Soulcalibur VI/Talim

From SuperCombo Wiki

Introduction

Talim excels up close with fast, string-based attacks, solid guard pressure, and explosive damage on Counter-hits and whiff punishes. She's also very evasive, letting her steal turns by ducking highs or jumping lows, (sometimes even jumping mids), during some of her attacks.

Talim is able to use any one of her Wind Stances (Wind Sault, Wind Charmer, & Wind Fury) after certain attacks, giving more options for mixups, (especially in Soul Charge), and ways to dodge punishment. She can spend some meter to go into stances during RE as well, giving her arguably the best defensive tool in the game. Her strongest trait is her okizeme, as her best combos leave opponents in range for guaranteed stance or backturned mixups.

In a recent patch, she also received the Wind Bearer mechanic that upgrades three of her main moves by making them safer to use and also heal her.

Strengths Weaknesses
  • Excels at confusing the opponent with delayable strings and stances.
  • Strong mix-up game.
  • Many fast attacks with high counter hit damage on a few of them.
  • Many tech crouching and tech jumping attacks including her CE.
  • Strongest RE cancel in the game.
  • CE has a cancel that allows her to unleash it as an option in neutral for a free mixup and is safe on block.
  • Powerful okizeme that can vortex into itself.
  • High damage whiff punishment including her Panay Hurricane move from Wind Fury stance.
  • Stubby pokes, many characters can space her without having to be very far away.
  • Easy to telegraph her movements which can spell big trouble for Talim.
  • Punishable on block for many main moves.
  • Hard to approach safely without relying on highs.
  • Below average sideways and backwards movement
  • Only aGI, idle Wind Fury, designed to protect her rather than punish the opponent.

Unique Mechanic

Talim has a few unique mechanics such as her unique CE, RE cancel, and Wind Bearer mode. Her CE is a three hit string that either activates the main animation on the first hit or third hit if the first was whiffed, blocked, or connected to an airborne opponent. When the latter happens Talim can cancel the third hit into any of her main three stances; Wind Charmer, Wind Sault, and Wind Fury. She can convert the cancel into ring out conversions from upon landing the attack on an airborne opponent or mix-ups on block. Her CE is also a horizontal mid with tech jumping properties which sets it apart from standard CE's at the cost of being a few frames slower on startup and doing lower than average damage.

While other characters can cancel their RE, Talim is able to cancel into any of her three main stances which is more unique than the cancels that are just attacks. However, hers is the only one that costs meter to use. She can even use it after getting parried by a GI and avoid the lethal hit punish of the enemy's A+B which would be guaranteed otherwise.

Wind Bearer can be activated a few different ways such as cancelling WNF A, WNF B+K.A, using movement during an RE clash, finishing CE animation, a successful parry from idle Wind Fury, idling in Wind Fury for a set period of time, or simply being in soul charge. It upgrades the following moves: 22A, 66A. and 66B. 22A becomes safer to use and the stance transitions are more evasive in more situations. 66A gets improved range and is also safer on block. 66B replaces its high property with special mid, allowing her a safe approach option that cannot whiff on a crouching opponent but still being blockable standing or crouching. All three moves also heal her a tiny amount when used. While not in soul charge, she loses Wind Bearer any time she becomes grounded and does not carry into the next round.

Full strategy guide coming soon.

Talim
#SCVI_TLM
SCVI Talim Face.jpg
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 immediately sensed how dangerous it was and vowed to return the shard to where it belonged. However, her fellow villagers were against her decision, because it would result in the Last Priestess of the Winds losing her innocence. As such, Talim felt she had to prove herself to those around her.

Key Moves

A

Sc A.pngSc A.png AA - Attack Level: Sc H.pngSc H.png
Impact Damage Block Hit Counter Guard Burst
12 8,1 -8 2 2 3%

i12 high, high string that can be extended into AAB, AABB, or AABA.


Sc 6.pngSc A.png 6A - Attack Level: Sc H.png
Impact Damage Block Hit Counter Guard Burst
18 18 -10 2 2 1%

i18 high that can be mixed up with 6AB, 6AK, and 6AA


Sc A.pngSc 6.png A6 - Attack Level: Sc H.pngSc H.png
Impact Damage Block Hit Counter Guard Burst
16 10,12 0 6 6 3%
Tech Jump[13-?]

i16 high with great frame properties on hit and block, good for closing the distance from midrange.


Sc 33.pngSc 5.pngSc 66.pngSc 5.pngSc 99.pngSc A.png (3)_(6)_(9)A - Attack Level: Sc H.pngSc H.png
Impact Damage Block Hit Counter Guard Burst
16 10,16 -8 2 2 3%

i16 high meant for closing the distance and safe on block. Can be used as a stance transition.


Sc 3.pngSc A.png 3A - Attack Level: Sc M.pngSc M.pngSc M.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
22 6,5,5,4 2 KND KND 5%
Ends in BT

Horizontal mid that puts her into backturn position for a combo on hit and mixup on block


Sc 22.pngSc 5.pngSc 88.pngSc A.png (2)_(8)A - Attack Level: Sc M.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
18 16,22 -14 KND KND 5%
Tech Crouch[4-?]. Tech Jump[near the end]

horizontal mid that tech crouches after a sidestep, very good at catching many options the opponent can do but it unsafe on block. Also her most reliable high damage wall combo starter. Can be used as a stance transition.

B

Sc B.pngSc B.png BB - Attack Level: Sc M.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
14 10,14 -6 4 4 4%
Normal Hit Combo

i14 vertical poke with decent range


Sc 6.pngSc B.pngSc K.png 6BK - Attack Level: Sc M.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
18 20,23 2 12 12 9%
Normal Hit Combo. Jails, forces crouch on block

i18 mid that jails into being plus on block in backturn and also massively plus on hit.


Sc 4.pngSc B.png 4B - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
14 12 -16 0 STN 2%
Tech Crouch[6-8]

i14 counter hit tool that can deal massive damage on counter hit and convert into a reverse ringout with 3B. However it is unsafe on block and must be used wisely. Can be extended with 4BA or 4BB. The A in 4BA is cancellable for safety with 4BaG.


Sc 2.pngSc B.png 2B - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
16 22 -2 12 12 2%
Ends in BT

fast poke that transitions to back turned. Very safe on block and very plus on hit.


Sc 11.pngSc 5.pngSc 44.pngSc 5.pngSc 77.pngSc B.png (1)_(4)_(7)B - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
26 28 -14 6 6 9%
Sc LH.png. Tech Jump. Forces crouch, ends in BT

Decent ranged mid with a LH after a low whiffs. Unsafe but forces the opponent to crouch on block and can be used as a stance transition. Not a bad tool to close distance.

K

Sc K.png K - Attack Level: Sc H.png
Impact Damage Block Hit Counter Guard Burst
12 12 -8 0 0 1%
Can Cancel with G

High horizontal i12 with more reach than AA


Sc 1.pngSc K.png 1K - Attack Level: Sc L.png
Impact Damage Block Hit Counter Guard Burst
18 16 -14 0 0 1%

Easily her best low, unreactable horizontal attack that leaves her 0 on hit.


Sc 6.pngSc K.png 6K - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
12 20 -14 8 8 2%
Tech Crouch[8-12]

i12 mid vertical kick that has tech crouch properties and can wall splat for good damage. One of her greatest punishment tools.


Sc 3.pngSc K.png 3K - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
14 16 -6 4 4 1%
horizontal

i14 horizontal mid kick that is safe on block.

Simultaneous Press

Sc 1.pngSc A.pngSc +.pngSc B.png 1A+B - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
18 24 -12 KND LNC 9%
Sc LH.png. Tech Crouch frame 6-18

Her fastest tech crouch, combos on normal hit and launches on CH and has a useful LH condition. Unsafe on block.

Strongest Stance Transitions

Sc 33.pngSc 5.pngSc 66.pngSc 5.pngSc 99.pngSc A.pngSc +.pngSc B.pngSc 2.pngSc 5.pngSc 8.png (3)_(6)_(9)A+B2_8 - Attack Level: Sc M.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
28 16,20 4 LNC LNC 9%
Tech Crouch[14-18]. Sc SS.png into WNormal Hit Combo

The only stance transition that jails into a mixup on block while still being +4, often used as a meaty after some knockdowns.


Sc A.pngSc A.pngSc B.pngSc A.pngSc 2.pngSc 5.pngSc 8.png AABA2_8 - Attack Level: Sc H.pngSc H.pngSc M.pngSc H.png
Impact Damage Block Hit Counter Guard Burst
12 8,10,14,16 4 8 8 6%
Sc SS.png into WNormal Hit Combo(+14 only if last hit is CH entering stance)

One of her +4 stance transitions, the final hit of this string can be crouched or GI'd to avoid the stance mixup.


Sc 6.pngSc A.pngSc A.pngSc 2.pngSc 5.pngSc 8.png 6AA2_8 - Attack Level: Sc H.pngSc H.png
Impact Damage Block Hit Counter Guard Burst
18 18,24 4 KND KND 3%
Sc SS.png into WNormal Hit Combo

One of her +4 stance transitions, the second hit of this string can be ducked or GI'd to avoid the stance mixup.


Sc 6.pngSc B.pngSc BB.pngSc 2.pngSc 5.pngSc 8.png 6B(B)2_8 - Attack Level: Sc M.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
18 20,30 4 KND KND 15%
Sc BA.png. Sc SS.png into WNormal Hit Combo

One of her +4 stance transitions, the second hit can be stepped to avoid the stance mixup(even if the first hit connected)

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