Counterplay Cheat Sheet
Notes for character counterplay. More detailed notes are linked.
General notes
Section titled “General notes”- Pushblock heavy buttons, whiff punish specials
- use
2Hto 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 to
S1. 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
MandHnormals to stuff her approach
- Use
- Her assists are pretty bad so make sure you win neutral with yours
- If she uses
3Hin 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
S2is -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
Darius
Section titled “Darius”- 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 hook
- 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 1is -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
- Replay -13 on block
- Charged Chronostrike (
5[S2])- Crosses you up but -1F on block
-Challenge after with
L - Can tp to bait parry
- Crosses you up but -1F on block
-Challenge after with
- Break! (
r.5[S2]) is -5 on block - Can throw
Level 3after the flash.
Illaoi
Section titled “Illaoi”- 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
Mand2Mare massive. YourMbuttons will probably lose- 18 and 17F of recovery respectively. Don’t let her whiff.
- Her tentacles can cover roll be careful.
- Retreating Guard
j.S2to make tentacle whiff and then punish - Retreating Guard the first hit of
2S2to 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
2S2is punishable on block - Low parry
2S2for a punish Super 2counterplay- pushblock 2nd tentacle slap > throw out a move to beat tentacle > Tag
- Example
- Only works when they don’t have assist
- pushblock 2nd tentacle slap > throw out a move to beat tentacle > Tag
- Third hit of
6S1~6S1~6S1is -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
- In neutral
- Retreating guard
Mand 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
2HDive - 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
2Mand 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.
Thresh
Section titled “Thresh”- 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 His not a true block string- Can parry in between
MandH
- Can parry in between
- Retreating guard
2Mand whiff punishHwiki - Push block before sway and punish sway
- Mash after
sway L(or any uncharged move > electric)- She has to delay
sway Mto punish you
- She has to delay
- 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
2S2and denting blowsS2- Hold down if you get hit by these moves
sway Lwill catch high committal moves like the startup of lobbed timewinderSuper 1is invincible after the flash
Warwick
Section titled “Warwick”- 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.Mafter 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 flipyou should parry or air throw- Air throw beats all options
- Harder but better
- Air throw beats all options
- 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:
- Overhead is -6.
- Bloodlust cross-up is -14
- Dive kick
- rekka is -14 on last hit
- Sweep is -11f
- Headbutt is -8
- 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
Mafter 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