Soulcalibur VI/Sophitia

From SuperCombo Wiki

Introduction

Sophitia is a simple and fundamentals based character, with a focus on whiff and block punishment. She has wide range of LH moves for lots of situations that let her punish opponents who over reach in their game play very easily and one of the strongest i14 punishes in the game with 236B. She has fast movement which helps to position her to whiff punish and avoid problematic situations very easily. Her strong aGI options and plethora of moves that Tech Crouch allow you to steal turns when pushing your offense or interrupting your opponents. She has only two stances, but both require some good execution to be able to utilize them and they are crucial to her basic combos and punishment game plan, making her a execution heavy character. Her offense is very simple having no string or stance mixups that are real, which leads to very low damage offense on hit until you get back into whiff and block punishes or okizeme. In short, Sophie is a hard to play character that has a lot of good tools for every situation. Her gameplan is simple, yet hard to execute, and requires you to really understand the fighting games and SoulCalibur fundamentally to excel.


Strengths Weaknesses
  • Good move list with variety of LH's for almost all situations
  • Fast movement ideal for getting whiff punishes and avoiding offensive pressure
  • Strong aGi moves and lots of TC built into her move set helps disrupt opponents offense
  • Very good whiff and block punishment
  • High execution required for most combos and situations
  • Simple offensive pressure limits offensive capability
  • Big understanding and memorization of the games frame data for optimal punishment
  • Requires good understanding of your own and opponents move list to play effectively
Sophitia
#SCVI_SOP
SCVI Sophitia Face.jpg
Sophitia was a simple baker's daughter when Hephaestus, the god of forging and masonry, transformed her into a holy warrior, and bestowed upon her a mission to destroy Soul Edge. When she confronted the owner of the weapon, Cervantes, she was able to destroy one of the sword's two halves. However, her success came at a price. As she destroyed the sword, its shards pierced her body, causing near-fatal wounds.

Key Moves

Angel Step (236)

AS Sc B.png B - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
14 30 -20 -6 KND 2%
+6 damage on exact timing. Tech Crouch[4-22]
AS on hit Sc B.pngSc 4.png B4 - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
14 30,15 - KND KND -
+10 dmg on exact timing. Normal Hit Combo
AS Sc B.pngSc B.png BB - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
14 30,15 - KND KND -
+5 damage on exact timing. Normal Hit Combo

Outstanding punishment tool, and probably why you're playing the characer. Lightning fast, good damage without the followup, and great damage with oki (236B4) or wall splat/ringout (236BB) on successful followup. Be aware that it's very unsafe on block, so if you're not sure, test the situation with BB (also i14) first. Rule of thumb, AS B will punish almost every true low.

AS Sc K.png K - Attack Level: Sc H.png
Impact Damage Block Hit Counter Guard Burst
16 20 -6 KND KND 9%
Sc LH.png versus H attacks except Sc TH.png

Very easy lethal hit after ducking a high attack. 236K (LH), 236B4 is an easy combo to punish reckless highs. Also inflicts good guard damage, and is safe on block.

Angelic Retribution/Seraphim Castigation
236A+B
AS Sc A.pngSc +.pngSc B.png A+B - Attack Level: Sc M.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
16 14,18 -6 2 2 4%
Tech Crouch[4-11]. Tech Jump[17-68]. Tech Crouch [70-92]
SC AS Sc A.pngSc +.pngSc B.png A+B - Attack Level: Sc M.pngSc M.pngSc SM.png
Impact Damage Block Hit Counter Guard Burst
16 14,18,19 2 KND KND 10%
Normal Hit Combo. Sc BA.png

Outside of soul charge, 236A+B is a strong, safe tech crouch attack if you're in AS but don't want to commit to 236B. The range of both attacks is longer than you would think. Inside of soul charge, 236A+B is an oppressive break attack that can leave your opponent too scared to push any buttons as it racks up guard damage quickly. When in soul charge, this would be the best move in your kit, except the third hit can be RI'd. Use with caution against opponents that pass the knowledge check.

Twin Angel Step (236236 or 2366)

Seraphim Blade/Seraphim Echo
TAS AA/TAS AB
TAS Sc A.png A - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
18 18 -14 -4 KND 1%
Tech Crouch[3-33]
TAS Sc A.pngSc A.png AA - Attack Level: Sc M.pngSc L.png
Impact Damage Block Hit Counter Guard Burst
18 18,18 -12 6 STN 2%
Tech Crouch[0-RC]
TAS Sc A.pngSc B.png AB - Attack Level: Sc M.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
20 18,35 4 KND KND 12%
Sc BA.png. Sc LH.png on impact counter

Not a can opener! TAS A is a long range sidestep punishing tool that leads into a fake mixup (it's possible to guard both ways with 2G, G). Use TAS A to escape opponents committing to the fuzzy guard. TAS AA will catch anyone mashing after TAS A, but is mildly unsafe on block (-12). Followup TAS AA with 6K on hit for a frame trap, and with 236B on counterhit for a combo. TAS AB can ringout, and puts you at +4 on block. TAS AB is weak to mashing and stepping after the first hit.

TAS Sc B.png B - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
16 35 -14 STN STN 9%
Sc LH.png versus whiffed horizontals (except kicks)
TAS Sc B.pngSc 4.png B4 - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
16 35,21 - KND KND -
+7 damage on exact timing.
TAS Sc B.pngSc B.png BB - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
16 35,14 - KND KND -
+7 damage on exact timing

Your goto long range whiff punishment tool, with the same followup attacks as 236B. It's also key in Sophitia's most optimal combo routes (such as 66B, wrB+K, TAS B, TAS B; 75 damage) so be sure to practice. If you're having trouble, 66A+B, 22BAK, and 236AA are common launcher followups that trade damage for ease of execution and okizeme.

A

Sc A.pngSc A.png AA - Attack Level: Sc H.pngSc H.png
Impact Damage Block Hit Counter Guard Burst
12 8,10 -8 2 2 2%
Normal Hit Combo

Sophie's fastest move, and acts as a safe poke, step catcher, and short range pressure. -8 on block means you can buffer a GI to catch anything from i10-18 as a risky but broad tool to steal your turn back.

Sc 2.pngSc A.png 2A - Attack Level: Sc SL.png
Impact Damage Block Hit Counter Guard Burst
12 10 -6 6 6 1%
Tech Crouch[8-RC]

Sophie's fastest move. TC means it's a great get off me tool when under pressure, and leads into 6K frametraps on hit if the opponent doesn't respect the end of their turn, or 66A+G if they do.

Sc 3.pngSc A.png 3A - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
18 22 -14 -2 -2 1%
Tech Crouch[9-35]

Fantastic step catcher. Tech crouches, and does enough damage in a single hit to crush Nightmare's armor moves. Despite being -14 on block, the pushback renders the move safe when used at maximum range.

Sc 6.pngSc A.png 6A - Attack Level: Sc H.png
Impact Damage Block Hit Counter Guard Burst
22 12 -8 0 0 1%
Sc GI.png[6-16] vs Sc L.png attacks. Tech Crouch[6-14]
Sc 6.pngSc A.pngSc A.png 6AA - Attack Level: Sc H.pngSc L.png
Impact Damage Block Hit Counter Guard Burst
22 12,18 -10 -2 -2 2%
Normal Hit Combo. Tech Crouch[6-14]
Sc 6.pngSc A.pngSc A.pngSc 6.png 6AA6 - Attack Level: Sc H.pngSc L.png
Impact Damage Block Hit Counter Guard Burst
22 12,18 -2 6 6 2%
Normal Hit Combo. Tech Crouch[6-14]. Sc SS.png into AS

Great tool for turn stealing between the tech crouch and low GI frames. Safe on block against most of the cast, and can only really be punished with an i10 AA. You can steal turns by transitioning into AS B or AS A+B as a high risk option. The former is still a very fast i16 including the frame disadvantage, and the latter is effectively i18 with tech crouch that's safe on block.

Sc 33.pngSc 5.pngSc 66.pngSc 5.pngSc 99.pngSc A.png (3)_(6)_(9)A - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
18 20 -12 6 6 4%
Tech Crouch[6-20]

One of your best approaching tools. Reasonably fast, tech crouches from frame 6 onwards, good range, and spins the opponent 120 degrees to the left. On hit, larger characters can then be grabbed for a right side grab if they block in response. +6 on hit sets you up for a 6K frametrap if they don't respect your turn. Not safe on block, but the reward is much greater than the risk - the worst that will happen to you is an AA, and only if they have an i12 attack in the first place.

B

Sc B.pngSc B.png BB - Attack Level: Sc M.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
14 12,14 -8 2 2 2%
Normal Hit Combo

Sophie's best poke on average. Fast, decent damage, beats tech crouch attacks. -8 on block means you can buffer a GI to catch anything from i10-18 as a risky but broad tool to steal your turn back.

Sc 4.pngSc B.png 4B - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
18 20 -2 4 4 2%
Forces crouch on opponent

Outstanding poke. Good reach, hits grounded foes, and forces a blocking opponent to crouch. Excellent and safe mid option in oki. Combined with only being -2 on block, following up with a fast mid or special low like BB or 2A will catch a lot of players out as they accidentally try to take their turn with a slow WR attack. Alternately, since most wr attacks are mids, you can steal their turn with a well timed 6A+B or 3A+B. Notably, 4B no longer breaks guards.

Sc 6.pngSc B.png 6B - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
20 14 -10 -2 4 2%
Sc GI.png [ M verticals 8-15]. Tech Crouch[8-26]
Sc 6.pngSc B.pngSc B.png 6BB - Attack Level: Sc M.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
20 14,16 -8 4 4 6%
Normal Hit Combo

Great tool for turn stealing between the tech crouch and mid GI frames. Safe on block, and natural combos. You can also transition to 6BA making it a risky move to attempt to sidestep.

Sc 6.pngSc B.pngSc A.png 6BA - Attack Level: Sc M.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
20 14,24 -12 10 210 2%
Opponent is BT on hit

If the horizontal attack counterhits, 2BK is a guaranteed lethal hit.

Sc 33.pngSc 5.pngSc 66.pngSc 5.pngSc 99.pngSc B.png (3)_(6)_(9)B - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
23 26 -3 LNC LNC 9%

A launcher with great range, safe on block, hits grounded opponents, and works as an approach tool. Inflicts good guard damage (9%), and 66B,66A+B is a simple combo that gives oki. Mixing up 66B with 66A+G on oki is a simple and effective gameplan, as both effectively reset the situation.

Sc 22.pngSc 5.pngSc 88.pngSc B.pngSc A.pngSc K.png (2)_(8)BAK - Attack Level: Sc M.pngSc H.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
14 20,7,20 -60 KND KND 0%
Tech Jump[1-42]. Tech Crouch[45-56]

Your bread and butter move after a successful sidestep. On hit, you get oki with your opponent right next to you. If you have trouble buffering the 66 motion for a 66B/66A+G mixup on wakeup, 4B/1K is easier and safer. Very minus on whiff, but you can vary the timing of the jump by changing how many attacks you perform while atill aerial.

K

Sc K.pngSc K.png KK - Attack Level: Sc H.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
12 14,10 -6 2 2 2%
Normal Hit Combo

Sophie's fastest move. Does slightly more damage than AA, so try to use this when punishing moves that are -12. Be aware that the 2nd hit can be GI'd if the first hit is blocked.

Sc 6.pngSc K.png 6K - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
16 20 -6 6 KND 2%

Your main frame trapping move. Anytime you're at +6 or better, 6K will catch any button into a knockdown. Your most damaging followup is 44B+K. Safe on block, but it's weak to stepping. If you're expecting the sidestep, you can replace 6K with 1K to get the knockdown on run counter, but be aware it's four frames slower.

Sc 3.pngSc K.png 3K - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
13 14 -7 3 3 2%

Fast short range option that hits grounded opponents. Safe on block, and a great option against foes that like to roll on the ground. Guaranteed following A+G[2] except against Sophitia, Tira, and Talim. RE safe, and recovers fast enough to sidestep and punish with 22B+K (LH), 66B or 22BAK into oki.

Sc 2.pngSc K.png 2K - Attack Level: Sc L.png
Impact Damage Block Hit Counter Guard Burst
16 12 -14 -4 -4 1%
Tech Crouch[11-RC]

Sophie's fastest true low. Similar to 2A, except you're trading worse frame data for a better hit location (low versus special low).

Sc 1.pngSc K.png 1K - Attack Level: Sc L.png
Impact Damage Block Hit Counter Guard Burst
20 18 -14 -2 KND 1%
16 damage and -6 on tip hit
Sc 1.pngSc KK.png 1(K) - Attack Level: Sc L.png
Impact Damage Block Hit Counter Guard Burst
36 30 -6 KND KND 4%
Sc LH.png after opponent misses a Sc GI.png

One of the best lows in the game. Good oki tool for catching side rolls, knockdowns in counterhit, and the 1K/1[K] mix post GI is one of the best in the game. In particular, 1K will knockdown on counterhit to catch sidesteps, and 1[K] will LH against GIs and is RE safe enough to punish with 22B+K (LH), 66B or 22BAK into oki.

Sc 4.pngSc K.png 4K - Attack Level: Sc H.png
Impact Damage Block Hit Counter Guard Burst
14 20 -2 8 8 1%
Tech Crouch[4-10]

Fast short range poke that grants massive frame advantage on hit. 66A+G is a guaranteed followup, although the timing is tight. Other notable followup options include 6K and 1K for potential counterhit knockdowns. Not a bad option to throw out if you're expecting an AA while minus, since it has a short tech crouch window.

Multi

Sc 4.pngSc A.pngSc +.pngSc B.png 4A+B - Attack Level: Sc M.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
18 14,16 -6 KND KND 9%
Sc LH.png versus whiffed throws Tech Crouch[9-20]

The Swiss army knife. Safe on block, multiple hits to beat most armor moves, long active window, hits on the ground, easy knockdowns, long tech crouch window, and lethal hits on a failed grab attempt. Use it when you're plus to fish for easy oki, use it when you're minus to discourage throws. An easy LH combo is 4A+B (LH), 3B, 236AA into oki. If you're not sure what button to push, this is usually a good one.

Sc 6.pngSc B.pngSc +.pngSc K.png 6B+K - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
18 26 -6 2 KND 9%
Tech Crouch[8-31]

4A+B's slightly less good cousin. You're trading slightly less damage, multiple hits, hitting grounded opponents, and knockdown on normal hit for longer range, longer tech crouch, and the ability to crush Nightmare's armor moves that run over 4A+B. You can also use it in situations where you'd use 6K if you're expecting the backstep since it still knocks down on counterhit, but your best guaranteed followup is 4B.

El Fortune/El Fortune (synergy)
6A+B/3A+B
Sc 6.pngSc A.pngSc +.pngSc B.png 6A+B - Attack Level:
Impact Damage Block Hit Counter Guard Burst
4 - - - - -
Sc GI.png [4-12] vs mids
Sc 3.pngSc A.pngSc +.pngSc B.png 3A+B - Attack Level: Sc SM.png
Impact Damage Block Hit Counter Guard Burst
4 40 - KND - -
attack comes out on successful GI Sc GI.png [4-14] vs mids

Strong auto-GI option against string heavy characters like Raphael. Learn to recognise when you parry a vertical for the 6A+BAK natural combo. If you're having trouble, 3A+B covers all the same situations for a guaranteed 40 damage.

Sc 22.pngSc 5.pngSc 88.pngSc 5.pngSc 11.pngSc 5.pngSc 44.pngSc 5.pngSc 77.pngSc B.pngSc +.pngSc K.png (2)_(8)_(1)_(4)_(7)B+K - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
26 34 -6 LNC LNC 15%
Can also be done as 44B+K. Sc LH.png when whiff punish

Your scarier, safer, but slower punish for a sidestepped vertical, and one of your key lethal hits. 66B is guaranteed on lethal hit. It's also one of the best options after a successful 6K counterhit, but you'll need to input the move as 44B+K or it won't come out in time.

Throws

Sc 33.pngSc 5.pngSc 66.pngSc 5.pngSc 99.pngSc A.pngSc +.pngSc G.png (3)_(6)_(9)A+G - Attack Level: Sc H.png
Impact Damage Block Hit Counter Guard Burst
18 55 KND KND KND -
Sc TH.png Sc LH.png after 4+ successfull guard impacts

Sophie's main mixup is mid/throw, and this is your most important throw. Good damage, leads into oki, and can lethal hit later in the match. 1K followup is guaranteed on LH. Since it's a command grab, you're at +6 if it gets broken. Use this window to set up a frame trap with 6K, 1K (if you expect a sidestep), or 6B+K (if you expect a backstep).

Broken Promise
RIGHT SIDE THROW A+G
RIGHT SIDE THROW Sc A.pngSc +.pngSc G.png A+G - Attack Level: Sc H.png
Impact Damage Block Hit Counter Guard Burst
18 70 KND KND KND -
Sc TH.png

Highest damage throw option. You can set this up with 66A against larger characters, but it's an all round good option if you're on the correct side after stepping a vertical.

SCVI Navigation

General
Controls & Notation
HUD
Glossary
System
Stages
Resources
Characters
2B
Amy
Astaroth
Azwel
Cassandra
Cervantes
Geralt
Groh
Haohmaru
Hilde
Hwang
Ivy
Kilik
Maxi
Mitsurugi
Nightmare
Raphael
Seong Mi-na
Setsuka
Siegfried
Sophitia
Taki
Talim
Tira
Voldo
Xianghua
Yoshimitsu
Zasalamel
Inferno