Sophitia General Discussion / Q&A

Well I thought it was -11 but when I went to test to make sure, it came out as -8. Wonder what happened there...
 
Well I thought it was -11 but when I went to test to make sure, it came out as -8. Wonder what happened there...

The move still seems to suck though.
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Does anyone think a good way to maybe mix up TAS B would be 2368B/2368236B? The sidestep is great for moving around and in plus the 2368B does pretty good SG damage. Any opinions on this?
 
Yes, very much so, again I think it's only possible use is for the delay attack. No one is going to bother trying to defeat B~K because it's so unimpressive either, but for good reason.

AS~S doesn't let you do anything for soooooooo long afterwards that it's hard to press opponent even when they whiff and it's a stance that has access to nothing but mids so there is not much guess work for blocking. I still think the best mix-up for TAS B is to just float the TAS instead, in most cases.
 
AS~S doesn't let you do anything for soooooooo long afterwards that it's hard to press opponent even when they whiff and it's a stance that has access to nothing but mids so there is not much guess work for blocking. I still think the best mix-up for TAS B is to just float the TAS instead, in most cases.

Mix up the mids with throws. AS~S to Sophie's left and then input 66 A+G_B+G and her powerful side-throw will come out. As you know, the 66 cancels the AS animation making the throw come out faster.
 
I hadn't realized before but for a number of Sophie's 8 way run moves you get different properties for inputting a diagonally oriented version versus a cardinal input. so for example 33K =/= 66K despite them being listed as the same move. Now the differences tend to be small on paper, but in some cases seem significant anyway. Case in point is 66K(i15, 16 damage, -15 on block) vs 33K(i16, 14 damage, -13 on block). 33K also recovers faster so doing juggles from it is a tad bit easier. I haven't tested all the properties thoroughly yet, but I've noted there are (at least) 2 versions for every 8wr move that can be done in both a diagonal and cardinal direction.

/edit/ I've updated the frame data thread and wiki to reflect this.
 
well, I think it was thrusting mids that don't get agi'd by C3A.

so, moves like
6B
236B
236236B
4B+K

shouldn't be gi-able.

I tested 6B and 4B+K but someone should double check to be sure.

also, 66B+K may work
 
Just a question, after 236236AA, what is the best follow up? I've seen people using 44B+K but does it hit every character? Unlike SC3, I don't think so 44B+K will come out if the input is 88B+K, as I tried that after 44K and it came out as just B+K. And also after 4K stun will 66B or 66B+K series hit in time?
 
after 236236AA, I normally do 236B. I think it hit's all chars, and sometimes, you can actually get the extra hit on some chars. the only way I have 44B+K miss is when I delay it because I don't know what I want to do lol. but then again, I rarely use it so I'm not sure if it hits everyone

If I'm near a wall and I want to continue my pressure, I do a 2A, and that keeps them standing with me at +8.
 
Which follow up is more damaging and the chances of success higher cause I've seen people missing the 236B follow up. Does 88B+K work anymore? And also my second question about 4K stun. Thanks for the advice so far.
 
As just plain gauranteed damage under normal circumstances TAS AA > 11B+K should be the most, but you have to wait a very specific amount of time(till the damage re-scales but before they can tech). If you land TAS AA in the right situations to get the :4 after AS B then that deals more. Missing AS B is about inputting too late, thats all, just buffer it earlier. It is possible to get the JF B2 series on an opponent after TAS AA, but opponent's teching can mess up the last hit(by turning them sideways) and the timing is rather tough to make it a better damage option.
 
Looking for places to jump over opponent for BT mix-up I found a few rare, but still notable ways to do so:
4B, B+K and 44B+K on airborne opponents presses them to the floor and aside from JU they are stuck there for several frames allowing you to jump over. 4B will not give you the advantage to force the mix-up proper if opponent has a fast BT A, BT K or BT B+K.

Anyone know any other good jump over spots?
 
after 66b, tas b

if they ac to the sides, you may be able to become backturned by jumping towards iirc. it's inconsistent though. and im not exactly sure of the directions involved
 
Against some characters you can do 66B close range and run at them quickly to turn around, but you forfeit a lot of damage so its not really worth it.
 
Is Sophitia a bad matchup against Kilik and Astaroth? whenever i seem to use her against Kilik, the spacing is ridiculous, he attacks you with unsafe moves but hes too far away to punish and I have literally run up to his face. almost the same with Asta except he prefers throws rather than being asura happy. I'm just curious to know how to deal with these kinda of characters, because TAS B and 66B ususally don't help.
 
66B is not bad against Asta, but I'd think it largely fails on kilik. You definitely don't want to be TAS Bing asta unless you know he'll attack and are trying to interrupt. Sophie can punish a lot of asta's junk and frame trap him or play keep away out of grab range at her discretion. Ramon supposedly has some kind of anti kilik strat, but I dont know what it is and between asura, WS B and evasive move properties it feels like an uphill battle for our girl. Asta fight is more about being careful imo.
 
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