User:Malleth/Counterstrategy

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Overview

Beginner tips for common hangups against each character. [DRAFT]

Anji Mito

Spin

Anji is throwable during the spin. Fast recovering moves (usually P and K attacks) can sometimes recover in time to block after being autoguarded. If he's spinning a lot then use less slow recovering moves and more throws and lights.

Axl Low

Winter Mantis

[Axl startup pose image here] Axl's full screen command grab. Can be jumped or backdashed on reaction. If you have a long-range move or fast movement you can often punish it even from full screen.

Baiken

Parry

Parry can be thrown. You can also bait the parry by waiting and then hitting her.

Bedman?

Bridget

Chipp Zanuff

=Alpha Blade and Command Grab

Alpha Blade must be blocked crossup (holding the opposite direction you normally would to block). The Command Grab can be jumped. Many characters can punish the grab with an instant aerial attack. If you jump forward whenever Chipp disappears then you will both block Alpha Blade and avoid the grab, though you will not be able to punish either.

Faust

Items

Play more cautiously when there's a bunch of items out. Try to grab the trumpet before Faust does if you can safely. Try not to let Faust just throw a bunch of items for free. Run up or use long-range attacks to interrupt him.

Giovanna

Goldlewis Dickinson

Happy Chaos

I-No

Jack-O

Ky Kiske

Leo Whitefang

May

Millia Rage

Nagoriyuki

Potemkin

Mega Fist and Armored Moves

All moves commonly used to beat you attempting to poke at Potemkin. If Potemkin is using these a lot then play slower and more cautiously. Block and punish Mega Fist and Hammerfall, jump over Slide Head. Forward Mega Fist is even minus on normal hit, so take your turn. Don't confuse Forward Mega Fist with the Backwards version, which is plus on block.

Grabs

Grabs can be avoided by either jumping or backdashing. When he gets in close it's always a guess whether he'll hit you or grab you, commit to your response and try not to be predictable.

Garuda

If used after a knockdown you must block. If the first Garuda was timed well then if they do it again you must block the second. Any subsequent Garudas or Garuda used not on a knockdown can be jumped over. Always use Faultless Defense This keyword does not have an entry in the Glossary when blocking.

Ramlethal Valentine

Sin Kiske

Sol Badguy

Testament

Zato-1