her best rewards from 2K, 6P and 6H, 2K and 6P are the easiest ones to come by since they're your main low/high mxixup, in case they're blocked, you can always do fS which cranks up the guard bar a lot. After that, you can choose to either 2D > 22X/SMS or 5H > SMS, usually 2D is a better option because in case it hits, knocks down and allows for a nuke setup, in case it's blocked, you're -2 and you'll be distant, so it's a return to neutral with the advantage that you can bring a nuke out, or bait something with MS, you'd be surprised by how much people mash here. In case you do 5H, you'll get more RISC and send them fullscreen after SMS, but way less reward on hit, however, you can do 5H > 2D if you're in range, but that's rather uncommon unless you start really close, which usually isn't the case for fS pressure. After getting a nuke out, you're basically doing a mixup, so you should pay attention to them and react accordingly. K Nuke FRC > fS will do wonders, allowing you to loop your pressure. | Your main blockstring, also the simplest one. You'll be doing this a lot; Justice gets her best rewards from {{clr|2|2K}}, {{clr|1|6P}} and {{clr|4|6H}}, {{clr|2|2K}} and {{clr|1|6P}} are the easiest ones to come by since they're your main low/high mxixup, in case they're blocked, you can always do {{clr|3|fS}} which cranks up the guard bar a lot. After that, you can choose to either {{clr|5|2D}} > 22X/SMS or {{clr|4|5H}} > SMS, usually {{clr|5|2D}} is a better option because in case it hits, knocks down and allows for a nuke setup, in case it's blocked, you're -2 and you'll be distant, so it's a return to neutral with the advantage that you can bring a nuke out, or bait something with MS, you'd be surprised by how much people mash here. In case you do {{clr|4|5H}}, you'll get more RISC and send them fullscreen after SMS, but way less reward on hit, however, you can do {{clr|4|5H}} > {{clr|5|2D}} if you're in range, but that's rather uncommon unless you start really close, which usually isn't the case for {{clr|3|fS}} pressure. After getting a nuke out, you're basically doing a mixup, so you should pay attention to them and react accordingly. P/K Nuke FRC > {{clr|3|fS}} will do wonders, allowing you to loop your pressure. | ||
'''(5K/cS >) 6H(1)/6H(2) > 22X/SMS/HMS''' | '''({{clr|2|5K}}/{{clr|3|cS}} >) {{clr|4|6H}}(1)/{{clr|4|6H}}(2) > 22X/SMS/HMS''' | ||
6H(1) into Nuke is a vital part of Justice gameplay, since 6H(1) goes 1/2 screen-ish, and allows you time to setup a nuke without FRC, and builds nasty amounts of RISC. As limited as it is, from this point on Justice will have neutral advantage due to having a nuke out, if you can FRC it, then it'll still be your turn. Use SMS if you wanna keep them away and throw nukes from afar, HMS will get greedy attempts to get in with a great air hit CH, which you can follow-up into any combo with 6H, even on the corner. | {{clr|4|6H}}(1) into Nuke is a vital part of Justice's gameplay, since {{clr|4|6H}}(1) goes 1/2 screen-ish, and allows you time to setup a nuke without FRC, and builds nasty amounts of RISC. As limited as it is, from this point on Justice will have neutral advantage due to having a nuke out, if you can FRC it, then it'll still be your turn. Use SMS if you wanna keep them away and throw nukes from afar, HMS will get greedy attempts to get in with a great air hit CH, which you can follow-up into any combo with {{clr|4|6H}}, even on the corner. | ||
6H(2) is ridiculous as a meter and RISC building tool; 6H(2) HMS, 6H(2) HMS will already leave them with a flashing bar, HMS will leave you negative on block (-13), it's mostly safe due to the pushback so it should not be used if they're close. Delaying HMS will net you CHs against mash-happy opponents, which easily lead into 50% damage combos. If you do 6H(2) > HMS and have the meter to spare, do RC it. You'll remain safe, their guard bar will be high up, and if you score a hit, you can convert it with any HMS RC route. 6H(2) into Nuke will also crank up nasty amounts of RISC and Justice retains a lot of options after it, especially when FRC'd, it's use is highly recommended but don't get predictable with your nuke patterns, which sadly happens a lot. The nuke you should put out depends heavily on the MU, but usually P and K Nukes are your best calls, since they cover both ground and IAD space respectively. That way, it's fairly easy for them to block the nuke and fall into another 6H(2), and if they get hit, you get a conversion. | {{clr|4|6H}}(2) is ridiculous as a meter and RISC building tool; {{clr|4|6H}}(2) HMS, {{clr|4|6H}}(2) HMS will already leave them with a flashing bar, HMS will leave you negative on block (-13), it's mostly safe due to the pushback so it should not be used if they're close. Delaying HMS will net you CHs against mash-happy opponents, which easily lead into 50% damage combos. If you do {{clr|4|6H}}(2) > HMS and have the meter to spare, do RC it. You'll remain safe, their guard bar will be high up, and if you score a hit, you can convert it with any HMS RC route. {{clr|4|6H}}(2) into Nuke will also crank up nasty amounts of RISC and Justice retains a lot of options after it, especially when FRC'd, it's use is highly recommended but don't get predictable with your nuke patterns, which sadly happens a lot. The nuke you should put out depends heavily on the MU, but usually P and K Nukes are your best calls, since they cover both ground and IAD space respectively. That way, it's fairly easy for them to block the nuke and fall into another {{clr|4|6H}}(2), and if they get hit, you get a conversion. | ||
'''Nuke FRC > Anything''' | |||
Nuke FRC during a blockstring is completely nuts and you should abuse it, for instance, on the above mentioned {{clr|4|6H}}(2) > Nuke, or {{clr|3|fS}} > Nuke, having that nuke out means that your opponent cannot go through that region of space. After Nuke FRC the common option is to do one of the following: | |||
*Loop your blockstring, {{clr|3|fS}} > {{clr|5|2D}}/{{clr|4|5H}} > 22X/SMS; {{clr|4|6H}}(2) > Nuke/HMS to build even more RISC. | |||
*Wait and punish a greedy attempt at punishing Nuke, usually with Parry ({{clr|1|236P}}) or any combo starter. | |||
*sj9 > {{clr|5|jD}}, which will hit left or right depending of when you release P Nuke. | |||
Those are some of the ways you can use Nuke FRC, since you return to neutral, you can theoritically do anything. | |||
==Okizeme== | ==Okizeme== |
Revision as of 22:32, 6 October 2022
General Tactics
Justice players will have to be patient a lot. Justice will find herself in unfavorable positions all the time, outclassed at certain ranges based on the matchup. Characters like Axl, Venom, Dizzy, Faust, and Zappa, she'll want to force herself in as much as possible, opting to go for high/low mixups quickly and doing big damage. Against close range characters like Kliff, Order-Sol, Sol, and Pot, she'll want them in the corner and out of the way whenever she can get it. Justice's backdash is important here, as its invincibility is the second best in the game(24f (1-19 invul)), only behind Potemkin(21f (1-20 invul)). Note that out of all the characters with a 5 guts rating, Justice has the best defense modifier, so you have a little bit of leeway to take a few hits, but of course the best course of action would be to never get hit at all.
Offense
Justice's biggest strength is her range, hitting targets for above average damage from half screen, knocking them down, and then going for a mixup or more zoning. 5K, 2S, and f.S all make for good pokes and harassment tools from far away, while 5H and 6H can net you big rewards if you throw them out occasionally. In the air, you have j.P and j.K for aerial footsies, and your other jumping normals for easy combo followup tools. You won't be getting your advantage very often, so take it for all it's worth when you do and press it.
6P can make for a loose frame trap and reset tool, due to its upper body invincibility, hitboxes, and forced crouch. Out of 5P, 2P, and 2K, you'll have a gap that will counter hit people trying to mash out. If they jump, 6P will catch them, and you can jump cancel into a combo. Mix it up with tick throws and backdashes (like 2P backdash) to either bait poke attempts or throw people terrified into blocking. Other frame traps include 5P and 2P into Sweep, 2H, and 5H, each with varying rewards.
2H is one of your most important tools for combos. It is combo'd to and from very easily, letting Justice's damage potential shine through as it should. Nearly all of Justice's ground normals will combo into it, and H/D nukes, j.P, j.K, j.S, and c.S can be linked out of it fairly easily. J.S is the hardest to combo into, but nets the biggest rewards. C.S works on everybody, but is harder and leads to less against lighter characters. Use nukes for knockdown.
For punishes and against dizzied opponents, 6H will be your bigger combo starter, as it does enormous damage to start and leads into even bigger numbers. Especially when used as a relaunch tool, 6H will be bringing up the damage count.
For movement, forward super jump is generally your go-to option. Combined with j.H, you'll be using this to get in a lot. Saperia Trance is amazing for how quickly it gets you across the stage, and the fact that it'll go through nearly everything on the way there. You might as well call it the hurt train.
Defense
When you find yourself cornered or outside of your optimal space, backdash, throw, Michael Blade and 5P will work well for you. Throw out Justice's jab to beat opponents trying to get in on you recklessly, as its speed and hitbox work wonders. As mentioned, Justice's backdash works incredibly well for avoiding things, as it's extremely invincible.
Use nukes en masse to zone out rushdown characters and turn the game into a doujin bullet hell. Throws are a good meterless reversal option for Justice because of her grab range. Tossing out Nuclear Blasts intelligently will keep an opponent from approaching from a particular angle for a short while. And of course, Michael Blade is an amazing reversal that can get you out of tight spots.
If you need to get out of the corner, you can push opponents out with FD and then Saperia Trance through them if you have the meter. Though you won't get much off of the grounded version, it'll free you from some pressure.
Blockstrings
(2K/6P >) fS > 2D/5H > 22X/SMS Your main blockstring, also the simplest one. You'll be doing this a lot; Justice gets her best rewards from 2K, 6P and 6H, 2K and 6P are the easiest ones to come by since they're your main low/high mxixup, in case they're blocked, you can always do fS which cranks up the guard bar a lot. After that, you can choose to either 2D > 22X/SMS or 5H > SMS, usually 2D is a better option because in case it hits, knocks down and allows for a nuke setup, in case it's blocked, you're -2 and you'll be distant, so it's a return to neutral with the advantage that you can bring a nuke out, or bait something with MS, you'd be surprised by how much people mash here. In case you do 5H, you'll get more RISC and send them fullscreen after SMS, but way less reward on hit, however, you can do 5H > 2D if you're in range, but that's rather uncommon unless you start really close, which usually isn't the case for fS pressure. After getting a nuke out, you're basically doing a mixup, so you should pay attention to them and react accordingly. P/K Nuke FRC > fS will do wonders, allowing you to loop your pressure.
(5K/cS >) 6H(1)/6H(2) > 22X/SMS/HMS 6H(1) into Nuke is a vital part of Justice's gameplay, since 6H(1) goes 1/2 screen-ish, and allows you time to setup a nuke without FRC, and builds nasty amounts of RISC. As limited as it is, from this point on Justice will have neutral advantage due to having a nuke out, if you can FRC it, then it'll still be your turn. Use SMS if you wanna keep them away and throw nukes from afar, HMS will get greedy attempts to get in with a great air hit CH, which you can follow-up into any combo with 6H, even on the corner.
6H(2) is ridiculous as a meter and RISC building tool; 6H(2) HMS, 6H(2) HMS will already leave them with a flashing bar, HMS will leave you negative on block (-13), it's mostly safe due to the pushback so it should not be used if they're close. Delaying HMS will net you CHs against mash-happy opponents, which easily lead into 50% damage combos. If you do 6H(2) > HMS and have the meter to spare, do RC it. You'll remain safe, their guard bar will be high up, and if you score a hit, you can convert it with any HMS RC route. 6H(2) into Nuke will also crank up nasty amounts of RISC and Justice retains a lot of options after it, especially when FRC'd, it's use is highly recommended but don't get predictable with your nuke patterns, which sadly happens a lot. The nuke you should put out depends heavily on the MU, but usually P and K Nukes are your best calls, since they cover both ground and IAD space respectively. That way, it's fairly easy for them to block the nuke and fall into another 6H(2), and if they get hit, you get a conversion.
Nuke FRC > Anything Nuke FRC during a blockstring is completely nuts and you should abuse it, for instance, on the above mentioned 6H(2) > Nuke, or fS > Nuke, having that nuke out means that your opponent cannot go through that region of space. After Nuke FRC the common option is to do one of the following:
- Loop your blockstring, fS > 2D/5H > 22X/SMS; 6H(2) > Nuke/HMS to build even more RISC.
- Wait and punish a greedy attempt at punishing Nuke, usually with Parry (236P) or any combo starter.
- sj9 > jD, which will hit left or right depending of when you release P Nuke.
Those are some of the ways you can use Nuke FRC, since you return to neutral, you can theoritically do anything.
Okizeme
Nukes are your best friend for okizeme setups. When you score a knockdown, throw out one or two and move in if you need to press the advantage, or fill the screen with them if your goal is to keep them out. Your scary overheads will lead to decent damage if you move in on them and go for the mixup.
If you need meter, Justice's walk and blocked Michael Swords build tension like nobody's business. Throwing out tiger knee'd Michael Swords shrink's Justice's hurtbox as well, avoiding lows in the process and keeping mostly anything out. If you see somebody rushing in afterwards, you can perform normals out of Michael Sword's aerial recovery pretty easily.
Tips and Tricks
6h(1) frc nuke sape crossup or not crossup depending on nuke release. https://clips.twitch.tv/AgreeableFrigidHedgehogLitty https://clips.twitch.tv/WrongUnusualCurryUnSane
Testament Teleport Meaty OS https://clips.twitch.tv/CrackyDeafBeefDAESuppy
Nuclear Blast Interactions
Nuclear Blast (N.B) has infinite durability while traveling and only explodes via manual detonation or contact with the opposing character's hitbox. As a result, when making contact with an opposing projectile there are three outcomes*:
- Nullification (N): The projectile is a single-hit type and either dissipates, or is left on screen without hitbox.
- Conflict (C): The projectile is a multi-hit type, and the nuke requires time to go through it before continuing. More often than not results in projectile still being active, but with less hits.
- Ignore (I): The nuke and projectile do not interact and go on about their business.
If Justice is within initial hitbox she will get hit in most scenarios. Note that many of the things labeled as nullified are match impractical.
Click the highlighted text on the right of the page to open a full list of Nuclear Blast interactions versus every character -->
A.B.A
AvoidanceGuardAllStartup35RecoveryTotal 40Advantage+18 (N)
FB AvoidanceGuardAllStartup51RecoveryTotal 38Advantage+45 (C)
- Lingers in place.
EradicationGuardAllStartup16(17)RecoveryUntil landing+12Advantage- (N)
AltercationGuardMidStartup15+2Recovery26Advantage+5 (I)
Anji Mito
ShitsuGuardAllStartup21RecoveryTotal 48Advantage-7 (N, C)
- Transforms into hawk on destruction. Second hit of hawk will most likely connect.
FB ShitsuGuardAll, High/Air×2Startup21RecoveryTotal 50Advantage-9 (I, C)
- See notes on hawk above.
Shin: IsshikiGuardAllStartup36RecoveryTotal 50+8 after landingAdvantage+17 (N)
- One of fans may still hit depending on spacing.
Issei Ougi: SaiGuardAllStartup7+3Recovery63Advantage-40 (I)
Axl Low
Rensen GekiGuardMidStartup12Recovery39Advantage-15 (N)
- Multiple hitboxes will result in N.B. nullifying some hits that would hit Justice. Impractical to use on purpose.
Kokuu GekiGuardMidStartup7RecoveryUntil Landing+12Advantage- (N)
FB Kyokusa GekiGuardMidStartup8Recovery30Advantage-8 (I)
- Might be incorrect.
Byakue RenshouGuardMidStartup14+1Recovery41Advantage-14 (Second part) (N)
- See notes on Rensen.
Baiken
Tatami GaeshiGuardAllStartup15Recovery9Advantage-6 (N)
FB Tatami GaeshiGuardAllStartup14RecoveryTotal 47Advantage-3 (N)
- Spawns multiple projectiles. Will probably not work in your favor.
Bridget
Yoyo RecallGuardAllStartup12RecoveryTotal 20Advantage+22 (N)
- Not practical.
Roger HugGuardAllStartup34RecoveryTotal 40Advantage+20 (N)
- Yo-Yo retreats on contact.
Jagged RogerGuardAllStartup38RecoveryTotal 32Advantage+36/FB Jagged RogerGuardAllStartup38RecoveryTotal 39Advantage+54 (C)
- Can get you some breathing room, but good Bridget players will likely still punish you.
Roger GetGuardAllStartup19RecoveryTotal 30Advantage- (C)
- Roger will be stalled in the air, but second hit will still come out (can be destroyed too)
Me and My Killing MachineGuardAllStartup1+23RecoveryTotal 32Advantage- (I)
Maintenance DisasterGuardMidStartup4+0RecoveryTotal 44Advantage- (I)
Chipp Zanuff
Gamma BladeGuardAllStartup15Recovery29Advantage+5/FB Gamma BladeGuardAllStartup15Recovery19Advantage+15 (I)
Shuriken is not a projectile.
Dizzy
My Talking BuddiesGuardAllStartup77 (44)Recovery19 [Total 36]Advantage- (S/H version lasers) (I)
It Started Out as Just LightGuardAllStartup32RecoveryTotal 51Advantage+11 (C)
- Because of their trajectories they are still likely to hit.
I Use This to Get FruitGuardAllStartup22RecoveryTotal 37Advantage- (N)
- Can nullify both hits, but its unlikely to be in range of first hit and not hit Dizzy herself.
FB I Use This to Get FruitGuardAllStartup31RecoveryTotal 47Advantage- (C)
I Use This to FishGuardAllStartup14Recovery42Advantage-23 (N)
- Only comes to play to avoid lingering hitbox (which is not that long).
Imperial RayGuardAllStartup7+0RecoveryTotal 41Advantage- (I)
Gamma RayGuardAllStartup16+7RecoveryAdvantage-31 (I)
Eddie
Invite HellGuardLow/AirStartup18RecoveryTotal 42Advantage+2 (N)
- Only comes to play to avoid lingering hitbox.
Drill SpecialGuardLow/Air, All×2Startup20RecoveryTotal 62Advantage+8 (I)
Drill Special ViceGuardLow/Air×2, AllStartup147RecoveryTotal 139Advantage- (I)
Overhead AttackGuardHigh/AirStartup28RecoveryTotal 37Advantage- (N)
- You'll probably never run into this situation in neutral, but it's useful to know if Eddie is keeping distancing using this move to keep you cornered. Recommended to detonate early to get rid of shadow if it is in range.
AmorphousGuardMidStartup8+8Recovery28Advantage-17 (I)
Faust
LoveGuardAllStartup21RecoveryTotal 39+5 after landingAdvantage- (C)
- Explosion occurs where bag was stopped.
BombGuardAllStartup134 [132]RecoveryAdvantage- (I)
HammerGuardAllStartup13 [9]RecoveryAdvantage- (N)
Wash PanGuardAllStartupSee notesRecoveryAdvantage- (N)
- When it comes from above Justice can be hit by manual K nuke detonation. Very precise.
CoinGuardAllStartup13 [9]RecoveryAdvantage- (N)
DumbbellGuardAllStartup13RecoveryAdvantage- (N)
HammerGuardAllStartup13 [9]RecoveryAdvantage- (N)
Chibi FaustGuardAllStartup39 [35]RecoveryAdvantage-/Chibi Robo-KyGuardAllStartup39 [35]RecoveryAdvantage- (I, N)
- Not destructible before landing.
Chibi PotemkinGuardAllStartup13 [9]RecoveryAdvantage- (I, C)
- Not destructible before landing. Must be hit 3 times.
MeteorsGuardAllStartup196 [192]RecoveryAdvantage- (I)
Poison is not a projectile.
I-No
f.SGuardMidStartup19Recovery1Advantage+5 (N)
Antidepressant ScaleGuardAllStartup19RecoveryTotal 50Advantage-11/FB Antidepressant ScaleGuardAllStartup15RecoveryTotal 42Advantage+10 (C)
Horizontal Chemical LoveGuardAllStartup11Recovery12+8 after landingAdvantage+3/Vertical Chemical LoveGuardAllStartup11Recovery11+13 after landingAdvantage-8 (I)
- People said it nullifes but I couldn't get it to work.
Longing DesperationGuardAllStartup7+2Recovery10Advantage+1 (I)
Ultimate FortissimoGuardAllStartup7+0RecoveryUntil landingAdvantage+27 (I)
Jam Kuradoberi
RenhoukyakuGuardAllStartup10+0Recovery9Advantage+1 (I)
Johnny
Glitter is GoldGuardAllStartup5RecoveryTotal 20Advantage+4 (N)
- Both versions.
Mist FinerGuardAllStartup9+6Recovery33Advantage-19 (N)
- P Nuke will beat K Mist Finer. K Nuke will beat P version. S version will go through. Additionaly Level 3 versions hit multiple heights and will likely bypass Nuke.
Divine BladeGuardAllStartup5+7RecoveryUntil landing+7Advantage- (N)
Justice
S.B.T.GuardMid, AllStartup7Recovery36Advantage-10 (Second hit) (I)
- Too hard to test.
N.B. (I)
Imperial RayGuardAllStartup5+2Recovery25Advantage+8 (I)
Gamma RayGuardAllStartup10+1Recovery36Advantage-5 (I)
Kliff Undersn
TauntGuardAllStartup61RecoveryTotal 120Advantage- (N)
- Despite being multiple projectiles they do not slow down N.B. at all. More importantly they can go under Nuke sometimes.
P Bellowing RoarGuardAllStartup16Recovery4Advantage+3 (N)
- Will need some distance to notice that.
S Bellowing RoarGuardAllStartup22Recovery48Advantage-32 (I)
FB Bellowing RoarGuardAllStartup8RecoveryTotal 25Advantage- (N)
Limb SevererGuardHigh/Air, AllStartup14Recovery26Advantage-6 (Shockwave only) (N)
Reflex RoarGuardAllStartup17+6Recovery19Advantage-28 (I)
Ky Kiske
j.DGuardAllStartup38RecoveryTotal 20+11 after landingAdvantage-/Stun RaisingGuardMidStartup45RecoveryTotal 22Advantage- (N)
Stun EdgeGuardAllStartup10RecoveryTotal 41Advantage-5/Air Stun EdgeGuardAllStartup15RecoveryTotal 59+14 after landingAdvantage- (N)
Charged Stun EdgeGuardAllStartup43RecoveryTotal 68Advantage+18/Air Charged Stun EdgeGuardAllStartup31RecoveryTotal 63+14 after landingAdvantage- (C)
Lightning SphereGuardMidStartup6Recovery4Advantage+8 (C)
- You are likely to get hit by 2nd/3rd hit if in range.
Sacred EdgeGuardAllStartup5+3RecoveryTotal 36Advantage+13 (C)
- Travel speed may seem like nullifying it is inconsistent, but will get destroyed most of the time.
May
Applause for the Victim[[File:|130x200px]]GuardAllStartup49RecoveryAdvantage3 (N)
- Will only cover 2-3 dolphins, so be wary if May charges for longer.
Go, Mr. Dolphin! HorizontalGuardAllStartup1RecoveryUntil landing+11Advantage+13/Go, Mr. Dolphin! VerticalGuardAllStartup1RecoveryTotal 16Advantage- (N)
Deluxe Goshogawara BomberGuardMidStartup11Recovery14Advantage+20 (I)
Great Yamada AttackGuardMidStartup9+0RecoveryTotal 74Advantage- (I)
Millia Rage
Tandem TopGuardAllStartup11Recovery15Advantage-1 (Both versions) (N)
- Remember you will get hit if within range, so only useful when Millia uses them for space control.
FB Pretty MazeGuardAllStartup43RecoveryTotal 33Advantage- (C)
- Same as above.
Silent Force (N)
- Proceeds to land normally when nullified.
Secret GardenGuardAllStartup56RecoveryTotal 74Advantage-/FB Secret GardenGuardAllStartup34RecoveryTotal 68Advantage- (I)
Emerald RainGuardAllStartup4+2RecoveryTotal 75Advantage-3 (N)
Order-Sol
6PGuardMidStartup20Recovery9Advantage+2 (N)
- Range is so short you probably won't even notice.
Blockhead BusterGuardAllStartup12RecoveryTotal 42Advantage-2 (All levels) (I)
Gun BlazeGuardAllStartup23RecoveryTotal 44Advantage+9 (All levels) (I)
Charge BurstGuardAllStartup19Recovery35Advantage-10 (I)
Savage FangGuardAllStartup3+2Recovery27Advantage-13 (All levels) (I)
Potemkin
GiganterGuardAllStartup9+8RecoveryTotal 41Advantage+9 (I)
F.D.B. ReflectGuardAllStartup1RecoveryTotal 22Advantage- (I)
Robo-Ky
6PGuardMidStartup11Recovery36Advantage-4 (N)
- You need preemtive detonation for it to matter.
2HGuardMidStartup14RecoveryTotal 51Advantage-7 (N)
Don't Get Coc-KY!GuardAllStartup24RecoveryTotal 57Advantage+22 (All levels) (C)
- Will buy you time to get out of the way.
Jun-KY BargainGuardAllStartup11RecoveryTotal 47+14 after landingAdvantage- (All levels) (N)
- Be careful of splitting rockets.
Sol Badguy
Gun FlameGuardAllStartup21RecoveryTotal 50Advantage-3 (N)
DI Gun FlameGuardAllStartup20Recovery7Advantage+7 (I)
FB Tyrant Rave (I)
Tyrant Rave ver. BetaGuardMid, AllStartup5+1Recovery31Advantage-15 (Second hit) (I)
Testament
Phantom SoulGuardAllStartup31RecoveryTotal 47Advantage- (N)
FB Phantom SoulGuardStartup80RecoveryTotal 35Advantage- (I)
Curse Attacks
- Dive and feather attacks only.
EXE BeastGuardAllStartup22~81+6RecoveryTotal 38Advantage+16 (N)
- Can be used against H version. Will only come into play against S if it interferes with landing.
Nightmare CircularGuardAllStartup0+226RecoveryTotal 21Advantage- (I)
Venom
Hit BallGuardAllStartupN/ARecoveryN/AAdvantageVariable (While in motion) (N)
- Including the ones from: Carcass Raid, Stinger Aim, Red Hail.
Lightning BallGuardAllStartupN/ARecoveryN/AAdvantageVariable (C)
Charged Stinger AimGuardAllStartup6 after releaseRecovery30 after releaseAdvantagesee notes/Carcass RaidGuardAllStartup9 after releaseRecovery27 after releaseAdvantagesee notes (C)
- Recommended to avoid completely.
Dark AngelGuardAllStartup7+18Recovery10Advantage- (I)
Zappa
Please Don't Come Back (N)
- Ghost from above can be nullified with precise timing.
BananaGuardLowStartupRecoveryAdvantage- (N)
- After it lands.
Golf BallGuardAllStartup38RecoveryAdvantage- (N)
Potted PlantGuardAllStartup1RecoveryAdvantage- (N)
- Precise timing.
Darkness AnthemGuardMidStartup25Recovery8Advantage+7 (N)
- Will regain hit potential if launched.
Fighting Justice
Generally, don't faultless defense NB. Super Jump block, move forward block. Gain meter and use metered options to get close.