I'll be using my own page to test things
Fukyo Mix-Up Matrix
|
Option |
Opponent's defensive option
|
Block |
Jump |
Back dash |
Poke into block |
Continuous pressing |
Meterless Reversal |
Invincible Overdrive
|
236K, c.S
|
Neutral (+3) |
Tons of plus frames |
Punish1 |
Countered |
Countered |
Punished |
Punished
|
236K, 6D / 623P
|
Knockdown |
Big whiff (38 / 48 frames of recovery) |
Countered |
Countered |
Knockdown |
Countered
|
214K, 2S / f.S
|
Blocked |
Safe whiff |
Safe whiff |
Whiff Punish2 |
Whiff Punish |
Varies3 |
Varies3
|
214K, 236K, 623P
|
Knockdown |
Big whiff, possibly preventable4 |
Knockdown |
Countered |
Knockdown5 |
Countered4
|
Notes
|
1: Depends on positioning and the speed of the opponent’s backdash. At close range, c.S > 236K > c.S can punish. At longer ranges, 5H > 236K > 2S can punish. 2: Varies depending on Blood Gauge and the blockstun of the blocked move. 3: Depends on the range and frame data of the reversal, as well as how far the chosen move extends Nago's hurtbox. 4: Varies depending on timing. If the opponent uses their option early, it's possible to react and switch out 623P for appropriate counterplay. 5: Timing dependant. An instant reversals whiffs, allowing a punish. A delayed reversal will hit Nago during his forward movement, and a very late one will be interrupted.
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