**Soul Calibur III Walkthrough :**

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## Walkthrough - Combo FAQ01234567890123456789012345678901234567890123456789012345678901234567890123456789 Soul Calibur III Combo FAQ Version 1.3, by Zigmover21 Copyright 2005, Zigmover21 (plum21@u.washington.edu) --- Disclaimer: Soul Calibur III is copyright Namco, and all that stuff. All of these combos are taken primarily from www.soulcalibur.com, and can be found in the "Soul Arenas" forum for each character. All combos work in the American console version of Soul Calibur 3. This FAQ is for use only on www.gamefaqs.com, www.guardimpact.com, faqs.ign.com, www.soulcalibur3.us, and www.soulcalibur.com. You may download this FAQ for yourself and others, but may not post it online without giving credit to wherever you got it from, nor may you edit it in any way, shape, or form without CLEARLY indicating where and how it has been changed. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. --- Table of Contents: 01 Conventions 02 Notes 03 Combos -Abyss -Astaroth -Cassandra -Cervantes -Ivy -Kilik -Lizardman -Maxi -Mitsurugi -Nightmare -Raphael -Rock -Setsuka -Seong Mina -Siegfried -Sophitia -Taki -Talim -Tira -Voldo -Xianghua -Yoshimitsu -Yunsung -Zasalamel 04 Links/Aknowledgments 05 Revision History -- 01 Conventions I use standard arcade notation in this FAQ. Many of the conventions used, as well as button notations (A,B,K,G), can be found in the game itself. All conventions used can be found at: http://www.guardimpact.com/legend.php Direction Notations: 6 = Forwards 2 = Down 4 = Back 8 = Up 3 = Down-Forwards 1 = Down-Back 9 = Up-Forwards 7 = Up-Back 5 = Neutral Button Notations: A = Horizontal Attack B = Vertical Attack K = Kick/Physical Attack G = Guard/Block General Notations: AC = Air Control FC = Fully Crouched WS = While Standing (from a crouch) 8WR = 8 Way Run (standard form of movement for all characters) BT = Back Turned (facing away from the opponent) WL = While Landing (from a jump) RCC = Recover Crouch Cancel (6, 4, or 8 from FC or WS) #X = Direction # plus button X (i.e. 4A = 4+A) X_Y = Either button X or button Y X,Y = X followed by Y X+Y = Button X plus button Y : = Just Frame, precise input timing required [X] = Hold button X xY = Button X followed immediatly by button Y, or "roll" from X to Y Hit Properties: CH = Counter Hit Shallow Hit = move hits at or near maximum reach Deep Hit = move hits close to character's body --- 02 Notes All combos are guaranteed to work, unless stated otherwise. The format is as follows: Character Name Character-specific conventions Combo Starter (Notes and/or requirements) -Possible followup 1 (Damage of starter+followup) #1->See corresponding notes. -Possible followup 2 (Damage of starter+followup) #2->See corresponding notes. -Possible followup N (Damage of starter+followup) #N->See corresponding notes. #1/2/N ->Notes Each possible followup represents an individual combo, so it would be combo 1 OR combo 2 OR combo N, not combo 1 THEN combo 2 THEN combo N. Combos are divided into the following categories per-character: Natural Combos (An individual string that combos after any hit) Natural Combos on CH (An individual string that combos only on CH) Stun/Knockdown Combos (Combos done after a stun or specific knockdown) Juggle Combos (Combos done after opponent is launched into the air) Note that any hit against a stunned opponent is considered a CH. All CH combos were done using standard Attack counter, or 120% damage. At this time I have no plans to include combos for Bonus and Create-A-Soul characters. If I choose to do so in the future, I will likely create a seperate FAQ for them, as that is a LOT to cover. I also do not include Olcadan-only combos that are made possible by his greater reach when mimicking characters with shorter arms. I will only use www.soulcalibur.com as a source for combos, so please DO NOT try to send me any new combos you think you have found, unless you know I know and trust you. It's nothing personal, just want to avoid getting overwhelmed and I have plenty of resources as-is. --- 03 Combos -- Abyss Natural Combos: A,A (36) 3A,K (44) 4A,B (45) aK (30) 3B,B (44) 3B,B:B (64) 66B,B 6K,K (34) 66B+K,A+B (68) BT B+K,B (41) Natural Combos on CH: 2A,B (40) 3A,K,B (73) B,B (53) 66bB (43) #1 3K,B (57) #1 Second B must be done as fast as possible. Stun/Knockdown Combos: CH 3A -2A (35) CH 3A,K -2K (56) -2A (55) CH B,B -8WR 3_9B (78) #1 -66A+B (74) -A+B (67) #1 Only vs Abyss, Astaroth, Nightmare, Rock, and Zasalamel. 66B,B -66B+K (70~84) #1 -66A (64~78) #1 -[A+B] (75) -8WR 3_9B (61~75) -66A+B (56~68) #1 #1 Must be slightly delayed for max damage. CH 1K -[A+B] (58) -66bB (56) -8WR 3_9B (54) -66A+B (51) 66K -66bB (55) -8WR 3_9B (53) -66A+B (49) BT 2K -66bB (45) -8WR 3_9B (43) -WS B (40) -66A+B (38) CH B+K,B (Delayed punch only) -66bB (60) -8WR 3_9B (60) -[A+B] (59) -66A+B (55) 2B+K -66A+B (52) -2B (47) -A+B (45) -4A+B (45) #1 #1 Reliable on deep hit. CH A+K or CH 8WR A+K -4[A+B] (79) -4B+K, 2A (64) -[A+B] (59) -66A+B (59) -66bB (57) -8WR 3_9B (53) 8WR 3_9B -66B,B (67) #1 -66bB (65) #1 -1A (63~64) -8WR 3_9B (63~64) #2 -66A+B (58~60) #1 Unreliable on deep hit. #2 Requires a shallow hit vs small and mid-sized characters. Juggle Combos: CH 66bB -66A (77) -8WR 3_9B (74) -66A+B (68) WL B ([G]9 version only) -66A (68~69) -8WR 3_9B (65) -WS B (62) -66A+B (60) WL B ([G]8 version only) -FC K (43~44) #1 #1 Unreliable on shallow hit. B+K:B (Must input B as late as possible during B+K) -66A (96) -8WR 3_9B (96) -66A+B (88) CH 6B+K,B (Second hit only) -66A (63) -8WR 3_9B (60) -66A+B (55) 2B+K -1A (56) #1 -66A+B (52) #1 -A+B (45) #1 Unreliable on shallow hit. 66B+K -66A (82) -[A+B] (80) #1,#2 -8WR 3_9B (78) -66A+B (73) #1 Unreliable on shallow hit. #2 Not the built-in followup; wait until after 66B+K recovery. CH 8WR 2_8B -8WR 3_9B (48) #1 -66A+B (47) #1 Only vs Abyss, Astaroth, Rock, and Zasalamel. CH 8WR 2_8B,B -66A (72) -8WR 3_9B (70) -66A+B (66) -- Astaroth Natural Combos: A,B (38) 1[A],A or 8WR 1_7[A],A (70~73) 214A,A,A,A,A,A (45) #1 B,A_2A_8A (49) #2 B,B6 (49) B6,K (48) 44B2_8,K or 8WR 1_7B,K (72~73) 3B+K:B (98) 8WR 2_8A,A (50) #1 Only if 214A whiffs or is blocked. #2 Second hit can be delayed and still combo. Natural Combos on CH: 6A,B (53) 66A,B or 8WR 3_9A,B (68~82) 1K,A (63) 3K,A (62) 3[K],A (83) WS K,A (68) Stun/Knockdown Combos: [A] -66B (74) A,[A] (Second hit only) -66B (91) CH A,B (Second hit only) -8WR 2_8[K], 2A+K_B+K (100) #1 -8WR 2_8[K], 8WR 2_8B (99) -8WR 2_8[K], 4[B] (97) -2A+G_B+G (79~94) #1 -8WR 2_8B (67) -2A+K_B+K (66) #1 -4[B] (63) -1A+G_B+G (54) #1 #1 Opponent can break throw with A or B. 4[A] -66B (82) CH B,B6 (Second hit only) -8WR 2_8[K], 2A+K_B+K (109) #1 -8WR 2_8[K], 8WR 2_8B (107) -8WR 2_8[K], 4[B] (105) -6K, 2A+K_B+K (102) #1 -2A+G_B+G (87~102) #1 -6K, 8WR 2_8B (90) -6K, 4[B] (87) -44[B] (85) -66B (84) -4K,K (77) -8WR 2_8A,A (77) -8WR 2_8B (76) -2A+K_B+K (75) #1 -4[B] (71) -66K (66) -1A+G_B+G (62) #1 #1 Opponent can break throw with A or B. CH B6 -2A+K_B+K (76) #1 -1A+G_B+G (64) #1 -4B (55) #1 Opponent can break throw with A or B. CH B6,K -2A+K_B+K (93) #1 -8WR 2_8B (82) -4[B] (79) #1 Opponent can break throw with A or B. 4[B] -4B (73) CH 6B -8WR 2_8[K], 2A+K_B+K (110) #1 -8WR 2_8[K], 8WR 2_8B (109) -8WR 2_8[K], 4[B] (106) -8WR 2_8B (77) -2A+K_B+K (76) #1 -4[B] (73) -1A+G_B+G (64) #1 #1 Opponent can break throw with A or B. 9B -4B (73) #1 #1 Reliable on deep hit. CH 6K -2A+K_B+K (76) #1 -8WR 2_8B (74) -4[B] (70) #1 Opponent can break throw with A or B. FC 3[K] -8WR 2_8B (72) CH WS K -2A+K_B+K (67) #1 -8WR 2_8B (66) -4[B] (62) #1 Opponent can break throw with A or B. BT 2K -crouch cancel, 2A+K_B+K (59) #1 -8WR 2_8B (56) -4[B] (54) -1A+G_B+G (46) #1 #1 Opponent can break throw with A or B. CH 6B+K -2A+K_B+K (82) #1 -8WR 2_8B (78) -4[B] (76) #1 Opponent can break throw with A or B. 6[B+K] -2A+K_B+K (87) #1 -8WR 2_8B (83) #2 -4[B] (81) #2 -1B (67) -4B (65) #1 Opponent can break throw with A or B. #2 Only on shallow hit. CH BT B+K -turn around, 8WR 2_8[K], 2A+K_B+K (117) #1 -turn around, 8WR 2_8[K], 8WR 2_8B (113) -turn around, 8WR 2_8[K], 4[B] (111) -turn around, 6K, 2A+K_B+K (108) #1 -BT 2A+G_B+G (93~108) #1 -turn around, 6K, 8WR 2_8B (96) -turn around, 6K, 4[B] (93) -turn around, 66B (90) -turn around, 4K,K (83) -turn around, 8WR 2_8A,A (83) -turn around, 8WR 2_8B (82) -turn around, 2A+K_B+K (81) #1 -turn around, 4[B] (77) -turn around, 66K (72) -turn around, 1A+G_B+G (68) #1 #1 Opponent can break throw with A or B. 8WR 2_8K -4B (58) Juggle Combos: 6A,[B] (Second hit only) -66B (88) CH 66A,B or CH 8WR 3_9A,B -236B+G (148~160) #1 -A+G, 4B (136~151) #1 Requires extremely difficult timing. B,B (Second hit only) -66B (70) B,[B] (Second hit only) -66B (93~104) CH B,[B] (Second hit only) -A+G,4B (133) -66K (90) 3B or 8WR 3_9B -4B (56) #1 #1 Does not work on shallow hit. CH 3B or CH 8WR 3_9B -A+G,4B (112) -66B (82) 3[B] or 8WR 3_9[B] -236B+G (125) #1 -A+G,4B (114) -66B (84) -66K (71) #1 Unreliable vs small characters. CH 44B -1A+G_B+G (83) #1 -1B (76) -4B (74) #1 Opponent can break throw with A or B. 44[B] -1A+G_B+G (120) #1 -1B (113) -4B (111) #1 Opponent can break throw with A or B. CH 1K -66B (73) 66[K] -turn around, 214A (149) -turn around, 236B+G (140~150) -turn around, A+G, 4B (129~139) -turn around, 8WR 2_8B (113~118) -turn around, 4[B] (109~115) #1 #1 Delay to avoid hitting opponent in mid-air. CH 3A+B or CH FC 3A+B -236B+G (126) #1 -turn around, A+G, 4B (114) -turn around, 66B (89) -BT B+K (74) #1 Must be buffered during 3A+B_FC 3A+B's recovery. 236B+K -236B+G (188) #1 -A+G, 4B (177) #2 -66B (147) -66K (128) #1 Reliable on deep hit. #2 Unreliable on shallow hit. 8WR 3_9[K] -turn around, 214A (129) -turn around, 236B+G (117~130) -turn around, A+G, 4B (106~119) -turn around, 8WR 2_8B (93~98) -turn around, 4[B] (93~95) #1 #1 Delay to avoid hitting opponent in mid-air. 8WR 2_8B (On opponent's back only) -66B (102) 8WR 2_8B4 -236B+G (100) #1 -A+G, 4B (89) -66B (61) -66K (46) #1 Unreliable on shallow hit vs small characters. 8WR 2_8[K] -214A (125~127) -236B+G (114) -8WR 2_8B (86~93) -4[B] (86~91) 64B+G or 64[B+G] (Opponent can break throw with B) -8WR 2_8B (85~107) -4[B] (83~105) -236B+G (80) -A+G, 4B (66) -66B (40) -66K (34) -- Cassandra Natural Combos: A,A (30) A,K (32) 4[A],B (76) 4[A],B:4 (92~102) #1 6A,A (28) B,B (38) 2b8B,A,A (59) 236A,B or 236,2_8,5A,B (50~51) 236,2_8,5B,A,A (73) #1 Damage depends on timing of :4 input. Natural Combos on CH: 3A,K (55) 4A,B (59) 4A,B:4 (79~89) #1 6A,A,A (51) B,4B (28) 2B,B (45) 2B,B:K (65) 2B,8B,A,A (76) 9K,K (60) #2 7_8_9A+B,K (63) B+K,B (54) 66B+K,B,B (49) #3 66B+K,B,K (33) #3 8WR 3_9K,K (51) 8WR 2_8A,A (55) #1 Damage depends on timing of :4 input. #2 Second hit can be delayed and still combo. #3 Only if first hit whiffs or is blocked. Stun/Knockdown Combos: 1A -crouch cancel, 3B (56) -crouch cancel, 1K (51) -FC B (46) CH 3A,K (Second hit only) -8B+K (65) #1 -8WR 2_8[B] (64) -3B (62) -66B (60) #1 Unreliable vs small characters. 4A_4[A],A (Second hit only) -crouch cancel, 3B (50) -crouch cancel, 1K (45) -FC B (40) 4[A] -6A,A,A, 3B, 66A+B, 8WR 2_8B+K (140) #1 -6A,A,A, 3B, 236B:B (126~133) #2 -6A,A,A, 66K, 236B:B (121~122) #3 -6A,A,A, 2B+K, 236B:B (101) #3 -236B:B (94~103) #2 -6A,A,A, 3A,K, 8WR 2_8[B] (92) #1 Slightly delay 8WR 2_8B+K for max damage. #2 Damage depends on timing of :B input. #3 More damaging version of 236B:B will not hit. CH 6A,A,A (Third hit only) -3B, 66A+B, 8WR 2_8B+K (120) -3B, 236B:B (103~111) #1 -66K, 236B:B (89) #2 -2B+K, 236B:B (87) #2 -3A,K, 8WR 2_8[B] (81) #1 Damage depends on timing of :B input. #2 More damaging version of 236B:B will not hit. WS [A] -3B, 66A+B, 8WR 2_8B+K (127~132) #1 -2A+G, A,K (125) #2,#3 -2B+K, 66K, 236B:B (121) #4 -2B+G (113) #5 -66K, 236B:B (109~110) #4 -236B:B (103~109) #6 -3A,K, 8WR 2_8[B] (102) #1 Slightly delay 8WR 2_8B+K for max damage. #2 Opponent can break throw with A. #3 A,K can be escaped if opponent holds [4]. #4 More damaging version of 236B:B will not hit. #5 Opponent can break throw with B. #6 Damage depends on timing of :B input. WL A -236B (57) -3B (53) -8WR 2_8B+K (53) -1K (46) CH B,4B -236B (58) -8WR 2_8[B] (55) CH B2 -3B (39) -1K (32) B[2] -3B (43) -1K (36) 4B or 4[B] -236B (60~75) -8WR 2_8[B] (57~72) -3B (55~70) CH 1K -3B (56) -1K (48) CH 44K or CH 8WR 1_7K -66B, 66A+B, 8WR 2_8B+K (133) #1,#2 -3B, 66A+B, 8WR 2_8B+K (132) -3B, 236B:B (118~125) #3 -2A+G, A,K (118) #4,#5 -2B+G (106) #6 -2B+K, 236B:B (100) #7 -2B,B:K (92) #1 Does not work after CH 8WR 1_7K. #2 Slightly delay 8WR 2_8B+K for max damage. #3 Damage depends on timing of :B input. #4 Opponent can break throw with A. #5 A,K can be escaped if opponent holds [4]. #6 Throw can be escaped with B. #7 More damaging version of 236B:B will not hit. CH 44[K] or CH 8WR 1_7[K] -BT 2A+G, A,K (118) #1,#2 -BT 2B+G (106) #3 -BT B+K, 1K (81) -BT B+K, 1B (80) #1 Opponent can break throw with A. #2 A,K can be escaped if opponent holds [4]. #3 Throw can be escaped with B. BT 2K -crouch cancel, 1K (32) -crouch cancel, 1B (27) A+B or 8WR 2_1_4_7_8A+B -3B (72) -1K (66) -8WR 2_8B (64) CH 7_8_9A+B,K -1K (83) -1B (77) 66A+B or 8WR 3_9A+B -8WR 2_8B+K (69) 8WR 2_8B or 8WR 2_8[B] -2K (34~46) 66B+G -236B (51) -1A (47) -3B (46) 2A+G -A,K (80) #1 #1 Can be escaped if opponent holds [4]. 214B -8WR 2_8B+K (74) Juggle Combos: 3B -236B:B (79~86) #1 #1 Damage depends on timing of :B input. CH 3B -66A+B, 8WR 2_8B+K (99) 44B -BT B+K (50) 44bA -BT B+K (112~115) 66B -66A+B, 236B (96) #1 -66A+B, 8WR 2_8B+K (92) #1 Reliable on deep hit. 66K -236B:B (64) #1 #1 More damaging version of 236B:B will not hit. 8WR 3_9B -66A+B, 8WR 2_8B+K (99~100) -- Cervantes DC = Dread Charge (214) iGDR = Instant Geo Da Ray (214:B) iTS = Instant Tornado Swell (214:B+K) Natural Combos: A,A (29) 3A,B (43) 3A:B (64) WS A,B (58) #1 B,B (30) 6[B],B (58~59) #2 6A+B,B (45) 6A+B:B (53) DC A+K,A (26) #1 Unreliable vs small characters unless near a wall or edge. #2 Second hit can be delayed and still combo. Natural Combos on CH: B,B,B (63) CH 3B,B or 8WR 3_9B,B (65) 4B,K (42) 6B,B (52) 4K,K (44) 8WR 1_7A,A (48) Stun/Knockdown Combos: 1A -8WR 3_9B (54) 1aB+K or 1a[B+K] -2K (35~50) CH 4A -2[B+K] (68) #1 -iGDR (61) -8WR 1_7B (58) -3B (50) #1 Quake stun will catch tech roll. 44aB -8WR 2_8B (82) -8WR 1_7B (81) -2B+K (78) -3B (74) WS A,[B] or 2[B+K] (Quake stun only) -3B, iTS (93) #1 -3B, 2[B+K] (83) #1 -3B, run under, BT B+K, B2 (78) #1,#2 -3B, iGDR (76) #1 -A+B, B,B,B (52) -B,B,B (40) #3 -66B (30) #1 Opponent must be close for 3B to launch. #2 Must do BT B+K as soon as possible. #3 Requires exact distance. WL A -2B+K (55) -3B (51) -2A+B (48) CH bA -A+B, B,B,B (79) #1 Reliable on shallow hit. -A+B, aB (75~77) -A+B, 4K,K (75) -A+B, 4B,K (73) -A+B, 3A+B, 2B (71) -B,B,B (65) -3A+B, 2A+B (59) #2 #1 Reliable on shallow hit. #2 Reliable on deep hit. 44K -FC K (48) CH 44K -iGDR (88) -8WR 3_9B (69) CH 66K or CH 8WR 3_9K -iGDR (64) -8WR 2_8B (61) #1 -8WR 1_7B (60) #1 Must be close for attack throw to hit. CH WS K -3K (44) -4K (44) -6K (42) BT 2K -8WR 2_8B (51) A+B -B,B,B (64) -aB (60) -4K,K (58) -4B,K (56) #1 Only on shallow hit. CH 1A+B -iGDR (73~75) -2B+K (65) -3B (60) -2A+B (56) 2A+B -8WR 3_9B (55) -WS B (54) -crouch cancel, 2A+B (52) CH 2A+B -crouch cancel, B2 (68) -crouch cancel, 2B+K (66) -crouch cancel, 2A+B (61) -8A+K (61) CH 3A+B -2A+B (51) #1 -2K (40) #1 Only vs Abyss, Astaroth, Rock, and Zasalamel. 4B+K or DC 6,B+K -2B (61) #1 #1 Reliable on deep hit. 7_8_9[B+K] or 8WR 3_9[B+K] (Must jump over opponent) or BT B+K -3B, iGDR (92~97) -3B, aB (82~87) -3B, B2 (81~86) -A+B, B,B,B (85) #1 Not possible after BT B+K. -A+B, aB (81) #1 -3B, 8A+K (74~79) -A+B, 4K,K (79) #1 -A+B, 1K (75) #1 -66B (46~51) #1 Not possible after BT B+K. 4A+K (Auto-GI only) -2K (57) 8A+K (Only from point-blank range) -iGDR (65) -2B+K (58) -3B (54) CH 8WR 2_8B -iGDR (66) -8WR 2_8B (61) -2[B+K] (58) CH 8WR 1_7A,A -3K (65) DC K -3B (55) Juggle Combos: 1A,B -iGDR (72~73) -B2 (62) -8A+K (55) #1 Reliable on deep hit. 3A:B (Followups must be done between second and third hit) -iGDR (85) -B2 (75) -8A+K (68) 3B or 8WR 3_9B -iGDR (76) -B2 (65) -8A+K (58) CH 3B or CH 8WR 3_9B -iTS (100) -2[B+K] (89) -run under, BT B+K, B2 (85) #1 -iGDR (83) -8WR 1_7B (79~80) -B2 (72) -8A+K (65~66) #1 Must hit BT B+K as early as possible. WS B -iGDR (72) -66A (60) -3B (59) WL B -2B (43) -2K (42) 4A+B -iGDR (68) -B2 (60) -2B+K (56) 44A+B or 44[A+B] -iGDR (80~105) 66A+B or 8WR (except 4) A+B -2B (61~63) -2K (58~60) 7_8_9A+B -aB (80) -B2 (79) CH 7_8_9A+B -2[B+K] (102) -iGDR (98) -8WR 1_7B (95) -step forwards, B2 (89) -8A+K (82) CH 4A+K -iGDR (70) -2B+K (62) -B2 (61) #1 -8A+K (54) #1 Reliable on deep hit. CH 8WR 1_7A,A -2B (61) -2K (60) CH 8WR 1_7B -iGDR (96) -8WR 1_7B (88) -aB (87) -B2 (86) #1 #1 Reliable on deep hit. B+G -G cancel, 2[B+K] (62) -DC B+K (61) -DC B (53) -G cancel, 8WR 2_8B (53) -G cancel, B2 (47) -G cancel, 8A+K (40) DC B -turn around, 2[B+K] (105~107) -turn around, iGDR (103) -turn around, 8WR 1_7B (95~99) -turn around, B2 (92) -turn around, 8A+K (70) iGDR -2[B+K] (97) -iGDR (93) -8WR 1_7B (89) -B2 (82) -8A+K (62) -- Ivy SW = Sword Stance (default stance or B+K during Whip Stance) WP = Whip Stance (B+K during Sword Stance) SL = Spiral Lust (WP 3A+B) SE = Serpent's Embrace (A+K during SW or WP) Natural Combos: SW A,A (36) SW A,[A] (24) WP A,A (20) SW B,B (38) SW B,[B] (28) SW 8B+K,K or 6B8,K (35) WP B,B (22) WP 44B,B (42) WP WS B,B (48) SW A+B,A or SW 8WR (except 4) A+B,A (40) 4A+B,B (35) SE B,B,B (50) SE B:6B:4B:6B:4B (80) Natural Combos on CH: WP 1A,B (39) #1 WP 6A,A (45) WP WS A,A (50) WP 6B2_8 (44) SW 4K,B (43) WP A+B,B or WP 8WR A+B,B (48) WP 8WR 1_7A,A (38) #1 Automatically done after CH WP 1A. Stun/Knockdown Combos: CH SW 4A -SW 8WR 3_9B, SW 6B9 (87) -SW 8WR 3_9B, SW 4K,B (84) -SW 8WR 3_9B, SW 8B+K (82) -SW 4K,B (72) SW 66A or SW 8WR 3_9A -2K (39~43) CH WP 44A -214K, WP 66B (51) -214K, 214K (41) CH WP 44[A] -SE B:6B:4B:6B:4B (83) -SE B,B,B (61) SW WS B -2K (39) CH SW 9B -214K (59) -SW 8WR 2_8B (57) WP 8_9B -214K (64~68) -WP 8WR 3_9B (55~59) WP 1B or WP 8WR 1_7B -WP 9B (60) #1 -WP 2B+K (45) #1 -WP 3B+K (25) #2 #1 Unreliable on shallow hit. #2 Only on shallow hit. WP 66B -214K (56) -WP 8WR 3_9B (49) CH WP FC 3B -214K (47) #1 -WP 8WR 3_9B (40) #2 #1 Only on deep hit. #2 Unreliable on shallow hit. CH 1K or CH 8WR 1_7K -SW 1B+K (59) -214K (55~57) -SW 8WR 2_8B (55) -WP 8WR 3_9B (48) 3[K] -SW 1B+K (62) -214K (58) -SW 8WR 2_8B (58) -WP 8WR 3_9B (51) CH WP 6K -2K (38) CH 214K -SW 1B+K (41) #1 -214K (40) -SW 8WR 2_8B (38) -WP 8WR 3_9B (31) #1 Reliable on shallow hit. BT 2K -SW 8WR 2_8B (41) -214K (36) -WP 8WR 3_9B (34) SW 1_2_3A+B -214K (58) -8WR 3_8B (56) SW 1_2_3B+K -WP 1_2B+K (55) #1 #1 Followup depends on distance from opponent. SW 3[B+K] (Close range only) -214K (66) -WP 66B (62) 2A+K or 8WR 2_8K -SW 8WR 2_8B (49) -214K (44) -WP 8WR 3_9B (42) CH SW 8WR 2_8A -SW 8WR 3_9B, SW 6B9 (87) #1 -SW 8WR 3_9B, SW 4K,B (85) #1 -SW 8WR 3_9B, SW 8B+K (83) #1 -SW 4K,B (72) -214K, 214K (67) #2 -214K, SW 8WR 2_8B (62) -214K, 214K (47~57) #3 #1 Reliable on shallow hit. #2 Only after SW CH 8WR right A or side hit. #3 Delay last hit for max damage. CH SW 8WR 1_7A -SW 8WR 2_8B (57) -214K (53) SE B,B,B -WP 8WR 3_9B (68) -WP 2B (61) SE B:6B:4B:6B:4B -WP 2B (91) Juggle Combos: WP 1A,B (Second hit only) -WP 66[K] (52) #1 -WP 66B (44) -WP A+B (41) -WP 1B+K (36) #1 Only on deep hit. CH WP 1A -WP 66[K] (71) -WP 66B (60) -WP A+B (60) -WP 1B+K (53) SW 3B -SW 2A (40) #1 -2K (37) #2 #1 Unreliable on deep hit. #2 Unreliable on shallow hit. CH SW 3B -SW 6B9 (73) -SW 4K,B (71) -SW 8B+K (68) SW FC 1B -turn around, SW 6B9 (66) -turn around, SW 4K,B (64) -turn around, SW 8B+K (61) CH WP WL B -WP 66[K], WP 6A,A (89~94) #1,#2 -WP 66[K] (62~67) #1 Can be unreliable depending on opponent's AC. #2 Opponent can recover standing with major advantage. WP 3B -WP 6A,A (53~55) #1 -WP 66K (46) Opponent can recover standing with major advantage. WP 3[B] -SE 6B+K (57~58) #1 -SE K (46) #1 Does not always do max damage. CH WP FC 3[B] (Release [B] as soon as possible from SL) -WP 6A,A (81~82) #1 -WP 66K_[K] (73~81) #2 -WP 8WR 3_9B (70) #1 Opponent can recover standing with major advantage. #2 Damage depends on how long 66[K] is charged. CH WP FC 3[B] (Release [B] as late as possible before opponent can tech) -WP 66[K] (77) #1 -WP A+B (64) #1 -WP 1B+K (59) #1 Must hit right as opponent lands for max damage. CH WP WS B,B -SW 2B+K, WP 2B+K (93) -6B9 (85) -8B+K (80) SW A+B,A or SW 8WR (except 4) A+B,A -66A (62~64) WP 3A+B or SL release A+B -WP 6A,A (62~63) #1 -WP 66K (54) #1 Opponent can recover standing with major advantage. WP 3[A+B] or SL release [A+B] (Release any time before max charge) -WP 66[K] (100) #1 -WP A+B (87) #1 -WP 1B+K (79~82) #1 Must hit right as opponent lands for max damage. CH WP 1_2_3B+K or CH SE 1_2_3B+K -SW 6B9 (72~84) -SW 4K,B (70~82) -SW 8B+K (66~78) WP 44B+K -WP 6A,A (87~88) #1 -WP 66K (79> #2 #1 Opponent can recover standing with major advantage. #2 Reliable on deep hit. WP 44[B+K] (Can release B+K after any short charge) -WP 66[K] (80) #1 -WP A+B (67) #1 -WP 1_2_3B+K (62) #1 Must hit right as opponent lands for max damage. CH SW 8WR 3_9B -6B9 (59) -4K,B (57) -8B+K (54) CH SW 8WR 2_8B or CH SW WL B -SW 6B9 (71~80) -SW 4K,B (68~77) -SW 8B+K (66~75) WP 8WR 3_9B -SE 6B+K (62) #1 -SE K (51) #1 Does not always do max damage. SE K -SE 6B+K (66) #1 -SE 4B+K (54) -SE 66K (46) #1 Does not always do max damage. -- Kilik MO = Monument Stance (236) BP = Back Parry Stance (214) Natural Combos: A,A (25) 6A,A (35) 66A,A (45) aA (28) 3kB (50) 4K,B (44) #1 kB (30) 4A+B,B,B (90) #2 [B+K_BT B+K_8WR 2_8B+K],6B,41236B (74) MO A,K (46) MO B,K (46) #1 Second hit can be delayed and still combo. #2 Must input B at or before second hit of 4A+B. Natural Combos on CH: A,A,B (52) 3A,B (49) 6A,A,A (68) 44A,A (54) aA,B (72) B,B (52) 3B,B (39) #1 2_8,5B,B (40) 66K,K or 8WR 3_9K,K (73) 66K,K,B or 8WR 3_9K,K,B (53) #2 8WR 2_8A,A,A (70) 8WR 2_8A,B (54) 8WR 2_8K,B (53) MO A,B,K (59) #1 Second hit can be delayed and still combo. #2 Only if 66_33_99K whiffs or is blocked. Stun/Knockdown Combos: 44aB -2K (84) CH aA -3B,B, 6A,A,A (103~104) -3B,B, 3kB (98) -66B (76) WL A -2B (45) -66B (45) -2K (39) CH 1B -3B,B, 6A,A,A (101) -3B,B, 3kB (97) -66B (74) -B,B (71) CH 3B -2K (28) CH 44B -66B (38) -2K (32) CH 2_8,5B,B -6B+K (64) -2B (54) CH FC 3B -66B (51) -2K (45) WS B -66B (75) -6B+K (56) 8_9B -66B (50~51) -2K (44~45) 4K -2K (34) CK 4K,B (Second hit only) 6B+K (56) -2B (46) -66B (46) 44K or 8WR 1_7K -2K (38) BT 2K -6B+K (42) -66B (31) A+B (Combo damage varies depending on opponent's character and distance) -3B,B, 6A,A,A (140) #1 -3B,B, 3kB (135) #1 -aA,B (104) #1 -66B (104) #1 -6B+K (83) #1 Requires deep hit. Down State A+B or MO A+B -2B (60) -66B (60) -2K (54) Down State A+B,K or MO A+B,K -6B+K (64) -2B (52) -66B (52) 4A+K -66B (55) CH 8WR 2_8K -2K (35) CH MO A -6B+K (53) -66B (41) CH MO A,B -66B (54) #1 -2B (54) #1 Reliable on deep hit. CH MO A,B,K -66B (65) #1 #1 Reliable on deep hit. MO A,K -6B+K (70) -2B (60) -66B (60) MO B,K -66B (60) #1 #1 Reliable on deep hit. MO K -6B+K (56) -2B (46) -66B (46) MO A+G:46A+G:41236B -6A,A,A (81) -3kB (79) Juggle Combos: CH A,A,B -3A,A,A (93) -3kB (88) CH 3A,B -3K (69) #1 -K (61) #1 Reliable on shallow hit. CH 3B,B -6A,A,A (81) -3kB (75) WL B -3K (48) -K (40) 4A+B,B -3K (93) -K (84) 8WR 2_8B -6A,A,A (75) #1 -3K (55) #1 Reliable on deep hit. CH 8WR 2_8B -6A,A,A (81) #1 -3kB (78) #1 Reliable on deep hit. -- Lizardman CRW = Crawling Stance (236) Natural Combos: A,A (33) A,K (32) 1A,K (66) B,B (38) B,K (42) WS K,K,K (60) #1 66B+K,A (41) CRW A,B (52) #1 Only if WS K whiffs or is blocked. Natural Combos on CH: B2,B (25) 2B,K (59) WS K,K,K (96) 66B+K,A,B (75) 8WR 8A,A (57) #1 #1 8WR left version only; 8WR 2A,A on right side. Stun/Knockdown Combos: WL A -1K (49) -1B (45) CH 4B -44K (71) -236K (71) -2B,K (70) 1K -1B (46) BT 2K -crouch cancel, 1B (30) -FC B (26) A+B -1B (50) 66A+B -1B (67) #1 #1 Reliable on deep hit. B+K (Auto-GI only) -44K (82) CH 4B+K (Deep hit only) -44K (83) 7_8_9B+K -8WR (except 6) A+B (71) #1 -1B (52) #1 Reliable on deep hit. 7_8_9[B+K] (Release before maximum charge) -8WR (except 6) A+B (78) #1 -1B (57) #1 Reliable on deep hit. 7_8_9[B+K] (Maximum charge) -8WR (except 6) A+B (91) #1 -1B (69) #1 Reliable on deep hit. 7_8_9[B+K] (Quake stun only) -236B,B, 44K (87) -236A,B, 236K (73) -236A,B, 8WR (except 6) A+B (71) -3B, 236K (68) -3B, B,K (63) -4B, 44K (62) BT B+K -236K (73) -8WR (except 6) A+B (63~64) A+K or 8WR A+K -44K (81~82) Juggle Combos: 3B -236K (68) #1 -B,K (61) #1 Unreliable on shallow hit. 44B -66A+B (69~70) -236K (64) CH 44B -66K6, 66B (99) 66B -66A+B (80) WL B -236K (68~69) -B,K (61~62) CH 66B+K,A,B -66A+B (120) CH 236A,B -236K (77) -8WR (except 6) A+B (75) 236B,B -44K (87) -- Maxi RO = Right Outer (B->RO) BL = Behind Lower (4A->BL or RO A->BL) RC = Right Cross (A,A->RC or RO B->RC) LO = Left Outer (4B->LO) LI = Left Inner (2aB->LI or A+K->LI) Natural Combos: A,A (34) 4A,B_B,G (44) 4A,B[4] (64) 4A,B[4]:G (52) #1 4A,B[4],G (26) 4A,bA,A (62) FC 3A,A,A (24) 4B,B (45) 6B,B (28) 6bA,A (46) kB,A or RO K,A (53~54) kB,A[4] or RO K,A[4] (48~50) kB,K or RO K,K (34) kB,[K] or RO K,[K] (42~48) WS K,K (46) B+K,B,B,B,A (82) 2B+K,B (43) 8WR 2_8K,K,K (58) RO A,K (51) BL K,K (50) RC K,K (50) #1 Must cancel as soon as possible; holding [G] will also work. Natural Combos on CH: 44A,B (44) 6B,B,B (72) 2K,K (42) RO B,B (63) RO B,B,K (84) LO B,K (60) Stun/Knockdown Combos: 4A,B -LO B (61) #1 #1 Reliable on deep hit. FC 1A,B (Second hit only) -LO B (52) 66B -LO K (67) -LO B (63) 66B,G -66B+K (77) 236K or 8WR 2_8B+K -4B,B,K (110) #1 -66B+K (88) #2 -A,A (84) #2 -1K (66) #1 Requires exact distance to hit. #2 Reliable on shallow hit. 236K,G or 8WR 2_8B+K,G -1K (26) 6A+B -BL K (57) 8WR 3_9A -3B (56) #1 #1 Reliable on deep hit. CH 8WR left A -B+K,B,B,B,A (102) -3B, 66B+K (96) -3B, A+B (93) -66B, LO K (92) -66B, LO B (86) -4B,B,K (81) -6A+B, BL K (81) CH 8WR right A -LI K, B+K,B,B,B,A (128) -LI K, 3B, 66B+K (113) -LI K, 3B, A+B (111) -LI K, 66B, LO K (97) -LI K, 66B, LO B (95) -LI K, 4B,B,K (91) -LI K, 6A+B, BL K (91) -LI K, 6B,B,B (86) -LI B+K, 1K (78) -LI A (66) RO_BL_RC_LO_LI B+K -1K (52) #1 #1 Reliable on deep hit. RC A -FC K (70) #1 #1 Reliable on deep hit. RC B,G -3B (65) CH LI K -B+K,B,B,B,A (105) -3B, 66B+K (98) -66B, LO K (92) -66B, LO B (88) -4B,B,K (83) -6A+B, BL K (83) -6B,B,B (76) Juggle Combos: aK[4] or kB,A[4] (Second hit only) or RO K,A[4] (Second hit only) -66B+K (75~76) 3B -A+B (65~68) #1 -66B+K (62) #1 Unreliable on shallow hit. 2K,B (Second hit only) -RO B+K (69) -RO B (60) kB or RO K -A+B (55) -66B+K (55) kB,[K] or RO K,[K] -66B+K (71~80) WS K -66B+K (67) -A+B (65) WL K -66B+K (70~75) -A+B(68~73) CH 4A+B or CH 8WR 1_4_7A+B -66B+K (95) 4[A+B] or 8WR 1_4_7[A+B] (Max charge) -66B+K (100) 4[A+B] 8WR 1_4_7[A+B] (Guard crush only) -66B+K (65) 4B+K or 44B+K -turn around, 2aB (107~110) -turn around, 66B+K (101~105) -turn around, A+B (102) -BT B+K (100) 8WR 3_9B -BL K,K (86~88) #1 -BL B+K (85) -BL B (76) #1 Delay both hits. CH 8WR 3_9B -2aB (102) -66B+K (101) -A+B (98) 8WR 2_8B,G -1K (48) LI B or LI [B] -BL B+K, 1K (73~83) #1 -BL K,K (67~77) #2 -BL B (56~66) #1 Reliable on shallow hit. #2 Delay both hits. -- Mitsurugi RLC = Relic Stance (4B+K) MST = Mist Stance (6B+K) HMD = Half Moon Death (214A) FMD = Full Moon Death (214B) Natural Combos: A,A (32) B,B_B,[B] (38) 44B,B (57) #1 66B,B (63) 2K,B_2K,[B] (48) 4K,B or 8WR 1_7K,B (52~56) 8WR 3_9B,B (64) #1 8WR 1_7B,A_1,7B,[A] (44) 236A:A (39) MST A,A (56) HMD A:A:A (81) #1 Second hit can be delayed and still combo. Natural Combos on CH: 6A,A (38) FC 1B,B (53) FC 1B,[B] (37) A+B:B (80) MST B,B,B (34) MST B,4B (75) MST B,6B (50) MST B,K (31) Stun/Knockdown Combos: 1A or 1[A] -3B (65~75) #1 -66B (58~68) -1B (55~65) #1 Reliable on deep hit. CH 3A -66A+B (56) -8WR 2_8B (47) CH B6 or CH 214[B] -3A, 66A+B (63~71) -236B (63~70) -3B (45~52) 6B:2 (Input 2 as fast as possible) -66A+B (69) -8WR 2_8B (57) WL B ([G]9 version only) -FC B (46) #1 #1 Reliable on deep hit. CH 66K or CH 8WR 3_9K -8WR 2_8B (48~52) BT 2K -8WR 2_8B (39) -66B (33) 66A+B or 8WR A+B -3B (66~72) -8WR 1_8B (58~64) -2A (55~61) FC 1A+B -3B (59) -66B (52) -1B (49) 8A+B -66A+B (72) -8WR 2_8B (63) 9A+B -1B (63) CH A+K -66K, 66A+B (88) -236B (82) -3A, 1[A] (80) -3A, 66A+B (79) 6A+K or MST 6B or CH MST B,6B -66B (58~68) 8WR 3_9A -3B, 236B (90) #1 -B6, 3A, 66A+B (73) #1 -3B, 66A+B (64) #1 Reliable on shallow hit. 8WR 2_8B -3B (60) -1B (49) CH 8WR 2_8A+K -3B, 236[B] (98) #1,#2 -8WR 3_9B, 236[B] (92~94) #2 -3B, 236B (90) -8WR 3_9B,B (85) -8WR 3_9B, 236B (84) -66B,B (83) #1 Reliable on deep hit. #2 Must briefly charge [B]. 8WR 1_7A -8WR 2_8B (60) RLC B -3B (51) -1B (42) RLC [A+B] (Two-hit unblockable only) -3B (98) -1B (89) MST A+B -3B (78) MST [A+B] -MST B,4B (117) -MST B,6B, 66B (113) Juggle Combos: 1A,B -236[B] (102~104) 3B -4K,B (80) #1 -236[B] (77) #2 -236B (69) #1 Requires extremely precise timing. #2 Must briefly charge [B]. CH FC 1B -236[B] (70) #1 -236B (62) #1 Must briefly charge [B]. CH FC 1B,B (Subtract 16 damage for CH FC 1B,[B]) -66A+B (90) -8WR 2_8B (78) CH A+B -1B (63~65 -K (59) 8WR 3_9B -4K,B (75~77) #1 -236[B] (72) #2 -236B (64) #1 Requires extremely precise timing. #2 Must briefly charge [B]. 8WR 3_9[B] -RLC B (52) -- Nightmare GS = Grim Stride (236) NSS = Night Side Stance (B+K) Natural Combos: A,A (38) #1 A,[2]A,A (59) #2 3A,A (58) B,B (28) 6B:B (48) 44B,B (60) GS K,K (30) #1 Does not combo on deep hit. #2 Only if A whiffs or is blocked. Natural Combos on CH: A,A (42) #1 3A,2A (71) WS A,A (64) B,B,B (60) 4K,K (34) 8WR 2_8A,B (53~54) 8WR 2_8K,K (53~54) #1 Combos at any range. Stun/Knockdown Combos: 1A[6] -GS B (65) -GS K,K (59) 1[A][6] -GS K,K (81) 1[A][6] (Blocked) -GS K,K (31) #1 #1 Unreliable on deep block. 1A_[A],K (Only vs jumping opponent) -66B (59) -8WR 2_8B (58) -8WR 3_9B (54) -GS K,K (53) 4A -8WR 2_8B (86) -8WR 3_9B (76) -GS K,K (73) 66A or 8WR 3_9A -8WR 3_9B (68~71) -GS K,K (65~68) CH aB -1K (34) 1[B] -NSS bA (72) #1,#2 -NSS K (46) #1 Does not work on deep hit. #2 Buffer by holding [A] during 1[B], then pressing B during recovery. CH 1[B] -NSS A+B, 2A+B (94) -NSS A+B, 8WR 3_9B (89) -NSS A+B, GS K,K (87) -NSS A+B, 66K (83) 44B -8WR 3_9B (62~64) -GS K,K (60) -FC B (53) 44B,B -2A+B (92) -3B (89) -8WR 3_9B (89) bA -8WR 3_9B (58) bA[6] -GS B (62) -GS K,K (57) CH WS B -2A+B (60~63) #1 -66B (60) -GS B (60) -4B (59) -8WR 3_9B (55~60) -GS K,K (54) #1 Delay 2A+B for max damage. CH WS [B] -NSS A+B, 2A+B (92) -NSS A+B, 8WR 3_9B (87~88) -NSS A+B, GS K,K (85) -NSS A+B, 66K (81) -GS B (60) -GS K,K (56) -NSS B (52) 2[K] -8WR 2_8B (57) -8WR 3_9B (46) 3[K] -66A+B_[A+B] (67) -8WR 2_8B (61~63) -66B (55) -GS K,K (48~49) CH 4K,K -8WR 3_9B (58) -GS K,K (57) CH 6K -8WR 3_9B (47) -GS K,K (45) BT 2K -8WR 3_9B (39) CH WL K -2A+B (53) -3B (49) CH GS A -4K,K, GS K,K (68) -4K,K, 8WR 3_9B (62) -4K,K, 3B (59) -A,A (56) -aB, 1K (52) NSS [A] -NSS bA (74) #1,#2 -NSS K (48) #1 Does not work on deep hit. #2 Buffer by holding [A], then pressing B during recovery. CH NSS K -2A+B (56) -3B (52) -8WR 3_9B (52) -GS K,K (49) Juggle Combos: 3B -A+K (67) -3B (61) -8WR 3_9B (61) -GS K,K (59) -66K (55) 3[B] -NSS bA (75) -NSS A+B (60) -GS K,K (59) -NSS B (57) -NSS K (52) 66B -8WR 2_8B (84) -4A (82) -bK (82) #1 -66A (79) -66B (75) -A+K (73) #2 #1 Unreliable on deep hit. #2 Step forwards after 66B on shallow hit to avoid whiffing. WS [B] -NSS bA (62) -NSS A+B (49) -NSS K (40) 44K -A+K (61) #1 -6A (54) -66K (49~50) #1 Only possible on shallow hit. 8WR 3_9B or CH 8WR 3_9B (Buffer followups or hold G to turn around) -44B,B, 2A+B (120~126) #1 -44B,B, 8WR 3_9B (116~119) -66A+B_[A+B] (81~90) -8WR 2_8B (72~83) -2A+B (67~74) |