tribaL
[09] Warrior
aGI = Auto Guard Impact, a move property that allows it to Guard Impact certain attacks that come into contact with it.
CH = Counter Hit
FC = Full Crouch
NH = Normal Hit
SHK = Shakeable Stun
TT = Combo is also a tech trap and will deal more if opponent tries to tech.
AS = Angel Step (236)
AS~S= Angel Step Sidestep (23652_8)
TAS = Twin Angel Step (236236)
Not all possible combos for every starter are listed here, where available easier options or one's with other beneficial properties(better wake-up, frames, position or what have you) were sometimes given. In a select few cases combos were posted to show that they in fact deal less damage.
The 236B at the end of B2: B: B: B236B will not combo on grounded opponents against: Vader, Astaroth, Voldo(Unless BT) and may additionally fail against other characters depending on range and orientation of knockdown.
Natural Combos (NC)
Natural Combos on Counter-hit (NCC)
4[A]
4[A]B_CH 4AB (Damage based on Ch 4AB starter, for 4[A]B add 6)
3B
CH 4K
BT 2K
A+B aGI
3A+B_33A+B_22A+B(Shield hit only) (Damage based on 3A+B starter, for 33A+B/22A+B subtract 1)
3A+B_33A+B_22A+B(Sword hit only) (Damage based on 3A+B starter, for 33A+B/22A+B add 6/4 respectively)
WR [A+B]
9B+K(stagger)
WR B+K_44B_11B (Damage based on 44B starter, for 11B subtract 2 and for WR B+K add 2)
A+K
22A
CH 44A
66B
33B
22B
22[B]
66K_33K (Damage based on 33K starter, for 66K add 2)
CH 44K_11K(Damage based on Ch 44K starter, for 11K subtract 2)
66A+B
CH 66B+KAB_33B+KAB_AS~S BAB (Damage based on Ch 66B+KAB starter, for AS~S BAB add 4 and for 33B+KAB subtract 2)
Run K
A+G2
TAS AA_CH 2nd hit only
TAS AA NH 2nd hit only
TAS B(TIP)
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====== Text From Original Post ======
i dont know if people will be able to read the hiragana up there, but it says "naninani", which is japanese for "yada yada".
anyways, what cha got?
66b, 02_01_08_04_07B+K hits, and sticks the opponent right into the ground in front of you; however, they can tech it and i'm not sure how dangerous it can be. if they dont tech it leaves soph in a great position for okizeme, but otherwise i dont think there are any tech catch possibilities. also you cannot hit this from 3b_04B
otherwise i still am in the habit of doing 66A+B, which yields nada, and does not hit from 03_09B or 03_06_09B+K, A,
/edited by Suirad/
CH = Counter Hit
FC = Full Crouch
NH = Normal Hit
SHK = Shakeable Stun
TT = Combo is also a tech trap and will deal more if opponent tries to tech.
AS = Angel Step (236)
AS~S= Angel Step Sidestep (23652_8)
TAS = Twin Angel Step (236236)
Not all possible combos for every starter are listed here, where available easier options or one's with other beneficial properties(better wake-up, frames, position or what have you) were sometimes given. In a select few cases combos were posted to show that they in fact deal less damage.
The 236B at the end of B2: B: B: B236B will not combo on grounded opponents against: Vader, Astaroth, Voldo(Unless BT) and may additionally fail against other characters depending on range and orientation of knockdown.
Natural Combos (NC)
- AA
- 1AA
- 4[A]B
- 4[A]AA:A
- BB
- BK
- B2BBB *On Grounded Opponents Only
- B2: B: B: B236B *On Grounded Opponents Who Are On-Axis Only
- FC 1B8BAK
- FC 1B8bB4_:4
- 9A+KK
- 9A+KAB Last two hits are NC.
- AS AA
- TAS AA
- TAS A~A *TT
Natural Combos on Counter-hit (NCC)
- AK
- 6AB
- 4AB
- B2BBB
- B2: B: B: B236B
- 2BB4_:4
- 2B8BAK
- FC 1BB4_:4
- KK
- B+KB4_:4
4[A]
- 6AB (58 dmg) *Grants a SHK
- 2A (40 dmg)
- AS B (61 dmg)
4[A]B_CH 4AB (Damage based on Ch 4AB starter, for 4[A]B add 6)
- 4B (54 dmg)
- 1K (54 dmg)
- 1A (59 dmg) *TT **Works on: Amy, Setsuka, Mitsurugi, Siegfried, Hilde, Maxi, Xianghua, Cervantes, Talim, and Yoshimitsu
3B
- 3B (47 dmg)
- 1B (40 dmg) *Opponent is still launched, but can air control
- 6K (40 dmg) *Opponent is still launched, but can air control
- 66A+B (57 dmg)
- AS B (52 dmg)
- TAS B (68 dmg)
CH 4K
- 2A (22 dmg)
- B2: B: B: B: 236B (61) *Character Specific
- CH 44K >
- 4B (43 dmg)
- 1[K] (48 dmg) *TT
- 66B (52 dmg)
- AS B{4_:4} (43{54_61} dmg)
- TAS B{4_:4} (64{75_85} dmg)
BT 2K
- 4B (27 dmg)
A+B aGI
- aGI a Horizontal
- 6B (36 dmg) *Easy forward Ring Out
- 8~ 6B (37 dmg) *Ring Out angled right
- 66B >
- 66A+B (69 dmg)
- TAS B (75 dmg)
- 33B BT B+K (47 dmg) *Reverse Ring Out
- AS B{4_:4} (38{48_55} dmg)
- TAS AA AS B (59 dmg)
- TAS B{4_:4} (58{68_79} dmg)
- aGI a Vertical
- AB (54 dmg) *This is a continuation of a string that starts when the Vertical is aGIed
- aGI a Kick
- AS B (51 dmg)
3A+B_33A+B_22A+B(Shield hit only) (Damage based on 3A+B starter, for 33A+B/22A+B subtract 1)
- 66B (43 dmg)
3A+B_33A+B_22A+B(Sword hit only) (Damage based on 3A+B starter, for 33A+B/22A+B add 6/4 respectively)
- 3B (47 dmg)
- AS B (52 dmg)
- TAS B (68 dmg)
WR [A+B]
- B2: B: B: B236B (43 dmg) *Character specific
- 4B (35 dmg)
- 1[K] (42 dmg) *TT
- 66B (48 dmg)
- 11B+K (49 dmg) *May need to be walked a tiny distance in the 1 direction against some characters.
9B+K(stagger)
- AA (17 dmg)
- 6AB (27 dmg) *Grants a SHK
WR B+K_44B_11B (Damage based on 44B starter, for 11B subtract 2 and for WR B+K add 2)
- 3B (43 dmg)
- 1B (36 dmg) *Opponent is still launched, but can air control
- 6K (36 dmg) *Opponent is still launched, but can air control
- 66A+B (53 dmg)
- AS B (48 dmg)
- TAS B (64 dmg)
A+K
- AS B (45 dmg)
22A
- 1B (39 dmg)
CH 44A
- 3B (57 dmg)
- 1B (51 dmg) *Opponent is still launched, but can air control
- 6K (50 dmg) *Opponent is still launched, but can air control
- AS B (62 dmg)
- TAS B (78 dmg)
66B
- 6~ B2: B: B: B236B (83 dmg) *Character specific
- 3A+B (65 dmg)
- B+K 6K (61 dmg) *May be JUed
- 66B (64 dmg)
- 66A+B (69 dmg)
- 33A+B (68 dmg)
- 11B+K (66 dmg)
- TAS B (76 dmg) *Opponent is still launched, but can air control
33B
- BT B+K (46 dmg) *Reverse Ring Out very far
- G_4~ >
- AS B (56 dmg)
- TAS B (72 dmg)
22B
- 66B (45 dmg)
- TAS AA (48 dmg)
22[B]
- 66B (55 dmg)
- TAS AA (58 dmg)
- TAS B (70 dmg)
- When Blocked
- AA (20 dmg) *Only works if opponent's back is to an edge/wall
- AS B{4_:4} (30{45_55} dmg) *4_:4 only work if opponent's back is to an edge/wall
66K_33K (Damage based on 33K starter, for 66K add 2)
- 1B (26 dmg) *Opponent is still launched, but can air control
- 6K (26 dmg) *Opponent is still launched, but can air control
- 66A+B (43 dmg) *33K Only **- frames if opponent stands up immediately with G
- AS B (38 dmg)
- TAS B (54 dmg)
CH 44K_11K(Damage based on Ch 44K starter, for 11K subtract 2)
- B2: B: B: B236B (46 dmg)
- 4B (39 dmg)
- 1[K] (46 dmg) *TT
- 66B (51 dmg)
66A+B
- 4B (56 dmg)
CH 66B+KAB_33B+KAB_AS~S BAB (Damage based on Ch 66B+KAB starter, for AS~S BAB add 4 and for 33B+KAB subtract 2)
- BT B+K (74 dmg, 80 if attack lands as opponent contacts ground)
- G_4~ >
- 66A+B (91 dmg)
- AS B (80 dmg)
- TAS B (98 dmg)
Run K
- 4B (41 dmg)
- 1K (41 dmg, 46 if opponent holds G)
A+G2
- 1B (46 dmg)
TAS AA_CH 2nd hit only
- FC A (48_35 dmg)
- 11B+K (60_51 dmg) *TT
- AS B (64_57 dmg)
- AS B{4_:4} (63{70_75}_55{66_73} dmg) *Only works on Siegfried, Nightmare, Cervantes or when opponent is hit at a certain angle
- TAS AA (58_48 dmg)
TAS AA NH 2nd hit only
- RCC 1A (39 dmg) *TT
- WR B+K (39 dmg)
TAS B(TIP)
- 6B (79 dmg) *Easy forward Ring Out
- 2_8~ 6B (79 dmg) *More directed Ring Out
- 3B >
- 3B (88 dmg)
- AS B (96 dmg)
- TAS B (107 dmg)
- TAS B{4_:4} (102{113_123} dmg)
_________________________________________
====== Text From Original Post ======
i dont know if people will be able to read the hiragana up there, but it says "naninani", which is japanese for "yada yada".
anyways, what cha got?
66b, 02_01_08_04_07B+K hits, and sticks the opponent right into the ground in front of you; however, they can tech it and i'm not sure how dangerous it can be. if they dont tech it leaves soph in a great position for okizeme, but otherwise i dont think there are any tech catch possibilities. also you cannot hit this from 3b_04B
otherwise i still am in the habit of doing 66A+B, which yields nada, and does not hit from 03_09B or 03_06_09B+K, A,
/edited by Suirad/