Sophitia General Discussion / Q&A

I've finally admitted that Mina is trash and have been looking for a new character to second. Since I main Cassy, Sophitia was a logical choice.

So far I'm really loving 236236 and G236, but I have to wonder at just how useful 236236AA is. I'm really loving it, but I dunno.

Also, are 4B and 6K as good as they were in SC3? I actually find myself playing Sophie like I played her in SC2, but I'm pretty sure her once great moves have been toned down a bit (9A+K series).
 
So far I'm really loving 236236 and G236, but I have to wonder at just how useful 236236AA is. I'm really loving it, but I dunno.

The uses for it I know of are: tech trap(read that thread), high damage option on predicted highs and step killer on people who commit to side-step attacks when they see TAS. Additionally its safe or relatively so against a few of the slower characters, but even then the scond A is jumpable, GIable and Steppable and they know its coming...

Also, are 4B and 6K as good as they were in SC3? I actually find myself playing Sophie like I played her in SC2, but I'm pretty sure her once great moves have been toned down a bit (9A+K series).

I didnt play SC3 much. but from what I've heard no they arent. 4B doesnt give frames on block, but at -1 its still your best distance closing mix-up on block option. 6K is ok, but pushes people too far away on hit and doesnt seem to add a whole lot worth mentioning to juggles.
 
What moves does Sophitia have that makes her crouch to dodge horizontals or in the middle of a combo or attacks? Like I saw some videos where for example Cass has her 2B+K which allows her to dodge the horizontal and could attack back at the same time. I tried 236236 but I will still get hit, I think it's the timing. Anything more safe in a sense able to dodge and attack back at the same time?
Also I still don't see the usefulness of G236, care to explain? Thanks!
 
What moves does Sophitia have that makes her crouch to dodge horizontals or in the middle of a combo or attacks? Like I saw some videos where for example Cass has her 2B+K which allows her to dodge the horizontal and could attack back at the same time. I tried 236236 but I will still get hit, I think it's the timing. Anything more safe in a sense able to dodge and attack back at the same time?
Also I still don't see the usefulness of G236, care to explain? Thanks!

Well, G236 gives you her super-ducking Angel Step, similar to TAS. The difference is that you only get the normal 236 attacks out of it. I'm not quite sure if Sophie remains ducking during 236B, but you can try that, I'd imagine. (I'm no Sophie expert.)

Another attack that ducks highs is 4B+K, which I think is also safe and ROs pretty well.

Keep in mind that not all strings are duckable in the middle.

EDIT: I have another question: is 1A good for anything? At all?
 
HKW: Altough its a little unsafe 236AA will give a good TC. If you're not attacking from too much disadvantage you can also get some work out of 66A+B, 44B, 3A+B, 1A, 11A, 22B and 3A. A few moves with decent TCs though they end before the move hits are 33B, 3B, 66B+K, 4[A]. 4B+K is a pretty popular choice for a TC move too as already mentioned.

cwistofu: 1A though unsafe wont get punished much because of the threat of the second A, yes it's rather slow to hit and has an obvious animation, but if you dont do it much it can work out ok. You can try to get grounded hit afterwards for some ok damage and if they try to tech you can make them pay for it. For a low it has pretty good range, catches step, a long TC and knocksdown on hit, plus if you see that it will land before hand it goes up to 60 something damage. It can be used as a grounded hit/tech trap in some situations too. Having said all that it is pretty limited use...offline.
 
I just found out something fatal in my gameplay yesterday and that is my inability to execute 236B or 236236B or 66K to punish moves such as cass 236, Amy's 2B+K and Mits 3B. Any advice? Greatly needed!
 
I just found out something fatal in my gameplay yesterday and that is my inability to execute 236B or 236236B or 66K to punish moves such as cass 236, Amy's 2B+K and Mits 3B. Any advice? Greatly needed!


Is it online? If so, this alone could be the reason. I wouldn't punish with 66K. Stick with 236236B:4 if you can. Cass's 236 is like -16, so it needs really fast reflexes (online would say no). I'm not sure on how unsafe the other two are, but I would look it up. The more it is, the greater window you have (and vice-versa). I would just go into training, and practice punishing those moves (and others). It will help I'd wager.
 
No it's offline. I tried many times and could get twice or thrice out of it. How do you buffer 236 or 236236 faster?
 
You just have to practice on a move by move basis. Just like doing a 66K 236236B juggle vs a 44B 236236B juggle, the timing on the buffering is different. Each move has a different amount of block stun, and you have to start buffering right before its about to end. If it's easier, stick with 236B for now, and then move up.
 
Ya i'm even having troubles punishing with 236B against moves like cass 236, mits 3B and Amy's 2K+B.
 
Is it just that your 236B isn't coming out? Or it's getting blocked? If the former, you probably aren't inputting correctly. If it's the latter (which I suspect) it could be simple reflexes. You can't block, wait until you unblock, then input 236B. The first two moves (3b and 236) are both about -16 on block, so you only have i2 window. Start doing 23 just about the time the block stun ends if that helps.
 
Don't wait too long. As soon as you block an attack that is punishable begin inputting the command. If you stop, wait then try to punish you won't get anything.
 
Not really. it's delayable for a bit though, so you may be able to catch side steppers with it, though, the second hit is high. I think it's actually unsafe on block, and minus on hit.
 
against people who step I usually try to do 66A, 22_88A depending on which way they're steping, throws, 3k, 236236A,A. some of these can be stepped a specific way though (can't remember) so mix it up, since they're all almost completely safe. 4A, 4[A] is cool if you can get them to block it. aa, 2a is good too
 
3K and 2A can be stepped to the direction they come from(Sophie's right I believe), but typically track all but the most concerted step effort. The second hit of 236236AA can be stepped to her left and is -14. 236AA also catches step at a decent speed, but is pretty bad on block. 3A is a lot like 66A, but except for the longer TC is probably not worth it.

By the way BK is -11 on block so most cant punish, if it's good for anything it's the delay hit(and even then), cause BB will track on the second hit anyway.
 
Back
Top Bottom