BBTag/Nu-13/Matchups

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 Nu-13


Matchup Information

General Information

When considering Nus matchups, the things to look for would be things like, how fast is this character, do i have more opportunities to guess if they are jumping or running at me? Do they have access to a persona or projectile invuln while approaching me? Do their assist break part of my kit or do they themselves break part of my kit, and does their gameplan cause issues with my gameplan, i.e., they want to jump super high and im not able to cover that area.

Blazblue

 Ragna the Bloodedge 5:5 As Nu, you win neutral in a lot of situations that Ragna likes to approach, likewise, Ragna also carries good gap closers like 214a / 214c / 236bc, the last one is good for calling out gaps in zoning and pressure and can leave you vulnerable. As a reasult it feels advantageous both ways, but its incredibly volatile and you should focus on your oki gameplan to make sure you arent forced into too much guessing.
 Jin Kisaragi 5:5 Jin is an interesting matchup, similar to Ragna, it can tend to be volatile once meter is available, but nu has access to a couple answers if she decides to answer later, for instance a response to jin trying to chip out with touga would be legacy edge, and you can punish with it. In neutral you need to keep wary of his j.b / j.2b, and you have good answers for his 236a, but his 236b should be avoided. Your oki stays the same since he has no real answers on your knockdowns.
 Noel Vermillion 6:4 Noel does have anti zoning options in her kit with 4b and a few of her b normals, but she cant threaten you from jumping which is the main answer to her gameplan, as a result your offense should be focused on hitting her with an airdash in j.a, if she jumps you can go for 2b to anti air and claim your turn, since it has no proj invul in the animation. Keep in mind her j.c is good air stall and can change her approach on you, so you have to stay awake. If she has 2 meter you cant safejump her super with nu j.a since it has guardpoint that works against it.
 Rachel Alucard 6:4 Rachel players usually have two modes, sometimes they use both, between zoning and rushdown, against a rachel in your face its a very hard matchup, but nu has way more options to take into a zoning rachel as opposed to other characters, your swords pierce several lobelia / bats at once so you can always choose to skewer a bunch. Rachel doesnt have any decent answers to your safejumps so as long as you keep pressure youre fine. In general your gameplan should be making sure rachel
 Iron Tager 6:4 Seems weird to say it, but the matchup isnt insanely in your favor. Sparkbolt is 1 bar, but you can also beat it in your 3frame window in your 5b, his 5b also answers a lot of your zoning so you have to be careful. Dont try to safejump him at 2 meter, tager players love 214bc. Since you do low damage and in order to keep oki you have to stay close, it gets a little weird. Luckily, Tagers guardpoint dp doesnt actually stop you, so you can still safejump it.
 Hakumen 6:4 Seems weird to say it, but the matchup isnt insanely in your favor. Sparkbolt is 1 bar, but you can also beat it in your 3frame window in your 5b, his 5b also answers a lot of your zoning so you have to be careful. Dont try to safejump him at 2 meter, tager players love 214bc. Since you do low damage and in order to keep oki you have to stay close, it gets a little weird. Luckily, Tagers guardpoint dp doesnt actually stop you, so you can still safejump it.
 Nu-13 5:5 Its uh, a battle against yourself. Keep in mind she can 3f her own late 5b, as well as legacy edge in zoning gaps.
 Hazama 7:3 I believe the matchup is 7:3, the main answer to hazama chaining in is to anti air, and part of his gameplan is to bait those out, but nus anti air has low recovery so its not a huge deal. 2b / 4b catch snake angle as well even if he doesnt commit, and due to his lack of decent air options on you, you can parcer underneath him and 4a in some spacings. The only part to really be concerned about is when he has 2 meter, you want to gauge your opponents interest in letting a super rip just to hit you, and houtenjin beats the j.a safejump, unless you use 236c as your ender, which is sort of a fair trade.
 Makoto Nanaya 6:4 Makoto doesnt have any strong options to get in on nu, so you and makoto do a staredown where she does 236a and stares, while the ball is up it is extremely hard to just 5b with, but if she launches is it, you can get the 3f window in order to start some pressure off of the resulting knockdown. In neutral her 2c is a bit scary, and on defense she can reset pressure with 214c to punch back in and be + on you. Unfortunately she doesnt have much mixup and as a result can only hardcall pushblocks in order to stay in.
 Platinum the Trinity 6:4 Platinums airdash is really weak, as a result she needs to pogo in to gain decent distance, and pogo is actually a really good answer to change jump arc and bait your sword anti airs, so its important to stay cognizant of them. Platinum cant bust out with supers, and she has no huge things she can do on block, if she iohs you she can only super afterwards.
 Izayoi 6:4 I think nu wins this matchup as long as youre awake or are familiar with her. Izayois mixup is a bit slow, and as a result she has to put a lot of extra work into getting you to guess wrong, paired with nus 4a thats good upclose, you tend to have a nice time. Izayois usually flow between two states, theyre upbacking and throwing the swords down towards you, you can 2b her for trying that, but you do have to remember to check her meter and see if she has any bar, since she can instant transmission behind you. She has no decent wakeup supers / buttons to abuse, so you can run a usual gameplan on her.
 Azrael 5:5 Azrael has growler and can teleport past projectiles, as well as use his 236bc to get in on a check on you, and he has 236a to get in on you, he can use 236a to frame data check you (you lose it) so sort of like how makoto spends meter to guess a pb, azrael does not. However, he is quite slow, and on defense you have a lot of global options like grabs. Azrael is very tall so you can get 2b setups and launchers on him if you want to save meter, his forward super also beats your safejump technically? but you can buffer a dp during his flashfreeze and punish it without taking damage yourself.
 Celica A. Mercury 5:5 Celica has great neutral tools, namely 5a / j.a / 214a. 214a has a hit of armor on it, and can messup your zoning gameplan. Her 5bb has projectile invuln but its a death sentence when she uses it. On block she relies on strong stagger pressure and a good chunk of jump cancellable normals, with good projectile pressure resets. Her j.c is also a really good divekick that is special cancellable. Despite all this her oki gameplan isnt the strongest, so defense isnt the worst in nus case. As nu you should make sure shes scared of jumping, and generally play keepout against her. With 2 bar she has access to both a beam super and a fullscreen approach. Celica does have a guardpoint dp, but nu can safejump it.
 Nine the Phantom 3:7 This matchup is incredibly rough, She has 214c which gives her full proj. invuln, and is also an amazing starter that leads to putting you in the corner and setting up hard to beat oki for nu. She can walk forward for a bit and gain the spell gauge to summon mirror, which makes her proj invuln, and has a mirror that reflects projectiles at you. She has a fullscreen beam super if she doesnt want to use 214c instead? its a worse option for callout than 214c, but it does exist. She also has teleports similar to Azrael, but she can also chain two of them which lets her have invul until the very end, she is able to press buttons, and most if not all of her normals consume your projectiles. She can also use 214c in the air which is important to think about as well. In this matchup you want to see if you can hard read teleports, and try to slowdown on your zoning game in order to try and train the opponent to press less anti zoning options. You can still safejump on nine like a regular character since j.a isnt a projectile, and her supers arent noteworthy on a defensive regard.
 Naoto Kurogane 5:5 Naoto has access to 214a which has good proj invuln while advancing him forward, access to an airstall but also a hard to punish air super depending on where it touches you. He has a gap closing ground super thats difficult to punish. A lot of naotos buttons and specials advance him forward a considerable distance, and as a result he prefers the floor, but some newer players might also do j.b hold in the air to fish for the big j.b hit. He doesnt have the easiest time getting in, but once hes in hes hard to keep out. He has no interesting reversals that stop you from running your usual oki.
 Susano'o 5:5 This is also a very volatile matchup, susano can infinite blockstring you with 4a 4a 236a which is pretty rough. He has sword super to also smack you with, so the main issue is that when hes in its very hard to get out. His j.b is also incredibly hard to anti air unless hes close up on you, and due to its size there isnt a reason for a susano player to use it in your effective anti air range. Meanwhile, susano is very slow, he is huge, and lets you do easier and better routes while saving meter, and he has no anti projectile options other than 214b which has a decent recovery post animation. However he will 2 touch you even with bad combos. Susano doesnt have any good wakeup tools to stop you from running oki.
 Es 6:4 Most es' I fight end up trying to play the zoning game, and as a result lose since nu has better zoning. Up close her iohj.b can be annoying, but in the 1v1 she gets no reward off of it so its not a huge issue unless it can close out a match, its a bit telegraphed since her only jump cancels on block are 2b and 4a. When she attempts approaches using j.c your anti air is actually really good for a lot of the angles. If she tries to bust out and super with 236bc you can 3f your 5b which is hard, but also legacy edge is a valid choice in countering it and punishing. You can do the usual oki and setups since es doesnt have any properties to scare you with.
 Mai Natsume 5:5 Mai also has a b button made for zoning, and she can chill out in dead zones with ease. She has great ways to get in, but her whole gameplan revolves around throw baits since she has.. 2 overheads? 5c and j.a, you need to be careful of her backflip baits which can be anti aired if she does dive followup. Mai has a super thats great for crossing the screen, but also showing up on top of you, so make sure to be aware of her meter. She doesnt have a super that directly challenges your safejump, so you can let loose on that.
 Jubei 5:5 On one hand jubei players tend to enjoy the jumping and catpads, and nu has a really simple jump back j.a 5a or 2b depending on height, as long as youre familiar with the catpads its super easy, however, his 5b chains are very rough to work with as they naturally push him forward a ton, while spending meter pushes him even further while letting him choose high or low. He has great air stall on his j.b and can still cancel it, it also has low recovery so you can get yonkered by something afterwards. He has a counter but you dont need to be scared of it as it rarely actually works.

Persona 4 Arena

 Yu Narukami 4:6 Since yu is a persona character, your swords can completely grief you, so you have to be especially careful about how you choose to zone. Yu has a hard time not getting in on you and keeping next to you, as persona pressure is suffocating for nu, and he can reset with 236c, he has decent mix on jump-ins but otherwise he relies on frametraps and strike throw. Yu doesnt have any special things he can do on wakeup to stop you from running oki / safejumps.
 Yosuke Hanamura 3:7 Yosuke uses a lot of personas, and as a result nu has a hard time doing any zoning. Pair this with his invul on his flips, and stopping him from jumping becomes difficult as well. Due to nu not really having a meaningful anti air / air to air to approach him, its difficult to get started on anything. Yosuke also has a counter dp that beats your oki, and even if you do trigger while blocking using 236b oki, you are pushed so far back that you cannot punish it at all. You also must guess from fullscreen if he chooses to jump towards you, or just use his run skill to immediately close gap and go into a combo.
 Chie Satonaka 4:6 Chie is another persona character, as a result you have a hard time zoning her, but chie is also able to use 2a to low profile your swords and in some spacings can punish. She has a get in punch and it can be plus, but she also has j.236c to immediately go across the screen and recover right away. Another facet of chies gameplan is running her j.236c meteors, which is just legacy edge but better in a ton of ways, first it has a persona so you arent going to hit her when you guess it right, secondly it has no recovery so you just have to hold it. On oki she can use her counter dp to get out of j.a safejumps, but on 236b oki you can punish during the trigger, remember that it hits low on the first hit.
 Yukiko Amagi 5:5 Another persona character, but this one actually has recovery on her personas when you hit them, so your plan is to chip out some personas here and there, but also to use 236c after a persona hit to get a clear shot. Her most threatening things in neutral are some of her upback fan angles are hard to contest, and her 214a / b fire snakes let her approach very safely. On oki she does have guardpoint but your safejump beats her guardpoint. Alternatively ALWAYS CHECK HER METER, if a yukiko player has 2 meter, the chances of her doing wakeup 214bc is incredibly high, while your safejump enables you to block, the fire pillars will always push you back to fullscreen. If she has 4 meter, she can recover in time to press it again, you want to pushblock the second or third pillar if you have the meter to do so in order to not be put in a disadvantageous state. Against yukiko in general id recommend staying up in her face, as the fan chip and persona usage could make getting damage or pressure on the table difficult.
 Kanji Tatsumi 7:3 Kanji is a bit of a flawed character, but even so he still has personas so you must keep in mind of what options you have. Hes extremely slow, but he has a decent air approach if he decides to use his command grab that only hits standers, you can punish this and reset the neutral to fullscreen. You choose fullscreen fights due to him having grab super / counter dp thats incredibly good. One thing ive seen some kanji players due is use 236c to keep their turn, you can mash anti air or dp if theyre doing it from too far. Despite how good this is, he is still a grappler and being put in the corner is threatening. Try to run 236b oki if you really want to test them.
 Teddie 6:4 Teddie Does end up using his persona a lot, but due to where he is next to persona, he ends up getting clipped as well, and this is mostly during him in the air trying to safely rotate items. Teddie has less range than nu, and ends up having to respect a lot of fullscreen pressure she applies. At best teddie can try to hard callout nus options by sitting in a dead zone and j.236x in, or guess her doing anti air sword and go into 22[c]. Teddie also does not have access to very inspiring reversal options, so you can run regular oki here.
 Naoto Shirogane 4:6 Naoto has access to persona normals, but also traps that prevent your zoning, theres an interesting bug where if you j.b a trap, you can press j.b again before landing to summon another sword in that area without showing an animation on nu. It might come in handy if you need that zone denied. You cant disrespect her going into gun stance, and you must wait for her to do a button first. Due to naoto jumping in with persona buttons you have to rely on your 4a, but its too shallow to hit them. She also has access to a counter dp, which should be punishable if you choose 236b oki instead of iadj.a. In her resonance gunshots super, you can do legacy edge on the shotgun bullet at the end for a punish.
 Mitsuru Kirijo 5:5 Mitsuru doesnt use many personas in her buttons, and just relies on good normals and framedata in order to stay in, unfortunately nu has weak frame data so she has to hold this a lot. She can only jump cancel 2b so thats when you should be most scared. She has a really good thrust to get in and threaten you with strike throw. She has no real air combo game, so if you were to choose where to get hit in a situation, choose to take a hit in the air. She has no strong reversals on wakeup, so the usual safejumps are fine.
 Akihiko Sanada 3:7 This matchup is sorta rough, Just like mitsuru with the thrusting in, but he also has a lot of go in potential on just his blockstrings, and he has access to iohs and a low during this, which lead to a wild amount of damage. Due to your weak framedata you have to hard callout his options as well as his strike throw game since its his strongest option for calling out pbs, and he doesnt lose that much damage for doing so. Some of the highlights of this matchup are the 236[b] has full projectile invuln, and gives him meter when it touches him during the animation. his 66 scrunches his hurtbox on frame 1, allowing him to go under things like a meaty 5b, but it also has projectile invuln, so when you try to setup a chip setup using legacy edge on his knockdown, he can go for 66 236b loops in neutral. In order to stop these loops you need to commit to a iadj.a, but unfortunately if he wins a trade using 236x from stance, he can do a 4a pickup and hurt you. He also has access to 214bc which is just a fullscreen hitbox everywhere if he really wanted to. He has no crazy reversals when youre up close, so the usual j.a / 236b oki is still fine.
 Aegis 4:6 Aigis is another persona character who is a mixup type character similar to izayoi, except she also has high damage and faster, more freeform mix. Some of her main neutral tools involve 2b / 5b to cover the entire upper portion of the screen, but also hits you standing, which is enough to stop you from pressing 5b. A lot of her frame data checks go by since youre too slow, like if they use 236c on block. Another portion of her neutral can be j.c j.66 into very controlled air movement that can be adjusted to avoid anti air options you have. Since j.c is a persona you end up losing a ton for trying to stop it. She has a fullscreen super but the issue with it is that its travel time is much too slow to actually catch you most of the time, so its not a huge issue. She doesnt have anything that stops you from doing your usual safejumps, so you can keep up pressure and force pushblocks.
 Elizabeth 4:6 She has a huge reliance on personas, and as a result it hurts you a lot. Her 214a is a fullscreen dashing persona that has projectile invuln, and when shes in mind charge also restands, and in resonance ? or when she uses a mindcharge cancel ? is able to pickup or setup more annoying things on top of it. You both take turns shooting eachother and it ends up being lame, but you dont have a guess better tool like her so its slightly lopsided. She has a counter dp that you can work against by crossing it up since the tracking is weak, but the issue is that she can kara cancel the startup after trigger with a mind charge and punish if its something workable like that. She also has a command grab so theres a few layers to it.
 Labrys 5:5 This matchup is interesting, theres a few matchup checks, labrys doesnt use her persona often in buttons so you shouldnt be afraid of that, her j.b is very anti airable for you which is a huge plus, so her neutral can end up falling back on trying to chain in, which if she hits you has a low overhead check, which you can mash on afterwards but she has the option to dp afterwards instead. If she spends meter on it, itll be projectile invuln as well, keep in mind none of these chains reach full full screen, but almost. If she has 2 bar she can bust out with a fullscreen super, but if I remember correctly its slow and can be blocked after whiffing a 5b based on spacing / travel time. Her dp has guardpoint but your safejump beats it anyways.
 Tohru Adachi 3:7 Adachi is a fan of using personas in his neutral, and as a result its incredibly difficult to hit / punish him. When hes in resonance you cant punish any of his personas without being at risk of just being supered for pressing a button. His dp actually stops your safejumps which is painful. Up close his pressure is suffocating as a result of his good frame data, strike throw, good jump cancel options, and strong pressure reset tools. His j.b is incredibly hard to anti air unless its done extremely close to you. If he does it far, you either clash persona, or hit persona and get punished, you should be seeking the clash in this circumstance so you can cancel into something else. Adachi 236c / j.236c lets him start pressure from anywhere on the screen, but at certain screen spacings he can also cast from the persona and put you in a horrible spot. Usually in neutral you want to chip at his personas and ice him until you get a good response, realistically you dont want him close as there are very few interactions you win there, so you should stay fullscreen or try to run when he gets close. Adachis dp beats your j.a safejump, but you can still do 236b oki and punish afterwards.

UNI

 Hyde 5:5 This is gonna be weird, but despite Hyde having access to projectile invuln, and being vaguely sticky, he doesnt command much threat, his biggest offender is that he has some decent grab bait options with j.c. You can calmly wait your turn on him, just make sure to check his meter. He has not notable reversals so go ham.
 Linne 5:5 She is small and can make some situations weird, but angle she likes to approach at tend to be angles you are very strong in with your 2b and 4b. She doesnt have any means to go under projectiles save for her roll, but she has so much recovery you have time to make another choice before shes in. Her back super is very fast and hard to punish, so be sure your safejumps are tight.
 Waldstein 6:4 Waldstein is pseudo big, when hes swinging he is big but otherwise he has a standardized uni height and isnt actually that large. His claws can swat projectiles and ruin things sometimes, but its quite hard compared to someone like hakumen who only has to make contact with the sword. Be wary of his super that charges fullscreen as it has projectile invuln. He is a grappler so you must be mindful of his super grabs and keep your oki spaced out.
 Carmine 4:6 Carmine tends to be quite sticky with pinwheels, and the way his pressure is usually structured he tends to airdash towards you a lot. You can duck under his 5b fullscreen but 5bb will hit or 5b 214a/b will catch you. Keep in mind he can check any gaps in your zoning strings with 214bc and completely close gap on you. His teams tend to have unblockable loops, you should aim to trade using your back super with his pinwheel so he cant confirm from the blockstun. Carmine doesnt have notable reversals but some teams can assist super on wakeup, and you have 2 options, pushblock the assist and hit 5b, or dp immediately on it, but you have to recognize the situation and you lose a bit of oki there.
 Orie 5:5 She can instantly close gap on you with her thrusts, but her ex thrust especially, its also good at creating sandwiches which is less than ideal for you. Her fake persona buttons can lead into her doing a jump which you must anti air or face the consequences. She has access to two supers that can punish you for reckless zoning, but most ories are too discplined to try something like that. She doesnt have strong reversal options so you dont have much to worry about.
 Gordeau 5:5 Gordeau has to be mindful of what strings he uses, and he has poor jump-ins for approaching you when zoning. A lot of gord players might go for bad strings that are punishable with pushblock 5b. Gord doesnt have any strong reversals to think about, unless he has 4 meter, where he will do what I call the "Vatista player" where they wakeup dhc and try to setup a mix. Keep this in mind and dp his wakeup if you notice the meter, follow the next wakeup with a meaty 5p.
 Merkava 7:3 Merkava isnt tall when standing, but anytime he jumps (part of his gameplan mainly) he is incredibly weak to 2b and 4b, you dont have to guess right itll just hit, and the confirms from his soar height are always a bit easier to hit due to his distance from floor. A lot of his strings are punishable from pushblock, and you can also beat every fireball, including ex fireball with one sword. He has no notable reversals so you can do regular oki. His long hand isnt a command grab and he doesnt get a turn off of it on block. If it does hit he also gets like almost no oki off of it.
 Vatista 5:5 Its annoying but doable, you can choose to either clash her balls, or hit the 3f timing and punish, or jump past them and engage in normals war. Be mindful of her lasers that it is your turn after it touches you on block, but the ex laser its still her turn and you should wait for their next button. Be mindful of her dp, and recognize that if a vatista player prefers playing upclose, they probably love grab baiting with j.b, which is very anti airable for you. Vatista is whats known as a "Vatista player" character, and as such, when she has 4 meter on wakeup, shes going to wakeup dhc and try to mix. Your solution is to meaty 5p and cc to screenfreeze and check the reaction. If you dont have that available you should aim to dp their wakeup super.
 Seth 5:5 This matchup isnt actually that bad despite what he does. His thrusts (even ex) still have to respect your wheels, so ex wheel is especially strong on seths who enjoy mashing their turn back. You might prefer to zone seth since you beat his orbs in so many ways, you can either hit him and them at the same time, or use parcer (66) to avoid the projectile and continue pressure at the same time. Keep in mind that his 236bc travels the whole screen and will ignore projectiles so you can get smoked there. Seth does have access to a command grab, so you want your oki to be further or more fake just to make them doubt themself (i.e., letting your j.a hit way higher instead)
 Yuzuriha 4:6 She has fullscreen slashes that travel faster than your projectile, which is something to be mindful of. If she does consecutive slashing teleporting at you, you can actually dp here and hit her. She has a stance that lets her ignore all projectiles and be invincible while avoiding them, you cant stop it. Your best bet when yuzus are bent on dodging projectiles is to super jump forward and play the normals war. As for reversals on wakeup, she has nothing special to note so go ham.
 Hilda 4:6 Hilda is like vatista in which she uses lasers, but instead also turns that laser into a blockstring with mix options using meter. Hilda also has access to j.b / j.bb / j.c, which in conjunction just ruin your ability to use assists as well let her get close to you for free. While her normals are slower, things she does from this point make your normals more useless than hers do to her spacing. If you are fighting a particularly auto piloting hilda, try and using 2 meter to use legacy edge and invuln and take your turn back. Hilda also has legacy edge but it covers the whole screen, the only difference is the chip leaves more to be desired,so you win in that department. Keep in mind if she whiffs j.b, shes negative until touching the floor, and you can definitely hit that. She has no notable wakeup supers against your oki, but keep in mind her dp is 20 frames and super slow, as well as she has a fullscreen hitgrab cutscene type super, if she catches a snag in your zoning itll definitely hit you.
 Mika 4:6 Mikas gameplan is to be in the air, and you do have access to 2b, but if she ever has 1 meter she can easily approach for free, completely projectile invuln. She can dash 4 times in a row, and cause left right mixups if she feels like it. She also like standing above your head where you cant fight back, and her gameplan is to be in areas where your gameplan dont really take off. as a grappler of sorts, mika has a grab super, so be wary of that when doing your oki.

RWBY

 Ruby Rose 5:5 Ruby has lots of pressure and situations where she can get closer, but unlike some other top tiers, she cant just kill you right there, she needs at least two more touches before its over. She has access to a strong 2 bar gap closing super that can be hard to punish, one method is to pushblock her when it touches you so she shifts and is 5a range for you, alternatively you just use some b normals. Dealing with this matchup takes a ton of getting used to, but pushblock after like 4 hits is your friend, if you notice they airdash a lot in their blockstrings seeking your pushblock, you should purposely let this happen to you so you can anti air and either get a strong combo, or start your turn if they block. Ruby doesnt have any notable reversal options so your oki is safe with her.
 Weiss Schnee 5:5 This one is amusing, she has a choking roundstart, and its really hard to get her out if she gets going at all. However, her zoning is reallybad into you since you can summon wheel behind her, your swords clash her swords, and her fullscreen super loses to almost everything and you can do this by accident frequently, for instance if you do 5bbbb 236c fullscreen and she tries to super in between the gap of 5bbbb and 236c, the first hit of 236c clashes her super and the second hit will cause sliding knockdown on her. Weiss does have access to a 1 meter parry which is active frame 4 like yumi I think, so you have to be mindful. Most weiss players dont enjoy pressing it so you usually can brain off your oki against her.
 Blake Belladonna 5:5 This ones even but super volatile, blake has an easy time getting in if shes right, but if shes wrong she has so little she can do. Much like nu, blake also enjoys pushblock 5b, so be mindful of your opponent and remember that you can cancel into a 5b string to hold them down for a bit longer. Blake has a ton of air options so you want to deny her jumping as best you can. She can instantly cross screen using j.214b-a, but she is 5a punishable for doing that in your range if you can hit it, as a result blakes dont try it even though they can assist afterwards and ruin you. Blake doesnt have access to any notable reversal options, and her anti air costs meter so you can be a bit chummy with her for sure.
 Yang Xiao Long 5:5 This matchup is depressing on both ends, yang can armor projectiles but she should never be in a position where she can. you want to keep her distant, and her only big threats are 2b, and j.b. They both have great armor so if youre in the same general area as them its over. You want to refrain from pushblocking yang until she tackles onto you, then you should be fine to do so. Yang has no notable reversal options on wakeup, but her back super where she punches a bunch, you want to block that or grab it depending on how screwed you arefrom that initial freeze frame. Keep in mind that at 30% hp she gets a free screenfreeze so dont get caught with your pants down and youll be peachy. This changes nothing on your oki end but lets them see into the future a little is all.
 Neo Politan 4:6 I dont have too much experience on neo, but she has a ton of options that should crush you. She has a stance that has 3 options, low, overhead, counter, feint. all of them teleport on you when activated, and its meterless. Shg also has a fullscreen super, and fullscreen dashes that low profile your projectiles, so your zoning isnt safe. Her assist are also this dash coincidentally. She is + when she comes in on you using her low high tp, and she has access to amazing mix. Her 2a is insane so you need to be careful, but her air buttons are also insane so try not to air to air her like that. Neo also has access to a command grab super, and neo players heavily enjoy using this one, so be extra safe.

Guest Fates

 Heart Aino 5:5 I think this one is even. In a 1v1, hearts gameplan really struggles to takeoff, you need to focus on stopping her from jumping or getting that part started at all, even if you have to use your air to air to do it. Realistically you want to avoid using your anti air to anti air heart as thats what she wants, but if you notice she is using specific slingshots then go ham. Heart doesnt have access do any crazy reversals on wakeup, so you can use the regular gameplan, except for if she has 9 bar. That astral I think is the fastest in the game.
 Yumi 5:5 This one is even in a sense. Your zoning beats her zoning unless she uses the B version of snowbirds. Her big ice super where she shoots the big icicle, actually beats all of your projectiles, and if you block it you dont get a punish, so she can use it as a chip setup of sorts. You want to keep your distance from her since she does too much up close to you. Yumi has access to a counter for 1 meter that has 4f startup, nu doesnt have many oki situations to check it, so just block or keep space if youre fighting someone who enjoys pressing it.
 Akatsuki 4:6 Akatsukis dp has a myriad of wonderful applications against your zoning. And it also does a wonder on destroying your oki. Akatsuki also tends to be notoriously sticky, as well as having access to easy unblockable setups, and for 2 meter he can go half screen to try and hit your zoning gaps. Against akatsuki dp, when you trigger it youre supposed to use 1 partner bar to punish it on reaction to triggering the flash, I recommend practicing it to reduce the amount of times you get boinked by it. In neutral hes a bit weak but he can cancel his dp frames or choose to sit in the invuln a bit longer, which is incredibly difficult for you. Your reward for hitting him with zoning is about 2400, and if he cancels that dp into something that hits you, youre looking at 5k+, and some of his oki which could include the unblockable.
 Blitztank 6:5 I labeled this as a 6:5, tank is huge and you can build-a-bear of combos and drop nothing on him. Hes used to this though. Hes big and as a result your zoning doesnt really miss, but he also doesnt have an airdash or decent means for approaching you. Much like how akatsuki has a parry dp that makes you sad, so does blitztank. But tank now also has armor that will eat your hits and shoot you if you play your cards wrong. Unlike akatsuki dp however, you cannot use assist to buster him for using it on wakeup. He also technically has access to an extremely fast super on 236bc that deals 7k damage easily, but it has no invuln so it doesnt really beat your oki and even your zoning at times.

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