Does anyone out there play Soul Calibur

And now, some other good moves…

A,B
Great mid-range tool. It’s a natural combo on normal hit, and you can delay both hits and G-cancel the first. Good stuff.

Also, the B is the same as 6B, which means that if it lands on counter hit, you get a stun and guaranteed combo (only the B; CH A,B does not give the same effect). Combo to 22[K], 22B for an easy 50%.

While rare, you can actually get a little tricky with that 2nd hit, namely by using A against a crouching opponent who doesn’t get their retaliation out fast enough and eats the B.

One thing to note: sometimes it will seem like they get out of the last hit of the 22[K], 22B combo by sliding too far backwards. However, if you use 8WR RIGHT+B (22B on 1st player side, 88B on 2nd player side), it will hit every time. This is because the right version has slightly more range than the left version.

6B
Same as 2nd hit of A,B. This makes landing the stun a little easier, albeit still rare. Still, this move works well with the reverse-mixup mentality described above under 66B. If you anticipate a delayed move, go for 6B. In fact, this move tends to beat a lot of shit when it seems like it shouldn’t, 'cause it seems so slow. It also has some tech-crouch frames, but good luck using them, as they’re at an odd point in the animation.

6A,B
This string combos on counter hit, which is why I never use the B unless it’ll KO them. The B is kinda slow, so that means 6A gives you crazy frame advantage on normal and counter hit. 6A is Asta’s fastest attack at 12 frames, so use this to set up throws. Unfortunately, it hits high and the range is terrible, plus it can be broken 'cause Namco is retarded like that. In general, this is best used defensively.

66[A],B
This move is a reflection of Asta’s play-style in general: high risk, high reward. It only combos on counter hit, and they can punish the B on normal hit or block by either stepping it or with GI. If you’re facing anybody with a strong post-step game, you’re fucked.

If you land it on counter-hit, though, it’s a solid 40-50%. This make it something of a stupid gamble that really pays off if you guess right, considering how it starts off of a mid horizontal. In fact, 66[A] by itself is a pretty safe move, although it could use a little more range to be effective at mid-range.

In addition, this move rapes mid-level Nightmare players for free, as they’re used to throwing out stuff that would seem safe against most characters. But 66[A] has better range and speed than a lot of Nighty’s mid-range stuff, so if it turns into a mid-range slugfest, Asta wins for free. It’s also the reason why Nightmare should never, EVER use his 66B against Asta. Let me say that again. NIGHTMARE SHOULD NEVER USE HIS 66B AGAINST ASTA!!! EVER!!!

Note that this can also be done from 8WR as 33_99[A]B.

2A
On standing, it’s a decent low hit, as you often get it for free. That’s about it, though, 'cause it doesn’t cover step well and kinda sucks on block. Asta’s lows suck in general, so don’t use them like normal lows, or you’ll get raped.

2A on grounded, though, is pretty sweet. It’s the main reason why you DON’T roll against Asta. The 2A pickup leaves them right in front of you AND you have frame advantage. If they roll to the side, you often pick them up with their back towards you. Very nice.

4A
While not as good as it was in SC1, it’s still a good mid-range high. It’s decently fast and very safe on block, plus it knocks down on counter-hit, making it good for terrain control. It also covers to the opposite side of A,B, so mix between the two.

44A
If ring outs were more common, this move would probably be a must-use. As it stands, it has a lot going for it, but 2 things keep it from being among the top. On the plus side, it’s pretty fast, is a horizontal mid, has good range, is great for ring outs, and just kills any kind of evasion. Unfortunately, it’s not very safe on block, and the damage could be better.

I sometimes use this as an alternative to 66B for mid-range punishment. While it does less damage, it doesn’t have 66B’s tracking problems. That way, I’ll get SOME damage no matter what.

8WR 2_8A,A
22_88A is pretty good against evasion, as it hits all around Asta, and is a natural combo. I also use it for spacing, as a PT setup, and post-step if I’m not sure something else will hit.

**
This move owns. Only reason I didn’t list this under the must-use category is 'cause he doesn’t TECHNICALLY need it to win. It has excellent range, has a little horizontal coverage, can be G canceled, and gives you great frame advantage on block+forced crouch.

But what makes this move truly awesome is as a soul charge lvl 2 guard crush. Assuming you’re close enough, if they eat the guard crush, they have to re-GI or 2G PT. Let me say that again. THIS FORCES THEM TO RE-GI OR 2G FUCKING PT!!! Combine that with this move’s range, and you have one scary guard crush. Even if you whiff it, you’re so far away that it serves as a good baiting tool, so nail them with PT if they try to retaliate afterwards.

The actual properties of PT help as well. Thanks to your ability to move, you can easily throw them off if they try to re-GI or 2G by intentionally whiffing the first swing and then moving in. 2G post-GC is rediculously hard anyways, so using PT tricks makes it even worse. If you’re not close enough for PT, you still have plenty of time to run up and push a throw/mid mixup.

B6/B6K
While not outstanding, this is still a pretty good string. B6 is pretty good when it comes to breaking horizontals, and the K followup combos and launches on counter hit. Combo to air throw for a good 35-40% damage. On hit, B6 can serve as a good throw setup as well, much like 6A, thanks to the awesome frame advantage. Unlike 6A, however, the followup gives you pretty good damage, so I usually go for the K anyways.

Note that 6K also launches on counter hit and guarantees the same followups. While I use it less, it’s still decent on its own. Finally, if you want a ring out, you can actually combo to Bullrush, which carries them quite a ways.

1B
The only reason to use this move is that it’s Asta’s only reasonably fast low that knocks down. It’s pretty damn linear, isn’t fast enough to where it’s unreadable, and you’re fucked on block. But when you desparately need SOMETHING that will make them duck, this fits the bill.

9B
While you should rarely use this move, it IS one of Asta’s only SC lvl 1 guard crush moves. The main problem is that it’s linear as fuck. Only times I really use it is if they’re dumb enough to just hang back in stance or something, but it’s his only real long-range punishment, and the damage ain’t bad.

8WR 2_8B
In addition to its use in combos, 22_88B is pretty good by itself. It does good damage for a single hit, and is good for mid-range punishment and post-step. In fact, it’s Asta’s best post-step punisher if you hit the opponent’s side or back, as you can combo to 66B for around 40%.

4K/4KK
This isn’t a bad pressure string, especially if they’re low on life. 4K can be soul charge canceled (SCC’d), and if it hits, you can actually combo into crouch throw. Just 4K SCC to throw by itself is very hard, as it requires a one frame shift. But if you buffer 4K off of another move, it’s hella easy for some odd reason. This makes 4K good to throw out during normal pressure strings, like ->4K, 4->4K, 6A->4K, etc. Otherwise, use the SCC to make it safer, as this move leaves you at a little disadvantage, even on hit.

A+B/8A+B
This is a scrub favorite as a round opener. In truth, using it just whenever will get you raped, but there are times when they have to block it, like after a tech-roll at mid-range. This is a pretty good ring out move at mid-range, and, well, that’s all it’s good for. Note that 8A+B swings the opposite direction as A+B, and must be done as 2A+B on the 2p side.

6A+B
Another decent ring out/terrain control tool. It’s safe, is a good PT setup on block, and tracks a little. I use it to push someone a particular direction, but that’s about it.

3A+B
This is a pretty good move, and the FC version is Asta’s best FC punisher (note that the FC version has better tech-crouch properties than standing 3A+B). On hit, you can combo to 66B for a solid 70 damage. This is guaranteed post-4G, so if they can’t 2G, this is great for mixups. You can also delay it, which is also tight. On counter hit, it launches them behind you, and you can turn around and get an air throw for a lot of damage. Unfortunately, the timing is a bitch, and there are cases where it won’t hit period (one of many reasons why I fucking hate this game, 'cause I lose damage thanks to random shit).

When fully charged, Asta picks them up, carries them a ways, then throws them off his axe. After that, PT must be re-GI’d, making this a pretty awesome mixup opportunity. It’s also great for ring outs, 'cause Asta will just chuck them off the edge. Be warned, however, 'cause if you do this right next to the edge, Asta goes with them, and gets the loss (LAME!!!).

Fully charged 3[A+B] is also a SC lvl 1 GC. This can be quite handy, as you can let it go early if they try to re-GI or interrupt you.

A+K
This move is console only. On paper, it seems really good. It’s pretty fast, hits mid, covers step very well, stuns on CH, and is very safe on block. Thing is, the range sucks. I almost never use this move, 'cause when I’m at that range, I’m usually going for a throw/mid mixup anyways.

This is best applied in specific situations IMO, like against Talim and Taki’s side movement. It’s basically a faster alternative to PT or 22AA I guess. While they can escape the stun on CH, it’s still a free throw mixup.

B+K
While hard to apply, this move is pretty tight on hit, as it forces them behind you with their back turned (same thing off of [A], A[A], and 4[A]). Plus, they can’t buffer, so if they fuck up the timing on an attack, your frame advantage actually increases because they’re left vulnerable.

On block, you’re technically at a disadvantage, but it’s another good reverse mixup situation. Mix in GI, 6B+K, and other stuff.

6B+K
Also known as “titties”, this is actually one of Asta’s main anti-poke moves. On counter hit, you can combo to 22B for a solid 25-30%. Plus, this move ducks highs on startup, is quite fast, has an auto-GI window, and is a tech-jump, making it safer than other moves on whiff.

There are only a few real downsides to this move. It DOES hit high, making you vulnerable if they duck, and also makes it unreliable against tech-crouch moves, even if you get the auto-GI. Speaking of the auto-GI, it’s a little random. Sometimes, you’ll get the counter hit as well, sometimes you won. And as far as I can tell, the auto-GI doesn’t give you any noticable advantage. This move isn’t that hot on normal hit either, but it’s a bit of a gamble move anyways. In addition, the tech-crouch window is a bit iffy. In general, this is to be used in anticipation of fast pokes, not on reaction unless you charge it a little.

Finally, while you can charge it, you don’t want to do so all the way. It does knock down, but you don’t even get a combo afterwards, and you get raped on block. Charge it a little is good to go under high attacks more reliably, but learn how late you can delay it before it becomes unsafe.

3B+K:B
I call this Lawnmower, and I happen to be the fucking Lawnmower master. Seriously, I’ve landed this on some of the best players in the US, and more than once at that. While that didn’t really affect the outcome of those matches , this move is good to use IF you can apply it.

It’s best to think of this as a PT with a longer tech-crouch window but without the ability to sidestep. It does more damage than PT, thanks to the butt-easy just frame (seriously, you can mash it), and is fairly safe on block (pretty bad disadvantage, though). Also, Asta takes a small step back.

If this move were just a few frames faster, and if the tech crouch window started sooner, it would be a lot easier to use. As it stands, though, you can use it in a lot of the same places as PT4, especially with RG.

WS A
The evasive properties for this move are iffy, it hits high, and it could have better range. That being said, it’s pretty fast, covers a wide arc, and gives you advantage on block. I use this to start pressure strings, as it leaves them pretty close to you, albeit it off-axis, so 66B isn’t a good idea. Mix in stuff like throws, 6B+K, 4K, Bullrush, PT, etc.

WS K
Could be better, as it can’t go under highs worth shit, but it stuns on counter hit. You can combo to 22B or the canned A followup, as both do roughly the same damage (22B on reaction, canned A in anticipation).

BT B+K
On paper, this move kinda sucks, especially on block, and it has shit range. That being said, it stuns on counter hit, and is your only decent BT attack, so throw it out randomly to make them a little more cautious. Uhm, that’s about it.

Jumping A
Asta’s jumping A is great. 7A is very good against characters with slightly shorter reach, which is most of the girls actually, as you can hit them at just the tip of their AA range, and the jump backwards will make them whiff. It’s also great for ring outs, does decent damage, and is pretty safe. 8A is decent too, but I almost always do 7A. Note that with 9A, you have to hold G first and do it from blocking, as 9A is a different move.

Jumping B
This is good against throws, lows, and when 7A would whiff 'cause it hits high. Unlike 8A, though, 8B and [G]9B are very good, as they ring out from a pretty crazy distance.

While-landing A
It hits low, so you can use it if it’ll kill them. That’s about it, though.

While-landing B
This is good for post-jump punishment, and…well, yeah.

While-landing K
This is probably his best all-around WL attack, as it knocks down and hits low. It can ring out too, although they have to be pretty close to the edge.

2A+G_B+G
Asta’s crouch throws are actually pretty important against passive ducking. The startup is pretty fast (it’s supposedly 15 frames, but it seems faster), and the active window for the throw is actually quite large. This means you can dash up, do a crouch throw, and they can duck into right into it. While they can be broken, they have to guess A or B and both look exactly the same. On top of that, they do pretty good damage (70, to be exact).

3A+G_B+G
Called the Bunny Hop, this would be good if it was faster and/or was a tech-jump right off the bat. If you anticipate a low, you can go for it. Otherwise, they’re purely for show.

DAMN!!!

Damn Zig!!! once again I must say you seem to know what your talking about. I use Asta every now and then, but mainly agaist X. I had no idea he was that good. I gonna try put put all that to good use. I have a few questions though.

-After 6+b on counter hit I use the stun to do 2(A+B) or 2(B+K). now I’m aware that the ground throws are breakable so I was wondering if you you can use 4+B. and can you break the stun. I’m not sure if it’s a breakable stun or not.

-Are his crouch throws any good? If you mentioned this already then I’m sorry, but there were alot of words and I may have overlooked it.

-What are the matchups for Astaroth?

I was also wondering if you can give some advice for Cassie. I rely alot on followups. some of them are.
-A+B,7k
-3B,236B
-66K,236B
-66B+G,22B+K
and a few other ones. My bad if there kinda scruby, but I’m still in the process of learning her. If they’re bad then help me out.

If you can help me out I’d appreciate it. BTW can I get some matchups for Ivy, Taki, Voldo, Asta, and Cassie. It’d be nice. :slight_smile:

http://www.fortunecross.com/soulcalibur/diagram.html

They also have some videos. Sorry if this has been posted, I am trying to find time to read this whole thread.

lol, wtf was that? I wouldn’t trust any ranking chart from Japan, considering how they don’t even play the game much anymore, and they don’t use console. That chart’s fuckin weird too, as it’s not even in order. wtf?

snakedizzle-Just about all of your questions are covered in my posts.

After CH 6B, ground throw is crappy. You want either 22B, or 22[K], 22B. The stun is not escapable, but the timing for the ground throws are such that they can probably escape it if you’re off by just a little.

NOTE: I have not touched this game except on a casual (read: it’s on the XBox and I’m between games of beer pong) level in ages

Why is it every Japanese chart has Mitsu, Night, and Ivy at the top and Cass at the bottom!?! I don’t see how Cass could be that low. Eh, I’m sure Zig can comment if he feels like saying something other than “This chart is bunk!” :stuck_out_tongue:

It’s not just bunk, it’s whack dawg.

Werd to yo motha.

DAMN!!!

for the first use 3B istead of 7K, a little less damage in exchange for better postioning. 7K you literally fly away from your opponent
second and third are standard, that’s good :slight_smile:
4th, you should do 44B+K or 3A+B for the most damage. 44B+K requires just a little buffering, while 3A+B requires a step forward before the 3A+B, so both hits of 3A+B connect
The 3A+B will require some practice, so don’t worry if it doesn’t seem all that easy

Where are some match videos? I have only found one combo video, are there any more?

sc.relaxism.com

That site is really good… I’ve been looking for something like that… Thanks… anybody here from Greensboro by chance… ? :cool:

Whoa, that is one helluva site! Thanks alot! :smiley:

Also alot of people post matches here, sometimes that dont get uploaded on relaxism.

Click me

All right I barely find these post after i have been looking for some Soul Calibur people to exchange things with…damn that sux, anyway top tier would surely be Taki, Voldo,Ivy,Yoshi
But for sure I would rate Ivy because she is my right hand person because of the distance control she had, its pretty hard to beat once she gets that momenum.

Ho!
Zig, SlicedBread and others from sc.com here, hi guys :smiley:

Taki, Top Tier???

Taki, top tier???:confused: I mean I use her cause she’s fun, but when it comes down to it when I want to beat a serious opponent then I use Ivy or other “top tier” characters. Explain why you think shes top tier. She’s got no range, like the worst recovery time and I think she was just made to humiliate scrubs. No one falls for her shit unless if they dont know her or lol, if they’re a scrubby lil’ noobie. I would have to agree when you say that Ivy, Voldo and Yoshi are top, but you forgot Cassandra and I hate to say it, X. I highly doubt that Taki is top, but then again a character doesnt need to top tier to win, look at Talim and Nighty. Dont’ get me wrong I love Taki, but I can name so many reasons why she aint top tier.:slight_smile:

By the way people, Bring this Thread back to life. I think Its the only SC thread on SRK so keep it alive.:lol:

Taki IS top. You havent been Possesion Rushed, havent you? Ultra fast, great mixups and wakeup.

Possession Rush

EXC

Yoshi is top, Voldo no, even with instant blind stance.

Xianghua is probably best in game. (As well as easiest character.)

Yeah, Taki may be fast, but her recovery time sucks, and X’s shit comes out faster. She has trouble against characters who are fast and have good range.

As for possession rush yeah its good, but a few quick pokes from X or other fast characters can stop it.

Well it may be a challenge, but yes you can make Voldo seem top tier, but I know what you mean.

As for X, best in the game, lol, I doubt it. Shes top tier, but Ivy is much better and not to mention X’s weaknesses against one of the scrubiest characters in the game, I’m talking about Kilik. X is top tier, but its hard to win against anyone who knows how to space with the right characters.

However she is by FAR the easiest character in the game and a character that easy shouldnt’ be that good and cant be perfect.:lol:

Taki is upper mid-tier, for sure. EXC is amazing. She would be top tier, if she didn’t have to work so hard for so little damage.

X is not weak against Killik, nor is Killik a scrub character.

As for outspacing X… good luck. She’s pretty much one of (if not the) best spacing characters in the game. The only reason she’s been going down is that everyone whored her to no end, so all moderate to high level players are extremely used to her stuff.

Eh, SC2 is pretty much dead these days anyways, which is a shame. It’s a broke-as-hell game, but it’s still loads of fun (unless you play Yunsung).

Zig: I know your list (of competent Cervy players) was made before Evo, but for the sake of completeness: SOOOOOWWWWWWWWWWWNEMESIS!

3rd place at Evo is no laughing matter (although apparently the finals were?).

Lol…you would think. She’s close enough to perfection for me.

bows down before the mighty 22B

snake-Taki’s recovery sucks? Hah, I wish. Her safety is sooooo bullshit.

b4k4-SOW IS DA MAN!!! Although, damn, Semi was busting out some crazy shit with Cervy too, in casuals.