Soul Gauge Healing

lobo

Luminario
we were discussing this in chat last night, and i came to realize that what i thought i knew was wrong, and that there is lots to learn on this subject. what i mean by "soul gauge healing" is, how well does a certain move repair the soul gauge, on hit, CH or block. does this property change between hit and CH?

what about throws? 4g? we all know they repair the soul gauge, but how much? i'd like to use this topic to discuss which moves seem to work well for it and why, and also to ask if anyone knows a good way to test this so we might compile the information.

i THINK that 4g and throws are the same in that they heal 1/8 of the soul guage, completely healing it in 8 completions. my theory until last night had been that any hit would heal it completely in 16 connections. for this reason i like to use moves that hit multiple times like sophie 22a+B to heal her gauge, but evidently there are other single hits which will do it faster.

has anyone thoroughly researched this? have we been ignoring it all along?
 
throws heal the gauge? news to me.

This is why they should really just have a guard bar...

I never really thought about until recently, too. What affects SG healing? Could be anything... damage, hits, SG damage...
 
yeah i feel like it could really swing the matchup against voldo/mina/amy and a few others if i knew which attacks to use to keep my soul gauge healed throughout the fight, rather than waiting for it to flash and then trying to land a panicked throw or 4g.
 
Some random stuff I noticed when doing recordings:

- SG heals when you are idle
- SG diminishes if you are idle while guarding

Might need to confirm the 2nd one but I'm pretty sure that's what happens.
 
I was talking to zombiebear on this topic a while back. He was actually recording how much each siegfried move healed his gauge but I guess never published his results. I guess I'll look into it tonight with Cervantes :), I know FC A+Bx8 heals it a lot.
 
Just messed around with this for a bit. Set soul gauge to "Empty" then set it back to "Normal" and counted the hits it took to get me out of flashing. I used Sophie's notable moves.

TAS B tipped seems to heal the same amount as TAS B in that I TAS Bed 9 times total to get into nonflashing red.
66B I think healed in 7 if I let my training dummy get up every time, but if I 66Bed non stop the number went to 8. This was probably because of the passing of time waiting for them to get up. I have not been able to find a move that heals on block yet. If I soul crush them more than once with the move I'm currently counting I just give up counting for that move. I A+Ged the dummy 20 times before the gauge stopped flashing. I 22A+Ged 15 times (contaminated the sample with one additional A+G whoops) before it stopped flashing. I also did the same with B+G 2A_B and some how managed to get in an accidental side throw totaling 15 total throws.

I have not looked at other characters yet, but this seems to be a useless metric so far. I suppose it's better than nothing, but it seems she can kill characters many times over before getting out of a flashing guage. I'm pretty sure there's two levels of gauge that can be described as flashing, but it's a much larger distinction between a flashing gauge and nonflashing. I'm going to test other characters now and see if Sophie's "soul healing" just sucks.
 
Looks like X's command throw heals from flashing in 4.5.
SXS B heals in 5, not that it's even good to just throw out there.
66A heals in about 13.
I forget the other stuff I tested.
FC 3B is either 7, 8, or 9, don't remember.

More characters:

Amy 2B+K - 9
Amy 66A+B - 9
Amy 6BB - 16
Amy B+K K 9 with and without the aGI.
Amy 33B looks like 10. Did some stepping to avoid ring outs.

Sets 1B:B Looks like 9.5
Sets FC 3aB - 9
Sets B+K 61B 44B+K - 3

That's all for now. My tests weren't perfect, but they were ok to get an idea of what heals what.
 
i have a feeling a strong factor in all of these results is the length of time it takes to execute the moves. i know for a fact that doing nothing (not getting hit) will heal your SG.
 
i'll conduct some tests on SG regeneration when i get some time. hopefully i'll be able to provide the regeneration rate so that we can somehow judge results more accurately. or something like that >_>

also i think i remember zombiebear stating something about certain moves healing more/less on grd than they do on hit. i'll look into this more.

if nothing else i guess i'll volunteer to test a complete set of siegfried Soul Healing Data.
 
What I did was just a simple comparison for SGH with moves on hit for Sig... I found his 1B heals in 16 consecutive hits with the attack throw (If I remember) and wouldn't test anything over 30 hits... I'm not sure if my way was the right way, and I don't have a stop watch or anything to keep track of time handy with me, all I know is attacks DO affect SGH on all properties and some heal faster on Grd than Hit (I did not test CH)... So not only can your Soul Guage heal over time, it can heal depending on how aggresive you are, or on how well/ often you 4G*1G... Its a mildly important part of the game that helps balance the Critical Finish system...
 
might be an old topic but I thought guard impact heals the soul gauge?
maybe it's just me
One of the kind does, the I think its called a Parry which causes a blue flash and your opponent to basically trip onto the floor. The other kind actually damages your opponents. This was more a discussion on what moves and other tactics could be used in order to heal your guage since certain attacks and actions(or lack of actions) heal it more or less than another move or action might.
Anyways this thread is a bit old like you mentioned and usually we try to avoid replying to threads that have gone a couple months without anything posted. If you already knew all this sorry for rambling on about it. Feel free to ask me or basically anyone else questions if you are curious about something:)
 
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