Pielle Montario
Pielle is an Italian nobleman and fencer who can unleash lightning with his sword. George, his alter-ego (when both players select him) is a Frenchman who was robbed in Italy, which fueled his hatred for Italians.
⚠️ On his stage, the flag changed from Italian to French since the last game, which may confuse players
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Commands
Specials
Supers
Normals
Commands
Specials
Supers
Overview
Pielle excels at close range with his fast and confirmable overhead but struggles in other areas due to slow recovery on special moves and a lack of invincible reversals outside of supers, leaving him vulnerable in several matchups.
Neutral
Pielle struggles with some of his special, his light anti-air and projectiles have high recovery and can be unsafe. He’s much more effective up close. His main pokes are 5A and 2A, both can be converted into 214P, B+D (overhead) or his super (236236P)
Anti-air
close 5C: Effective to counter close jump-ins and crossups. Special and super cancelable
Thunder Croiser (214214P): Similar to close 5C but offers greater range.
Robin Liner (623P): The light version is quick and good for anti-air, but not for combos due to low priority and no knockdown. Use 623C for grounded combos.
Supers
Robin Super (236236P): Goes through projectiles, in some matchups you can punish your opponent projectiles from far away
Thunder Croiser (214214P): Useful as a reversal or anti-air.
Super Rose (214214K): Can whiff punish or anti-air from max range. Safe on block
Tips
Anti-air slide (2D)
His slide can be used as an anti-air, leading to an OTG with Super 236236P or 214214P (corner).
Flying Peach Bomber (overhead)
Most of Pielle’s normals can cancel into his overhead but there’s a gap that leaves you vulnerable. If the overhead connects, confirm with 5A or 5B. If used up close on a crouching opponent, the overhead will whiff, causing you to pass behind them.
Fuzzy
You can perform a fuzzy using jC into jB, jC, or jD. jD is cancelable into down+A+B+C but won't combo.
Replays
Meterless combos
- 2B > 214C.C.C
- 2Ax3 > 214C.C.C
- jD > 2C > 214D
- jD > 2C > 214C.C.C
Metered combos
- 2A x 2 > Super Swords (strict timing)
- jD > close 5D > Super Swords
- jD > 2C > Super Swords
- corner: jD > 2C > A+C > Super Swords / Thunder
Anti-air
- close 5D > Super Swords / Thunder
- close 5C > Super Swords
- close 5C > Super Thunder (corner)
- 2C > Super Flower
- 2C > Super thunder (corner or close range)
- corner: 2C > A+C > Super Swords / Thunder (1st hit must be close to the ground)
- far. 5D > Swords
- slide > Super Swords / Thunder (OTG)
Air-to-air
- jB/HK/HP/A > Super
- jB/HK/HP/A > 623A (1st hit must be close to the ground)
Rose train
- B+D ❌ 5A x2 > 214B
- 2A > close 5A > 214B
- 5B > 214B
- 2B > 214B
- close 5D > 214B
- 2C > 214B or 214D
- close 5C > 214B or 214D
Only works on standing opponents
close range
Breakable combos
- B+D ❌ 5B
- B+D ❌ 2B
- B+D ❌ 5A
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Saizo
Rasen Kyaku
Overhead, negative on hit and block with a long recovery.
Leaves ample time for punishment.
Saizo rarely resorts to this move unless finishing off his opponent
Ryuuei Kyaku
A slide that must be canceled to be safe.
Slide into bomb is safe midscreen against a pielle without meter.
At close range, punish slide > bomb with your reversal super 236236P
Yashagami
Yashagami HP knocks down opponents, while Yashagami A serves as a reversal and anti-air.
This move must be canceled into a super due to its negative frames on hit and block.
Be cautious on block, Saizo still has a few frames to execute a super,
causing hesitation in your usual punishment.
In such instances, Pielle's Super (236236P) ensures a guaranteed punish
5C
Close 5C hits low, while the far version has significant recovery,
making it punishable even on hit.
Hengetsuzan
punish with 2D or Super (236236P)
Pielle
Saber Bash
Despite its animation, this move isn't an overhead.
Punish with 2A
Flying Peach Bomber
This one is an overhead, but if done close to you, it will whiff, and he'll pass behind you.
When used in a blockstring, there's always a gap, no matter which normal move it was canceled from.
Punish on whiff with 5A or 5B
Bonjour Shot
A projectile with a very slow recovery.
You can punish it with your Super (236236P).
At close range, punish on block or hit with 2C > A+C
Robin Liner
An anti-air special with slow recovery and no reversal properties...
On hit, A version keeps you standing for a punish, while HP version knocks you down.
Monsieur Crash
A three-hit move, easily punishable. However, Pielle can delay each hit to counter your punish attempt.
Merci Un Deux Trois
An aerial dive that can deceive your anti-air or jump.
When you block all 3 hits, Pielle passes behind you. Punish with 5C
Super Rose
A super that crosses the entire screen with a wide hitbox, useful for countering jump attempts.
Whiff punish at super flash with 2D.
Thunder Croiser
On block, at close range punish with super (236236P)
Rila
Dynamite Kick
Killer Snake
Killer snake isn't overhead you can block low. D version passes through projectiles
and setup her super on hit. Minus on block, punish her with 2A but she still has frames to input her invul.
startup Super.
If you have meter, counter both of her super attempts with this OS : 2A ~ 214214P
Spinning Claw
Safe on block due to pushback. It remains active for a while and has priority over normals
and some supers.
Quick Scratch LP
Very fast, can catch you off guard at mid and close range. You can whiff punish with any normal
Quick Scratch HP
Same as A version unless it is minus on block, punish with 5C.
Wild Saver
Her reversal and break special. Punish B ver. with 5C. D ver. has more recovery,
if you're close enough, you'll have time to punish her with a neutral jump
Shine Beast
On block, she ends up on the other side (at mid and close range).
punish with super 214214K
Bloody Fang
This super is not overhead despite the jump animation. punish on block with 5C
2C
Dao-long
Kouryuu Ga
dao-long's fireball, punsish at point blank with 2A.
use your super 236236P to pass through fireball.
Senkyuu Tai
his invul. reversal anti-air, punish on block with 2C
Riyuu Seishou
A combo ender and pressing tool that he usually follow with Super or projectile,
the move allows him to chip and build meter in a safest way.
Senpuure Kyaku
slow anti-air command. If you're close enough, you can punish him on block with 2B
Shoutenchuu
Safe short jump Overhead, whiff punish with 2C
Houshin Renpa
Fireball super, can be used at mid range to punish your own projectiles
Shin Kyoku Ranbu
not overhead despide to jump animation. punish on block with dash 5C
Condor
Anti-air
Heel Stomp, Condor's j.2HK, can be hard to anti-air from mid-range due to its long active frames.
It can beat your ground normals and 623P startup.
midrange: anti-air with 214214P or react with neutral j.8HP, or a jump back normal
close-range: Anti-air with close 5C; it's also useful for countering cross-up attempts and gives you a juggle opportunity.
Tomahawk Jack
Tomahawk is used as an anti-air or to defend against projectiles and build meter.
This move is easily punishable on block. You can also whiff punish from max range with 214214K.
Gran Buffalo Horn
Passes through projectiles and helps close the distance against grounded opponents.
Punishable on hit and whiff
Sky Bridge
Punish with 5C at close range.
Atlas Rock Buster
It can be tricky to punish on block if you're not close enough due to its pushback and quick recovery.
Punish with 214P. You can also interrupt his Super on block after the 1st hit with a light normal, throw,
214214P, or 236236P.
2D
punish with 2B
2C
Sho
Onigawara
An overhead, safe on block, and cancelable from all of his close normals, making it a strong move.
However, it's punishable during its startup frames. It's also breakable when canceled into 236HK.
Tobihizageri
A pressing tool, safe on block, but depending on the range,
Sho might end up within your throw range, creating an even situation where both players engage in a
throw/reversal mind game.
Sashikomi Kick
This divekick is tricky, it can cancel into a super on hit,
block, or whiff. You can counter it with a super (214214P), backdash,
or throw (but watch out for his 214D counter).
Rekkou Ha
A basic fireball that can be punished when blocked at point-blank range.
whiff punish at midrange with super (236236P).
Ranki Ryuu Geri
Be careful, on block it can be followed by air super (Geki Rekkou Ha).
However, it's still minus on block. if you're close to corner react with your own super (214214K).
Geki Rekkou Ha
Break with a backdash if used at a high height. For example: divekick x super or fuzzy jD x super.
Maherl
Abdomen Step
This short step is punishable with 2B if he is very close to you.
It's safe if it was canceled by 5B (5B creates a slight pushback).
However, you can always break or whiff punish with 5A
Slash Sword
This attack can reach you from very far away.
Safe at maximum range. At mid and close range, punish with 5A
Punish Sword
Travels a shorter distance than Slash Words. It is also Safe at maximum range.
At close range, punish with 5A
Fire Breath
Punish A version on block with jC
For HP version, you can interrupt with any normals immediately after blocking the first or second hit.
Balloon Bomb
Overhead, whiff punish with 5C/2C. on block, punish with 2D
Cadabra Bomber
A Super that can go through projectiles up close. Punish with 2C
Shiva Dance
Punish before the end of the animation, with super (214214K)
Tia
Soul Spike
Ground Soul Spike B/D are not overhead, block low.
Soul Spike B has pushback and minimal recovery.
Soul Spike D has no pushback, making it easier to punish.
Punish with 5C or a Throw.
On hit, you can break both versions with a throw, backdash, or Super.
On block, punish with super 236236P.
Before attempting a block punish, check her super meter first.
Tia can counter with Burning Revolver. A throw is a guaranteed punish if she uses Soul Spike HK.
Mirage Spear Kick
Rising upper
Rising Upper A is an anti-air reversal with quick recovery, making it difficult to punish on whiff.
It's invulnerability on startup allows her to pass through projectiles.
When blocked at close range, punish with 5C.
Rapid Gale
Her Fireball isn't ideal for zoning and has a slightly slow recovery. She mostly uses it for okizeme or
pressure.
at mid range, while dashing, you can react and jump to punish her. You can also whiff punish with super
(236236P)
Heel Break
After the first hit of the 2-hit sequence,
punish or break with a throw since the last hit is an overhead.
Rapid Charge
Her strong super punishes projectiles.
When she switches sides mid-air on block, quickly turn your character to punish.
Burning Revolver
Punsih with dash 2C
Cutlass Flasher
Overhead super, switches sides on block.
Alsion III
Horus Shade
An overhead that is safe but has a slow startup, making it easily reactable.
Punish on whiff with 5A
Death Shred
This one is also an overhead with a slow startup but has a larger pushback.
It's a two-hitter when the opponent is standing.
Second hit is overhead.
If crouched, whiff punish with 2B; standing, interrupt before 2nd hit with 5A.
Poison Fog
Close-range projectile for chip damage or pressure on your wakeup.
Deadly Claw
A teleport ending with an aerial strike, usable on the ground and in the air to counter your anti-air
attempts.
When executed close to you, the B version lands in the same spot, while the D version lands behind you.
Punish at close range with super (236236P)
Whiff punish with 2C
Dash Knee
A special dash attack that must be executed at the right spacing to be safe.
Punish on block or hit with 2B
Anubis Hug
Super projectile with invul. startup. Punish at close range with 2B
Pharaoh Dance
Super projectile with invul. startup. on block, he retreats very far.
Punish with Super (214214K)