Strategy
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"x N" means the move notated can be repeated as many times until it falls out of range.
General Strategy
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Vs.
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Groove Strategy
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Playing 
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Level 2 Cancels
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General Strategy
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Anti-Roll
Here is the general strategy vs. rolling.
Click "Expand" to see the contents.
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Anti-Roll Cancel
Here are the main strategies to fight against Roll Cancels. These aren't going to cover every RC individually, however every RC in the game will be countered by at least one of these tactics.
Click "Expand" to see the contents.
- Roll/Dodge: Basically fighting fire with fire. Rolling against a roll cancel works against long RCs, examples include: Claw's Rolling Ball, Sakura's Fireball and Tatsumaki, Eagle's Sticks, Honda's Hands, Chun's Spinning Bird Kick (just hope she doesn't hit you from behind), Yamazaki's Snake Arms, etc. Dodging does not work nearly as well as rolling but it can get you out of sticky situations. It is horrible against fast RCs if you don't commit to a dodge attack as you are vulnerable to a quick throw.
- Throwing: RCs are invincible against everything against throws. Reversal RCs are not technically reversals as throws can beat them on wake-up and in other close-up scenarios. Use it if you are in range and suspect the opponent might try to surprise you with it. When the battle is face-to-face, you might want to stray away from other options since the opponent can do the same things to you.
- Get Out: Jump out of the attack. Works well against moves shown in the roll/dodge bullet point, however for specials that can actually anti-air like Honda's Hands or Yamazaki's Snake Arms, they might not work, however specials like Rock's Elbow and Eagle's Sticks will eat shit once you get out of their range. Not always a recommended tool but it is effective in the right scenario.
- Guard Cancel: Against moves that are difficult to get out of, especially in the corner (Honda RC Hands, Iori RC Rekka), you can spend a little on a guard cancel to get your turn back. This is also going to do wonders for your guard bar. If you aren't in a groove with a guard cancel (basically P or K) then this option won't be available and you have to try something else, most likely just parry or JD the best you can.
General Strategy
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Playing 
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If you want to see Custom Combos, refer to the Combos Section
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Anti-CC
- Blocked CC: placeholder
- Roll CC: placeholder
- Wake-Up CC: placeholder
- Anti-Air Custom: placeholder
- Trip-Guard Custom: placeholder
- Up Close Custom: placeholder
- Jump-In Custom: placeholder
Anti-Roll
Here is the general strategy vs. rolling.
Click "Expand" to see the contents.
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Anti-Roll Cancel
Here are the main strategies to fight against Roll Cancels. These aren't going to cover every RC individually, however every RC in the game will be countered by at least one of these tactics.
Click "Expand" to see the contents.
- Roll/Dodge: Basically fighting fire with fire. Rolling against a roll cancel works against long RCs, examples include: Claw's Rolling Ball, Sakura's Fireball and Tatsumaki, Eagle's Sticks, Honda's Hands, Chun's Spinning Bird Kick (just hope she doesn't hit you from behind), Yamazaki's Snake Arms, etc. Dodging does not work nearly as well as rolling but it can get you out of sticky situations. It is horrible against fast RCs if you don't commit to a dodge attack as you are vulnerable to a quick throw.
- Throwing: RCs are invincible against everything against throws. Reversal RCs are not technically reversals as throws can beat them on wake-up and in other close-up scenarios. Use it if you are in range and suspect the opponent might try to surprise you with it. When the battle is face-to-face, you might want to stray away from other options since the opponent can do the same things to you.
- Get Out: Jump out of the attack. Works well against moves shown in the roll/dodge bullet point, however for specials that can actually anti-air like Honda's Hands or Yamazaki's Snake Arms, they might not work, however specials like Rock's Elbow and Eagle's Sticks will eat shit once you get out of their range. Not always a recommended tool but it is effective in the right scenario.
- Guard Cancel: Against moves that are difficult to get out of, especially in the corner (Honda RC Hands, Iori RC Rekka), you can spend a little on a guard cancel to get your turn back. This is also going to do wonders for your guard bar. If you aren't in a groove with a guard cancel (basically P or K) then this option won't be available and you have to try something else, most likely just parry or JD the best you can.
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Parry Punishes
Here are your options after a successful parry in any given scenario.
Ground Parry vs. Grounded Opponent
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Ground Parry vs. Aerial Opponent
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Air Parry vs. Grounded Opponent
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Air Parry vs. Aerial Opponent
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General Strategy
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Anti-Parry
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General Strategy
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Playing 
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Power Charge
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Dodge
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Dodge Attacks
Here are how you can use Sagat's dodge attack.
Dodge Punch (placeholder): placeholder
Dodge Kick (placeholder): placeholder
Desperation
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General Strategy
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Anti-Dodge
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Anti-Desperation
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Playing 
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Vs. 
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Anti-Roll
Here is the general strategy vs. rolling.
Click "Expand" to see the contents.
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Anti-Roll Cancel
Here are the main strategies to fight against Roll Cancels. These aren't going to cover every RC individually, however every RC in the game will be countered by at least one of these tactics.
Click "Expand" to see the contents.
- Roll/Dodge: Basically fighting fire with fire. Rolling against a roll cancel works against long RCs, examples include: Claw's Rolling Ball, Sakura's Fireball and Tatsumaki, Eagle's Sticks, Honda's Hands, Chun's Spinning Bird Kick (just hope she doesn't hit you from behind), Yamazaki's Snake Arms, etc. Dodging does not work nearly as well as rolling but it can get you out of sticky situations. It is horrible against fast RCs if you don't commit to a dodge attack as you are vulnerable to a quick throw.
- Throwing: RCs are invincible against everything against throws. Reversal RCs are not technically reversals as throws can beat them on wake-up and in other close-up scenarios. Use it if you are in range and suspect the opponent might try to surprise you with it. When the battle is face-to-face, you might want to stray away from other options since the opponent can do the same things to you.
- Get Out: Jump out of the attack. Works well against moves shown in the roll/dodge bullet point, however for specials that can actually anti-air like Honda's Hands or Yamazaki's Snake Arms, they might not work, however specials like Rock's Elbow and Eagle's Sticks will eat shit once you get out of their range. Not always a recommended tool but it is effective in the right scenario.
- Guard Cancel: Against moves that are difficult to get out of, especially in the corner (Honda RC Hands, Iori RC Rekka), you can spend a little on a guard cancel to get your turn back. This is also going to do wonders for your guard bar. If you aren't in a groove with a guard cancel (basically P or K) then this option won't be available and you have to try something else, most likely just parry or JD the best you can.
Anti-Guard Cancel Roll
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Playing 
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Just Defend
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Just Defend Frame Advantage Formula
Good to reference for your character to see what kind of returns they can have on a JD.
Click "Expand" to see the contents.
Formula
Adv = G - (Act + Rec)
Adv = New frame advantage estimate from a JD'd attack. G = Guard Stun. See Guard Stun Estimates. Act = Active Frames of the JD'd attack. Rec = Recovery Frames of the JD'd attack.
Guardstun Estimates
Light Normals: 10 Frames
Medium Normals: 14 ~ 16 Frames
Heavy Normals: 18 ~ 20 Frames
Special Moves: 19 ~ 21 Frames
Examples
Rugal 2LP = 10 Frames - (4 Act + 6 Rec) = +0 on JD (+5 Normally)
Eagle 5MK = 14 ~ 16 Frames - (6 Act + 16 Rec) = -6 ~ -8 on JD (+0 Normally)
Sagat 2HP = 18 ~ 20 Frames - (8 Act + 14 Rec) = -4 ~ -2 on JD (+2 Normally)
Rage
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General Strategy
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Anti-JD
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Anti-Rage
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