TEACH ME THREAD!

ok so guys, I find myself in a bit of a pickle...Algol, people have been saying that it may be fairly even between NM and Algol...but tbh I just don't see it anything and everything I do gets stuffed by 2A...way too scared to even space because of 4B+K alone...so is it possible that someone can walk me through this MU

Stick to your throw game, especially flapjacks. Whiff punish Algol with 33B. You have to take big risks with Nightmare like having your 3B blocked and your throws ducked because you can do more dmg than Algol as long as he doesn't have full meter or hit you with 44B and you hit him with your risky but high damage moves. DON'T get hit by 44B! If you need to backstep don't do it from range and use B+K~NSS to backstep Algol's short-ranged pokes (2A/2K/1K, etc). If the opposing Algol can hit their iFC 8B combos you're in trouble, you have to eat the wake-up because of your frame disadvantage (when he ends the combo in a regular headbutt), in which case its better to block standing than low (but be prepared to block 1A). Algol's should want to pressure you with 66B (-4 on block), also to break your guard meter for a free 44B combo, use this knowledge to your advantage. If Algol starts spacing you, you have the advantage. However if Algol shoots a bubble you want to dodge it and run forward (because of Algol's potential QI followups). Try to only sidestep/ forwardstep when at mid-far or far ranges. Learn to react to Algol's QI mixup (QI B * QI K) this will take experience and time. Sneak as many 1K's in with NM as you can, your lowkick game is better. Try to bait Algol's parry (623B), block it and punish with 4K BE or 3{B}, its really unsafe. Save your Meter for combos and CE.

Hope this helped.
 
Stick to your throw game, especially flapjacks. Whiff punish Algol with 33B. You have to take big risks with Nightmare like having your 3B blocked and your throws ducked because you can do more dmg than Algol as long as he doesn't have full meter or hit you with 44B and you hit him with your risky but high damage moves. DON'T get hit by 44B! If you need to backstep don't do it from range and use B+K~NSS to backstep Algol's short-ranged pokes (2A/2K/1K, etc). If the opposing Algol can hit their iFC 8B combos you're in trouble, you have to eat the wake-up because of your frame disadvantage (when he ends the combo in a regular headbutt), in which case its better to block standing than low (but be prepared to block 1A). Algol's should want to pressure you with 66B (-4 on block), also to break your guard meter for a free 44B combo, use this knowledge to your advantage. If Algol starts spacing you, you have the advantage. However if Algol shoots a bubble you want to dodge it and run forward (because of Algol's potential QI followups). Try to only sidestep/ forwardstep when at mid-far or far ranges. Learn to react to Algol's QI mixup (QI B * QI K) this will take experience and time. Sneak as many 1K's in with NM as you can, your lowkick game is better. Try to bait Algol's parry (623B), block it and punish with 4K BE or 3{B}, its really unsafe. Save your Meter for combos and CE.

Hope this helped.
thx a lot dood...I'll take as much as I can on board
 
thx a lot dood...I'll take as much as I can on board
Easy Stuff to Counter vs Algol:
6AA > Duck 2nd hit.
6AAB > 3rd hit can be JG'd & stepped.
3AA > 2nd hit is tough but worth JG' ing.
33AB > 2nd hit can be JG'd & stepped.
6BB > Duck 2nd hit (bubble only happens if the 2nd hit makes contact).
3BB*33BB > 2nd hit can be JG'd.
4BA > JG'ing the 2nd hit leaves Algol open for a very long time.
6KK > Duck 2nd hit.
WR KK*WR K{K} > JG 2nd hit, react to the delay.
A+B*2A+B*4A+B*FC 2A+B > JG any bubble at mid/ far range and watch out for QI followup.
2B+KB > You can JG the bubble, he should be punishable after.
QI A+BB > Sidestep the 2nd bubble, punish from range.

Punishing Algol Easily as Nightmare:
(Go into Training Mode vs Algol, set it to Record Command, record one at a time, each of these moves followed by immediate Guard, practice punishing each move 3-5 times to get familiar with it)

Block > 3AA/ 3BB*33BB/ 4B (disrespect 2nd hit)/ FC 8B/ WR B/ WR KK
Punish w/ 6K

Block > 2K*FC 2K/ 2B+K (disrespect bubble)
Punish w/ WR K

Block > 1A/ 11B/ 1K/ 11K(lariat)/ 77K(slide-kick) (close-mid range)/ RUN K
Punish w/ WR {B}

Block > 4AB/ 4BA/ 77K(slide-kick) (far range)
Punish w/ 6A

Block > QI K (it will stand you on block, its weird)
Punish w/ 3{B}
 
This thread has been really inactive lately, huh?
Anyway, I'd like to be a student once again.

Characters: Astaroth, Pyrrha and Viola.
Role: Student
 
This thread has been really inactive lately, huh?
Anyway, I'd like to be a student once again.

Characters: Astaroth, Pyrrha and Viola.
Role: Student
Here's a quick Viola rundown for you:

Step 1: learn ToD
Step 2: Literally only go for ToD mixup
Step 3: i guess sprinkle some 44A BE in there
Step 4: ???
Step 5: lose every single tournament you go to
 
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Here's a quick Viola rundown for you:

Step 1: learn ToD
Step 2: Literally only go for ToD mixup
Step 3: i guess sprinkle some 44A BE in there
Step 4: ???
Step 5: lose every single tournament you go to
You've forgotten a very important step. To master Viola, you must first master Amy. And to master Amy, you must first go to mode select.

@hwang24 I can teach you basic Pyrrha. I'm a Pat main but greek stuff is greek stuff. Do you have psn or xbl?
 
Is this thread still active, or is it better to make a new one somewhere? I’d like some anti-Taki tips from expert/experienced players preferably for Soul Calubur 4 as I feel the gameplay for 6 will bemore similar to SC4 than 5.

I'm just lost and confused whenever she goes in to Possession stance when she can either attack, sidestep or teleport on top which is another stance. Taki is fast and I think most characters are slower than her. I've played more Tekken than SC and am admittedly still very unfamiliar with the signature attacks of staple characters.

Any help for this noob will be much appreciated, thanks!
 
From Taki experience, sorry, but the only way I can help with feedback is that during possession, Taki can sidestep and attack. Teleport, on SCIV, she can teleport in two ways.

-1. A jumping aerial which is made just to "look" like a teleport but she is actually physically jumping being ready to perform a jumping attack.
-2. An actual teleport to throw your timing off and is meant to confuse you.

She could also do an attack on SCIV that will leave her back faced towards you in Possession stance. Here, she can do an unblockable backflip towards you an do an attack throw.

Anything else, I'll have to concur with CorrectDefense. :(
 
Oh wow, a new APat player! We're only like 5.

There isn't really anything one can offer for the timings. Just go to training mode and repeat the ones that give you trouble until you can do them multiple times in a row. If it helps, a:G:B and JFT (Twister) require 1f slides. 1B:B is precise to 1f, 1A:A:A is precise to 2 and FC 3B (both variants) and BT B+K:B are precise to 3 or4 frames (can't remember).

You can try combining multiple JFs to learn them faster. For example, 1B:B ~ (optional 1B:B ~) FC 3B:B ~ JFT ~ JFT will help with 3 JFs (or even FC 3B BE, 8A+B (RoH) ~ JFT to help with 4, and is more reliable). BT B+K:B ~ 1A:A:A helps with another 2. a:G:B ~ a:G:B ~ 2362B:A (or end with JFT for more help on that, and it's more reliable) to help with the last.

He does a lot of damage for little risk, so you really want to get as much damage in as you can any chance you get. He has multiple ways to lop off 100+ damage (or close to it) with most of the starters being safe (1B:B, 11B, 33B, 44B+K BE, 3B, 66B, BT B+K, B+K, RoH A, CH WR B, CH FC 3B) and some less so (FC 3A+B, a:G:B, JFT, 2A BE). They're all bad on JG anyway.

His throws are great; both the A+G and 214B+G throws give up to (and over sometimes) 100 damage. His side and back throws are 60+ too.

His stances are useful. 214 lets you access FC and WR attacks, TCs, can be buffered, and retreats (whether once or wave dashed). 236 lets you access 8WR attacks (and if you don't follow with any 8WR direction, can let you access neutral attacks, and therefore A, B, K ~ G cancels). It doesn't work for 7, 8, or 9 inputs though. It can also be buffered, TCs, and advances. It's worth looking into these to replace your forward and backward movements (especially backward, since no CH then).

RoH has two attacks, both useful. RoH A is a good anti step is +11+ on hit and ~-3 on block. Its advantage on hit changes depending on the angle it hit, so it can go from +11 to +18 on hit. The BT mixup is potent too on hit. In a lot of cases you can actually jump back to safety after it gets blocked. Naturally, it depends on whom you're against. RoH B isn't particularly useful outside of combos, and serves its role there well. Empty RoH is not useful.

His anti steps aren't as painful as his verticals, but some have their benefits. 2A combos with his CE, 1A:A:A is a low, launches, rings out and wall splats, 3K catches all but lacks range, 4K catches most but has range and good damage, WR A and 33A combo with CE on CH (+ WR A is -4 and results in BT on CH), RoH A, aside from everything above, is a TJ attack, bA is painful but punishable, 4A and 44A both result in a BT opponent), 3A TCs quickly, 22AA stuns and combos with some other stuff, 11K and 11A are lows that put you and your opponent in FC for a bit and 11A knocks down on CH, Jump K combos with CE on CH.

Other useful attacks are FC K (not 2K, that's mostly rubbish), WR K, 6B and 4B push back a bit, 66K combos with CE, is a TJ, tracks quite a bit, and is also only -4, 44K knocks down.

I think that's all I have. Just head on to the alpha section to see the other combos you can try.

- Thank you thenewperson for teaching me Apat. It was really appreciated. -- So... is THIS THE "PERSON" WHO TOLD ME THAT THE FINN AND JAKE show is a BAD show for KIDS, HOMEY... PAT'NA?!
 
Yeah this thread was active for a little but with such a decrease in new players in the community its quiet.That FB group is a great resource though.

I very much enjoyed compiling this thread and people together back when it was useful though I'm glad it helped at least a few people ^^

If we ever get a SC6 Ill make sure to work on a thread similar to this pretty early on :)
--That's why Green Bay Lost that Year, Dookie!
 
Go work at a GAS Station, HOPE-ALICIA&MIJOI (HAM). I own that Red Audi 6-speeder (KNC-456) & 'dat Yellow Italian Fiero (HPYTRLS).
 
Joe Park (Jamrock) to Moonbase 1! LOL (My man) You tried it! The animated movie for MORTAL KOMBAT (Private Screening) will Premiere on Halloween at the MAJESTIC MOVIE THEATRE which hwang24 owns.
 
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