※: Only applies to strikes. Projectiles follow ground blockstun values unless the defender lands while still in blockstun, resulting in 5 frames of landing recovery.
Note: Blocking a move in the air restores an air action. (i.e. air jump or air dash)
Practice Notes
Character Reaction Checks
Character
Character Options
Common Strings
Generic Responses
Zato Option
Anji
Fuujin~PGuardAllStartup30 (43 if early cancelled from Fuujin)RecoveryTotal 43+6 after LandingAdvantage+7
236H > (Early Cancel) P
Jump forward + air normal will counterhit this followup resulting in a combo.
j.D is amazingly reliable here and easily leads to a combo.
Fuujin~KGuardStartupRecovery22+6 after LandingAdvantage-
236H > K / (Early Cancel) K > 4D / 6D
Jump, throw, backdash, mash. Most options work if done fast enough as Anji is -12 if you blocked Fuujin.
j.D is also very good here, and helps to only have to look for Anji going in the air.
Fuujin~SGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7
236H > S
Crouch block and take your turn afterwards. At -7 this followup is almost always safe but ends Anji's turn.
2S and 2D are solid options to take your turn back with low risk.
Fuujin~HGuardHighStartup21 (34 with early cancel)Recovery24Advantage-9
236H > H
Reaction stand block and punish. At -15 most characters get a sizeable punish.
Block the 2H vs jump the command throw. Some characters may be able to punish the throw if jumped, if not you can at least gain some screen positioning.
After jumping the command throw Sun Void (632146S)GuardAllStartup11+14RecoveryAdvantage+3 or j.D > PRC > Fast j.H can punish.
6HGuardHighStartup27Recovery13Advantage-3
Meaty / Blockstring
Stand block, if the move is meaty it may be plus if not it is -3 and often throw punishable.
N/A
j.SGuardHighStartup14Recovery18Advantage-
Mid Range Neutral and in defense.
Ex: IAD Back > j.S
6P, best to OS a clash cancel option which varies by character.
6P > buffer dash block. Snail beats most follow-ups you could do on clash but dash block allows you to catch it's recovery with a 2S and will also give you time to summon on CH.
On block, FD can ensure enough pushback to always make flip kick hit same side, allowing for consistent 6P punishes. Some characters can 6P and hit both options consistently.
On oki, 6P is a punish or simply blocking properly is better than nothing.
Zato's 6P hits both same side and crossup consistently so you don't need to think too hard.