Soulcalibur VI/Zasalamel/Strategy

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Basic Overview

One of Zas's strengths is limiting movement. He can keep the opponent still with his fast horizontals, pull in moves, pokes with good coverage, and very powerful ring out game (especially reverse ring outs).

Once the opponent is conditioned to slow down and wait, Zas can enforce grabs, low pokes, CH fishing tools, and moving around on his terms to really get into the opponent's head.

Curses make Zas go from great to pretty damn bonkers. You can put up to 3 curses on an opponent, and all of them get used up at once when you use a move that can freeze time. Curses are mainly obtained by landing moves that combo into 6K (usually from CH fishing, catching movement, and block/whiff punishment). They don't carry over between rounds.

Stacking 2 curses on an opponent gives him access to a powerful low in 1BB, stronger normal hit whiff punishment in 4AB and 66A+BB, extra combo damage with 46BB extensions and a even stronger ring out game with 1BB, 4AB and SAB into follow ups.

Some of Zas's weaknesses are his lack ranged block punishment at i12/i14, and his damage isn't massive outside of curse combos & certain LHs.

Standing Block Punishment

i12: 6K†, AA, KK, 2A. i14: b:K. i16: 46B, 3AB, 66K, SA. i18: 8B+K. i20: 6BK, 3B, 44A+B i22: 6B+KA, 66A+BB

Crouching Block Punishment

i12: 6K†, wrKB. i14: FC 3K. i16: 46B, SA. i18: 8B+K. i20: 6BK, 44A+B. i22: 6B+KA, 66A+BB.

† Using 6K to apply a curse is sometimes more worth it than your other block punishment up until i18. At i20, use 6BK - 6K to apply a curse.

Whiff Punishment

6B+KA, 6BK, 22B, 66A+BB, 44A+B, 46BB, FC 3K, 4K LH†

† The condition for 4K's LH is when you use it as a whiff punish or CH vs a 'heavy' attack (any move that would be level 1 on GI).

Reading Movement

3AB, 3AK, 66A, 6AA, 6AB, iFC 3K, 4A.

Tools Against Standing Guard

Grabs/side grabs, 11B, 214B+K, B+KK, B+KG, 1B, 2B+K, 1A. SC 1AB, SC grabs, 1BB TS2/3

Detailed ⁠conditioning-adapt-abare

Curse Applying Tools

6K, 3K, A+BK, B+KK, RE K, 6A+GK, SC 2A+B, SC B+KB, CE.

Plus these moves that combo into 6K:

CH 6AB, 66A, 6BK, FC 3K, 6B+KA, 214B+K and any launch combo enders. Details ⁠applying-curses

Curse Spend Options

1BB, 46BB, 4AB, 66A+BB, RE BB, SAB. Details ⁠spending-curses

Post GI options

level 1: +8. Frame advantage level 2: +16. 46B/66K vs no reGI, wait and punish vs reGI/RE. Level3: +28. 6B+KA/44A+B/66B+K LH vs no reGI, 2A+B/wait and punish vs reGI/RE.

Guard Damage Game

4A - 10%, 22A - 10%, 6BB - 11%, 66B - 9%, 44(B) - 15%, 4B+K - 15%

6BB, 3AK, 9B, 44[B], RE B burst giving 44[B] LH combo.

Ring Out Options

Front: 46B, launch - b:K - 46:B Left: launch - K6 Right: 22KK, BT B+K, 4B:B BT A RRO: CH 3AB, CH 4B:B, wrB, 44A+B, CH 4B+K, 6A+GB, 4A+G.

Details ⁠ring-out

Neutral Pokes and Tools

Close: AA, A6, 2A, 1A, B, BB, 2B, 1B, 4B, 3K, 22K, wrK, FC 3K, 2B+K, Grabs.

Range1+: 6AA, 6AB, 3AB, 3A(B), 3AK, 4A, 66A, 22A, 44A, 6BB, 6BK, 66B, 44B, 6B+K, 4B+K, 22B+K 214B+K.

Detailed ⁠range-and-neutral

RE Safe Moves

you can step after these no matter what character you face.

AA, 6AA, 66kB, FC 3K, 22K.

With A6, 3AK, B, 6B+K, 2B+K you can step most REs however ones you cant you can SC or RI out of.

Okizeme Options

All grounded hit: 1A, 1K, 22A, SC A+B

Right Roll: 3A(B) 2nd hit, 2B, 66A+B

Left Roll: 3B, 44A+B, 22B, 46:B

All also if feet towards: 46:B, 1B, 22B, 11B, 8B+K.

These options are consistent if the opponent is already on the ground. Other tools like 6BB and 66B are likely to hit rolling opponents in certain oki situations, such as after ending a combo with BT B+K.

Meter Usage

Zas's Critical Edge creates a dilemma for his opponents. Any attack against Zas could be risky when he has meter because of the auto-GI on his CE. Because of this, you can catch a lot of opponents trying to sidestep it, or they might be hesitant to do anything. Use this mind game to your advantage.

The auto-GI on CE begins at frame 8. With no curses, Zas's CE will auto-GI all mids and lows (except break attacks and unblockables), deal 75 damage on hit, grant +8 frame advantage on block, and will apply a curse to the opponent on hit or block. This version of CE can be used even if the opponent is cursed by using 6A+B+K.

With 1 or 2 curses, CE will begin to auto-GI all attacks (except break attacks and unblockables), including highs and throws. You will lose your curses if CE whiffs, and you'll be left with 1 curse on hit or block.

With 3 curses, CE's aGI becomes an RI, meaning any attack in the game will be deflected. You still lose all of your curses on whiff, and you'll still be left with 1 curse on hit or block.

His Soul Charge is more mix up based with moves like SC 1AB and his command throws (SC 214A+G or SC 236A+G). He also gains access to a faster and ranged B+KK in the form of SC B+KB.

His Soul Attack is pretty standard. It is best used after a launch combo (such as 3B - b:K) into oki pressure. SAB can be used to stop time, but it is recommended only for specific ring out angles as an i16 block/whiff punish.

Combat Lessons

Fighting Style

An ancient fighting style, characterized by swift blows and potent strikes that allow a practitioner to dominate a fight at any distance. The scythe's unique shape also enables vicious pulls to force opponents close, breaking their morale with a sudden, terrifying proximity.

The style also incorporates curses and ancient magic, some ofwhich can even temporarily rip someone out of the very fabric of time. Victims of this sorcery are defenseless against a deadly coup de grace. Indeed, the combination of martial might and magic are this style's most formidable weapon.

Style Lesson: Beginner

Control the Battle with Sweeping Feints

At the start of the battle, perform a Damnation of Ereshkigal (6AA). This move allows you to act again before your opponent, whether it hits them or they guard it. If they move out of the way, Ilabrat's Sapara (4A) and Judgment of Shamash (33_66_99A) are useful for stopping them in their tracks.

Damnation of Ereshkigal
6AA
Sc 6.pngSc A.pngSc A.png 6AA - Attack Level: Sc H.pngSc H.png
Impact Damage Block Hit Counter Guard Burst
18 14,16 6 18 18 3%
Counter Hit Combo
Ilabrat's Sapara
4A
Sc 4.pngSc A.png 4A - Attack Level: Sc H.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
20 20,10 -2 4 4 10%
Normal Hit Combo
Judgment of Shamash
33_66_99A
Sc 33.pngSc 5.pngSc 66.pngSc 5.pngSc 99.pngSc A.png (3)_(6)_(9)A - Attack Level: Sc M.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
20 12,14 -14 12 12 3%
Normal Hit Combo. Jails

If you make contact with a 4A, you will drag your opponent closer, letting you dominate the fight at close range. If you hit them with a 33_66_99A, you can combo with a Hound of Tiamat (6K), allowing you to stay on the offensive while dealing damage.

Hound of Tiamat
6K
Sc 6.pngSc K.png 6K - Attack Level: Sc H.png
Impact Damage Block Hit Counter Guard Burst
12 20 -12 4 KND 2%
Sc LH.png on CH vs weak attack. Apply curse

Style Lesson: Adept

Curse Your Opponent with a Quick Attack

Some attacks in this style can curse your opponent up to a maximum of three times, regardless of whether the attacks hit successfully or are blocked. You can verify how many times your opponent has been cursed by the number of purple orbs floating around them. Once you drag an opponent closer, you can curse them with the quick Hound of Tiamat (6K).

Cast Magic on a Cursed Opponent

When your opponent is cursed, you can cast magic on them; the more curses, the stronger the effects of the magic. Curse them twice to be able to perform the low attack Lilitu's Ingress (on cursed opponent 1BB) into the middle attack Belit—Sheri's Ingress (on cursed opponent 46BB), an effective way of getting past your opponent's guard. If your opponent stubbornly guards your curse attacks, curse them with the Uridimmu‘s Howl (6A+GK) throw instead.

Lilitu's Ingress
1BB on Cursed
TS1 Sc 1.pngSc B.pngSc B.png 1BB - Attack Level: Sc L.png
Impact Damage Block Hit Counter Guard Burst
16 20 -10 6 6 2%
TS2 Sc 1.pngSc B.pngSc B.png 1BB - Attack Level: Sc L.png
Impact Damage Block Hit Counter Guard Burst
16 20 0 16 16 2%
TS3 Sc 1.pngSc B.pngSc B.png 1BB - Attack Level: Sc L.png
Impact Damage Block Hit Counter Guard Burst
16 20 10 26 26 2%
Belit—Sheri's Ingress
46B on Cursed
TS1 Sc 4.pngSc 6.pngSc B.pngSc B.png 46BB - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
16 28 -6 KND KND 9%
Tech Crouch[4-15]. Perfect input for +6 damage
TS2 Sc 4.pngSc 6.pngSc B.pngSc B.png 46BB - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
16 28 6 KND KND 9%
Tech Crouch[4-15]. Perfect input for +6 damage
TS3 Sc 4.pngSc 6.pngSc B.pngSc B.png 46BB - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
16 28 16 KND KND 9%
Tech Crouch[4-15]. Perfect input for +6 damage
Uridimmu‘s Howl
6A+GK
Sc 6.pngSc A.pngSc +.pngSc G.pngSc K.png 6A+GK - Attack Level: Sc H.png
Impact Damage Block Hit Counter Guard Burst
18 10,10,10 - 4 - -
Sc TH.png applies curse on hit

Style Lesson: Master

If Your Opponent Misses an Attack, Curse Them

When your opponent feints with a long-range attack, use the 8—way run to evade it, then punish them with a Nergal's Talon (6BB). Hitting them with the tip of your weapon will result in a lethal hit, allowing you to follow up with a Command of Tiamat (3K) and curse them.

Nergal's Talon
6BB
Sc 6.pngSc B.pngSc B.png 6BB - Attack Level: Sc M.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
20 16,14 -6 4 4 11%
Normal Hit Combo. Sc LH.png on max range. Tech Crouch[1-19]
Command of Tiamat
3K
Sc 3.pngSc K.png 3K - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
14 16 -6 4 4 2%
Apply curse

Aim for a Ring Out

This fighting style utilizes many moves that make the most of the scythe's unusual shape and also allow you to throw your opponent out of the ring behind you. Landing Hook of Namtar (3AB) as a counter hit or using Kingu the Sly Lord (4A+G) will cause you to switch places with your opponent, and if you have your back to the edge of the ring, you can easily get a ring out and claim victory.

Hook of Namtar
3AB
Sc 3.pngSc A.pngSc B.png 3AB - Attack Level: Sc M.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
16 14,20 -16 2 KND 8%
Normal Hit Combo
Kingu the Sly Lord
4A+G
Sc 4.pngSc A.pngSc +.pngSc G.png 4A+G - Attack Level: Sc H.png
Impact Damage Block Hit Counter Guard Burst
18 50 - KND - -
4 Sc TH.png

Critical Edges

The Voice from the Abyss: Variation, First Threshold, Second Threshold, & Third Threshold

Properties

While slow, it has guard impact properties and can hit while parrying your opponent's attack. Even if your opponent guards, you still get to react before them, giving you a good opportunity to curse them. The guard impact properties that the attack has and the damage it deals depend on the number of curses inflicted.

  • No curses: Guard impact properties vs. middle, low attacks.
  • 1 curse: Guard impact properties vs. high, middle, low attacks.
  • 2 curses: Guard impact properties vs. high, middle, low attacks. Restores guard stamina.
  • 3 curses: Resistance impact properties vs. high, middle, low attacks. Restores guard stamina.
The Voice from the Abyss Variation / 1st Threshold / 2nd Threshold / 3rd Threshold
A+B+K
Sc A.pngSc +.pngSc B.pngSc +.pngSc K.png A+B+K - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
34 75 8 KND KND 12%
Sc BA.png. Sc GI.png[9-37] vs mid&low. Apply curse even on block
TS1 Sc A.pngSc +.pngSc B.pngSc +.pngSc K.png A+B+K - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
34 75 8 KND KND 12%
Sc BA.png. Sc GI.png[9-37] vs high&mid&low. Apply curse even on block
TS2 Sc A.pngSc +.pngSc B.pngSc +.pngSc K.png A+B+K - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
34 85 8 KND KND 12%
Sc BA.png. Sc GI.png[9-37] vs high&mid&low. Apply curse even on block. Restore guard stamina
TS3 Sc A.pngSc +.pngSc B.pngSc +.pngSc K.png A+B+K - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
34 90 8 KND KND 12%
Sc BA.png. RI[9-37] vs high&mid&low. Apply curse even on block. Restore guard stamina. Deplete opponents soul and guard gauges (20%).

Using the attack will remove any curses inflicted, so time when you use it well.

The Voice from the Abyss

Properties

Using the attack with 6A+B+K will allow you to perform a critical edge without removing curses. If you want to save your curses use this input.

The Voice from the Abyss
6A+B+K
Sc 6.pngSc A.pngSc +.pngSc B.pngSc +.pngSc K.png 6A+B+K - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
34 75 8 KND KND 12%
Sc BA.png. Sc GI.png[9-37] vs mid&low. Apply curse. Does not consume a curse.
Tips

Drag an opponent close to you from a distance and then strike. If your opponent anticipates your strategy and performs a quick attack, parry it with a critical edge.

Soul Charge

Use Soul Charge Moves to Overwhelm Your Opponent

Your hidden magical powers unlock during a soul charge, giving you access to moves impossible for a normal person to perform. Void Nova (during soul charge A+B) is a break attack that drags your opponent towards you from a distance; it also gives you the ability to move before your opponent regardless of whether your attack hits or is blocked. If you succeed in drawing your opponent close, deal a huge amount of damage with a Fatal Gravity (during soul charge 236 or 214A+G), an Ode to Humbaba (during soul charge 3AKB), or a Ceremonial Sacrifice (during soul charge 1AB).

Void Nova
SC A+B
SC Sc A.pngSc +.pngSc B.png A+B - Attack Level: Sc SM.pngSc SM.pngSc SM.pngSc SM.pngSc SM.pngSc SM.png
Impact Damage Block Hit Counter Guard Burst
36 31 6 10 10 10%
Normal Hit Combo. Sc BA.png
Fatal Gravity
SC 236A+G/214A+G
SC Sc 2.pngSc 3.pngSc 6.pngSc A.pngSc +.pngSc G.png 236A+G - Attack Level: Sc H.png
Impact Damage Block Hit Counter Guard Burst
18 80 - KND - -
Sc TH.png
SC Sc 2.pngSc 1.pngSc 4.pngSc A.pngSc +.pngSc G.png 214A+G - Attack Level: Sc H.png
Impact Damage Block Hit Counter Guard Burst
18 80 - KND - -
Sc 4.png. Sc TH.png
Ode to Humbaba
SC 3AKB
SC Sc 3.pngSc A.pngSc K.pngSc B.png 3AKB - Attack Level: Sc M.pngSc M.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
16 15,13,31 -8 KND KND 17%
Normal Hit Combo
Ceremonial Sacrifice
SC 1AB
SC Sc 1.pngSc A.pngSc B.png 1AB - Attack Level: Sc L.pngSc H.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
18 15,11,11 -2 4 4 6%
Normal Hit Combo

Abyssal Punishment & Ingress of the Abyss

Soul attacks in which you use magical power to levitate your scythe in the air and slice the opponent from above. You become soul charged upon hit, and can also freeze time with B if your opponent has been cursed.

Abyssal Punishment / Ingress of the Abyss
236A+B+K/236A+B+KB on Cursed
Sc 2.pngSc 3.pngSc 6.pngSc A.pngSc +.pngSc B.pngSc +.pngSc K.png 236A+B+K - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
16 35 -8 6 6 9%
Apply curse even on block
TS1 Sc 2.pngSc 3.pngSc 6.pngSc A.pngSc +.pngSc B.pngSc +.pngSc K.pngSc B.png 236A+B+KB - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
16 35 0 16 16 9%
Ends in BT
TS2 Sc 2.pngSc 3.pngSc 6.pngSc A.pngSc +.pngSc B.pngSc +.pngSc K.pngSc B.png 236A+B+KB - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
16 35 10 26 26 9%
Ends in BT
TS3 Sc 2.pngSc 3.pngSc 6.pngSc A.pngSc +.pngSc B.pngSc +.pngSc K.pngSc B.png 236A+B+KB - Attack Level: Sc M.png
Impact Damage Block Hit Counter Guard Burst
16 35 20 36 36 9%
Ends in BT

Reversal Edge

Take Control of the Battle

Use 4 during the animation of B+G after inflicting a curse to change up the attack, causing any curses on the opponent to explode and damage them. Using a reversal edge when the opponent hasn't attacked will leave you open, but if they've been cursed, this attack will protect you from being punished.

Following Up with A

Of the three follow-ups, this is the easiest to use. When it hits, you can continue to attack with an Adad's Great Shears (facing away B+K). Even if your opponent guards, you will be able to initiate your next move first, providing you with a great opportunity to get close.

Adad's Great Shears
BT B+K
BT Sc B.pngSc +.pngSc K.png B+K - Attack Level: Sc M.pngSc M.png
Impact Damage Block Hit Counter Guard Burst
16 14,21 4 KND KND 10%
Sc BA.png on 2nd hit. Counter Hit Combo. 2nd hit apply 1% of guard damage.

Following Up with B

If your opponent is cursed, BB releases magic, turning it into a combo starter. Make sure you curse your opponent before launching this attack.

Following Up with K

While it doesn't deal much damage, it will curse an opponent on a hit. Use this at the start of a battle to prepare for a deadly finale.