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Matchups
- Replay Theater is a great resource to find high-level matchup footage.
- High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
- The Counterstrategy page will generally have some basic counterstrategy against each character in the game.
- Please keep in mind that matchup charts are subjective and not all players may agree on them.
Anji Mito
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Axl Low
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Baiken
Once you're in, HiiragiGuard-Startup1Recovery32Advantage- is a very strong defensive response to Nagoriyuki's frametrapsGuardAllStartup11Recovery21Advantage-7 due to losing blood and health, but successfully baiting the parry will almost always win you the round. Nagoriyuki's inherently poor defense makes dealing with Baiken's pressure much harder than normal, and overly reliant on Faultless Defense and Instant Faultless Defense to create distance.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
At any blood level below 2, playing footsies against Baiken is not a wise decision because of her faster, longer range, and low-committal buttons such as f.S, j.SGuardHighStartup8Recovery19Advantage+1 (IAD), and 2S. Additionally, her 2H can low-profile your 5HGuardAllStartup16Recovery27Advantage-14 when done preemptively. You'll mostly be relying on CloneGuardAllStartup18~29RecoveryTotal 39Advantage+5 and 236K > 214H to initiate pressure. At blood level 2, however, you have the advantage due to the extra distance Baiken must play at to avoid getting hit by 5H, which also makes many of her common approaches much easier to react to and punish; her prime poking tool, H KabariGuardAllStartup18Recovery19Advantage-3, also whiffs at this range, just barely. Additionally, if your opponent is playing passively and trying to whiff punish your S and H moves, 236K > throwGuardGround ThrowStartup2Recovery38AdvantageN/A is a solid option they likely won't expect in the neutral.
Baiken lacks anti-air options outside of 6P, which a well timed j.DGuardHighStartup15Recovery20AdvantageN/A done before landing will allow you to whiff punish with 5K.
After wall break, blood level 0 2SGuardLowStartup12Recovery21Advantage-11 loses to Baiken's own 2S, blood level 1 2SGuardLowStartup11Recovery21Advantage-11 trades, and blood level 2 2SGuardLowStartup10Recovery21Advantage-11 outright beats it.
Offense
When pressuring Baiken, make sure to vary the timing of your strike to deter your opponent from using Hiiragi and stealing not only the turn, but your health and blood from the move she parried as well. On the other hand, try not to delay your offense so often that reversal 5PGuardAllStartup4Recovery10Advantage-2 becomes a common response to your pressure. Once you get a knockdown, using Clone as a meaty is a strong, albeit blood-intensive, option as it cannot be parried or backdashed and leads into another strikeGuardAllStartup7Recovery10Advantage+3/throwGuardGround ThrowStartup7Recovery48AdvantageNA scenario if blocked.
Defense
Nagoriyuki cannot airdash, or double jump out of the corner, and his only invincible reversal is WasureyukiGuardAllStartup7+(173 Flash)+2Recovery54Advantage-39, meaning that you are going to want to pay extra attention to your opponents offense habits to exploit them to the maximum. One key example is noticing when your opponent likes to do the H Kabari followupGuardAllStartup11 [23]Recovery14 (23 on block)Advantage-7 so that you can 5K any pressure reset attempts and initiate your own pressure. Because of Nagoriyukis inability to jump out of the corner, Baiken players may be more inclined to structure their blockstrings to make Tatami GaeshiGuardAllStartup15Recovery5Advantage-3 plus-on-block, for these strings you can 6HGuardAll (Guard Crush)Startup17Recovery30Advantage-2 through the gap between the 1st and 2nd hit of the Tatami Gaeshi to score a massive counterhit. After combos where Baiken ends with Tatami Geashi, look to Instant Faultless Defense her j.HGuardHighStartup15Recovery3 after LandingAdvantage+7 (IAD) safejumps to create enough distance that she can't continue her pressure.
Bridget
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Bridget's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Chipp Zanuff
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Faust
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Giovanna
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Goldlewis Dickinson
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Happy Chaos
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
I-No
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Jack-O
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Ky Kiske
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Leo Whitefang
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
May
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Millia Rage
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Nagoriyuki
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Potemkin
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Ramlethal Valentine
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Sol Badguy
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Testament
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
Zato-1
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Neutral
Offense
Defense
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall