Backdash for bar?
Im all game fam, use anybody!
First game in the series, Soul Edge, had a weapon health bar and supers.
SC1 and SC2 started 8 way run. SC2 was gkitchy and added step guard which made defense crazy good. SC2 also added Soul Charge as part of the system.
SC3 was a glitchy mess and they changed the way Guard Impact worked.
4 added supers, changed the way Guard Impacts worked (cant GI throws anymore). Also added the firsr character with stored moves, Hilde, and added character specific meters with Darth Vader.
SC5 has supers, EX moves, GI costs meter to use, 8 way running puts you in counterhit state, you had parries, and
SC6 has character specific gimmicks like Zasalamel’s time stop nonsense and all the other random system stuff they’ve added. If you didnt that Project Soul has been making a different game everytime, then you probably missed out on a couple of games. Hell, they literally add and remove things out of characters for the hell of it. Dont think there are two versions of Ivy that play the same.
Soul Calibur scene you can count on hating any new game that comes out. Shit just remembered. The best received of the newer ones was probably 4. Hilde’s salt factory was beyond epic in that scene. Smash levels of people booing Hilde players IIRC.
So…yeah. SC scene will sabotage themselvez and then scream “When’s 2”.
SoulCalibur has always been, and only has been, nothing more than Tekken’s offseason. Only this time Tekken is still going strong, so SC has even less reason to be around.
… @FlyingVe have you mastered airbending too
'Cause I was planning on more training tonight but there’s a massive windstorm going on right now and my matches have been hella inconsistent. And you just played me yesterday…
I’m not very tech savvy but storms with high winds always seem to effect things just enough for me, dunno if it’s coincidence or if there’s actually something to that. Like I’ll go 10 minutes fine and then slowdown for a bit, then it goes back to normal for several minutes. Seems like it’ll be a temporary issue at least
people get hit by slow ass overheads like uriens charged S.HK you really think they can react to a 15 frame tackle in a game with input lag? people even get hit by that from near full screen away chill lmao
2 Sims in a row at ranked, 2 matches through the server. The fuck is wrong with online today?
Just stepping in to say my reactions are trash.
I’ve seen from like closest ranges…yeah you’re not going to be able to PPP/parry input/DP buffer to reaction beat EX zonk, but from max range of the first hit of EX Zonk it does look doable. From what I’m seeing at about the max range of the first hit it seems to hit a bit later. Easy enough to be doable if you’re on point. Not like 100 percent everytime it happens, but possible enough that the Cody player can be checked.
Other reason why EX zonk is lower tier compared to other EX moves.
Because it’s 15F start up (unlike the ultra cheap 7F start up of EX tackle) it’s possible to buffer in lights to counter hit the start up of it. You could get hit, but blocking EX zonk in specific situations is bad any way so it’s not like you’re putting yourself in any more danger. If you get the jab check can confirm into bnb and get extra damage and knockdown while he wastes a bar.
Like said before, can also just V Reversal the first hit on block to get space and not deal with the plus 3. Cody not having an EX DP means he’s usually going to have EXes stored up in some matches, but also depends on matchup since certain matchups he’ll have to burn EX to not get lamed out.
It’s alright, but nothing you can’t do anything about and lower on the list of EX neutral crashers. It’s the easiest safe/plus EX dash move to move out of the effective range of any way. I’d rather deal with that than Bison, Urien, Boxer anytime.
9088 lp. Super platinum is within reach for this week.
A lot of people forget that a good part of reactions is being prepared to react to something. Anything that’s legitimately reactable, you’ll probably have to go to training mode to make sure you have the reaction practiced.
Thanks man, tryin tryin. It feels like I’m learning this char in turbo mode. Took me forever to feel like I was doing anything with Laura.
The big eye opener was watching you play the other Kolin guy and playing against him seeing how he used hail helped me understand a lot more. Still have lots to work on but the pieces are coming together.
Your Sagat is real solid. Nice high DP %. Not letting me get away with jumps and hitting cross cuts left and right. Every time I jump over a low shot reactively I know I fucked up. 
The G pick was fun too. Even getting blown up by him I can’t be mad. At least it’s a char I don’t have to worry about a reversal on. How long you been playing him?
Not to be that guy…but that is a training mode clip where i presume you are not looking for anything else.
I picked VT1 vs. my friend earlier, my friend is a pal I’ve taught how to shut down Cody VT2 heavily so I barely get to use the gimmicks. And VT1 felt really fun to use, nice versatility. I wish this VT was better, I really do.
I’ll lab it again and make a vid I think, or wait a month or two to see if 4.5 happens.
He’s not even reacting it’s just a jab buffer xd
Lol at him getting CH in one of the cuts too lmao
It definitely helps to practice those situations. I got a lot better doing that.
Sometimes I feel like Supes when it comes to reaction speeds.
Well the general idea is more of an old school mentality: which of chun’s buttons is gonna beat it. In this case if he is walling up Cody, he can throw in those jabs to stuff any potential EX Zonks used to forcefully make his way in clean.
Yeah, you can’t legitimately react to the start up. But what you can do is sort out how you can stuff it and from which distances its practical.
I used to do drills when it came to hit confirms. Can’t do 1 button hit confirms, but if I had cammy and I saw the first button hit, I was going to finish that combo free almost every time. I was going to finish it optimally too. Got to the point where I was changing st. fierce and cr.mk based on how cr.mp counterhit because I practiced it so much.
There’s a lot of stuff you can do in training mode to make your game better, we just don’t really discuss it often. 
Counter poking an unreactable move isn’t something I’d call old school it’s fundamental to having a full ground game, dashes need jab checks constantly.
Having to just guess when it comes means I have an easy time getting them through into the +3. It very rarely gets stuffed, you just don’t autopilot it’s usage in clutch moments.