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Counterplay Cheat Sheet

Notes for character counterplay. More detailed notes are linked.

[!Warning] These notes were written a few patches ago. Certain details may no longer be correct but the advice should mostly still be relevant

  • Pushblock heavy buttons, whiff punish specials
  • use {2xko} 2H to punish assists and jump cancel to block
  • Retreating guard or pushblock now get back
  • Retreating guard first hit of orb super in corner
    • makes it more negative so you can escape corner
  • Ahri is committed to throwing air fireball after she initiates the air follow up to{2xko} S1. Parry on reaction to her going up after the first grounded fireball.
  • Anti air her {2xko} 2S2 (flip overhead)
    • 32f startup
  • Block psycho crusher and punish
    • -42f on block
    • stuck airborne for a bit
  • Retreating guard hook assist
  • Up back rocket grab on block
    • fake but hard for them to time correctly
    • if they punish you can parry meaty jab instead
  • Forward jump after blocking rocket punch or parry follow-up
  • Forward jump rocket grab on reaction
  • Parry hook
  • React to hook with level 3
  • When he shields
    • forward jump throw and cover with assist
    • run up throw if you read he is going to shield in neutral
    • don’t engage let him waste assist
  • Parry hook
    • on block
      • parry overhead
      • jump command grab
  • Parry second hit of red swing
  • Meaty with lights to beat DP
  • jump or dash jump raw {2xko} Super 1
  • {2xko} Super 1 is -3 on block
  • Can throw {2xko} Level 3 after the flash.
  • Retreating Guard {2xko} j.S2 to make tentacle whiff and then punish
  • Retreating Guard the first hit of {2xko} 2S2 to make the tentacle spawn whiff
    • Leaves you ~+18
    • Some chars can punish
    • Can dash up and counter hit them if the commit to a button after
  • {2xko} [2S2] is highly committal. Good to jump in on it
  • Tentacle slap after {2xko} 2S2 is punishable on block
  • Low parry {2xko} 2S2 for a punish
  • {2xko} Super 2 counterplay
    • pushblock 2nd tentacle slap > throw out a move to beat tentacle > Tag
      • Example
      • Only works when they don’t have assist
  • Beam super hits 12 times
  • Block dive kick and mash {2xko} 2H
  • Raw {2xko} Level 3
    • In neutral
      • mash dash and punish
    • Jinx in corner
      • dash up throw or super after flash
      • only works if you are spaced away from her
      • if point blank
        • triple parry then throw
        • Block 2 hits {2xko} Level 3
        • Block 2 hits throw
  • Retreating guard {2xko} M and jump over minigun
  • For fireworks super tech forward and call assist if you get hit
  • Retreating guard {2xko} 2M and parry spin wiki
  • Shovel has 26f of recovery on whiff
  • Retreating guard {2xko} 2M and whiff punish {2xko} H wiki
  • Push block before sway and punish sway
  • Mash after {2xko} sway L (or any uncharged move > electric)
    • She has to delay {2xko} sway M to punish you
  • Parry Electrics
    • if she charges at all you are either safe or will parry her
  • Parry {2xko} S2
  • {2xko} sway L will catch high committal moves like the startup of lobbed timewinder
  • Pushblock often
  • punish overhead with 6f jab
  • punish sweep with {2xko} M
  • stuff demon flip with jump normals
    • puts him into counter-hit state can land and then continue combo
  • Falling {2xko} j.M after tech is huge don’t run into it

General frame data:

  • Burst {2xko} 6[S1] when high in the air and whiff punish. Example|
  • Play at a range to whiff punish wind wall (18f startup 33f recovery)
    • Depends on your run speed
  • Chicken block often General frame data
  • Hasagi 19f recovery -2 on block
  • If they try to tech chase after stomp hold down for no tech