Soulcalibur VI/Talim/Introduction: Difference between revisions

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== Introduction ==
== Introduction ==
The West's attempt at colonizing the islands of Southeast Asia brought with it conflict. In the mountainous region of one particular island was a small village called the Village of the Wind Deity. Talim was born into the family of a shaman, and was raised as the Last Priestess of the Winds in accordance with their family's beliefs. One day, a foreigner brought to the village a fragment of metal—a fragment of Soul Edge itself.
Talim returns to SCVI after not having been seen since SCIV and brings with her reworked stances while keeping most of her original moves as well as some added new ones. The difference to her stances in this game is that they do not automatically jump on an empty transition. This rework is powerful because it allows her to be more confusing with her options and be safer from punishment as well as removing the Wind Leap stance and replacing it with Wind Fury. She is able to boast about her many fast attacks to check the opponent at close range and explosive damage on her counter hits and whiff punishers. Her strongest trait is her okizeme, since she has the ability to wake up the opponent into guaranteed stance or backturn mixups at the end of her main combo enders. While not having any real aGI's to punish the opponent for being predictable in their attack, she has the strongest RE cancel in the game allowing her to avoid whiff punishment with her stances at the cost of a little meter. Talim also has many moves that are able to jump lows or duck highs while still attacking to make use of her own disadvantage. Her Wind Sault stance is also able to jump some horizontal or thrusting mids with a solid timing since her hurtbox isn't immune during this animation. Her evasion tools are hard to use but very fun and rewarding.

Revision as of 13:19, 10 August 2021

Introduction

Talim returns to SCVI after not having been seen since SCIV and brings with her reworked stances while keeping most of her original moves as well as some added new ones. The difference to her stances in this game is that they do not automatically jump on an empty transition. This rework is powerful because it allows her to be more confusing with her options and be safer from punishment as well as removing the Wind Leap stance and replacing it with Wind Fury. She is able to boast about her many fast attacks to check the opponent at close range and explosive damage on her counter hits and whiff punishers. Her strongest trait is her okizeme, since she has the ability to wake up the opponent into guaranteed stance or backturn mixups at the end of her main combo enders. While not having any real aGI's to punish the opponent for being predictable in their attack, she has the strongest RE cancel in the game allowing her to avoid whiff punishment with her stances at the cost of a little meter. Talim also has many moves that are able to jump lows or duck highs while still attacking to make use of her own disadvantage. Her Wind Sault stance is also able to jump some horizontal or thrusting mids with a solid timing since her hurtbox isn't immune during this animation. Her evasion tools are hard to use but very fun and rewarding.