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BrewtusBibulus
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This is going to be an open source Sophie handbook. If you want to add something go to Sophieland or the 8WR thread
Horizontals -
AAA - H,H,H - 6AS transition possible.
Safe on block hits 2 and 3
Advantage on hit 2 and 3 causes spin
Gap between hits 2 and 3
3rd hit checks movement options. CH property??
6AA - H, L - 6 AS transition availible
aGI H/M Horizontal and kick buttons
Safe on block all hits
3A - M - Stab punishable
Advantage on hit
Turns?
2A - sL - Classic 2A feel, test frame advantage with 4B and 66K
1A,A - L,m - 1st hit no longer knocks down
NC delayable/hit confirmable?
4AB_AA - H,M_L,M - 4AB is NC
All unsafe besides first swing
4AB is a guard break in SC
4AB NC makes it good as a whiff punish
4AB knock down into typical tech trap?? Feels that way, but testing is required
44A,B - M,M - 2nd hit only on CH
SC guard break string on block
11AA - L,M - swing in on block?
Safety?
22_88A - H - Tech trap knockdown setup
Similar on both hits, but one advances and the other does not,
tracking properties differing?
66_33_99A - M - classic, 33_99 versions classically have better properties TBD
Verticals -
BBB - m,m, M,M - 6AS potential?
Stuff backstep after BB
Safe on block
6BB - M?M?, Old 4B+K
gotta be some kinda useful on aGI? Must test more
66B - M - Good block frames
Air backflippy thing?
3B - M - This is the only disappointing move she has in my book. It feels like it whiffs to every kinda funky hurtbox. I can honestly dig it though, the lack of a standard 3B makes you have to use the other tools she has for block punishment, like TAS B and 44B and 4AB (NC now so it’s a good punish for midrange when they have an off axis recovery state)
33B - M? - Unsafe to bb/stab?
BT B+K????
Combos?
2BB_K - m.m_H? - 4 JF and possibly 6 JF
B and K enders are unsafe
22BAK - M, really highs - Pyrrha special
1BBBB? - LLLLL? - lows stabs
check properties on crumple to see if that popup JF is back
11_44_77B = M - launch
Kicks
KK - h,m - the classic
6K - ??
66_33_99K - m - Classic
33_99 has better launch and gives TAS B to splat
22K - m - Classic - Seems to knockdown on some whiff punishes
Check to see if super and stab work
2K - L Test for advantage
1K - L - Classic
- on hit
Tech traps on CH
11K - WTF is this?
44K,K_? - M, M_??? - Old 9K
Lab options post 44K
4K - WTF does this do?
Multi press -
6A+B - Old A+B Counter - Test properties
A+B - Old 22B guard break
Cancelable?
66A+B - high - Opression is back with Lethal Hit properties
66B, TAS B combos
No air properties
44A+B - Old 22A+B/Pyrrha 3A+B The Lucent Move
Properties?
B+K,B - m,m - the classic
Lack of WS B+K means doing WS B+K gets standing B+K… REALLY DIG THAT!
66B+K,A,B - m,h,m - The classic
Angel Step -
The input for AS is 236
The input for TAS is 236~6
Doing 236236 will get TAS, so old inputs still get desired result
TAS 6_4 cancels into WR/WS state
AS 4 cancels into WR/WS state??
AS A,A - m, L - Classic
Seems to be the reliable TC option out of AS, haven’t been hit out of this with a high like I have with TAS A
AS B - Classic deathfist
6JF?
AS K - Face kick - Test for juggle properties
AS A+B or B+K?
TAS A,A - Uninteruptable, maybe jump?
You can GI this, but if you do that into AB you eat Lethal Hit and hold a fat combo
TAS A,B - Guard break,
Gap to push buttons
Ability to block first and sidestep
Both of those options lose to TAS AA
TAS B - Classic, now with Lethal Hit
4_6JF?
Lethal Hit gives 66B to launch
Doing JF doesn’t let you Lethal Hit combo, so doing it every time costs you a lot of damage
TAS K - Slow spinny mid kick with block advantage? Felt like it, but I should test
Combos
Test tech options after TAS B splat
66B - TAS B 4B
66K - 236B
4B
33K - TAS B 4B
44B - 4B
236B
TAS B?
Lethal Hit -
66A+B - 66B, TAS B, 4B?
TAS B - 66B lanch
This us up as a Google Doc and will be updated here when appropriate. If you have any questions, additions or addendum please post up here and they will be addressed. GLHF :)
Horizontals -
AAA - H,H,H - 6AS transition possible.
Safe on block hits 2 and 3
Advantage on hit 2 and 3 causes spin
Gap between hits 2 and 3
3rd hit checks movement options. CH property??
6AA - H, L - 6 AS transition availible
aGI H/M Horizontal and kick buttons
Safe on block all hits
3A - M - Stab punishable
Advantage on hit
Turns?
2A - sL - Classic 2A feel, test frame advantage with 4B and 66K
1A,A - L,m - 1st hit no longer knocks down
NC delayable/hit confirmable?
4AB_AA - H,M_L,M - 4AB is NC
All unsafe besides first swing
4AB is a guard break in SC
4AB NC makes it good as a whiff punish
4AB knock down into typical tech trap?? Feels that way, but testing is required
44A,B - M,M - 2nd hit only on CH
SC guard break string on block
11AA - L,M - swing in on block?
Safety?
22_88A - H - Tech trap knockdown setup
Similar on both hits, but one advances and the other does not,
tracking properties differing?
66_33_99A - M - classic, 33_99 versions classically have better properties TBD
Verticals -
BBB - m,m, M,M - 6AS potential?
Stuff backstep after BB
Safe on block
6BB - M?M?, Old 4B+K
gotta be some kinda useful on aGI? Must test more
66B - M - Good block frames
Air backflippy thing?
3B - M - This is the only disappointing move she has in my book. It feels like it whiffs to every kinda funky hurtbox. I can honestly dig it though, the lack of a standard 3B makes you have to use the other tools she has for block punishment, like TAS B and 44B and 4AB (NC now so it’s a good punish for midrange when they have an off axis recovery state)
33B - M? - Unsafe to bb/stab?
BT B+K????
Combos?
2BB_K - m.m_H? - 4 JF and possibly 6 JF
B and K enders are unsafe
22BAK - M, really highs - Pyrrha special
1BBBB? - LLLLL? - lows stabs
check properties on crumple to see if that popup JF is back
11_44_77B = M - launch
Kicks
KK - h,m - the classic
6K - ??
66_33_99K - m - Classic
33_99 has better launch and gives TAS B to splat
22K - m - Classic - Seems to knockdown on some whiff punishes
Check to see if super and stab work
2K - L Test for advantage
1K - L - Classic
- on hit
Tech traps on CH
11K - WTF is this?
44K,K_? - M, M_??? - Old 9K
Lab options post 44K
4K - WTF does this do?
Multi press -
6A+B - Old A+B Counter - Test properties
A+B - Old 22B guard break
Cancelable?
66A+B - high - Opression is back with Lethal Hit properties
66B, TAS B combos
No air properties
44A+B - Old 22A+B/Pyrrha 3A+B The Lucent Move
Properties?
B+K,B - m,m - the classic
Lack of WS B+K means doing WS B+K gets standing B+K… REALLY DIG THAT!
66B+K,A,B - m,h,m - The classic
Angel Step -
The input for AS is 236
The input for TAS is 236~6
Doing 236236 will get TAS, so old inputs still get desired result
TAS 6_4 cancels into WR/WS state
AS 4 cancels into WR/WS state??
AS A,A - m, L - Classic
Seems to be the reliable TC option out of AS, haven’t been hit out of this with a high like I have with TAS A
AS B - Classic deathfist
6JF?
AS K - Face kick - Test for juggle properties
AS A+B or B+K?
TAS A,A - Uninteruptable, maybe jump?
You can GI this, but if you do that into AB you eat Lethal Hit and hold a fat combo
TAS A,B - Guard break,
Gap to push buttons
Ability to block first and sidestep
Both of those options lose to TAS AA
TAS B - Classic, now with Lethal Hit
4_6JF?
Lethal Hit gives 66B to launch
Doing JF doesn’t let you Lethal Hit combo, so doing it every time costs you a lot of damage
TAS K - Slow spinny mid kick with block advantage? Felt like it, but I should test
Combos
Test tech options after TAS B splat
66B - TAS B 4B
66K - 236B
4B
33K - TAS B 4B
44B - 4B
236B
TAS B?
Lethal Hit -
66A+B - 66B, TAS B, 4B?
TAS B - 66B lanch
This us up as a Google Doc and will be updated here when appropriate. If you have any questions, additions or addendum please post up here and they will be addressed. GLHF :)