From: Dave Connoy Newsgroups: rec.games.video.sony Subject: Soul Edge Combo FAQ v1.0 (1/1) Date: Tue, 2 Sep 1997 15:21:21 -0500 Soul Edge / Soul Blade Combo FAQ v1.0 Written by Dave Connoy (connoy@students.uiuc.edu) Released 2 Sep. 1997 Formatting: What passes for 'the usual', i.e. 79 columns in a fixed-width font. There's only one table in here, so if you don't mind losing it, a variable-width font should work ok. (shrug) Terminology: If you've ever used my move list you should be intimately familiar with terminology by now. Since joysticks are customizable, I use the A,B,K,G notation rather than the clumsy and lame square, triangle, circle, cross. I also call the game Soul Edge, not Soul Blade. Availability: The primary place to get the most recent version is the Stage of History website (http://absolut.students.uiuc.edu/japierce/), but it will be posted to other Soul Edge websites as well. If you wish to carry this FAQ on your site, please drop me a line first. Table of Contents: - What's new in this version - Intro - What Is A Combo? - Strings Are Not Combos! - Throws In Combos - The Basic Components to the Combos - Multi-Hit Moves - Float Starters - Stun Moves - Staggers - Throws - Major Counters - Move Cancellation (Buffering) - Strings/Chains - Dashing & Crouch Dashing - Critical Edges - Ground Attacks - Combo Classifications - Regular Combos - Float Combos - Stun Combos - Stagger Combos - Throw Setups - Character Specifics - LEGEND - Hwang - Han Myong - Rock - Taki - Sophitia - Mitsurugi - Siegfried - Seung Mina - Li Long - Voldo - Cervantes - Soul Edge - Special Thanks/Closing - Wishlist for the next version WHAT'S NEW IN THIS VERSION - Everything is new. (2 Sep. 1997) ********* * INTRO * ********* Well, Soul Edge has been out in the arcades for over a year and on the PlayStation for a few months now. One of the questions I asked myself after playing for a while was "Are float combos it?" And the answer is, thankfully, no. Since my first post to UseNet the day after Soul Blade PSX hit the USA, I've given more attention to stun combos, and found some nifty ways to combo into throws. In an effort to get all I know down before my brain loses all of it because the competition here in my hometown is crap, I decided to write this Combo FAQ. Hopefully, this FAQ will help clear up the confusion that some people seem to have regarding the strings vs. combos debate, and drum up a little more exploration into Soul Edge's game engine. Please note that the first half of the FAQ deals with the system of combos in the game. (If it can be said that Soul Edge has a 'system.') It is somewhat technical and explains everything in the best detail I know to help those who desire a deeper understanding of how everything works. However, for those of you who just want the combos, feel free to jump right to the second- to-last section, where all the combos are listed, but it's not my fault if you get confused. For the record, all these combos are done on the PSX version. As far as I can tell there are at least a few differences between the PSX and arcade versions. The PSX version seems easier to do long float combos on, so some of the more hardcore stuff in here may be harder or impossible in the arcade. Note: Remember, this is a FAQ dedicated to helping you DO COMBOS. This FAQ assumes that you already know the basic structures of the game, like how the buttons work. If you are very unfamiliar with this game, it may be more productive to learn the game to a small extent before utilizing this FAQ. Check out my move list to get started, available at fine Soul Edge websites everywhere and probably the same place you got this FAQ, and READ THE MANUAL!!! ******************** * WHAT IS A COMBO? * ******************** A "combo" (short for "combination," kupo) is a series of attacks performed such that, if the very *first* attack hits, the rest are guaranteed to hit the opponent. Float combos are the most common type of combo in Soul Edge; the first hit "floats" the opponent high in the air, making them completely vulnerable to attacks performed on them on the way down. -=Strings Are Not Combos!=- Every once in a while, someone on r.g.v.sony whines that he punched in Mitsurugi's B,B,A,B 'combo,' hit with the first three attacks, and the computer managed to block (or parry) the last B. The fact of the matter is that preprogrammed 'combos' usually have enough delay somewhere such that the opponent can put up a block stance or parry if they are still standing. For this reason I will call these techniques 'strings' to avoid confusion with true combos as defined above. For the record, two or three of the hits in a string may actually be a combo, but it is a very rare occasion when an entire string combos. -=Throws In Combos=- One of the things I'll discuss in this guide is a way to get a guaranteed throw on your opponent after a certain attack. It is important to note that any throw in the game (except for back throws) can be escaped, so any combo involving a throw is not a 'true' combo. Despite this, I include this genre of combos because they are reasonably likely not be escaped if performed correctly and used in conjunction with other combo techniques. ************************************** * THE BASIC COMPONENTS TO THE COMBOS * ************************************** There are many different kinds of combos in Soul Edge. However, all of the combos are made up of different combo rules and different techniques and systems. This section lists the basic components of every combo for the game. Understanding the very basics behind every combo is a key factor in learning how to do combos effectively. -=Multi-Hit Moves=- What better way to do a combo than to just hit a button that makes your character perform a move that hits more than once? Some examples are Taki's A+K, Li Long's QCF+B, and a whole lot of Cervantes' moves (having two swords helps here,) all of which hit twice or more, for an easy 2- to 4-hit Combo. An important exception to this rule is Li Long's A+B, the second hit of which can be blocked if the first hit does not connect as a major counter. These don't require much skill and they don't look at all impressive, but they count as combos anyhow. -=Float Starters=- The easiest way to start a combo in Soul Edge, a float starter sends the opponent high into the air upon connection, leaving them open for punishment during their long fall to the ground. *Every* character has a basic uppercut, performed with d/f+B, that starts a float. Shortfalls of the uppercut (and most float starters) is that they are upward vertical cuts, and thus easily dodged with a sidestep. If a float starter connects as a major counter, interrupting your opponent's attempted attack, the opponent will fly even higher, expanding your combo possibilities. -=Stun Moves=- Another way to start a combo is to successfully 'stun' your opponent. Most, but not all, stun moves are done with d/f+A or WS+A. If a stun move connects as major counter on your opponent, they will clutch their gut in pain and crumple slowly to the ground, giving you a small window to smack 'em with one or more extra attacks. Keep in mind that this 'stun' effect only happens if the attack hits as a major counter. Stun moves are the ideal way to hit a sidestepping opponent, as they are usually horizontal in nature and will interrupt the opponent's impending sidestep attack to give you the MC condition. -=Staggers=- The weirdest way to start a combo is with a stagger move. Staggering moves are rare in the game, and they all have different characteristics (Han Myong's f,F+A+B only staggers properly on major counter, for instance.) When a stagger move connects on your opponent, you have a *small* window of opportunity to follow up - usually with fast A attacks or a throw. There are more stagger attacks in the game than are listed here, but for brevity and ease of use I'm only going to list the ones that I have found *guarantee* a throw. Some, like Mitsurugi's WS+B(non-MC), give you a very good chance for a throw because the throw will stuff anything the opponent does except duck. Though they are useful, these types of moves will not be listed. -=Throws=- A throw is usually possible after a stagger or a stun if your timing is perfect. This is because basic throws (A+G and B+G for all characters) are an instant attack with no execution time. Command throws, such as Taki's triple headstomp and Rock's powerbomb do have execution time (Taki, for instance, leans in to throw, giving it a bit more range.) This factor unfortunately makes command throws much less likely to connect in a stagger situation, so I would recommend using your character's standard B+G attack throw to follow up a stagger. A stun can usually be followed up by a command throw. -=Major Counters=- A major counter is your reward for hitting an opponent out of an attempted attack (or 'interrupting' the attack) and is abbreviated MC. A MC move does 150% of its normal damage, and may cause other effects such as super-high floats, heavily staggered, and stunned opponents. The effect of a MC, for those combos that use it, can be simulated in Practice Mode by turning the 'counterhit' toggle ON, but remember that scoring an interrupt on a decent, actual human opponent can be much more difficult. Minor counter (mC), hitting your opponent during the recovery of an attack, exists in Soul Edge (125% of normal damage) but doesn't seem to be of any importance in starting combos. -=Move Cancellation (Buffering)=- This is a big one. To connect the most damaging and cool followups to *any* kind of combo, be it float, stun, or stagger, you *must* master the timing at which your moves' animations can be interrupted. Almost all moves in Soul Edge recover *before* their animation is finished, if only by 30ths of a second, and taking advantage of this fact instead of using visual cues will give you faster, and better, followups to your combo starters. A good example of this phenomenon is Mitsurugi's WS+B or QCF+B. Perform the move and watch as Mitsurugi stabs, then slowly returns his sword to a ready stance. Now do it again, and mash on the A button during the move this time. Note how the stab goes immediately into the slashes in this case, eliminating the long recovery we saw before. This is a very liberal example, but all moves in the game do have this characteristic in one way or another. Since no human I know can press buttons 30 times per second, the best way to take advantage of this 'buffer timing' is to learn it for the moves that start combos by practice. Most of the 'hard' difficulty combos in here require excellent buffer timing - 10ths or 15ths of a second, in my estimation. -=Strings/Chains=- Though I noted about that strings themselves are usually not combos, they are a quick and dirty way to follow up a successful float. For reasons I'll discuss below, a single- or double-hitting power move usually yields more damage, but using a string such as A,A,A makes buffer timing (as discussed above) easier. -=Dashing/Crouch Dashing=- Standing dashes do not really play a part in float combos, but for stun combos and the stagger -> throw technique, it is vital to use buffer timing (as discussed above) to start a dash as soon as possible. Crouch dashes usually are found in float combos, for instant WS moves. Sophitia also *must* crouch dash to obtain some of her moves. -=Critical Edges=- The Critical Edge as a combo in and of itself will not be discussed here (we're not playing KI), but a few characters have ways to combo *into* a Critical Edge (ouch). Needless to say, the move being comboed from must be buffered perfectly to eat up the slow start up time of the Critical Edge. -=Ground Attacks=- The last hit of almost every combo here is a ground attack. I use and recommend the close-range ground attack (d/f+B or d/f+K for most characters) rather than the u+A or u+B hop pounce. Though it bestows less damage, the close-range ground attack leaves you less open than a hop pounce if the opponent manages to roll out of the way. Don't forget that a few normal attacks hit downed opponents (Taki's WS+B,B and Ziggy's f,f+A+B for instance), and I use them wherever possible because they usually do more damage. The leap pounce (U+A or U+B) is almost never used as it is slow enough to be escaped almost all the time. ************************* * COMBO CLASSIFICATIONS * ************************* Now, with all of the basic components to combos, you can do many different things with them. This section here lists all of the different types of combos possible using the basic components. I'll also go into whatever esoteric little details I think need to be discussed about a particular combo type. * * * -=Regular Combos=- I guess I would call it a 'regular' combo when one hit in a string guarantees the next (Mitsurugi's B,B for instance). Though these types of combos are probably the most common type in Soul Edge, I'm not going to list them because there are too damn many, and they're not that interesting. * * * -=Float Combos=- Float combos are what you'll see most in this guide. A float combo involves striking the opponent high into the air and hitting them as they fall, so that they 'float' in front of you, taking damage all the while. All characters have a d/f+B uppercut move that has does this, and most have other moves with similar effects (Voldo's d/b+K and Mitsurugi's knee, for instance). The d/f+B uppercut can be done immediately after a sidestep. Some characters (ok, I'll list them: Sophitia, Siegfried, Seung Mina, Li Long) have a WS+B or WS+K float starter. Though these moves lift the opponent no higher than a standard uppercut, they recover faster (and can be buffered sooner), leading to nastier combos. For the most part, all regular uppercut combos are possible by using the WS uppercut to start, but there are some combos that can only be initiated with the WS move. I'll re-note this in the appropriate characters' sections. Though it may seem more damaging to use a string (or a part of a string) in a float combo, it may actually do less damage than a single power move might. This is because a damage modifier is applied to hits in a float that gets lower and lower the more hits are landed in the air. Thus, it is better to hit the opponent with two moves doing 50 points damage each rather than four moves at 25 points each, as the damages are lowered less for the earliest hits of the float. Some characters (Rock, Siegfried, Cervantes, Soul Edge) have uppercuts that vary damage based on range to the opponent. Closer to opponent = more damage = higher float. Most decent floats with these characters must start with a pointblank (throw range) uppercut. Conversely, the other characters all do better by floating the opponent from farther away. This because an uppercut from farther away hits later in its animation, so there is less recovery from the point of impact. (Similar to the old Street Fighter 'meaty' attack on a rising opponent, in a way.) Max-range uppercuts (for the characters that use them) also help to keep the comboer from dashing under the comboee during the float. * * * -=Stun Combos=- Most characters have a d/f+A or WS+A move that 'stuns' the opponent when it connects as a major counter. Different followups are possible after the stun, the most popular (and useful) being an immediate float or throw. Similar to the WS uppercuts, WS stun moves almost always recover faster than stun moves from standing and can start more damaging combos. For effective stun comboing, it is important that to be conscious of your own attempted stun moves. If you casually throw a stun move into your battle plan and it counter hits, by the time you realize your opponent is stunned they may be on the ground. If you keep in mind to look and listen for the effects of a successful stun and already have in mind your followup if it happens, you will find it easier to manage the followup in time. * * * -=Stagger Combos=- A select few moves in the game, when connected, force a crouching opponent into a standing position or send the opponent into a reeling animation when they connect. It is sometimes possible to combo the opponent with strikes during his stagger if your timing is perfect, but since they force an opponent to stand, it's generally better to use staggers as... * * * -=Throw Setups=- The best use of a stagger is to set up a throw. Since standard throws (A+G, B+G) are instant, and a stagger forces the opponent into a standing position, their only option is to escape the throw. Once the opponent starts to escape your stagger -> throws, start using an uppercut or stun move after the stagger to major counter their missed throw attempt instead. ============================================================================== *********************** * CHARACTER SPECIFICS * *********************** Here I'll list the most important comboing facts about each character, and of course their combos. a) Float Starters: This is the list of the moves that float the opponent substantially. Some moves only float well on major counter, these will be listed with (MC) afterward. b) Stun Moves: This is a list of all moves that stun on major counter. Some characters can do a stun move after a sidestep, I'll list those with (SS) preceding. c) Stagger Moves: A list of moves that force a crouching opponent to stand. These lists are incomplete because I'm only going to list the *useful* stagger moves, i.e. those that leave your opponent open for a throw at the least. d) Ground-hitting Normals: A list of moves that are not dedicated ground attacks that still hit downed opponents. The majority of these moves do reduced damage on the ground hit. * * * -=Detailed Information Section=- e) Details About Character: Here I'll list any weird or strange stuff to take into account when comboing with a certain character. Moves that have odd effects that can't be described with exisiting notation might be seen here. * * * -=List Of Combos=- Here is where *some* combos that I have come up with will be listed. Generally, only the most damaging or cool combos will be listed. Idiotic combos like "unblockable, pounce" that you might find in Dimension's 'strategy' guide will be bitterly omitted. Combos are simply written as a string of move notations. Obviously, the first move must connect as specified (normal hit or MC), and then the rest will connect if performed properly. Number of hits and damage total will appear below. (Lifebars are 250 points long, so a MC unblockable from Mitsurugi bestows instant death. Try it!) Any details about a particular combo will be written after it. Keep in mind that any non-MC combo can be used in a MC situation, so if you're having trouble with a non-MC combo try it at first with 'counterhit' turned on. It'll need different timing and you'll sacrifice a bit of damage, but you can work your way up to the more difficult non-MC combos using this technique. Lastly, at first I thought there were no weight considerations in floating in Soul Edge; it turns out after a little experimentation I was wrong. 81-kg Rock is sent just as high by an uppercut as 46-kg Mina, *but* Mina 'bounces' higher when hit *during* the float. This makes long strings (3-4 hits) easier to do on lighter characters, but single-hit followups are the same difficulty on all characters. For reference, here are the weights of the Soul Edge characters in order. The only distinction that really needs to be made is that of the 'heavy' opponents. Sophitia Secret (She's very light.) Seung Mina 46 kg Siegfried 48 kg (Even with all that armor?) Taki 55 kg (I think this value is in error. Taki seems to behave like a light character when floated.) Li Long 55 kg Mitsurugi 59 kg Hwang/Han Myong 60 kg "Heavy" opponents: Voldo 79 kg Cervantes/Souledge 80 kg Rock 81 kg ============================================================================== ============================================================================== -=Hwang=- Float Starters: d/f+B; f,F+B; WS+B; d/f+K(MC) Stun Moves: None (!) Stagger Moves: f+K Ground-hitting Moves: None -=Detailed Information=- The sidekick's quick recovery and floating ability on MC makes it somewhat useful in close combat, especially against parry-happy opponents. The lack of a stun move makes him a somewhat sorry comboer. The f+K is not to useful as stagger moves go as it hits high, but the f+K -> bitchkick combo looks sooo sweet. Keep in mind that the crouch dash can be used for instant or delayed WS moves. -=List Of Combos=- d/f+B, A,A,A, d/f+K Hits: 5 Damage: 86 Easy Consistent, decent damage. Recommended. d/f+B, f,f+B, d/f+K Hits: 3 Damage: 98 Hard To me, the extra damage is not worth the difficulty in timing. d/f+B(MC), b+A, d/f+K Hits: 3 Damage: 116 Easy d/f+B(MC), QCF+B, d/f+K Hits: 3 Damage: 115 Easy Recommended, as buffering the crouch dash is surprisingly easy. d/f+B(MC), QCF+K, d/f+K Hits: 4 Damage: 100 Easy d/f+B(MC), f,f+A+B, d/f+K Hits: 3 Damage: 131 Hard Don't try this one unless you're already warmed up. f,F+B(MC), A,A,A, d/f+K Hits: 5 Damage: 133 Easy f,F+B(MC), f,f+B, d/f+K Hits: 3 Damage: 145 Medium WS+B(MC), A,A,A, d/f+K Hits: 5 Damage: 133 Easy WS+B(MC), f,f+B, d/f+K Hits: 3 Damage: 145 Medium The recommended combo if you bait someone into eating a MC leaping uppercut. d/f+K(MC), f,f+K, d/f+K Hits: 3 Damage: 77 Medium Unlike the combo below, this works at all ranges, but the timing is very fast. d/f+K(MC), A,A,A, d/f+K Hits: 5 Damage: 90 Hard The sidekick must connect at pointblank range. f+K(non-MC), B+G Hits: 7 Damage: 104 Medium This is a hard stagger to set up because the f+K hits high, but it can be done after a parry. Two considerations if you want to connect this ultra-cool tick: don't throw too early, and do not dash forward after the kick hits. ============================================================================== -=Han Myong=- Float Starters: d/f+B; f,F+B; WS+B; d/f+K(MC) Stun Moves: d/b+B(MC) Stagger Moves: f+K; f,F+A+B(MC) Ground-hitting Moves: None -=Detailed Information=- Obviously, Han Myong is capable of whatever Hwang is. Han Myong's f,F+A+B is an awesome stagger move, but only on major counter - the opponent is left stunned long enough for an easy dash in and throw, or other gruesome followups. -=List Of Combos=- Everything in Hwang's list, plus: d/f+B(MC), u/f+B+K, d/f+K Hits: 4 Damage: 108 Easy f,F+B(MC) or WS+B(MC), u/f+B+K, d/f+K Hits: 4 Damage: 138 Medium d/b+B(MC), u/f+B+K, d/f+K Hits: 5 Damage: 87 Easy d/b+B(MC), d/f+B, A,A,A, d/f+K Hits: 6 Damage: 108 Medium d/b+B(MC), d/f+B, f,f+B, d/f+K Hits: 4 Damage: 120 Hard f,F+A+B(MC), d/f+B, A,A,A, d/f+K Hits: 6 Damage: 161 Medium f,F+A+B(MC), d/f+B, f,f+B, d/f+K Hits: 4 Damage: 173 Hard f,F+A+B(MC), B+G Hits: 7 Damage: 153 Easy You may need to dash in a little bit for the throw. Don't worry, you have plenty of time. f,F+A+B(MC), A+B, d/f+K Hits: 4 Damage: 181 Hard This hurts, but the combo below has somewhat easier timing. f,F+A+B(MC), f+K, B+G Hits: 8 Damage: 179 Medium Now *here's* a way to guarantee that f+K you need, and it's not too difficult either. Note that this entire combo is done on the ground and Han Myong spins around 3 full times. :) ============================================================================== -=Rock=- Float Starters: f+B(MC); WS+B(MC); d/f+B; f+K; WS+K Stun Moves: d/f+A(MC); WS+A(MC); SS,d/f+A(MC) Stagger Moves: d/b+A; f+B (see notes); WS+B (see notes) Ground-hitting Moves: f,F+A,B -=Detailed Information=- f+B and WS+B only stagger a non-guarding opponent. I have throw followups listed for these moves, but f+A,A will combo too. I will list the ground throw as the last hit of combos wherever possible, but remember that it can be escaped very easily. (Use the u+K butt pounce instead if your opponent escapes your ground throws, and subtract 46 from the appropriate damages.) Any combo starting with d/f+A can instead be started with WS+A for 4 less damage points, but the reverse is not true. -=List Of Combos=- f+B(MC) or WS+B(MC), f,f+B, d/f+A+G Hits: 4 Damage: 138 Medium f+B(MC) or WS+B(MC), d/f+A or d/f+B, d/f+A+G Hits: 4 Damage: 139 Hard d/f+B(close), f+A,A,B, u+K Hits: 5 Damage: 112 Medium Unless the uppercut is a major counter, this combo does *not* work on heavy opponents. Alternatively, you can leave out the B in the f+A,A,B - but then the damage begins to suck. d/f+B(close), f,f+A,B Hits: 5 Damage: 102 Medium f+K, f+A,A,B, u+K Hits: 5 Damage: 117 Medium The B in this combo does not connect on heavy opponents or Mitsurugi, regardless of whether the knee counterhits. f+K, f,f+A,B Hits: 3 Damage: 107 Medium WS+K, f,f+B, d/f+A+G Hits: 4 Damage: 142 Medium WS+K, d/f+A or d/f+B, d/f+A+G Hits: 4 Damage: 143 Hard d/f+A(MC), d/f+B, f+A,A,B, u+K Hits: 6 Damage: 164 Medium Leave out the B against heavy opponents, or use the below combo. d/f+A(MC), d/f+B, f,f+A,B Hits: 6 Damage: 154 Medium d/f+A(MC), QCB+B+G Hits: 3 Damage: 147 Medium WS+A(MC), A+B+K,HCB+A+G Hits: 8 Damage: 193 Hard Yeah, you read that right: stun into Critical Edge. Ow. It is much, much easier if the stun move connects at the tail end of its range. d/b+A(close), f,f, B+G Hits: 3 Damage: 132 Medium Though it looks weird, d/b+A does guarantee a throw if it hits from close enough to the opponent. This looks even cooler from behind the opponent - Rock just sucks him into the nasty back throw. f+B(close) or WS+B(close), B+G Hits: 3 Damage: 115 Hard It isn't possible to combo the QCB+B+G powerbomb, unfortunately, due to its startup lag. d/f+A(MC), f+B, B+G Hits: 4 Damage: 167 Hard ============================================================================== -=Taki=- Float Starters: d/f+B; WS+K(MC) Stun Moves: d/f+A(MC); WS+A(MC); SS,d/f+A(MC) Stagger Moves: WS+B Ground-hitting Moves: WS+B,B -=Detailed Information=- Taki is pretty straightforward. One thing to note: A+K has two phases of recovery, first crouching and then standing. The crouching phase of the recovery can be buffered into WS moves; if it is not, then the move recovers standing. Odd. At any rate, this is a plus as it allows an A+K knockdown to go into the WS+B,B ground attack for style points and extra damage. The WS+A stun move can be substituted for the d/f+A (add 15 points of damage) but not the other way around. -=List of Combos=- d/f+B(close), A,B,K, d/f+K Hits: 5 Damage: 99 Easy This is just an example, as Taki has so damn many 3-hit strings that this float can be just about anything, so be creative. d/f+B(far), B,B,A,K, d/f+K Hits: 6 Damage: 107 Hard You can only really do this if you just barely scrape the opponent with the tip of Taki's uppercut. A non-heavy opponent helps too. d/f+B(MC), B,B,A,K, d/f+K Hits: 6 Damage: 123 Easy d/f+B(MC), WS+B,B, d/f+K Hits: 4 Damage: 105 Medium You need to crouch & release while the opponent is in the air. The first slash will hit the floating opponent and the second will connect on the ground. WS+K(MC), B,B,A,K, d/f+K Hits: 6 Damage: 141 Medium WS+K(MC), A+K, WS+B(whiff),B(ground hit) Hits: 4 Damage: 137 Medium One of my fave Taki combos. It's oh so easy and cool looking. d/f+A(MC), QCB+B+G Hits: 4 Damage: 127 Medium d/f+A(MC), d/f+B, A,B,K, d/f+K Hits: 6 Damage: 136 Easy d/f+A(MC), A+K, WS+B(whiff),B(ground hit) Hits: 4 Damage: 118 Medium WS+A(MC), A+B+K, d,u+B+K Hits: 9 Damage: 187 Hard And I thought it was sick that Rock could do this. The stun move *must* connect from a good ways away. WS+B, B+G Hits: 2 Damage: 116 Hard This is a tough stagger combo but it can be done - it helps to wait a bit before throwing. If you're unsure of your ability, just add the second B instead. Like Rock, the QCB+B+G headstomp does not combo due to startup time. d/f+A(MC), WS+B, B+G Hits: 3 Damage: 153 Hard You need to crouch & release *while* the opponent is stunned. Sweet damage (168) if you use WS+A and are too close for the Critical Edge stun followup. ============================================================================== -=Sophitia=- Float Moves: d/f+B; f,d,d/f+A; f,d,d/f+B; WS+B Stun Moves: SS,d/f+A(MC); WS+A(MC) Stagger Moves: f+K Ground-hitting Moves: u/f+K,B -=Detailed Information=- Note that Sophitia's d/f+A is only a stun move if it is linked after a sidestep. WTF??? Fortunately, WS+A does not have such a limitation and the two are pretty much interchangeable unless you want to tick with the f+K afterwards. WS+B has surprisingly short recovery if buffered properly - so short that it can be considered a MC d/f+B for float purposes. The A+G throw, when done on a *male* opponent, guarantees the d/f+B,B,B,B ground stabs, but B+G, d+A+B+K still does more damage. Other than that, I hope you've practiced your dragon punches... -=List of Combos=- d/f+B, f+A, d/f+B,B,B,B Hits: 6 Damage: 84 Easy Unfortunately this is the best option I've found after a non-MC uppercut. d/f+B, A,A,B was possible (and easy) in the arcade version but is not on the PSX. Soul Edge Ver. 2.1? d/f+B(MC), b+B, d/f+B,B,B,B Hits: 6 Damage: 103 Easy d/f+B(MC), f,d,d/f+A, d/f+B,B,B,B Hits: 6 Damage: 107 Medium d/f+B(MC,far), f,d,d/f+B, d/f+B,B,B,B Hits: 6 Damage: 114 Hard The very tip of the uppercut has to hit or Sophitia will dash under the falling opponent. d/f+B(MC,far), u/f+K,B Hits: 3 Damage: 114 Hard Again, the uppercut barely grazes the opponent. f,d,d/f+A, f+A, d/f+B,B,B,B Hits: 6 Damage: 94 Medium f,d,d/f+B, f+A, d/f+B,B,B,B Hits: 6 Damage: 103 Easy f,d,d/f+B, f,d,d/f+A, d/f+B,B,B,B Hits: 6 Damage: 109 Hard Both dashing uppercuts in one combo! Major style points. WS+B, b+B, d/f+B,B,B,B Hits: 6 Damage: 91 Medium WS+B, f,d,d/f+A, d/f+B,B,B,B Hits: 6 Damage: 95 Hard The timing on this combo is so quick, your opponent will hardly know what happened. WS+B(MC), u/f+K,B Hits: 3 Damage: 122 Medium My fave Sophitia combo. Unlike the d/f+B(MC) starter, WS+B works from anywhere. WS+B(MC), A+B+K, d/f+B,B,B,B Hits: 9 Damage: 124 Hard The "Valle Critical Edge." Looks intimidating, but the damage is certainly not worth wasting 1/3 of your sword meter on. :( WS+A(MC), B+G,d+A+B+K Hits: 3 Damage: 136 Easy WS+A(MC), d/f+B, f+A, d/f+B,B,B,B Hits: 7 Damage: 136 Easy WS+A(MC), f,d,d/f+A, f+A, d/f+B,B,B,B Hits: 7 Damage: 146 Medium f+K, B+G,d+A+B+K Hits: 3 Damage: 96 Hard Like Hwang, Sophitia's f+K guarantees a throw. Timing is about the same. ============================================================================== -=Mitsurugi=- Float Starters: d/f+B; f,F+B; WS+K Stun Moves: d/f+A(MC); SS,d/f+A(MC); WS+B(MC) Stagger Moves: None Ground-hitting Moves: None -=Detailed Information=- Even with all those strings, Mitsurugi is a fairly uninteresting comboer. Most of his combos are stolen from Hwang. Those that aren't involve stuns; in the ones I have listed, d/f+A can be replaced by WS+B but not vice versa. The hit animation on a non-MC WS+B may look throwable, but unfortunately it is not guaranteed. Doesn't mean you can't try, though... -=List of Combos=- d/f+B, A,A,A, d/f+B Hits: 5 Damage: 81 Easy d/f+B, f,f+B, d/f+B Hits: 3 Damage: 97 Hard d/f+B(MC), b+A, d/f+B Hits: 3 Damage: 109 Easy d/f+B(MC), b+K,B, d/f+B Hits: 4 Damage: 106 Easy d/f+B(MC), f,f+A+B, d/f+B Hits: 3 Damage: 124 Hard This combo is a little bit easier than with Hwang thanks to quicker uppercut recovery. f,F+B(MC), A,A,A, d/f+B Hits: 5 Damage: 141 Easy f,F+B(MC), f,f+B, d/f+B Hits: 3 Damage: 157 Medium WS+K, A,A,A, d/f+B Hits: 5 Damage: 70 Easy WS+K, f,f+B, d/f+B Hits: 3 Damage: 81 Hard d/f+K(MC), A,A,A, d/f+B Hits: 5 Damage: 90 Hard The sidekick must connect at pointblank range. d/f+A(MC), d/f+B, A,A,A, d/f+B Hits: 6 Damage: 103 Easy This is pathetic damage for a stun combo. d/f+A(MC), d/f+B, f,f+B, d/f+B Hits: 4 Damage: 119 Hard WS+B(MC), B+G Hits: 3 Damage: 129 Medium WS+B(MC), QCF+K, A,A,A, d/f+B Hits: 6 Damage: 126 Medium WS+B(MC), QCF+K, f,f+B, d/f+B Hits: 4 Damage: 142 Hard WS+B(MC,far), A+B+K,HCF+B+K Hits: 8 Damage: 187 Hard The farther away you are from your opponent, the easier this is. ============================================================================== -=Siegfried=- Float Starters: d/f+B; f,f+K; WS+B; b,b+B,B (back hit) Stun Moves: d/f+A(MC); SS,d/f+A(MC) Stagger Moves: b,b+B Ground-hitting Moves: b,b+B; f,F+A+B -=Detailed Information=- Range dependent uppercut (there are three versions) means you want to combo from close range. Here's approximately how the different uppercuts float: d/f+B Close Medium Far Close(MC) Medium(MC) Far(MC) Damage 40 35 30 60 52 45 Height Medium Low None High Medium Low Only the medium and high floats can be followed up in the air. Follow a low float with the b,b+B ground attack. The 35-point uppercut will always occur when linked after a sidestep. Ziggy's d/f+A stun move is range-dependent, too, making stun -> uppercut way harder than it needs to be. :( d+A+G is the only throw in the game that guarantees a ground attack every time, but it must be the u+A or u+B hopstrike. d/f+B(close), f+A, f,f+A+B Hits: 3 Damage: 100 Easy d/f+B(mid-range,MC), f,f+K, f,f+A+B Hits: 3 Damage: 118 Hard d/f+B(close,MC), f+B, f,f+A+B Hits: 3 Damage: 135 Hard WS+B, f+A, f,f+A+B Hits: 3 Damage: 95 Medium WS+B(MC), f+B, f,f+A+B Hits: 3 Damage: 127 Hard f,f+K, f+A, f,f+A+B Hits: 3 Damage: 106 Medium d/f+A(close,MC), A,A Hits: 3 Damage: 102 Easy Siegfried has virtually no options after a successful stun. The opponent is pushed too far away for a close-range uppercut or throw to connect. Depressing. b,b+B, f,f, B+G Hits: 3 Damage: 147 Medium This works no matter where the b,b+B hits from, but you may need to stick a dash in to close distance. b,b+B, d/f+B, f+A, f,f+A+B Hits: 4 Damage: 163 Hard Unlike the above combo, Ziggy must be right next to the staggering opponent to score a close-range uppercut, as there is no time to dash in. d+A+G, b,b+B(ground hit) Hits: 2 Damage: 99 Hard This is nearly impossible to connect on an opponent that knows to roll to the side, but a bug(!) in the game gives you huge damage on the ground attack if you do. b,b+B(back hit),B, f+A, f,f+A+B Hits: 4 Damage: 207 Easy (hahaha) This is the most damaging non-recursive combo in the game, and rightly so, as your opponent must be braindead enough to let you hit them with a slow-assed, perfectly vertical attack, IN THE BACK. Anyone that eats this combo deserves it. 8) ============================================================================== -=Seung Mina=- Float Starters: d/f+B; WS+B Stun Moves: WS+A(MC) Stagger Moves: f+K Ground-hitting Moves: b+B,d+A+B; u/f+A+B -=Detailed Information=- There's nothing unusual to note about Mina. You might want to try using the unblockable as a ground attack if your opponent doesn't know to roll to the side. d/f+B and WS+B are interchangeable with WS+B doing 1 point more damage. d/f+B, A+B, d/f+K Hits: 5 Damage: 95 Easy You must be reasonably close to the opponent. d/f+B, f+A,K, d/f+K Hits: 4 Damage: 98 Medium You must be quite close to the opponent. d/f+B(MC), u+A+B, d/f+K Hits: 3 Damage: 117 Easy d/f+B(MC), d/f+A, d/f+K Hits: 3 Damage: 122 Medium WS+A(MC), d/f+B, A+B, d/f+K Hits: 6 Damage: 155 Easy WS+A(MC), d/f+B, f+A,K, d/f+K Hits: 5 Damage: 158 Medium f+K, B+G Hits: 2 Damage: 107 Medium ============================================================================== -=Li Long=- Float Starters: d/f+B; f,F+B; WS+K Stun Moves: d/f+A(MC); SS,d/f+A(MC); WS+A Stagger Moves: None Ground-hitting Moves: None -=Detailed Information=- Li Long is quite the comboer. I'll only list the most damaging combos here, but there are many many more in Graham Frederick's Li Long guide. Any combo beginning with d/f+A can be started with WS+A instead for 4 points less damage. d/f+B, f+B,B, d/f+K Hits: 4 Damage: 99 Easy d/f+B(MC), B,B,B, d/f+K Hits: 5 Damage: 120 Easy d/f+B(MC), f,f+B, d/f+K Hits: 3 Damage: 121 Medium f,F+B, f+B,B, d/f+K Hits: 4 Damage: 120 Medium WS+K, f+B,B, d/f+K Hits: 4 Damage: 90 Easy WS+K(far), B,B,B, d/f+K Hits: 5 Damage: 94 Medium WS+K(MC), f,f+B, d/f+K Hits: 3 Damage: 108 Easy d/f+A(MC), B+G Hits: 3 Damage: 140 Medium d/f+A(MC), d/f+B, f+B,B, d/f+K Hits: 5 Damage: 159 Easy d/f+A(MC), f,f+B, f+B,B, d/f+K Hits: 5 Damage: 180 Hard WS+A(MC), QCB+B,b+B, U+A or U+B Hits: 4 Damage: 162 Hard Not really worth the difficulty, but successfully comboing into the turnaway stabs should piss off your opponent. ============================================================================== -=Voldo=- Float Starters: d/f+B; d/b+K; WS+B(MC) Stun Moves: WS+A(MC) Stagger Moves: f,F+A+B+G Ground-hitting Moves: f,F+A+B+G,K -=Detailed Information=- Voldo combos like the sick bastard he is. The f,F+A+B+G makes him the king of stagger combos - it can be followed up with nearly anything, including *another* f,f+A+B+G. Can you say 'recursive combo'? I knew you could. Always, always use d/b+K as your float starter rather than d/f+B because it floats high even without major counter and cannot be parried. -=The 'Infinite' Combo=- f,f+A+B+G repeatedly. For the record, this is *hard as hell* to do, probably the hardest combo in here, and you have to keep it up for a while as each hit only does 30 damage. So in my opinion this is not Cheap(tm), Cheesy(tm), or Bullshit(tm), as it takes some bad-ass timing to do and your opponent can block and punish if you mess up. I've included only non-f,f+A+B+G followups to f,F+A+B+G in the list here, but if you're feeling lucky, you could insert any number of f,f+A+B+G iterations in them for extra damage before you finish with your float/powermove/throw/whatever. (My record is four in a row, but I haven't tried very hard.) d/b+K, A,A,B, d/f+A,A,A Hits: 7 Damage: 88 Easy d/f+K, f,f+A+B+G,K(ground hit!) Hits: 3 Damage: Medium This combo is pure silliness. A last minute editing mistake caused me to lose the damage on this one, sorry. WS+B(MC), A,A,B, d/f+A,A,A Hits: 7 Damage: 120 Easy WS+A(MC), QCF+B+G Hits: 8 Damage: 155 Easy WS+A(MC), d/b+K, A,A,B, d/f+A,A,A Hits: 8 Damage: 145 Easy f,F+A+B+G, f,f+B, d/f+A,A,A Hits: 5 Damage: 120 Medium f,F+A+B+G, d/b+K, A,A,B, d/f+A,A,A Hits: 8 Damage: 118 Easy f,F+A+B+G, QCF+B+G Hits: 8 Damage: 128 Easy WS+A(MC), f,f+A+B+G, f,f+B, d/f+A,A,A Hits: 6 Damage: 177 Medium WS+A(MC), f,f+A+B+G, d/b+K, A,A,B, d/f+A,A,A Hits: 9 Damage: 175 Medium WS+A(MC), f,f+A+B+G, QCF+B+G Hits: 9 Damage: 185 Medium ============================================================================== -=Cervantes=- Float Starters: d/f+B Stun Moves: f,F+B; WS+A Stagger Moves: None Ground-hitting Moves: f,F+B+K -=Detailed Information=- Without a lot of options, Cervantes is one of the less interesting combo makers. His d/f+B uppercut does not float well unless you are fairly close. One mark in his favor is that his stun moves, f,f+B and WS+A, are completely interchangeable. d/f+B, A,A,A, d/f+A+B Hits: 5 Damage: 90 Easy d/f+B(MC), B,B,B, d/f+A+B Hits: 5 Damage: 128 Easy d/f+B(MC), f,d,d/f+B Hits: 3 Damage: 118 Hard This is one of my favorite combos in the game. It looks brutal and IS brutal, handing out quite a load of damage for a float-only combo. If you land behind your opponent, you can quickly turn around and probably sneak in the ground attack, or simply keep your back turned and do some rockin' blindfighting. f,F+B(MC) or WS+A(MC), B+G Hits: 3 Damage: 134 Easy f,F+B(MC) or WS+A(MC), d/f+B, A,A,A, d/f+A+B Hits: 6 Damage: 144 Easy f,F+B(MC) or WS+A(MC), f,d,d/f+B, d/f+A+B Hits: 4 Damage: 157 Hard You must be far from the opponent for this to work. ============================================================================== -=Soul Edge=- Float Starters: d/f+B Stun Moves: f,F+B; WS+A Stagger Moves: None Ground-hitting Moves: f,F+B+K; b+A+B -=Detailed Information=- Being simply a meaner version of Cervantes, Soul Edge can do any combo that Cervantes can. He's faster, so most combos become easier, and using the teleport as a ground attack can tack on some extra damage, but it's risky. Unlike Cervantes, Soul Edge's QCB+B torpedo attack is instant, so it can be used in a combo. d/f+B, A+B,B,B, d/f+A+B Hits: 6 Damage: 118 Hard This combo is flaky, but the damage is impressive (note no MC necessary). That's the end of the combos. Please read the rest. -=Special Thanks=- Of course, I'd like to send shouts out to a few folks: Namco, for making a pretty decent game. Donny CHAN (crs1214@inforamp.com) for noting the sexist properties of Sophitia's A+G throw so long ago. Justin Pierce (japierce@uiuc.edu) for coming up with a few of these, most notably the Voldo d/b+K, f,f+A+B+G,K silly-assed combo. Joel Turner for being a punching bag to help me practice the Voldo infinite. A HUGE thanks goes to James Chen (jchensor@ucla.edu) for his allowing me to use the format of his excellent X-Men Vs. Street Fighter Combo FAQ. I did not realize that combos alone could comprise a FAQ until I read Mr. Chen's work, and I highly suggest you check his Combo FAQs out if you have any interest in Capcom's Marvel Universe games. YOUR NAME could be here if you send me a cool combo! (such an incentive, eh?) -=In the Next Version=- I think I want to change the format of the combos to include the damage of each individual move, eliminate some of the redundant combos, and obviously, MORE combos would be a nice thing to have. If you have any that do at least as much damage as those in here presently, PLEASE drop me a line at connoy@uiuc.edu. Heck, shoot me any kind of comments you have on this guide, did you like it, hate it, what could be improved, etc. Thanks very much for reading! --- cut here --- Dave Connoy connoy@students.uiuc.edu The Stage of History is back! However, it will see updates only very rarely. http://absolut.sites.uiuc.edu/~japierce Also, a big "Up Yours!" to the ripoff artists responsible for Dimension Publishing's Official Lame Excuse For a Soul Blade Strategy Guide.