Soul Calibur 3 Tier List

No.

Tiers -

TOP

  • X/Soph (Both are fucked up in their own ways, but slight edge goes to X because of retarded half life tech roll/get up traps. If you stay grounded, kiss a chunk goodbye. Either way youre fucked. Oh and best evade in game)
  • Ivy
  • Cass

UPPER-MID

  • Asta
  • Taki
  • Lynette (Discipline Tambourine)
  • Mitsu
  • Strife (Discipline Iron Sword)
  • Hwang (Discipline Chinese Blade[?]) ***I always get Chinese Sword and Blade confused.

MID

  • Setsuka *** (wildcard for bottom of upper mid)
  • Kilik
  • Maxi

It gets blurry at this point but rock bottom are Talim and Rock.

Some notes though for the 2 most debated chars. Zasalamel is mid. He truly is a one-trick pony. 66BB/K mixup isnt as godly as people make it out to be. Duck everytime, take the K. If your low on life, well shit, thats what you get for getting that low on life in the first place. BB is good. B+K is easily stepped and you must have good anticipation to use it properly. His 2A is ok at best. 4AB isnt that good. Once you know the animation, its not a problem at all. With X, i launch, get my damage, and get half life wakes. His lows are eh. Guys punishable on alot of his shit. (Specially with X) If he kept his move from the demo (44B i think, where he backdashes and pushes out his scythe. Hit mid, incredible range, knocked down and RO’d) then yes he would a great candidate for top.

Setsuka. I remember when people were convinced she was top. Hah. And when i went to the New Mexico tourney, people were convinced she was top (MF-Voldo and Krayzie-CD were the two who were the most convinced) because i had streaks with her against almost everyone at the tourney. (Most being 37 wins.) Sad thing is, she is NOT top. Her main weakness? Her lows. Or lack of them. Sure, 11A CH gives a 67 dmg combo, 1A+B knocksdown for 62 dmg combo,
1AAA does good dmg and ROs, and 11K is safe, but 11A has slow startup and is unsafe (my comp down here will launch me upon seeing startup, or theyll backdash out if it), 1AAA has shitty range and has slow startup, (people complain the JF to it is hard, but i find it super easy) and 1A+B is TOO SLOW and linear. The only good one is 11K and the range of that is worse than 1A, but its the low other than 2K worth really using.

Her other glaring weakness is being too linear. Play against a char with good evades and this becomes disgustingly apparent, not to mention a steep uphill battle. 33B is too linear. Great speed though. What kinda disgusts me is being a Setsuka player, what other Setsuka players do for a followup on 33B CH. BB? Another 33B? Yeesh. It pains me to witness it live in NM and current Setsuka vids. 66BA can be blocked, ducked and punished on reaction. Its NOT a good move to get in with. 33A and A+K cancels are much better. aB is a good whiff punisher since its fast and the range is good, but if your opponent is off axis, kiss your ass goodbye. bA is great as well for tech traps and SS’ers, but if its blocked, peace out. She can space well, (66A and 44AB) but it isnt enough to save her. The glitch throw is the only thing that keeps her as a wildcard for bottom of upper mid. If it didnt exist, she would be plunked DEAD in mid tier. Dont get me wrong, she has her good shit (BT resets, throw resets, high dmg off CH, A+K resets) but her weaknesses are what kill her.

And yes, those are bonus chars in the upper mid list. Short summaries since im kinda tired… Lynette has ridiculous + frames on hit and block. Most of the time if you think you can hit her, shell probably launch for you good damage. She has good wakeup, good evades, and great ringout ability. Strife because of his tech traps and what he gets them off of. If he knocks you down, stay down to take the hit. The thing is, even thats risky because if he hits you with a certain move, it sets up for ANOTHER tech trap situation. If you roll, you get fucked over. In short, if he knocks you down, 90% of the time he will hit you, no matter what. I dont think i need to explain Hwang.

Yunsung?? what 'bout him!?

Yeong Seongs mid.

I play Zas so allow me a minute to tell you how it is.

Zas is Upper-Mid

A mixup doesnt just consist of the 66B and either the B or the K.

I’ll 66B, watch you duck, 33B your ass then 4A+B you out the air … then get you ready for some serious wakeup

BB is great. It even has horizontal tracking.

Thats why you have to place it properly. You bait them with a bunch of quick hits until they try to standing A or 2A you, which is in most cases is each characters fastest moves. B+K’s gi-window is at least 2 or 3 times larger than regular gi.

His 2A stops Xianghua’s 66A+B

It’s a natural combo that ring outs from 3 to 4 characters away

You really dont have a clue. 1K, 2K, 1B, 1A, 2B+K and 11K are all low parlor tricks that you should know like the back of your hand.

And yes his 44B from the demo would make him a beast in a half. His 1AA was also fast as shit. I still play the demo every now and then to imagine how beasty he would be.

No.

You gotta be shitting me. Just who the fuck is going to sit there if the second hit of 66B doesnt come out and allow themselves to get launched? Thats EASY to see coming.

I didnt say it wasnt. Its probably the best thing is his set.

2A? No it doesnt, not consistantly anyway. You have no idea how many people me and my friend Agustin pissed off in New Mexico when Zas and Ivy bandwagoners tried to 2A to stop it. (Then again, 66A+B gets around Zas and Ivys 2A much easier than other chars 2As) In New Mexico, tieTYT also tried to stop Agustin from using 66A+B with 2A, but had no success. Agustin was the only person to beat tieTYT in the tournament. I would gladly take a 2A to attempt a 66A+B or a cancel. B+K must be used with good anticipation. If it whiffs, peace out.

What? 4AB? Like i said before, once you know the animation, its not a prob anymore. Same with 3AB. Block it, get your damage.

Yeah they are parlor tricks. Only 2 of them are good. The others are either slow or punishable.

I kinda thought Nightmare would be mid(or uppermid) since he has the best ringout game in SC3 and some decent setups to get into his ringout game.

He loves egypt…

unless the scene evloved tremendously since we quit, im going to stick with my post.

Tops are: X, Sophie and Cassy.

Mitsu, Ivy, Cervy, Zas, Taki

Setsuka, Astaroth, Nightmare, Maxi, Kilik, Yoshi, Siegfried, Lizardman, Yunsung, Raphael

Talim, Tira, Rock

Yun got better, talim a little nerfed, Night and Sieg are now completely different and changed from the past, the sisters owns for free [best punishers in the game] and Xiang is still beasting [where the hell namco got the idea to give cassy and X low throws!], Yoshi is kinda different and weaker than sc2, Taki is a cheap ass bitch, Ivy is still strong but much harder to use, all the slow chars like Asta has now a better pressure games on grounded opponent, some wakeups are scary and techtraps are the salt of this game. Rock is dead, Tira is just horrible.

That’s how i see the list for now, it’s gonna change sooo many times cuz the game is still young and the worst shit is far to be discovered [mitsu 88B vc is probably just the tip of the iceberg]. Still those tier lists doesn’t mean shit to me so yeah…

:encore:

a little!!!

people made up rumors that the arcade version might give her back 2_8B+K :lol:

It really fucking sucks that she doesn’t have that move anymore. It was pretty much her most reliable way to close gaps. Come to think of it, she really has nothing that helps her get in close anymore…which is obviously the only distance she can work at.

Funny story: As we all know, Talim pretty much suffers agianst most characters that can cover distance better than she can. I friend of mine was using Mina (and fucking demolishing me, seeing as I was still trying to put my finger on what they did to change her.)

Somewhere along the line, I discovered that her basic A-> A two hit is alot faster than before…and is pretty much faster than all of Mina’s standing attacks. Guess how I was finally able to beat him.

Raph beats Nightmare with 22B, yo. ^.^

Give Mistu back KB2:wgrin: , then he would go up a a notch. Aside from just being a punk, the tier listings for some of you guys looks decent, at least the majority of us agree that the Sisters/X are pretty much the beasting characters within the game. Although I wouldn’t know where to place Mistu, I have to admit even w/out kb2 anymore, 88B is very good.

I’m damn sure that in a year or two all the tiers will be all mixed around. I don’t agree with most of them.

I honestly don’t see what so many people see in Zas: He’s mind numbingly easy to predict which I guess balances out his high attack power. He walks pretty damn fast, which is good, seeing as you’ll need to run away with him alot. The only character I think has aworse up close game than he does is…astaroth…whom of which has the worst up close capabilities in the game.

A friend of mine has been practicing with Tira: Let me tell you right now, she’s annoying as fuck in the hands of someone who knows her.

Why did this game really die?

Post-GI VC and the other VC’s (like Mitsu’s) make perfect sense to me, with the exception of Zasa’s rethrow infinite. I would think that it would make the game much better, not much worse.

I keep hearing that the game was broken and stuff needing to be banned, and then eventually dying for some reason. What actually made it happen?

From what I gather too many changes were made the PAL version (2nd game release) with the Jap version improving on it a bit more. The final nail in the coffin (for you yanks) was the release of AE addition which is nothing like the US version. I was more akin to the PAL and Jap versions.

Ah, I see. That sounds pretty backwards compared to the usual order of things (arcade -> console). That’s a shame. Thanks for the info.

I remember reading some of the PAL version changes and they seemed to be major balance changes (Xiang 66A+B no longer G cancelable, Mitsu 88B can no longer VC, etc) which is pretty lame IMO. Only thing clearly “wrong” with the US version that I can see is Zasa’s rethrow VC infinite. I don’t really consider any of the other “stuff” that big of a deal. :expressionless:

Ah well. Again, thanks for the FYI.

Setsuka could also do a vc throw infinite, and it’s still breakable in both cases. I like Setsuka’s VC the best as it has some huge follow ups no matter where you are on the screen! Oh setsuka you were so cool and then arcade came out and fixed VCs and I didn’t know how to play anymore.

Real reason? It didn’t come out in arcades.

If it came out in arcades first, people would be raving about how much VC adds to the game, then they’d bitch when it was taken out in the console versions.

I’ll point you to KOFXI, CvS2, etc for precedence.

That is a crock of shit, RC didnt break CvS2 it actually saved it. And both the DC and PS2 version had rc in it.

SC3 died simply because it wasnt a very good game.

Doesn’t VC’ing it really fast make it difficult to break? Or is it still easy to break just from mashing?

You’re right though, I suppose a breakable re-throw isn’t as big of a deal as a free combo off a VC throw. Hmm… although the thrower would probably be trying to VC right after the initial throw which would VC the tech recovery if they just mashed 2 a few more times per rep, so the person being thrown would also have to be mashing out a VC while trying to tech in order to avoid getting re-thrown anyway.

Sucks they “fixed” this stuff with the reversions.