I promise that going against a good taki without any prior knowledge will give you a tumour (just to quote a bit of Aris lol).
The best part was that i was so confused that i returend to singapore not knowing a thing about what he did to me :)
HOWEVER, i have finally got down to do my homework and i'd like to share what i would consider her basic strategy!
Ok my taki is really PO based. like very very PO based. So if you don't like playing a lot of PO, then maybe you might find my opinions disagreeable.
In my POV, PO allows taki to play her 50/50 and her powerful options in her reverse mindgame!
Essentially a transition into PO allows taki to play reverse, which means to beat an incoming attack, by either hovering, PO stepping, backflipping or interrupting (with PO A/K). This way, most of the damage comes about.
for example, after 33A 214 PO is guarded, if the opponent were to do a 2A or any attack which does not have a good high hitbox, hover would be ideal! because taki has hovered over an opponent's attack, the opponent cannot step and guard low in time! they either eat a free hover A or B, depending on the attack duration of the attack that whiffed or they face a brutal hover nitaku!
If a linear attack is coming, PO siderun will evade lots of stuff. Whats more important to know, is that PO siderun, when hit out of, has no CH penalty!
If your opponent decides to just guard, and not do anything, for fear of any of the above happening to them, taki can play PO run mixups with POB and PORC throw. Or go on for more string variance :) IT really eats the soul gauge by the way.
Taki's damage is also really good! her damage conssitently reaches 70-80!
I find GI really important for taki because AB is really tough to reGI, and bombs hit post-GI alot easier. Plus GI contributes to her soul gauge game!
When the opponent's soul gauge is flashing red, taki can be said to have almost won the match! Bombs become a more powerful option, as opponents attepmt to GI more... Pokes also counter hit more often! That is not a good thing considering the speed, safety and damage of her pokes.
PO K is annoying. It is raelly not easy to shake out of when hit in the middle of a match. I feel its because our human reaction has problems recognising and then reacting in time to avoid getting hit by 3KK,AB or 3bK.
anyway, if you wanna play taki, you gotta take the game really really really fast. That means your inputs have to be tight and you have to think very quickly. Moreover, you need to be knowledgable of what your opponent's character will and can use to intercept taki's stance game!
next time, I'll add more ideas of the good transitions and stuff i like :)
Its quite simple really... I have reason to believe that its probably the best 2K in the game :)
This is because of its additional evasive properties that allow it to have absurd applications!
2K leaves Xianghua in a very low state, allowing mids which are empty in their lower hitbox to whiff over her.
Here are a few examples:
Kilik: 6B, 4B, 1B, 1K
Hilde: 3K
Mitsu: 4B, 9K, 9B, 66K
Personally, I find that application of this move can really devastate some gameplans...
More on its properties...
1. Near unsteppable when X is at advantage.
2. CH +2 NH -4 G -14
3. Good range for a 2K
4. UNSTEPPABLE
Examples of application:
Vs Mitsu:
When Xianghua is at advantage, 2K is going to destroy many of Mitsu's popular reverse options.
4B will whiff, giving Xianghua a free FC3B; 66K will whiff, giving her advantage or a free WSK; 9B and 9K will whiff; A+K and B+K will get stuffed on CH; Sidestep is going to get CHed; Jump wont guarantee anything. Mitsu is forced to either block low, or aim to GI the 2K.
This IMO is going to help Xianghua alot as Mitsu's options are effectively minimised when he is at disadvantage. This means that it becomes easier to force a two choice on mitsu with just this irritating low poke :)
I am still in the midst of discovering its applications so yeah, if any of you guys find somethign about it please share :) will be most grateful.
Moves to punish on guard
22B -> AA/4B+K
1B -> 3K
46B -> AA
1A+B/3A+B -> WSK
22AA(A) -> FCC2B
22AB -> AA
4A+B -> AA
B+K 61B 41236B-> C3B/C2B/3BA/C3A/C2AA depending on charge. Aim to step to kilik's right to avoid everything!
The negative:
Kilik 1A+B/3A+B is not going to make charging a good idea for Hilde. Both of them do good damage, and are only consistenly broken with free buttons. Moreover, on block, Hilde only has WSK to punish kilik. Even if broken, there is Asura, 1B, 1K, 4B+K to worry about. As such, this move is very safe for kilik due to its low risk, and it is very powerful against charge happy Hildes... so it can greatly discourage hilde players from charging. IMO Hilde players who are uncomfortable with their normal attacks and rely almost exclusively on charges may find their game being ripped apart by just these moves.
Asura can deal with all charged attacks. Very annoying... and painful. Players who can do the JF asura consistently can give problems... as it allows hilde to only punish well with AA/4B+K.
Kilik has good range to compete with Hilde. This means that Kilik can easily punish a Hilde's whiffed C2As and C3As with moves like 22B, when Hilde is trying to space, by trying to use the wind up time provided by the opponent's movement towards her.
Kilik's command throws are nightmarish in small stages... They have insane RO capability, and they really hurt mid-ring.
Hilde cannot do as much damage to Kilik, as compared to the rest of the cast. Due to hitbox issues, C3A has the tendency to whiff in combos, hence reducing her damage potential from 100 to 67-76. Not too shabby... but still the damage counts... and RO is reduced as a result.. The full C3B combo can only land when FCC2B or C3B hit at tip or mid range.
The positive!:
Hilde has really solid kicks, and high pokes. This means that her poking game, can give asura less chances to work. This is especially through the use of moves such as 33K,3K,6K,AA and 4B+K which have strong properties.
A useful strategy would be to use 33K as a main mid option and whiff punisher against kilik to cope better against asura and movement of the opponent. This is so as kilik has a weak punishment for it, 6AA (+0 on hit), and at the same time, 33K can kill step to an extent, has excellent range. More importantly, on hit, a two choice between any big mid, low or throw can be issued to the opponent.
Hilde can whiff punish kilik well, due to her excellent range.
6BB and 3B make this fight alot easier for raphael, than for other characters.
3[B] Prep BB can punish long range moves like 6B/1B (which many characters have difficulty punishing on guard) on guard, and many of Kilik's whiffed attacks well.
6BB punishes many things, such as 11B and 22AB... leading to strong prep setups.
Kilik's attacks have high attack duration... meaning that 22B VE B:B is a suitable punisher for punishing his whiffs.
Kilik cannot punish AB, making the use of AB extremely favourable.
Raphael can punish asura well on guard, with 3[B] Prep BB, 33K:B... i am not clear on whether 66A+B can be used. I will have to test it out.
Kilik also has nothing that can intertupt Prep A and Prep B after SEA B on guard... as far as speed is concerned.
Because of Raphael's excellent range, and speed for it, I feel that mid/far range is very favourable when playing against kilik.
However, when up close, I find Asura less of a threat than 1B and WSB because my raphael is very kick based in such a situation... with 2K, 3K and 6K used often.
THE BAD
Asura dance is a threat to raph when trying to play SEA, SEB, VE and prep mid/throw mixups. To deal with it, highs out of these stances can punish asura. This means that VE B, SEA A, SEB K and Prep BB can be used to beat a predicted asura.
Kilik has high damage off his mid/throw mixup... with FOTD doing over 80 damage, and 4A+B B doing around the same. The good thing is that Raphael does not need to play close to kilik, and can play really well at mid/far range due to his better speed.. for the insane range he has.
Kilik's other evasive options such as WSB, 1B, 33A, WSK and 4B are also a threat because they reallly hurt, and have excellent evasive properties. The good thing is that Raphael has the range to punish some of them, such as 1B, really well... but the damage off kilik's evasion cannot be ignored.
Kilik is not to be looked down at close range when poking is concerned... with the presence of 1K, a stupid far 2K, 6AA and 66B... Raphael should aim to gain advantage to get to mid range where he fares best.
Please comment if you have different experiences/suggestions :)
okay please comment :)
Still i must ask myself to focus on my two favourite characters and my secondary... More so on Hilde and Xianghua...
I still kinda like Xianghua more... I like her style... I've always been fascinated with Taiji Jian :/
I have to focus on a few characters because
I cant
1) School
2) VF and MB
3) A levels
and if I don't
1) I cant beat Jovian's Ivy and Cervy
2) I will not be able to beat HIM
3) I will drop in my standard
to be frank, my X is lacking in development thanks to the effort i put into Hilde.
Its time to go back to my girl.
My step b will shatter the heavens.
These moves are 44A/2A+K/3A, 22A and 4A....
44A/3A and 2A+K can be used as a two choice. The beginning of 44A and 2A+K are similar as Hilde brings her sword to her left side, over her head. 3A looks similar to 2A+K because it bears the same downward movement.
22A and 4A are similar looking... i am not very sure/confident of its applications. Lol
This matchup is really in Hilde's favour. Mina's metagame is premised on poking at long range. Hilde shatters it. If any of the long range pokes whiff, Hilde has C3B which can punish it even if Mina whiffs a move that goes like... really far. Hilde's FC C2B and FC C3B can punish Mina's FC1B from anywhere on the screen. BBB gets FC C2Bed too. So Mina might have to play a close range game... problem is that Mina has poor close range attacks. Therefore, Hilde outclasses Mina at far and close range... leaving the match in Hilde's favour.
Because of bullrush, do not use 44B. In fact, backdashing and sidestepping is risky when close to rock as bullrush will hit. Unlike Asta's bullrush, Rock's one recovers much faster, making it extremely difficult to punish with slow whiff punishers such as 2_8*5B. What i do, is that I make sure that after every bullrush i guard, I play a two choice between 6B+K (Beats ducking + abare) and throw (Beats guard + GI). Rock does not have any evasive attacks that can deal with both. 6B+K is preffered to 3B imo, because it is safe, and it can be cancelled any time to SXS for a mid/throw mixup. Perhaps 22A can be considered as a strong mid option too...
Abare with 2A is good, because it can give Xianghua an uninterruptable FC3B and throw if it hits on CH. 1B+K is risky because of bullrush.
Because of his slow speed, using strings such as B or 6B to make the Rock player hesitate will be more effective; more CH AABs or CH 2As can land. moves like 6A (Guard -2) FC3bB (-2) and 66A+K (Guard -2) also become advantageous for Xianghua because of Rock's slower speed.
Moves to punish:
So far, I find that Yun has a pretty tough time against Xianghua. 1B+K, AAB, 4A and 44A A shut down crane really well. 1B+K beats Crane A,B and K, 2K and can trade/stuff with the sweep; even if yun does the auto-evade, 1B+K is safe from the attack throw he gets. 4A, 44A and AAB all hit on CH when yun is in crane.
1B+K also beats 6B transitions. It sidesteps the second B, or forces a crane evade attack throw, which is blockable. If the opponent is very predictable with 6BB, Xianghua can sidestep the second one and do a 2_8*5B.
Alot of Yun's pokes leave him at disadvantage, which might not be a bad thing for him, because he has strong evasive attacks, such as 44B and this stupid tech crouch, sidestepping horizontal high (Which I cant remember the notation for) that can link into a series of kicks that enter crane. He also has 236KK to deal with highs.
236KK is going to be problematic imo because its a mid that can lead to lots of damage, tech crouches, and is safe on guard. Players should aim to duck the second kick. However, there is a problem... FC3B is not garuanteed. I am currently not sure about WSK ( I will check in time). A throw from crouch has a high chance of going off axis...
Moves to punish:
It leaves the opponent backturned... meaning that if they want to abare, they must do so with BT attacks... this is important to know...
This means that against almost all the characters, WSK is uninterruptable after 22A hits. WSK does over 30 damage on CH... this is alot of damage. If the opponent does not want to eat WSK, and commits to guarding, FC3B and throw are powerful options to use.
I think i might experiment with using 22A as a main mid option, since it can lead to powerful options :)
Xianghua's FC3BB is -2 on block, and it pushes out well... so i am thinking that since it forces crouch, alot of WS moves will whiff if I backdash... Plus, experienced players can block it easily.
1) Speed
2) Range
3) Evasive attacks
Raphael seems to have more difficulty in
1) Dealing with step
2) Dealing damage
3) Securing a ringout or a wallsplat
1) and 2) have come about due to the loss of 1.02 BB, which tracked 100%.
Analyis of metagame:
Raph seems to be about wearing the opponent down with fast, long range pokes. Sounds like SF claw :)
Close range:
3K, 2K, 6K, 4K, 2A, 6A are all strong pokes that come out fast, and do decent damage. When the opponent is passive, Raphael can choose to be aggressive and force a mixup between a mid (e.g. 3B) and a throw (VE throw, throw), especially when the opponent is in the lead, or defensive and create space to play his powerful mid-range game.
At disadvantage, 44B (safe) retreats and TCs, 4B TCs (safe with evasion from prep), VE sidesteps, and 2A acts as a powerful interruptor. 4A+B and 9A+B also auto-GI horizontal attacks well.
Mid range:
Raphael's should aim to get his basic moves blocked/hit at its tip. He must be left in a situation where he is at small disadvantage, neutral, or advantage. Getting into small disadvantage is actually good for raph, as opponent's might have to move in when raph is left at small disadvantage, at the tip of his blade. The movement forward compensates for the recovery.
This is a diagram to aid in explanations:

Quickpost this image to Myspace, Digg, Facebook, and others!Category A:
BB
A series
6B
FC 3B
33B
1A
Category B:
Asta 66B
Raph 3B
Category C:
44B
backstep
VE
sidestep
4B
(HALF DONE. MESSAGE ME FOR QUESTIONS)
Basic executions to learn if Hilde is too be played:
Charge cancelling - It is important to be able to cancel a charge, especially when you want to do an attack that requires the button that is held down, or break a throw.
Charge resetting - Being able to gauge the charge you are at, and from there, being able to reset the charge is important. This is so as some situations require a level 1 or 2 than a level 3.
Charging when hit - This is one of the 'windows' to begin a charge. This is useful, because it allows you to reach level 2 or 3 when you get the initiative, or have the appropriate charge to get out of disadvantage.
Charging when a move has landed - This allows a charged attack to be used later when hilde has begun her game. Do not limit it it to things such as 1B~Charge B... It can be charge A+B or charge A. Just an example.
iFC charge attacks - Hilde can perform her powerful FC charge attacks as though she was standing. The input is (using FC ]]B[[ as an example) 2[G] ]]B[[. Release the B the moment hilde crouches. The move can still come out while holding G. Very crucial, as it would allow you to add the powerful FC C2B into yout game.
Player basics:
Powerful presence of mind - This is really really important. The ability to see the match passing slowly, in great detail, will allow you to make more crucial decisions under very interesting circumstances.
Foresight - Hilde players have to decide what the opponent is going to eat even before the critical point of a match.
Strategy:
Hilde shines when it comes to playing a true nitaku when at +7~8 (against most characters) or the opponent commits to guarding. Her mid/low and mid/throw games are a huge threat due to their safety and damage.
Mid/low game:
Mids to consider: FC C2B, C3B, FC C3BBA
Comments: FC C2B and C3B are the big reasons why people will really hate ducking against Hilde. It inflicts over 100 points of damage against most characters, after the 44K C2BB C3A C2BB C2AA combo. Against characters like amy, rock and astaroth who are immune to or less vulnerable to it, she can remove 30% of the opponent's life bar. Both mids are safe and have insane range and good push-out. The push-out puts her in an advantageous situation against short-ranged characters. FC C3BBA is also good as it is safe at mid-ring, and deals good damage too (50+). However, FC C2B should be aimed for, and FC C3BBA and alternative if hilde has 'over-charged'.
Lows to consider: 1K, 2A+K, 2K, 2A+B, 11K
Comments: If you can check hit well, 1KK is strong as it is an NCC. Even so, because the second K is slightly delayable, the anticipation of the second K , which can lead to a free 4A+B if it lands on CH, can put her into an advantageous situation. Moreover, some characters like mitsurugi cannot punish 1KK at all.
2A+K is amazing. It is safe, knocks down, and rings-out to the front. Knockdown is very strong for Hilde because it allows her to play her nitaku easily. It is also not very easy to see. However, if the opponent focuses on it, 44A becomes powerful, as it can confuse their reflex due to its similar startup animation :)
2K is important for hilde. It is a fast low poke that can easily set-up a advantageous/disadvantageous situation that can be used to lead the flow of your match into your favour.
2A+B is strong.... Even though it hits after 32 frames, it is safe and does a good 34 damage when followed up with 2B+K... The K ender can keep people on their toes for a long while on guard... The K ender can be cancelled to ruin their expectations and mess up their reaction time. However, if 2A+B hits and the K4 is cancelled, Hilde gets a BT 2B for 36 damage.
11K is a safe low that leaves her at disadvantage. However, disadvantage is good for hilde when a C2 or C3A is charged, due to their auto-GI properties.
Throws:
When opponent's do not want to duck against Hilde, her throws become very powerful.
A+G-> Strong throw that leaves Hilde in a good position for okizeme... which is means a time for a FC C2B/throw mixup... since the B and the A can be charged during the throw. 55 damage.
B+G-> Same as the A+G throw... just that i places the opponent a bit further.. which is not an issue. 50 damage.
64B+G-> Command throw! this means its harder to break than average throws. This is a beast when the wall is behind her, as it does over 90 damage. At mid ring, opponent's have to guard/GI the C2B. They cannot step it as they are left at back turn. and on guard, C2B is advantage for Hilde :)
How to get set up the situation to play the nitaku:
Against everyone except Taki and Yoshi, who have attacks that are i10 or faster, a CH2A can set up the perfect situation for a mid/throw mixup...
In order to make the opponent commit to guarding, Hilde must poke,bait whiffs, use strings and blockstuns.
Poking game:
The aim here is to interrupt the opponent's retaliations to the point that they would want to commit to guarding. AA,3K,2A,6K,2K are important and basic tools.
However, 3A is very important. 3A is a move that ducks under A attacks when Hilde is at advantage, even though it is i20. This means that against characters like Taki or Xianghua, who can abare with AA, 3A can snuff these moves. It allows Hilde to land a lot of damage on CH as a 6A+K is confirmed.
On normal hit, a FC C1A and 2A are uninterruptable by 2As :) FC C1A is neutral on guard, +5 on hit, and it gives a DOS on CH. Hence she can play more powerful mixups.
2K is strengthened if a C2A is charged. Because any retaliation with A attaks after a 2K hits normally, will be open to auto-GIs. Opponents who try to bait a GI or other forms of abare will have to guard it, or eat it on counter hit. C2A on counter hit is not funny... without armour, it can do over 80 damage when followed up with 3BA 2B (The 2B might not hit on some characters).
Whiff punishing:
Good whiff baiting will make the opponent consider becoming passive, allowing you to force nitaku.
This is done by backstepping or sidestepping at advantage. Against characters who are linear and have long range, step is preferred. Against shorter ranged characters, a backstep is effective. This is further reinforced by Hilde's big step.
The decision to punish a whiff should come about way before the whiff takes place. This means, that after deciding that the opponent will abare the next time he is at disadvantage, Hilde should charge B when on the offense/defense, lead the match to a situation where she is at advantage, and backstep. The decision making happens in the beginning of the round or when there is a lot of time to think (during throws, when at distance etc.)
String Variance:
Hilde's best strings are IMO 4AK, 1KK and 2A+B K.
4A K- The K ender is extremely delayable. So opponents who react really late, in response to an absent delayed K stand a high chance of getting interrupted by 6A+K or 2A. Opponents who choose to be patient after they know that they have waited long enough to be in disadvantage are then open to a nitaku.
1KK- The K ender is slightly delayable, and the reward is high if it hits on CH. The risk is also very low against some characters due to the pushout of the last kick. Hence, 2A/6A+K/3K work well after a single 1K hits. If they choose to be patient, a nitaku can be played... as abovementioned.
2A+B K- 2A+B is safe. The K is however unsafe. Opponents who are wary of the K will continue to guard for a slighty longer time, thus making 2A+B KG(4) strong. If it is cancelled with Hilde facing front, 6A+K, 2A and 3K are effective to beat interrupts. However if cancelled with Hilde in BT, BT B+K is a beast, as it is safe, i14 and knocksdown.
Blockstun/Stun-
Some of Hilde's attacks such as A+B, C2A, C3A, FC C2A, FC C3A induce blockstun, which means that Hilde is at advantage after such moves are blocked. If the opponent retaliates immediately, Hilde can interrupt with her powerful pokes. If the opponent waits passively, a 50/50 can be played.
Sit-back stuns are also good for Hilde as it gives her an almost confirmed 50/50 on hit. 33K is IMO her best move to induce sit-back stun. It has excellent range and a big hitbox. Not to mention, it is very safe at range. If the opponent gets hit and does not shake off the stun, C3B is confirmed. If they shake out of it, a 50/50 between throw or C3B is very powerful. However, if they shake out of it really fast and abare with a very fast attack, your C3B or throw might get interrupted, depending on how late you perform it.
The power of foresight:
Personally, Hilde suits me because I am a 'planner' type of player, not like Shen Chan, who is more about constant adaptation to the situation in a match.
It is very possible to plan whether you want to do a mid/low/throw/whiffbait/interrupt right at the beginning of the round... or any moment before the decision matters.
In fact I advocate that Hilde players should learn to plan that far ahead as it gives her flexibility which is important. In planning ahead, there is less unnecessary charging; command throws will be much easier to break and more pokes can be performed. It is not easy for less experienced players.
For example, If you know the opponent will be passive the next time, and he will eat a throw, there is no need to charge.
MOREOVER, Hilde is not at a disadvantage if she reads ahead. If you think she is getting punished whenever you read ahead it simply means you are not reading accurately.
For example, If at the beginning of the round, you think the opponent will stand and guard passively, allowing you to throw, you should not charge. However, at the moment you execute the throw, you fail, because the opponent does a tech crouch attack. This does not mean reading ahead is not viable... It means that you read wrongly. The reading should have been: the opponent is going to abare. Therefore, the Hilde should have attempted to bait a whiff or interrupt the attack.
Playing at disadvantage:
Hilde's options at disadvantage are not bad.
Against low attacks: Against long range lows like Mina's FC1B, Hilde can 6B+K. However, against most lows, A+K is better because it is safe and does not whiff up close, like 6B+K does.
Against verticals: I have had limited success with 22A. Usually, I have been able to kill verticals most of the time with just step into a punisher/mixup... This is really viable because Hilde's step is, from personal testing 2nd best in the game, just behind Taki's.
Against quick horizontal and vertical attacks: C2A can auto-GI A attacks and C3A can beat B and A attacks. Both give advantage on guard and give good damage on hit. C3A also can tech crouch. FC C2A works well with lows that leave hilde in disadvantage (2K, 11K). It auto-GIs quick A attacks.
Against short-ranged attacks: Hilde's 1B is magnificent against short ranged attackers as it retreats well and jumps. 7K is good due to its range, and Hilde jumps back by a bit.
against Highs: C3A and FC C2B can punish highs really well. However, if there is no charge, WSK, WSB and WSA+B can deal with highs nicely.
Against slow attacks, delayed mixups: 6A+K is a fast i12 attack that interrupts many things well. Problem though... Is that its a high, so 2A must be considered as well.
Against immediate retaliations: Repel is strong for Hilde. It gives a confrimed throw attempt. If the opponent does not re-GI, 44K into C2BB pickup is good. However, if the opponent re-GIs, a C3B or FCC2 B are terrific options.
Parry is important for defensive players who would like to keep their soul gauge at health levels. Not to mention, it can easily set up true nitaku, since it gives a knockdown.
Main middle attacks:
2_8*5B - Only punishable by attacks that are i12 or faster. Still it is very difficult to punish due to its animation and the fact that even i11/i12 As cannot reach it when guarded at mid-range. It is still relatively difficult to punish when it whiffs.
FC3B- This is a safe mid that gives X really good damage (64-67). It has excellent range, hits grounded, cannot be rolled on the ground, tracks to one side. Moreover, it has an in-built step that allows X to step some verticals and launch them. This is pure gold.
4A+B - In SCIII, this move was a good mid option because of its safety, high damage and push out (which is great against short ranged characters and pitbulls), but it was overshadowed by other better mid attacks such as 1kA and 3B which had more range or hurt more. However, in SCIV, this move is a beast. First of all, it does very good damage (53 on normal hit), by SC4 standards. Secondly, it can wall splat for very serious damage. Last of all, approximately 5 guarded 4A+Bs in a row will lead to a soul crush.
1kA - This move is still very powerful as it can be hit checked for damage that is just a little less than what the 2_8*5 B combo can offer. It is still safe on guard. The second followup grants 3 frames of advantage to Xianghua when it hits.
22A - Its a good, safe and circular mid. This sideturns/bacturns the opponent on normal hit, and leaves Xianghua in a FC position. Therefore, WSK is interruptable by most attacks from BT. This does good damage and can be really threatening late game due to its versatility.
Main low attacks:
1A - This move is only punishable by the 236B or sisters, 2As and some very fast WS or FC attacks (Talim WS or Yoshi MCF). This makes it a very viable option against many characters. It gives Xianghua 1 frame of advantage and is one of her more damaging lows.
2K - Similar to 1A, this move is only punishable by a few characters. It is essential to check for counter hit when 2K is used, so that Xianghua can utilise the advantage. Against opponents who know that it is negative on hit and retaliate immediately, abare with 44B, or FC3B to beat many options. (THERE IS MORE ON THIS OBSCENE MOVE IN ANOTHER POST)
11A+K - This is a safe, long range tech crouch low that gives +2 on hit. It is very strong and is IMO one of the best additions to the new Xianghua. The best part is that she recovers standing after it hits, making moves such as AA accessible.
3A - This move is strong, but its application is different from that of previous versions. The K ender can interrupt many things, even if it is delayed. It is able to beat out even TC attacks, as most of them do not start their TC window immediately. Only when opponents start to look out for the K ender, can players play a two choice, even though it is - on hit. On CH it leaves Xianghua at neutral.
A+K WSA+B - This has to be used to complement A+K B+K. It currently gives approximately +1 to 2 on hit. Hence it is still a viable option.
1K - this low is a bit unsafe, does good damage for a low poke. It covers a bit to one side and knocks down on CH. Very strong low to use on wakeup too since it catches roll to one side. If used well with 1kA, it can be really powerful.
Interrupters at advantage/Pokes:
AAB - This does less damage than the SC3 version. Still it is good damage considering its fast speed. IIRC, it leaves X at a neutral situation. It is important to hit check it.
6BA - This move comes out at 14 frames and is obscene when the second part hits. This is so as Xianghua is given a crazy amount of frame advantage. I am not sure how much, but her 4A+B can beat an i11 A after it hits. Still, I dont get a free AA after it hits. I suspect that after the spin stun, there is a sort of 'buffer trap' where buffered inputs dont come out. Xianghua can play a true nitaku after it hits.
2A - If this lands on CH, FC 3B is going to be uninterruptable by many characters, and throw is going to be uninterruptable by everyone.
2K - Very solid poke that is very hard to deal with. Some characters are really forced to block it or GI it because of its evasive properties. Not to mention it is a FULL CIRCULAR low.
BB - Important mid poke that does decent damage. Leaves Xianghua at +1, which is pretty good.
Moves to apply when at disadvantage:
44B - This move is especially strong now, due to the absence of advance guard. A staple move. Retreats backwards and hurts a ton when it hits.
2_8*5B - This is a good side stepping attack, primarily because you can step first, then check for a whiff. Hence, the probability of eating damage is reduced. It is better in SC4 (and can more or less replace the current 66A+B or 1B+K) as step works better, as compared to SC3.
1B+K - This is one of her best evasive attacks as it ducks and sidesteps, beating highs and verticals. Moreover, it is safe :) Even if crane evades it, Xianghua can still guard the Kick :)
FC3B - This is effective in ducking and punishing single high attacks; multiple highs may interrupt FC3B when it initiates. At the same time it is good if your opponent forces Xianghua to crouch, and decides to force nitaku. It is safe on guard and it hurts (followup with 3B+K).
44AA - This is the other ducking attack and is important against multiple high attacks. It is advantage on guard, and can be varied to deal with various reactions. In fact single 44A is a good idea, as opponents may guard the first A, and choose to instant duck to punish. Xianghua can then choose to abare with AA or 44B in this instance.
9K - This is one of her better jumping attacks. However, unlike SC3, its has startup before the jump now. Still, it works and leavs X at good advantage. The problem is that it is very unsafe.
4A+B - This auto-GIs A attacks. The timing is similar to that of a GI; it has to be precise. It is useful in dealing with strings that have an A in it, or breaking out of pressure by mid and high horizontal attacks.
Blockstuns to apply:
22K - This move is a beast now. It is IMO one her best moves for okizeme. On guard it gives a +2 and the opponent is forced to crouch (hence he/she cannot step). It hits grounded too!
'Other' moves with strategic value:
6B+K/22K/6A+B - These moves all force crouch; this leaves characters with slow WS attacks at a disadvantage. Moves such as AA, throw or 2_8*5B are useful in such situations.
Strings/Stances to vary:
6BA - One of her best strings to vary. This is so as 6B recovers relatively fast, allowing for moves such as AA or 44B to hit reactive opponents who attack after they see the end of the 6B. Moreover, the threat of the A may keep opponents blocking. Not to mention, 6[B] enters SXS!
AA
6B+K - Another awesome thing to use to enter SXS. Force crouches on guard, thus allowing X to pressure some characters.
4A+B - Good :D
1B - This shines especially on wakeup, where the opponent might try to tech the second hit, only to face a mix between a mid/low/throw or SXS.
On normal hit, SXS A comes out at i11.. so that means the K and throw are uninterruptable.
1kA or 1kA [A] - 1kA [A] works moderately; the problem is that SXS out of this is slightly easier to telegraph as the opponent is given alot of time to focus. varying after 1kA itself is more effective in my opinion.
2B+K - This allows for one of her most deceptive SXS transitions. Most opponents will attempt to duck the quake stun, only to find that its not coming. Then its probably roo late to relatiate already :P
[A+K] -> I will only really bother to get into it for the guard break.
WSA+B - Its decent if mixed with the B ender or an AA after than. The problem is that the truly uninterruptable options after this are high.... so you really have to read the opponent well if you want to do a mid.
44A - This is amazing against opponents who try to duck the second A quickly to punish; in doing so they will input the punisher ASAP. Hence things such as 44A 2_85*B or 44A 44B can work really well.
66B - The problem about this move now, is that it does not leave Xianghua at -2, like in AE. The disadvantage is bigger, hence making 44B/2_8*5B more viable after it is guarded, in order to beat retaliations. As such, transitions into SXS can become powerful.
Punishers:
4K - This is probably her best block punisher at -15. Gives decent damage.
2_8*5B - This is her main punisher after she has stepped a linear attack. It is very powerful now as the input can be delayed, allowing players to check for a whiff.
FC3B - This is her main high/throw punisher.
6B+K - This is to punish moves that are -17. Does good damage.
Basic Strategy:
The aim is to force a two-choice using the abovementioned main middle and low attacks to do good damage with Xianghua. In order to make the opponent commit to wait and guard, baiting whiffs at advantage and punishing with 44AA, FC 3B and 2_8*5B is very effective against short ranged characters. It is also ideal to counterhit attempts to interrupt with 2A, 6B+K, AAB and 6BA. It is important to note that when 2A hits on CH, FC 3B is uninterruptable by most attacks, and throw is uninterruptable by standing attacks. Hence a mid/throw mixup is very powerful after CH2A.
If the opponent is knocked down, moves such as 1B, 1K (together with 1kA, which might make people stand and guard, since they look so similar), 66K are very good on opponents who stay grounded. A+K into throw/2K/1A/11A+K or the B+K/FC3B/6B+K/WSK are also very strong. 22K is also good as it hits grounded opponents, and on guard, it leaves X at +1.
At disadvantage, 44B is immensely powerful against short ranged characters, since it does so much damage, and it can be made safer with the optional B auto-GI afterward. 44A and FC 3B are strong ducking punishers that deal good damage; however, FC3B should not be used to avoid strings with multiple highs, as FC3B sends Xianghua into a standing state. CH AAB is very strong in interrupting the opponent's pressure effectively. It leaves Xianghua at neutral afterward. 1B+K is powerful, as it leaves X at advantage on hit... and is safe on block, although it leaves her at big disadvantage. aK is also a very strong move as it jumps and ducks, and it is +4 on hit, and can be varied. If an A attack is expected when at disadvantage, 4A+K and 4A+B are painful auto-GIs to apply. For more defensive players, parry will be really useful because it will recharge the soul gauge, and it will leave opponent's grounded to face Xianghua's strong okizeme. For offense, repel will drain the soul gauge, making her mixups more devastating, and will also give her a free throw.... and Xianghua's throws are pretty painful,
For opponents who are careful at advantage and bait for moves at disadvantage such as 44B, 2_8*5B, AA by sidestepping, backstepping or guarding, 44A, 3A/1A, aK and throw are very strong. 44A kills backstep and sidestep well, and on guard, they are still under the mixup; opponents who guard the second A are left at disadvantage. Those who try and duck and punish immediately will get hit by 44A 44B/2_8*5B/1B+K/9K. 3A and 1A are also strong as they kill sidestep and are low; the difference is that 3A on normal hit leaves X at disadvantage (Which is not a bad thing), and 1A leaves X at +1. aK kills sidestep and backstep well, and on guard they are still in a mixup due to the rest of the string. If opponent's just stand and guard, throw will make them reconsider doing so again.
Xianghua's string variance game is very strong due to her great range of evasive attacks, and her SXS stance. When a string is guarded, Xianghua should mix between an interrupter (e.g. AAB), evasive attack or SXS. Interrupters are strong against opponents who react immediately when they recognise that a string has ended, when they expected the rest of it to come. A simple example will be that of B to AAB, where the AAB can land on CH because people expect the second B to be performed, and react slower. evasive attacks like 44B deal with people who retaliate thinking that they can interrupt the upcoming SXS or interrupter. SXS deals with people who are willing to guard passively after a string is guarded.
The SXS mixup branches out to many different options.
In Earth Stance, the mixup IMO, is with the timing. This means that the opponent has to guess if (for example) SXS K is coming early or later when Xianghua transits into stance. In fact, against patient opponents, ending SXS and then performing a throw/mid is viable. From experience, it is immensely difficult to react and interrupt SXS upon sight, especially if the Xianghua does SXS K immediately.
In Heaven stance, things take a turn. The mixup between the K and the throw is stronger. Another important feature is the SXS taunt, in heaven, as it leaves Xianghua at neutral, making AA a powerful tool.
In SXS3 (buffed), things can get messy :D SXS3 B is a guard crush that garuantees a free FC3B on many characters. However against some characters such as mitsurugi and voldo, 66B+K is the other confirmed followup. This must be avoided to Xianghua's right while standing and while on the ground. SXS3 A works well with opponents who step, or willingly eat the B; it gives a free crouch throw or free 3B. SXS3 K and throw also work very well together. Moreover, taunt in SXS3 has an interesting application: It is -7 on guard, however it really pushes out the opponent. Hence, experienced opponents who realise thay have to move in might move in and guard patiently, since moving in gives Xianghua time to recover. Hence, she can play a mid/throw/low mixup from the guarded taunt.
Notes:
214B+G 6B is a combo :D
Anyway SC4 has been really really great.
It is starting to feel a bit like GG where the matchup dependency is increasing. However, the characters that seem to fit in the kage/eddy build are sophitia,cervantes and cassandra.
Xianghua is really awesome now! Her damage comes from her evasive options and her strings (that lead into SXS)
Many of my individual posts and research can be found in the Xianghua Soul Arena in http://www.caliburforum.com/forums
Fighting Game Theory
In a fighting game, the most important thing is to read your opponent. However, many players know what it means by reading your opponent in the abstract. This article aims to clarify what this means to all players who are interested in learning a fighting game for casual or competitive purposes. Please bear in mind that this article is targeted towards intermediate Soul Calibur players and that many of the explanations will still be an oversimplification.
Before you go on, please find out what frames, frame advantage, frame disadvantage, two-choice are.
Examples in this article are mainly from SC4, with a few exceptions from SC3. It will be mentioned if it is from SC3.
Reading
In Soul Calibur, victory is earned by landing hits on and avoiding getting hit by your opponent. However, in order to do so, you must be able to determine what your opponent is going to do. In order to determine what he/she is going to do, you must first of all understand the situation that both you and the opponent are in, and then think about how he/she will react under those circumstances.
Do know that SC is primarily about guesswork and that the person who can make the fastest and most accurate guess wins. It is not about reflexes, as it is humanly impossible to deal with moves as they are coming. Reflexes are a bonus in fighting games and this would be discussed later in the article.
Reading the situation
In Soul Calibur, there are two types of situations that a player will face: one where he is at advantage and one where he is at disadvantage. In each of these situations, different options must be taken in order to be victorious.
Situation 1: Advantage
In Soul Calibur, there are two types of advantage: Advantage because you recover faster (Frame advantage) and advantage due to space.
Advantage because you recover faster (Frame advantage)
This situation will occur if you have hit the opponent to induce hit stun, or made your opponent block a move which induces block stun (Astaroth’s 4[B]). After this, you will recover faster than your opponent. This means that you are in a situation where there is a high probability that the next move you do is uninterruptable and will counter hit for potentially good damage.
Options to take
The first thing that you must predict in this situation is whether the opponent will attack out of disadvantage (in a hope to interrupt you) or enter a state of passiveness. Both will require different readings.
If you expect your opponent to attack out of disadvantage with an attack, you should throw out a move that is uninterruptable in that situation to score good damage on a counter hit (e.g. Xianghua’s AAB or Kilik’s 66B). Or at a higher level, you should throw a move that is uninterruptable, but is inherently a component of a two-choice mid/low or mid/throw game. For example, if Raphael lands a K and gains advantage, he should do a BB (a mid option) or a 2K (low option). Both of these cannot be interrupted after his K hits; and in case the opponent guards and enters a state of passiveness, he still has to face a mid/low or mid/throw two-choice. At an even higher level, you must consider what moves your opponent will use to attack from disadvantage, as some of them have sidestep, ducking, jumping or auto-GI properties that can beat your attempt to counter hit them or force a mid/low or mid/throw mixup.
If you expect your opponent to enter a state of passiveness (A state where he holds down guard and guesses between a mid/low or mid/throw), force in a powerful two-choice. Usually you can throw in a much slower mid and low. For example, if the opponent enters a state of passiveness, Siegfried can duck in front of the opponent and present the threat of a WSB or a 2A+G/2B+G, both of which are very slow moves.
If you are uncertain if your opponent will enter a state of passiveness or attack from disadvantage when you are at advantage, the power of movement comes into play. Doing a side step or back step when you are in an advantageous situation may kill two birds with one stone most of the time. For example, after Xianghua’s 3A hits, she is at advantage. However, if she attacks immediately with something uninterruptible (e.g. 2A), she can be beaten by GIs, jumping attacks, faster moves (rare. Yoshi FC2a:B), A auto-gis. Moreover, she really would need to force a 50/50 in, because the opponent might enter a state of passiveness. In this situation, Xianghua should either stand guard, side step or back step. If she does so, there is a chance that the jumping attack, auto-Gi or faster move will whiff or be guarded. Moreover, if the opponent enters a state of passiveness, she can still force a two-choice. She can back dash, see the opponent guarding, and do a 3A or a 3B. She can also side step, do a BB or a 1A.
Advantage due to space
Advantage due to space comes about when you have pushed the opponent out so far that he has to move towards you in order to land his attacks; the time spent by the opponent moving in gives you time to recover from your attack, to the point that you can be in an advantageous situation in terms of frames. This can happen and usually happens to moves that are on paper, bad on block. For example, Ivy’s WP6B in SC3 which pushes opponents out very far away; opponents who think that they are at advantage, because SC3 ivy’s WP6B is – on guard, may decide to run in to attack and force two-choices, only to find that they have been beaten by WP2B or WP3A. Why is it that a move that is disadvantageous on guard, can allow a 2B and 3A to beat incoming attacks? It is simply because the opponent had to move in, wasting time (frames). This compensates for Ivy’s recovery on her 6B, placing her at either advantage, or very small disadvantage for it to be viable for her to play a two-choice.
Options to take
Knowing this, you should bear these basic options in mind:
If the opponent runs in to force a two-choice, you should interrupt him with something painful or force an uninterruptable two-choice, as abovementioned in the ‘Advantage because you recover faster’.
If the opponent runs in to guard, you can afford to play a stronger two-choice. An example using SCIII ivy would be that of CS/33B.
If the opponent runs in with an evasive move (Xianghua’s 66A+B), do an attack that will deal with it (SCIII Ivy WP3A).
If the opponent does not come in, keep him out and make sure he stays out. You should find a way to apply 2-choice at that range too (SCIII Ivy WP 11A and 6B)
Advanced: Advantage via strings variance
If you managed to make the opponent block or eat the beginning of a multi-part string, you can play a different 50/50. The basis of String Variance lies on the fact that the opponent will look out for the rest of the string. In doing so, he will react differently if he does not see the rest of the string being pulled out. String variance is powerful, as it is able to bait reactions needed to land moves that you want.
Options
If you think that after a part of a string, the opponent will retaliate ‘immediately’ if he visually perceives that the string has ended, do a fast attack that will interrupt him. For example, Xianghua’s 6B series can be manipulated by doing 6B AAB. Opponents who block or eat the 6B and do not notice the A coming out will try to force a mind game after perceiving that they are at advantage; in this case the AAB will land on counter hit because a visual perception of the string having ended is by itself, is a delayed reaction that will compensate for the recovery of the first parts of the string that have been blocked. This is, because it is immensely difficult, or to a certain extent, impossible, to tell if the string has really ended.
If you think that your opponent will enter a state of passiveness after guarding the initial parts of a string, you can force a mid/throw or mid/low 50/50. However, from experience, it is best to stick to a quick low or mid, or throw.
If your opponent disregards the threat of the rest of the string, just finish the whole string.
Some strings have a mid/low ender. You could apply the standard 50/50 if the opponent has blocked the string.
Situation 2: Disadvantage
In Soul Calibur, there are two types of disadvantage: disadvantage because you recover slower than your opponent (Frame disadvantage) or disadvantage as you have been spaced out. In this situation you have to defend.
Disadvantage because you recover slower (Frame disadvantage)
You will be in this situation after you have been hit or blocked a move that has block stun. After this, you will recover slower than your opponent. That means that any retaliation that you do has a high chance of getting interrupted on counter hit by the opponent’s attacks.
One of the elements that characterise very strong players is their ability to read whether the opponent is going to do a mid/low/or throw if they choose to enter a state of passiveness, or attack with moves that have the appropriate evasive property when at disadvantage.
Options to take
When unsure, it is usually much safer to guard and enter a state of passiveness. The moment you do so, you have to read whether a low/mid or mid/throw is coming. And if you guess correctly, you must be able to react properly; this means that you must punish the move if it is unsafe or force a mind game the moment you secure the advantage. If not, all the effort in making the reading is lost.
If you are dead certain of the attack that is coming your way, you can do things (more than just attacking) out of disadvantage.
If you are sure a high is coming, you can choose to duck and punish (Setsuka’s FC3aB), do an attack with a crouching property (Talim’s 1A+B, Xianghua’s 44A A) or do an auto-gi that can deal with high A attacks or B attacks.
If you are certain that a mid is coming, you can choose to step, do an attack with a side step property (Xianghua’s 2_8*5B/1B+K, Kilik’s 33A) or an appropriate auto-GI
If you are certain that a low is coming, you can choose to jump, do an attack with a jumping property or and appropriate auto-gi.
You could also choose to GI to gain the advantage.
(There are many ways to get out of disadvantage in Soul Calibur other than moving away or guarding. In fact it is dangerous to enter a state of passiveness too often. Doing attacks out of disadvantage (Called ‘abare’ in Japanese terms) can make it a lot more difficult for the opponent to pressure you.)
Disadvantage due to space
Disadvantage due to space comes about when you have been pushed out far away by the opponent’s attacks such that you have to move towards him/her in order to land your attacks; the time spent by the your moving in gives your opponent time to recover from his attack, to the point that he/she can be in an advantageous situation in terms of frames, while you, at a disadvantage. This can happen and usually happens to the opponent’s moves that are on paper, bad on block.
Options to take
If you have been pushed out, and are not very sure what to do, you should either not try to get in yet until you are certain of what you want to do, or run up and enter a state of passiveness. When you run up and guard, and guess if a mid/low/throw is coming correctly, you are at advantage. This means that you are in position where you are technically ‘in’ and can force your mind game. However, remember, your opponent can still choose to do things out of disadvantage.
Another option is to run in with an evasive attack in mind. If you predict the enemy will do a low when you run in, rush in with a jumping attack (Xianghua’s 9K, Zasalamel 66A+B). If you think that a vertical mid is coming, do a move with sidestepping properties (Hilde 22A, Xianghua’s 66A+B). You should also apply the appropriate auto-GIs.
Readers please understand that every character has their set of evasive moves, and they have varying degrees of effectiveness. This means that some of them work best at certain levels of disadvantage. Hence, it is your job as a player to put in energy to find out what these situations are.
Punishment
Punishment is extremely crucial because it will deter the opponent from choosing a certain option and it would make it much harder to pressure you (Because opponents may have to change the mid/low they use, or even at times, overhaul their whole strategy).
There are two things to punish: Attacks that are unsafe and attacks that have whiffed. Different characters differ in terms of their ability to punish these.
Ideally, every player should find a crouching punisher (e.g. Xianghua FC3B, Mina WSB, Zasalamel FC3B), whiff punisher (e.g. Setsuka’s 33B, Hilde {C}B series) and block punisher (e.g. Sophitia/Cassandra 236B/236:B) for their character. Note that these punishers may change depending on the matchup.
Misreading and Making a Mistake
Personally, I feel that misreading and making a mistake are completely different things, and that players often either treat it as the same thing or confuse one for the other.
Misreading is when you make the wrong reading i.e. the wrong guess. And a misreading should always be either punishable or be able to set up a disadvantageous situation.
Mistakes are usually made when you are not in focus and do things unintentionally. Moreover, there are too many kinds of mistakes to identify and include in this article. Some mistakes include making the correct reading, but doing the wrong input or another move (because you were distracted and really wanted to land a particular move).
It is necessary to make a distinction between both so that it is easier to identify what went wrong in a match. That means to say that after a match, it would be better to know whether you lost because your basics, execution and focus was bad, or you were read like a book by your opponent.
Reflexes
As stated earlier, reflexes are a bonus. That means that they are not the main influence that determines the outcome of a match: they are a catalyst.
Against an opponent with good reflexes, you must consider a few things:
You must first consider if your mid/low game is viable against him/her, because he might be able to see the mid or the low on reflex. If it is not viable you must change it. For example, Xianghua has 2A+B for a low and 44A for a mid. However, these are not viable in a 50/50 against players with good reflexes, as they are able to see both of these moves on reflex. Because of that, the 50/50 becomes significantly weak and an overhaul is needed. Xianghua should then use harder to see lows such as 3A and faster mid attacks such as BB or 3B.
You must also consider how fast he/she will react to your string variance. People with faster reflexes retaliate faster than people with slower reflex. That means that Xianghua 6B AAB will work better against people with faster reflexes than 6B BB.
You must also think if you can use the opponent’s reflexes against them. This is possible as in SC, some characters have move animations that look strikingly similar. One such character is Xianghua with her 1K and 1kA. Players with good reflexes have resorted to blocking the mid 1kA while crouching!
Conclusion
This article hopes to help players who are either stuck at the intermediate level or wish to know the strategy underlying fighting games such as Soul Calibur.
Remember that you have to understand your situation, predict what the opponent is going to do, and react accordingly. With hard work and perseverance you can succeed.
Games for me were generally fine, although there were a few games where i was on auto-pilot. I began to see myself playing only Xianghua and Maxi. I am willing to drop Zasalamel because he is less interesting than Maxi, and i know of two people who seem to be keen on learning him as a main character. I believe that one of them, if he works hard, will succeed in the end. I am currently teaching him, and he has been very receptive.
I really should be playing my Xianghua more often. She can get really fun when i throw in a good amount of string variance and well placed abare(s). Moreover, I need to play her more to develop more anti-character strategies, if not i can never be up to par in tournaments with players such as Muroro/666 and Chyomo.
My Maxi can perform really well, but i tend to lose control and get overly aggressive. This causes me to eat many unnecessary attacks. It is really difficult without the constant pressure of getting punished, but i have no choice but to always remind myself. I need mental discipline in this respect.
Shen Rii and I agreed that Shen Ou and Jouli/CY have grown alot. Shen Ou's play is now more solid and it has gotten more annoying ( I have a strategy in my head against him now, but i need to play him again to see if it works :D). In the past, his damage came about due to Kilik's excellent abare and whiff punishing. He played a very weak nitaku in the past. Now, his punishing, spacing, movement and mixing up is much stronger, making him a more formidable opponent. I personally think that for improvement, he could make his command throw less obvious (He seems to do weird twitches whenever its coming. Thats why I can duck it), exploit even more move properties (like kilik's BA and 6B8 being -1 and -3 on guard respectively), and improve his string variance. Im thinking that if he can apply moves like 7A, A+K too, his gameplay might get more varied. Jouli is starting to see how the game is being played, and he is playing alot better. In my opinion, the things that are keeping him from pwning madly are his inexperience and knowledge. However, knowledge and experience can easily be cultivated if he keeps up his hard work. Oh and yes, he must work on his CS/SS buffering! CS and SS infused with her other mid/low mixups is very devastating, especially if the opponent runs in and guards, or just freezes. I also feel that his movement must improve. He has to understand the nature of movement in advantageous, disadvantageous and neutral situations and keep his movement tight to avoid accidental 8WRs, which will lead to unnecessary counter hits.
Currently, I believe that for my play to get better, I must work to get others better too; its a shared effort: More better players, more experience and knowledge to go around, at a much faster rate.
Farp's Tira caught me off guard for a while. I have never seen him play tira like that. It was very good. His Mina was still good. However, i felt that he could have won if he devised more anti-abare bait strategies and used more 2K with his throws, mixed around with her other mids.
This is what i mean:
Usually against Mina, I don't like to keep attacking continuously, even if I'm at the advantage, because of moves such as her 4A, 4KB and 6K. These 3 moves are auto-GIs/reversals that can easily shatter the flow of an overly aggressive opponent.
So I like to do things such as these with Xiang:
AA sidestep/backdash
3A sidestep/backdash
Guard a move and left at small advantage sidestep/backdash
If he abare's, i can guard it and punish. If he doesnt, I can check and go on for my standard mixup. This is possible as my low and mid are of a good range.
So If i were him I'll be thiking of
at disadvantage 2K (deals with guard)
22A (mixup on hit or guard)(covers sidestep)
66A+B (push out)
Jump for WL mixups
1K
These will work if I'm baiting for abare becuase I will be sidestepping/backdashin/guarding in wait. It is true that i can guess which abare is coming and respond, but its alot safer to wait in my opinion.
Rii's raphael is evil. His quality as a player is very high. His raph is a test of my patience.
Shen Chan's cervantes... that crazy boy thought about his cervy all night and became clearer about his mixups today. Did catch me off guard. I had to think about how to deal with it over food. Very patient and precise. Playing against him is very enjoyable because he deals with problems very interestingly.
I personally think that he should settle on either Siegfred or Cervantes for a while first, as Cervantes requires a fair bit of dedication to set back into shape as he is very input heavy. Siegfried is disgusting. I hate Siegfried.
Long did pretty well for his first time playing SC proper in Bugis. It is true that he the necessary characteer knowledge (leading his getting pwned by Cervy's gunshot) and he froze up. However, he never really backed down and kept trying. More importantly, I pumped knowledge about the fundamentals into his head. His receptiveness to it will lead to his success if he keeps that up and works on his execution.
Zerokage has gotten alot better since last time! Still, his movement and his mixing up must really improve. It is very hard to make other judgements as his character knowledge is very poor, leading to his losses against characters such as Maxi and Cervy (You need to know these 2 characters before you play them :D It can get really tough if you do not). Therefore it is tough to make a good judgement. Shane, if you are reading this, know that I will always try to help :D
All in all, tonight was fruitful
All in all i felt that today was fruitful :D
What is Soul Calibur?
http://en.wikipedia.org/wiki/Soul_Calib
I have been playing Soul Calibur seriously for more than four years already. The road has been a rough and enjoyable one, and I do not see myself stopping at any time soon.
If I am free, I would post up my thoughts after sessions.
As much as I can, I would put up information about each member of the character set and would do my best to incorporate the opinions of other players.
I wish that this would help players who have problems in aquiring knowledge about the game. I think that they have problems because 1) they are not surrounded by favourable circumstances while learning the game (no arcade, insufficient players etc.) or 2) somehow or rather, they just can't find the data online.
Moreover, with regards character information, do not expect to know everything. What this means is that I may not choose to show information about some character set-ups or gimmicks, as I would like to keep them to myself for tournament use. This would similarly be applied to other players who contribute to this blog.
That is all.
