SC6 Tier list for Season 2

IF SUCCESSFUL RESIST IMPACT IS LIMITED TO +8 FRAMES REGARDLESS OF THE ATTACK TYPE AND IT STILL COSTS HALF A BAR OF METER, THEN IT'D BE REASONABLE TO HAVE THE RI WINDOW AT 15 FRAMES RATHER THAN 9 FRAMES.

OCCASIONALLY NEUTRALIZING SITUATIONS WITH RI WOULD MAKE FOR A CONDITIONAL ESCAPE (DUE TO METER) BUT THE INPUT EXECUTION WOULD AT LEAST BE RELIABLE AND THE EFFECT OF +8 FRAMES WOULD NOT CAUSE AN OUTRIGHT THREAT SINCE IT ONLY LEADS TO FRAME ADVANTAGE AND NOTHING HIGHLY REWARDING.
 
Since we’re in a new month I may as well update my tier list.

S: Zasalamel, Seong Mi-Na, Amy, Azwel, Ivy

A: Cassandra, Sophitia, Raphael, Xianghua, Mitsurugi, Maxi, Siegfried, Yoshimitsu, 2B, Geralt, Talim, Kilik

B: Cervantes, Astaroth, Voldo, Nightmare, Taki, Tira, Groh, Hilde

C: N/A for obvious reasons.
 
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Final Tier List for me before the patch.

Top Tier: Cervantes, Ivy, Mina, Siegfried, Azwel, Talim, Raphael, Zasalamel, Sophitia, Mitsurugi

High Tier: Yoshimitsu, Maxi, Astaroth, Amy, Xianghua, Cassandra, Hilde, Geralt, Taki

Mid Tier: Voldo, 2B, Nightmare, Kilik

Lower Mid: Tira

Low Tier: Groh
 
With Haohmaru out I may as well update my list.

S: Zasalamel, Seong Mi-Na, Amy, Raphael, Azwel, Ivy

A: Sophitia, Cassandra, Cervantes, Mitsurugi, Yoshimitsu, Maxi, Siegfried, Xianghua, Haohmaru, Geralt

B: Taki, Talim, Hilde, Tira, 2B, Nightmare, Astaroth, Voldo, Grøh, Kilik

C: N/A
 
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S: Zasalamel, Ivy, Seong Mi-na
A+: Maxi, Amy, Sophitia, Cassandra
A: Raphael, Azwel, Mitsurugi, Yoshimitsu, Siegfried, Haohmaru
B+: Xianghua, Kilik, Cervantes, Talim
B: Grøh, Taki, Hilde, Geralt, Tira, Nightmare, Astaroth, 2B, Voldo


I decided to show more distinction this time with my current tier list.
 
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I personally think that these tiers lists are not well done. With this I am not questioning the selection of the professional player who made it, but rather in each one of them it is seen how the match up knowledge of the character that said player uses is reflected. And that is not a good parameter to achieve a global level table of the game since although there are some coincidences between players, they are also quite large disagreements.
I would like to propose that match up's tables for each character be made said match up is selected against all other characters using the criteria "good", "ok" and "bad". Once all these tables have been obtained, put together the tier list, placing those characters with the highest number of "good" match ups higher and lower those characters with the highest number of "bad" match ups. What do you think of this idea? Much more work needs to be done but it can give much more accurate results on the overall level of the characters. Obviously this will require the participation of many players, each one specialized in a particular character. I hope this initiative advances because it would be something very interesting to see.
 
Tier lists are old as hell and with continuos patches and different opinions on matchups by everybody, an official tier list will never happen like the old school era.

Modern tier lists will always be subjective as in it will never be 100% agreed upon.
 
I can’t help but feel a little triggered whenever people rank Voldo as the weakest character in SC6. And this is coming from someone who mains Voldo.
 
I can’t help but feel a little triggered whenever people rank Voldo as the weakest character in SC6. And this is coming from someone who mains Voldo.

Voldo's Mantis Crawl mixups can be dangerous, but that is pretty much all he has going for him because he doesn't really excel at anything else, and it doesn't help that Mantis Crawl is weak to RE. Not only that, but he has mediocre horizontals and trying to hit someone with Soul Charge moves when you're back-turned is often too difficult because he can't run in that state. Also, SC Landfish A and Landfish B not being guaranteed on counter hit is stupid. I myself play Voldo so I have nothing against him, but I think everyone else is more reliable.
 
Voldo's Mantis Crawl mixups can be dangerous, but that is pretty much all he has going for him because he doesn't really excel at anything else, and it doesn't help that Mantis Crawl is weak to RE. Not only that, but he has mediocre horizontals and trying to hit someone with Soul Charge moves when you're back-turned is often too difficult because he can't run in that state. Also, SC Landfish A and Landfish B not being guaranteed on counter hit is stupid. I myself play Voldo so I have nothing against him, but I think everyone else is more reliable.
Voldo has more than just Mantis in his kit. He’s actually pretty well rounded for the most part, especially at neutral with his gameplan for it depending on what position he’s in (Front Stance and Blindstance). Front Voldo plays a good emphasis on spacing and whiff punishment at mid-close range with bits of poking in between. Voldo’s horizontals are fine, not even mediocre. Both 44A and 22A are i20 but safe on block (44A is -4, 22A is -10) and space relatively well. 2A (i12), AA (i13, -2), 1A+B (i18 turns opponents backwards), 4BA (i14, -4) 2B/(B), 6K, 3K (i14) and 1K (spaces and leaves you on plus) are all decent pokes in FT. And his guard burst game isn’t half bad either with moves like 4K and 6K and 66B, plus a decent LH followup when he gets a GB in FT. His whiff punishment is great with his holy grail option: 666B LH. Amazing option and worth the reward despite it being tricky to use at first.

Blindstance Voldo generally focuses on a stronger emphasis on poking and oki, alongside his frames being significantly better here, at the cost of reach and his lows aren’t that great in this form. BS AA (i10), BS 2A, BS 6AA/AB, BS 4K (i16 launcher, -6), BS 3K, BS 6BB are great pokes for Blindstance. His oki also goes up in this position with the aforementioned BS 6BB and BS 66BB, BCR B, and of course the majority of Mantis Crawl Head Towards.

Voldo also has one of the best CEs in the game. Despite it being i20 in FT, it has evasive properties and amazing reach. This can also make it difficult to retaliate against Voldo because of this being a glorified panic button and whiff punisher. Blindstance CE is i12 but does slightly less damage but has better combo ability. Still a very dangerous thing to look out for, especially if he’s poking you out safely in both positions. Soul Charge isn’t bad but not great either, but Landfish has limited use unfortunately. SA varies depending on position.

Regarding the Mantis Crawl, RE is less effective against it now due to the changes S2 brought to it. So now you can exit the stance without triggering the clash on moves like MCHT B, MCFT KB, MCFT 4K, and MCHT 4K. Instead, step, whiff punishment and crouch grabs are more of a way to go about it, with RE being more risky of a choice these days and Mantis A not being that good of a step catcher.

But regarding Voldo’s faults he honestly doesn’t really have a large amount. If anything, he has subpar damage (still better than some others), movement, an inconsistent hitbox with BS 66A (and the SC variant), having no real manual turnaround between FT and BS and just not really a big “bullshit factor” compared to most of the cast. And despite all that I still wouldn’t say he’s the worst. I’d even say he himself is fine for the most part.

At this point, you’re going to have to start putting more effort into fundamentals with Voldo than trying to cheese out people with Mantis day in and out. Using the former will lead you to better success with the character. Relying on the latter generally gets you killed nowadays.
TLDR: Voldo has tools. Unga bunga Mantis Crawl days are over. He had to play the game for real now.
 
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Voldo has more than just Mantis in his kit. He’s actually pretty well rounded for the most part, especially at neutral with his gameplan for it depending on what position he’s in (Front Stance and Blindstance). Front Voldo plays a good emphasis on spacing and whiff punishment at mid-close range with bits of poking in between. Voldo’s horizontals are fine, not even mediocre. Both 44A and 22A are i20 but safe on block (44A is -4, 22A is -10) and space relatively well. 2A (i12), AA (i13, -2), 1A+B (i18 turns opponents backwards), 4BA (i14, -4) 2B/(B), 6K, 3K (i14) and 1K (spaces and leaves you on plus) are all decent pokes in FT. And his guard burst game isn’t half bad either with moves like 4K and 6K and 66B, plus a decent LH followup when he gets a GB in FT. His whiff punishment is great with his holy grail option: 666B LH. Amazing option and worth the reward despite it being tricky to use at first.

Blindstance Voldo generally focuses on a stronger emphasis on poking and oki, alongside his frames being significantly better here, at the cost of reach and his lows aren’t that great in this form. BS AA (i10), BS 2A, BS 6AA/AB, BS 4K (i16 launcher, -6), BS 3K, BS 6BB are great pokes for Blindstance. His oki also goes up in this position with the aforementioned BS 6BB and BS 66BB, BCR B, and of course the majority of Mantis Crawl Head Towards.

Voldo also has one of the best CEs in the game. Despite it being i24 in FT, it has evasive properties and amazing reach. This can also make it difficult to retaliate against Voldo because of this being a glorified panic button and whiff punisher. Blindstance CE is i12 but does slightly less damage but has better combo ability. Still a very dangerous thing to look out for, especially if he’s poking you out safely in both positions. Soul Charge isn’t bad but not great either, but Landfish has limited use unfortunately. SA varies depending on position.

Regarding the Mantis Crawl, RE is less effective against it now due to the changes S2 brought to it. So now you can exit the stance without triggering the clash on moves like MCHT B, MCFT KB, MCFT 4K, and MCHT 4K. Instead, step, whiff punishment and crouch grabs are more of a way to go about it, with RE being more risky of a choice these days and Mantis A not being that good of a step catcher.

But regarding Voldo’s faults he honestly doesn’t really have a large amount. If anything, he has subpar damage (still better than some others), movement, an inconsistent hitbox with BS 66A (and the SC variant), having no real manual turnaround between FT and BS and just not really a big “bullshit factor” compared to most of the cast. And despite all that I still wouldn’t say he’s the worst. I’d even say he himself is fine for the most part.

At this point, you’re going to have to start putting more effort into fundamentals with Voldo than trying to cheese out people with Mantis day in and out. Using the former will lead you to better success with the character. Relying on the latter generally gets you killed nowadays.
TLDR: Voldo has tools. Unga bunga Mantis Crawl days are over. He had to play the game for real now.

Saying things like 'he has tools' is not a convincing argument, every character has tools. Most of Voldo's tools are fine, some even good. In this game, a character being the worst doesn't mean they are weak. But his block punishment, ring out game, Soul Charge and frame data aren't great. His whiff punishment and combo damage are good, but most characters are good at those. His 666B LH scales hard so the only real reward you get compared to 3B(B) is additional meter gain and better ring out potential, which is stupid for a more difficult punish. 44A and 22A are just decent, that's all. You're exaggerating Voldo's CE. It's too slow to punish with in front-turned, can't be used as a block punish when back-turned and it's very unsafe on block. When I think of the best CE's, I think of Purple rose Amy, Sword/Almighty mode Azwel, Xianghua, Divine Force Cassandra, Rage Explosion Haohmaru 4A+B+K, Mitsurugi, and Talim, not Voldo.

Yes, you obviously need to put more effort into using his fundamentals after his Mantis Crawl was nerfed and he doesn't have that much BS. Other characters can succeed with less effort, that's why I consider them better.
 
Saying things like 'he has tools' is not a convincing argument, every character has tools. Most of Voldo's tools are fine, some even good. In this game, a character being the worst doesn't mean they are weak. But his block punishment, ring out game, Soul Charge and frame data aren't great. His whiff punishment and combo damage are good, but most characters are good at those. His 666B LH scales hard so the only real reward you get compared to 3B(B) is additional meter gain and better ring out potential, which is stupid for a more difficult punish. 44A and 22A are just decent, that's all. You're exaggerating Voldo's CE. It's too slow to punish with in front-turned, can't be used as a block punish when back-turned and it's very unsafe on block. When I think of the best CE's, I think of Purple rose Amy, Sword/Almighty mode Azwel, Xianghua, Divine Force Cassandra, Rage Explosion Haohmaru 4A+B+K, Mitsurugi, and Talim, not Voldo.

Yes, you obviously need to put more effort into using his fundamentals after his Mantis Crawl was nerfed and he doesn't have that much BS. Other characters can succeed with less effort, that's why I consider them better.
Voldo’s guard punishment is fine. 2A is a close range i12 that does 12 damage. Average at best for an i12. 4 is i14 and does 25 damage with the added ability to transition into Blindstance. The Soul Charge version does a hefty 58 damage. 2BB is i16 and does 34 damage and has the transition into Blindstance. 8A+B is i18 with 46 damage.

Minus his i12 his guard punishment seems just fine. RO game is whatever. It’s not as stupid as it was before during the Mantis meta but the BS 4K setups work all the same even with the nerfs and it’s something you’re gonna to commit to with some reads and proper setups. Soul Charge isn’t bad either, it’s mostly situational yes, but if you play it right you can do some good work with it. You can always use SA as an alternative in FT to take advantage of the SC moves in said position that way.

His frame data is fine and reflects his gameplan depending on the position he’s in. He’s only really any mediocre in terms of startup in FT, with his lows of course generally being the only true unsafe things for poke play. Voldo’s best tools are low to mid risk (safety can generally vary on the matchup) with low-mid reward.

666B LH damage doesn’t really scale hard. You get up to 70+ damage off of two followups straight after. The only one with real hard scaling is the 1A+B followup after 66A+B. If anything, the extra meter gain is actually really nice alongside the RO setup. Don’t see what’s so bad about meter gain. 44A and 22A are more than just decent. Both are among Voldo’s best attacks in FT. On top with 44A being -4 on block it’s +8 on block with a rather wide hitbox for trapping all kinds of step. 22A also has great reach and a TC alongside it. Voldo’s CE isn’t really slow as a whiff punish in FT. It’s only i20 which isn’t really all that slow as a whiff punish, which gives off 80 damage on a successful hit. It’s both a TC and TS which makes it difficult to interrupt unless you use a reliable reaching mid to stop it. The Blindstance variant is just as good for it being to interrupt opponents easier and combos relatively better albeit doing slightly less damage. And no shit it’s unsafe on block. But that can be said for plenty of other CEs in the game.

In my personal opinion, I still don’t think Voldo’s the lowest on the list. If anything, I’d say he’s a few spots above that. While I do think his lack of any major BS (and frequent mistreatment by the developers) puts him as a B tier character, I’d also say the versatility in his kit also prevents him from going further below a small handful of characters.
TLDR: I think Voldo has a better fighting chance compared to others.
 
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I think he has Top 10 potential.

He has DAMAGE and his mixup game is very good.
He also has a really fast backstep and his Soul Attack (albeit not as strong as it was at launch) is still great.

Sadly, we won’t be able to see what he can really do in the game until COVID runs it’s course.
 
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