Good Day, Village of Whispers!
Third thread in the Hisako Matchup series. We’re here to talk about my favorite drug-addicted dog, one Count Von Sabrewulf. I am super excited to hear what everyone has to say about this topic.
Thanks to the patch coming later tonight, I’ll be able to fight endless Sabrewulf shadows as Hisako, and endless Hisako shadows as Sabrewulf. I’ll have a lot more to say about this matchup in the coming weeks as a result. It’s terribly convenient for me, since these are my two main characters.
Just a few notes to start:
- Unless Sabrewulf has meter, there’s no need to respect his wakeup. Bully that puppy after you score a knockdown. Even when Wulf has meter, his Shadow Eclipse can be catch-countered, just make sure you’ve got the correct read because Wulf has some nasty tools with which to punish a whiffed counter.
- Abusing catch-counters works well against a scrubby, sporadic, button-mashy Wulf. It will get you mauled by a smart Wulf player.
- Feral Cancel: Wulf in instinct has the ability to instantly cancel any special or normal. Most other characters will defend against this with clever blocking and shadow-counters; however, Hisako’s shadow-counter is pretty much garbage-tier, and can be stuffed by Wulf, so your best defense against Wulf following up a cancel with an attack is a catch-counter. Don’t get caught in a whirlwind of confusion, remember that you have ample means to stop that puppy from crapping on your floor.
- Speaking of catch-counters, low (K-K-K) counter is your friend. Wulf’s only “standing” overhead is Leaping Slash, which must be countered with P-P-P. Other than Leaping Slash and jump-ins, Wulf’s arsenal can be countered with K-K-K. With the exception of…
- Fully Charged Overpower (if you’re not familiar, it’s the move that makes Wulf look like he wants a hug before his hands turn blue and he claps your skull, Hugo-style) CANNOT be catch-countered; it’s unblockable, and Hisako’s counters do not work against unblockable attacks. If those paws turn blue, keep your distance (if spacing is permitting, jump-back > Airborne ORZ is a nice whiff punish).
- Hisako’s forward dash will NOT low-profile Leaping Slash (Shadow or otherwise); Hisako’s dash will be stopped due to Wulf’s yellow box elongating and remaining in contact with the ground. Your best defense against this continues to be a P-P-P counter (K-K-K will not work, as this attack hits overhead), which CAN be done as a reaction to the freeze; however, it’s not your ONLY option. Cl.MP can also be used to stuff this attack as a reaction to the freeze (though clearly a counter is your better option).
- Take to the sky: Take Wulf into training, turn hitboxes on, and take a nice browse through his catalog of attacks; you’ll notice that he’s largely horizontal, and his anti-airs are all predicated on your being somewhat close to him. Your superior air mobility and fantastic Naginata range can be used to geometric advantage in this matchup. Just be careful not to be right on top of him, and try to stay out of the range of his running uppercut.
All this having been said… I don’t know nearly enough about this matchup (or this game, for that matter) to state how this matchup plays out at a high level. That’s why I start these discussions… I need to learn. Please chime in on any of the above, and please feel free to share any thoughts you might have.
Going to tag some Wulf players I am aware of; feel free to bring any dogs you might know or I might have forgotten into the discussion!
@UAPaulB @TwoDogKnight @Fwufikins @SabreMetrics @TGZBossWulf @AddictedToKaos @MaruMDQ @AbrahmLion