Please refer to Numpad Notation and Soulcalibur VI/System to help understand the written notation for the combos.
- Note - All input notation is oriented from P1 side, remember to invert directional inputs if playing on P2.*
Abbreviations & Explanations
Stances
SBH = Base Hold (B+K)
SCH = Chief Hold (2_8B+K)
SSH = Side Hold (4B+K)
SRSH = Reverse Side Hold (6B+K)
Most combos do not use manual stance transitions, if one is used it will be explicitly written out.
Abbreviations
DL = Dark Legacy
iagA = a:g:A
Punishes From Standing
Punishes From Crouch
Wall Combos
Sample Starters | Wall Size | Combo | Damage | Notes | Best Wall Side |
---|---|---|---|---|---|
ch 6AA, ch 6K, ch 66KK | Full | w! 6AA w! 6[B] schK[K] schA[A] srshA+B | 143, 116, 120 | Needs a solid splat | front left |
ch BB, 22_88A | Full | w! 66KK w! 6[B] schK[K] schA[A] srsrhA+B | 98, 108 | Reliable pickup for awkward splats | front left |
ch BB, 22_88A | Full | w! 66KK w! iwr[B] sch[A] sshA+B 4A+BA | 99, 104 | Sometimes does more damage as a pickup for awkward splats | front left |
ch BB, 22_88A | Full | w! 6[B] schK[K] schA+B w! iwr[B] sch[A] sshA+B 4A+BA | 112, 124 | Less consistent, but higher damage pickup for when spin stun isn't used up and 6AA doesn't work | front left |
wr[B], 3[B], 33[B] | Full | w! schK[K] schA+B w! iwr[B] sch[A] ssrA+B 4A+BA | 109, 108, 111 | Optimal pickup in sch on a low splat | front |
3[B] schK[K] | Full | w! schK[K] schA+B w! iwr[B] sch[A] ssrA+B 4A+BA | 87 | Pickup for when 3[B] launch doesn't splat, it helps to delay schK[K] | left |
ch 3[B] schA+B | Full | w! 66KK w! 6[B] schK[K] schA[A] srshA+B | 127 | Inconsistent, but this is the most reliable pickup | front |
ch 3[B] schA+B | Full | w! b6 66B | 104 | Still inconsistent, but this covers some splats 66K doesn't | front |
3[B] | Half | w! schK[K] schA+B w! iwr[B] schA+B | RO | You must delay the schK and delay the schK[K] too | front |
6K, ect | Half | w! 6K/66K w! iwr[B] schA+B | RO | 6K if the wall is to the left, 66KK otherwise | any |
3[B] | 2B stage half | w! schK[K] schA+B w! iwr[B] schA+B | RO | No delays needed | front |
Misc splats, side, and their most useful pickup:
agA, left, 66KK
Juggle agA, left/front, 6AA
ch 66KK, front, 6AA
3A, right, 6[B]
3a4, left, 6AA
schA+B, front, 6AA
ch BB / bgB, front, 66KK
ch 6K, front, 6AA
sshK, front, 66KK (combos off ch wr[A] and ch [A])
fc1A+G, back, 66KK
ch 4A, right, b6
3[B], front, see wall combo list
Wall combos against Astaroth
Sample Starters | Wall Size | Route | Damage | Notes | Best Wall Side |
---|---|---|---|---|---|
ch 66AA, 22_88A, ect | Full | w! 3A w! 6[B] schK[K] schA[A] srshA+B | 126 | The pickup for when Astaroth splats backturned | front right |
ch 6K, ch 66KK | Full | w! 6AA w! 6[B] schK[K] schA[A] srsrhA+B | 119, 121 | These two starters reliably splat like normal | front left |
wr[B], 3[B], 33[B] | Full | w! schK[K] schA+B w! 3[B] sch[A] ssrA+B 4A+BA | 110, 106, 111 | iwr[B] whiffs, but luckily 3[B] works on Astaroth | front |
any front splat | Half | w! 66K | RO | For some reason 66KK rings out front facing Astaroth over half walls | front |
ch 6AA | Half | w! BB w! 3[B] schA+B | RO | Inconsistent, but this the best route into a ring out | front |
22_88A, schA+B | Half | w! 4A+BA | 70, 86 | When these moves splat Astaroth backturned you can't hit him standing | front |
Misc Natural Combos
Combo | Damage | Notes |
---|---|---|
3A (6) 33B | 44-48 | Can use a:B instead of 33B |
3a4 (6) 33B | 48 | Can use a:B instead of 33B |
b:4 a:B | 70 | Can use 3B for less damage |
[6]K 4A+BA | 50 | Highest damage off a low |
44[B] sbhB | 60 | Launches if they ukemi, but you get no punish if they don't |
fc1A+G 2K | 44 | Max unavoidable damage |
44[A+B] srshB 22BBB | 68 | Not universal, must be sidestep right, only works on front facing |
66[A] sbhK | 50 | |
1[B] sbhK | 39 | |
44A 6[B] schK[K] schA[A] srshA+B | 90 | |
RE A sshAA | 52 | sshAA doesn't normally combo, this is unique to RE A |
RE B 6 4A+BA | 74 | |
RE K [B] sbhK | 48 | Doesn't show as a combo, but it is guaranteed and it is scaled like one |
btschB 66[A+B 3B | 83 | Most reliable high damage combo off btschB |
DL 6A+B a:B | 61 | Uses DL, can step forwards after DL 6A+B for consistency |
Misc Counterhit Combos
Combo | Damage | Notes |
---|---|---|
b6 66B | 53 | |
3[B] schA+B | 65 | Also works with wrB, 33B, and 9B |
3[B] schA[A] | 66 | Force guard into srsh mixup if they don't AC away |
wr[B] sch[A] sshA+B 4A+BA | 94 | Nightmare exclusive |
44{A+B] srshA b:4 | 79 | b:4 autocorrects, but the camera can mess up your inputs |
6[B] schK[K] schA[A] srshA+B | 82 | |
6AB b:4 | 66 | |
wr[A] sshK | 42 | |
66KK a:B | 62 | Possibly frame perfect and possibly character specific |
Aa4 schK | 31 | No reason to use this |
[A] sshK | 37 |
Combos From Stances
Combo | Damage | Notes |
---|---|---|
sbhB 4A+BA | 79 | |
sbhK a:B | 41 | Can be escaped if not CH on some characters and at some ranges |
ch sbhA a:B | 54 | |
schB a:B | 54 | |
sch[B] 4A+BA | 78 | |
schA+B a:B | 52 | |
ch schk[B] sbhK | 50 | The game says this isn't a combo but it is, and it is scaled as one |
2nd hit ch schK[K] schA[A] srshA+B | 74 | |
sshBBB | 64 | |
ch sshBB 4A+BA | 84 | |
sshA+B 3B | 33 | Requires corner, probably character specific |
srsh[K] srshA+B | 45 | Low srsh mixup option |
srshB b:4 | 61 | Mid srsh mixup option |
(hits jump) srshB a:B | 52 | Jumping is usually better than blocking low against srsh |
srshA 66B | 62 | |
(hits jump) srshA 4A+BA | 87 | Inconsistent |
Lethal Hit
Combo | Damage | Condition | Notes |
---|---|---|---|
iagA 66[A+B] 3B | 83-88 | Punish after blocking | They must not transition out of the blocked move or it doesn't count |
6A+G b6 66B | 83 | Siegfried is in red guard bar | |
6A+G 66KK a:B | 85 | Siegfried is in red guard bar | The a:B is frame perfect, rings out |
sbhB 66[A+B] 3B | 75 | Hit after sbh's auto GI | Only fast enough to work on a lvl3 GI |
schB 33_99[B] schA+B | 92 | Hit opponent's back | Step towards back, does one more damage than 6[B] route on back hit |
sch[B] 66[A+B] 3B | 103 | Hit opponent's back | Delay the 66[A+B] |
A+B sshBB 4A+BA | 87 | Impact counter | |
RE A sshBB 4A+BA | 75 | RE after RE clash | |
RE B 66[A+B] 3B | 73 | RE after RE clash | |
RE K [K] schA[A] srshA+B | 70 | RE after RE clash | |
ch 3[B] G 66[A+B] 3B | 91 | On CH in DL | Also works off 3B |
66[A+B] 3B | 80 | On whiff punish in DL | |
srsh[K] srshB b:4 | 67 | On standing guard in DL | |
srshK 66KK a:B | 62 | On standing guard in DL | For when 66KK doesn't ring out or splat |
srshB 3[B] schA+B | 86 | On crouching guard in DL | |
sshK 6[B] schK[K] schA[A] srshA+B | 83 | On counterhit in DL |
Meter Usage
i16 punish, 236A+B+K, 39 damage, most characters can back step out of the srsh mixup
i20 punish, A+B+K, 80 damage, gains 6 DL stocks
ch 3[B] A+B+K, 83 damage, 18 more than meterless
Juggles that go into air hit 4A+B or 66[A+B] go into A+B+K for at most 10 extra damage
schK[K]'s spin stun goes into A+B+K for under 10 extra damage
Combos that go into 6[B] or 33[B] do more damage without super
Combos that end in a:B or 3B can instead do 236A+B+K for less damage
Soulcharge Combos
3[B] schkA+B 4A+BB, 88 damage, uses about half of SC time
3[B] schkA+B 4A+BA, 83 damage, uses about a quarter of SC time
b6B schB, 64 damage, uses about a quarter of SC time
ch b6B schkA+B 4A+BB, 83 damage, uses most of SC time
ch b6B schK[K] schA+B, 74 damage, uses about half of SC time
ch 66KB schA+B, 85 damage, uses about half of SC time
Ringout Combos
3[B] schKK, left
ch 6[B] schKK 4A, right (works on any schKK spin)
ch 6[B] schK[K] schA+B, front (works on any schK[K] spin)
sbhB agA, left (iagA rings out from farther, but isn't required)
sbhB 66A+B, front
LH 6A+G 66KK, front
LH sbhB A+B, right
LH sbhB 44K, front (rings out from very far)
srshB (or ch 6AB) DL 6A+B iagA/66A+B, left/front
ch [A] sshK, front
ch wr[A] sshK, front