So I'm currently Gold, at around 1800 elo (rank 90 kfm). I've been having a lot of trouble in PvP lately, likely because everyone I play against is now beginning to master their own class, as I am. That being said, I'm going to list each class below, and detail my general strategy against them, as well as list some questions I hope yall can help me answer.
Opener: Tricky, because they may use the sword throw/pull, or the dash/stun behind you. I find if they jump around a lot, they tend to prefer the sword pull. All I can say is listen, since it makes a very distinct sound, and don't spam counter or they will throw in the counterless gap. (Note: I have had some success with spamming counter to bait out their throw, but then I immediately backstep after the counter to iframe the throw. Use with caution.)
They E/Q more than you do, and instead of using it as an iframe, it's used as a distraction. if they start doing their E/Q dance around you, I find it best to backstep and keep my front facing them.
Unless they used it for iframing, a backstep is almost always followed by a 5 point strike. For some reason.
If they don't have parry-block, you can rmb to them, which readies their "iron shoulder" retaliation. If you immediately E/Q after dashing to them, you won't get hit by it, and can usually get your E/Q procced. DO NOT USE TRIPLE KICK IMMEDIATELY. Their retaliatory spin move is an iframe. Save it until after the animation finished.
HM BLOCK: super annoying. I spec ice for this. As soon as they activate HM block, I activate ice, and start basic attacking them to wear down the resist shield. If they stupidly let me wear down the shield without hitting me, then proceed as normal. Typically, they will activate your ice to get you out of their face.
Their extended combo has multiple dazes, just like us. If you know 100% that they can tech chase correctly, it's better to save your roll so they can't full combo you.
Don't Tab-slam if you're eyeing each other from a distance. I guarantee you they are spamming block while spamming Q/E.
If you can afford to take a little damage, F-roll the first hit of their lightning storm and immediately tab-freeze yourself. If they tech chase it, then tab. Don't blow it as soon as you land unless you're low.
What on earth do I do when i'm knocked down? They time their LMB to interrupt my 1, they use the blockbreaking shoulder-dash if I ground counter, and they tech chase if I roll. I always feel so helpless.
Opener: Also tricky, but not as bad. They almost always open with the dash behind you. Be on point with your 180 degree counters.
Use Tiger Pounce (ss - lmb). Use it. Abuse it. It's a dash-knockdown that's limited only by the cooldown on ss, it's unparryable, it ignores chill and any move that restricts dashes. This is the only reason I can fight DES/BD. You can follow it up with a tech chase, or even use it to burn ground counter, then kd them again and stunlock them. The possibilities are endless.
Same as BM, don't tab-slam if you're eyeing each other from a distance. They expect it.
IF THEY BLADE DRAW AND YOU'RE KNOCKED DOWN: DO NOT GROUND COUNTER IMMEDIATELY!!! They will ALWAYS wait a good second or so before using the stun-dash. Instead, wait til the absolute last second of your knockdown to ground counter. You'll need practice. Unless they are very very patient, they will almost always hit into your counter, because their blade draw is their damage combo and they don't want to let it go to waste.
Personally, I spec ice and just use it whenever they Tempest. I feel much too vulnerable otherwise.
Opener: Unless they expect you to be ready for it, they will ALWAYS open with a chill stack to prevent your opener. Run straight at them to feint a flurry opener, then counter. I spec stun counter so it gives me a free stun, which they almost always tab.
I love stun counter. Some people prefer elbow smash, some the iframe counter, but just can't give up a free stun everytime I successfully counter. It helps blow their tab/ss so much faster.
AVENGING FIST MIDDLE TREE!!! Upon successful counter, you get a free dash to them that ignores chill.
Use tab-slam and flurry whenever you can, since most of the time you'll be chilled and unable to use them.
For some reason, divine veil hits you every second, so if you E/Q inside it, you get a free triple kick.
If you somehow get Max Agility, ABUSE THE CRAP OUT OF IT! FM's have so few skills that can hit you at this point.
Since you'll almost always be chilled, your 4 is the only tech chase you have. Savor it.
This is somewhat obvious, but do not put yourself in a position where they can freeze you from behind. Good FM's will freeze you, then dash behind you. Make sure that if you use ss (the only freezebreak you have besides tab), you either combo them immediately or iframe.
Opener: Summoners vary quite a bit, but they usually start the same: The stunning cat dash. Sometimes, they will root you first, sometimes they will jump around a bit, but they will always use this dash. Just counter it, and use avenging fist on the summoner for a free kd. A bad summoner will immediately roll, which you should follow with a C.
Never, EVER, forget that the cat is also in play. You may have the smn stunlocked, but if the cat is free, there are endless ways he can interrupt you, and in the worst case he will grapple you, turning the whole thing around. The good thing about this is that smn's tend to be pretty predictable: As soon as you stun the smn, they will have the cat cc you. After stunning the smn, I always face the cat and counter. Usually it'll proc my counter, so then i can 3rf the smn, then iron shoulder and use that daze to 3rf some more. Q/E is a good alternative to counter, since it gives you a triple kick to extend your stun with.
SMN counter is the reason you will win or lose the match. If they can get you to hit their counter, you had better be ready with some iframes. As such, here are some times they usually put up counter:
Right after cat grapple, expecting you to dash to them
Right as your stunlock ends
If they blow cooldowns on you
(good summoners) right after any cc on you ends
(good summoners) when you backstep
Be careful with triple kicking the counter. SMN's tend to abuse the jumping desync, and the fact that they're moving in the first place makes it nearly impossible to get off a triple kick, because if they are even slightly too far or slightly desynced, your RMB will turn into guiding fist, proccing their counter. I can't count how many times this has happened to me. It's incredibly frustrating.
MAX AGILITY: Super easy to get vs a summoner. One E/Q should give you max agility without fail. Abuse it.
Never do a full air combo on the smn unless the cat is out of commission. For some reason air counter invincibility is wonky, and you will almost always be hit by cat cc if you take too long air comboing the summoner.
Tab-slam goes through dandelion.
HM counter is godly.
On that note, don't spam counter. It gives them a free cat grapple. You can try this, but it's risky: Spam counter, then immediately E/Q. The cat will attempt to grapple you, fail due to your iframe, but still get stuck in the animation. It will sit on the ground for 6 seconds doing nothing.
Against rumblebee summoners, the air combo or daze combo may actually be more deadly than a cat grapple. Don't limit your tabs only to grapples.
How the hell do I deal with the summoners who heal? It seems no matter how much I stunlock them, If I play it smart and patiently, it gives them so much time to heal. For perspective, Once I drew a match against a healing smn, and the end score totaled to SMN: 60k, Me: 104k. That's completely absurd, and that means I would've killed him twice over. It's absurd to me.
Opener: Two choices. One: Jumping, gliding into axe throw. Counter it, I guess. Or delay your roll. Most destroyers go for Two: Aoe Jump Stun. It's uncounterable. I find that if the DES runs straight at you from the start of the match, they'll probably use opener two. Just backstep and tiger pounce immediately.
Don't blow your full combo, unless you are 100% sure BOTH their tab and persistence are down, which is rare. Always E/Q a stunlock on them, since they will probably tab it.
That being said, having two escapes makes them blow tab very very easily. Just don't get caught in it.
If you spam counter, they will eventually attempt to knee (dashing blockbreaker) you. Don't spam unless you're baiting.
Be VERY careful of spamming counter near them, they WILL grab you.
It's pretty easy to get Max Agility from their spins. Note that it doesn't help against aoes like their jump-stun.
As with BD's, Tiger Pounce is God. In general, knockdowns are god. They're resistant to everything else while spinning anyway.
Unlike BD and BM, they can't E/Q your tab jump. They have to preemptively iframe with ss or the searing strike (axe-swinging iframe). You can press them into wasting iframes by simply standing at a distance.
I like to ice when they emberstomp. It's a guaranteed proc, and protects you a little.
How the *cricket* do I deal with their two escapes? Between Tab, Persistence, and emberstomp to fill the gaps, I have so few opportunities to combo them. This is honestly the most nonsensical thing I've seen regarding pvp balance - why does the class with the most cc, the tabspin, and emberstomp also given a second cc escape? People will say that "oh it's optional, they have to spec into it", but you would be stupid NOT to spec it.
When do I tab during their combo? All their stuns look the same to me, and they don't have any sort of huge burst.
ASS ASS IN
I'm gonna preface this by saying i'm pretty salty about sins.
Opener: Dear lord, so many options. However, the typical two I see are:
Immediate smoke screen for stealth, lotus down, shurikens thrown at you. One may be a fakeout to draw out iframes, but they will use the marking star which allows them to daze you and appear behind you. Counter, I guess. Not much else you can do.
Immediate sprint at you and dash-stealth behind you. If they're good, they will immediately backstep to get away from you. In either case, immediately turn 180 and use Leg Sweep. If you timed it right, you'll hit them out of stealth.
Alteration to opener Two: Sprint up, start gliding, place lotus on ground, continue gliding, stealth-dash behind you. This is taking advantage of the fact that their sprinting stealth-dash can also be cast while gliding. If you see them place a lotus and continue gliding, sprint the *cricket* away. Once they land they can't windwalk anymore, removing their ability to stealth-dash.
SPEC ELBOW SMASHHHHHHHH DO IT NOW. For some reason counter doesn't break their stealth even though it should reflect the projectile at them. ELBOW SMASH BREAKS THEIR STEALTH DO IT NOW
Tab-slam breaks decoy, and sins usually don't expect it.
If you see them backstep in stealth (looks like a bunch of black lines twirling around, hard to describe), they're going to appear behind you with a daze. 180 counter that shit.
RISKY: If for some reason you are 100% sure they are about to tab. start Flurry on them. It may or may not resist the flash, but that's not the point. It will follow them through their tab, and if you hit it late enough, the 4th hit should break their tab-stealth and daze them. Note that they still have their natural 50% evade while in stealth, hence why it's risky. However, if you pull this off, you've won. Their roll is down and so is their tab.
I usually release my icetab early against other classes, so I don't give them the upper hand. For some reason sins will still spam abilities at you while you're iced, so I wait until 0.5sec before ice expires to release and immediately counter.
Don't tab too early. Make them blow their web and at least one opening stun (usually lightning rod) before tabbing. Note that they usually expect this, so don't tab into their iframe.
Wtf do I do when they're stealthed? Literally I can only attempt to predict one of the many ways they can engage on me, and then perfectly time a counter or 180 counter or iframe. If they're good enough to wait 0.5 - 1 second before activating things, there's literally no way I can predict it.
I feel like I have a lot to put here, but I don't know how to word it. In general, I'd very much appreciate tips against sins.
I don't really face warlocks much. Basically, just make sure you have iframes if they timewarp, use the thrall for free counter or Q/E procs, and play defensive until they spend all their cooldowns. It's okay to take some damage - usually I'm at 50%~ hp before I even start attacking.
So yeah, that's most of it. If i'm feeling up to it later I might update parts and add a general KFM tip section. Any and all feedback is appreciated, I'm no master myself and would really appreciate some help with sin/des sections.