

This is also highly punishable, simply roll into the initial uppercut, then strafe around her to avoid the slam. HOWEVER, if she pulls her blade back with it pointed up and away from her she is about to do a short range uppercut followed by an aerial slam.This is one of the easiest moves to punish, simply roll away when she dashes in, then hit her two or three times as she is regaining her posture (there is an alternate version of this where she jumps into the air before dashing, but the dodge and punish are the same). If she pulls her blade back, but still has it pointed towards you she is about to do a fast, long range thrust.Move quick though! If you wait too long she will extend into a different combo finisher which can catch you off guard. Instead roll toward her and immediately try to punish with a few hits. DO NOT block this attack or you may be guard broken. When you see her do a spinning jump she is about to let loose one of her kicks.

Both are punishable, but you need to read her movements quick to decide which one she is preparing for (jump vs. From here she can extend the combo into a jumping slam or a delayed wide swing. I recommend just blocking the first three hits, then rolling toward her to avoid the fourth.

The 2v1 attacks will keep her stun locked, maybe even leading to topple. If your summon gets caught up in one of her long combos it may do more harm than good. Using an Ash Summon in this fight is very tempting, but keep in mind she can lifesteal off of your summon the same way she can from you.
