gcubedude
Smash Apprentice
- Joined
- Aug 15, 2009
- Messages
- 83
A new challenger approaches! From Fire Emblem, it’s Sothe!
Click the image for a video of Sothe in action
Intro
Sothe first appeared in Fire Emblem: Path of Radiance as a minor character. When Ike and co. set sail early on, Sothe stows away on the ship, but is caught. He explains to Ike that he’s searching for someone important to him (this turns out to be Micaiah). Ike allows him to stay in exchange for working with Ike. In-game, he’s a second Thief, but unlike your other one, Volke, he can’t promote to an Assassin, limiting his usability.
In Radiant Dawn, Sothe appears early on as the most skilled member of the Dawn Brigade. He helps Micaiah to free Daein from Begnion’s control. At the end of the game, if Sothe and Micaiah have an A Rank support, they’ll get married. In this game, he starts out as a Rogue and promotes near the end of the game into a Whisper. Upon promotion, he gains the skill Bane, which leaves enemies with 1 HP when it hits.
In this moveset, if a move name has an asterisk by it, you can click on that name to see a short clip from an in-game cutscene showing what the move looks like. Additionally, I use the word tech-chase throughout this set. If you don’t know what a tech-chase is, read this Smash Wiki article.
Stats
Weight: 6/10
Being a rogue, he wears light clothing, so he’s about medium weight
Jump: 6/10
His first jump is just a tad above average.
Air Jump: 4/10
His second jump is just below average.
Walk Speed: 6/10
He walks pretty fast…
Run Speed: 8/10
…and can run even faster, at about Sheik’s speed.
Midair Mobility: 3/10
He can’t move very well in midair, though.
Float: 2/10
He also falls very quickly.
Traction: 7/10
Sothe doesn’t slide around that much.
Size: Tall and medium
He’s about the same size as Snake, except a bit thinner.
Special Mechanic: Cloak and Dagger
Being a rogue, Sothe prefers that his opponent not see him as he attacks them. He can handle a straightforward fight pretty well, but he can do so much more to an opponent whose back is turned to him.
In Brawl, a lot of his Playstyle revolves around attacking enemies from behind. This is obviously a lot easier in a free-for-all than in a one-on-one, but Sothe has a few tricks up his (nonexistent) sleeves. If he does hit an enemy in the back, his attack may have an additional effect, which may be a simple pump, or it may change entirely.
Specials
Neutral Special: Knife Throw
A fairly simple attack, Sothe quickly tosses his knife forward. It deals 7% with flinching knockback if it hits. The knife is pretty small, about the size of Mario’s Fireball, and it travels high, so most characters can crouch under it. It travels indefinitely at the same speed as Falco’s Blaster, only stopping if it hits a shield, character, or wall. This moves isn’t spammable, as it takes Sothe about half a second to pull another knife out of his pocket.
If a knife hits an opponent in the back, they’ll take massive hitstun as they fall to their knees, then to the ground, the knife stuck in their back. During this whole time, they can take damage as usual, but don’t move at all until they’ve finished the animation. They also cannot be grabbed while falling. This gives Sothe an opportunity to run up and attack the falling enemy from behind, and it sets up a tech-chase after they hit the ground.
Side Special: Quick Step
Sothe bends his knees and lowers himself, then dashes left or right 1 Battlefield platform length. This has about half a second of startup lag, during which the player can move the control stick to change Sothe’s direction. It takes Sothe .2 second to travel the distance, and although he receives full damage from any attack that hits him, only a move that deals 15% or more damage will make him flinch. Also, during this time, if the control stick is held either left or right, Sothe will exit the move facing that direction.
If B is held while Sothe is moving forward*, he will attempt to grab an opponent at the end of this move. This has the same lag as his dashing grab (read: not very much), and provides a good alternative to a regular dashing grab.
If B is held while moving backwards*, Sothe will instead throw a knife forward* before facing the direction on the control stick. This knife has the same properties as his Neutral Special, but deals a weakened 5%.
If this is used in midair, Sothe will instantly move in the designated direction, but won’t attack and will enter freefall afterwards.
*Note that “forward” and “backward” are relative to Sothe’s starting position, meaning that if Sothe is facing right when this move is used, right is forward and left is backwards.
Up Special: Wired Knife
Sothe quickly pulls a knife out of his pocket and tosses it upward, automatically aiming it at either the closet opponent or ledge. This knife has a special wire attached that’s hard to see but is very tough. The primary use of this move is to act as Sothe’s sole recovery option, as it’ll aim for a ledge first, even if an enemy is closer. However, it does make a decent anti-air option if used on the ground.
The knife deals 6% with minor flinching knockback if it hits an enemy. If B was simply pressed, then nothing else will happen, and Sothe will pull his knife back with minimal end lag, returning it to his pocket. However, if B was held as the knife struck the enemy, Sothe will instead pull them down to him, instantly getting them in a grab. Furthermore, if this should strike an enemy in their back, they’ll take massive hitstun, just like in Sothe’s Neutral B, and enter freefall afterwards. This can allow Sothe to gimp some opponents, but it’s very hard to hit a recovering opponent in the back with this attack. Maybe if you could throw them off the edge yourself…
Down Special: Into the Shadows
By pressing Down B, Sothe…does nothing. If Down B is held, however, Sothe will crouch down, similar to his Side Special, and hold this stance as long as B is held. When B is released, Sothe will stand up as he slowly begins to disappear, turning invisible as he blends in with the shadows. This isn’t perfect, however; every 2 seconds or so, he’ll flash back into existence for a brief moment, allowing an attentive opponent to spot him.
Sothe remains invisible for the amount of time this move is charged times three, so 1 second of charge will give him 3 seconds of invisibility. While invisible, he can do anything he can normally, and he takes damage and knockback as usual. He loses his invisibility early if he is either hit by an attack (flinching or not) or hits someone with an attack. During this time, however, any knife that he throws will be invisible as well, allowing for a safe sneak attack.
Grabs and Throws
Grab: Standard Grab
Sothe reaches out with one hand to grab the enemy by their collar. Nothing special, just average range and lag on both ends.
Pummel: Knee
Sothe simply punches the held enemy in the stomach for 2%. This is about the same speed as Ganon’s pummel.
Forward Throw: Stab and Kick
Sothe stabs his knife into his opponent’s stomach, then pulls it out and kicks them forward simultaneously. This deals 8% and puts the opponent in a prone position 1 stage builder block in front of Sothe, allowing for a possible tech-chase with Sothe’s Side Special.
Backwards Throw: Back Stab
Sothe pulls the held enemy behind him and stabs his knife into their back, dealing them 9% and dropping them as if they had been hit by a Neutral B in their back. They fall right behind Sothe, setting them up perfectly for a tech-chase.
Up Throw: Backflip Kick*
Sothe stabs his knife into his opponent’s chest/stomach area, letting go as they stumble backwards, hand near the knife stuck in them. Sothe runs forward and does a backflip kick off of them, pulling the knife out at the same time. This deals 11% and sends the opponent sliding along the ground a total of 1.5 stage builder blocks. Control of Sothe is regained while he’s in midair, allowing you to angle your fall so that you either pursue the enemy or retreat away from them.
Down Throw: Spin Around
Sothe simply spins the opponent around, making them face away from him. This does no damage, but sets up some mindgame potentials. Your best choice after this is to regrab them from behind (which does make a difference: see below), but your opponent can spotdodge this. You can also simply attack them, since they’re still so close to you, but this can be shielded. Mix up what you follow this with to confuse your opponent.
Grabs and Throws From Behind
Grab: Chokehold
Sothe’s grab game changes a lot depending on whether he grabs his opponent from the front or back. When grabbing from behind, Sothe gets them in a chokehold much like Snake’s grab, holding his knife aimed at their throat. Enemies grabbed like this have 1.5x the regular grab resistance.
Pummel: Knife Stab
Sothe sticks his knife into his captured enemy’s neck, dealing 4%. This is the same speed as his regular pummel, but with the increased damage and grab resistance, you can use this more times before the enemy escapes.
Forward Throw: Flip Throw
Sothe flips over the held enemy, holding them by their shoulders. As he lands, he throws his opponent upward and forward with decent knockback. This deals 7% and leaves the opponent in the air with their back to Sothe. This deals more stun if the opponent has high damage; after about 125%, it’s possible to follow this with an Up Special, potentially gimping an opponent if they’re thrown off stage.
Backwards Throw: Slam n’ Slice
Sothe hooks his arm around his enemy’s throat and flips them over his body, bouncing them off the ground behind him. As they bounce upward, he slices vertically with his knife, sending them upward and away with knockback that can kill around 168%. The whole throw deals 11%, with the knife potentially hitting other opponents for 5%. Like the forward throw, this can set up a gimp with Sothe’s Up Special.
Up Throw: Spine Shredder
Sothe momentarily lets go of his enemy, backs up, and brings his knife upward through the opponent’s back. This deals 12% with upward knockback that will KO at 154%. This is Sothe’s best KO throw and his second-best at damage, beaten only by…
Down Throw: Throat Slit
Sothe slits his enemy’s throat, then lets them drop to the ground. This deals a whopping 15% and instantly puts the opponent on the ground at Sothe’s feet, perfectly set up for a tech-chase.
Standards
Neutral Combo: Knife Combo
Sothe backhands with his left hand, dealing 3% with short range but virtually no startup lag. He then cuts horizontally with his knife for another 3% and slightly longer range. The final hit involves him stabbing forward with the knife, dealing 5% and poor forward knockback (11% total).
If the first two hits strike an opponent in the back, even if they shield, the third hit becomes a grab hitbox. Sothe grabs the opponent in a chokehold, pauses, and stabs his knife into their chest, dealing 8% and putting them in the same falling state as Sothe’s Neutral Special. The pause between the grab and the stab is about .6 seconds, and enemies only suffer half the usual grab resistance during this time, so a quick player could button mash out of this. Of course, like a regular grab, this difficulty increases with damage.
Forward Tilt: Rushing Stab
Sothe lowers himself, looking like he’s about to use his Side Special. After the same startup lag passes, he dashes forward half a Battlefield platform, holding his knife with the point forward. This has a constant hitbox in front of Sothe that deals 8% with upward-forward knockback. If this hits an enemy during the dash, they’ll only take poor knockback, but there is a sweetspot in the blade right as Sothe stops that can KO opponents around 210%. Sothe suffers some end lag afterwards, so this move can be punished if shielded.
If Sothe hits an enemy in the back with this attack, he’ll stab them in the back, stopping right behind them instead of continuing forward. The knockback on this move is completely removed, but instead the opponent will receive a high amount of hitstun, just enough to let Sothe grab them from behind.
Up Tilt: Light Upward Slice
Sothe slices his knife upward with minimal startup lag. This doesn’t have much range away from Sothe, but covers a high vertical area in front of him (this can be crouched), dealing 7% to anyone hit by this. The knockback is poor and sends opponents upward into the air.
This move doesn’t change if it hits an enemy in the back, but when they get knocked upward, their back will still be to Sothe, so he can hit them with his Up Special if they don’t quickly airdodge.
Down Tilt: Low Slice/Falling Slit
While crouching, Sothe slices his knife horizontally low to the ground, dealing 8% little knockback. This has the same startup lag as a Jab, but has a small amount of end lag, making it punishable if shielded. Additionally, if this move hits an opponent from behind, they’ll fall down into their prone state instantly as Sothe knocks their feet out from under them.
This move can be used on an enemy who’s in the falling animation described in Sothe’s Neutral Special. If it is, Sothe will catch their head as they fall and slit their throat with his knife. This deals 10% and instantly puts them on the ground in their prone state. At this point, you can probably guess that this can set them up for a tech-chase.
Dash Attack: Slice-Stab Combo
Sothe swings his knife horizontally as he slides to a stop, dealing 6% with little knockback and decent stun. He then stabs forward with the knife, dealing 7% with decent forward knockback. The stab pushes shielding opponents backwards about half a stage builder block, which is good, as this move has some bad end lag.
A slice in the back will deal enough stun to guarantee that the stab hits, and a stab in the back will sends opponents into the same falling-down state as the Neutral B.
Situational Attacks
Get-up Attack: Spin Kick
Sothe sweeps his legs around on both sides, dealing 5% with a small chance of tripping anyone who gets hit. This can turn the tables and put the opponent on the ground while you’re up and ready to attack.
Ledge Attack: Fast Slice
Sothe pulls himself up quickly, slicing upward as he stands up. This is similar to Sothe’s Up Tilt in terms of range and speed, and deals 5%.
Ledge Attack (high damage): Weak Cut
Sothe gets up slowly, cutting low as he stands up. This cut deals 6% with almost no knockback or stun. The range is pretty horrible too, barely hitting above the ground.
Smashes
Forward Smash: Spin-around Kick*
Sothe spins around and kicks horizontally, aiming pretty high. This can be crouched, but only by low-crouching characters like Snake and Kirby. This deals 15-20% with good knockback, killing at 146-138%. If this hits an opponent who’s in the middle of lag, this will act very similar to Mario’s Cape Special, flipping them around without dealing any knockback or flinch. This can instantly leave an opponent vulnerable from behind, but watch out; this can flip an opponent even if it hits them in the back. Combined with the small amount of end lag this move has, this could get Sothe hit by something that would’ve originally missed, so don’t use this move recklessly.
Up Smash: Spiral Slash
Sothe crouches down low to the ground as he charges this move. When released, Sothe brings the knife up and jumps, spiraling around. Sothe jumps up half a Ganondorf height, his whole bodying acting as a hitbox with slight suction. This deals multihit damage totaling 17-23% if the whole move hits. The final hit deals good knockback upward and away from Sothe, KOing around 148-142%. This move doesn’t change at all if it hits an enemy in the back.
Down Smash: 360° Sweep Kick
Sothe extends his leg outward near the ground and spins in a full circle, sweeping the floor near him. This deals 7-10% on the first hit, and 8-12% on the second hit (15-22% total). Like Toon Link’s DSmash, the first hit will knock foes into the second hit, whose upward knockback can KO around 140-132%.
If an opponent is hit in the back with either sweep, they’ll have their feet pulled out from under them and fall flat on their face. Sothe will use this time to bring his knife down into their back, dealing 10-15% and (guess what?) leaving them in a tech-chase position.
Aerials
Neutral Air: Knife Spin
Sothe curls into a ball, knife pointing out, and spins around, similar to Meta Knight’s Nair. One spin does 7% with low flinching knockback and minor stun. Pressing A repeatedly while spinning will cause Sothe to spin more. Sothe can spin as many times as you want as long as he’s in the air. For each hit after the first, the damage is reduced by 1%, and the knockback and stun is slightly reduced as well. This move has some bad landing lag, so you’ll want to stop spinning as you get closer to the ground.
Normally, this move deals so little stun that an enemy can airdodge as soon as they get hit, dodging any further hits. However, if Sothe hits an enemy in the back with this move, they’ll receive enough stun to guarantee that at least two more hits will connect, dealing up to 18%. After the third consecutive hit, the stun will be reduced to a point where they can airdodge.
Forward Air: Stiletto Stab
Sothe kicks his foot out in front of him, revealing a hidden dagger in the heel of his boot. Contact with Sothe’s leg deals 3% and minor flinching knockback, and contact with the knife deals 7% with poor knockback. This move does have a sweetspot when the knife first appears that can deal 10% with decent knockback.
This move will only change if it sweetspots an enemy in the back. If it does, and the enemy is on the ground, Sothe will drop on them, knocking them to the ground. While over the opponent like this, you can press B to twist the knife, then step off the opponent, dealing 5% and leaving them on the ground in a prone position. Pressing A will make Sothe twist the knife, but not step off, acting as a sort of “pummel” to this pseudo-grab. Pressing Z will make Sothe step off the opponent and pick them up, getting them in a grab from behind. Pressing Left or Right will make Sothe simply get off in the designated direction. Press Up to make Sothe jump off the opponent. During this whole time, the trapped enemy can escape if they properly predict what you’re going to do. If they press the same button that you do at the same time, they push Sothe off and get up instantly. This puts Sothe at the frame disadvantage, and considering how close you’ll be to your opponent, it’s pretty easy for them to attack you.
If the sweetspot hits an enemy from behind in midair, Sothe will kick off with his other foot, sending the opponent rocketing forward with a slight downward angle. The knockback on this is pretty good and, if used properly, can gimp a recovering enemy.
Backwards Air: Quick Slice
Sothe slices backwards extremely fast. This is about as quick as Ike’s Bair, but with a slightly shorter range. This deals 8% with decent knockback that KO’s around 154%. If this hits an enemy in the back, the damage simply increases to 12%, and it KO’s at 148%. Simple pump is simple.
Up Air: RANDOM FLIPKICK!
Sothe does a flipkick like a lot of other characters, dealing 7% with decent knockback and stun. Simple, right?
Wrong. Should Sothe flipkick someone in the back, this move will change. If he barely touches them in the leg, they’ll spin around and enter their footstool animation, falling a full Ganondorf height before they can do anything. If Sothe is very close to the opponent, and the kick hits them above their waist, they’ll be dragged with the kick, ending up right beneath Sothe. They’ll receive more stun if they have more damage, and at around 60%, it becomes impossible for them to dodge a follow-up Dair.
Down Air: Knife Plummet
Sothe stalls for a very short amount of time, about .2 seconds, before plummeting down and slightly forward, knife pointing at the ground. This deals 10% with good knockback, killing around 156%. Like most stall-then-falls, this has horrible landing lag, so don’t use it unless you’re about 1.5 Ganons from the ground.
If Sothe gets an enemy in the back, he’ll get on top of them like in his Fair. If he hits them while they’re in midair, he’ll catch them with his knife and bring them down with him until he hits the ground, dealing 5% in the process.
http://www.youtube.com/watch?v=AEOfO3_HCsw&t=8m29s http://www.youtube.com/watch?v=AEOfO3_HCsw&t=8m29s
As soon as B is pressed, every enemy in front of Sothe gets paralyzed as the camera zooms in on Sothe. He plays with his knife a bit, tossing it behind him before catching it with his other hand in front of him, before the screen darkens completely. Three slashes are heard, with accompanying white slash marks appearing where each enemy is. After the third slash, each enemy hit by this takes 99%.
Now here comes the fun part. After the third slash, Sothe will reappear where he originally was. At this moment, A, B, or Z will randomly appear over each enemy’s head. The buttons hang around for 2 seconds. Once they appear, Sothe needs to press the corresponding button repeatedly to perform a critical hit on the enemy. Of course, the opponent can press the button too, in an attempt to avoid the critical hit. However, Sothe receives a 50% bonus to the number of times he pressed the button, giving him a good advantage over the opponent. If Sothe wins the contest, he’ll do the critical hit seen in the video, instantly finishing them with upward knockback that will KO them, even if they have to go through walls and floors to reach the upper blast zone. If the opponent wins, Sothe will attack, but the opponent will barely dodge it automatically.
If this hits multiple opponents, a different button will appear over each enemy. This makes it very difficult to finish more than one enemy with this move. It’s best to simply focus on a single enemy and let the other two escape. Hey, at least they now have an extra 99% tacked on, so you should’ve have a hard time KOing them normally.
Playstyle
General Information
Sothe can be played like a regular Brawler, but he’s best played with one or both of the following objectives: get behind the enemy, and/or get them on the ground. Sothe’s attacks work best when he’s behind the enemy, as they all either deal more damage or can setup to guarantee that another move hits. Additionally, Sothe has a really good tech-chase game with his Side Special and high ground speed. Proper usage of Quick Step can easily win you the game.
Getting Behind the Opponent
In a 1v1, attacking an opponent from behind won’t be easy, but it is possible. The most obvious choice is to use Quick Step to dash behind an enemy, pressing B if you want to use normal attacks, or holding B to grab them. Of course, you shouldn’t use this as your only approach method, as your opponent will eventually learn to roll toward where you started Quick Step in order to avoid it. That’s when you use Quick Step to move away from the opponent, throwing a knife while you’re at it. If the opponent rolls toward you while you’re Quick Stepping backwards, they come out of the roll with their back to you and take the knife right in the back, sending them into the “falling” animation. Follow this by running up to them (don’t use Quick Step) and using Dtilt to deal some more damage and get them in a tech-chase situation (See “Tech-chasing” for follow-ups).
Another way of getting behind an enemy is to use Into the Shadows (Down Special). Charging it for even a second will get you three second of invisibility, during which you can jump over the enemy, run toward and roll around them, or simply use Quick Step to get to their backside. You can also use Into the Shadows as your opponent is in a “falling” animation. Since it takes at least 3 seconds just to get through it and get up, you can easily get 9+ seconds of invisibility, during which you can either try to get behind them as usual, or barrage them with invisible knives using Knife Throw (Neutral Special).
If your opponent is too aggressive to get behind, try using FSmash to turn them around as they attack you. Without a charge, FSmash is pretty quick, but it requires some prediction, as it’s beaten by most jabs and some Ftilts in terms of speeds. Not only that, but it’s easily punished if shielded/dodged.
Attacking from the Blind Spot
Once you get behind your opponent, you’ll be able to really inflict some damage. One of Sothe’s best options is his Neutral Combo. It will still hit if it is spotdodged, since it’s a multihit move, and it ends with a grab, so your opponent can’t shield it either. Of course, once your opponent knows what to do, it’ll be very hard for the grab attack to actually work, as they’ll know to button mash out of it.
Utilt and DSmash also make good attacks if you’re right behind an opponent. Utilt is slightly quicker, but does less damage, and its follow-up (Up Special) is easily airdodged at low percentages. A DSmash from behind not only does good damage, but can put the opponent on the ground (See “Tech-chasing” for follow-ups).
If you end up too far behind an opponent to use a melee attack, Ftilt and Knife Throw are good choices, Ftilt for mid-range and Knife Throw for long-range. Both will put the opponent in the “falling” animation, leaving them open to a free 10% from Dtilt.
Of course, you could always just grab the enemy from behind…(See “Grab game”)
Tech-chasing
Standing over a prone opponent put Sothe in a very advantageous position. If you can predict what your opponent will do, you can rack up a lot of damage easily and safely. Quick Step should be used if you think the opponent will roll to either side. If you think they’ll use a get-up attack, you can either shieldgrab them, or jump and slam them with your Dair/Fair, depending on how tall they are (Fair for tall, Dair for short). If this hits them in the back, you’ll have a chance to deal some more damage. If they’re just going to get up normally, grab them again and get them back on the ground.
Grab game
Sothe has a pretty good grab game that has some gimping potential after about 125%. For damage racking, the best throws are Up (front grab) and Down (back grab). Front UThrow leaves Sothe in midair, with the opponent stunned on the ground, so it’s not the best combo starter, but it’s good if you need to put some distance between you and the enemy. Front Fthrow is also good at getting some breathing room, while Front Bthrow can set up a tech-chase. If you really want to grab an opponent from behind, use Dthrow to spin them around and grab them from behind. Mix this up with some regular attacks, or your opponent will learn how to counter it.
From behind, Dthrow is best throw for damage dealing, in addition to setting up a tech-chase. Fthrow and Bthrow can both be used to gimp an opponent if you’re near the edge (follow it with Up Special, and watch your opponent plummet to their death), and Uthrow is the best throw for traditional KOing.
In the Air
If an enemy is close to you in the air, use Nair. Spinning a few times will keep most enemies away. If the enemy is in front of and below Sothe, use Fair or Dair, depending on their exact location. Both can deal a lot of damage if they hit the opponent in the back, and Fair can gimp pretty well if it hits them in the back in midair. Bair makes a decent attack if the enemy is behind you, although it’s slightly slower than Nair. Uair has all of the advantages of other flipkicks, but can be used as a combo starter if you hit an enemy in the back. If Uair sends them into a footstool fall, Dair can be used to get both of you to the ground, and deal a good chunk of damage. Nair can do good damage too, and it leaves you both in midair, instead of instantly putting you both on the ground. If Uair actually catches the opponent and flips them under Sothe, you can follow it with a Dair.
Finishing the Opponent
Once the opponent is at around 130%, you can finish them off. All of Sothe’s Smash attacks KO around 140%, so any of those can work, although remember that FSmash won’t do knockback if it hits an opponent who’s in lag. USmash can counter an aerial approach, while DSmash can hit enemies on either side of Sothe. As far as throws go, Back Uthrow is the best KO option, but it only works after 150%. If you’re near a ledge, a Back Fthrow or Bthrow can gimp an opponent with more than 125%. If you really want to show off, you can try to gimp a recovering opponent with Fair. Use Knife Throw to force an opponent to approach the ledge from below, then as they get close, jump off and Fair them under the ledge (or bounce them off the wall, if on a stage like Castle Siege). Sweetspotted, this can gimp around 90%, making it Sothe’s earliest KO options.
How to counter the Rouge
If you have any good ranged attacks, use them. Knife Throw is pretty quick, but it has some end lag, which makes long-range battles very difficult for Sothe. Just don’t use a laggy projectile, as Sothe can approach and use Quick Step when he’s near you, take the projectile, and still get behind you and grab you. If Sothe does get close enough and uses Quick Step, your best bet is to jump and use an aerial. Dairs are the preferred choice, but that depends on your character; a stall-then-fall Dair will usually get you shieldgrabbed. Most Nairs are good counters to Quick Step, as well as a few Bairs and Fairs.
If you don’t have any projectiles, you’ll have to simply play a very safe close-range game. Jabs and fast Tilts are your best friend, as anything laggy can easily be punished by a grab or Neutral Combo>grab. If Sothe gets behind you, either jump or roll around him to dodge his attack/grab. If you have a fast DSmash that hits both sides, like Zelda’s, you can use that instead.
If Sothe gets you on the ground, your best options are to get up normally and quickly jump, or roll to where his back is turned. Rolling behind him makes it difficult to counter with Quick Step, as he’ll either QS in the other direction, putting distance between you, or QS with your roll. Since he can’t grab someone if he QS’s backwards, he’s left to either do nothing, or throw a knife, which at point blank is easily shielded and countered.
In the air, Sothe’s attacks are very fast, but they don’t have much range or priority. Use that to your advantage to either airdodge and counter, or beat them out with longer ranged aerials.
Overall, simply stay in front of Sothe, and try to keep him at a distance if possible.
Extras
Animations
Entrance: Sothe seemingly appears out of nowhere, slightly crouched over. He straightens up as he makes a “Bring it” motion with one hand
Standing: Sothe stands with his left side toward the enemy, his right hand holding his knife backwards.
Idle 1: Sothe looks straight down, testing the ground with his feet.
Idle 2: Sothe yawns softly, but stays tense, ready for anything.
Walk: Sothe cautiously walks forward, holding his knife ready to strike
Run: Sothe crouches slightly as he runs forward, looking a bit similar to Marth’s run animation
Crouch: Sothe crouches down on one knee, holding his knife in front of him in a defensive pose.
Sleep: Sothe falls asleep standing up, head down with his knife barely dangling in his hand.
Taunts
Up Taunt: Sothe tosses his knife into the air, just above his head. It spins a few times before he catches it and swiftly returns to his standing animation
Side Taunt: Sothe does the same “Bring it” motion from his entrance animation.
Down Taunt: Sothe flips and spins his knife around his hand, showing off some amazing dexterity.
Victory Poses
Victory 1: Sothe tosses his knife in the air, making it flip a few times. He catches it and stands in the same pose as the picture at the top.
Victory 2: Sothe puts his knife away and crosses his arms, staring off-screen.
Victory 3: Sothe does a backflip like in this video.
Victory vs. Micaiah: “See? This is why you should never leave my side,” Sothe says at Micaiah, doing the same animation as Victory 1. This animation has priority over all other victory animations
Victory vs. Ike: “You were holding back, weren’t you, Commander?” Sothe says at Ike, doing the same animation as Victory 1. This animation has priority over all other victory animations except Vs. Micaiah.
Loss: Sothe claps for the winner like everyone else, his knife in the ground at his feet.
Final Comments
Ugh, magic users are so much easier to think up moves for. It wasn’t easy thinking up some of Sothe’s moves, as I didn’t want them to seem too generic, but I didn’t want every single one to have the same effect if they hit from behind. I had the most trouble with the aerials, but at least the Final Smash and specials were pretty easy.