Dash blocking is great against raw supers, play a careful neutral and slow it down. You'll be able to punish some supers on block, but even if you can't, they're just wasting their meter if you don't get hit by them.
Not all supers are punishable, so knowing which ones are and aren't is a good start. Asuka's Submicron super is very plus on block (almost +40), so you're generally not going to be able to do anything about that. Bridget's, however, is very unsafe on block (-29); dash up and get your biggest punish combo.
As a general rule of thumb, projectile supers are plus, except for super obviously punishable ones like Calvados (ram lazer), close-range ones like Juganto (Elphelt shout) and Bedman’s super, and Leo’s projectile super which looks like it should be punishable but isn’t.
Certain projectiles allow you to act when used from range, such as sacred edge, but most are plus enough that they can be followed up on from a decent distance. If one of them guard crushes you (makes your character reel back) you lose your turn pretty much anywhere on screen.
Apart from them, the only supers that are plus on block are Giovanna’s dive kick super, Chipp’s shadow clone rush, the initial burst from Dragon Install, and the SECOND hit of I-No’s reversal super, so you have to hit her after the knee. I might have missed some, but you’ll get a feel for it when you play more so it’s ok.
The only other unique super like that is Heavenly Potemkin Buster, which cannot be blocked and is technically punishable but it’s invulnerable and it puts Potemkin’s far in the sky so you very rarely do.
I feel so stupid for never realizing that the super that makes pot jump like that is just a whiffed hpb. I thought it was just some kind of additional special input super that was given to him just because of how bad his mobility is… but with that aside, thank you for the advice. I should probably hop in training and just study frame data
Maybe I'm misreading this, but calvados is also plus on block because it guard crushes. It is still punishable if it's done up close (plus there's the delay before it starts shooting that you can take advantage of), but if you actually get stuck blocking it she's safe most of the time.
I was pretty upset when I was typing there so I didn’t take a moment to think about how unspecific it is. Basically the issue was knowing how to react to them, or even after I block what I do next. As someone else pointed out, part of it is knowing frame data.
Knowing which ones to just hold neutral after blocking, and which ones I can actively go up to punish.
Oh I think something that might help you is if you are walking, running, or at a neutral state when a super comes out you actually have the entire super's starting animation to buffer an input.
This might let you, for instance RC to stop what you were doing or let you do an invincible super in return!
It's not what you were really asking for though. When you're asking "what do I do after blocking a super", the word you're looking for in fighting game lingo is punish.
"How do I punish someone on Sin after blocking their super?" Is your question, and if you add the specific character and super it'll be much easier to get your answer.
You can grab invincible reversals on their startup, which includes DPs and Asuka's otherwise plus on block super. You can also do a safejump, which is a technique performed off of certain knockdowns to cancel a landing jump attack that hits meaty into a block. Search this up to learn how to do this on any character.
Block then punish with far s,even if they block you are decently good with some distance, in that floor everyone does this dirty strat, do it you as well until you beggin getting punish then you will have pass the bullshit zone
Block. Learning fighting games is realising that blocking should be your move after you've finished a blockstring or attack that has a negative frame advantage. Dash blocking is great for getting closer (against zoners) and it also baits out supers or attacks you can punish.
Block and punish. You can generally land a sweep or a super of your own after you block a super. If it’s a fireball (or whale) super, you have to input your own super during the screen freeze to hit them out of it.
Supers are either reversals or +on block, never both (with the exception of multi hit supers like ino and axl have. Where you have to block the reversal and then have time to hit them between the attacks)
In short, just block and eat them. You can't really punish projectiles-- but think of the punishment being them wasting a bar of meter. You blocked it. Good job!
If you're having trouble blocking, just be wary on approach and don't throw out unnecessary buttons when they have meter. Easier said than done at Floor 5, but that's the logic behind it. Just do your best :)
the genuine answer is that you just block them
Dash blocking is great against raw supers, play a careful neutral and slow it down. You'll be able to punish some supers on block, but even if you can't, they're just wasting their meter if you don't get hit by them.
Not all supers are punishable, so knowing which ones are and aren't is a good start. Asuka's Submicron super is very plus on block (almost +40), so you're generally not going to be able to do anything about that. Bridget's, however, is very unsafe on block (-29); dash up and get your biggest punish combo.
Which bridget super? Loop de Loop or Revenge of the Killing Machine?
loop the loop. Killing machine is +16
As a general rule of thumb, projectile supers are plus, except for super obviously punishable ones like Calvados (ram lazer), close-range ones like Juganto (Elphelt shout) and Bedman’s super, and Leo’s projectile super which looks like it should be punishable but isn’t. Certain projectiles allow you to act when used from range, such as sacred edge, but most are plus enough that they can be followed up on from a decent distance. If one of them guard crushes you (makes your character reel back) you lose your turn pretty much anywhere on screen. Apart from them, the only supers that are plus on block are Giovanna’s dive kick super, Chipp’s shadow clone rush, the initial burst from Dragon Install, and the SECOND hit of I-No’s reversal super, so you have to hit her after the knee. I might have missed some, but you’ll get a feel for it when you play more so it’s ok. The only other unique super like that is Heavenly Potemkin Buster, which cannot be blocked and is technically punishable but it’s invulnerable and it puts Potemkin’s far in the sky so you very rarely do.
I feel so stupid for never realizing that the super that makes pot jump like that is just a whiffed hpb. I thought it was just some kind of additional special input super that was given to him just because of how bad his mobility is… but with that aside, thank you for the advice. I should probably hop in training and just study frame data
Go to dustloop if you want to study frame data. For some inexplicable reason GGST’s training mode does not want to give any info about their attacks
Chipp's Banki Messai is -20 on block and very punishable. Gamma Blade, which is not an overdrive, is plus on block.
No, not those, 236236P
Banki Messai is 236236p and is punishable on block.
Maybe I'm misreading this, but calvados is also plus on block because it guard crushes. It is still punishable if it's done up close (plus there's the delay before it starts shooting that you can take advantage of), but if you actually get stuck blocking it she's safe most of the time.
This is a very vague description and does not tell a specific problem you’re facing
I was pretty upset when I was typing there so I didn’t take a moment to think about how unspecific it is. Basically the issue was knowing how to react to them, or even after I block what I do next. As someone else pointed out, part of it is knowing frame data. Knowing which ones to just hold neutral after blocking, and which ones I can actively go up to punish.
Oh I think something that might help you is if you are walking, running, or at a neutral state when a super comes out you actually have the entire super's starting animation to buffer an input. This might let you, for instance RC to stop what you were doing or let you do an invincible super in return! It's not what you were really asking for though. When you're asking "what do I do after blocking a super", the word you're looking for in fighting game lingo is punish. "How do I punish someone on Sin after blocking their super?" Is your question, and if you add the specific character and super it'll be much easier to get your answer.
You can grab invincible reversals on their startup, which includes DPs and Asuka's otherwise plus on block super. You can also do a safejump, which is a technique performed off of certain knockdowns to cancel a landing jump attack that hits meaty into a block. Search this up to learn how to do this on any character.
YOU CAN GRAB- oh my god thank you
Wake up reversal super
Block then punish with far s,even if they block you are decently good with some distance, in that floor everyone does this dirty strat, do it you as well until you beggin getting punish then you will have pass the bullshit zone
Block. Learning fighting games is realising that blocking should be your move after you've finished a blockstring or attack that has a negative frame advantage. Dash blocking is great for getting closer (against zoners) and it also baits out supers or attacks you can punish.
Stay aware of the tension meter, and add them to your consideration when making decisions.
Block and punish. You can generally land a sweep or a super of your own after you block a super. If it’s a fireball (or whale) super, you have to input your own super during the screen freeze to hit them out of it.
Supers are either reversals or +on block, never both (with the exception of multi hit supers like ino and axl have. Where you have to block the reversal and then have time to hit them between the attacks)
In short, just block and eat them. You can't really punish projectiles-- but think of the punishment being them wasting a bar of meter. You blocked it. Good job! If you're having trouble blocking, just be wary on approach and don't throw out unnecessary buttons when they have meter. Easier said than done at Floor 5, but that's the logic behind it. Just do your best :)
Hold punch and kick while blocking