Sophie's juggles/combos/なになに

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)
  • 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/
 
juggles/combos/なになに

Isnt "nani?", japanese for "what?".

a mod posting off topic?!

jk :D

yea, nani (何) means what, but なになに (何何) means yada-yada. it's often used among teachers when explaining papers, games, etc. (etc. also means なになに!). i use it all the time when explaining sentences such as "i like to play... なになに".

japanese is funny (and extremely difficult) like that. there are thousands of kanji, but a word can mean more than one thing. hayai (早い) means, literally, fast, but it can also mean faster, quickly, or early, depending on the context (you also hear it a lot in... well, you know... perverts! i didnt pick that word for that reason!).

(on a side note: i dont know japanese that well. i studied it for 2 years in college [that timeframe is a joke when trying to learn such a language], but living in japan helps a little. but i still dont know that much)
 
juggles/combos/なになに

thanks for the japanese lesson, i give this thread 2 thumbs down already.

might as well post a combo

Long range 236236B 236236B:4
 
juggles/combos/なになに

well since syxx added a shitload in such hypocritical fashion i guess i'll add some more.

66B, 02_01_08_04_07B+K can be tech rolled immediately, but it requires a bit of jf timing. even then the opponent gets nothing that would give them an advantage (thank god namco, yet again, disadvantaged otg opponents). if the opponent DOESNT immediately tech roll you get a okizeme mixup. 4B and 1K will both hit the opponent if they don't move, if they get up it's a low_mid mixup, if they block the 4B they're stuck ducking.

ALSO! i found something that may be useful!

against a wall:
66B, 02_01_08_04_07B+K, 2B, 8BAK

this actually works and is guaranteed. for whatever reason the 2B keeps the opponent from being able to hit the ground laying down and instead hits them into a duck position where they cannot block that guarantees the 8BAK. be warned, sometimes the 8B will not hit them correctly and the AK will completely whiff, allowing the opponent to hit the ground well before you do.

i would like verification on these if i could, please and thank you.
 
juggles/combos/なになに

also,

66A+B, 66B is not guaranteed anymore. it can be teched, but only to the left. opponent techs to the right it still hits.

nothing is guaranteed after 1[K] anymore. which doesnt really make any sense. if it's a hold, shouldnt you get something? even 1B whiffs if they tech to the left.
 
juggles/combos/なになに

Sophie gets no love :(

anyway wouldn't it be cool to transfer all the comboes from the other thread at cf and post it in the first post?

here are some things I remember doing, can't really test right now to see if they are fully guaranteed though:

4A,B --> 4B
ch 1K --> 4B
ch 1K --> 1K
4[A] --> 236B4
33B --> bt B+K this rings out stupid far if I remember correctly
66B --> 66A+B --> 66B the last one doesn't hit but I don't remember anyone ever teching out of the hit. so it's basically free soul gauge damage.

that's all I can remember right now
 
juggles/combos/なになに

4A,B, 4[A],B, 1[K] and CH 1K all have NO garunteed damage... but if the opponent techs 236236A makes them wish they didnt

PS - Japanese lessons are fucking stupid... and something tells me that the people debating got their japanese lessons from subtitled anime so your probably all fucking wrong to begin with
 
juggles/combos/なになに

Guys, do you mind helping me out - I have no clue what NC and NCc means.

Thanks a lot.
 
juggles/combos/なになに

Guys, do you mind helping me out - I have no clue what NC and NCc means.

Thanks a lot.

NC means Natural Combo. If your first hit impacts, the rest will follow. Like, if you hit with A, the next A is guaranteed, so AA is a natural combo.

NCC means Natural Combo on Counterhit. Same as NC, but only on a counter hit.
 
juggles/combos/なになに

4A,B, 4[A],B, 1[K] and CH 1K all have NO garunteed damage... but if the opponent techs 236236A makes them wish they didnt

PS - Japanese lessons are fucking stupid... and something tells me that the people debating got their japanese lessons from subtitled anime so your probably all fucking wrong to begin with

1k not guaranteeing anything pisses me off a bit, but at least we still got okizeme.

ps: i live in japan, k thx.
 
juggles/combos/なになに

4[A], 6AB, 236B4 is NC I'm pretty sure. Of course trying to hit some one with 4[A] is a little farfetched.
 
juggles/combos/なになに

4[A], 6AB, 236B4 is NC I'm pretty sure. Of course trying to hit some one with 4[A] is a little farfetched.

2 things


after 6a,b stun they can shake it... but if you wanna do that version...its


4[a], 6a,b, 66b+K,a,b, 236236b
 
juggles/combos/なになに

Damn, you're right. I thought the 236B got in before it was shakeable, but it doesn't. That's what I get for believing that what does hit for me should.

If they don't shake you also get approximately the same if not more damage from 4[A], 2AB, 66B, 236236B
and similar amounts from 4[A], 2AB, 236236AA, 236B and 4[A], 2AB, 44K, B2BBB. But they're all easy shakes anyway.

Thanks for clearing that up.
 
juggles/combos/なになに

Does anyone know if there is any merit to doing 66B, 9K? it looks like it forces the opponent to wake up whether they want to or not and you might be able to play some games with it, but I'm not sure how much potential is there.
 
juggles/combos/なになに

i dont have time to test it now, but is it anything like how 44b+k lands the opponent?
 
juggles/combos/なになに

Does anyone know if there is any merit to doing 66B, 9K? it looks like it forces the opponent to wake up whether they want to or not and you might be able to play some games with it, but I'm not sure how much potential is there.
Interesting. I won't be able to play again for a while but that is something I will look into later this week.
 
juggles/combos/なになに

So I know that now with the patch, that both hits of 3A+B don't hit in juggles. Can anybody please test and list any other changes that we should be made aware of?
 
juggles/combos/なになに

Aerial-hit 9K does the same thing now that aerial-hit 9B used to do in SC2 (and I think 3). It slams them into the ground, but they will instantly stand up if they press/hold G, no special timing required. Note: This is not the same type of slam as 44B+K produces, as you have to just-ukemi the 44B+K slam to instantly recover.

The only decent trick you get off this, IMO, is catching an opponent off-guard when they unexpectedly stand right up and catch them with Sophie's command throw. Don't expect this to work more than once on anybody decent, especially since you're not at a big advantage. You also give up good guaranteed damage and oki from not doing the 236236B follow-up.

This trick was more useful back in SC2, since Sophie's juggle damage was not as strong and her throw game was stronger.
 
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