information of every character.

I've felt like writing a brief intro for Leixia for new players and I finally got around to it.

Leixia is overall a pretty versatile character. Her strengths lie in her evasiveness and move safety. She has the tools to punish blocked and whiffed attacks. The safety of her moveset allows her to apply pressure, set up frame traps, and wear down her opponents' guard gauge.

Her biggest weakness is her low damage output. In a high damage game, this problem heavily negates her strengths since one or two bad reads can eliminate any previous life lead she had. Some of her tools, such as her faints, lose much of their utility against players who know the matchup and can just-guard. She also has an absurd amount of character specific techniques, making her a little difficult to fully utilize.

Beginners with Leixia may be a little frustrated at first, but mastering Leixia will reap many rewards. And you can also annoy your opponent with crybaby KOs.
 
Reactable lows are always useful for post knockdown mixups.
It's really no harder to react when you're standing or on the ground... hitting people with reactable lows relies more on mentally pressuring them, which a knockdown may or may not do.

Ivy 1K is still pretty good though since it catches step and TCs really low.
 
I actually think Ivy's lows are pretty decent. They aren't the best in the game, but can be useful.

1K/22K is barely reactable with multiple uses: step kill, TC/STC (goes under many horizontal mids), RO and if the player can hit the RCC combo consistently, it does almost 50dmg + wakeup so all this makes it really dangerous.

1A is also good being i23 its hard to block it all the time despite the animation being obvious. It has great range, kills step and hits grounded, can RO , and it's safe against many characters when blocked at distance. It can be used as an annoying low poke after many knockdowns while staying safe at the same time.

11_77B is a completely safe low (even against Alpha's CE) with a KND on hit.

bK invisible low poke, catches all rolls after many KNDs forcing the opponent to stand up. Stuns on CH.

The rest includes 1A+B which is very slow and linear (but -12 and combos on NH) and 11_77A which is super slow but useful for guard damage. It's also pretty safe at distance.
 
I actually think Ivy's lows are pretty decent. They aren't the best in the game, but can be useful.

1K/22K is barely reactable with multiple uses: step kill, TC/STC (goes under many horizontal mids), RO and if the player can hit the RCC combo consistently, it does almost 50dmg + wakeup so all this makes it really dangerous.
....

She must've got those lows from her Mother's side, 'cos she sure didn't get it from her Father.
 
Dampierre:
-Style: Making you laugh with gimmicks, mixups and whiff punishing.
-Difficult: advanced (depends on how seriously you take him)
-Range: short.
-Why use: he has random mechanics but just use him, you wont regret.
-Pros: like 120 damage from a meterless whiff punish and everything that comes with laughter.
-Cons: Do you really care about the cons?
-Players you should be looking out for: OOFMATIC and Azyg.

Hello friend, good start on first post, I've been out of the SC5 loop for quite some time, let me add a few modifications.

Style: Gimmicks, whiff punishment, comedy
Difficult:Advanced
Range: Short
Why use: Very fun to play if you like random mechanics, never a boring character
Pros: Whiff punishment: 623B safe, good backstep catcher, risky as it can fail to PB (you can try for the mixup, but a player with good reaction can interupt with 2B, 2K) then you have 11B, 100% works (certified), half bar damage if B!E! is on point, good TC frames though very unsafe. Dampierre has a good throw game.

Throw Game Overview:
A+G: Gives either RO with no W! stun or a W! stun and no RO (if that makes sense), occasionally one can be pissed off if he gets the option that was not wanted and in some circumstances it can make the difference between a win or a loss if the other player someone snatches the victory. If you get a A+G wall, and luck favours you, one can get a pretty damaging wall combo, even better if there's a good amount of meter in stock.

B+G: Reverse RO, randomly gives 3-12 hits (if one mashes to increase chances of more hits) that's 40-85 damage. Gives W! stun, only follow up guaranteed is 1B, and 3K.

Cons: The luck can either make you or break you, just imagine your opponent uses a move unsafe on block and you punish with 623B, except, it fails and transitions to PB, it hurts. Also if one is very knowledgeable on the Damp matchup, the match up can turn slightly to their favour.

Players: OOFMATIC, he is Dampierre, that is all <<seek him first (lol). Others would include Some_Randm_Freak (I think he's playing other games now these days), myself (AZYG4LYFE) if you want to ask about Damp or are interested in Dampierre wall combos.

Other notes: In my honest opinion, from playing this game I would advise learning another character, maybe a basic one first, that will teach you soulcalibur fundamentals if you're new to the series (starting with Dampierre is not bad, but probably not the wisest of choice lol, but I'm blessed to reach the level where I am and shall go further if time and family permit to do so)

One must also familiarise themselves with all matchups, you must know what you can punish, what you can step to 11B etc, ignorance will kill you. If you're planning to main Damp, be prepared to put in work, but by all means have fun during your matches and troll as much as you can in style :)

AZ
 
I wouldnt say damp is advanced, nor would I say patsuka was very advanced
Damp you can play a poke game, and whiff or backstep combo which is 50% (i think)
Patsuka lol bs iTwister stupid combos and stupid frames

Also, Ivy doesnt need an advanced player behind her if the opponent is short ranged or so,
only when she is forced out of range does she need some solid skill
 
I wouldnt say damp is advanced, nor would I say patsuka was very advanced
Damp you can play a poke game, and whiff or backstep combo which is 50% (i think)
Patsuka lol bs iTwister stupid combos and stupid frames

Also, Ivy doesnt need an advanced player behind her if the opponent is short ranged or so,
only when she is forced out of range does she need some solid skill

with damp getting the B!E! consistenly on every combo is rather hard, also you have to think of more than one outcome everytime you do a move with random possibilities (and some of this moves are very important like 632B), with Apat you have to be really good on execution and punishment, getting those two consistenly is very hard, not even the best can get every single JF every single time, you have to be a robot to do that.

Ivy doesn´t need such an advanced player, but having two difficult JFs makes her a little harder than a normal character.
 
Dealing with uncertainty which is fixed around a set few moves imo doesnt equate to advanced, and his throw game is ridicolous along, 623b imo is as good as ASB as a step catcher, and the uncertainty can be dealt with with practice
and I disagree when I was using setsuka I got to a point where I could pull of every Jf without fail, punishing is a general skill which should be expected in some shape or form from anyone not classed as a beginner
Ivy i'd put as intermediately

The only way I could justify the advanced classifications, is that the majority of the cast is braindead
 
with damp you have to think of more than one outcome everytime you do a move with random possibilities (and some of this moves are very important like 632B)

PB and FP are both very very reactable even online, you don't have to think about the possible outcomes at all. Either your attack goes as prefered or you enter a stance you don't want to be in against a competent player. PB and FP don't really make him more complex, they're both gimmick stances to crush noobs and the occasional player that gets too comfortable with a con man by his feet.

Well, maybe it's difficult to handle on PSN but at least on XBL there's no difficulty in using/shutting down his stance game.
 
You guys are still arguing "advanced" and stuff like that? That is pointless. Provide the information, let the players decide for themselves.
 
Ivy doesn´t need such an advanced player, but having two difficult JFs makes her a little harder than a normal character.
Yeah, she has difficult JFs but are they absolutely essential to her gameplay? Not at all. You can still play a very solid Ivy without these JFs. Getting a normal CS which is bufferable and easy to hide and hopefully getting a Clean Hit is better than trying to do an iCS which is not bufferable and harder to hide.

The 22_88B: B: B: B: B is good damage but not absolutely necessary.
 
Yeah, she has difficult JFs but are they absolutely essential to her gameplay? Not at all. You can still play a very solid Ivy without these JFs. Getting a normal CS which is bufferable and easy to hide and hopefully getting a Clean Hit is better than trying to do an iCS which is not bufferable and harder to hide.

The 22_88B: B: B: B: B is good damage but not absolutely necessary.

You are right, they are not absolutely essential for a solid Ivy, but solid doesn´t mean that the character has been mastered, I agree that iCS is not that important because it isn´t bufferable, but 22_88B: B: B: B: B is by far her best whiff punisher and I consider it essential if you want that max damage.
 
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