The 10-Hit string is not hit confirmable, this means it is not a true combo even though the training mode says it links. For max damage combos see my post here:
I'm still working on the damages and lists for RO combos, W...
Looking back at old combos...is A+B3~CR CR~BB iCR~A+B techable? I Haven't checked, iCR might make it so it's a true combo, if so voldo spam and mind games become way more fun and the juggles become more reliable.
The 5x 4A (JF), like many of the other just frame moves in Soul Calibur, must be timed with the hit, meaning that you press the next button in the command "series" (string) just as the opponent gets hit, or likewise, when the opponent would have been hit.
One way to look at and practice the...
OOFMATIC instead of a grab on 33_99B BE (GB) you should have enough time to react and do a more damaging combo, the most damaging confirmed hit (no "random" element) afterwards is to use the Bravo Encore kicks into 4B.
I've been playing Devil Jin for a while now and I've started to compile a list of combos and this is the most damage you can do:
MOST DAMAGE YOUR CAN DO WITH DJ WITH MAX AND MIN OF NEEDED METER
EWGF EWGF TLC EWGF EWGF TLC EWGF EWGF TLC EWGF EWGF TLC EWGF EWGF EWGF (EWGF)
EWGF EWGF EWGF EWGF...
This isn't particularly relivent to the combos but canceling B into guard seems to actually work as a decent back dash, especially if you can mash it very fast, makes it so you don't get hit in the face when back stepping.
Two things to keep in mind if you try this:
(1) longer the B is out, the...
(33_99B)K (the CD 1 3 version from T6)
66_99 BE (GB on Guard) 623B 623B A+B B!E!
66_99 BE (GB on Guard) 623B 623B A+B 66~44BKBK
CH (44A)B B!E!
CH (44A)B 66~44BKBK
44K (on airborne opponent), both versions
Max damage on Dampierre's CE is 135 on clean hit.
I'm wondering how the wiki is being written, is it being copied and pasted from a guide or is it being tested as well; I ask because it's taking a while to fully update and there are some errors/ gaps in the info.