tiggerkiddo
[09] Warrior
...couldn't think of a decent title...
Anyways, this will serve as a place to discuss character matchups, what you need to watch out for, what you can punish and all that jazz. I've chosen to start off with Voldo for now and will probably do the staff user who shall not be named next.
Voldo
Some of his pokes:
2K: For whatever reason on block, I can't hit him with a thing. I assume he's safe after that so don't bother trying to punish it. This hits low.
3K: Can be punished on block with AA but if you're close enough. Otherwise you'll be out of range and open for a free GI or parry.
236B: I list it here because some may use it as a poke, though it has negative frames on hit and if you block this low, they will eat FC 3B. They also can use this if you bother rolling to the right after being knocked down. Oh yea and this comes out of CR stance.
Other stuff to watch out for:
CF game: Ugh, he just rapes the Soul gauge. Many of his useful moves (2A+B, 3BB, CR A+B included) will reduce your guage to nothing
6:6B: Used primarily as a punisher (Just frame version that is). If you don't block it or you get punished with it, you're looking at potentially 67 points of damage. If you block it, you can hit him with AA.
2A+B 236: Used primarily by players on wakeup, which allows them to transition to CR stance. Anything after CR from 2A+B can't be interrupted. Need to check that last bit out. Okay you can't interrupt him, lol. Dirty old gimp.
3BB: Has two hits and while the second one can be GI'ed, smart Voldo players will forgo the second hit and mix you up. I'm curious if 4 A+B can eat the second hit...really doubt it. Oh and if you try to GI the second hit which may not come out, you're screwed.
A+B: His fastest TC move. He's also safe after it so be careful.
2A+B 236A+B: Usually used as a punisher, does mad damage to the soul gauge. You can block it, GI it, duck it or 8 way run it. I suggest the last 3 because he's safe on block and rapes the soul guage. If you duck it, you can get a back throw out of it.
BS A+B: Push back on this is stupid. Get hit and you risk being ringed out or wall splat. Because of the stupid pushback, I'd advise playing it safe.
1A: Yes it's his low and a slow low at that but beware about trying to attack after blocking it. If it's horizontal, a kick and high/mid (Not sure on mid), he ducks it and can hit you with WR B, which could leave to a 60 point combo. Block it and you can get a crouching throw out of it...though it also tends to whiff. This too rapes the soul gauge.
1K: Eat it and you'll be eating a 6:6B. He's also safe after it and attacking after it earns you a potential GI to the face. Tech crouches like mad.
66A+B, K: First hit is mid, second hit is high. Unless it's on counter hit, duck the second hit and make him pay.
Voldo in BS is too dirty. If he's in it, unless you want to deal with stupidity, attack him with a quick attack to get him back to regular stance (Only works if he's guarding). Watch out for A+B in BS because it can auto-GI highs and mids. Just going over it, he can really mix you up with moves such as 2BK (Try to attack the low and get pancaked for your troubles.). 2A is also another low which is safe. There is more out of this but I'm still researching.
I'm sure by now you noticed a lot of his moves on block do too much damage to the soul gauge. GI is also an option but beware of it as well. V players will use [B+K] on you post GI, the startup can throw your efforts to re GI out of whack and cause you to eat 70 points of damage.
Sophitia
So far, Sophie is excellent at punishing, really good at it. Several of her punishers also happen to be excellent at tech crouching so mindlessly throwing out mids or high would get you killed. I advise you just block them, yes she does stupid damage to the soul gauge in general but with the patch, it's not as easy. You can punish deathfist with 3B and 236236AA with either a low throw or WS K. 236 AA is slow and you should GI the low no problem.
Most of her lows are unsafe, punish them. (Will add more later)
Sophie does not have great mixups. Many of her strings have a low in them which you can block and punish.
Her best range seems to be mid (Theory fighter ftw) and would like to keep you out so she can make you pay for whiffing (4B+K has some annoying pushback). WS K also pushes you back and whiffing against Sophie is just bad news. Since she has no great mixups, you're best bet is to just get in there and do work, as they say. Get in her face but be a bit more cautious than usual since she can make you pay for screwing up.
This is kind of a placeholder as I just started to try to figure him out so it'll be expanded. If anyone has any thoughts, or corrections, please share.
Anyways, this will serve as a place to discuss character matchups, what you need to watch out for, what you can punish and all that jazz. I've chosen to start off with Voldo for now and will probably do the staff user who shall not be named next.
Voldo
Some of his pokes:
2K: For whatever reason on block, I can't hit him with a thing. I assume he's safe after that so don't bother trying to punish it. This hits low.
3K: Can be punished on block with AA but if you're close enough. Otherwise you'll be out of range and open for a free GI or parry.
236B: I list it here because some may use it as a poke, though it has negative frames on hit and if you block this low, they will eat FC 3B. They also can use this if you bother rolling to the right after being knocked down. Oh yea and this comes out of CR stance.
Other stuff to watch out for:
CF game: Ugh, he just rapes the Soul gauge. Many of his useful moves (2A+B, 3BB, CR A+B included) will reduce your guage to nothing
6:6B: Used primarily as a punisher (Just frame version that is). If you don't block it or you get punished with it, you're looking at potentially 67 points of damage. If you block it, you can hit him with AA.
2A+B 236: Used primarily by players on wakeup, which allows them to transition to CR stance. Anything after CR from 2A+B can't be interrupted. Need to check that last bit out. Okay you can't interrupt him, lol. Dirty old gimp.
3BB: Has two hits and while the second one can be GI'ed, smart Voldo players will forgo the second hit and mix you up. I'm curious if 4 A+B can eat the second hit...really doubt it. Oh and if you try to GI the second hit which may not come out, you're screwed.
A+B: His fastest TC move. He's also safe after it so be careful.
2A+B 236A+B: Usually used as a punisher, does mad damage to the soul gauge. You can block it, GI it, duck it or 8 way run it. I suggest the last 3 because he's safe on block and rapes the soul guage. If you duck it, you can get a back throw out of it.
BS A+B: Push back on this is stupid. Get hit and you risk being ringed out or wall splat. Because of the stupid pushback, I'd advise playing it safe.
1A: Yes it's his low and a slow low at that but beware about trying to attack after blocking it. If it's horizontal, a kick and high/mid (Not sure on mid), he ducks it and can hit you with WR B, which could leave to a 60 point combo. Block it and you can get a crouching throw out of it...though it also tends to whiff. This too rapes the soul gauge.
1K: Eat it and you'll be eating a 6:6B. He's also safe after it and attacking after it earns you a potential GI to the face. Tech crouches like mad.
66A+B, K: First hit is mid, second hit is high. Unless it's on counter hit, duck the second hit and make him pay.
Voldo in BS is too dirty. If he's in it, unless you want to deal with stupidity, attack him with a quick attack to get him back to regular stance (Only works if he's guarding). Watch out for A+B in BS because it can auto-GI highs and mids. Just going over it, he can really mix you up with moves such as 2BK (Try to attack the low and get pancaked for your troubles.). 2A is also another low which is safe. There is more out of this but I'm still researching.
I'm sure by now you noticed a lot of his moves on block do too much damage to the soul gauge. GI is also an option but beware of it as well. V players will use [B+K] on you post GI, the startup can throw your efforts to re GI out of whack and cause you to eat 70 points of damage.
Sophitia
So far, Sophie is excellent at punishing, really good at it. Several of her punishers also happen to be excellent at tech crouching so mindlessly throwing out mids or high would get you killed. I advise you just block them, yes she does stupid damage to the soul gauge in general but with the patch, it's not as easy. You can punish deathfist with 3B and 236236AA with either a low throw or WS K. 236 AA is slow and you should GI the low no problem.
Most of her lows are unsafe, punish them. (Will add more later)
Sophie does not have great mixups. Many of her strings have a low in them which you can block and punish.
Her best range seems to be mid (Theory fighter ftw) and would like to keep you out so she can make you pay for whiffing (4B+K has some annoying pushback). WS K also pushes you back and whiffing against Sophie is just bad news. Since she has no great mixups, you're best bet is to just get in there and do work, as they say. Get in her face but be a bit more cautious than usual since she can make you pay for screwing up.
This is kind of a placeholder as I just started to try to figure him out so it'll be expanded. If anyone has any thoughts, or corrections, please share.