Xiba Combo Discussion

Ooofmatic

World Warrior
Regular Combos:

8_9B ~ 2K (44 dmg)

A+BBK BE ~ 6K (109 dmg)

3A+B ~ 6B (47 dmg)

FC A+B ~ 6K (56 dmg, 61 dmg ClH)
FC A+B ~ 2A+B (59 dmg, 65 dmg ClH)

22_88B ~ BT B+K (79 dmg)
22_88B ~ G ~ 3kB (65 dmg)
22_88B ~ G ~ 9K (57 dmg, 65 dmg ClH)
22_88B ~ 2G ~ WR KK (63 dmg)
22_88B ~ 2G ~ WR KK BE (81 dmg)
22_88B ~ 2G ~ WR KK:BE (Just) (85 dmg)
22_88B ~ G ~ 3BKK (90 dmg) *not 100% guaranteed, opponent can sometimes escape by AC'ing back-left.

11_77B ~ 2A+B (42 dmg)
11_77B ~ 6K (37 dmg)

33_99KB ~ BT 2K (57 dmg)

44_11_77K ~ 6B (45 dmg)
44_11_77K ~ 6K (48 dmg)
44_11_77K ~ 2A+B (52 dmg)
44_11_77K BE ~ 6K (59 dmg)
44_11_77K BE ~ 2A+B (63 dmg)
44_11_77K BE ~ 6BK ~ 6B (84 dmg)
44_11_77K BE ~ 6BK ~ 6K (87 dmg)
44_11_77K BE ~ 6BK ~ 33_99AA (89 dmg, 103 dmg on ukemi)
44_11_77K BE ~ 6BK ~ 33_99AA (101 dmg, last two hits on ukemi can be guarded)
44_11_77K BE ~ 6BK ~ 2A+B (91 dmg)
44_11_77K BE ~ 6BK BE (108 dmg)

44B+K ~ 2K (80 dmg)
44B+K ~ 6B (80 dmg)

Running K ~ 6B (41 dmg)
Running K ~ 2K (38 dmg)

REM B ~ 6BK ~ B (67 dmg)
REM B ~ 6BK ~ 6K (71 dmg)
REM B ~ 6BK ~ 1B (71 dmg)
REM B ~ 6BK ~ 6B (73 dmg)
REM B ~ 6BK ~ 2A+B (74 dmg)
REM B ~ 6BK ~ 33_99AA (78 dmg, 86 dmg on ukemi)
REM B ~ 6BK ~ 33_99AA BE (84 dmg, last two hits on ukemi can be guarded)
REM B ~ 6BK BE (91 dmg)
REM B ~ 6BK ~ 1A (90 dmg, only works on ukemi)

Counter Hit Combos:

CH 6AK ~ 6B (50 dmg, 58 dmg on ukemi)

CH 6BK ~ 6B+K (59 dmg)
CH 6BK ~ 2A+B (59 dmg)

CH WR B ~ 6A (59 dmg)
CH WR B ~ 3kB (68 dmg)

CH 22_88A(B) ~ REM B ~ 2A+B (56 dmg)
CH 22_88A(B) ~ REM B ~ 44K (65 dmg)

CH 44_11_77AA ~ WR B (72 dmg)

CH 66_33_99BBB ~ 9B (83 dmg, 88 dmg ClH)
CH 66_33_99BBB ~ 3kB (85 dmg)
CH 66_33_99BBB ~ CE (96 dmg)

CH REM AK ~ 6A (50 dmg)
CH REM AK ~ 3kB (59 dmg)
CH REM AK ~ CE (78 dmg)

Wall Combos:
 
Starter: CH 6BK, or whenever the "Channeling Kick" lands CH
leads into: B+K B, 2A+B
You can also end it with 9B and sacrifice one point of damage to end up closer to your opponent.

With meter, it's best to do this combo and end it with 33AA (BE). This does more damage than spending the meter on the 6BK BE, unless a wall is on your right.

Starter: RM B
leads into: CH 6BK combo

Starter: 22B
leads into: BT B+K

For less damage but longer reverse ringout, you can tap G and use a 3bK ender instead.

Starter: 66BBB or CH RM AK
leads into: 3bK

9K does slightly less but gives better oki. CE also connects, but that's a bit of a waste as it doesn't do that much extra damage.

Starter: 44B
leads into: 3AB

Starter: CH 22(A)
leads into: RM B, 2A+B

Starter: 33KB
leads into: BT B+K

Tons of damage for a fairly safe mid!

Starter: 44K (BE)
leads into: 6BK combo

That's pretty much it for his non-wall combos.

For wall combos, you generally want to do 3BKK if it'll resplat, 66BBB, or 6BK if you haven't used in your combo yet for high wallsplats, and B+K B, 2A+B for low wallsplats or resplats. Most of his wall splatting moves send them to his right.

Example: RM B, 6BK (BE) W! 66BBB, CE ~150 damage or something
 
you gotta test these combos with ukemi on, the RM B after 6BK can be rolled left or right. most damage ive been able to find off of 6B,K in combos is to do 6K.

RM B, 6BK, 6K does around 80 damage. gotta find some tech traps that will allow us to get them to not side roll off of the 6BK so we can get that RM B in.

also saw that if you hit CH 22AB near a wall they usually splat face first and you can get a backthrow off. looks stylish and does decent damage.
 
  • Like
Reactions: D1X
Wow I believe you but nobody ever teched it at the tournament yesterday. Then again nobody there teched that often.

Also I couldn't find the ukemi settings in this new training mode lol. It seemed pretty lacking
 
Yeah it's actually more unlikely for somebody to actually ukemi from it. I always managed to pull off REM B then 6BK without any ukemi's. I only experienced about 3 or 4 people out of 10 to actually ukemi from it
 
I'll update the original post with any valid combos posted in this thread. Keep up the good work folks!
 
REM B then 6BK works like a charm, but not CH 6BK into REM B.

Guys just to go training, press start, hit switch mode/settings go to the right till you reach combo mode.

It will AC moves for you, it will block after the first hit, and also in combo mode, before you back out of the menu tap down and then left/right to set the Ukemi Guard on. Once thats all configured, happy combo-ing! :D

You can do REM B 6BK 2A+B (74) / 33AA(86) / 6K(70) / BE(91)/ 1A (90)

I have Ukemi Guard on and its on combo mode and all these seem to be working...btw when you do the 33Aa:BE ender it scales like a mofo. (84)

You can also go for the B(B) ender so you can go for REM mixups afterwards sacrificing damage (67).
 
Heh, went into training yesterday to try and find some frame advantage attacks, unfortunately the computer doesn't react immediately after blocking which makes that difficult.

But found combos that can do upwards of 158 damage:

The BnB of REM B > 6BK is great.

As stated above, that isn't techable (ukemi-able?), but adding REM B again is techable before it connects, but should they not ukemi you can do:

REM B > 6BK > REM B > 33AA(BE) / 2A+B

The interesting thing is that apparently 33AA(BE) is guaranteed and does MORE damage if they are trying to Ukemi after the 6BK (anywhere from 130 to 153 depending on how many times and when they are attempting to Ukemi). I believe this is because the Ukemi is vulnerable to the hits but resets the damage revision, but I may have been missing something in the settings - however this has not shown itself to be stopped in matches, and the game will recognize the hits as a full combo:

REM B > 6BK > 33AA(BE)

However you will do less damage with the same combo if the opponent does NOT ukemi after the 6BK due to the damage revision not resetting. In this case it's best to just do the REM B > 33AA(BE) / 2A+B ender if you know they won't ukemi. It's just a matter of reading the opponent.

Additionally found a nice wall combo that I don't remember the damage off the top of my head as I'm at work but someone could verify it:

44B > 3AB > W! > 6BK > ender ([33AA(BE)] or [REM B > 33AA(BE) / 2AB])

Not anywhere near the damage as Astaroth, but it's still heavy on it.
 
bread and butter wall combo

(starts on counter) AAK W!, 6BkA+B+K W!, 66bbb, 3kB

good damage for 1 BE, about 180 something
 
Went into training mode today and discovered that CH 66_33_99 BBB>3BKK works. It's pretty tight but I can get it for a consistant 100 damage.
 
Went into training mode today and discovered that CH 66_33_99 BBB>3BKK works. It's pretty tight but I can get it for a consistant 100 damage.

Keep in mind they can airtech the final two KK, leaving you doing a major whiff animation as he dances after the second K.

Why they allow you to do the final K after a whiffed first K, but not allow you to do it if the first K is blocked is beyond me.
 
how does this combo work?

What's RCC and B!E!? The wall combo was listed as this...

623B ~ 623B ~ RCC A+B ~ RCC A+B ~ B!E! ~ 4B

Xiba doesn't have any 623B move if I recall....
 
Keep in mind they can airtech the final two KK, leaving you doing a major whiff animation as he dances after the second K.

Why they allow you to do the final K after a whiffed first K, but not allow you to do it if the first K is blocked is beyond me.
Thanks alot for the info. I completely forgot about airtech.
 
Went into training mode today and discovered that CH 66_33_99 BBB>3BKK works. It's pretty tight but I can get it for a consistant 100 damage.

Yeah, I can do this too, and while it does airtech, it's also hard to get consistent range and timing in on even a regular training dummy.

When it does work, it works.
 
basically it will stuff them if they tech towards Xiba's right side, as the right foot is the one that swings. If you can do it though it does do a lot of damage for the small move combo.
 
Im not sure if its guaranteed but : 22_88B, G, 9K seems to hit pretty consistently. The timing is a little awkward and there isn't much reward but you do get 70+ damage if you get a clean hit.
 
CH 66BBB, 6AkA+B+K .. strict timing, hits if you catch them as high as possible with the 6A portion.. you can follow the BE up with a step forward 6B.. this is strict timing as well. this combo is best used in the wall combo I posted earlier as a flashier yet less reliable alternative to the 3kB

AAK W!, 6BkA+B+K W!, 66BBB, 6AkA+B+K, step forward, 6B .. ends up being ~210-220 damage for 2 brave edges
 
I can't believe it but this is the first time in my Soul Calibur history that i enjoy a staff wielder character. I'm gonna' check this thread out some more and hopefully share something too
 
Back