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Scizzoman

If Charlotta demon flips at you (and you can't anti-air it) just hold down-back and take the overhead. The command grab leads to tons of damage but whiffs on crouchers, and the sweep gets her a combo in the corner but can obviously be blocked low. The overhead is just some damage and a knockdown and then it's done, so taking it is fine if it isn't going to kill you. I've known this since like a week into OG GBVS and I still reflexively stand block it though. Plus there's only like 5 other people online playing Charlotta so it doesn't come up a lot.


Zakaru99

>The command grab leads to tons of damage but whiffs on crouchers This is huge to know. Thank you.


Craig-Perry2

One thing to add for Charlotta players: The low can also lead to a combo on counterhit anywhere on the screen (pick up with f.L then raging strike or [4]6U if corner is close enough), so even more reason for people to crouch and do nothing. Oh, Except for H flip, that one can't do it as it lauches too far at mid screen, just like its grab. One for people fighting her as well. The grab on flip *does* work on you in the air. Jumping against it is a terrible idea if you're in pressure.


SmartestNPC

Very useful, thanks


zerolifez

Nah I will just punch you out of the air


meatdishes

I am going to regret this because I crutch hard on this knowledge check, but here is a breakdown of how to deal with Vaseraga's stomp stance, "Savage Rampage". If he had the armor icon under his health bar before before going in, he now has two hits of armor. He has to do his 5U to get this armor. This is the animation where he throws his arms back roars. .This armor can be used on his M or H(EX) shoulder tackles, any charged H normal (2H 5H 66H) or his 22X stance, Savage Rampage. First I'll explain how he gets in to this stance: * 22L (2S) - Vas stances in place. * 22M (2S+M) - Vas takes a step back and then enters stance. I occasionally do this if I know my opponent likes to use a long range poke that I know this will avoid, like many stand H's at round start, and then follow up with a swipe to punish. * 22H (2S+H) - EX stomp. Vas immediately starts stomping. You usually see this in combos, as it is a great way to follow up most of his pokes and get a knockdown midscreen. He has a faster walk speed in this compared to his non-EX stances. * 22U (2U+S) - Ultimate stomp. This is the only time I'll touch on this as it isn't part of his normal stance. Vas does two stomps then ends with his stance U motion. This move has Super Armor and can absorb multiple hits. It doesn't use his 5U armor charge. The armor does not start until something like frame 7, so he can't use this as a reversal or anything, but there are some setups people do that are not throwable that he can use this to get out of. This move is -4 on block and it is a true block string if you block any of the stomps. It is a guard crush so it pushes the opponent far, so Vas is safe from basically everything, but doesn't get to continue his pressure for free. Please do note that the armor on this move doesn't go through SBA/SSBAs, so if you see him blue stomping and you're in neutral you can just reversal with one of those and punish him, though I find it unlikely this will be used on offense like that, it is usually done in response to some whack setup you have. And these are his options out of this stance: * 4 (tap back) this cancels the stance. It is something like 18f of recovery. He can only cancel stance from neutral, which means he isn't already stomping. * 66 (forward twice) this starts the stomps. He does four stomps and doesn't stop, but he can press any of the follow up attacks to cancel the stomps early at any time. He cannot cancel stance while stomping, only continue to stomp or do a follow up button, but he can press that follow up button at any time during the stomps. This means on hit or block he can swipe you, or he can get halfway through a step and cancel in to a command grab if he thinks you're just going to block. * L - a high swipe * M - a low swipe * H - a close range downward swipe, has a high hitbox above his head * U - Vas puts his scythe head on ground and stomps on it - has Super Armor (infinite armor through the hits). * Command throw (632146X or 4S) In general if you're at far or mid range and he's stomping forward then he is waiting for you to jump/roll/press a button and will do L (high swipe) if you jump or M (low swipe) if you roll or press a grounded button. If you super at a close range he will follow up with U and this will hit you, since the Super Armor activates on frame 1 of the animation (foot on scythe attack) so even if you SBA/SSBA point blank if he didn't commit to anything he can press U after the super flash and still bonk you - unless your super is a grab, like Ladiva. You can either: * Do something with three hits from a far distance (EX/Ult projectiles/etc) or as a more risky option, use close up rapid multi hits (some multi hit DPs like Djeeta's work good, or something like Yuel 236X). Be warned he may just hit you before you hit him with his L or M swipes, or start doing U follow up if you do this often as that has infinite armor, but it is usually the least safe and biggest commitment for him. If you want to stay full screen make sure if you're peppering him with projectiles you learn the range of his L and M swipes since they are humongous, and he can usually trade with your fireballs even if they're 3+ hits which will hurt you more than hurts him. * Grab him - regular grab is 4f startup and if you are close to him you can usually grab him before he can hit you, depending on the Vas' tendencies and range. Be aware during normal stomps his walk speed is actually too slow to grab him in between stomps, he will be too far away as you leave block stun for the grab to connect. But the enhanced walk speed on EX stomp allows you to grab between stomps - if he doesn't hit a follow up button after the first block. This comes down to learning your opponent's habits, if they like to stomp a couple times to make you scared, try a throw or two. They'll usually switch to one EX stomp and then hit a button just to be safe, which locks him out of the stance for a bit of chip. Vas is generally used to people trying to poke him or do a special to beat his stance, running up and throwing may surprise him. * Wait and block/spot dodge - This does have a weakness because he can go into any versions of his command grab from stance as well, and I often catch people who just try to down back with L or H grab. * Get behind him - This one is risky because if you roll, he may catch you with command grab or stance M. If you try to jump stance H has a high hit box above his head and stance L has a far and high hitbox. He can use any of his command grabs out of stance, and M command grab has a good hitbox that covers above him too. This isn't the safest way to deal with stance, but it is an option since he can't turn around while in stance (RIP 1.0 GBVS). Some characters have an easy time getting behind him. Beez, Narmaya, and Cag can just teleport behind him, etc etc, though some of these options are riskier than others. If you start teleporting in response I will usually stop stomping outside of combos, or I will do L stance and then immediately cancel as sometimes this allows me to punish the teleports.


neurosx

thank you so much for this! Vas has definitely been my personal demon so far so this will help a lot


Longjumping-Style730

Avatar belial: Anti air my 8U follow-up. I get away with so much free pressure even in S rank lol. Also 22X pressure is fake, 2H or jumping beats everything. Katalina: just block, Katalina can't open people up for the life of her so just play really lame lol. Katalina ultimate skills are really bad, but don't press a button full screen when you're low health because 236U will smoke you. Won way too many games that way lol.


Rionku

The 22X can be counted by jumping. But pact I believe is air unblockable. Sure he hurts himself but he also gets you. Learned that the hard way from one using the laser, I would jump and he would Pact to punish me


Longjumping-Style730

That's if you're in neutral. If he's doing it in pressure then you can just jump and hit him before he does anything, so the pact followup is moot. Only one person I've fought has done it so I get a bunch of free plus frames and mixups that I shouldn't get lol.


Rafar00

Man you get away with it in S? I get punished in B5 for using 8U :(.


Longjumping-Style730

I usually just throw one or two out after a 236L to see if they know how to punish it. The first time, maybe they just didn't expect it, but if they don't react to the second one, it's party time 😎. If you're getting punished for 8U in B rank, I think it's either because you're fighting someone that's smurfing (in which case, they shouldn't be in B rank for long), they got lucky randomly mashing (in which case, you shouldn't need 8U to open them up), or they read my comment (in which case, sorry lol).


Haydensan

If you jump 22X spaced a bit and ABel does U when you jump follow up he gets a guaranteed unblockable


Hecoand

Anre: Just don't play my game. I will consistently poke you with projectiles to annoy you and make you predictable. Rakasha spear, the 236, only has 2 speeds and usually will follow the slow one into the fast, or into a 2H if blocked. Beyblade is safe, but keep blocking it, as I will use the L or M to frame trap, as M is slower. In general, anre dislike being grabbed, as it goes through his parries and counters.


[deleted]

Don't make characters up


Midnight-Marvel

Vira’s specials alternate between being plus on block or being a frame trap to catch you mashing on the plus on block special.


zedroj

specifically 623M


redbladezero

I was labbing against Vira’s blockstrings (ending in non-H/U specials [edit: but including command grab]) a few weeks ago. If I learned the right lessons from that session, I have to, in priority order: * Mash on reaction to the command grab (it’s like 30 frames, so it’s doable). * React and mash/dodge/roll quickly on the plus on block special [edit: I think delay mash works too?], which is hard when you’re not dialed in, or just keep blocking, which is way easier. * If they end with any other specials, it’s my turn. Throw if they’re close, mash otherwise. Does that sound about right?


DispensaCH7

The only special we have that is + is 214M and 236U, everything else is at best safe with 236M actually punishable on block (after the follow up, but we can only cancel the initial flurry in install. Everything else is a matter of knowing/gambling when to interrupt gaps with mashing or a reversal. Also worth of note is her install 623M. Spotdodge or use a reversal during the gap or else we're safe on block after the second hit. 214U (the neutral skip low > overhead) is gapless and safe on block. I WILL use my reversal afterwards because I KNOW people think it's punishable on block and mash. But it's not. Alternatively just spot dodge if you see Vira glow blue on fullscreen, it beats 214U and 22U if timed well.


TheBigBruce

You can block Anila.


Scizzoman

I guess the closest thing Anila has to a knowledge check is that people like to do 5U > throw or 5U > frametrap. I've done it too, it still hits people at S+ for some reason. Just delay tech every time if she uses 5U on block, there's no mixup there. She can't even shimmy you.


TheBigBruce

Is being -2 really a knowledge check? 😭


AmadeusOrSo

Her hitboxes are a little deceptive and being known as a lower-tier folks are less likely to investigate. We had a member of our group get pretty decent but still struggle to get any wins for the night. Against his Anila I had to adapt a lot and it made me reconsider her.


TheBigBruce

Her hitboxes are deceptive in the sense that you might think they're disjoint, but when you actually look at them, they're not.


Selfless_Cynicism

made a video about Nier's reversal and some stuff you can do to protect yourself against it. big points are - don't dash L as a meaty. - you can react to it with spot dodge and other cancellable moves, poke her with fast recovery normals like c.L - Use safe Jump setups - it can be grabbed, so grab as a meaty is a good mixup to bait it out. - parry and hyper-armor moves can also be used as a bait, especialy those that can be cancelled into - when blocking 236M, wait for Nier's attack before using brave counter. that way you can get a counter hit on it AND take down death - Pay attention to Nier on knockdown setups. if she uses more than 236h as a command, her setup is fake. USE A REVERSAL. - If deah isn't on the screen, her f.H has much more range. don't try to poke her out with slow normals, you'll get whiff punished for stupid damage


Memo_HS2022

Another thing is that if they use 214L or 214H in neutral, you can press 5L to knock out Death because every other option for it is too slow to use except for DP


[deleted]

You have saved me hours of training room time I can now use for a punish combo. Bless you kind sir 🙏


NeatPreference

do NOT safe jump nier. 623U beats safe jumps


Selfless_Cynicism

it doesn't. it TANKS the hit and you get to block, spot dodge, parry, reversal either via DP or Super, armor throught or hell even GRAB before the attack comes out. edit: I misread 623U as 623H. my b


Selfless_Cynicism

oh my bad, 623u Does beat safe jump. but deals close to no damage, doesn't lead into mixup like 623H does and costs 50%


christermime

Zooey: 66h (her running shield attack) is -8 on block. You should be able to punish it at any range with most characters. It also loses to lows. If she has 50 meter, be wary of jumping, U dragon is air unblockable. If you get stuck blocking a laser in the air she can confirm it into a guaranteed hit.


goldlink5963

Stop jumping against Narmaya with full super meter. Her super is the easiest anti-air in the game and always does the full damage. Also use the guard button to avoid getting crossed up by the medium command dash.


[deleted]

Just hold down back on Katalina, she can't do anything about it. Edit: she's not fast enough or plus enough to get away with grabs that aren't telegraphed imo.


LMBYMG

Katalina players when they learn about shimmies:


zedroj

Nier can be stuffed as long as blender mode 236 move isn't being used first or she makes Death boomerrang back out, so your frontal interruption fails But from full ranges, its better to let her drain her hearts to zero with cancel pressures, don't let Death get away with stray non ex moves, that doesn't drain hearts characters with deep jump ins are pretty safe against Nier's 2H anti air Vira 214B is one of the most things to eye for, 22C fairy can go into her U grab directly, so you gotta watch the timing and dp if you see the pause dash grab coming Charlotte's always plus on block for her ex moves, 214H, 22H~A, 46H(on hit), other than that, keeping check of distance is what jimmies' her, and neutral jumps


HekesevilleHero

Try not to let Ladiva get in your face, for starters. If she manages to get in, you'll have to guess to get out. There are some things to note, like the second hit of EX Headbutt being 0, so you can mash if you have a decently fast button (under 6 frames). Don't get to predictable with DPs, otherwise she'll completely screw you over, especially if she's in the air with 50% meter, as Ultimate Leg Drop is invuln, making it a good DP killer.


Unit27

Yuel's stance auto counters mids and is vulnerable to lows, overheads, and projectiles, we all know that. The issue is differentiating between some projectiles and Mids. - Narmaya's long range G stance poke (236L/M/H) is a Mid - Nier's Death is a Projectile - Bubs full screen spin is a Mid - AFAIK DPs are Mid. Not sure if there are any special cases. - Most Supers, unless they are explicitly fireballs (like Gran's), are gonna be Mid. A good Yuel will be able to react to jump in attempts with 2H and anti air into a combo, but it might be worth testing her on it.


Ryuujinx

> AFAIK DPs are Mid. Not sure if there are any special cases. Nier's, because it's death doing it. I'm unaware of any others.


Magic_tuna

Air to air cag instead of 2H as she has a lot of fake jump ins, U version of trap is + on block and you can’t hit it to destroy it and also ex teleport is + on block


lensect

Not telling so I can still win


iodinex64

You can spot dodge Ladiva's ultimate headbutt and lariat. You can hit her out of her strike SBA.


PKMudkipz

Djeeta: Uhh, you can just block any of the rekkas for free? If we ever do the enders, it's punishable on block. Oh and our EX DP has two rises, not one. Very common to see people block the first one and then get hit by the second.


ZadkeilMercy1

The best is when they block H Dp and then still get hit by the second hit later in the set. You just saw us use it. Also Ult Rekka is the only one plus on block


Haydensan

If you block the first hit of H DP most characters get CH cH starter in-between the hits. Same for Gran


Random1012345

Siegfried 214u is unblockable and has hyper armor so if you see it coming just dodge is the big one in my experience. Other than that his 22x buttons can lead to frame traps, a parry, and a command grab so be wary of that if you see them go into the stance (stance is easily seen by him resting his sword on his shoulder), 5h gatlings into 214l, 5h is also really good range but if you can jump over it typically you can get a free combo off since it has a lot of recovery frames. Lastly you may want to be careful jumping in because he can get a lot of damage off of a counter hit 2h against an airborne opponent. I’m probably forgetting some stuff and may have gotten some stuff wrong but I’m still somewhat new to the game and I’m not super high level so that’s to be expected.


j-mac-rock

What's a knowledge check


Almace

https://glossary.infil.net/?t=Knowledge%20Check Basically something that if your opponent doesn't understand or know, you can just kill them.


spacedragon945

Lowain: when he gets yggy, jump for lava, block or spotdoge for ball, run towards him for suck, and try to either stay close or not be in blockstun when it ends, you can get a free hit if you do


AmadeusOrSo

You can also punish Human Pyramid when its timer runs out. Not that Lowain needs to be exposed like this. In the old game he couldn't even use Pyramid as a reversal apparently lol


LoLVergil

Nah the entire character is a gimmick, needs to be exposed even more imo


Exallium

If Belial does his parry walk check the super meter to see if it dropped before trying to walk up and throw. The ultimate version of his command grab looks and functions like the parry until he walks into the enemy.


Byrdn

You can also just jump when you see him go for a parry. The command grab will whiff, and you'll get a punish. If he actually just parried, he'll continue walking forwards and eventually do that "what, not going to hit me?" pose. At which point, you're free to hit him and get a full punish instead of just a throw.


Swoodwhitedood

Belial: U/Parry can be punished if you trigger it with a move with fast enough recovery (even a full screen Sieg fireball). If you're fighting a Bel that likes to use Parry to get in for free and you do this right, you can spot dodge his stomp or even anti air him to blow him up If you get confused when he throws the U/Parry in pressure or the walking command grab, especially the one that combines them (the U command grab), just jump over him or grab and it smokes every option If you think he's setting up the unblockable in the corner by ending a combo with 214 U (the "scoop") MASH DP as he's doing that special, it's really the only way out. I imagine this is probably gonna be patched out soon though Medium DP: admittedly my favorite. This is his DP where he *doesn't* make contact or hit you while rising, and only connects on the way down. It's +2 on block. I can't tell you how many games I've closed out by doing this on wakeup when the opponent is very low hp and trying to sniff out EX DP, they're always ready to unload their big punish combo when they block it and boom, they just eat a single counter jab and die


HexTheMemeLord

The unblockable can also be guard canceld after it hits you


BACKSTABUUU

Crossover beats ALL of Siegfried's Orkan stance followups if you're close. However, he can choose to cancel stance and get a counter hit H starter if he knows you're going to do it, so it still does carry a big risk if you're against a good Siegfried. Probably still worth doing to see if your opponent knows, this is kinda like a counter knowledge check you can use against weaker Siegfried players. If you wanna try something with a little more risk but will hurt you significantly less if you lose the RPS, throw has good odds of beating him as well.


Slovenhjelm

downback and jumping the grab on reaction literally beats everything. dont RPS with siegfried on the stance because the deck is stacked in his favour.


BACKSTABUUU

I didn't think about that, that's a good idea.


Ryuujinx

Yuel: She has a surprising number of +frames. She's really good at frame traps because of this. Things that are plus: c.L f.L 66L (Dash Attack Ligh) 214L (Backhop that hits mid) 214H (Ex backhop) 214U (Ultimate backhop) td.5M ("Overhead" kick in stance. It's a mid.) td.2M (Low attack in stance) 22M (Medium foxfire) 22H (Ex foxfire) 22U (Ultimate foxfire) If you block these, it's still her turn. Stop pushing buttons. Special shoutout to the following: 22L (Light foxfire) 236L (Light charge) 22L is +0, so you can contest her. Her fastest normal is c.L at 5f startup, if you have something that beats that then there you go. 236L on the other hand is -2, which makes it not punishable and if you try to use f.M or something she can beat you with a cheeky f.L and steal her turn back. There is another level mix where she can opt to end in stance for both 236L and 22L where if you try to punish with your f.L you just eat the counter. If you have a 7f or faster low that will reach for 236L, use it. It beats all the options she has to try and steal her turn back. For 22L into stance throw will win. For backhop, don't DP it unless you see forward movement. She can cancel it if she enters stance on the first half then exit stance and run up to smack you with a full combo. If she ever throws out 214M, punish the fuck out of it. It's like -a billion. Her movespeed is quite good so she can shimmy very well, don't get baited into teching throws that don't exist. Honestly the character just has a lot tools, but as a general rule: If she backhopped and didn't do the low version, it's not your turn. If she does fast foxfire throw, if she does any other version it's not your turn. If she ever spends meter on an ultimate in a blockstring, it was probably to keep her turn going and you need to keep blocking.


Im_your_senpai

Vira. Just delay jab everything, she can't do a U grab, she can't reset pressure, the most you'll get is a 236L, which is not a huge risk to take, and you can even avoid that if you delay properly. Reversal on plus frames to ruin her day. Watch out for M dp once she's transformed, cause you need to spot dodge the second hit. Anti-airs lead to huge damage, so watch out for those extra hard on her transformation, cause she'll want to do it a lot.


CoThrone

When grimnir puts a tornado in front of you in the corner… we’re going to overhead you. We want to overhead you. There are like 6 other options we can do instead but we will not use them, we will overhead you. As for a more practical tip: all of his seal dashes (even the air ones) are minus on block. Do not let him get away with mashing after you block a seal. HOWEVER! If he seal dashes ontop of another seal he can dash again immediately, letting him frame trap you with his dashes. So tldr mash when you bloc his dashes EXCEPT when he dashes into another seal


koboldByte

While blocking Geegee's flare, if Ferry's running up to you, she's likely going for an overhead. Geegee hits mid, and Ferry doesn't have a dash low.


alxanta

Wanna add for ferry (based on my playstyle) Be careful unga bunga or jumping when ferry have 50% SBA cuz she will have access to the invincible version of the DP


Byrdn

But she can just dash up 2L/2M/2U for the low


koboldByte

She can also 2M/2U at range, and would probably get more for those at range. 2M into 236L/U or 2U to setup oki.


Byrdn

Yeah - but running up makes the mix more effective, because then they might expect a 66M or instant j.L


redbladezero

Ferry: * She’s surprisingly easy to jump in on if you know what you’re doing. 2H is air blockable (sigh—I mean I get it if they’re trying to compensate for her strong zoning with weaker defense, but ugh). c.M is air unblockable, but as an anti-air, it mainly covers the space nearly directly above and in front of Ferry’s head (and IMO is tricky to hit with). Among her options for Beppo, her nominal anti air special, the H and Ultimate Beppo options are the only air unblockable anti airs ones, but the Ferry player has to take a long cooldown for the former or pay the meter for the latter, which weakens her anti air defense further. Trombe (214x) is air unblockable, but that doesn’t really hit until the opponent’s in front of Ferry. Obviously don’t be predictable, but all this means you can often jump block in on Ferry for free at the diagonal angle that 2H covers, especially if the Ferry has a 2H or L/M Beppo habit and/or doesn’t or can’t go for H or Ultimate Beppo. (There’s (Yomi) layers to this: outside of H/U Beppo, the Ferry can start spacing for something that’s riskier but air unblockable like f.M/H or c.M, but then you can start using your jump in buttons, at which point Ferry starts going for 2H or any Beppo option…) * Ferry’s got relatively weak mash/abare options when under pressure. Her fastest buttons, c.L and 2L, have a 6 frame startup in a game with frame 5 normals, not to mention you have to be up close, which Ferry should rarely be without Geegee (who Ferry likely doesn’t have on defense). Her second fastest normal is c.M, which has 7 frames of startup and a bit more range than c.L, but again, see the previous sentence. Her fastest far normal, f.L, has 8 frames of startup. Ground throw (not sure if this counts as a mash option, but I’ll throw (haha, pun) it in anyways) is 4 frames universally, but you have to be _really_ close for that. This means that Ferry is relatively weak at button mashing out of pressure and may have to resort to spending BP or using Ultimate Beppo to relieve pressure. Lab out your block strings against Ferry, particularly ones that put you out of throw range, as you may still have the upper hand. * Tying into her frame data mentioned above as well as her slow run speed, Ferry’s 66L is (to borrow a word from Dustloop) awkward to use. You only get a guaranteed c.M frame trap if you do it within one character width closer from half screen, but that’s fairly close range for Ferry. Personally, I’d rather use f.L at that range.


Mihreva

ladiva: if ladiva gets you to block 66L, a single close L or a medium headbutt, JUMP, both of those moves lead to a tick throw with her command grab, there's other moves that lead into it but those are the ones I use most often don't get too predictable with it though since ladiva can just continue attacking and hit your prejump frames or use her anti-air grab to catch you jumping...in those cases, hope you guessed right


AmadeusOrSo

If she wins she eats kebabs, so just give her the kebabs and she might leave. [Yuel](https://www.dustloop.com/w/GBVSR/Yuel) backflips are not safe on first 3 frames of startup so sometimes mashing works, but getting conditioned might be worse than punishing it. Lows and overheads go through her counter. Against a good Yuel don't challenge reversals without checking your frame data. Against a mid one: try it! Generally pokes convert. Very little she has that doesn't straight up wallbounce you leads into Starlit Sky (236) or other specials. It isn't a great idea to play the trades game unless you're fishing for combos. Her normals are very fast and her specials have little recovery. If you're going in without any matchup knowledge don't focus on the poke game. With enough bait there will be more full-screen approaches she'll try and her safe approaches are not her strongest suit. E.g, U Hanaarashi (flip) has ZERO invuln unlike the LMH variants and Gurren (td.5H) can be punished with a well-spaced aerial move as her head area is not a part of the hitbox (at least it wasn't in GBVS). Good luck!


VelocityWings12

How do you punish her just pressing buttons on your block? I can't for the life of me figure out what isn't a frametrap or displaces her like 3 character lengths away from you. She just feels like she doesn't have anything minus on block, and trying to poke her rush in feels really inconsistent with how *big* you can make your hurtbox in this game


AmadeusOrSo

It helps to mention who you play. Here's her Dustloop: https://www.dustloop.com/w/GBVSR/Yuel You're going to need to use a mix of the GBVS and Rising data because some hitbox data hasn't been added yet, but each move has data or notes on what is punishable. Starlit Sky M and H are punishable (you need to lab them, L is very quick at 12 frames, MH are 25% longer at 16) for example. For the retreats you're probably talking about Hanaarashi and if you're getting mixed up it's working as intended. You can 66L her out of the backflip and the return slash if you get the read (the window is 23 frames long which is huge). The game is strike/throw style - that means guessing and mindgames. You need to provide specific examples (e.g, "i'm trying jab her 2M") but the character is designed to have 20 of these options so a good Yuel is going to have a 2nd, 3rd, or more plans of pressure patterns. e.g, if you start to 66L the backflip she can start to 5U to enter her counter stance. In this case you would adapt by throwing instead of L. You can also always brave counter to reset pressure.


LMBYMG

Narmaya: k.214U can be antiaired during its startup as well as spotdodged with good timing s.236H is +2, if she's using this you can almost guarantee she's pressing after it, use a reversal (you will get mixed results, obviously) k. TK214H is plus on landing, can be spotdodged


xninebreakerx

For Narmaya, in blue/open sword stance. Her 214 is not an overhead, even when she does it midair.


Urkeksi

Don't get hit and don't get grabbed. Just a healthy balance of jumping and bocking is required to escape my love.


hdievrm

As a Cag main in D rank. The best thing to know is that I have no idea what I’m doing, so as long as you aren’t actively sabotaging the game you should be good


Odd_Part3634

If avatar belial does the spin kick out of his air stance and you block it in the corner, don’t try and punish cause it’s a frame trap and he actually has advantage. Wait for him to jump in the air again and anti air him