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'''Stances'''<br> | '''Stances'''<br> | ||
BoB = Beauty of Balance (Swords Stance) = K, 8K, 2K, 88K, 22K<br> | BoB = '''Beauty of Balance''' (Swords Stance) = K, 8K, 2K, 88K, 22K<br> | ||
ToW = Tragedy of War (Axe Stance) = 6K, 9K, 3K, 66K, 99K, 33K<br> | ToW = '''Tragedy of War''' (Axe Stance) = 6K, 9K, 3K, 66K, 99K, 33K<br> | ||
CoE = Comedy of Errors (Spear Stance) = 4K, 7K, 1K, 44K, 77K, 11K<br> | CoE = '''Comedy of Errors''' (Spear Stance) = 4K, 7K, 1K, 44K, 77K, 11K<br> | ||
As a combo starter, any stance input is fine. Mid-combo, generally it's the basic K, 6K, 4K inputs that should be used.<br> | As a combo starter, any stance input is fine. Mid-combo, generally it's the basic K, 6K, 4K inputs that should be used.<br> | ||
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| B6 || SC || H || (SC) B6 CH, 4A+B, FC 1B, 66B, BA || 65 || SC || Lots of carry on this. Can also be done after appropriate guard crushes and lethal hits. || Any of the last 3 three moves can ringout. | | B6 || SC || H || (SC) B6 CH, 4A+B, FC 1B, 66B, BA || 65 || SC || Lots of carry on this. Can also be done after appropriate guard crushes and lethal hits. || Any of the last 3 three moves can ringout. | ||
|} | |} | ||
{{Navbox-SCVI}} | |||
[[Category:Soulcalibur VI]] |
Latest revision as of 19:31, 10 June 2024
Abbreviations & Explanations
Modes
Each combo also shows what the mode of the first move is. If Azwel is not in the indicated mode at the start of the combo, the move may have an additional 8 frames of startup due to the weapon generation process.
For combos starting with Weapon Arts (B+K, 6B+K, 4B+K), the player must be in the appropriate mode (or almighty) first.
'Any' means that Azwel's current mode will not affect the start of the combo.
Stances
BoB = Beauty of Balance (Swords Stance) = K, 8K, 2K, 88K, 22K
ToW = Tragedy of War (Axe Stance) = 6K, 9K, 3K, 66K, 99K, 33K
CoE = Comedy of Errors (Spear Stance) = 4K, 7K, 1K, 44K, 77K, 11K
As a combo starter, any stance input is fine. Mid-combo, generally it's the basic K, 6K, 4K inputs that should be used.
Weapon Arts
B+K = Pleroma Ascension = B+K in Swords mode, B+K in Almighty/Soul Charge
6B+K = O, Fallen Scholar = B+K in Axe mode, 6B+K in Almighty/Soul Charge
4B+K = Aufheben Sublimation = B+K in Spear mode, 4B+K in Almighty/Soul Charge
8B+K = Almighty Paradox = 8B+K in Almighty/Soul Charge
Normal Hit
Starter | Mode | Level | Route | Damage | Mode at End | Notes | Ring Out |
---|---|---|---|---|---|---|---|
22A | Swords | H | 22A.BoB.AB | 54 | Spear | 22A tech crouches | |
2BB | Swords | M | 2BB.BoB.AB | 49 | Spear | ||
22B | Swords | M | 22B.BoB.AAA | 49 | Spear | ||
22B | Swords | M | 22B.BoB.AB, BA | 54 | Spear | Near edge | |
22B | Swords | M | 22B.BoB.AAB | 53 | Spear | Massive pushback if no wall | Near edge |
22B | Swords | M | 22B.BoB.AB, CE | 69 | Swords | 72 --> 69 (v2.21 dmg change) | |
BoB.B | Any | M | BoB.B, 1A | 47 | Spear | Can follow up with 9B for 65-67 damage on a forward/back ukemi. Left/right will evade a 9B completely. 52 damage if they do nothing. | |
B+K | Swords | M | B+K, BA | 54 | Axe | In SC, the lack of the weapon generation frame delay means the timing of the juggle is different. A small delay is needed. | The B+K and BA can ringout from near the edge |
B+K | Swords | M | B+K, CE | 75 | Swords | 77 --> 75 (v2.21 dmg change) | |
3B | Axe | M | 3B[B], B4 | 69 | Swords | 3BB also works for less damage | |
3B | Axe | M | 3B[B], 66B | 71 | Axe | 3BB also works for less damage | |
3B | Axe | M | 3B[B], 1A | 72 | Spear | 3BB also works for less damage | |
6BB | Axe | M | 6BB (only if second B hits), 3B | 43 | Axe | 6BB doesn't combo out of neutral at all. But if the second hit does connect, 3B is a simple follow-up | |
66B | Axe | M | 66B, 6BB | 53 | Axe | 66B will ringout at edge, 6B can push out too. | |
66B | Axe | M | 66B, 6B:A | 56 | Spear | Does 52 dmg without the just frame | 66B will ringout at edge, 6B can push out too. |
FC 3B | Axe | M | FC 3B, 6B:A | 48 | Spear | ||
ToW.B | Any | M | ToW.B, 6B:A | 60 | Spear | End with 6BB (60 damage) for more corner carry | Can ringout near edge |
ToW.B | Any | M | ToW.B, BA | 57 | Axe | Wallsplats (follow up with 1B for 69 total damage) | Can ringout near edge |
FC 1B | Spear | M | FC 1B, 6BA | 48 | Spear | Leaves opponent at good range for a FC 1A/FC 1B okizeme/mixup on wakeup (if they don't roll back). End with 6BB (47 damage) for more corner carry | |
CoE.AB | Any | H | CoE.AB (only if B hits), B4 | 46 | Swords | CoE.AB does not NC, but if the B connects, it will knockdown and follow-up attacks are possible. | |
A+B | Any | M | A+B, 9B | 50 | Axe | Damage varies depending on which A+B is used. Axe - 58; Swords - 50; Almighty - 52; Spear - 45 | |
6A+B | Any | M | 6A+B, A+B, 9B | 77 | Axe | ||
BT A+B | Any | M | BT A+B, FC 1B, 6BB | 62 | Axe | ||
BT A+B | Axe | M | BT A+B, FC 3B, 6BB | 63 | Axe | ||
BT A+B | Swords | M | BT A+B, WR BB, 9B | 68 | Axe | ||
BT A+B | Swords | M | BT A+B, 5B+K, BA | 70 | Axe | ||
BT A+B | Axe | M | BT A+B, 6B+K | 70 | Unequipped | ||
8WR A+B | SC | M | (SC) 8WR A+B, 1A | 67 | SC | ||
FC 3B | SC | M | (SC) FC 3B, 8B+K | 64 | SC | ||
FC 1B | SC | M | (SC) FC 1B, 66B, BA | 64 | SC | AB will ringout at edge | |
FC 1B | SC | M | (SC) FC 1B, 66B, 8B+K | 78 | SC | 74 --> 78 (v2.21 dmg change) | |
FC 1B | SC | M | (SC) FC 1B, 66B, CE | 91 | SC | 94 -- 91 (v2.21 dmg change) | |
B+K | SC | M | (SC) B+K, 4B+K | 75 | SC | Can always be followed up with 6B+K or 3B as a low/mid mixup. 6B+K will hit if they block standing or stay on the ground, 3B will lethal hit if they crouch guard. | |
6A+B | SC | M | (SC) 6A+B, 8A+B, 66B, 6BB | 90 | SC | Azwel's direction will change after the 8A+B. | |
6A+B | SC | M | (SC) 6A+B, 8A+B, 6CE | 122 | SC | Azwel's direction will change after the 8A+B |
Counter Hit
Starter | Mode | Level | Route | Damage | Mode at End | Notes | Ring Out |
---|---|---|---|---|---|---|---|
BoB.K | Any | H | BoB.K CH, 2BB.BoB.B, 1A | 56 | Spear | ||
BoB.K | Any | H | BoB.K CH, 4A+B, B+K, BA | 58 | Axe | Lots of carry on this combo. Can ringout from near the opponent's starting position on the desert stage. 61 dmg without the 4B+K. | The B+K and BA can ringout from near the edge |
BoB.K | Any | H | BoB.K CH, B+K, CE | 75 | Swords | 78 -- 75 (v2.21 dmg change) | |
2BB | Swords | M | 2BB (CH on 2nd hit only), BoB.B, B4 | 45 | Swords | 1A can be used at end if they don't ukemi. | |
B6 | Swords | H | B6 CH, 4A+B, B+K, BA | 58 | Axe | B6 tech-crouches. Lots of carry on this combo. Can ringout from near the opponent's starting position on the desert stage. 61 dmg without the 4A+B. | The B+K and BA can ringout from near the edge |
B6 | Any | H | B6 CH, 2BB.BoB.B, 1A | 59 | Spear | ||
B6 | Any | H | B6 CH, B+K, CE | 73 | Swords | 74 -- 73 (v2.21 dmg change) | |
WR BB | Swords | M | WR BB CH, B+K | 56 | Swords | ||
WR BB | Swords | M | WR BB CH, 9B | 56 | Axe | ||
WR BB | Swords | M | WR BB CH, CE | 74 | Swords | 76 -- 74 (v2.21 dmg change) | |
2A+B | Swords | M | 2A+B CH, AB | 31 | Axe | ||
3A | Axe | M | 3A CH, AB | 41 | Axe | Will knockdown opponent in range for the '50/50' mixup. | |
AB | SC | H | (SC) AB (only if B hits as counter), B4 | 40 | SC | Damage value assumes the A is blocked or dodged | |
AB | SC | H | (SC) AB (only if B hits as counter), 8B+K | 53 | SC | Damage value assumes the A is blocked or dodged | |
3A | SC | M | (SC) 3A CH, 8B+K | 54 | SC | ||
3A | SC | M | (SC) 3A CH, 1BB, 8A+B, 66A | 64 | SC | Reverse Ring Out, works over walls | |
3A | SC | M | (SC) 3A CH, CE | 71 | SC | 73 -- 71 (v2.21 dmg change) | |
B6 | SC | M | (SC) B6 CH, 8A+B, 66A | 64 | SC | 66A may be hard to connect on Amy | Reverse Ring Out, works over walls |
B6 | SC | H | (SC) B6 CH, 4A+B, FC 1B, 66B, BA | 65 | SC | Lots of carry on this. Can also be done after appropriate guard crushes and lethal hits. | Any of the last 3 three moves can ringout. |