shura30
[08] Mercenary
thx to ART at CF
ZASALAMEL COMBOS
NC
---
A,A
3A,B
1A,B
4A
44A
B,B_B,B4 (second version does 10dmg more)
bK
6B,A
1B,B
K,K
22_88KK
66BB
6kB
A+B (only the last two hits combo naturally)
6A+B
6B+K
3B4
-4A+B
-3A,B
-6A+B,[ B ] (GB does not combo but must be stood and blocked)
FC 3B
-66A+B
-4A+B
-66A+B4, BT B+K (Character specific)
66B+K
-4A+B
-6A,B
44K
-66BB
-66A+B
22_88KK
-44B4
-66BB
-66A+B
-FC3B
33B4
-66BB
-66A+B
2[B+K]
-44B4
-66BB
NCC
---
6A,B
4A:B
4A:B,B
4A:B,2_8A
1B,B,A
4B:B
A+B
6A+B,B_ (stun is breakable)
6B+K:B
6B+K:B,B
6B+K:B,2_8A
4B+K
44_11_77A:B
44_11_77A:B,B
44_11_77A:B,2_8A
CH 1AB (first hit must be blocked or whiffed and the second hit must be a counter to launch)
-4A+B
CH 6AB
-BT B+K (Hold B+K for a few frames to remain BT)
- BT 2K, 66A+B
CH 4B:B
-BT B+K
CH FC 3B
-66A+B4, BT [B+K]
CH 4B+K
-BT B+K
-BT 2B
STUN
---
CH 1BBA
-44K, 66A+B
CH 6A_CH 66BB_CH 6A+B_
-4B:B
-b:K, 4B:B (must hit JF bK)
-3B4, 4A+B
-4B+K, BT B+K
-1BBA, 44K, 66A+B
(These are just examples. There are many more possibilities.)
WALL COMBOS
---
3B
-bK B+K(wall) 3B4 4A+B
-bK B+K(wall) 4B:B BT B+K
-bk B+K(Wall) 1BBA
-4B+K, BT B+K
TECH TRAPS
---
CH 4B
-3AB
33_99B4
-iWR B (doesn't work Setsuka right tech)
-FC 3B (catches all but right)
66K
-3AB
CH 3A
-3AB (very close range. catches all but right.)
2[B+K]
-66B+K
bK (stun-counter)
-66A+B
ZASALAMEL COMBOS
NC
---
A,A
3A,B
1A,B
4A
44A
B,B_B,B4 (second version does 10dmg more)
bK
6B,A
1B,B
K,K
22_88KK
66BB
6kB
A+B (only the last two hits combo naturally)
6A+B
6B+K
3B4
-4A+B
-3A,B
-6A+B,[ B ] (GB does not combo but must be stood and blocked)
FC 3B
-66A+B
-4A+B
-66A+B4, BT B+K (Character specific)
66B+K
-4A+B
-6A,B
44K
-66BB
-66A+B
22_88KK
-44B4
-66BB
-66A+B
-FC3B
33B4
-66BB
-66A+B
2[B+K]
-44B4
-66BB
NCC
---
6A,B
4A:B
4A:B,B
4A:B,2_8A
1B,B,A
4B:B
A+B
6A+B,B_ (stun is breakable)
6B+K:B
6B+K:B,B
6B+K:B,2_8A
4B+K
44_11_77A:B
44_11_77A:B,B
44_11_77A:B,2_8A
CH 1AB (first hit must be blocked or whiffed and the second hit must be a counter to launch)
-4A+B
CH 6AB
-BT B+K (Hold B+K for a few frames to remain BT)
- BT 2K, 66A+B
CH 4B:B
-BT B+K
CH FC 3B
-66A+B4, BT [B+K]
CH 4B+K
-BT B+K
-BT 2B
STUN
---
CH 1BBA
-44K, 66A+B
CH 6A_CH 66BB_CH 6A+B_
-4B:B
-b:K, 4B:B (must hit JF bK)
-3B4, 4A+B
-4B+K, BT B+K
-1BBA, 44K, 66A+B
(These are just examples. There are many more possibilities.)
WALL COMBOS
---
3B
-bK B+K(wall) 3B4 4A+B
-bK B+K(wall) 4B:B BT B+K
-bk B+K(Wall) 1BBA
-4B+K, BT B+K
TECH TRAPS
---
CH 4B
-3AB
33_99B4
-iWR B (doesn't work Setsuka right tech)
-FC 3B (catches all but right)
66K
-3AB
CH 3A
-3AB (very close range. catches all but right.)
2[B+K]
-66B+K
bK (stun-counter)
-66A+B