Can Sophie Slide In Ya? A Punishment Series - Nightmare
Автор: SoulCalibur Athenaeum
Загружено: 2018-10-24
Просмотров: 1806
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When I was first learning to play SoulCalibur V back at its release, I felt the way I was going to play Pyrrha was going to be rather defensive and that I was going to turtle quite a bit. I happen to find videos from a channel named "HelloMrBrahms" that showed various ways to punish characters in the game. I want to continue that idea in SCVI and make a series with Sophitia. So here's my attempt at carrying on that tradition.
A lot of punishes for Sophitia deal with her Angel Step B or rather termed "stab" executed with the notation 236B. Traditionally, it is a good move for punishing unsafe or strings with highs in them. It stuns on hit, can be just framed to add more damage and allows for some mix-ups on wake up. The use of the stab allows to turn tides by shutting down certain moves or set-ups.
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Note: These are just some ideas, I'm sure there are better punishes.
44B after TAS B seems escapable, be mindful of that. Use of 4B is probably better.
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Notes for Nightmare:
Any punish for the most part that uses 3B or 236B, be mindful that you have to be in actual range to 3b otherwise you'll whiff hard (ie: 3AA can push you away and if you're not next to him when he does it the punish might not connect).
Any move that goes into Grim Stride you should be mindful of. 236B can stop Grim Stride before he does the next move IF you are making hard read, but there's always the option that he does Grim Stride A which will deflect Sophie's stab. In general, to play it safe, 2A will stop the rush down with Grim Stride for the most part stopping the momentum.
3B (Hold) into bA makes Nightmare side step so if you are doing 236B on reaction to 3B (Hold) it will get stuffed by the bA. If you think he is going to and you want a tech crounch move out of Angel Step, 236A is better because it will catch step. Start up frames on 236A I think are slower so be careful with abusing.
agA or any other iteration of those fast swings are all high, push back enough so theres no one to really punish on block (need to test more), but if hard read can be stabbed with 236B.
Anytime Nightmare is in stance he CANNOT block, so he can be punished various ways. Due to the flow of matches it is difficult to pay close attention to every detail but keep that in mind if he tends to switch stances far from you but close enough to reach with something like 236B/TAS B quickly.
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