Sexy Umbrella Combos
Ok, I've completed draft 1.0 of my combo list, so here goes.
All combo damage was calculated with the opponent at FULL armor meaning the number listed is the base damage. As armor breaks, the damage is scaled up accordingly. Some damage numbers may be off by 1~2 points for more complex combos due to the often unreliable hitboxes in the game.
Every combo listed is GUARANTEED versus Setsuka meaning it can't be escaped though teching or air controlling in ANY direction. SOME of Setsuka's combos are character dependent however, meaning some of the smaller hitbox characters can escape them at some point (mainly some of the A+K combos). I will try to point these out in the list.
Lastly, not every possible combos will be included within. The only combos that belong on this list are combos that contain one or more of the following: High damage combos, far ring out combos, simplistic combos with decent damage, or pure style combos.
The Comprehesive Setsuka Combo Guide!
Natural Combos:
A,A (20 damage)
6A,A (38)
1A,A (30)
1A:A;A (46)
B,B (30)
1B:B (20)
214~3_FC3B:B (30)
B+K, 61B, 11_33A+B (75)
B+K, 61B, 44_66B+K (86)
BT B+K:B (40)
44A,A (32)
66B,A (31)
22_88B,B (44)
44B,A (38)
44K,B (42)
22_88A+B,A (26)
Standard Hit Juggles:
a:gB
--> a:gB, 214~3a:B (~80)
--> 236~A+K,B, 214~3a:B (~84) Might not hit on small hitbox opponents.
3B
--> 33B (29)
--> 214~3a:B (50)
1B:B
--> 6K, A+K,B, 214~3a:B (58)
--> 214~3B:B, 214~3a:B (64)
--> 214B, A+K,B, 214~3a:B (68)
2A+B
--> 22_88A+B,A (47)
214~3_FC3A+B
--> 214~3B:B, 214~3a:B (64)
--> 214B, A+K,B, 214~3a:B (68)
214~3_FC3A+B (Max Range)
--> 33B, 6K, A+K,B, 214~3a:B (71)
--> 33B, 214~3B:B, 214~3a:B (74) Final hit must be JF to connect.
BT B+K:B
--> 33B (48)
A+K,A
--> BT K (36)
A+K,B (Jump over a low or tech crouch move)
--> 33B (32)
22_88A
--> BT 2B (31)
33B
--> 214~3a:B (50) Good ring out potential.
--> 44B+K (52)
--> bA (54)
77_11B
--> (close hit) bA, BT 2K (66~68)
--> a:gB, 214~3a:B (73)
66_99_33A+B
--> 1B:B (45)
--> 22_88A+B,A (55) Tech trap.
WR K
--> 33B (35)
--> 1B:B (41)
A+G
--> A+K,B, 214~3a:B (69) Smaller hitbox characters can escape.
214B+G
--> 2B+K (46~47)
--> 22_88A+B,A (57)
--> 214~3a:B (70)
Counter Hit Juggles:
6(A),A
--> 2B+K (43)
--> 77_11K (45)
4A
--> 214B, A+K,B, 214~3a:B (68)
--> 3B, 44B+K (70) Good ring out potential.
--> 3B, bA, 33B (83)
--> 33B, 214~3B:B, 214~3a:B (81)
--> 33B, 214~3B:B, 2A+B (95 with tech, 75 without)
--> 33B, 214~3B:B, A+K,B, 214~3a:B (115 with tech, 79 without)
--> B+K, 61B, 11_33A+B (99)
--> B+K, 61B, 44_66B+K (103)
3B
--> 44B+K (55) Good ring out potential.
--> bA (58)
214~3_FC3B:B
--> 214~3a:B (55) Final hit must be JF to connect.
wsB
--> A+K,B, 214~3a:B (63)
6K
--> A+K,B, 214~3a:B (53)
22_88A
--> BT B+K:B, 33B (~71)
11_77A
--> 22_88A+B,A (58)
--> 236~A+K,B, 214~3a:B (75)
33B
--> 6K, A+K,B, 214~3a:B (66)
--> 214~3B:B, 214~3a:B (70) Final hit must be JF to connect.
That's all for now. I will update the list regularly with your combos as I read/test them.