Midnight Cyan

Survive with intent

Defense

Blocking is the default. Layer movement, fast buttons, and resource escapes only after identifying the gap, throw, or mix-up you want to answer.

Block first, diagnose second

Hold back to block mids and highs; hold down-back to block mids and lows. Overheads must be blocked standing, lows crouching, and throws require a movement or throw-specific answer. Blocking gives you time to recognize a sequence, but repeated guard raises R.I.S.C., so eventually you must create space or challenge a known gap.

The defensive ladder

LayerUse it whenCost / danger
Normal blockYou do not yet know the sequence.Chip from specials, rising R.I.S.C., and eventual throw/mix.
Faultless DefenseYou want to prevent chip and increase pushback.Consumes Tension; excess pushback may change your punish timing.
Fast P / K mashYou verified a gap or reset that your button reaches in time.Counter-hit if the sequence was a frame trap.
6PThe opponent approaches from the air or extends a vulnerable upper hurtbox.Loses to altered jump timing, lows, and some angle-specific attacks.
Jump / backdashYou expect a throw or want to leave a gap.Jump startup can be hit; backdash recovery is punishable.
Invincible reversalYou own the move/meter and have a hard read on continued offense.Large punish if blocked; availability is character-specific.

Resource escapes

Blue Burst · 100% Burst

Use during hitstun or blockstun to force space. Delay it, vary it, and notice routes where the opponent can jump-cancel or RC to bait it. Burst is disabled during certain throws, Overdrives, Counter Blitz hits, and wall-stick states.

Deflect Shield · 50% Burst

Use while guarding to cover blockable high/low/cross-up pressure and push the attacker far away. It prevents chip and R.I.S.C. gain while active, but a whiff leaves recovery.

Yellow RC · 50% Tension

Use during blockstun to stop the attacker and reset momentum. If they predict and block it, you are punishable, so do not make it your only answer.

Faultless Defense · variable Tension

The lowest-commitment metered layer. Use short FD blocks on key hits to alter spacing rather than holding it through every sequence.

Wake-up decision tree

  1. Do not know the setup?

    Block. Observe whether the first attack is high, low, throw, or delayed.

  2. It is a real meaty strike?

    Continue blocking or use an invincible/resource option. A normal button will lose before it becomes active.

  3. It is a throw?

    Jump, backdash, tech, or use a throw-invulnerable option. Practice the timing against a recording.

  4. It is a reset with a gap?

    Challenge with your verified fastest-reaching answer, not whichever button feels emotionally satisfying.

  5. They are baiting?

    Take the free block and let their delay surrender pressure. Defense succeeds when you return to neutral, not only when you land a punish.

Test a sequence in Training

  1. Record the opponent doing the exact string that hit you.
  2. Set the dummy to replay it repeatedly and turn on input / frame information available in the mode.
  3. Try normal block, then FD on different hits.
  4. Test jump, backdash, your fastest button, 6P, and one resource escape.
  5. Keep the answer that works against both the string and its common delay; write down what beats your answer.
Open the full replay-to-lab workflow →