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Posted

I think everyone here can agree that Hazama can abuse instant block very well because of his moveset, and that it is somewhat important for you to learn when you can instant block into some sort of punishment, so here is an instant block into punish thread.

When I say 100% guaranteed punish, what I mean is that unless they rapid cancel or cancel to something with invuln on reaction, such as a DP or install, it means that you will punish them.. 100%. Usually if it isn't 100% guaranteed punish, the move is jump cancel-able, is less than -7 SD (Jayoku is 7 frame start up.) or has some other property that makes it not 100% punishable.

Most of these "100% punish" gaps let the enemy do some sort of special/distortion that may have invuln or some other property during Jayoku's super flash. However, doing this requires that you react to the instant block and immediately stop your blockstring to prepare for superflash special cancel input. Even though most normals can be canceled into an invuln move, it still requires that they read your instant block->jayoku, which pretty much requires them to stop their pressure in order to bait without getting counter hit in the middle of their blockstring. In the end, just remember that the reason IB->Jayoku works most of the time is because they continued their blockstring despite the IB->Jayoku threat, or did they not react to the instant block and pushed buttons.

True punishes are things that require them to rapid cancel their attack to prevent being punished.

Do note that most of these can be used with other characters with frame 1 invuln as well.. Inferno Divider, some distortions, etc. This list assumes that you use regular instant block on the ground. (-5 frames of hit stun). Also, when I say something like "5d->anything, 100% guaranteed punish", this excludes something like 5d->invuln move.

Huge thanks to the BB:CS Dustloop guide for the frame data.

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Ragna the Bloodedge

Jayoku Houtenjin

2a->anything, 100% guaranteed punish

5c->anything, 100% guaranteed punish

2b->anything, 100% guaranteed punish

5a->anything, they can jump cancel

3c->anything, they can jump cancel

6a->anything, they can jump cancel

5b->5c, 3c or 6a, 100% guaranteed punish. 5b->2b is air tight.

5d (1)->anything, 100% guaranteed punish

5d (2)->anything, 100% guaranteed punish

6c (1)=True 100% guaranteed punish

214a=True 100% guaranteed punish

214b=True 100% guaranteed punish

Gasaishou/Bloody Fangs

2b->anything, 100% guaranteed punish

Jin Kisaragi

Jayoku Houtenjin

5a->anything, 100% guaranteed punish

2c->anything, 100% guaranteed punish

6c->anything, 100% guaranteed punish (although DP after 6c is very common)

5b (1 or 2)-> anything, they can jump cancel

5c->anything other than 3c, they can jump cancel.

2b->anything, they can jump cancel.

2a->anything, they can throw an empty 2a and block.

5d=True 100% guaranteed punish, however having 25 meter opens up 623D cancel which makes it a regular 100% punish.

623abcd=True 100% guaranteed punish

236ab=True 100% guaranteed punish at very close range.

j236d=True 100% guaranteed punish at close range.

214abcd=True 100% guaranteed punish.

Noel Vermillion

Note that she can use her drive to avoid your houtenjin if she times it well.. Delay it to catch them if they start doing this.

Jayoku Houtenjin

5c->anything, 100% guaranteed punish

6c->anything, 100% guaranteed punish

2b->anything, 100% guaranteed punish

6b->anything, 100% guaranteed punish

6a->anything, 100% guaranteed punish. 6a->2b is air tight.

5b->anything, they can jump cancel

2a->anything, they can jump cancel

5a->anything except 5a, they can jump cancel/empty 5a.

236d=True 100% guaranteed punish at close enough range

214d=True 100%guaranteed punish

623d=True 100% guaranteed punish

*Working on chain revolver moveset...*

Gasaishou/Bloody Fangs

2b->anything, except drives and supers.

Taokaka

Note that trick edge and 5d~b (drive cross up) can turn 100% guaranteed punishes into jayoku whiffs. At max range of some moves however, you will still get a jayoku hit against 5d~b. She can also special cancel to 22c, which may make some strings air tight. You can still IB it and punish with a jayoku.

Jayoku Houtenjin

2c->anything, 100% guaranteed punish

2b->anything, 100% guaranteed punish

3c (1, 2)->anything, 100% guaranteed punish, true punish at max range

3c (2)->3c (3), true 100% guaranteed punish

2a->anything, 100% guaranteed punish

6a (1)->anything, can jump cancel

5b->anything, can jump cancel

5c->anything, can jump cancel

5a->anything, can throw an empty 5a or jump cancel

22c=True 100% guaranteed punish

236a=True 100% guaranteed punish

236c=True 100% guaranteed punish

Rachel Alucard

Note that well timed use of her pumpkin can turn some of these 100% guaranteed punish gaps into true block strings. Also, they can't counter houtenjin with 2c after super flash, so you may consider 2b/2a to be true punishes if you want.

Jayoku Houtenjin

2a->anything, 100% guaranteed punish

2b->anything, 100% guaranteed punish

5b->anything, they can jump cancel

5a->anything, they can jump cancel

6c=True 100% guaranteed punish

3c=True 100% guaranteed punish

j2c=True 100% guaranteed punish

5cc=True 100% guaranteed punish

236a=True 100% guaranteed punish at close range.

Litchi Faye Ling

Note that she can use her straight through special to guard against IB Jayoku from most of her normals while she has her mantenbou. She can also cancel to 41236a while her mantenbou is placed to jump away & make jayoku whiff.

Jayoku Houtenjin

2c[m]->anything, 100% guaranteed punish

5c[m]->anything, 100% guaranteed punish

6b[m]->anything, 100% guaranteed punish

2b[m]->anything, 100% guaranteed punish

2a->anything, they can jump cancel

5a->anything except 5a, they can jump cancel/use empty 5a.

5b[m]->anything, they can jump cancel

6a[m]=True 100% guaranteed punish

6c[m]=True 100% guaranteed punish

6d[m] (1)->(2), 100% guaranteed punish if they are close enough to hit you on the first active frame

Another note - while empty handed she can cancel most of her normals to her 236 specials, which make a few strings air tight. Depending on what she uses, you can usually punish it with houtenjin or 5a. Also, she can cancel to 2D while empty handed to recover & block much faster than usual.

2b->anything, 100% guaranteed punish

6a->anything, 100% guaranteed punish

5b->anything except 2b, they can jump cancel.

5c->anything, they can jump cancel

6b->anything, they can jump cancel

2c->anything, they can jump cancel

6c (1)->6c (2), True 100% guaranteed punish

Iron Tager

Note that a 4d after 5c, 6c and 2c makes it air tight. Instant block the 4d and punish with 5a. He can also cancel all his ground normals except 3c into spark bolt (might make strings air tight depending on distance), which is punishable by 2a/5a on IB if you are close enough. Using 360 or 720 after his normals may make jayoku whiff as well.

Jayoku Houtenjin

5c->anything except 4d, 100% guaranteed punish

2c->anything except 4d, 100% guaranteed punish

5b->anything, 100% guaranteed punish

5a->anything, they can jump cancel

2a->anything other than 2a, they can jump cancel

6a->anything except 2c, they can jump cancel

2b->anything, they can throw an empty 2b

236a=True 100% guaranteed punish

Sledge->Hammer=True 100% guaranteed punish

3c=True 100% guaranteed punish.

j.2c can be punished by 5a/2a on IB, true punish.

2d can be punished by 5a/2a on IB, true punish.

Close range Spark Bolt can be punished by 5a/2a on IB, true punish

Lambda 11

Note that Lambda can cancel most of her normals to gravity well to make Jayoku whiff.

Jayoku Houtenjin

3c->anything, 100% guaranteed punish

2a->anything, 100% guaranteed punish

6c->anything, 100% guaranteed punish (watch for gravity well)

5a->anything, they can jump cancel

5b->anything, they can jump cancel

6b->anything except 3c and 4b, they can jump cancel.

6a->5c or 2c, they can jump cancel

4b=True 100% guaranteed punish, fatal on IB. Can punish in between the hits.

236c=True 100% guaranteed punish

214d (no charge) at close range=True 100% guaranteed punish

j.214d at close range=True 100% guaranteed punish

Lambda's 5c and 2c are unique in that at any time they can cancel to the next C attack, and because they are multi hit. Being multi hit and gatling-able, they are very difficult to IB and jayoku against as the timing of when they continue the gatling can change at the player's whim, so I will not include them.

Hazama

If Hazama is in his stance for 6 frames already when you do your houtenjin, then they can simply counter it hit by using 214d~b, so be careful. If they input Jayoku after you, they will always win.

Jayoku Houtenjin

2b->anything, 100% guaranteed punish

3c->anything, 100% guaranteed punish

6a=100% guaranteed punish, watch for houtenjin reaction on super flash.

6b=100% guaranteed punish, watch for houtenjin reaction on super flash.

2a->anything, can throw an empty 2a

5a->anything, can jump cancel

5b->anything, can jump cancel

5c->anything, can jump cancel

214d~c (not charged)=True 100% guaranteed punish

214d~b=True 100% guaranteed punish at the right distance.

j236b=True 100% guaranteed punish.

Tsubaki Yayoi

Jayoku Houtenjin

6a->anything, 100% guaranteed punish

2c->anything, 100% guaranteed punish

6b->anything, 100% guaranteed punish

2a->anything, they can throw an empty 2a

2b->anything, can throw an empty 2b

5a->anything, they can jump cancel

214a=True 100% guaranteed punish

22abc=True 100% guaranteed punish

22a charged=True 100% guaranteed punish

j214abc=True 100% guaranteed punish

5b->anything they can 2d charge and block or jump cancel

5c->anything, they can 2d charge and block

Hakumen

Jayoku Houtenjin

2c->anything except 214b/214a, 100% guaranteed punish

5c->anything except 214b/214a, 100% guaranteed punish

5a->anything, can jump cancel or counter

2a->anything, can throw an empty 2a or counter

2b->anything, can throw an empty 2b or counter

4c=True 100% guaranteed punish

6c=100% guaranteed punish (can trap with yukikaze)

214a=100% guaranteed punish

214b (1)->anything except 214a, 100% guaranteed punish

214b (2)->anything, can do an empty 214b

41236c (1)->anything except 214a/214b

41236c (2)->anything except 214a/214b

Gasaishou/Bloody Fangs

2a->anything other than than renka, hop, and immediate throw. They can jump away after empty 2a.

6b=True 100% guaranteed punish..

Bang Shishigami

Note that he can cancel to his guard points during most of his normals to attempt to bait the houtenjin

Jayoku Houtenjin

2a->anything, 100% guaranteed punish

2c->anything, 100% guaranteed punish, watch for guard point

5a->anything, can jump cancel

5c->anything, can jump cancel

623b=True 100% guaranteed punish

6b=True 100% guaranteed punish

5d, 2d, 6d=True 100% guaranteed punish

236236d (asura)=True 100% guaranteed punish

5d2d6d=True 100% guaranteed punish

j.D=True 100% guaranteed punish by 2a.

Arakune

Note that Arakune can use 3c to make jayoku whiff, and most of these are invalid while you are cursed..

Jayoku Houtenjin

2a->anything, 100% guaranteed punish

6a->5d, they can throw an empty 6a (use 236c to avoid trading, as you will trade with 5d with Jayoku)

5a->anything, they can jump cancel

5b->anything, can jump cancel

2d=True guaranteed punish at close range (second hit of the bug will whiff)

j2abc=True 100% guaranteed punish

Carl Clover

Watch for vivace after his normals, as they can make Jayoku whiff. Nirvana may make some of these block strings air tight.

Jayoku Houtenjin

6b=100% guaranteed punish

2b->anything, can throw an empty 2b

5a->anything, can jump cancel

2a->anything, can jump cancel

5b->anything, can jump cancel

5c->anything, 100% guaranteed punish

IAD j.2c, True 100% guaranteed punish

Mu-12

Jayoku Houtenjin

2a->anything, 100% guaranteed punish

3c->anything, 100% guaranteed punish

6b->anything, 100% guaranteed punish

5c->anything, 100% guaranteed punish

2b->anything, they can use empty 2b

5a->anything except 5a, they can jump cancel or use empty 5a

5b->anything except 2b, they can jump cancel

2c->3c, they can jump cancel.

63214c=True 100% guaranteed punish

j2c=True 100% guaranteed punish

I don't have DLC.

Posted

Awesome list, good job.

A thought though. Can't some characters cancel into invulnerable moves during the super flash (Ragna >Blood Kain for example), thus screwing up the punish?

Edit: So you did mention that. Sorry, I misread that sentence.

Posted

yes, i said that in the opening. however it is very impractical, so i still consider some strings with chances like that 100% guaranteed punishes.

Posted

I'll sit down with Carl and try some stuff.

Note that 5A > anything can be interrupted.

Also 2A > anything. These can both be jump canceled.

5B > 6B can be IB'd and punished. But 5B is jump cancel-able, so watch out.

2B into anything is 100% guaranteed.

If you IB j.2C cross up you can punish.

3C can also be punished on IB.

If you IB 5C, you can punish it's recovery. Only complication I see is gear super on reaction.

5C > Gear doesn't gatling normally though, so I don't know who would do this unless they have you cornered.

Posted
Lambda 11

Jayoku Houtenjin

5b->anything, they can jump cancel

6b->anything except 3c and 4b, 100% guaranteed punish

3c->anything, 100% guaranteed punish

6a->5c or 2c, they can jump cancel

6c->anything, 100% guaranteed punish

6B is special and jump cancellable. Lambda can super flash buffer her 214A. 632146D doesn't work for her, though.

Basically, any of Lambda's special cancellable moves will let her super flash buffer 214A. I don't recommend doing IB 236236B if she's doing a bunch of special cancellable moves. Which includes her 3C and 6C.

Posted

added. frame data on 4b seems to be wrong, can't special or jump cancel it on block.

[edit] oh shit, my bad. confused 4b and 6b >_>

if anyone finds anything similar to lambda's 6c (end of a combo string usually, where you usually do not follow it up & thus have time to react to super flash with invuln) please let me know so i can edit it in.

Posted

When Litchi is staffless, you can only punish the starting move of a string (say something like 6A), you can't actually interrupt. She can cancel any of her normals into 2[D] which significantly reduces the recovery on her normals.

I feel like this list can be cut down by a lot, most of the stuff you list never/rarely happens, and people should just have the common sense to know when to use it. It'd be better to make a list of stuff Jayoku doesn't beat imo.

Posted

added.. what the hell at 5c being jc'able >_>

i think stuff like daifunka is sort of obvious, and in those situations 5c ch->houtenjin is always better unless you predict a burst

Posted

5c being jump cancelable is one of the biggest things people complain about.

it being sooo negative on block is a weakness because its jump cancelable in chains into several things.

but yea...bangs op :)

  • 1 month later...
Posted

236236D Low recovery?

What...

Learn when it ends and just Houtenjin. Blocked 236236D is so free... It just has a good amount of invul.

  • 2 weeks later...
Posted

awesome thread.

I think it's important that we discuss how to input this trick though, since doing double QCF can be difficult to do on such a small gap of reaction.

The trick I have been trying to do, is to input a QCF as you instant block, so your command input would be 1236 then back to one to keep blocking, but if you see yourself land that instant block on either 1, then finish the 2nd QCF to punish with "big bang upper"

Anyone else have ideas for inputs?

Posted

Rachel can 3C 4D(maybe 7D too), so its not a 100% punish. 3C is multiple hits making its easier to see someone IBing it w/o having to intentionally bait Jayoku. Does IB Jayoku beat j.3DC 2C?

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