Zasalamel Combo Listings

AndyrooSC

IVE WAITED FOR THIS!!!
These are his combos, since with the timestop ability and the fact the number of curses give him different stuff I have at least for now just tried to detail the max damage and some set ups.

There are 4 currently known timestop moves: 1BB, 66A+BB, 46BB and RE B. Next to these moves you will see 'TS' meaning timestop with a number either 1,2 or 3 which means the number of curses on the opponent at the time.

Doing timestop combos can scale quite abit but useful if you needed that last bit of damage to win a round, I have included these enders to mainly launchers for an exmaple of a optimal with each number of possible curses.

When I refer to 'vortex' its a situation after a combo which leaves Zas BT and in range to apply a 50/50 low/mid mix up of his BT 2K/BT BB and both options ends with Zas BT again. here is a short video on what this is all about: https://streamable.com/qji1x

---------- Normal Hit:

66A - 6K (35)

SC 3AKB - 8B+K (62) (vortex)

3B - b:K - 46B - 66B (60)
3B - b:K - 8B+K (54) (vortex)
3B - b:K - 66B (51) (untechable KND oki)
3B - 46B - 66B (52) (all ranges its consistent and no JF)

3B - 46BB TS1 - 66A+B (71)
near wall/edge 3B 46BB TS1 - 4B+K - BT [B+K] (94)
3B - 46BB TS2/TS3 - 2A+B - 66A+B (91)
near wall/edge 3B 46BB TS2/TS3 - 2A+B - 4B+K - BT B+K (101)


1BB TS2 - 3AB (43) (Doesnt work on Asta/BT Voldo)
1BB TS2 - 46:B (43) (forward RO)
1BB TS3 - 44A+B - BT B+K (59)


up close 46BB TS1 - 6BB (52)
far hit 46BB TS1/TS2 - 66B (40)
near wall/edge 46BB TS1 - 2A+B - 66A+B (91) (can replace 66A+B with 4B+K - BT {B+K] for 100 if facing straight on to the wall)
up close 46BB TS2 - 66A+B (61)
up close 46BB TS3 - slight step forward 2A+B - 66A+B (91)
far hit 46BB TS3 - run up 66A+B (60)


22B - b:K - 46B - 66B (58)
22B - b:K - 8B+K (52) (vortex)
22B - b:K - 66B (49) (untechable KND oki)
22B - 46B - 66B (51) (no JF required)

22B - 46BB TS1 - 66A+B (67)
22B - 46BB TS2 - 2A+B - 66A+B (88)
22B - 66A+BB TS3 - G - 2A+B - 66A+B (97)

SC 22BBB - BT K - BT BB ( 83)
SC 22BBB - BT K - G - 8B+K (82) (vortex)
near wall behind SC 22BBB - BT K - G - 46:BB TS1 - 4B+K - BT [B+K] (120)


44(B) - 4B:B - BT K - BT BB (82)
44(B) - 6A+BB (76)

A+B - 6BK - 4B:B - BT K - BT BB (80)

66A+BB TS1 - BT B+K (63)
66A+BB TS2 - BT BB (77)
66A+BB TS3 - G - 2A+B - 66A+B (107)
66A+BB TS3 - G - 2A+B - 8B+K (98) (vortex)

44A+B - BT [B+K] (57)
tip range hit 44A+B - BT K - BT BB (72)

6B+KA - 6K (60)

66B+K - b:K - 46B - 66B (65)
66B+K - b:K - 8B+K (63) (vortex)
66B+K - 46B - 66B (62) (no JF)
66B+K - 46BB TS1 - 66A+B (71)
near wall 66B+K - 46BB TS1 - 4B+K - BT [B+K] (102)
66B+K - 46BB TS3 - 2A+B - 66A+B (100)

BT BB - 46B - 8B+K (86) (vortex)

BT 2K - 8B+K (30) (vortex)

RE A - BT B+K (50)


RE B : +10
RE BB TS1 : 6B+KA - 6K (81)
RE BB TS2 : CE (101)
RE BB TS3 : A+B - 6BK - 4B:B - BT K - BT BB (101)

RE B LH : 44A+B - BT B+K (63)
RE BB TS1 LH : 6BK - 4B:B - BT B+K (80)
RE BB TS2 : CE (81)
RE BB TS3 : A+B - 6BK - 4B:B - BT B - BT BB (88)

RE B guard break: 44B LH - 4B+K - BT B+K (70)

If in range of forward RO 46B can be used on any option, if the RE B was a LH then you can do 66B b:K 46B for extra distance.

Due to the scaling of RE BB TS LH combos unless that extra 20 damage would kill id recommend just doing the RE B LH combo above to have oki and save curses

And never spend curse when RE B breaks guard since the combos spending curses do next to no extra damage so definitely keep them.

A handy training task id recommend for using this is set dummy to RE option: Random and practice doing the best follow ups from each RE situation so you dont get muggled up in a match. (last thing you want is curses accidentally spent)

RE K - 6K (30)

------------- Counter Hit:

CH 6AA - BT B+K (61)
tip range CH 6AA - BT K - BT BB (66)
CH 6AA - BT K (reverse RO)

CH 6AB - 6K (45)

CH 4B:B - BT [B+K] (62)
CH 4B:B - G - 46:BB TS1 - 66B (83)
near wall behind CH 4B:B - G - 46:BB TS3 - 2A+B - 4B+K - BT [B+K} (138)

CH 1B - 8B+K (44) (vortex)
CH 1BB TS3 - 6BK - 4B:B - BT [B+K] (63)

CH 66B - b:K - 46B - 66B (56)
CH 66B - b:K - 8B+K (53) (vortex)
CH 66B - 46B - 66B (53) (no JF)
CH 66B - 46BB TS1 - 66A+B (68)
near wall CH 66B - 46BB TS1 - 4B+K - BT [B+K] (90)
CH 66B - 46BB TS2/TS3 - 2A+B - 66A+B (85)

CH 1K - 46:B (35)
CH 1K - 46:BB TS1 - 6BB (57)
near wall CH 1K - 46:BB TS1 - 4B+K - BT K - BT BB (100)

CH 4B+K - BT K - BT BB (72)
CH 4B+K - BT K - G - 8B+K (71) (vortex)

--------------- Lethal Hit:

---6AB LH condition: when first hit whiffs and 2nd hit connects.

6AB LH - 6BK - 4B:B - BT K - BT BB (77)
6AB LH - 6BK - 4B:B - BT B+K (71)
6AB LH - 6BK - 1B - 8B+K (64) (non JF)
6AB LH - SC 2A+B (74)

---6BB LH condition: when it hits at tip range.

6BB LH - 6BK - 4B:B - BT K - BT BB (76)
6BB LH - 6bk - 4B:B - BT B+K (72)
6BB LH - 6BK - 1B - 8B+K (66) (vortex)
6BB LH - SC 2A+B (76)

---66B LH condition: when it lands as a counter hit when opponent has less than a bar of meter.

66B LH - 8A+B - 66A+B (71)
66B LH - 8A+B - 8B+K (66)
66B LH - 8A+B - 66A+BB TS1 - BT B+K (82)
66B LH - 8A+B - 66A+BB TS2 - BT BB (89)
66B LH - 8A+B - 66A+BB TS3 - G 2A+B - 66A+B (102)

---6K LH condition: when it is a counter hit vs a opponent attempting to do a fast attack.

6K LH - 8B+K (48)
6K LH - 46:BB TS1 - 66B (60)
6K LH - 46:BB TS2 - 66A+B (86)
near wall 6K LH - 46:BB TS3 - 2A+B - 4B+K - BT K - BT BB (123)

---4K LH condition: when its a counter hit vs a opponent attempting to do a slower attack.

4K LH - 6BK - 4B:B - BT K - BT BB (95)
4K LH - 6BK - 1B - 8B+K (79)

---44K LH condition: on successful aGI which is when used versus lows.

44K LH - 2A+B - 66A+B (89)
44K LH - 2A+B - 66A+BB TS1 - BT B+K (102)
44K LH - 2A+B - 66A+BB TS2 - BT BB (110)
44K LH - 66A+BB TS3 - G - 2A+B - 66A+B (135)

---A+B LH condition: impact counter (counter vs GI/RE)

A+B LH - 6BK - 4B:B - BT K - BT BB (80)
close up A+B LH - 4B+K - BT K - BT BB (79) (non JF)

---SC A+B LH condition: impact counter (counter vs GI/RE)

SC A+B LH - SC 2A+B (78)
SC A+B LH - SC 3AKB - 8B+K (67) (vortex)

---44A+B LH condition: backstep catch.

44A+B LH - RE - 8A+B - 66A+B (107)
44A+B LH - RE - 8A+B - 8B+K (102)
44A+B LH - RE - 8A+B - 66A+BB TS1 - BT [B+K] (118)
44A+B LH - RE - 8A+B - 66A+BB TS2 - BT BB (124)
44A+B LH - RE - 8A+B - 66A+BB TS3 - G - 2A+B - 66A+B (146)

---44(B) LH condition: post guard burst.

44B LH - 4B+K - BT K - BT BB (96)

---66B+K LH condition: post level 3 GI.

66B+K LH - 8A+B - 8B+K (53)
66B+K LH - 8A+B - 66A+BB TS1 - BT [B+K] (64)
66B+K LH - 8A+B - 66A+BB TS2 - BT BB (69)
66B+K LH - 8A+B - 66A+BB TS3 - G - 2A+B - 66A+B (79)

--- RE LHs when succeed on 2nd round.

RE A LH - 6BK - 4B:B - BT [B+K] (72)
RE A LH - 6BK - 1B - 8B+K (66)

RE B LH - 3B - b:K - 46B - 66B (62)

RE K LH - 6BK - 4B:B - BT [B+K] - 66B (60)


-------------- Wall Combos:

CH 3AB w! - 6BK - 4B:B - BT K - BT BB (96)

CH 6AA - BT K w! - BT K w! - BT BB - 46B - 8B+K (83) (vortex)
CH 66A - BT K w! - BT K w! - BT BB - 46BB TS2 - 2A+B - 4B+K - BT [B+K] (107)

Any 3B/22B/1BB TS3 - 3B w! combo
6BK - 3K w! into either of these enders-

another 3K for 2 guaranteed curses total and +4
2B+K also leaves them standing at +10 and they cant step 3K after
46BB TS1 - 2A+B - 4B+K - BT [B+K] for max damage.

1BB TS2 - b:K w! - 3K w! - abpve options.
6A+GK w! - 3K w! - above enders.

A+B/6AB LH/6BB LH - 6BK - 3K w! - 3K w! - above enders.

46BB TS2 w! - b:K w! - 66B - b:K - 46B - 66B (82)
46BB TS3 w! - 3B w! - 6BK - 4B+K - BT [B+K] (100)
 
Last edited:
Has anyone tested what's guaranteed after a BT 2K? I'm pretty confident 46:B would work (if so, BT 2K into 46:BB time stop combos will likely be pretty damaging), but maybe 66B/6BB/66A+B too?
 
  • Thread starter
  • Moderator
  • #7
Has anyone tested what's guaranteed after a BT 2K? I'm pretty confident 46:B would work (if so, BT 2K into 46:BB time stop combos will likely be pretty damaging), but maybe 66B/6BB/66A+B too?
Yeah I'm sure you can get something actually, this is definitely going on test list thank you
 
Has anyone tested what's guaranteed after a BT 2K? I'm pretty confident 46:B would work (if so, BT 2K into 46:BB time stop combos will likely be pretty damaging), but maybe 66B/6BB/66A+B too?

I was getting 66B but then again nobody's really tested this.
 
  • Thread starter
  • Moderator
  • #9
@babalook so yes 46:BB works after BT 2K, which is gonna make that threating especially for the kill if curses are set up.

I've asked to check if its possible to get out of 6BB/66B/66A+B at all so we know max damage and best situation mid round or without curses.

Also Jon is actually getting 3B to land after 6BB LH which sounds nuts and would mean its defo more than i15 gap allowing 3AB too. @Nofacekill3r I'll ask him to check 4B:B incase.
 
@babalook so yes 46:BB works after BT 2K, which is gonna make that threating especially for the kill if curses are set up.

Damn, if his BT BB is a natural combo then he has a low/mid mixup both of which can be hit confirmed (unlike 1BB/46BB?) into a time stop combo for heavy damage. Now we just have to find combo's that end with Zas BT without sacraficing too much damage, maybe he can get a 8B+K after a b:K if the b:K hits high enough?
 
Posting some beta findings here. Optimal? Who knows!

RE A - BT K - W! - BT K - W! - BT BB - 66A+B TS1 - BT B+K

FC 3K - 6K

1BB TS3 - 6B+KA - 6K. Does great damage and stacks one orb already.
1BB TS3 - 44A+B - BT B+K. Optimal option for reverse ring out as well due to 3AB no longer knocking down on NH.

6BB LH - 6BK - 3AB.
6BB LH - 66B - b:K - 4:6B - 66B

SC A+B LH - 3AKB - 6BB
 
  • Thread starter
  • Moderator
  • #13
Posting some beta findings here. Optimal? Who knows!

RE A - BT K - W! - BT K - W! - BT BB - 66A+B TS1 - BT B+K

FC 3K - 6K

1BB TS3 - 6B+KA - 6K. Does great damage and stacks one orb already.
1BB TS3 - 44A+B - BT B+K. Optimal option for reverse ring out as well due to 3AB no longer knocking down on NH.

6BB LH - 6BK - 3AB.
6BB LH - 66B - b:K - 4:6B - 66B

SC A+B LH - 3AKB - 6BB
Thanks! will update soon. I imagine you could do 6BB LH - 6BK - 4B:B - BT B+K
 
a few updates:
-4B+K CH BT K BT B+K
-6AB CH 6K 46:BB TS1 66B
-BT 2K 8B+K
-BT 2K 46:BB TS1 66B
-RE K 6K 46:BB TS2 small dash 6BB (66A+B maybe guaranteed here)
-LH A+B 66B b:K 46B 6BB/8B+K (the 46B splats them with there head facing you, giving a more advantageous KND)
-BT BB 46B 6BB/8B+K (same 46B splat as mentioned above, 66A+B may be guaranteed)
-BT BB 46BB TS2/3 2A+B 6BB/8B+K (by far the most damaging combo I found, there is no scaling after BT BB, this will probably be patched in the final build)
 
A+B 66b and any follow up move is not a combo anymore

A+B 4B:B bt b+k damage is equall as a+b 3b 8b+k but 8b+k is much easier to execute and give us the vortex

Can anyone tell me what is the best combo for guard break without TS ? I feel Zas combo damage is just so so without TS.
 
A+B 66b and any follow up move is not a combo anymore

Really?? Is it a shakeable stun?
I've been doing A+B, 44A+B and the computer nor people I play escape unless I'm slow or lagging.

Some stuff I use:

LH 6BB, 44A+B route
22B, 46BB TS2, 2A+B, 2A+B


Training mode settings seem a little janky and I don't know how much I should trust things that aren't self-recorded but it seems to be working.

Damage-wise, 6B+KA, 6K is better than 22B or 44A+B IMO, and gives you a curse (I guess you get a couple more points off 22B if you're hitting the JF). 6B+K stands crouchers up too...
 
Last edited:
Really?? Is it a shakeable stun?
I've been doing A+B, 44A+B and the computer nor people I play escape unless I'm slow or lagging.

Some stuff I use:

LH 6BB, 44A+B route
22B, 46BB TS2, 2A+B, 2A+B


Training mode settings seem a little janky and I don't know how much I should trust things that aren't self-recorded but it seems to be working.

Damage-wise, 6B+KA, 6K is better than 22B or 44A+B IMO, and gives you a curse (I guess you get a couple more points off 22B if you're hitting the JF). 6B+K stands crouchers up too...


The B+K full charge plus 13 but knock back opponent further we can't do any thing to hit them in time unless it's a wall it is guarantee 6k.
 
Last edited:
Back