Sophitia Broken Destiny Changes

Suirad

[10] Knight
Alright so we've got so far:

TAS B damage on tip hit down to 40 and TAS B TAS B:4 does 116 now
AS K give's a spinning knockdown that guarantees 66B. AS K appears to be safer than before.
Second hit of TAS AA apparently stuns grounded opponent? Sounds like it could be useful...
TAS AA 236B deals 60 down from 64, suggesting that TAS AA does a bit less damage itself.
TAS AA TAS B4 is a combo now
BK damage up to 36 from 32
66B damage down from 36 to 32
A+B+K is mid but unsafe, -16 or -17 it seems like
General increase in power of step has decreased the ability of her moves to cover it, notably TAS AA first hit being stepped.

Thanks to Kane for that part.

WS K is a high instead of a mid, i15 up from i16 and -3 on guard +7 on hit down from -2 and +8 respectively
AA is i11 from i12
66A is i19 from i18
B2 is i23 from i22
Tracking on 1K appears to be better, tech traps better also.
*B2: B: B: B: 236B as far as I know it always JFs the last hit if you got the first 3. This notably ROs/Wallsplats(into itself even) grounded opponents now and it doesn't whiff the last hit when off axis or against certain characters as it did in IV.
BB is -8 on block now(!)
AK is now NC
4[A] stun now lasts a little longer, allowing for better combos
TAS AA can now sometimes RO grounded opponent's when they "flop" to sophie's left.

New Combos:

4[A] 2B8BAK 81 damage is character specific
4[A] TAS B 80, w/4 92, 104 w/:4 note 4 and :4 are very hard to get here because TAS B must be done exactly 1 frame late
22B TAS AA WR B+K 63 damage
66A+B 1K 56 damage
AS K TAS AA WR B+K 65, close to mid range
AS K 66B 42 damage, all ranges
TAS AA 66K TAS B 75
TAS AA TAS B 76, w/4 87, w/:4 97
TAS AA 6AB 58 damage and shakestun
TAS B(tip) TAS AA TAS B 108, w/4 117, w/:4 126
TAS B(tip) TAS AA 66K TAS B

*A more comprehensive list can be found here: http://www.8wayrun.com/showpost.php?p=150598&postcount=42
Thanks to Moonflower
Damage Changes, there are a lot but most are minor(and decreases): http://www.8wayrun.com/showpost.php?p=144235&postcount=19

Speeds on given moves here, though mostly the same other than noted above: http://www.8wayrun.com/showpost.php?p=144284&postcount=21

Other frame properties are here now: http://www.8wayrun.com/showpost.php?p=144354&postcount=24

*This is the new frame data wiki page for BD: http://www.8wayrun.com/wiki/Sophitia_-_Soulcalibur_BD_-_Frame_Data

/edit/I'm adding a * next to lines which have changed since the last edit.
 
sorry, my mistake ... tas b tasb:4 does 115ish. I think it was 119, but I forgot the exact number ... will post later when I get back to my psp. I dont know where I got 95 from.

lifebars are still at 240.

close range tas b does 50 [down from 55 iirc] and the jf does +30 ... so a total of 80.

if 236236aa [2nd hit] hits on the ground [ie. situations where they are in the air] then the 2nd hit gives a stun where I 'm sure 66b is guaranteed. I dont remember it doing that in sc4.


1aa short unblockable version is gone
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====== DOUBLE POST AUTO-MERGE ======
sorry, I meant 11aa, not 1aa.

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I re-checked the dmg for the double stab combo .. and it's 116 dmg. not too bad ... it was 123 before, but again, it's still good.

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I did some frame testing ... and going off the info that sophi's aa is 12 frames, bb is 15 frames and 236b is 13 frames ...


- 66b is still safe [less than -12 anyway]
- 236b [non jf] is still launchable by sophi 3b
- 236236b is still safe from sophi aa ... but taki's aa punishes it.
- a+b+k is at least -15 ... but I don't think its too much more than that. I was able to punish with 236236b:4... sophi can't punish with 3b, 4b 3a+b ... sieg can't punish with 3b ...
- 236k is -12. it rings out really well now since it launches them so far back [as far as 66a+b]. tested and 66b is guaranteed and 236k,66b does 42 dmg.
- 236236k is still safe.
- 1k is still -13 ish.
- 88 hold still guarantees free 236b:4.
- 4a,b is -13 ish.
- 4b+k is safe [was it safe before?]
- 236b:4 still 55 dmg.

236236aa, 236b combo does 60 dmg ... I dont know what it did before.

66b is 32 dmg. iirc, it was 36 dmg before?

strange sophi v sophi glitch I found at the wall is that if sophi does a+b+k vs a sophi that is against the wall, if the sophi against the wall tries to punish with 3b, it goes right through her. I dont know why haha.


~~

random question, but how do u burst?
 
I think 22A+B+K is the command for armor purge or w/e it's called
It sounds like sophie's moves got safer...
Yes 4B+K was safe before, used to be -6.

By the way AS K 66B used to be techable to sophie's right only and I've had people say it was a combo before, but I wouldnt call it till I knew that.

Also sophie's AS(236) B is only i13 from crouch(FC), it's i14 from standng.
 
hmm ... it doesn't work ... [at least not in training mode] ... I'll try to figure it out ...
 
Just to clarify, the spinning knockdown that was added, was it to AS K or TAS(236236) K?
 
236k, the high kick. not the ballerina kick. well, it looks like a different hit animation [if you know tekken, then it's the same stun as tekken6's regular jin CH ewhf hit animation]. I already tested and it's completely guaranteed now heh

armor purge works ... but it has to be during the recovery of a move or guard [ie. needs to be buffered] ... can't just randomly do 22a+b+k

~~~

random interesting note is that there doesn't seem to be a story mode or anything...

quick match, gauntlet, trials, vs, creation, etc... which means I dont think there are any endings ... T_T;;
 
The change to the second hit of TAS A,A might be useful. Before, you could do TAS A, slight delay (i.e. hit-confirm), A and (assuming the first A hit) the second A would result in a techable knockdown, instead of the falldown stun. If you tried this in BD, would you get the new stun on the second hit, and be able to follow-up w/ 66B? If so, which does more damage between it and the TAS A,A, 236B combo?
 
tas aa [delay so 2nd hits grounded], 66b is only 46 dmg total... vs 60 dmg for the 236b ender.

tas aa, 66b can be avoided by techrolling [not sure what the sc term is] to the left now.

tas aa can also be followed up with tas b... but it's pretty difficult. it does 76 dmg. I remember trying this a lot in sc4 and it didn't work ?

~~~

just started messing around w/ tas aa ... 6a,b works [and stuns as a side stun] after tas aa on hit ... I dont know if this worked in sc4? anyway, did some more testing and the stun is [obviously] shake-able.

however, tas aa, tas b:4 works and the jf part works pretty consistently [unlike tas aa, as b:4]. it does 97 dmg if you get it right... I was testing on tira and cass, so it should wrk on everyone?

tas aa, 66a+b works [for some reason], but the 66a+b hits them as if they were in the air [makes them land instantly]. it does 59 dmg, which is only 1 less than tas aa, as b. however, the recovery is much better with this than with tas aa, as b ... I believe it might be better for oki.
 
So it seems like the stun on TAS AA changed then? or maybe she recovers faster from it? Either way TAS AA > TAS B sounds pretty hot.
 
hmm, I dont know if the recovery was changed or the hitbox of tas b is slightly bigger ...

but tas aa, tas b:4 is pretty strong stuff... again, a bit difficult.

I tried it on nightmare and it's not too difficult.

tas aa, as b:4 does 77 dmg, fyi.
 
I remember that it does in sc4, but it has strict timing [ie. it depends on how long u wait before doing the as b]

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well, I certainly found more stuff. but most of it is very difficult, but possible haha ...

after the tip of hitting tas b, tas aa works... which also means that tas b, tas aa, tas b:4 works. what a fucking hard combo ... but it does 126 dmg. non perfect jf on the tas b:4 ends up doing 117 dmg.

tas b, tas aa, as b:4 does 108

also, I dont remember if this worked in sc4, but tas aa, 66k launches them... so tas b, tas aa, 66k, tas b is 106 dmg.

if they're anywhere near a wall ... this juggle works too ...

tas b, tas aa, 66k, tas b:4 for 128 dmg.


all of this was tested on talim ... so it should work on everyone ...
 
Good stuff, this definitely suggests that the stun on TAS AA is longer/recovery is better since none of this stuff used to land before.

I wonder what the damage on some other TAS B tip stun combos are, or if they still exist. my first thought would be to check TAS B 66B+KAB G~ TAS B.

Also, how does TAS B TAS AA 66K TASB:4 work. She can 4 people out of juggles now?
 
66b+kab g, tas b is pretty weak... it was also weaker than just tas b:4 in sc4... but the one u listed does 99 total [after tas b tip]

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random, but a+k, 66b works... but it has to be done very quickly. it does 61 total.


I really dont think I'm gonna be able to find anymore stuff haha
 
Hmm, just in case, does TAS AA 2B8BAK work? Also, how much does TAS B 2B8BAK do?
 
Following is a list of damage differences between BD and IV

New:
A+B+K "Divine Palladium" deals 40

Down:

A deals 8 damage now down from 10 making AA and AK deal 18 instead of 20.
6AB damage 32 down from 34.
3A damage 24 down from 26
1A damage 20 down from 28 and 1AA down to 41
4AA down to 35 from 40 4AAA 55 down from 65
4[A]AA:A deals a couple damage less on average, still high-mid 70s
9A deals 28 down from 32
8A deals 26 down from 28
6B deals 26 down from 28
2B down to 8 damage from 10, 2BB 30 down from 40, 2BB4 down 45 from 55, 2BB:4 down 55 from 65, 2B8BAK 69 down from 72
3K deals 16 down from 18
9K damage 18 down from 28 (ouch!), 8K down 16 from 24, 7K down 14 from 20.
3A+B down 36 from 38
B+KB damage down 38 from 46, B+KB4 53 from 61, B+KB:4 63 from 71
4B+K deals 20 down from 26
66A deals 26 down from 28, 33A does 24 down from 26
11A deals 14 down from 20 11AA deals39 down from 50
11A[A] deals 54 down from 70
66B deals 32 down from 36
44B deals 22 down from 24, 11B deals 20 down from 22
33K deals 12 down from 14
33_99_11_77A+B down 36 from 42, 22_88A+B down 34 from 40, 44A+B down 31 from 40
66B+K down 16 from 22, 66B+KA down 21 from 30, 66B+KAB down 39 from 45, 33B+K down 18 from 20
44_22_88B+K down 34 from 36, 11B+K down 36 from 38
AS AA and AS~S AA down 47 from 49
AS K down 20 from 30
TAS A 16 down from 20, TAS AA 34 down from 40
TAS B tip hit down 40 from 50

Up:

FC A deals 12 up form 10
BK deals 36 up from 32
WR B damage up to 20 from 17
8B damage up to 30 from 28, 7B damage up to 28 from 26
K deals 14 up from 8, KK deals 24 up from 20 (but the 2nd hit deals 2 less)
2K deals 12 up from 8
4K damage 14 up from 10
FC K damage 14 up from 8
WR B+K deals 28 up from 26
A+K deals 36 up from 20
9A+K up 24 from 20, 9A+KK up 50 from 36, 9A+KA up 44 from 40, 9A+KAB up 68 from 64
33B does 28 up from 20

Same:

BB damage
B2 Series damage, all hits
3B damage
1B damage
4B damage
9B damage
1K damage
WR K damage
WR A+B_[A+B] damage
9B+K_[B+K] damage
BT B+K damage
a+kK damage
9A+KB damage
22_88A damage
44A damage
44aB damage
22B_ damage
66K damage
22K damage
44_11_77K damage
Run K damage
AS B, AS B4, AS B:4 damage
AS~S B damage
AS~S K damage
TAS K damage
All throw damage
 
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