What's new

Guide The Ultimate Living HKD/Oki Guide

RunwayMafia

Shoot them. Shoot them all.
As any knowledgable Selina Kyle main knows, the 50/50 mix up game revolves heavily around her numerous HKD's (Hard Knock Down) and knowledge of the opponents potential wake up. This guide will organize and elaborate every characters special move (wake up) and how to counter it.

Hard Knock Down's
1F2
=(dash in and continue pressure/bait WU/NJ1~punish
F3,F3=(dash in and continue pressure/bait WU/NJ1~punish
F2U31=(dash in and continue pressure/bait WU/NJ1~punish
F1123=(dash in and continue pressure/bait WU/NJ1~punish
D3=(walk forward continue pressure/bait WU/NJ1~punish
12B3=(continue pressure/bait WU/NJ1~punish

122=(same as above/ cross up set up)
Low Whip=(same as above/ cross up set up)

3- A late 3 will hit after the invincibility frames but before the move actually hits.
For more on that tech: http://testyourmight.com/threads/new-catwoman-anti-wakeup-tech.38626/


Trident Rush(-11)
  • Cannot be punished on block
  • Can stuff with 3, B1, or F1 (tight timing)
  • NJ1/3 or cross up into whiff punish
  • Jump back 2 into punish
  • Carefully timed B3 (raw)
  • MB F3/B3
From The Deep (-20)
  • Full combo punishable
  • Can be stuffed by 3 or B1
  • NJ1/3
  • Cross over and whiff punish
Trident Scoop (-23)
  • Full combo punishable
  • Can be stuffed by 3 or B1
  • Can be stuff by F1 but very tricky timing
  • NJ1 or cross over and whiff punish
Water Shield
  • Do not use MB F3/B3
  • Can be stuffed by 3 or B1
  • NJ1
Atlantean Rage (Super)
  • Jump back and whiff punish

God Smack (37 recovery frames)
  • Stuff with 3 or B2
  • Cross over into whiff punish
Dark Energy(66 recovery frames)
  • Stuff with any normal
  • NJ1/3
  • Duck and punish (MB version can't be ducked)
Warp (Behind)- 19 recovery frames
  • Bait and punish
Warp (Front)- 19 recovery frames
  • Stuff with 3/B1/B2
  • MB F3/B3
  • NJ1/3
Warp (Away)- 33 recovery frames
  • Forward Jump 2
Annihilator (Overhead)
  • Block punish with F1
  • Cross over whiff punish



Straight Grapple (27 recovery frames)
  • Full combo punishable
  • Duck and whiff punish
  • NJ1/3
  • Can stuff with any normal
  • MB F3/B3
Batarang(-12) 35 Recovery Frames
  • Full Combo Punishable
  • Block and punish with 1
  • Stuff with any normal
  • MB F3/B3
  • NJ1/3
Slide(-31) 50 Recovery Frames
  • Full Combo Punishable
  • Jump Forward or Back to whiff punish
Parry(42 Recovery Frames)
  • NJ1/3
  • Stuff with B1
The Dark Knight(Super)
  • NJ1/3
  • Cross up into whiff punish


Lightning Strike (-12) 47 recovery frames
  • NJ1/3
  • Stuffed by any normal
  • MB F3/B3
Lightning Storm(-2) 36 recovery frames
  • Stuff with 3 or B1
  • MB F3/B3
  • NJ1/3
Black Magic(-26) 38 recovery frames
  • Full combo punishable
  • NJ1/3
  • MB F3/B3
  • Stuffed by any normal
Lightning Cage(30 recovery frames)
  • Most commonly used Wake-Up
  • Bait, walk back, whiff punish
  • Delayed NJ1/3
  • MB F3/B3


Cat Claws (-7) 30 recovery frames
  • NJ1/3 (will cross-up)
  • MB B3/F3
  • Stuff with 3 or B1
Cat Dash(-14) 26 recovery frames
  • Full combo punishable with 1/3/d1
  • Walk back slightly, jump back, punish with 1
  • Stuff with 3 or B1 (very risky)
Straight Whip(-3) 29 recovery frames
  • NJ1/3
  • MB F3/B3
  • Stuff with any normal
  • Duck and full combo punish
Feline Evade(10 recovery frames)
  • NJ1/3
  • Stuff with 3 or B1
Cat Scratch(trait) 28 recovery frames
  • MB F3/B3
  • NJ1/3
Nine Lives(Super) (-19) 54 recovery frames
  • Full combo punishable
  • NJ1/3
  • Jump over into whiff punish


Nova Blaster (-21) 161 recovery frames
  • Full combo punishable
  • Stuff with any normal
  • NJ1/3
  • MB F3/B3
Power Fist(-14) 27 recovery frames
  • Full combo punishable with 1 or 3
  • NJ1/3
  • MB F3/B3
Techno Tackle(un-blockable) 50 recovery frames
  • Duck and whiff punish
  • Stuff with any normal but it will count as an Anti-Air
Sonic Disruptor(29 recovery frames)
  • NJ1/3
  • Stuff with any normal
  • MB F3/B3


Quick Fire (-21) 164 recovery frames
  • Full combo punishable
  • NJ1/3
  • Duck and punish
  • Stuff with any normal
  • MB F3/B3
Low Shots(-23) 169 recovery frames
  • Full combo punishable
  • NJ1/3
  • Stuff with 3/B1/B2/F1
  • MB F3/B3
Machine Gun(-21) 161 recovery frames
  • Full combo punishable
  • NJ1/3
  • Stuff with any normal
  • MB F3/B3
Sword Spin- 29 recovery frames (multi hitting attack that can hit low/overhead
  • NJ1/3
  • After 1F2, dash in, then initiate MB B3
  • After 122, initiate MB B3 immediately
Sword Flip(-21) 32 recovery frames
  • Full combo punishable
Super(-25) 39 recovery frames
  • Full combo punishable with F1 or Cat Dash




Speed Dodge (42 recovery frames)
  • MB F3/B3
  • NJ1/3
  • Stuff with any normal
Lightning Charge(-21) 28 recovery frames
  • Full Combo Punishable
  • MB B3
Lightning Kick(-5) 15 recovery frames
  • NJ1/3
  • MB B3
  • Stuff with 3 or B1
Sonic Pound(0 on block) 19 recovery frames
  • Duck and whiff punish
Flying Uppercut(-17) 30 recovery frames
  • Full combo punishable
Super(-15) 42 recovery frames
  • Full Combo Punishable with 1/3/d1


Sky Alert (-19) 27 recovery frames
  • Stuff with any string
  • MB F3/B3
Savage Blast(+5) 7 recovery frames
  • MB B3
  • Jump forward 2 into 1F2 or any air juggle
Stinger(-15) 20 recovery frames
  • Full Combo Punishable with 1/3/d1
  • MB B3
  • Slightly walk back, jump back 3
Up Heaven Blast(+24) 7 recovery frames
  • Stuff with any normal
  • MB B3
Hurricane Bow(-14) 21 recovery frames
  • Full Combo Punishable with 1/3/d1
  • NJ1/3
  • Stuff any normal
Arsenal Assault(Super) 42 recovery frames
  • Full Combo Punishable
  • Cannot punish if trapped in the corner


Oa's Rocket (-9) 160 recovery frames
  • Full Combo Punishable with 1 or D1
  • NJ1/3
  • Stuff with any normal
  • F3/B3
Rocket Power (+21) 14 recovery frames
  • Full Combo Punishable (just continue attacking)
  • Stuff with any normal
  • F3/B3
  • NJ1/3
Lanterns Might (-26) 41 recovery frames
  • Full Combo Punishable
  • Delayed NJ1/3
  • MB F3/B3
Mini-gun (-7) 33 recovery frames
  • NJ1/3
  • Stuff with any normal except 1
  • F3/B3
Turbine Smash (-23)
  • Full Combo Punishable
  • NJ1/3
  • Stuff with any normal
  • F3/B3
Beware My Power (-21)
  • Full Combo Punishable with F1
 
Last edited:

RunwayMafia

Shoot them. Shoot them all.

Pop Up (+1) 149 recovery frames
  • Cross up into whiff punish
  • NJ2
  • F3/B3
  • Stuff with any normal
Line Of Fire(+3) 185 recovery frames
  • NJ1/3
  • Stuff with any normal
  • F3/B3
Heads Up(+5) 187 recovery frames
  • NJ1/3
  • Stuff with any normal
  • F3/B3
Play Doctor(unblockable) 27 recovery frames
  • NJ1/3
  • Stuff with 3/B1
  • F3/B3
Silly Slide(31 recovery frames)
  • Jump back 1/3
  • Stuff with 3/B1
Tantrum Stance (Cartwheel)- (Low, Mid) (-7) 22 recovery frames
  • Full Combo Punishable (stand block, punish with 1)
  • Jump back 1/2~punish
Tantrum Stance (Bullet Frenzy)- (Low, Mid) (-23) 47 recovery frames
  • Full Combo Punishable (F1/3/Cat Dash)
  • Jump back 1/2~punish
Tantrum Stance (Handstand)- (Low, Low) (-16) 33 recovery frames
  • Full Combo Punishable (1/B1/D1/3)
  • Jump back 1/2~punish
Mallet Bomb(-46)
  • Full Combo Punishable


Mace Charge (+1) 25 recovery frames
  • Slightly delayed MB F3
  • MB B3 (far more reliable than F3)
  • Jump back 1/3~punish
Wing Evade(2)- (+4) 7 recovery frames
  • Stuff with 3/F1 (will count as Anti-Air)
  • F3/B3 (MB for safety)
Wing Evade(3)- (-1) 10 recovery frames
  • Stuff with 3/B1
  • F3/B3 (MB for safety)
Mace Toss(+1) 22 recovery frames
  • This wake up can MB
  • NJ1/3
  • Duck into whiff punish
  • Stuff with any normal
  • F3/B3 (MB for safety)
The Power of Nth(-15)
  • Full Combo Punishable (will count as an Anti-Air)


Bang! (+4) 167 recovery frames
  • NJ1/3
  • Duck and whiff punish
  • Stuff with any normal
  • F3/B3
CrowBar(OH) (-4) 43 recovery frames
  • NJ into whiff punish
  • Jump back into whiff punish
  • B3 (MB for safety)
  • Stuffed by any normal
  • Cross up into whiff punish (use F1/1)
Acid Blossom(+5) 24 recovery frames
  • NJ1/3
  • Sweep
  • MB F3/B3
Laughing Gas(Mid) (+5) (10 recovery frames)
  • Stuff with any normal
  • F3/B3 (MB for safety)
  • Duck into whiff punish
  • NJ1/3
  • Cross up into whiff punish
Rolling Laughing Gas(Low) (-2) (146 recovery frames)
  • NJ1/3
  • Stuffed by any normal
  • F3/B3 (MB for safety)
  • Cross up into whiff punish
Chattering Teeth(Low) (56 recovery frames)
  • NJ1/3
  • Stuff with any normal
  • F3/B3 (MB for safety)
Let's Be Serious(Mid) (-10) (39 recovery frames)
  • Duck into whiff punish (must be directly next to him)

Black Ice (Low) (-4) (12 recovery frames)
  • Jump back 1~punish
  • MB F3/B3
Frostbite(parry) (11 recovery frames)
  • NJ1/3
  • Bait and punish
  • Sweep/B1
Frozen Daggers(-3) (73 recovery frames)
  • Duck then punish
  • NJ1/3
  • F3 or MB B3/F3
  • Stuff with any normal
  • Evade
Ice Berg(Mid) (-26) (41 recovery frames)
  • Full Combo Punishable
  • NJ1/3
  • Stuff with any normal
  • F3/B3 (MB for safety)
Flash Freeze(unblockable high) (24 recovery frames)
  • Duck and punish
  • NJ into whiff punish (use standing 1)
  • Stuff with any normal
  • F3 or MB F3
Endless White Out(Low) (-11) (45 recovery frames)
  • NJ1 into full punish


Gravity Mine (Low) (+20) (197 recovery frames)
  • Stuff with any normal
  • NJ1/3
  • F3/B3 (MB for safety)
Lex Probe(Mid) (+20) (64 recovery frames)
  • Stuff with any normal
  • NJ1/3
  • F3/B3 (MB for safety)
Gravity Pull(Mid) (-41) (36 recovery frames)
  • Full combo punishable
  • Stuff with any normal
  • F3/B3 (MB for safety)
  • Cross up into punish
Orbital Strike(unblockable) (5 recovery frames)
  • Stuff with any normal
  • NJ1/3
  • F3/B3 (MB for safety)
Corp Charge(Mid) (-23) (16 recovery frames)
  • Full combo punishable
  • MB F3/B3
Lance Blast(Mid) (-4) (66 recovery frames)
  • Full Combo Punishable with 1 or D1
  • Stuff with any normal
  • F3/B3 (MB for safety)
  • NJ2
Coordinates Received(Mid) (-55) (42 recovery frames)
  • Full Combo Punishable (must be crouch blocking) with D1
  • Cross up into full combo punish


Ground Spark (Low) (-4) (178 recovery frames)
  • Stuff with any normal
  • NJ1/3
  • B3/F3 (MB for safety)
  • (This move can be Meter Burned to make +11)
Escrima Fury(Mid) (-24) (39 recovery frames)
  • Full Combo Punishable
  • NJ1/3
  • MB F3/B3
  • Jump back into whiff punish
  • Cross up into whiff punish
Flip Kick(OH) (-4) (30 recovery frames)
  • Duck into full punish
  • NJ1 (will air juggle)
  • Cross up and whiff punish with Cat Dash
  • (This move can be Meter Burned to make +1)
Scatter Bomb(Mid) (+7) (27 recovery frames)
  • Stuff with any normal
  • F3/B3 (MB for safety)
Ground Blast(Staff Stance) (Low) (+9) (24 recovery frames)
  • NJ1/3
  • MB F3/B3
  • (This move can be Meter Burned into a combo)
Staff Spin(Staff Stance) (Multi-hitting Mid) (-6) (32 recovery frames)
  • NJ1/3
  • MB F3/B3
  • Cross over into whiff punish
Flying Grayson(Staff Stance) (High) (-3) (19 recovery frames)
  • Stuff with 3/B1
  • Can be ducked
Dark As Night(Mid) (-14) (50 recovery frames)
  • Can only be blocked


Singularity (Mid) (-9) (33 recovery frames)
  • Full Combo Punishable with 1 or D1
  • Stuff with 3/B1
  • MB F3/B3
  • Cross up into whiff punish
Event Horizon(Mid) (-5) (32 recovery frames)
  • Stuff with any normal
  • NJ1/3
  • F3/B3 (MB for safety)
Shadow Raven(High) (-5) (33 recovery frames)
  • Stuff with any normal
  • Duck and punish
  • NJ1/3
  • F3/B3 (MB for safety)
Soul Crush(Mid) (-19) (44 recovery frames)
  • Full Combo Punishable
  • Stuff with 3/B1
  • NJ1/3
  • MB F3/B3
Front Dark Transmission(Trait) (19 recovery frames)
  • NJ1/3
  • Stuff with any normal
  • B3
  • Jump back 2 into combo
Behind Dark Transmission(Trait) (40 recovery frames)
  • Bait and punish with 1
Deadly Sin(Mid) (-9) (43 recovery frames)
  • Full Combo Punishable with 1/D1 (must be crouch blocking)
  • Cross up into full punish

Atlas Torpedo (OH) (-12) (0 on block)
  • Stuff with 3/B1
  • (This move can be Meter Burned)
Bolt Of Zeus(High) (-6) (162 recovery frames)
  • NJ1/3
  • Duck and punish
  • Stuff with any normal
  • F3/B3 (MB for safety)
  • Evade
  • (This move can be Meter Burned into +3)
Herculean Might(Un-blockable) (17 recovery frames)
  • NJ1/3
  • F3/B3 (MB for safety)
Achilles Clutch(Un-blockable Low) (21 recovery frames)
  • Stand and punish
  • Jump back 2 into punish
  • F3/B3 (MB for safety)
Advancing Mercury Storm(11 recovery frames)
  • Slight walk back then jump back 1/3
Eluding Mercury Storm(9 recovery frames)
  • Jump forward 2 into punish
The Power Of SHAZAM!(Mid) (-10) (42 recovery frames)
  • Cross up into punish (use F1 or Cat Dash)


Fear Blast (Mid) (-13) (153 recovery frames)
  • Full Combo Punishable
  • NJ1/3
  • Stuff with any normal
  • F3/B3 (MB for safety)
  • Evade
  • Cross up into punish
  • (This move can be Meter Burned to make safe)
Impact Event(OH) (-27) (139 recovery frames)
  • Full Combo Punishable
  • Stuff with any normal
  • F3/B3 (MB for safety)
Final Shackles(Mid) (-25) (41 recovery frames)
  • Full Combo Punishable
  • NJ1/3
  • Stuff with any normal
  • Immediate F3/B3 (MB for safety)
  • Cross over into punish
Arachnid Sting(High) (-10) (47 recovery frames)
  • Full Combo Punishable with 1/D1/D2
  • MB F3/B3
  • Cross over and punish
  • (This move can be Meter Burned)


Cleaver Spin (OH) (-22) (38 recovery frames)
  • Full Combo Punishable
  • Neutral Jump into whiff punish
  • Cross up into whiff punish (B3 or Cat Dash)
Walking Corpse(Throw) (-4) (38 recovery frames)
  • Neutral Jump into whiff punish
  • Stuff with 33~Cat Claws
  • Cross up into punish (B3 or MB-Cat Dash)
To The Grave(Mid) (37 recovery frames)
  • Stuff with any normal
  • F3/B3 (MB for safety)
Grave Rot(44 recovery frames)
  • Just continue attacking
Dead Air(Mid) (-42) (67 recovery frames)
  • Full Combo Punishable
  • Duck and punish
  • NJ1/3
  • F3/B3 (MB for safety)
  • Stuff with any string
Swamp Hands(Low) (+2) (35 recovery frames)
  • Stuff with any normal
  • F3/B3 (MB for safety)
  • NJ1/3
  • Cross up into whiff punish
Grave Digger(Un-blockable) (29 recovery frames)
  • RUN!!!


Rising Grab (Mid) (-8) (31 recovery frames)
  • Full Combo Punishable (Stand block, punish with 1)
  • Duck, punish (will result as an air juggle)
Super Breath (Mid) (0) (13 recovery frames)
  • NJ1/3 (must initiate early)
  • Cross up into punish
  • Stuff with 3/B1
  • Naked F3/B3 (done immediately)
  • MB F3/B3
Heat Vision (Mid) (-24) (10 recovery frames)
  • Full Combo Punishable
  • NJ1/3
  • F3/B3 (MB for safety)
  • Stuff with any normal
  • Evade
  • Cross up into whiff punish
Flying Punch (Mid) (-16) (22 recovery frames)
  • Full Combo Punishable (Use B1/D1/D2/3)
  • NJ1 (will be air juggle)
  • Stuff with 3 into air juggle
  • Slightly walk back, jump back, punish with 1
  • MB F3/B3
  • (This move can be Meter Burned)
Heat Zap (High) (+20) (42 recovery frames)
  • NJ1/3
  • Stuff with any normal
  • F3/B3 (MB for safety)
  • Duck, punish with 1
Low Scoop (Low) (-26) (24 recovery frames)
  • Full Combo Punishable
  • NJ1/3
  • MB F3/B3
  • Jump back 2 into punish
Kryptonian Smash (Mid) (61 recovery frames)
  • Full Combo Punishable (will result as an Anti-Air)


Straight Tiara (High) (-14) (36 recovery frames)
  • NJ1/3
  • Duck into punish
  • Stuff with any normal
  • B3/F3 (MB for safety)
  • Jump back 2 into punish
  • Cross up into punish
Up Tiara (High) (-16) (38 recovery frames)
  • NJ1/3
  • Stuff with any normal
  • F3/B3 (MB for safety)
  • Cross up into punish
Amazonian Uppercut (Mid) (-10) (36 recovery frames)
  • Full Combo Punishable with 1
  • Stuff with any normal
  • MB F3
Lasso Grab (High) (+14) (14 recovery frames)
  • NJ1/3
  • F3/B3 (MB for safety)
  • Sweep/Low Whip
  • Stuff with any normal
Lasso Spin (Mid) (-9) (25 recovery frames)
  • Full Combo Punishable (1 or D1)
  • Back Dash, punish with F1 or Cat Dash
  • MB B3
  • Cross up into punish
Bracelets of Submission (parry) (19 recovery frames)
  • Stuff with any normal
  • NJ1/3
  • F3/B3
Shield Strike (Sword Stance) (Mid) (-12) (30 recovery frames)
  • NJ1/3
  • F3/B3 (MB for safety)
  • Stuff with 3/B1
  • Jump back 2 into punish
  • (This move can be Meter Burned)
Amalthea Bash (Sword Stance) (Mid) (-12) (20 recovery frames)
  • Full Combo Punishable (1/D1/D2)
  • Stuff with any normal
  • Immediate F3/B3 (MB for safety)
  • Jump Back 1 into punish
Shield Toss (Sword Stance) (High) (-2) (27 recovery frames)
  • NJ1/3
  • Duck and punish
  • Stuff with any normal
  • F3/B3 (MB for safety)
  • Cross up into punish
  • Jump back 2 into punish
Up Shield (Sword Stance) (High) (-4) (27 recovery frames)
  • Continue attacking
  • NJ1/3
Justice Javelin (Mid) (-13) (39 recovery frames)
  • Full Combo Punishable with 1/D1 (must be crouch blocking)
  • Jump back 1/3 into punish
 

RunwayMafia

Shoot them. Shoot them all.

Bab's Bola (M) (+3) (67 recovery frames)
  • NJ1/3
  • Stuff with any normal
  • B3/F3 (MB for safety)
  • Cross up into full combo punish
Batarang (H) (-5) (59 recovery frames)
  • NJ1/3
  • Duck and punish
  • Stuff with any normal
  • F3/B3 (MB for safety)
Flying Bat (M) (-17) (26 recovery frames)
  • Full combo punishable (1, D1, B1)
Bat Wheel (OH) (-14) (19 recovery frames)
  • Jump back 1/2
Bat Wheel Down (L) (-9) (19 recovery frames)
  • Punish with D1
  • Jump back 1/2
Bat Wheel Up (H) (+8) (19 recovery frames)
  • Duck the kick, punish with 1, D1, D2, B1, 3 or F1
Redemption (M) (+1) (15 recovery frames)
  • Stuff with any string
  • Jump back 1/2
  • F3/B3 (MB for safety)
Bat Evade (16 recovery frames)
  • Jump forward 1/2 into air juggle
  • Stuff with 3/B1
Smoke Bomb (Mid) (-18) (18 recovery frames)
  • Full Combo Punishable


Czarnian Toss (Throw) (-11) (27 recovery frames)
  • Jump back 1/3
  • F3/B3
  • Stuff with any normal
  • Neutral Jump, land, punish with 1
Spin Cycle (unblockable) (22 recovery frames)
  • Continue hacking
  • F3/B3
Pump Shot (H) (-1) (38 recovery frames)
  • NJ1/2/3
  • Cross up into punish
  • Stuff with 3/B1
  • Duck and punish
  • F3/B3 IMMEDIATELY
Hook Charge (OH) (-10) (30 recovery frames)
  • Full combo punishable (1, D1, D2)
  • MB F3/B3 (must initiate B3 slightly early or it will travel through character)
Space Hook (M) (-14) (40 recovery frames)
  • NJ1/3
  • Stuff with any normal
  • F3/B3
  • Cross up into full punish
Low Space Hook (L) (-16) (40 recovery frames)
  • Full combo punishable (1, D1, D2, B1, 3, 2)
  • NJ1/3
  • Stuff with any normal
  • Cross up into punish
  • F3/B3 (immediate, B3 more reliable)


Alien Pillar (M) (-17) (31 recovery frames) (MB version=0 on block)
  • Full Combo Punishable
  • NJ1/3
  • Cross up into punish
  • F3/B3
  • Stuff with 3/B1
Telekinetic Strike (OH) (-9) (18 recovery frames)
  • Move will whiff; continue attacking
Psyche Orb (Mid) (+35) (43 recovery frames)
  • NJ1/3
  • F3/B3
  • Stuff with 3/B1
Phase Charge (M) (-19) (32 recovery frames)
  • Full Combo Punishable
  • Jump back; whiff punish
  • Stuff with any normal
  • F3/B3
  • Cross up; MB Cat Dash
Psionic Push (M) (-6) (32 recovery frames)
  • NJ1/2/3
  • Cross up into whiff punish
  • MB B3/F3
Phase Assault (M) (-36) (36 recovery games)
  • Full combo punishable
  • Stuff with any normal
  • F3/B3
Phase Assault (OH) (-8) (36 recovery frames)
  • MB B3/F3
  • Walk forward, punish with 1/3 (air juggle)
Martian Grab (L) (-10) (23 recovery frames)
  • Full Combo Punishable (1, D1, D2)
  • NJ1/3
  • MB B3/F3
Son of Mars (M) (-17) (33 recovery frames)
  • Full Combo Punishable (must crouch block and punish with F1)
  • NJ1/3
  • Jump back 2






 
Last edited:

Reborn

Noob
Yeah, one thing to note is that this is "living" for a reason, it takes a community effort to fill in the gaps! Selina is a deep character and relies heavily on tight timing. I learn 1-2 new tidbits with her every day and I know everyone else does too.

I tried to incorporate all hard knockdown scenarios for each individual special move but when it comes down to it, I usually have 3 go-to enders for combos: 1f2, 122, and whip trip. The reason why I love 1f2 so much is because of its versatility.
1) It can be used to end ANY of her combos.​
2) It knocks them down for a LONG time. This gives you enough time to dash in and pressure/jump/throw, an empty jump setup to bait wakeups, a safe jump setups for some of the cast, ect.​
3) and most importantly... Your opponent's body can (and should) be used as a timer for these setups. The ongoing animation from when they get hit to when they wake up is a visual cue to input whatever it is you need to time. Generally, this timing is either right before, right after, or just as your opponents knees hit the ground. Make sure you keep this in mind when using Catwoman.​

I say all of this because I'm sure there are matchups where each combo ender is effective. I need help figuring out which ones are best for which characters.
 

RunwayMafia

Shoot them. Shoot them all.
Reborn
I added the data for Aquaman. I will be adding video for each character as well (for the people who like to visually see the Wake up's being stuffed) ;)
 

RunwayMafia

Shoot them. Shoot them all.
Reborn
I just finished with everyone's raw data (except for Bane and Doomsday...I'm researching more on them). I will begin working on the video's for each character as well as the DLC. ;)
 

4x4lo8o

Warrior
For Ares Godsmack, generally Ares players will mb that on wake up because it has poor invincibility. In that case you probably won't be able to stuff it because of the combination of armor/invincibility. However it is beaten by a simple neutral jump for a full combo

I think you also missed one of Ares teleport options, Warp Escape, which is probably punished with a jump back 1. A jump back or a neutral jump is also general the best way to deal with a mb tele behind

I'd also point out that you can tend to get away with a lot of your b1/f1 mix up bullshit on his wake up because he doesn't have a good way to blow it up. I'm pretty sure you can do the first two hits of either string and they move you out of range for him to punish easily with teleport and you recover fast enough to easily nj and punish a Godsmack. If does one of the far teleports the recovery on those is pretty long so you probably have time to dash in or something before he can start zoning or get any real offense going.

You should probably double check all that though. I'm not a Catwoman player and that's all just based on my observations playing against them
 

RunwayMafia

Shoot them. Shoot them all.
For Ares Godsmack, generally Ares players will mb that on wake up because it has poor invincibility. In that case you probably won't be able to stuff it because of the combination of armor/invincibility. However it is beaten by a simple neutral jump for a full combo

I think you also missed one of Ares teleport options, Warp Escape, which is probably punished with a jump back 1. A jump back or a neutral jump is also general the best way to deal with a mb tele behind

I'd also point out that you can tend to get away with a lot of your b1/f1 mix up bullshit on his wake up because he doesn't have a good way to blow it up. I'm pretty sure you can do the first two hits of either string and they move you out of range for him to punish easily with teleport and you recover fast enough to easily nj and punish a Godsmack. If does one of the far teleports the recovery on those is pretty long so you probably have time to dash in or something before he can start zoning or get any real offense going.

You should probably double check all that though. I'm not a Catwoman player and that's all just based on my observations playing against them
I know nothing about Ares so any feedback is welcomed. So on what wake up's can he MB?
 

4x4lo8o

Warrior
I know nothing about Ares so any feedback is welcomed. So on what wake up's can he MB?
He can MB any of his wake ups. GS gets armor and launches when mb'd. The teleports recover instantly and are unpunishable when mb'd. Although the mb teleports are technically unpunishable, you can force him to block a jump in or mix up if you make the right read.
 

KC H0oKsw0rds

iK A B A L
For Bane I've noticed 1f2 is the best ender to deal with Bane's wake up game, although 122 has some special properties as well. I tested on auto block as well as all level 3 trait wake ups. Though I need someone with more relevance to verify.
@GGA 16 Bit @Ninj @RunwayMafia
You cannot 1f2 safe jump Bane because of venom so look for a 1f2 nj1 or even nj3 for a 50%+ punish on a bane wake up.
Read the Bane player carefully...

Double Punch-1f2 nj1/3 (duh)

Venom Uppercut-1f2 empty crossover: b3 whiffed VU, will also leave you in the neutral game against DP and Charge

Body Press-1f2 nj1 or nj3. Interesting note: 122 dash up 33/b2 will also stuff BP

Raging Charge-122 dash up 33. Also 1f2 works but requires a lot more timing

So even Bane must play Catwoman's HKD game. With a smart read the risk/reward is there for her which further leads me to believe this MU is 5-5
 
Last edited:

killa_solid

Friendly--foe
For Bane I've noticed 1f2 is the best ender to deal with Bane's wake up game, although 122 has some special properties as well. I tested on auto block as well as all level 3 trait wake ups. Though I need someone with more relevance to verify.
@GGA 16 Bit @Ninj @RunwayMafia
You cannot 1f2 safe jump Bane because of venom so look for a 1f2 nj1 or even nj3 for a 50%+ punish on a bane wake up.
Read the Bane player carefully...

Double Punch-1f2 nj1/3 (duh)

Venom Uppercut-1f2 empty crossover: b3 whiffed VU, will also leave you in the neutral game against DP and Charge

Body Press-1f2 nj1 or nj3. Interesting note: 122 dash up 33/b2 will also stuff BP

Raging Charge-122 dash up 33. Also 1f2 works but requires a lot more timing

So even Bane must play Catwoman's HKD game. With a smart read the risk/reward is there for her which further leads me to believe this MU is 5-5
Why can't you safe jump bane bc of venom? I have been doing it so far.. unless we are talking about different things
 

KC H0oKsw0rds

iK A B A L
Why can't you safe jump bane bc of venom? I have been doing it so far.. unless we are talking about different things
I mean u can 1f2 and safe jump in but idk why you would want to. It's not like you can just stuff lv3 DP or BP with ji1 f112. Is that what you're referring to? Safe jump in pressure after 1f2?
 

16 Bit

Mash d+1~Cat Claws
Elder God
NetherRealm Studios
For Bane I've noticed 1f2 is the best ender to deal with Bane's wake up game, although 122 has some special properties as well. I tested on auto block as well as all level 3 trait wake ups. Though I need someone with more relevance to verify.
@GGA 16 Bit @Ninj @RunwayMafia
You cannot 1f2 safe jump Bane because of venom so look for a 1f2 nj1 or even nj3 for a 50%+ punish on a bane wake up.
Read the Bane player carefully...

Double Punch-1f2 nj1/3 (duh)

Venom Uppercut-1f2 empty crossover: b3 whiffed VU, will also leave you in the neutral game against DP and Charge

Body Press-1f2 nj1 or nj3. Interesting note: 122 dash up 33/b2 will also stuff BP

Raging Charge-122 dash up 33. Also 1f2 works but requires a lot more timing

So even Bane must play Catwoman's HKD game. With a smart read the risk/reward is there for her which further leads me to believe this MU is 5-5


I mean, all these things work but because they're all different punishes you've got to respect in different ways you're not really playing her game.

I think covering MB Venom Uppercut while also staying safe from Body Press is the most important factor in dealing with Bane's wakeup.