In our previous Killer Instinct unofficial features, we've covered the basics on how to play KI, beginner's tips for all six characters, frame data for Sabrewulf and advanced tips for experienced players. Now we delve into how you should fight against each character in the game. While Sabrewulf has a very specific fighting style, you can't combat each character the same way. You need to fine-tune your gameplay to cater to each character match-up.

VS. Glacius

The match-up against Glacius is one of Sabrewulf's hardest. If you think otherwise, you're simply not playing against a good Glacius player. Sabrewulf wants to get in on Glacius and stay in, but Glacius wants nothing more than to keep Sabrewulf at full screen. There's no safe way to get in on Glacius, and once you're inside, you'll have to take risks to stay in, but there are a few tricks that will help you win this match-up.

First and foremost, while Sabrewulf's dash is fast and moves him forward a great deal, it also has a good number of recovery frames. Because of this, Glacius can hit Sabrewulf with a well-timed Shatter or Shadow Shatter. If Glacius is on his feet, do not use more than one dash at a time unless you're confident your opponent won't attempt a Shatter. In all other circumstances, you can jump over Shatter on-reaction, but after a dash, there's just too much recovery to do this. If you continue to get hit while dashing, walk forward instead. It's slow going and you'll have to block a few Hail projectiles, but it will keep Glacius moving back, and eventually you'll have him cornered.

Sabrewulf's Run can also come in handy against Glacius, but you have to be very careful when using it. As soon as you see Shatter, use the Jumping Slash to hop over it. You can also time the Jumping Slash to go through Hail, but with only 3 frames of projectile invincibility, the timing can be rough. Once you're within Ice Lance range, the Hamstring will slide under the attack with proper timing.

Once you're in, you need to stay in. After a knockdown, use the cross-up dash, neutral jump, or a fake cross-up jump (Sabrewulf can't actually perform any cross-up jump attacks). In many situations, jumping will avoid a Puddle Punch, Shadow Puddle Punch or throw. Even if a Shadow Puddle Punch hits you, the damage is negligible in this situation. More often than not, you'll end up behind Glacius and ready to attack as he's stuck in the Shadow Puddle Punch animation.

When Glacius has Instinct active, go for a throw to remove his armor, or simply back away and wait for the Instinct to run out. Sabrewulf can't do much to Glacius when his armor is active.

VS. Jago

The match-up against Jago is fairly straightforward. Sabrewulf can use Hamstring to slide under the Endokuken projectile. If you're close enough, you can use the Shadow Jumping Slash to go through it as well. Learn the maximum range of the Shadow Jumping Slash so you know at what distance you can use this tactic.

Once you've landed a knockdown against Jago, pressure with a cross-up dash or double cross-up dash. The double cross-up will prevent Jago from interrupting with a light attack. This means Jago's only option is to take the mix-up or use a Tiger Fury uppercut to get out. If you anticipate the Tiger Fury, block or back dash, then punish Jago as he lands.

The key to this match is to remember that you can block a number of Endokuken projectiles without losing much health. You must be patient. While you're blocking, you're also building meter. If he keeps using projectiles, it will just leave him open to a Shadow Jumping Slash or Hamstring. If you stay just outside of mid-screen range, a lot of Jago players will opt to close the distance with a heavy Wind Kick. Block the attack, then punish with a Shadow Ragged Edge.

One last note, when Jago is pressuring at close range, never start your offense with a crouching attack. It's not uncommon for a Jago player to use a safe (but disadvantaged) attack, followed by a Wind Kick. Even though Jago is at disadvantage, the Wind Kick will go over any low attack Sabrewulf attempts. You have to use a standing attack to counter this strategy. In addition, Jago may attempt a Tiger Fury in a similar situation. It will beat out any of your attacks due to its invincibility frames, but it doesn't inflict much damage and is extremely unsafe if you block it.

VS. Orchid

The Orchid match-up is similar to the Jago match-up in that you need to start your offense with a standing attack at close range. Orchid's Flick Flack evades low attacks, which means she can use a safe, but disadvantaged attack, then follow with Flick Flack to blow through any low attack you may try to counter with. She can also use the invincibility frames of her Air Buster to interrupt your attacks in this same situation, but as with Jago's Tiger Fury, it doesn't inflict much damage, and it's risky to use.

Against Orchid, you always have to be aware of her fast walk speed. She can tick throw from much farther away than other characters, simply because her walk speed moves her in quickly, so you have to be prepared. You should be able to block the Ichi Ni San mix-up, but if you can't stay outside of her Normals range. Sabrewulf's crouching MP has more range than any of Orchid's Normals. Use this to your advantage and stay at maximum range to avoid having to block a Normal canceled into the Ichi Ni San mix-up.

Once Orchid activates her Instinct, move away from her as quickly as possible. She has an infinite number of mix-up options once her Instinct is active, and you do not want to be close enough for her to take advantage of this. If you're stuck in a corner, use throws or the invincibility frames of the Shadow Eclipse to limit Orchid's options. Both attacks will ignore the Firecat.

VS. Sabrewulf

The mirror match against another Sabrewulf is really just about who can block better. Interrupt the cross-up dash with a light attack, but watch out for a cross-up dash into a Shadow Eclipse once the opposing Sabrewulf has meter. It's also not uncommon to see a Sabrewulf player use Shadow Eclipse after having an attack blocked. The invincibility frames will go through anything you attempt in this situation, similar to the Tiger Fury and Air Buster strategies against Jago and Orchid respectively.

Watch out for the Ragged Edge and Shadow Counter the second hit whenever possible. If you block a Ragged Edge and don't have the reaction time or meter to Shadow Counter, cross-up dash after the block. More often than not, after a blocked Ragged Edge the Sabrewulf player will either block or back dash. If you attempt a cross-up dash, you'll get a mix-up, or you'll be ready to punish the back dash recovery frames.

VS. Sadira

The match-up against Sadira is extremely difficult for Sabrewulf. You absolutely have to be patient here and let the Sadira player make all the mistakes. Then it's your job to capitalize on those mistakes. If the Sadira player is close to you, use jumping heavy punch to knock her out of the air. While this won't work all the time, being hit in the air will limit Sadira's damage opportunities.

If Sadira attempts to use a heavy Widow's Bite, block the projectile and immediately Shadow Counter. Sadira has no way to avoid this trap. However, due to Sadira's air options, be careful when trying to anti-air her. She can use a double jump in any direction, as well as a Widow's Bite or Web Cling. Do not attempt to anti-air until she's very close to the ground or has used up all of her aerial options. You also have to be very careful of empty jumps into throws.

Once you've knocked Sadira to the ground, stay on her as much as possible. Her wake-up options are extremely limited. A well-timed crouching or standing medium punch, or standing heavy kick, will interrupt her Shadow Recluse. However, much like Jago and Orchid, you have to be careful of her Blade Demon and Shadow Blade Demon, which go through low attacks. Try to start your offense with a standing attack to avoid this.

VS. Thunder

There's one key strategy when it comes to fighting against Thunder: jump all the time. A good Thunder player will use Call of the Earth (CotE) and Shadow CotE frequently. You'll see dropped combos into both command throws, blocked Normals into a normal CotE and a raw Shadow CotE from maximum range. While you can use a light attack to interrupt many of the CotE attempts, you need quick reactions or it's a risk.

Head into Practice mode and learn the maximum range of the Shadow CotE. Once Thunder has meter, be ready to jump anytime you're within range of the Shadow CotE. You won't have time to jump once the screen freezes, so you must be pre-emptive about it.

Once Thunder has meter, be very careful about choosing when to attack. A common strategy for Thunder players is to use an attack that's safe, then follow with a Shadow Triplax or a Shadow Sammamish. The Shadow Triplax has one hit of armor, which will blow through any counter attack, while the Shadow Sammamish is invincible at the start. Both options will beat out virtually any attack you opt to use. You can't even back dash in this situation because the Shadow Triplax will catch you. Just be patient and block when Thunder has meter.