Pyrrha has good attacks, but I find myself constantly wishing I could get more knockdowns and ring-outs. Most of her attacks tend to leave people standing, with either a slight advantage/disadvantage. So, you’re constantly in a guessing game with little time to think.
Hi there! I could not seem to find an actual Soul Calibur section of these forums (scratches head) so I figured I would just post this in here. I have seen alot of Ezios online and not one of them seems to grasp even a tiny bit of how he works. I suppose it’s just the nature of the beast.
Anyways, I made this little guide so that some newbies can get the hang of Ezio 101. For the record, I see alot of his philosophy being similar to that of my beloved Setsuka (moment of silence). I refuse to play as Corporate Setsuka (or Alpha Patrsaoloslkdas, if you care about the stupid name) and have switched over to Ezio.
Anyways, here is some stuff that I have found:
Ezio possess a whole arsenal of head games and mixups on someone during their recovery. Do not just randomly throw this stuff out at close range. This guide is for keeping someone down, but it’s your job to get them there. The same can be said of his various moves coming out of crouch and so on. Go to practice mode and learn that stuff yourself.
Up close, you want to use his lows as a means to simply confuse your opponent while you trap them in a series of devastating high/mid mixups. If your opponent decides to retreat away, do not bother attempting to follow. You want them to retreat so that you can enrage them with Ezios ranged game.
**Ranged Game: **
Really, you should just annoy them with standard-issue crossbow shenanigans:
6+A+B= Straight shot
2+A+B= Low shot.
6+A+B, 2+B (8+B), B =Straight shot, Roll, Low shot.
(The roll is perfect because it does not need to be followed up with the additional B for a low shot. This allows Ezio plenty of time to assess things and punish accordingly. )
If you are feeling feisty, you can pursue a fleeing opponent using the range on his 6,6+B, 4,4+B and 8,8+A (2,2+A) to close the distance. These moves are quite safe from a distance, but get the hang of cancelling out of 66B and 88A(22A) if the first hit is whiffed/blocked. The second hit of each leaves Ezio wide open.
If you really have a read on your opponent: 6,6+A+B will guard break and put Ezio right up in their face, but it is the least safe of all his options since it can be easily ducked/punished. If it lands, you can follow up with 6,6+B,B–>A+B+K for a whopping 100+ damage!
Low Game:
(Remember, these are mostly used as a means to confuse your opponent)
1+A is an ideal but inconsistent low because that resets them back on the ground. Be wary of the odd hitbox though, as it can whiff if used to early or against certain recoveries.
1,1+K (7,7+K) is a sweeping kick that is great for resetting an opponent back to the ground as they try to roll away. The move is decidedly versatile and (unlike 1+A) rarely whiffs. Unlike 1+A, it does not reset them back to the ground if they stand up Instead, it simply trips them for a quick second. This allows you a variety of mixups similar to his post guard break punishes (read below).
2+K is a fast poke which is best suited for putting Ezio into crouching state. Most likely, the opponent will quickly rise after you hit them with this. Use this for additional mixups when other cheese begins to fail.
K–>6+K is a fast activating low with alot of recovery. It is also a good taunt. Much like 2+K, it will likely cause your opponent to rise, sometimes almost immediately.
High/Mid game.
The two foundations of his basic mixup game are A+B (Up+B/Down+B) and 7,7+B (1,1+B). Learn to get the hang of the timing and range on both of these, for they are extremely punishable if they whiff. You aim is to get your opponent to block these.
A+B (Up+B/Down+B)
Puts Ezio in very close, sidesteps around them, and recovers in crouching state .
You always want to follow up with a roll, because A+B is not safe on its own.
If they get antsy and try to punish, the roll will dodge, allowing Ezio a free punish.
If they get defensive and block, the roll will sidestep, allowing for a juicy throw or mixup. This move is perfect for keeping constant pressure on an off balance opponent.
7,7+B (1,1+B)
Leaping attack that causes a guard break, and leads to totally abusive mixup
-If they block high, it opens them up for a throw/low attack.
-If they block low, it opens them up for the following punishes:
(Most of these do 80-110+ damage)
4,4+B,Full Synchronization
1+B,B,B,Full Synchronization
4,4+A,1+B,B,B,Full Synchronization
B,B–>A+B+K
1+B+B+B,B,B–>A+B+K
6,6+B,B–>A+B+K
1+K,6+B–>A+B+K
1+K,4+K,6+B–>A+B+K (very difficult link, 110+ damage)
Hi there! I could not seem to find an actual Soul Calibur section of these forums (scratches head) so I figured I would just post this in here. I have seen alot of Ezios online and not one of them seems to grasp even a tiny bit of how he works. I suppose it’s just the nature of the beast.
Anyways, I made this little guide so that some newbies can get the hang of Ezio 101. For the record, I see alot of his philosophy being similar to that of my beloved Setsuka (moment of silence). I refuse to play as Corporate Setsuka (or Alpha Patrsaoloslkdas, if you care about the stupid name) and have switched over to Ezio.
Anyways, here is some stuff that I have found:
Ezio possess a whole arsenal of head games and mixups on someone during their recovery. Do not just randomly throw this stuff out at close range. This guide is for keeping someone down, but it’s your job to get them there. The same can be said of his various moves coming out of crouch and so on. Go to practice mode and learn that stuff yourself.
Up close, you want to use his lows as a means to simply confuse your opponent while you trap them in a series of devastating high/mid mixups. If your opponent decides to retreat away, do not bother attempting to follow. You want them to retreat so that you can enrage them with Ezios ranged game.
**Ranged Game: **
Really, you should just annoy them with standard-issue crossbow shenanigans:
6+A+B= Straight shot
2+A+B= Low shot.
6+A+B, 2+B (8+B), B =Straight shot, Roll, Low shot.
(The roll is perfect because it does not need to be followed up with the additional B for a low shot. This allows Ezio plenty of time to assess things and punish accordingly. )
If you are feeling feisty, you can pursue a fleeing opponent using the range on his 6,6+B, 4,4+B and 8,8+A (2,2+A) to close the distance. These moves are quite safe from a distance, but get the hang of cancelling out of 66B and 88A(22A) if the first hit is whiffed/blocked. The second hit of each leaves Ezio wide open.
If you really have a read on your opponent: 6,6+A+B will guard break and put Ezio right up in their face, but it is the least safe of all his options since it can be easily ducked/punished. If it lands, you can follow up with 6,6+B,B–>A+B+K for a whopping 100+ damage!
Low Game:
(Remember, these are mostly used as a means to confuse your opponent)
1+A is an ideal but inconsistent low because that resets them back on the ground. Be wary of the odd hitbox though, as it can whiff if used to early or against certain recoveries.
1,1+K (7,7+K) is a sweeping kick that is great for resetting an opponent back to the ground as they try to roll away. The move is decidedly versatile and (unlike 1+A) rarely whiffs. Unlike 1+A, it does not reset them back to the ground if they stand up Instead, it simply trips them for a quick second. This allows you a variety of mixups similar to his post guard break punishes (read below).
2+K is a fast poke which is best suited for putting Ezio into crouching state. Most likely, the opponent will quickly rise after you hit them with this. Use this for additional mixups when other cheese begins to fail.
K–>6+K is a fast activating low with alot of recovery. It is also a good taunt. Much like 2+K, it will likely cause your opponent to rise, sometimes almost immediately.
High/Mid game.
The two foundations of his basic mixup game are A+B (Up+B/Down+B) and 7,7+B (1,1+B). Learn to get the hang of the timing and range on both of these, for they are extremely punishable if they whiff. You aim is to get your opponent to block these.
A+B (Up+B/Down+B)
Puts Ezio in very close, sidesteps around them, and recovers in crouching state .
You always want to follow up with a roll, because A+B is not safe on its own.
If they get antsy and try to punish, the roll will dodge, allowing Ezio a free punish.
If they get defensive and block, the roll will sidestep, allowing for a juicy throw or mixup. This move is perfect for keeping constant pressure on an off balance opponent.
7,7+B (1,1+B)
Leaping attack that causes a guard break, and leads to totally abusive mixup
-If they block high, it opens them up for a throw/low attack.
-If they block low, it opens them up for the following punishes:
(Most of these do 80-110+ damage)
4,4+B,Full Synchronization
1+B,B,B,Full Synchronization
4,4+A,1+B,B,B,Full Synchronization
B,B–>A+B+K
1+B+B+B,B,B–>A+B+K
6,6+B,B–>A+B+K
1+K,6+B–>A+B+K
1+K,4+K,6+B–>A+B+K (very difficult link, 110+ damage)
Glad to see that there was a story somewhere behind Pat’s ability to fight like Setsuka. No matter how ridiculous it is lmao
Keep in mind that supers arent as fast as they look. The “Superflash” isnt the start of the move. A lot of the times you wont notice that the opponents super got stuffed(which still makes them lose their meter).
PS3. Used to have a 360.
So much unexplained stuff in this game.
Why did Tira stop aging?
What happened to Kilik?
When did Xiba get Kali-Yuga?
What the hell happened to Zasalamel? Did he just decide to sit this one out?
Does Raph not know he’s dead?
Does Amy ever get her memories back?
Why can ZWEI even summon that wolf?
I thought Viola and Leixia were supposed to be important?
Kilik is an edge master now. Thats the only question I can answer you. And zasalamel NEEDS to be in this he was a cool character.
And the all important “If Raph is a vampire and looking for Amy…and if Amy really is Viola and hanging out with ZWEI, where is the awesome Vampire vs Werewolf fight!?” question that’s been burning in my mind as of late. Way to not cash in on the new Underworld movie Bamco! lol
Some super’s are really really good, and make you scared to punish buttons and do a ton of damage are pretty safe and you can combo into it…
Pyrra and hilde come to mine… Once they get bar if your not holding block eat a super. Sometime they get stuffed but not to often. If you have a good super you never have to worry about being low tier that’s for sure.
I hate the 26 frame startup on command throw supers
I ADORE Nightmare’s super. It GIs everything except throws and other supers (although, I did GI Sigfried’s super last night, so IDK for 100%)
This has been THE INVINCIBLE SWORDSMAN saying:
I’m gonna do some testing with Night’s super today. See exactly what it can/can’t GI.
Another question:
Nightmare is Raphael? If you customize Nightmare, his model is the same as Raphael. They even have the same voice actor.
Malfested.
Probably just retired and became a hermit.
If that doesn’t seem obvious from Kilik or Xianghua, I don’t know what to say.
Okay, these are headscratchers, but probably the cause of gameplay and story segregation, and rushed story.
Oh for fucks sake, yeah she has the same VA, drill hair, and amnesia. That’s certainly more a possible red herring than OH SHE’S AMY.
There’s no fun in it if it were that obvious.
Good shit, but you double posted.
evil grin…shouldn’t that be Constantinople?
I got bored
^^ nice
years ago when I first heard about CaC in SC3 I abhored the idea, but some pretty hilarious stuff has come out of it
Anyway I’m a career Yoshi main in the SC series, and sticking with him. I might delve into whatever-the-girl-who-replaced-Xianghua’s name is, and Natsu as well.
If anyone wants to play some games, my XBL GT is EXjohn
So far, I noticed a lot of Natsu’s, Mitsurugi’s, Nightmare’s, and Sigfried’s on a lot of the top 25 leaderboards on XBL.
I’ve seen 1 Z.E.W.I player on the top 20 via Tournament ladder, and 1 Voldo player in the same ladder.
But, I do have to agree that the 4 characters mention above seem very high tier at the moment.
The last time I played Soul Calibur was SC1 in the arcade. Nightmare was my boy back then, so of course I picked him up in SC5, only to find that he’s really really good. Huge damage, amazing range, breaks guard really well, moves fast, and has great throw range. Long term, I think Nightmare is going to turn into a zoning/block and punish type of character because a lot of his moves start up so slow, but right now you can win a surprising number of matches just staying outside of their reach and attacking a lot.
I’m thinking of picking up a secondary, because if someone with fast attacks gets in on Nighty he has no real options other than block and look for an opening to throw or 4KK. Someone like Patroklos, Pyrrha, or Omega Pyrrha seems like they would cover his bad matchups pretty well. I’m also intrigued by Hilde, though she seems like a lower damage Nightmare with more combos to make up for not having huge single hits.
What’s the word on SCV?
We have SC2 crack sessions like once a month around here. Is V worth buying? I heard the online is pretty good.
scv is def worth getting