Maxi General Q&A

but A+Bg only stuns on CH right? Should I have been using that more?

edit: Nevermind. I didn't notice that Barry wrote after LI K in the post. I'm not even sure if B+K would hit after LI K, the stun doesn't seem to be as long as SC4 LI K and you already had to get B+K out quick for that to land.
 
A+B+K is already bound to the right trigger (or R2 whatever). So the transition for me will be quite simple since I also used that same button for PSL3. Other than that I have no other binds except I use left trigger to block (weird I know huh. But thats how SC2 came out da box). I was just never great at double 236 moves. Which is one reason why I never liked SF4. Oh well. Ill get used to it.

Watched most of the stream last night. Till I was sitting there with so much jealousy that I couldnt watch anymore. Seemed like a really sick set up. Hope yall had a good time!!

Who won that little wannabe tourney anyway?
 
Rush is a guy who's been around the NorCal scene since the SC2 days. He's one of the more talented FG players in the area, but he seldom sticks with a game long enough to get really good at it. He's also known for winning pre-release tournaments with gimmicky shit. :P

I was in that tourney as well. Won my first match but lost to Ceirnian again. Dude is my nemesis, I swear....
 
Yeah I'm sure he meant A+Bg and not 2A+B. 2A+B is the old 3A+K.

Anyhow my new favorite move is 44B. The blockstun on that move is amazing, even on block if an opponent tries to 2A you afterwards the RO A,K seems to beat them. I say 'seems' because until I get to test it perfectly I'm not 100% sure. 44B is also the easiest way to land those RO B combos that we love so much.

Now I just need to work on my CE execution. Seems so simple yet I fucked up on it all day. Might be forced to to actually have an A+B+K button binded, even though I don't believe in playing with button binds.

44B on wake up is probably going to be the staple moving forward for when you have a person trained to duck. I was also screwing up the CE timing myself.


but A+Bg only stuns on CH right? Should I have been using that more?

edit: Nevermind. I didn't notice that Barry wrote after LI K in the post. I'm not even sure if B+K would hit after LI K, the stun doesn't seem to be as long as SC4 LI K and you already had to get B+K out quick for that to land.

Yes my mistake I did mean A+Bg

Generally Speaking:

Also something I did not mention but now that I think back may cause a lot of combos to be dropped as it did for me when I first got my hands on SCV. An example of this would be if you were accustomed to SC2 and 4 where you kept a step guard mentality as well as a "cancel this stance so I'm not going to get hit for free" mentality. So find yourself spontaneously holding or tapping the guard button.

"If you hold or tap G before a stance transition ends it will cancel the stance after the move hits."

A perfect example of this is CH LO B as it neutral transitions to RC guaranteeing a RC,A, B (insert BE for your pleasure). The thing is if you tap or hold G before the LO B hit on CH then LO will connect on CH but be fully cancelled not transitioning to RC.
 
44B on wake up is probably going to be the staple moving forward for when you have a person trained to duck. I was also screwing up the CE timing myself.

A perfect example of this is CH LO B as it neutral transitions to RC guaranteeing a RC,A, B (insert BE for your pleasure). The thing is if you tap or hold G before the LO B hit on CH then LO will connect on CH but be fully cancelled not transitioning to RC.

Is that what I should have been doing for CH LO B? I thought just getting that K afterwards was pretty lame. Man, I can't wait to get my hands on this game again.
 
Rush won an early copy of the limited edition but he doesn't get it until Friday which sucks because if he got it last night we'd all be over my house probably with no sleep playing it right now.

I still can't believe that both CH 1B RO A,K and CH 6A, RO A,K is all guaranteed. Pretty crazy.

Also like Barry said, if you tap G after any transition you'll cancel out of it but the slowest cancel is easily the LI cancel. Like people before have mentioned, he has to transition from LI to some other stance before it cancels and it's slow as hell. It does this with 4Bg even. I was trying to use that to see if I could stop and start up again but now that is even slower than it was in SC4 so it's not really effective at all.

On the other hand, he cancels that RO A pretty damn fast now, like SC2 speed. You can easily fuck with someone now doing 1B,Ag and start up another string. As far as 1B RO K series, the RO KK can't be delayed and the only mixup is either doing RO K and then stop (which is actually cool because he recovers from one kick a lot faster, once again like SC2 speed) or do RO KA which is the low slash of course. Still didn't get to test the safety of that low because everyone always got hit by it.

The speed of FC 3A's recovery is so fast that often I found myself waiting to long after the move and would transition into another stance instead of getting the RO A/B/K that I wanted. You have to hit A/B/K almost as soon as he stops spinning the chucks low because that transition is almost instant.

6B4 now performs the propeller nunchuck shield, not 66B4. Doesn't seem you can cancel it as fast as you used too anymore which sucks, but it is funny when they try to wait for it to be over and then right when you cancel and they run in they get blasted in the face with LI A lol.

Moves I didn't see at all were old 1B, 44AB, and old 44K. Could be different notations though, I was just so hungry to play competition that I never looked through his move list.

Edit: ALSO, now that GIs are hardly used it's gonna take time to really not worry about them anymore. People nowadays usually want to save their meter for BE/CEs so they don't do GIs but maybe that'll change as time goes on? Anyhow, you don't need to do things for GI bait anymore or worry about people that use the age old SC mixup of 'attack at disadvantage/GI'. For instance people used to do stuff like 2A on block into another 2A with the second 2A counterhitting because the attacker tried a slower move after blocking the first 2A. Then the next time, the person might do 2A on block and then GI right after knowing he's trained his opponent to do something fast after they block his 2A. Those kind of situations you don't have to worry about really anymore because people don't GI. Will that change? We shall see.....
 
Yea but your still gonna have to worry about aGi from most of the characters. I think Phyrra, Patroklos, Hilde and Zwei will still be able to stop him in his tracks. Possibly Seigfried too. I'm not sure how effective his is.
 
Yea but your still gonna have to worry about aGi from most of the characters. I think Phyrra, Patroklos, Hilde and Zwei will still be able to stop him in his tracks. Possibly Seigfried too. I'm not sure how effective his is.

True, autoGIs will still be problematic but at least every character doesn't have it. Those that do we'll just have to play them differently, the same way we've done in all the other SC games.
 
True, autoGIs will still be problematic but at least every character doesn't have it. Those that do we'll just have to play them differently, the same way we've done in all the other SC games.
I'm most concerned about Hilde. I hope she doesn't rape the guard gauge or I'm really gonna have to get my JG down for that character.
 
Everyone will have to train themselves to get ready to buffer in a CE if a WL auto GI's. This is because a CE is guaranteed right after it as shown in the developer match. After every WL auto GI's train yourself to start buffering that 236236 because it's a massive about of damage. Just remember that the opponent has to be in a crumpled state and not grounded as seen in the stream match from the exhibition.

Also not sure if I mentioned this, but it's possible to crush the guard with a CE if it's blocked. At SCR in one of my casual matches I intentionally did a CE and it crushed the guard on the 3rd hit. So I was like "hmmm...ok, lets do another one right after it" and I had enough time get another one in which connected for full damage. So if you have that 2 full meters and your opponent's bar is flashing red you might want to consider it.
 
Also not sure if I mentioned this, but it's possible to crush the guard with a CE if it's blocked. At SCR in one of my casual matches I intentionally did a CE and it crushed the guard on the 3rd hit.

Haha!

I did the EXACT same thing. :P
 
Also not sure if I mentioned this, but it's possible to crush the guard with a CE if it's blocked. At SCR in one of my casual matches I intentionally did a CE and it crushed the guard on the 3rd hit. So I was like "hmmm...ok, lets do another one right after it" and I had enough time get another one in which connected for full damage. So if you have that 2 full meters and your opponent's bar is flashing red you might want to consider it.

I did the exact same thing last night at the pre launch party. The last hit of the CE crushed and I was just like 'fuck it, do it again!'. Then I was thinking, maybe I should have saved some meter and went with the 44B,RO B, BE RC A,B LI A. But whatever.
 
I did the exact same thing last night at the pre launch party. The last hit of the CE crushed and I was just like 'fuck it, do it again!'. Then I was thinking, maybe I should have saved some meter and went with the 44B,RO B, BE RC A,B LI A. But whatever.

Exactly!

That's what I thought about on the plane ride back, and how to learn about being more smart with managing the meter. If the 2nd CE is not going to kill them why bother wasting the meter?. Preferably I would like to start the last round of a match with 2 full meter bars whether I'm up or down rounds.

http://www.gamespot.com/shows/tonight-on-the-spot/?event=soulcalibur_v_tournament20120124

There's the above link is to the release launch party. I think the matches start from 18 minute mark and later.
 
They removed the 44AB? That was one of my favorite moves... I'm sad if that one's gone, but I guess we have enough new stuff to make up for it.

What about WS A? Is it in still? If it is, is it safe at all? I loved the move in 4, and I could catch people with it most of the time, but it was really unsafe on guard or whiff.
 
The new 44A is pretty good; a safe horizontal mid that knocks down. It's got good range and is noticeably faster than 22_88A. WS A has been changed back to what it was in SC1-3.
 
tbh I don't like the new 44A but I do not dislike it either if that makes any sense. It would have been a great move if it transitioned to stance (preferably RC) for a possible RC K if they landed pretty close or RC B if they just decide to lie there.

My mentality here is that I want the opponent within arms length at all time. This is because I do not have to worry about them tech'ing a move that hits grounded which also leaves me susceptible to a wake up CE attempt.

The only viable application for 44A in my opinion is to cut step near a ledge for a potential Ring Out opportunity. Or, with the opponent's back against the wall for a splat attempt for massive damage.
 
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