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beating Defesive option

pardon my grammer erros. i'll address them shortly

IJGUS offers some defensive options but they are not with out their holes. here list of them with their counters and voided tools.
i use some terms assuming your aware of basic fg knowledge.

vioded= meaning disables the option even under normal circumstances
counter= meaning to nullify the option even if actin is activated

blocks: using approbiate gaurd upon specfic attacks while in neutrale.
voided
( grabs, specific unblockables attacks)
counters
(none)

backdash: dashing away from opponent while in nuetral stance
voided
(none)
counters
(throws, specific meatys)

pushblock: must have 1 stock available and guard correct with in one character feet away.
voided
( projectile at distance = one character foot away)
counters
( amour 3's from cancel able attacks)

amour: command specific, b/f3' normal with 1 stock in neutral/ 2 stock from cancle able normal
voided
(none)
counters
(amour piercing)
most super have this property as well as some trait allow this
ex: bane venom level 3 commands, super power trait

3.tech roll: must be regular knockdown
voided
( hard knock downs, stand resets)
counters
(none)

wake ups: must input specefic commands while regular knockdown.
voided
(stand resets)
counters
( amour, specific command counter)


reversal:after succesfully blocking must inpute desire commands.
voided
(none)
counters
(amour, specific command counter)

clash: second life with clash stock available, in hit state and activated upons oppnents follows ups
voided
(grabes, b/f 3's, specific attacks/commands, projectile at distant, stage transiction)
counters
(wining wager)
mis: apperantly certain attack have certain hit state that disable clash or enable under regular circumstances like lex corp charge and meter burn missles are unclashable how ever lex mines are.