Suirad
[10] Knight
I've been seeing these around the other SAs and thought it might be a nice addition here. Ok people this is for those starting off as Sophie so don't take too many shots at what I say below. Suggestions welcome.
A) Interrupts
Standing Interrupts: AA, 6AB, 2A, 2B, B, 2K, TAS B(In buffer)
FC Interrupts: FC A, WR B, FC K, WR K, TAS B(Buffer)
Anti-Step: AA, 4A, AS AA, 66A (at range)
“Body” attack: 6K, 3K, 66K/33K, 44K, WR K, AS K
B) Mixups
Close Range Mixup: BB, TAS B(Buffer), B2B(BB), throw, 33K
Mid/Far Range Mixup: 44B, 1K, 11A, 66B, 66A, 6B
FC Mixup: throw, TAS B(Buffer), WS K, FC 1B8BAK, 11A
Post-GI Mixup: Fast – 3B, AS/TAS B; Slow – 66B, 4[A], TAS B(delay the B),
C) Punishment
Standing Block Punish: AA, AS/TAS B, 66A(distance)
FC Block Punish: FC A, AS/TAS B, FC 1B8BAK
Distance Whiff Punish: 66A, 66B, TAS B
Sidestep Whiff Punish: 33K, 88B+K, 22A(Tech Steps)
FC Whiff Punish: WR B+K, WR K, AS/TAS B
D) Frametraps
On hit: AA, 2A/FC A, BB, JMP K, WR K, A+G, 3K, 11A, 66A, 44K
On CH: B, 2A/FC A, 2K
On Block: 22B, 4B(-1 good enough), TAS K
E) Okizeme/Wakeup
1K, 1B, 4B, 1A, 66B, 6K
Attack Use Detail:
Highs:
A: Fastest move, single hit has poor frames on hit and doesn't track completely, AA has neither issue.
6A: 2nd hit mid and better recovery on block, NCC, still very fast.
4A: Tracks step very well, extra hit's unsafe but threatening
22A: Good sidestep, closes lots of distance, safe, good SC damage, tech/wake on hit
22B: + on block combo on hit. good SC damage, great range and a long late TC. Rather slow so too much use will get you GIed/stepped/ducked.
66A+B: good SC damage, lot's of push back on block and decent TC.
AS K: Almost entirely worse than AS B, but both a body attack and a "thrust" type move, almost no aGIs will stop this.
Mids:
B: Fast, safe, pushes opponent out on block, neutral on hit, + on CH. 2nd hit retracks.
6B: decent speed mid-distance poke.
2B: Interrupt hit confirmable into 2nd B, 2nd B extremely unsafe, quick, but no TC
4B: Great for closing distance, -1 on block, + on hit. Catchs right step slightly. Hits grounded and forces crouch.
FC 1B: Functions like 2B, but can also be used to punish on block since the 8B is guaranteed on hit.
9B: Good SC damage and TJ, ok speed for TJ move.
6K: Quick, very safe and good + on hit. Launches airborne opponents, but they get air control.
3K: Quick, safe and tracks step to the left. + on hit.
9K: TJ, big + on hit, very safe, ok speed for TJ move. Shrinks hitbox somewhat at beginning of animation. short range.
3A+B: TC, double hit, on the unsafe side. Catches step to right some.
WR A+B/[A+B]: Good for opponents frozen on block, uncharged is punishable on block and neutral on hit.
B+K: TJ and TS - on hit, second hit highly punishable
4B+K: TC, safe, good SC damage, good push back on block.
8B+K/8[B+K]: Works on oki if opponent freezes much. DOES NOT HIT GROUNDED. Stagger guarantees 6AB into shake stun
WR B+K: Nearly full TC, good damage launcher and good SC damage. Somewhat unsafe. Works well as a crouching whiff punish
66A: Long range anti-step hit, short TC advantage on hit, bad(-12) on block.
44A: Looks a lot like 11A from one side, safe, advantage on hit, turns opponent sideways on block.
66B: Great Range, good SC damage, covers step to left slightly, respectable(70+) launch damage, push back on block, very safe, hit's grounded. Not that fast.
33B: Long incomplete TC, respectable(70+) launch damage and amazing BT RO. Unsafe and not that fast.
44B: Like WR B+K but TC starts later.
8wr A+B: Like 3A+B, 22A+B is the best version for safety, 3A+B for range.
66B+K: Long incomplete TC, High CH launch damage(90+). 2nd hit in string high and can be ducked easily. Good SG damage and first hit safe on block.
44B+K: Hit's grounded, Forces crouch on block. Bad on block(-12) but difficult to punish because of force crouch. Great SG damage.
AS A: Early TC lasts till hit, catches step both ways, unsafe.
AS B: Fastest Mid, very unsafe. Mainly for punish use. Good SC damage.
TAS A: Early TC, Unsafe, Tracks step, good damage and useful tech trap move.
TAS B: Quick out of buffer, safe(except against taki), high damage. Combo's to itself at range. Does not TC though it appears too. Strong move for a number of situations.
Lows:
2A: A good interrupt as it is for many, mid speed TC, covers step to the left. Special Low.
1A: Good damage, late TC, knocks down, hit's grounded, covers step and sideroll both ways . Slow and easy to read animation.
B2: Ok speed for a low, not as unsafe as many. Low range and damage, -4 on hit. String pushes opponent out far on block. Hit's grounded, tracks sideroll right.
2K: Quickest low, + on CH -4 on hit and somewhat punishable on block. Low damage.
1K: Good range, fast enough to be hard to block on reaction. Knockdown on CH, -2 on hit, punishable on block. Hits grounded and tracks sideroll both ways.
11A: Deceptive animation, slow, safe, late TC, + on hit.
Basic combos:
66B > 66A+B
CH 44K > 66B
TAS AA > 236B
4[A] > 6AB
66K AS/TAS B
Here's a link to the newbie silencer: http://www.8wayrun.com/f6/newbie-silencer-t76/ in case anything doesn't make sense.
AS = Angel Step (236)
TAS = Twin Angel Step (236236)
A) Interrupts
Standing Interrupts: AA, 6AB, 2A, 2B, B, 2K, TAS B(In buffer)
FC Interrupts: FC A, WR B, FC K, WR K, TAS B(Buffer)
Anti-Step: AA, 4A, AS AA, 66A (at range)
“Body” attack: 6K, 3K, 66K/33K, 44K, WR K, AS K
B) Mixups
Close Range Mixup: BB, TAS B(Buffer), B2B(BB), throw, 33K
Mid/Far Range Mixup: 44B, 1K, 11A, 66B, 66A, 6B
FC Mixup: throw, TAS B(Buffer), WS K, FC 1B8BAK, 11A
Post-GI Mixup: Fast – 3B, AS/TAS B; Slow – 66B, 4[A], TAS B(delay the B),
C) Punishment
Standing Block Punish: AA, AS/TAS B, 66A(distance)
FC Block Punish: FC A, AS/TAS B, FC 1B8BAK
Distance Whiff Punish: 66A, 66B, TAS B
Sidestep Whiff Punish: 33K, 88B+K, 22A(Tech Steps)
FC Whiff Punish: WR B+K, WR K, AS/TAS B
D) Frametraps
On hit: AA, 2A/FC A, BB, JMP K, WR K, A+G, 3K, 11A, 66A, 44K
On CH: B, 2A/FC A, 2K
On Block: 22B, 4B(-1 good enough), TAS K
E) Okizeme/Wakeup
1K, 1B, 4B, 1A, 66B, 6K
Attack Use Detail:
Highs:
A: Fastest move, single hit has poor frames on hit and doesn't track completely, AA has neither issue.
6A: 2nd hit mid and better recovery on block, NCC, still very fast.
4A: Tracks step very well, extra hit's unsafe but threatening
22A: Good sidestep, closes lots of distance, safe, good SC damage, tech/wake on hit
22B: + on block combo on hit. good SC damage, great range and a long late TC. Rather slow so too much use will get you GIed/stepped/ducked.
66A+B: good SC damage, lot's of push back on block and decent TC.
AS K: Almost entirely worse than AS B, but both a body attack and a "thrust" type move, almost no aGIs will stop this.
Mids:
B: Fast, safe, pushes opponent out on block, neutral on hit, + on CH. 2nd hit retracks.
6B: decent speed mid-distance poke.
2B: Interrupt hit confirmable into 2nd B, 2nd B extremely unsafe, quick, but no TC
4B: Great for closing distance, -1 on block, + on hit. Catchs right step slightly. Hits grounded and forces crouch.
FC 1B: Functions like 2B, but can also be used to punish on block since the 8B is guaranteed on hit.
9B: Good SC damage and TJ, ok speed for TJ move.
6K: Quick, very safe and good + on hit. Launches airborne opponents, but they get air control.
3K: Quick, safe and tracks step to the left. + on hit.
9K: TJ, big + on hit, very safe, ok speed for TJ move. Shrinks hitbox somewhat at beginning of animation. short range.
3A+B: TC, double hit, on the unsafe side. Catches step to right some.
WR A+B/[A+B]: Good for opponents frozen on block, uncharged is punishable on block and neutral on hit.
B+K: TJ and TS - on hit, second hit highly punishable
4B+K: TC, safe, good SC damage, good push back on block.
8B+K/8[B+K]: Works on oki if opponent freezes much. DOES NOT HIT GROUNDED. Stagger guarantees 6AB into shake stun
WR B+K: Nearly full TC, good damage launcher and good SC damage. Somewhat unsafe. Works well as a crouching whiff punish
66A: Long range anti-step hit, short TC advantage on hit, bad(-12) on block.
44A: Looks a lot like 11A from one side, safe, advantage on hit, turns opponent sideways on block.
66B: Great Range, good SC damage, covers step to left slightly, respectable(70+) launch damage, push back on block, very safe, hit's grounded. Not that fast.
33B: Long incomplete TC, respectable(70+) launch damage and amazing BT RO. Unsafe and not that fast.
44B: Like WR B+K but TC starts later.
8wr A+B: Like 3A+B, 22A+B is the best version for safety, 3A+B for range.
66B+K: Long incomplete TC, High CH launch damage(90+). 2nd hit in string high and can be ducked easily. Good SG damage and first hit safe on block.
44B+K: Hit's grounded, Forces crouch on block. Bad on block(-12) but difficult to punish because of force crouch. Great SG damage.
AS A: Early TC lasts till hit, catches step both ways, unsafe.
AS B: Fastest Mid, very unsafe. Mainly for punish use. Good SC damage.
TAS A: Early TC, Unsafe, Tracks step, good damage and useful tech trap move.
TAS B: Quick out of buffer, safe(except against taki), high damage. Combo's to itself at range. Does not TC though it appears too. Strong move for a number of situations.
Lows:
2A: A good interrupt as it is for many, mid speed TC, covers step to the left. Special Low.
1A: Good damage, late TC, knocks down, hit's grounded, covers step and sideroll both ways . Slow and easy to read animation.
B2: Ok speed for a low, not as unsafe as many. Low range and damage, -4 on hit. String pushes opponent out far on block. Hit's grounded, tracks sideroll right.
2K: Quickest low, + on CH -4 on hit and somewhat punishable on block. Low damage.
1K: Good range, fast enough to be hard to block on reaction. Knockdown on CH, -2 on hit, punishable on block. Hits grounded and tracks sideroll both ways.
11A: Deceptive animation, slow, safe, late TC, + on hit.
Basic combos:
66B > 66A+B
CH 44K > 66B
TAS AA > 236B
4[A] > 6AB
66K AS/TAS B
Here's a link to the newbie silencer: http://www.8wayrun.com/f6/newbie-silencer-t76/ in case anything doesn't make sense.
AS = Angel Step (236)
TAS = Twin Angel Step (236236)