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Soul Calibur 6: THE SOUL STILL BURNS!

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Deleted member 5032

Guest
I have such a rough time against people who just mash nonstop and don't respect anything. For some reason when I try to press buttons, nothing seems to come out fast enough.
 

Gooberking

FGC Cannon Fodder
I have such a rough time against people who just mash nonstop and don't respect anything. For some reason when I try to press buttons, nothing seems to come out fast enough.
I haven't played too much but I'm starting to feel like you have to think differently about mashing in this game. A lot of attack strings have gaps and one of the best options is to interrupt them. For some moves respecting an attack puts you in the worst position afterwards.

Some stuff is weird. I see people respecting Tira's AA on hit but surprisingly it's minus on hit. Mentally I can't help but feel I'm plus.

Good pressure matters. Going ham ends up getting more mileage faster than some games. ( I think..maybe)

I don't have it worked out. It's just something I've thought about. I'm awful, so weigh that in there.
 

Juggs

Lose without excuses
Lead Moderator
I haven't played too much but I'm starting to feel like you have to think differently about mashing in this game. A lot of attack strings have gaps and one of the best options is to interrupt them. For some moves respecting an attack puts you in the worst position afterwards.

Some stuff is weird. I see people respecting Tira's AA on hit but surprisingly it's minus on hit. Mentally I can't help but feel I'm plus.

Good pressure matters. Going ham ends up getting more mileage faster than some games. ( I think..maybe)

I don't have it worked out. It's just something I've thought about. I'm awful, so weigh that in there.
There’s so much crucial MU knowledge you need to know. You have to know pretty much every single move and what you do against it (out space/footsie it, block and punish, side step punish, etc). It’s gonna take a long time to learn all these MU’s let alone your own character.

People just need to complain less, lab and grind more (not directed at you). Anytime you run into something you don’t know how to deal with, go to training mode, and learn how to deal with it. Find all options against it, best punishes, etc. Then repeat this process over and over!
 
D

Deleted member 5032

Guest
An amazing Ivy ruined my 20-win streak. I have no clue how to approach that MU. When she gets going, I feel like I've got no buttons I can press to get out, other than reversal edge, but if she wins then I'm fucked.
 

Immortal

Blind justice....
An amazing Ivy ruined my 20-win streak. I have no clue how to approach that MU. When she gets going, I feel like I've got no buttons I can press to get out, other than reversal edge, but if she wins then I'm fucked.
You have get fimilar with Ivy strings or you will get destroyed by any decent player. You want to be close to her, since her options up close are quite limited. On the other hand anywhere from 1/4 till like 3/4 of the screen you're at disatvantage. One of her long reaching strings (which Ivy players throw all the time) ends with a leathal hit if you try to SS it. I got hit like billion times by it before i went to lab with her.
 
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Deleted member 5032

Guest
My Azwel 21-win Ranked streak:
 
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CrazyFingers

The Power of Lame Compels You
Heres a suggestion for anyone struggling with ANY character because people have a hard time labbing defense in this game, especially people new to 3D/Soulcalibur in general.

When you're labbing a character you've gotta think of the following when labbing their strings

•Gaps sizes
Gaps come in all sorts of shapes and sizes in 3D fighters, theres your normal "I can fit a button here" gaps but that's simply the beginning. Some gaps are easily GI'd (Guard Impacted) and allow for follow ups based on what level of GI, if anyone has questions on the GI levels I'd be more than happy to explain but what else? Theres also sidesteppable gaps where you can SS (sidestep) either left or right to avoid a hit in a string and get a clean whiff punish. Next is gaps made by jumping! Yes you can even jump over moves to make them whiff, sometimes you can even do moves that low crush out of strings with lows in them so test that out when you see a pesky low mid string. Last one is highs, moves that you obviously can duck and cause to whiff allowing you to punish which is fairly self explanatory.

•What's this like on block?
This one should be something you're pretty familiar with. Keep getting smacked by a move into another move? Odds are that move isnt plus and you have an option against it! Find out what buttons beat what options in those situations. Is something so negative its punishable? Start with your fastest attack then just go up the list and see just how much damage you can get from a punish.

•Is that combo even real?
Theres a lot of fake combos out there and sometimes people, even people who arent bad but are simply uninformed, are doing them to you! When in the air make sure you're air controlling to avoid getting gimmicked and this even can apply to escaping funky ring outs in some situations. The second way to avoid stupid damage is using Ukemi as a way to roll while on the ground to avoid things that seem "guaranteed" just be wary that if the opponent has a setup to catch your tech roll you're going to explode.


Hope this helps

Let your souls continue to burn
 

Second Saint

A man with too many names.
Heres a suggestion for anyone struggling with ANY character because people have a hard time labbing defense in this game, especially people new to 3D/Soulcalibur in general.

When you're labbing a character you've gotta think of the following when labbing their strings

•Gaps sizes
Gaps come in all sorts of shapes and sizes in 3D fighters, theres your normal "I can fit a button here" gaps but that's simply the beginning. Some gaps are easily GI'd (Guard Impacted) and allow for follow ups based on what level of GI, if anyone has questions on the GI levels I'd be more than happy to explain but what else? Theres also sidesteppable gaps where you can SS (sidestep) either left or right to avoid a hit in a string and get a clean whiff punish. Next is gaps made by jumping! Yes you can even jump over moves to make them whiff, sometimes you can even do moves that low crush out of strings with lows in them so test that out when you see a pesky low mid string. Last one is highs, moves that you obviously can duck and cause to whiff allowing you to punish which is fairly self explanatory.

•What's this like on block?
This one should be something you're pretty familiar with. Keep getting smacked by a move into another move? Odds are that move isnt plus and you have an option against it! Find out what buttons beat what options in those situations. Is something so negative its punishable? Start with your fastest attack then just go up the list and see just how much damage you can get from a punish.

•Is that combo even real?
Theres a lot of fake combos out there and sometimes people, even people who arent bad but are simply uninformed, are doing them to you! When in the air make sure you're air controlling to avoid getting gimmicked and this even can apply to escaping funky ring outs in some situations. The second way to avoid stupid damage is using Ukemi as a way to roll while on the ground to avoid things that seem "guaranteed" just be wary that if the opponent has a setup to catch your tech roll you're going to explode.


Hope this helps

Let your souls continue to burn
Crazy, since you seem to have a much more solid grasp of this game than me and are a real lab monster, could I run a Raphael set up by you? When I first found it, I thought I'd found something well and truly broken that shouldn't be in the game, but soon learned that testing against the AI isn't reliable (I thought something slightly negative was very plus). I still feel it's got some serious oki potential, but I'm not experienced enough to be certain of my opinions. I've tried talking about it in the Raph discord, but they haven't really responded.

With Raphael you can do 66 A+B, 6 A+B, 6B~4 B, which seems to be an unavoidable meaty of AG B. AG B is a -2 mid launcher that OTG's. I've been unable to roll, ukemi, or air control away from it at all. On the ground, you can still combo for about another 50 damage, since 2 A+B links. If they block wrong I get a full launcher, that can actually lead back to the same situation.

There's more. If they don't AC right and remain close, I can actually use AG K, which is a launching low. It however, is unsafe. Still more than that, you can cancel AG into Prep/ Shadow Evade and you'll be right on top of them to pressure.

I think I've got something really good here, but I just don't know how to poke enough holes in it to see how real it is.
 

CrazyFingers

The Power of Lame Compels You
Crazy, since you seem to have a much more solid grasp of this game than me and are a real lab monster, could I run a Raphael set up by you? When I first found it, I thought I'd found something well and truly broken that shouldn't be in the game, but soon learned that testing against the AI isn't reliable (I thought something slightly negative was very plus). I still feel it's got some serious oki potential, but I'm not experienced enough to be certain of my opinions. I've tried talking about it in the Raph discord, but they haven't really responded.

With Raphael you can do 66 A+B, 6 A+B, 6B~4 B, which seems to be an unavoidable meaty of AG B. AG B is a -2 mid launcher that OTG's. I've been unable to roll, ukemi, or air control away from it at all. On the ground, you can still combo for about another 50 damage, since 2 A+B links. If they block wrong I get a full launcher, that can actually lead back to the same situation.

There's more. If they don't AC right and remain close, I can actually use AG K, which is a launching low. It however, is unsafe. Still more than that, you can cancel AG into Prep/ Shadow Evade and you'll be right on top of them to pressure.

I think I've got something really good here, but I just don't know how to poke enough holes in it to see how real it is.
I can check it out for you sure
 

CrazyFingers

The Power of Lame Compels You
Crazy, since you seem to have a much more solid grasp of this game than me and are a real lab monster, could I run a Raphael set up by you? When I first found it, I thought I'd found something well and truly broken that shouldn't be in the game, but soon learned that testing against the AI isn't reliable (I thought something slightly negative was very plus). I still feel it's got some serious oki potential, but I'm not experienced enough to be certain of my opinions. I've tried talking about it in the Raph discord, but they haven't really responded.

With Raphael you can do 66 A+B, 6 A+B, 6B~4 B, which seems to be an unavoidable meaty of AG B. AG B is a -2 mid launcher that OTG's. I've been unable to roll, ukemi, or air control away from it at all. On the ground, you can still combo for about another 50 damage, since 2 A+B links. If they block wrong I get a full launcher, that can actually lead back to the same situation.

There's more. If they don't AC right and remain close, I can actually use AG K, which is a launching low. It however, is unsafe. Still more than that, you can cancel AG into Prep/ Shadow Evade and you'll be right on top of them to pressure.

I think I've got something really good here, but I just don't know how to poke enough holes in it to see how real it is.
Okay so it's not plus but it IS unavoidable and puts them in a crouched position which -2 in crouch for some characters is a rough position to be in. The low is ALSO unavoidable which overall makes me think the setup is pretty good. You can even get the same situation off the mid launcher and probably the low one if I lab it enough (I'm gonna look into it now you have me curious)
 

Second Saint

A man with too many names.
Okay so it's not plus but it IS unavoidable and puts them in a crouched position which -2 in crouch for some characters is a rough position to be in. The low is ALSO unavoidable which overall makes me think the setup is pretty good. You can even get the same situation off the mid launcher and probably the low one if I lab it enough (I'm gonna look into it now you have me curious)
How are you making the low unavoidable? I've been able to air control out of it's range and roll to avoid it once on the ground. Since it's almost 10f slower than AG B, you can even fuzzy by blocking mid then side stepping.
 
D

Deleted member 5032

Guest
How do you do this? I can’t find the option.
When you enter creation mode, you see the Unique screen. You want to go to the Customize screen (press RB). Then select an empty slot and you can randomly cycle through other players' creations. It's a pretty terrible system, honestly...