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Matchups
- Replay Theater is a great resource to find high-level matchup footage.
- High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
- The Counterstrategy page will generally have some basic counterstrategy against each character in the game.
- Please keep in mind that matchup charts are subjective and not all players may agree on them.
Anji Mito
Dealing with fuujin and its follow ups
- Fuujin is a conditioning tool that Anji has. While it can be scary it isn’t without its share of flaws, the biggest being that 3 of it’s 4 follow-ups can be dealt with on reaction. A general gameplan vs Anji is to default to downbacking when he does fuujin, and reacting to his other follow ups, as the sweep is the fastest one.
- Fuujin > Shin Ichishiki: Anji jumps up and throws a fan, he is plus 4 if the opponent blocks, and it builds a lot of risc. That said, it has a lot of startup, and Millia can air to air with her j.S for a big counter hit. From here millia can either go for a big combo into bad moon for damage, or cancel the j.S into turbo fall for a hard knockdown.
- Route 1: j.S j.D > air dash > j.S j.D > airdash j.S j.D Bad Moon
- Route 2: j.S > Turbo Fall > c.S 2H Mizrah Haircar
- Fuujin > Issokutobi: Anji hops near the opponent after Fuujin. Anji players almost always will follow this up with throw. The hop is pretty slow and can be interrupted, but the better option is to jump and punish with falling j.H, as it gives Millia a 2D knockdown, allowing her to run her best oki.
- Fuujin > Nagiha: Anji does a sweep that is -7 on block. If the Anji misspaces it, Millia can score a 2K > 2D, but stronger Anji players will intentionally go for it from a further range to make it difficult to punish. Even if he spaces it properly he is still very minus, and Millia can take her turn back so it’s not a bad situation for her at all.
- Fuujin > Rin: Anji does a slow overhead that causes a soft knockdown for the opponent. This overhead is very negative on block, and can be interrupted as well. Blocking and punishing is ideal, as it doesn’t run the risk of getting blown up by counter hit. Most of Millia’s buttons will punish, so going for something simple like c.S > 2D is a good idea. Additionally, if Anji has 50 meter, he may opt for fast RC into a low after blocking it. Just something to be aware of when blocking fuujin.
- Fuujin > Shin Ichishiki: Anji jumps up and throws a fan, he is plus 4 if the opponent blocks, and it builds a lot of risc. That said, it has a lot of startup, and Millia can air to air with her j.S for a big counter hit. From here millia can either go for a big combo into bad moon for damage, or cancel the j.S into turbo fall for a hard knockdown.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Axl Low
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Baiken
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Bridget
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Bridget's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Chipp Zanuff
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Faust
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Giovanna
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Goldlewis Dickinson
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Happy Chaos
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
I-No
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Jack-O
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Ky Kiske
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Leo Whitefang
- keep an eye out for his 236HS crossup attempts and learn to throw on reaction. Safejumps are essential in dealing with Leo's flashkicks. With this in mind Throw > c.S OTG > IAD j.S is one such safejump that will help force your opponent to commit to blocking your pressure
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
May
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Millia Rage
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Nagoriyuki
Against Nagoriyuki, your main goal is to survive his blood specials early into the round. Once he's at high blood you can freely move around the screen and attempt to bait buttons.
- Don't ever let a Nago whiff 2h in neutral for free. Whiff punish it or get in close and start your pressure.
- NEVER let him fukyo into your face for free. If you do not react and punish this, it will be almost impossible for you to win. (2k > 2d is a good punish)
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Round start is an extremely crucial part of every round against Nagoriyuki. Surviving this will greatly increase your chances of winning that round.
- our f.s beats ALL his bloodspecials
- his 5k beats our f.s, which will lead to a huge amount of damage.
- jump back puts you into an advantageous position if he does beyblade, But his dp will catch you, leading into his pressure.
- microwalk back > low block. Evades his dp and blocks his 2s and beyblade.
Neutral
Offense
Defense
Potemkin
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Ramlethal Valentine
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Sol Badguy
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Testament
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Zato-1
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall