SG Damage Ranking for all characters

I have gotten CFs with Mina in tourneys, and in casuals. She belongs in the top 10, maybe the top 5. Her major problem is that you need to consistently beat on your opponent to get the CF damage to stick. Since Mina is so easy to get in on, and pretty hopeless once you're inside tip range, it's easy enough to keep her from attacking your gauge. In fact, Mina usually has to play so defensively that it's just as likely that she'll end up in the red.
 
I wouldn't put Ivy in the highest but definitely higher.

The thing about her is that all her good SG moves are pretty good all around and generally CF in 10

SW 3B ~ 10 = very safe and VERY spammable
SW 1_2_3B+K ~ 9 = easy to force the block

CL 33bB ~ 9 = positive on block!
CL 6A+B ~10 = long range poke

WP 6B ~10 = long range quick poke

these are the best ones and there are even more that add up, but these ones are spammable when hunting for the CF. I CF pretty decently with her.

Yun and maxi top CFers? The sucks since they have the worst CFs in the game, period.
 
Alrighty, I have been interesting in exploiting the SG for CFs, but I believe that I have made an error in my ways while going through practice mode. I have been recording some moves that create a CF in less than ten moves, and I have found that a lot of characters listed here are considered to have low SG games. It is obvious to me that Mi-na has a good SG game, but Vader? I have been playing Vader casually, and while it is most likely me just sucking, I can never get people to red. I get 4B is great, but can any one elaborate on what makes him an SG threat?

Am I dismissing far too early moves that CF in 10 hits and above?
 
you need
1) moves that deal good soul gauge damage
2)spammability of the move
3)safety/coverage of the move

Then you also need to have moves which have moves that deal decent soul gauge damage, but is spammable in the sense that's its' also a good move for damage/speed/range/pushback/tracking ..etc that you can supplement your heavy SG hitters
 
IMO Setsuka's SG game is top 10. Tons of her best moves break in 10 to 15.

Nightmare's CF game isn't thaaaaaaaat bad. I mean, it is pretty bad, but 1[A] oki and SC enhancements makes gauge pressure possible.
 
I updated it so Setz CF damage gets the respect it deserves. She doesn't even need it though, it really just makes her even more evil then she already was. Now when we're flashing red every Setz can just drop the umbrella like it's going out of style.

BTW, what's lizard man's "braindead" antistep? 66A? I remember playing freaky stylee, and he completely shutdown my Raphael sidestep game with 1 fucking move....-_-....yeah it pissed me off too.

Ruiner
 
Odd how the "bosses" of the soul series have the WORSE CF games (barring the green alien midget)
 
Also, I'm not seeing this "OMG MAXI CF DAMAGE" bullshit everyone's talking about, WHO'S HERE BEEN CF'D BY A MAXI? Don't worry.....I'll wait........
I don't remember if I was spectating an online match or if it was a video, but I saw a Maxi who broke his opponent's bar on the very first round of the match. (But didn't CF...)
Still, I personally believe that ANYTHING related to Maxi depends on the opponent.
If the opponent blocks and waits for a clear opening that rarely comes, Maxi will typically be successful in anything. (Damage, mixups, ring out, constant pressure and CF.)
And it becomes a lie as soon as the opponent tries to interrupt Maxi constantly.


And I think that Rock should be higher than that. He has good SG damage from actually useful attacks.
I'd put him higher than Maxi.
 
From my experience, Astaroth is not too good for critical finishes. Yeah, he has a decent amount of moves that rape the soul gauge, but they're fairly easy to see coming and avoid.

Hilde's critical finish game seems very solid, especially since she's completely safe and her charges do decent soul gauge damage. I've had many Hilde players get my soul gauge red, maybe because I tend to really turtle against her.
 
Vader is good at CFs mostly because of 4B. Besides crushing in 10, frame data says it's -5 on block so Vader has enough time to step, GI, etc. afterward. His FC A+B and 8WR A+B are also really good because of frames on block and SG damage...2[A+B] is also worth noting here mostly because of its use in wakeup. A lot of Vader's other verticals crush in 10 as well. Then Vader has his UB cancels that lead to neutral frames on block to add more pressure in general.

On another note, Maxi's CF is probably one of my favorites.
 
I don't think Vader's CF game is very applicable though, for one he is linear as hell. So good players would be stepping them anyway.
 
I don't think Vader's CF game is very applicable though, for one he is linear as hell. So good players would be stepping them anyway.
True enough. That's why he wouldn't be top 10. But if Vader can get an opponent to stop stepping enough, then he's definitely got something to work with.
 
How is Setsuka top 10 at CF? I thought I was generous putting her at #11.

copy and pasted from the old tier thread, only useful moves.

3B breaks in 10, safe mid launcher that guarantees umbrella on hit.
6B breaks in 13, safe mid that creates space. > the less usefull.
bA breaks in 15, very hard to punish for most of the cast at tip range, TC tracking mid.
4B breaks in 13, I get this occasionally when I mess up 214B (dumb, I know).
9B breaks in 10, safe.
4K breaks in 14, +0~+2 on block, high.
1K and 9K break in 16, 1K is TC and creates spacing, 9K is TJ with minor TC (can be punished by AA of some characters).
2A+B breaks in 11, low that combos into 22A+BA, -16 but safe against some characters and minor punishment (meaning NH 2K which is -6 on hit) against others.
B+K breaks in 10, -14 on block but opponent is in FC.
66A breaks in 15, safe step killing long range move that's i18.
11A breaks in 14, -16 on block, super TC, step killer, + on NH, 75 damage on CH.
11B breaks in 10, -6 on block, opponent in FC, combo on hit.
66B+K breaks in 10, safe TC long range mid, reduces/creates spacing.
44B+K breaks in 15, i14 punisher, -16 on block but pushes back (hard to punish against some character, ex : Kilik).

Basically most of her really useful moves rape the gauge. Not to mention her less useful moves like ag:B break in 8, which pretty much means a single ag:B can break the gauge when they are flashing red. The main point is that even if her moves are blocked, the opponent are still taking lots of SG damage, and if they get hit it means big damage or mix ups.
 
I got a question. Most moves with good CF ability are linear (vader 4B for example). My question is, who has strong damage CF moves that track step well?
 
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