The Apprentice Combo & Tech Trap Discussion

ProfJamesJoynt

[08] Mercenary
NC:
AA
BB
3B~8 AA BB
3B~8 AA A+B
1KKK
B+K BB 6B 3B~8
22B, 8K:A, 2B
66B~6BA+B~6BBK (about 60 dmg)
44K~6BA+B~44B (about 44 dmg)
B+KBBBBB (if back against wall) - they get knocked down on 6th hit
B+KBBB6B
2B+K:BBB6B
FC 8K:A
33_66_99A, B

NCC:
AAB
6BBK
B,B
6B,3B
2K,B

Actual combos:
1A
--> B+K,B,B, 6B, 3B~8, LV AA,A+B, (land) 236B - 57 dmg (1/2 force bar)
--> B+K,B,B, 6B, 3B~8, LV AABB - 54 dmg
--> B+K,B,B, 6B, B, A - 49 dmg

4A
3B~8, LV AA,A+B, (land) 236B - 56 dmg (1/2 force bar)
3B~8, LV AABB - 51 dmg
6B, B, K - 46 dmg

3B
--> 8, LV AAA+B, (land) 236B
--> 8, LV AABB
--> 8, LV B+K

1B, 3B_2B
22B, FC 8K:A, 2B
66B, BB_1KKK
44K, BB
33K, 3K, '6B,B,K'_6B,3B ...
FC 8K:A, 3B
66A+B,B, 3K, '6B,B,K'_6B,3B ...
2A+B FC 8K:A 3B
1A B+KBBBBB6B3B (Wall hit) 66A+BB 3K 6BBK (Wall hit) (75 damage, flashy as shit)
BT B+K 3K 6B3B AAA+B (57 dmg)
33_99BB AABB
44K 1KKK
66B 6BA+B 6BA+B 6BA+B 6BBK (70 or so damage)
44K 6BA+B 6BA+B 6BBK (60 or so, make sure to only do force pull twice as otherwise he gets pulled too close for anything to hit afterwards)
4A,2A+B,66B-69 damage
33BB,66B+K,44B-63 damage
44K,33BB-55 damage

CH 4A
--> 3B - 29 dmg

CH 6B, 3B
--> 3B~8, LV AAA+B, (land) 236B - 81 dmg (1/2 force bar)
--> 3B~8, LV AABB - 63 dmg

CH 3K, 6B,3B ...
BT A+K, A+B, 3B
BT 2K, 2K -_-
2A+B 2A+B8 LV AABB
CH 3K 3B8 LV
66K 44B
44B 3B
22_88B 3B

Modified HolyForce combo from CF:
2A+B 66B+K 44B - 66 damage for very little force usage, about 20% of the bar.
After 22B FC 8K:A 2B and 3B both do the same damage (72) and are guaranteed, but 2B has better recovery. However, if you do 44B, you'll do about 78 damage if they lay there and more than 80 if they try to tech in any direction but left. You could even do 90 if they tech straight up.

Videos
http://www.8wayrun.com/f13/sciv-join-the-darkside-by-sithlord-t884/#post14225

Feel free to contribute more/correct mistakes!
 
The force pull seems to reset the opponents air control on juggle so you can extend juggles a few hits longer if you throw an A+B in there then follow with 6BBK

I'll check this out a little more in depth later and post it up ... I played a good Apprentice the other day and we were talking about some really nice properties some of his moves like the force pull have

more to come later...
 
You can tell a good apprentice player if they force pull you out of stances, auto-gis and slow moves that are kind of far away.
 
ya ... my sieg's stances fell for it a few more times than i'd like to acknowledge ... T_T
 
Taken from Caliburforums

OOFMATIC said:
This thread is for Apprentice combos. User contributions will be updated here for easy reference. Props in advance to all who will contribute.


Natural combos (NC)
A,A
B,B
B+KBBBBB (if back against wall) - they get knocked down on 6th hit
B+KBBB6B
2B+K:BBB6B
1KKK
FC 8K,A
33_66_99A,B

Natural Combos on Counter Hit (NCc)
A,A,B
B,B
6B,B,K
6B,3B
2K,B

Combos

1A
--> B+K,B,B, 6B, 3B~8, LV AA,A+B, (land) 236B - 57 dmg (1/2 force bar)
--> B+K,B,B, 6B, 3B~8, LV AABB - 54 dmg
--> B+K,B,B, 6B, B, A - 49 dmg

4A
3B~8, LV AA,A+B, (land) 236B - 56 dmg (1/2 force bar)
3B~8, LV AABB - 51 dmg
6B, B, K - 46 dmg

3B
--> 8, LV AAA+B, (land) 236B
--> 8, LV AABB
--> 8, LV B+K

1B, 3B_2B

22B, 8K:A, 2B

66B, BB_1KKK

44K, BB

33K, 3K, '6B,B,K'_6B,3B ...

FC 8K:A, 3B

66A+B,B, 3K, '6B,B,K'_6B,3B ...

CH 4A
--> 3B - 29 dmg

CH 6B, 3B
--> 3B~8, LV AAA+B, (land) 236B - 81 dmg (1/2 force bar)
--> 3B~8, LV AABB - 63 dmg

CH 3K, 6B,3B ...

BT A+K, A+B, 3B

BT 2K, 2K -_-
 
you missed two more:

66B~6BA+B~6BBK (about 60 dmg)
44K~6BA+B~44B (about 44 dmg)

Yes, they will combo.
No, you can't escape them.
 
Thanks for contributing. List updated (finally), let me know if I've dumped combos in the wrong place. Also I should probably do a better job of organising it.
 
Some missed combos:
2A+B WR8KA 3B (about 80 dmg iirc, timing is a little hard but this definitely combos, tested with ukemi and air control and it still hit all the time)
1A B+KBBBBB6B3B (Wall hit) 66A+BB 3K 6BBK (Wall hit) (75 damage, flashy as shit)
BT B+K 3K 6B3B AAA+B (57 dmg)
33_99BB AABB
44K 1KKK

That's all from the guide and are some of the staple combos I try to use.

Ninja edit for moar combos:
Alright, just tested this in training mode, this leads to retarded juggles and it looks funny as hell. Cannot be air controlled out, as force pull resets air control.

66B 6BA+B 6BA+B 6BA+B 6BBK (70 or so damage)
44K 6BA+B 6BA+B 6BBK (60 or so, make sure to only do force pull twice as otherwise he gets pulled too close for anything to hit afterwards)

Seems like force pull shenanigans might be able to replace situations where 3B would whiff. It leads to similar damage and uses less force power actually. If you want to be a dick it's also possible to keep doing 6BA+B until you have no force meter but then the damage scaling will rape the living shit out of anything you try afterwards, which is a shame really.
 
2A+B WR8KA 3B (about 80 dmg iirc, timing is a little hard but this definitely combos, tested with ukemi and air control and it still hit all the time)

Can't seem to do this as he does force jump if you push up after the move. Am I supposed to hold guard then do the move?
 
Got it, thanks. No wonder it's so hard... >_<

Hold 2G, then quickly press 8K. It looks similar to standing 8K, but you'll be able to tell the difference after comparing the two. For one, FC/WR 8K leaves you backturned.

If you've been doing standing 8K (as in, doing it too slowly), you'll obviously never get off the A part of the move because it doesn't exist.
 
I love combos involving the kick + saber throw JF. Though isn't a more accurate notation for it FC8K:A?

EDIT:Nvm, Kosh beat me to it.

Anyway, this combo list is good stuff. Hopefully Starkiller's hitboxes issues will be addressed in a patch sometime and I'll have more incentive to play him...
 
Modified HolyForce combo from CF:

2A+B 66B+K 44B - 66 damage for very little force usage, about 20% of the bar.

After 22B FC 8K:A 2B and 3B both do the same damage (72) and are guaranteed, but 2B has better recovery. However, if you do 44B, you'll do about 78 damage if they lay there and more than 80 if they try to tech in any direction but left. You could even do 90 if they tech straight up.
 
IDK how useful these are:
4A,2A+B,66B-69 damage,you can do another 2A+B before the 66B, but it's 82 damage and leave him with about 1/3 of the bar.Maybe for a round ender?

33BB,66B+K,44B-63 damage 5 less points of damage and he can keep half his bar.

44K,33BB-55 damage uses about half your bar.

Also does anyone know what Shen rii's SK combo was?
 
Hey everyone today i perform a combo 3B8 AAA+B with my friends i figure out that they can air control to be pushed farther out of saber throw range, take a little damage and after that they can wake up and easily block 236B. Can anyone explain why
 
You're doing AA A+B too early. What you do is: 3B8, then wait until after they reach the apex of the launch and start to fall a little, THEN do AA A+B. If you wait that little moment, they will not be able to AC at all and the 236B is guaranteed.
 
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