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Combo FAQ

by zigmover21

01234567890123456789012345678901234567890123456789012345678901234567890123456789

Soul Calibur III Combo FAQ Version 1.3, by Zigmover21

Copyright 2005, Zigmover21 ([email protected])

---

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) <-Must be delayed or else opponent will count as airborne.
-A+K (67~74)

#1 Can be unreliable depending on how opponent lands.
#2 Must be delayed to hit opponent on the ground.

8WR 3_9B[6] or CH 8WR 3_9B[6]
-BT B+K (76~83) #1
-GS B (76~82)
-turn around, 2A+B (67~74) #2

#1 Hold G to stand up during GS recovery.
#2 Unreliable after CH 8WR 3_9B[6].

GS B[6]
-GS B (72)

NSS A+B
-8WR 2_8B (69)
-2A+B (61)
-8WR 3_9B (56)
-GS K,K (54)
-66K (50)

--

Raphael

Prep = Preparation Stance (44[A+B])
VE = Vurkolak Envelopment (A+B)

Natural Combos:
B,B (35)
6B,B (31)
8WR 3_9K,B (44)
44A+B,B,B or 8WR 1_7A+B,B,B (51)

Natural Combos on CH:
A,A (31)
A,B (32)
44A,B_[B] or 8WR 1_7A,B_[B] (65)
1B,B (44)
6B,B,B_[B] (56)
6A+B,A (65)
8WR 2_8A,A (47~48)
8WR 2_8A,B_[B] (43)
236A,B (50)
Prep A,A (51)

Stun/Knockdown Combos:
CH 4A
-6A+B,A (69~72) #1
-8WR 2_8A+B (60) #2
-236A+B (59~60)
-66A+B (54~55)

#1 Last hit unreliable if opponent does not try to tech.
#2 Only reliable on side hit.

CH 6A
-8WR 2_8B (41)
-8WR 3_9B (37~38)
-2B (33~34)

44aB
-236A+B (114)

CH 4B
-1B,B (66)
-8WR 3_9B (55)

CH 6B,B,[B] (Third hit only)
-Prep B (68)

66K or 214K
-66A+B (59) #1
-8WR 3_9B (48) #1

#1 Reliable on deep hit.

CH WS K or CH 236K
-6A+B,A (63~72) #1
-66A+B (49~56)
-8WR 1_7B (45~52)

#1 Last hit unreliable if opponent does not try to tech.

BT 2K
-8WR 3_9B (29)
-FC B (24)

CH 6A+B,A
-1B (75)

6B+K
-2K (42)

BT B+K
-BT 2K (39)

CH 8WR 2_8K
-8WR 3_9B, 236B (95)
-8WR 3_9B, 66B (77~78)

CH 8WR 2_8A+B
-1B,B (79)
-8WR 3_9B (67)

236A+B
-8WR 3_9B (59)

VE [B]
-Prep B (61)

Juggle Combos:
3B
-2K (40)

CH 3B
-6A+B (65) #1
-8WR 3_9B (53~54) #1
-1B (49~50)

#1 Unreliable on deep hit.

WL B
-1B (42)
-2K (39)

66A+B
-BT B, 4K (78)
-BT B+K (68)
-turn around, 6B,B (65)

8WR 3_9B
-6B,B (47)
-66B (47)

CH 8WR 3_9B
-236B (68~70)

--

Rock

Natural Combos:
66A,B or 8WR 3_9A,B (42)
214A,A,A (45)
B,B (45)
8WR 2_8A,A (50)

Natural Combos on CH:
A,A (43)
B6,B (50)
3K,A (62)
3[K],A (83)
WS K,A (74)

Stun/Knockdown Combos:
A,214B+G or 214A,214B+G (Opponent can break throw with B)
-sidestep left, 2A+G_B+G (86) #1
-2[B] (85)
-B+K (85)

#1 Opponent can break throw with A or B.

4A
-2A+G_B+G (70) #1
-2A+K (56)

#1 Opponent can break throw with A or B.

CH 66A,B or CH 8WR 3_9A,B
-6K, 2A+G_B+G (98) #1
-3A+G_B+G (83~93) #1
-2[B] (71)
-B+K (71)

#1 Opponent can break throw with A or B.

CH B,B (Second hit only)
-3A+G_B+G (65~75)
-2[B] (64)
-B+K (64)

CH 6B
-B+K (76)
-2[B] (74)

CH 66B
-8WR 2_8A,A (70~71)
-3A+B (66) #1
-2B (56)
-4B (51)

#1 Unreliable on deep hit.

44B
-2K (55)

CH 6K
-2A+G_B+G (66) #1
-66B (49~53) #2

#1 Opponent can break throw with A or B.
#2 Delay 66B for max damage.

CH WS K
-2A+G_B+G (62) #1
-2A+K (47)

#1 Opponent can break throw with A or B.

BT 2K
-66B (37)
-FC B (33)

2B+K
-3A+G_B+G (59~69) #1
-4B (47)

#1 Opponent can break throw with A or B.

6B+K
-2A+G_B+G (65) #1
-2K (40)

#1 Opponent can break throw with A or B.

CH BT B+K
-turn around, 6K, 2A+G_B+G (97)
-BT 2A+G_B+G (72~82) #1
-turn around, 6K, 66B (77~81)
-turn around, B+K (74)
-turn around, 2[B] (71)

#1 Opponent can break throw with A or B.

Juggle Combos:
3B or 8WR 3_9B
-2A+G_B+G (71) #1
-4B (54)
-6A (48)

#1 Opponent can break throw with A or B.

3[B] or 8WR 3_9[B]
-2A+G_B+G (82)
-4B (63)

#1 Opponent can break throw with A or B.

66K or 8WR 3_9K (Followups do not always require Rock to turn around)
-turn around, 2[B] (65~66)
-turn around, B+K (65~70) #1

#1 Delay to avoid hitting opponent in mid-air.

3A+B
-4B (58)
-6A (51)

3[A+B]
-turn around, 2A+G_B+G (85) #1
-turn around, 4B (68)

#1 Opponent can break throw with A or B.

236B+K
-3B (134)
-4B (126)

214B+G (Opponent can break throw with B)
-2[B] (70)
-B+K (70)
-sidestep left, 2A+G_B+G (71) #1

#1 Opponent can break throw with A or B.

--

Setsuka

Natural Combos:
A,A (30)
1A:A:A (56)
6A,A (45)
44A,A (36)
44A,B (42) #1
B,B (36)
44B,A (43)
66B,A (39)
FC 3B,B or 214,3B,B (45)
44K,B (44)
B+K,61B,44B+K (86)
B+K,61B,33A+B (75)
8WR 2_8A+B,A (27)

#1 Second hit can be delayed and still combo.

Natural Combos on CH:
4B,B (47)

Stun/Knockdown Combos:
CH 4A
-B+K,61B,44B+K (109)
-3B, bA (99)
-8WR 3_9B, 3B, bA (99)
-8WR 3_9B, 214,3B,B, 214,3aB (97)
-8WR 3_9B, 66B,A, 8WR 3_9B (93)
-214,3B,B, 214,3aB (86)
-8WR 3_9B, 6K, 8WR 2_8A+B,A (82)
-B+K,61B,33A+B (80)

CH 6A,A (Second hit only)
-2A+B (52)
-2B+K (49)

agB (Increase damage by 3 for ag:B)
-bA, 8WR 3_9B (87)

aB
-214,3aB, 1B (86)
-214,3aB, 8WR 3_9B (85)
-1B (46)
-8WR 3_9B (45)

FC 3aB or 214,3aB
-1B (50)
-8WR 3_9B (49)

CH 4B,B
-2K (56)

44B
-2K (27)

CH 66B
-8WR 2_8A+B,A (44)
-2A+B (37)

CH 66B,A
-8WR 3_9B (51)

CH FC 3B,B or CH 214,3B,B
-214,3aB, 8WR 3_9B (89)
-2B+K (84)

WS B
-8WR 2_8A+B,A (45)

CH 6K
-8WR 2_8A+B,A (42)
-2A+B (35)

BT 2K
-crouch cancel, 2B+K (27)
-8WR 3_9B (24)

2A+B
-8WR 2_8A+B,A (46)
-2B+K (38)

2B+K
-2B (34)
-1B (33)

CH 8WR 3_9B
-214,3B,B, 214,3aB, 2B+K (95)
-66B,A, 8WR 3_9B (77)
-6K, 8WR 2_8A+B,A (67)

CH 8WR 2_8A
-44B+K (64)
-3K (46)

8WR 2_8B
-2B+K (45)
-8WR 3_9B (43)

8WR 1_7K
-WS B (43)
-crouch cancel, 2B+K (41)
-8WR 3_9B (38)

A+G
-2A+B (50)
-2B+K (48)

214B+G
-8WR 2_8A+B,A (64)
-2A+B (58)
-2B+K (56)

Juggle Combos:
3B
-66B,A (61)

CH 3B
-bA (75)

8WR 3_9B
-bA (66)

8WR 1_7B
-bA, 8WR 3_9B (82)

--

Seong Mina

Natural Combos:
A,A (38)
6A,K (33)
1K,K (46)
4K,B (50) #1
66K,K,K (49~50) #2
7_8_9B+K,B
8WR 3_9K,B (36)

#1 Second hit can be delayed and still combo.
#2 Third hit can be delayed and still combo.

Natural Combos on CH:
A,A,B (80)
B,B (44)
6B,B (60)
3K,K (46)
8WR 3_9A,A (62)
8WR 2_8A,B (55)

Stun/Knockdown Combos:
CH 1A (Shallow hit only)
-3B (50)

CH 66A (Shallow hit only)
-44A+B (72)
-66A+B (67)

WL A
-3B (48)
-2K (40)

8_9B
-3B (55~59)

1K
-FC K (32)

44K or 8WR 1_7K
-3B (44)
-1K (43)

BT 2K
-66A+B (44)
-WS B (37)

A+B
-6B,B (80)
-9B+K (53)

66A+B
-3B (57) #1

#1 Reliable on deep hit.

B+K or 8WR B+K
-3B (53)

4B+K
-3B (52) #1 Reliable on deep hit.
-1K (51)

6B+K
-3B (41)

CH 7_8_9B+K
-3B (46~47)
-1K (45)

CH FC B+K,G
-2K (33)

4A+K
-2K (48~49)

Juggle Combos:
3B or 8WR 3_9B
-bA (58~60)
-66A+B (58~60) #1
-6A,K (46~48)

#1 Only on shallow hit.

WS B
-6A,K (50)

WL B
-bA (60~64)
-6A,K (47~51)

8WR 3_9K,B
-bA (71) #1
-6A,K (59)

#1 Reliable on shallow hit.

8WR 2_8B
-44A+B (75)

--

Siegfried

SCH = Chief Hold Stance (2_8B+K)
SBH = Base Hold Stance (B+K)
SSH = Side Hold Stance (4B+K)
SRSH = Side Reverse Hold Stance (6B+K)

Natural Combos:
A:A (41)
A,2A,A (51) #1
4B,B (27)
44B,B_[B] (68)
BT B,B (54)
2K,K (18)
3K,K,B (31) #2
WL K,B (42)
8WR 2_8B,B (57)
8WR 2_8K,A_[A] (40~41)
8WR 2_8K,A,2A,A_:2A,A (48~49) #3
SCH K,K (35)

#1 Only if A whiffs or is blocked.
#2 Only if 3K whiffs or is blocked.
#3 Only if 8WR 2_8K,A whiffs or is blocked.

Natural Combos on CH:
A,A (45)
1A,A (59~61)
WS A,A (60)
B,B (44)
66K,B or 8WR 3_9K,B (46) #1
8WR 2_8K,K (53) #1

#1 Second hit can be delayed and still combo.

Stun/Knockdown Combos:
[A]
-SSH K (39)

44A or 8WR 1_7A
-66A+B (68~70)
-4K, 1K (66~68) #1
-8WR 3_9B_[B] (61~63)

#1 Reliable on deep hit.

44[A] or 8WR 1_7[A]
-SRSH A+B (60~62)

CH [B]
-SBH K (48)

B4 or B:4
-8WR 3_9B_[B] (66~72)
-8WR 2_8B (61~67)

44B
-1K (48)

44[B]
-SBH B (73)

CH 66B
-FC K (61)

CH 4K
-1K (41)

BT 2K
-8WR 3_9B_[B] (34)
-FC B (30)

CH WL K
-8WR 3_9B_[B] (53)
-8WR 2_8B (46)

WL K,B
-1K (52)

8WR 2_8B
-1K (37)

SSH A,A (Second hit only)
-8WR 3_9[B], SCH B (104)
-66B (62)

SSH B (Followups will not work on deep hit)
-8WR 3_9B_[B] (52)
-8WR 2_8B (45)

SSH [B] (Followups will not work on deep hit)
-SBH K, 8WR 3_9B_[B] (67)

SRSH [A]
-SBH A+B (76)

SRSH B
-66A+B (69)
-66B (64)

SRSH K
-1K (32)

SRSH [K]
-SRSH A+B (59)

Juggle Combos:
B,B,[B] (Third hit only)
-SCH B (50~54)

3[B] or 8WR 3_9[B]
-SCH A (54~57) #1
-SCH K (44~47)

#1 Only somewhat reliable on deep hit.

CH 3[B] or CH 8WR 3_9[B]
-SCH B (69~72)

WS [B]
-SCH B (55)

WL [B]
-SCH B (64)

SCH [B]
-66A (81) #1
-8WR 3_9B_[B] (80)
-B6 (71)
-4[A] (69)

#1 Unreliable on deep hit.

SCH A+B
-66A (67~68) #1,#2
-8WR 3_9B_[B] (60)
-B6 (57)

#1 Does not work vs small characters.
#2 Reliable on deep hit.

SBH B
-66B (83)
-44K (82)
-66A (76~77)

--

Sophitia

Natural Combos:
A,A (27)
1A,A (58)
4[A],A,A:A (102)
4[A],B (63)
B,B (36)
B,K (32)
2b8B,A,K or FC 1b8B,A,K or 236b8B,A,K (78)
8_9K,K (54)
66B+K,A or 8WR 3_9B+K,A or 236,2_8,5B,A (38~40)
236_236,236A,A or 236_236,236,2_8,A,A (65)

Natural Combos on CH:
A,K (32)
4A,B (56)
6A,B (43)
B2,B,B,B
2B,B:4 or FC 1B,B:4 (67~77) #1
2B,8B,A,K or FC 1B,8B,A,K (81) #2
K,K (38)
B+K,B:4 (70~80) #1
66B+K,A,B or 8WR 3_9B+K,A,B or 236_236,236,2_8,B,A,B (68~70)

#1 Damage depends on timing of :4 input.
#2 Second hit can be delayed and still combo.

Stun/Knockdown Combos:
CH 4A,B
-4B (77)

4[A]
-2B,8B,A,K (105)
-236A,A (100~103)
-66K, 236B (89)
-66K, 4B (78)
-6A,B (65)
-B,B (64)

WL A
-66B (50~54)
-4B (44~48)

CH 1K
-66B (62)
-236K (58)
-4B (55)

1[K]
-44B+K (64)
-66B (61)
-236K (57)
-4B (55)

CH 4K or 4K auto-GI
-236B:4 (70~84) #1
-A,A (38~41)

#1 Damage depends on timing of :4 input.

CH 44K or CH 8WR 1_7K
-236B:4 (76~89) #1
-44B+K (46~55) <-Delay 44B+K for max damage.
-66B (43~51) #3

#1 Damage depends on timing of :4 input.
#2 Delay 44B+K for max damage.
#3 Delay 66B for max damage.

BT 2K
-66B (40)
-4B (34)

A+B (Auto-GI vs mid horizontals only)
-66B, 66A+B, 66B (119) #1
-44K, 236B:4 (77~87) #2
-2B,8B,A,K (85)
-236B:4 or B+K,B:4 (74~84) #2
-2B,B:4 (70~79) #2

#1 Unreliable vs small characters.
#2 Damage depends on timing of :4 input.

A+B (Auto-GI vs mid kicks only)
-236B (69)

66A+B
-66B (72) #1
-4B (66)

#1 Unreliable vs small characters.

WS A+B or WS [A+B]
-66B (60)
-236K (55~56)

8_9B+K or 8_9[B+K]
-236K (55~75)
-1K (50~70)

CH 8WR left A
-236K (37)
-1K (33)

8WR right A
-236K (52)
-1K (48)

236_236,236,2_8,K
-236B:4 (90~100) #1,#2
-236K (51)
-1K (47)

#1 Damage depends on timing of :4 input.
#2 Does not work on small characters.

Juggle Combos:
CH 44A
-236B (78)

8_9A
-236B (61~65)
-4B (49~53)

3B
-236B (66)

44B or 8WR 1_7B or WS B+K (8WR 1_7B followups unreliable on deep hit)
-66A+B, 66B (83~87) #1
-66A+B, 4B (77~81) #2
-3A+B (56~60)
-236B (52~56)
-3B (44~51)
-4B (41~48)

#1 Unreliable vs small characters.
#2 Generally unreliable after 8WR 1_7B.

44bA
-66A+B, 66B (119) #1,#2
-66A+B, 4B (113) #2
-236B (88)
-4B (80)

#1 Unreliable vs small characters.
#2 Unreliable on deep hit.

66B
-66A+B, 66B (101) #1
-66A+B, 4B (95)
-236B (70)

#1 Unreliable vs small characters.

66K
-3A+B (56)
-236B (52)
-3B (45)
-4B (41)

66B+K,A,B or 8WR 3_9B+K,A,B or 236_236,236,2_8,B,A,B
-turn around, 66A+B, 66B (134~137)
-turn around, 66A+B, 4B (129~131)
-BT B+K (94~96)

A+K or 8WR A+K
-236B (69~71) #1

#1 Unreliable vs small characters.

8WR 3_9B
-turn around, 66A+B, 66B (95)

8WR 3_9K
-66A+B, 66B (81) #1
-66A+B, 4B (76)
-3A+B (55)
-236B (50)

#1 Unreliable vs small characters.

--

Taki

STK = Stalker (A+K)
WR1 = Wind Roll 1 (B+K)
WR2 = Wind Roll 2 (2_8B+K)
RWR = Reverse Wind Roll (BT B+K or B+K,B+K)
PO = Possession Stance (214)

Natural Combos:
A,A (23)
A,B (30)
A,B,4a+bA (41) #1
WS A,A (36)
B,A (27)
B,B (34)
B,K (35)
2B,A (33)
66B:A (65)
BT B,A (28) #2
K,K (33)
3K,K or WL K,K (30~35)
6K,A (34) #2
44K,K (48)
7_8_9K,K (21~29)
8WR 1_7B,K (41)
STK K,A (65)
WR1_RWR B,B (58)
WR1_RWR B,K:B (72)
PO 8K,A (81)

#1 4a+bA requires fastest possible input to combo.
#2 Second hit can be delayed and still combo.

Natural Combos on CH:
A,A,B (41)
A,A,6B (45)
3A,K (33)
WS A,A,A (76)
B,A,K (59)
WS B,B (60)
K,K,K (55)
K,K,2K (51)
4K,K (46)
8WR 3_9A_[A],B,B,B (47) #1
8WR 2_8K,A or WR 2 K,A (69) #2

#1 Second hit can be delayed after 8WR 3_9[A] and still combo.
#2 Can be unreliable depending on position.

Stun/Knockdown Combos:
WL A
-WS B,A+K,B+G (109~113) #1
-FC 1A+B, 6A+B (71~73) #2
-FC 1A+B, K2 (63~67) #2
-crouch cancel, B,[K] (64~68)

#1 WS B requires exact timing.
#2 Opponent can hold [4] after FC 1A+B to avoid followups.

CH WS B
-6K (46)
-2B (45)
-2K (41)

44K
-1A (55)
-6K (46)
-2B (45)

CH WS K
-dash forwards, FC 1A+B, 6A+B (74) #1
-dash forwards, FC 1A+B, K2 (70) #1
-6A+B (58)
-K2 (53)

#1 Opponent can hold [4] after FC 1A+B to avoid followups.

BT 2K
-WS B (32)
-6K (31)
-FC B (26)

CH 7_8_9K,K (Second hit only)
-FC K (23)

CH 8WR 2_8K or CH WR2 K
-FC 1A+B, K2 (84)
-K2 (67)
-1A (64~65)

8WR 1_7K
-FC 1A+B, 6A+B (67) #1
-FC 1A+B, K2 (61) #1
-1A (43)
-6K (34)
-2B (33)

#1 Opponent can hold [4] after FC 1A+B to avoid followups.

WR2 A
-1A (56)
-6K (48)
-2B (47)

PO B
-FC 1A+B, 6A+G (98) #1
-FC 1A+B, K2 (92) #1
-6A+B (84)
-K2 (80)

#1 Opponent can hold [4] after FC 1A+B to avoid followups.

Juggle Combos:
A,B,4A+B (Third hit only) or 4A+B
-dash forwards, B,A,A+K,B+G (111~112)
-A+K,B+G (84)

3B
-2bA (32)

CH 3B
-8WR 1_7B,K (56~57)
-B,K (53~54)

4[A+B] (Double or triple hit version)
-dash forwards, B,A,A+K,B+G (123~128)
-A+K,B+G (93~99)

6A+B
-dash forwards, B,A,A+K,B+G (133)
-A+K,B+G (100)

8WR 2_8B
-B,K (59) #1
-K,K (58)
-A,B (55)

#1 Only on shallow hit.

WR B
-B,K (60)

BT RWR K (BT B+K,K)
-A+K,B+G (105)

--

Talim

WC = Wind Charmer (2_8B+K)
WST = Wind Sault (6B+K)
WL = Wind Leap (4B+K)

Natural Combos:
A,A (25)
A,A,6B,A (37) #1
6A,A (46)
44A,A (47)
B,B (29)
1B,A (36) #2
3B,6B or 8WR 3_9B,6B (50~55)
3B:6B or 8WR 3_9B:6B (53~58)
A+B,mash A, mash B (62)
8WR 1_7K,A
WC A,A (26)
WC B,B (29)

#1 Only if A,A whiffs or is blocked.
#2 Second hit can be delayed and still combo.

Natural Combos on CH:
A,A,B (59)
4B,B (43)
FC 3B,B (30) #1
8WR 3_9K,A (53)
WC B,delay B (39) #2

#1 Second hit can be delayed and still combo.
#2 Do not delay second hit as late as possible.

Stun/Knockdown Combos:
1A2_8 or 8WR 1_7A2_8
-WC A,A,B (54~55)

66A[6]
-WST A

4B,[B] (Second hit only)
-66A+B (59)
-44B (53)

CH 4B,B
-66A+B (64)
-44B (59)

44B
-1K (45)
-2B (40)

66B or WL B
-44B (51)

WL K
-44B (48)

CH 8WR 3_9K
-1A (38)

WC 2A
-1K (46)
-4B (44)

WC A+B
-BT 2B (55)
-BT B (53)

WL A+B
-44B (109)

WST A[6]
-WST B+K (49)
-WST A (41)
-WST K (38)

WST K
-WST B+K (52)
-WST A (44)
-WST K (42)

Juggle Combos:
66K or 4A,K (Second hit only)
-8WR 3_9A (51)
-1B,A (47) #1
-44B (41~45) #2

#1 Unreliable vs small characters.
#2 Reliable on shallow hit.

66[K] or 4A,[K] (Second hit only; can also use 66K or 4A,K followups)
-BT A (50)
-BT K (44)

236[B]
-1B,A (89)

CH FC 3B,B[6]
-WST A+B (53)

CH 1A+B
-1B,A (61)
-44B (56)

CH 2A+B[6]
-WC A+B (57)

WS A+B
-A,A (64)

8WR 2_8B
-8WR 3_9A (67)
-1B,A (64)

8WR 2_8[6]
-WST B, BT K (84)
-WST B+K (64)
-WST A+B (53)

CH WC B, delay B
-8WR 3_9A (69)
-44B (64)

WL K
-8WR 3_9A (58)
-1B,A (55)
-44B (53)

WST B+K
-8WR 3_9A (64)
-1B,A (60)
-44B (56)

WST A+B
-1K (52)
-2K (47)

--

Tira

UD = Updraft (B+K)
HL = Hovering Lark Stance (8WR 1_7B)
RR = Rumbling Robin Stance (44B)

Natural Combos:
A,A (27)
44A,A (28)
B,B (36)
4B,B (42) #1
4A+K,B (49)
8WR 3_9B,A (51)
8WR 3_9B,A:A (71)
8WR 2_8A,A,A (56) #2
8WR 2_8B,B (36)
8WR 1_7A,A (30)
RR B,B (48)

#1 Second hit can be delayed and still combo.
#2 Only if 8WR 2_8A whiffs or is blocked.

Natural Combos on CH:
CH 66B+K,B (54)
8WR 3_9A,B (48)
8WR 3_9A,B:B (64)

Stun/Knockdown Combos:
1A
-3B (56) #1
-9K (52)
-1B (47)

#1 Unreliable vs small characters.

CH 4A
-3B (54)
-6B (52)
-9K (50)
-1B (45)

WL A
-2K (34)

CH 4B,B
-1B (60) #1

#1 Reliable on deep hit.

BT 2K
-66B (41)
-WS B (41)
-6B (40)
-FC B (36)

2A+B
-WS B (49)
-FC B (44)

CH 66B+K
-44K (52)
-3B (49)
-6B (46)
-9K (45)

BT B+K_[B+K]
-9K (47)
-1B (43)

4A+K,B
-44K (73)
-6B (68)
-3B (67)

8WR 3_9K
-1B (43)
-3K (43)
-6B (42)
-9K (40)

8WR 1_7B
-HL K (68)

CH 8WR 1_7K
-B,B (55)
-44K (53)
-8WR 1_7B (48)

UD B
-66B (52)
-1B (45)

UD K
-6B (51)
-44K (49)
-3B (46)

HL A+B
-A+K, 3B, A+B (97)
-A+K, 3B, 3B (92)
-A+K, 3B, 6B (87)
-A+K, 3B, A+K (83)
-3B, A+B (93)
-3B, 3B (89)
-3B, 6B (84)
-3B, A+K (81)
-44K (57)
-2A+B (51~52)

RR A
-B,B (57)
-44K (50)

Juggle Combos:
3B
-A+B (62)
-3B (58)
-6B (52)
-A+K (49)

66B
-A+B (58)
-44K (55)
-3B (54)
-66B (51)
-6B (48)
-A+K (45)

CH 2A+B
-WS B (92)
-crouch cancel, A+B (65~66)
-crouch cancel, 3B (60)
-6B (55)

HL B
-2B (68)
-K (67)

RR B,B
-3B (74)

--

Voldo

BS = Blind Stance (B+K)
CR = Caliostro Rush Stance (236)
MC = Mantis Crawl Stance (2B+K)
SW = Superwyrm Stance (MC 2_8 or 66A)

Natural Combos:
A,A (28)
A,B (26)
A,K (26)
A,A (20)
B,B (41)
3B,B (51)
4B,A or BS 4B,A (38~41)
BS B,B (38)
BS B,6B (50)
1A+B,B (43)
66A+B,K or 8WR 3_9A+B,K (54)
66A+K,K (88~90) #1
CR A,A (36)
CR A,A,A (57)

#1 Unreliable on shallow hit.

Natural Combos on CH:
4A,A (39) #1
B,B,B (70)
1B,K (48)
4B,A,A (64)
6B,B (48)
WS B,B (59)
BS 6B,B (45) #1
8WR 1_7B,B,B (38)

#1 Second hit can be delayed and still combo.

Stun/Knockdown Combos:
44A
-66A+K (56)
-8WR 1_7B,B,B (51)

66A
-SW K (65)
-SW A (51)
-SW B (49)

CH WS A
-A,A (54)
-A,K (52)
-K (44)

BS 4[A]
-8WR 2_8B, 1K, BS 3B (99)
-1A+B,B, 66A+K (90)
-3B,B (87)
-1K, BS 3B (86)
-B,B,B (83)
-8WR 2_8B, B,B,B (82)

CH BS 44A
-44[B], MC K (101)
-1A+B,B, 66A+K (85)
-1K, BS 3B (79)

CH 1B,K
-MC 66 (70)

BS B,6B
-2K (60)

BS 3B
-66A+K (70)

CH BS 6B
-2B+K, MC K (64)
-BS 3B (49)

CH BS 66B or CH BS CR B
-BS 2K (40~45)

4[K]
-MC 66

CH 66K
-BS 2B+K, MC K (80)

8_9K
-G, WS B (45~50)

CH A+B
-2K (54)

CH [A+B]
-CR B (68)

CH 1A+B,B
-66A+K (76)
-8WR 1_7B,B,B (69)

66A+K
-66A+K (80)
-8WR 1_7B,B,B (73)

BS 2B+K
-MC K (46)
-MC 66 (42)

CH 8WR 3_9A
-2K (44)

8WR 2_8B
-2B,B (56)

MC K (Head-first position only)
-BS 2K (36)

Juggle Combos:
CH 44B
-66B (70)

CH 44[B]
-MC K (74)

CH WL B
-66B (70)

CH BS 1B
-66K (93) #1
-4A+B (84)
-66B (79)

#1 Does not always do max damage.

1K or 8WR 1_7K
-BS 3B (50~53)

BS 3K
-BS 6A+B (63) #1
-BS 3B (53)

#1 Hold [A] during BS 3K recovery and input 6B.

BS 66K
-MC B (60)
-MC K (55)

CR [B]
-MC A+B (53)
-MC B+K (51)

CR B+K
-MC B (50)

MC B+K or MC [B+K]
-MC K (42~57) #1
-MC B (45~66) #2

#1 Head-first position only.
#2 Feet-first position only.

MC B+K or MC [B+K]
-MC B (45)

--

Xianghua

Natural Combos:
A,A (25)
B,B (36)
1kA,A (57)
2A+K,K (62)
2A+K,2K (60)
4A+K,A (52)

Natural Combos on CH:
A,A,B (50)
3A,K (64)
WS A,A (39)
1B,B (59)
4B,B (53)
6B,A (44)
66B,B (65)
44K,B (47)
WS A+B,B (62)
8WR 3_9K,A (49)

Stun/Knockdown Combos:
A,A,4B,6B (Fourth hit only) or 4B,6B (Second hit only)
-3B (56) #1
-66K (54)

#1 Unreliable on shallow hit.

CH 3A,K
-3B (82)
-66K (80)

44A
-66K (41)

aB
-2A+G (90) #1
-3B+K (64)
-bK (54)
-2B+G (45) #2

#1 Opponent can break throw with A.
#2 Opponent can break throw with B; see 2B+G section for combos.

FC 3bB
-2A+B (62)
-bK (61)
-66K (55)

4K
-8WR 3_9K,A (53)
-3B (45)

BT 2K
-FC 3B (38) #1
-crouch cancel, 3B (31)
-66K (29)

#1 Reliable on deep hit.

8_9K
-3B (40~44)
-66K (37~41

WL K
-bK (46~50)
-3B (41~45)

CH 1A+B
-8WR 3_9B, 2A+G (129) #1
-8WR 3_9B, 1B,B (102)
-2_8,5B, 3B+K (97)
-A+B, 8WR 3_9K,A (95)
-2_8,5B, 8WR 3_9K,A (94)
-A+B, 3B+K (94)
-A+B, 66B+K (91)
-2_8,5B, 66B+K (82~88)
-8WR 3_9B, 2B+G (84) #2

#1 Opponent can break throw with A.
#2 Opponent can break throw with B; see 2B+G section for combos.

2_3A+B
-FC 3B (57)
-WS B (51)
-WS K (50)

CH 44A+B or CH 8WR 1_2_7_8A+B
-66K (50~52)

2B+K (Quake stun only)
-A+B, 3B+K (75)
-A+B, 8WR 3_9K,A (71)
-A+B, 66B+K (60)

2B+K (Guard break only)
-8WR 3_9B (66)
-3B, 8WR 3_9K,A (58)
-3B, 3B+K (56)
-3B, 66B+K (53)

2B+K
-2K (48)

4B+K
-bK (90)
-66K (82)

BT B+K
-1A+B, 2_8,5B, 3B+K (92~96)
-1A+B, 2_8,5B, 66B+K (96)
-1A+B, 2_8,5B, 8WR 3_9K,A (93)
-1A+B, A+B, 3B+K (93)
-1A+B, A+B, 8WR 3_9K,A (93)
-2_8,5B, 3B+K (91)
-A+B, 3B+K (89)
-1A+B, A+B, 66B+K (88)
-2_8,5B, 8WR 3_9K,A (87)
-A+B, 8WR 3_9K,A (86)
-A+B, 66B+K (74)

2A+K or 2A+K,2K (Second hit only)
-bK (54~59)
-3B (49~54)

2B+G, BT B+K (Opponent can break throw with B; must hold [6] before BT B+K)
-1A+B, A+B, 3B+K (111)
-1A+B, A+B, 8WR 3_9K,A (111)
-A+B, 3B+K (110)
-2_8,5B, 3B+K (108)
-A+B, 8WR 3_9K,A (107)
-2_8,5B, 8WR 3_9K,A (106)
-2_8,5B, 66B+K (102)
-8WR 3_9B, 44K,B, 66K (98)
-2A+G_B+G (96)

Juggle Combos:
3B
-66B+K (61)
-8WR 3_9K,A (58)
-3B+K (56)

CH 3B
-3B+K (66)

2_8,5B
-3B+K (74~75)
-8WR 3_9K,A (71~72)
-66B+K (67)

FC 3B
-3B+K (70)
-8WR 3_9K,A (67)
-66B+K (63)

CH WS B
-3B+K (83)
-8WR 3_9K,A (81)
-66B+K (75)

WL B
-66K (57~61)

CH A+B
-3B+K (88)
-8WR 3_9K,A (85)
-66B+K (72) #1

#1 Reliable on deep hit.

4A+B
-66K (80)

8WR 3_9B+K
-66B+K (76~77)
-8WR 3_9K,A (71)

8WR 2_8B
-66B+K (62)

CH 8WR 2_8B
-3B+K (72~74) #1
-8WR 3_9K,A (72)

#1 Unreliable on deep hit.

--

Yoshimitsu

PG = Pogo Stance (B+K)
MD = Meditation Stance (2B+K)
DGF = Dragonfly Stance (8B+K)
SDGF = Super Dragonfly Stance (DF 8B+K)

Natural Combos:
A,A (30)
1A,A,A (34)
4A,A,A (34)
B,B (38)
66B,B (53)
4K,B or 8WR 1_7K,B (45)
4K,[B] or 8WR 1_7K,[B] (52) #1
6K,2K (66)
FC 1K,K,K (34)
6B+K,B (24) #2
66B+K,A+B,K or 8WR 3_9B+K,A+B,K (50) #3
9B+K,K (39~40) #4
2A+K,A,A (35)
8WR 3_9B,B+K_[B+K] (48)
8WR 3_9B,[B+K],A+B (61)

#1 Release B as soon as it becomes unblockable.
#2 Second hit can be delayed and still combo.
#3 Only if 66B+K or 8WR 3+9B+K whiffs or is blocked.
#4 Reliable on shallow hit.

Natural Combos on CH:
1A,A,A,A,A (69)
3A,B (36)
4A,A,A,A,A (39~69) #2
66B,[B] (58)
FC 1K,K,K,K,K (66)
6B+K,B,B,B
MD aB,K (57)

#1 Second hit can be delayed and still combo.
#2 Only does max damage vs tall characters.

Stun/Knockdown Combos:
214A
-3B (54)

4B
-3B (47)

CH 44bB
-3B+K, 6K (102)
-3A,B, 6K (90)
-3B, 6K (88)

WL B
-crouch cancel, 3B (47~51)
-FC B (41~45)

6K,K (Second hit only)
-3B (55)

CH 6K,2K (Second hit only)
-3B (44)

FC 3K
-crouch cancel, 3B (40)
-FC B (34)

BT 2K
-crouch cancel, 3B (33)

A+B or [A+B] (Guard crush only)
-B,B (38)
-A,A (30)

A+B or [A+B]
-3B, 6K (74)
-B,B (43)

66A+B or 8WR A+B
-3B (56~62)
-2B (51~57)

7_8_9A+B or 7_8_9A+B2 or 7_8_9A+B4 (Damage depends on length of flight)
-66A+B (75~113)
-3B (60~98)

CH 1B+K or CH 8WR 1_7B+K
-3B+K, 6K (93~97)
-3A,B, 6K (82~85)
-3B, 6K (79~83)

CH 6B+K,B,B,B
-2A+B (68)

9B+K or 9B+K,K (Second hit only)
-3B (40)

CH 8WR 1_7A
-3B (51)

PG 9
-PG K, BT 2A+K (141) #1
-PG K, step forwards, BT K, 6K (118) #1
-PG K, step backwards, 6K (106) #1
-PG B, 6K (94)
-PG 6[6] (58)

#1 Reliable on shallow hit.

DGF B
-3B, 6K (88)

DGF K
-crouch cancel, 3B (38)
-FC B (32)
-FC K (28)

SDGF B
-66A+B (74)

SDGF K,K
-3A,B, 6K (66)
-3B, 6K (64)

SDGF B+K
-PG B, 6K (119)

Juggle Combos:
CH 3A,B
-6K (74)

3B
-6K (62)

CH 3B
-6K (67)

CH WL B
-6K (74~79)

1K or PG K or MD K
-BT 2A+K (106~111)
-BT K, 6K (82~87)

CH 3B+K
-6K (84)

66B+K,A+B,K or 8WR 3_9B+K,A+B,K (Second and third hit only)
-BT 2A+K (126)
-BT K, 6K (101)

CH 8WR 3_9B
-6K (70)

8WR 3_9K
-B,B

CH 8WR 3_9K
-6K (60)

CH PG B
-6K (62)

PG [B]
-6K (68)

CH MD aB,K
-BT 2A+K (132)
-BT K, 6K (108)

--

Yunsung

CR = Crane Stance (B+K)
LW = Land Walk (214)
CRS = Crane Swoop (CR 236 or neutral during LW)

Natural Combos:
A,A (28)
6A,A (48)
B,B (34)
B,K_[K] (32)
2B,K (46)
4B,K or WL B,K (43~47)
K,K (28)
7_8_9K,K,B or CR B+K,K,B (54~58)
A+B,mash B (71) #1
8WR 3_9A,K (40) #2
CS K,K (44~45)
LW K,K,K (34) #3
LW K,K:K (34) #4
CR K,K (40)

#1 Unreliable on deep hit.
#2 Second hit can be delayed and still combo.
#3 Third hit can be delayed and still combo.
#4 Do not delay third hit as late as possible; just frame will stun opponent.

Natural Combos on CH:
WS A,B (50)
4B,delayed K (58)
66B,B (61)
K,K,B (51)
1K,2K (38)
6K,K (43) #1
66K:K (55)
8WR 2_8A,B (53)

#1 Second hit can be delayed and still combo.

Stun/Knockdown Combos:
CH 3A
-66A+B (71)
-K,K,B (62)

CH WS A
-1K,2K (48)
-2B (35)

CH 3B
-2B+K (66)

9B
-66A+B (81) #1
-2B+K (65) #1

#1 Reliable on deep hit.

44K
-2B (52) #1

#1 Reliable on deep hit.

BT 2K
-8WR 1_7K (31)

2A+K
-66A+B (78)
-WS K (59)

CH 8WR 1_7A
-2B+K (53)

8WR 1_7K
-WS K (41)
-FC B (33)

CRS [B] (Guard break only)
-B,B (34)
-A,A (28)
-K,K (28)

LW K,K:K
-K,K,B (70)

CR A
-3K, 44K (82)
-3K, 3B (80)
-3K, 1K,K (75)
-3A, 66A+B (74)
-3B, 2B+K (73)
-3A, K,K,B (68)

CR [A]
-CRS K,K, 66A+B (103)
-CR B, 44K (73)
-CR B, 3B (72)
-CR B, 1K,K (67)
-CR K,K (52)

Juggle Combos:
WS A,B (Second hit only)
-A+B (80) #1
-1K,K (62)

#1 Reliable on deep hit.

3K
-44K (60)
-3B (59)
-1K,K (54)

WS K
-A+B (70)
-3B (58)
-1K,K (52)

66B+K
-66A+B (80)

8WR 3_9A,K
-8WR 3_9B (71)
-1K,2K (69)
-K,K (63)

8WR 3_9[B]
-CRS K,K, 66A+B (106~107) #1
-CR B+K,K,B (82~83)
-CR A+B (75)
-CR B (57)
-CR A_[A] (56)

#1 CRS K,K requires precise timing.

CRS K,K
-66A+B (83)

LW B
-66A+B (75)

CR B
-44K (53)
-3B (52)
-1K,K (47)

--

Zasalamel

Natural Combos:
A,A (30)
1A,A (47)
3A,B (46)
4A,B (44)
B,B (38)
BT B+K,B (41)
8WR 2_8A,A,B (43) #1
8WR 2_8K,K (54)

#1 Only if 8WR 2_8A whiffs or is blocked.

Natural Combos on CH:
4A,delayed B (54)
66B,B (43)
66B,K (39) #1
6A+B,B (58) #2
6A+B,[B] (69) #2
2B+K,A (51)
6B+K,B (46) #1
BT B+K,[B] (57) #2
8WR 2_8B,B (44)

#1 Second hit can be delayed and still combo.
#2 Opponent can break stun and block final hit.

Stun/Knockdown Combos:
1B,B (Second hit only)
-2K (36)

BT 2K
-66B,B (45)
-66A+B (42)

44B
-66A+B (61~64) #1

#1 Reliable on shallow hit.

44B+K
-66A+B (92)

A+K or 8WR A+K
-8WR 3_9B, 4A+B (94) #1
-B,B (63)
-bK (60)

#1 Does not work on deep hit.

4A+K
-66B,B (56)
-66A+B (53)

Juggle Combos:
3B
-66B,B (53) #1

#1 Unreliable on shallow hit.

CH 3B
-4A+B (64)
-66A (62)

CH 66B,B
-4A+B (76)
-66A (75)

WL B ([G]9 version only)
-66A (66)
-WS B (60)

CH 6B+K,B (Second hit only)
-66A (61)

66B+K
-4A+B (69) #1
-66B,B (64)

#1 Only vs Abyss, Astaroth, Rock, and Zasalamel.

8WR 3_9B
-4A+B (63)
-66A (60)

CH 8WR 2_8B,B
-4A+B (77)
-66A (74)

---

04 Links/Aknowledgements

--

www.soulcalibur.com

The main community site, and the reason this FAQ was possible to begin with.

www.guardimpact.com

Still under construction, but great layout and detailed move lists.

www.soulcalibur3.us

Great fan site. Lots of art, character/story info, and CAS tips.

www.gamefaqs.com

Home to this FAQ and many other FAQs to say the least.

--

I'd like to thank everybody from SC.com for testing these combos and allowing me
to leech off of them.^^

Thanks to all the players who beat me into shape. Too many names to mention, but
I'd like to especially thank the Seattle crew, Cali, Tulsa, Team NNJ, Chicago,
Atlanta and the Midwest, and Idaho, both for contributing to the community and
for all the beat downs.

---

05 Revision History

1.0 First finished version for all characters.
1.2 Various corrections and small additions. Also updated note format.
1.3 More small additions.