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Counterplay Cheat Sheet

Notes for character counterplay. More detailed notes are linked.

  • Pushblock heavy buttons, whiff punish specials
  • use 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
  • Retreating guard jump normals in the corner
    • Good if she is trying to steal the corner
  • Ahri is committed to throwing air fireball after she initiates the air follow up toS1. Parry on reaction to her going up after the first grounded fireball.
  • Anti air her 2S2 (flip overhead)
    • 32f startup
  • Block spirit rush and punish
    • -42f on block
    • stuck airborne for a bit
  • If you burst Ahri high in the air you have to wait until you hit the ground. If you press an attack she can snipe you with Super 1.
    • Tagging is ok
  • Her normals are pretty short. Most characters can outrange her
    • Use M and H normals to stuff her approach
  • Her assists are pretty bad so make sure you win neutral with yours
  • If she uses 3H in a block string
    • she can double jump back to be safe
    • should anti-air if she does double jump forward
    • in corner can go for double overhead or low (-16f)
  • Her chain ender S2 is -9/-11 on block.
  • The second hit of the forward slashes (S2~S1) is -16f on block
    • First hit is -7f but she can do the followup
    • She can only do the 3rd follow-up on hit
  • She can bait getup attack with kunai
  • Retreating guard hook assist
  • Up back (chicken block) 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
  • Do NOT roll in the corner or if close to him. Rolling makes you completely vulnerable to throws.
  • When he shields
    • forward jump throw and cover with assist
    • run up throw if you read he is going to shield in neutral
    • [H] breaks shield
    • don’t engage let him waste assist
  • Parry hook
    • Parry hook
      • Darius can charge it to bait parry
    • on block have to guess
      • parry or block overhead
      • jump command grab
      • Block red swing (mid)
      • Never crouch
    • jumping (up backing) hook is also good.
      • dodges charged hook.
      • Regular hook hits you on block airborne so can’t mix you up.
  • Parry second hit of red swing
  • Meaty with lights to beat DP
  • Thin their ranks is punishable (-14F)
  • jump or dash jump raw Super 1
  • Super 1 is -3 on block
  • Parry meaty timewinder
    • Loses to lows
  • Chronostrike > Replay (5S2~5S2)has a gap for a parry
    • Replay -13 on block
      • Can cancel into super but you can parry after the flash.
    • Can charge Replay to bait parry
  • Charged Chronostrike (5[S2])
    • Crosses you up but -1F on block -Challenge after with L
    • Can tp to bait parry
  • Break! (r.5[S2]) is -5 on block
  • Can throw Level 3 after the flash.
  • The main advice here is that most of Illaoi special moves are negative but spawn or use a tentacle
    • Depending on range you have to choose whether to break the tentacle, evade, or hit her
  • Her M and 2M are massive. Your M buttons will probably lose
    • 18 and 17F of recovery respectively. Don’t let her whiff.
  • Her tentacles can cover roll be careful.
  • Retreating Guard j.S2 to make tentacle whiff and then punish
  • Retreating Guard the first hit of 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
  • [2S2] is highly committal. Good to jump in on it
  • Tentacle slap after 2S2 is punishable on block
  • Low parry 2S2 for a punish
  • Super 2 counterplay
    • pushblock 2nd tentacle slap > throw out a move to beat tentacle > Tag
      • Example
      • Only works when they don’t have assist
  • Third hit of 6S1~6S1~6S1 is -23F on block
    • First hit -5F
    • Second hit -12F
  • If you jump command grab she has time to anti-air
    • Have to block after jumping
  • Beam super hits 12 times (good to know for parry)
  • Block dive kick and mash 2H
  • Raw 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 Level 3
        • Block 2 hits throw
    • Very hard, when in doubt block
  • Retreating guard M and jump over minigun
  • For fireworks super tech forward and call assist if you get hit
    • Very hard for her to see your assit if you are high up
  • Parry or 2H Dive
  • Parry 6S2
  • If Senna does any* air special you can run at her to pressure her.
    • *One exception is if she throws air grenade close to the ground
  • Retreating guard 2M and parry spin wiki
  • Shovel has 26f of recovery on whiff
  • Call assist and tag often to clear mushrooms- and take space.
    • Also good for anti-air
    • *Some assists will get hit by mushroom.
  • Air to air or jump away from parachute.
  • Can retreating guard or parry his ground pull
  • Can parry Super 1
  • Parry the gap between H~H
  • Can throw Thresh if he dashes in your face
  • L M H is not a true block string
    • Can parry in between M and H
  • Retreating guard 2M and whiff punish H wiki
  • Push block before sway and punish sway
  • Mash after sway L (or any uncharged move > electric)
    • She has to delay sway M to punish you
  • Parry Electrics
    • if she charges at all you are either safe or will parry her
  • Parry S2 (punch punch punch)
  • Vi players have tech chase setups after pillar 2S2 and denting blows S2
    • Hold down if you get hit by these moves
  • sway L will catch high committal moves like the startup of lobbed timewinder
  • Super 1 is invincible after the flash
  • Pushblock often
  • punish overhead with 6f jab
  • punish sweep with M
  • stuff demon flip with jump normals
    • puts him into counter-hit state can land and then continue combo
  • Falling j.M after tech is huge don’t run into it
  • If he does air flip in neutral air to air him on reaction.
    • delay-anti air also good but hard
    • Run under is also fine
    • Parry
      • Hardest, he can delay options
  • If he does M H flip you should parry or air throw
    • Air throw beats all options
      • Harder but better
  • Don’t roll if he’s close to you. Very easy for him to tech chase.
    • He also has setups to beat getup attack

General frame data:

  • Play at a range to whiff punish wind wall (18f startup 33f recovery)
    • Depends on your run speed
  • Jumping is really bad against Yasuo. His anti-airs are huge
    • Sometimes you gotta but be unpredictable and don’t do often
  • Press M after you block either cross-up move
  • I think parrying crossup is easier than blocking it
  • If they try to air tech chase after stomp hold down for no tech
    • If they whiff after you can punish with ‘M{:2xko}’
  • Burst 6[S1] when high in the air and whiff punish. Example
  • Chicken block often
  • Bad yasuos will only crossup after M H. Get ready to parry. General frame data
  • Hasagi 19f recovery -2 on block