Sophitia Attack Use Guide

Suirad

[10] Knight
I've been seeing these around the other SAs and thought it might be a nice addition here. Ok people this is for those starting off as Sophie so don't take too many shots at what I say below. Suggestions welcome.

A) Interrupts

Standing Interrupts: AA, 6AB, 2A, 2B, B, 2K, TAS B(In buffer)

FC Interrupts: FC A, WR B, FC K, WR K, TAS B(Buffer)

Anti-Step: AA, 4A, AS AA, 66A (at range)

“Body” attack: 6K, 3K, 66K/33K, 44K, WR K, AS K


B) Mixups

Close Range Mixup: BB, TAS B(Buffer), B2B(BB), throw, 33K

Mid/Far Range Mixup: 44B, 1K, 11A, 66B, 66A, 6B

FC Mixup: throw, TAS B(Buffer), WS K, FC 1B8BAK, 11A

Post-GI Mixup: Fast – 3B, AS/TAS B; Slow – 66B, 4[A], TAS B(delay the B),


C) Punishment

Standing Block Punish: AA, AS/TAS B, 66A(distance)

FC Block Punish: FC A, AS/TAS B, FC 1B8BAK

Distance Whiff Punish: 66A, 66B, TAS B

Sidestep Whiff Punish: 33K, 88B+K, 22A(Tech Steps)

FC Whiff Punish: WR B+K, WR K, AS/TAS B


D) Frametraps

On hit: AA, 2A/FC A, BB, JMP K, WR K, A+G, 3K, 11A, 66A, 44K

On CH: B, 2A/FC A, 2K

On Block: 22B, 4B(-1 good enough), TAS K


E) Okizeme/Wakeup
1K, 1B, 4B, 1A, 66B, 6K


Attack Use Detail:

Highs:

A: Fastest move, single hit has poor frames on hit and doesn't track completely, AA has neither issue.
6A: 2nd hit mid and better recovery on block, NCC, still very fast.
4A: Tracks step very well, extra hit's unsafe but threatening
22A: Good sidestep, closes lots of distance, safe, good SC damage, tech/wake on hit
22B: + on block combo on hit. good SC damage, great range and a long late TC. Rather slow so too much use will get you GIed/stepped/ducked.
66A+B: good SC damage, lot's of push back on block and decent TC.
AS K: Almost entirely worse than AS B, but both a body attack and a "thrust" type move, almost no aGIs will stop this.

Mids:
B: Fast, safe, pushes opponent out on block, neutral on hit, + on CH. 2nd hit retracks.
6B: decent speed mid-distance poke.
2B: Interrupt hit confirmable into 2nd B, 2nd B extremely unsafe, quick, but no TC
4B: Great for closing distance, -1 on block, + on hit. Catchs right step slightly. Hits grounded and forces crouch.
FC 1B: Functions like 2B, but can also be used to punish on block since the 8B is guaranteed on hit.
9B: Good SC damage and TJ, ok speed for TJ move.
6K: Quick, very safe and good + on hit. Launches airborne opponents, but they get air control.
3K: Quick, safe and tracks step to the left. + on hit.
9K: TJ, big + on hit, very safe, ok speed for TJ move. Shrinks hitbox somewhat at beginning of animation. short range.
3A+B: TC, double hit, on the unsafe side. Catches step to right some.
WR A+B/[A+B]: Good for opponents frozen on block, uncharged is punishable on block and neutral on hit.
B+K: TJ and TS - on hit, second hit highly punishable
4B+K: TC, safe, good SC damage, good push back on block.
8B+K/8[B+K]: Works on oki if opponent freezes much. DOES NOT HIT GROUNDED. Stagger guarantees 6AB into shake stun
WR B+K: Nearly full TC, good damage launcher and good SC damage. Somewhat unsafe. Works well as a crouching whiff punish
66A: Long range anti-step hit, short TC advantage on hit, bad(-12) on block.
44A: Looks a lot like 11A from one side, safe, advantage on hit, turns opponent sideways on block.
66B: Great Range, good SC damage, covers step to left slightly, respectable(70+) launch damage, push back on block, very safe, hit's grounded. Not that fast.
33B: Long incomplete TC, respectable(70+) launch damage and amazing BT RO. Unsafe and not that fast.
44B: Like WR B+K but TC starts later.
8wr A+B: Like 3A+B, 22A+B is the best version for safety, 3A+B for range.
66B+K: Long incomplete TC, High CH launch damage(90+). 2nd hit in string high and can be ducked easily. Good SG damage and first hit safe on block.
44B+K: Hit's grounded, Forces crouch on block. Bad on block(-12) but difficult to punish because of force crouch. Great SG damage.
AS A: Early TC lasts till hit, catches step both ways, unsafe.
AS B: Fastest Mid, very unsafe. Mainly for punish use. Good SC damage.
TAS A: Early TC, Unsafe, Tracks step, good damage and useful tech trap move.
TAS B: Quick out of buffer, safe(except against taki), high damage. Combo's to itself at range. Does not TC though it appears too. Strong move for a number of situations.

Lows:
2A: A good interrupt as it is for many, mid speed TC, covers step to the left. Special Low.
1A: Good damage, late TC, knocks down, hit's grounded, covers step and sideroll both ways . Slow and easy to read animation.
B2: Ok speed for a low, not as unsafe as many. Low range and damage, -4 on hit. String pushes opponent out far on block. Hit's grounded, tracks sideroll right.
2K: Quickest low, + on CH -4 on hit and somewhat punishable on block. Low damage.
1K: Good range, fast enough to be hard to block on reaction. Knockdown on CH, -2 on hit, punishable on block. Hits grounded and tracks sideroll both ways.
11A: Deceptive animation, slow, safe, late TC, + on hit.

Basic combos:

66B > 66A+B
CH 44K > 66B
TAS AA > 236B
4[A] > 6AB
66K AS/TAS B

Here's a link to the newbie silencer: http://www.8wayrun.com/f6/newbie-silencer-t76/ in case anything doesn't make sense.
AS = Angel Step (236)
TAS = Twin Angel Step (236236)
 
those are both unsafe mid-mid strings, I don't understand wherein the mix-up lies...
 
I found this guide to be helpful in finding which moves I should add to my game. Looks like I need to use 4A, 6AB, and 33K more, and I could be whiff punishing after jumping, ducking, or stepping with 9B, WR B+K, or 22A instead of throws.

This was a good idea for a guide and should be done for other characters too. I usually make a mental checklist of moves to use for the various categories you have up there when learning characters. I'd add categories for TC, TJ, and TS as well as moves that push out on block, but they're sort of covered in the detailed descriptions.

TAS B not TCing is news to me, I thought it was AS B that lacked the TC.
 
I might've mislabeled those moves actually(punishment is probably the wrong word), they are really more of a guess to force whiffs on attacks that might be coming, but whatever you get the idea. And yeah TAS B; I'm always skeptical so I checked again. If it has any TC its not beyond frame 3 or so.
 
TAS B: Quick out of buffer, safe(except against taki), high damage. Combo's to itself at range. Does not TC though it appears too. Strong move for a number of situations.

Man, I could of used this information along time ago when I was up against Frost's Taki XD... anyways, great guide Suirad!
 
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