CES SCVI Thread

Also for WL moves... doesn't Sophie have both a 8B and an 8A that look like WL moves? Functionally, they are in, aren't they?
 
Functionally only a WL B from 9B. There simply is no while in the air vertical move. You hop and land with 9B.

You can GI CE on reaction, but I found that most of the time it got me was when I reacted to a GI whiff and remembered that the GI active frames go on for ages.
 
Okay so using CE after GI is completely useless, since they have the whole animation to react, is that right? Edit: get in discord
 
@Futabot Do you know the notation for this move for Rugi?

Also is the second hit guaranteed if you're hit by the low normally?
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You're getting guaranteed damage from the RE. Also the amount of meter is not negligible on RE confirm.

It's a risk worth taking most of the time unless it's fatal.
When you said 1KB was still unsafe was that on normal hit also or just on block? I despise that not only does it not trip and knock down like it should but the fact that you hit someone with it and can still get punished pretty hard is dumb as all hell.
 
When you said 1KB was still unsafe was that on normal hit also or just on block? I despise that not only does it not trip and knock down like it should but the fact that you hit someone with it and can still get punished pretty hard is dumb as all hell.

On block only. On normal hit, it's a natural combo that doesn't trip and thus gives them some space.
 
@Futabot I forgot to ask you while you was there but I don't suppose you messed around with Soul Charge much? First of all did u see if the chip damage can kill?
Secondly was it all types of moves that give chip damage? Including Kick attacks?
 
That "potential" is just as easily reversed. Post RE is a zero expected value situation (though we'll have to see if everyone's RE is equally good, and wall/edge can affect EV). The knockdown after you launch is clearly in your favor, and the damage you got beforehand is probably higher than your initial RE attack damage. It's ~50-80 damage depending on the character or 40 damage into a zero EV forced mixup (plus meter), a no brainer if you ask me.

Well, 2kb guard bursts in SCV so I assume it still does in SC6. Granted, there are other options like step or GI (once again, just assuming it's like scv) but RE is still a better choice than getting your guard broken, so that's s thing at least.
 
The only thing in this thread I've seen that seems legitimately really gross to me is that meterless GI beats throws. That turns this game's own sort of attack triangle on its head in a bad way, I feel. Like... meterless or beats throw, pick ONE. :/
 
The only thing in this thread I've seen that seems legitimately really gross to me is that meterless GI beats throws. That turns this game's own sort of attack triangle on its head in a bad way, I feel. Like... meterless or beats throw, pick ONE. :/
Even meter GI lost to throws in SC5. But I agree I think that GIs beating throws is disgusting.
 
Talking with Futabot it sounds like the GI window is incredibly long as well. Like, he'd trying to punish it with CE on reaction and the CE would get GI'd.

However, it takes four failed GIs to get to yellow flashing health, and five to get to red flashing health bar. That means it takes 15-20% of your guard bar per failed GI. So you can't really afford to miss it more than twice unless you're already in the red or are at full guard meter. This is assuming guard meter works like it does in SCV.
 
@Futabot I forgot to ask you while you was there but I don't suppose you messed around with Soul Charge much? First of all did u see if the chip damage can kill?
Secondly was it all types of moves that give chip damage? Including Kick attacks?
You cannot kill with SC chip. I got into a situation on the last day that confirmed it. SC also seems to work on everything.

I'll be also doing a final pass over the main thread and reorganizing everything soon. (Sorry JP who already just translated it X_X!)
 
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