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Zollith's Condensed SCVI 2B Combo List

Feb 14th, 2020
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  1. A more digestible combo list from my "comprehensive" one, leaving out exact damage figures and entirely impractical combos (in my opinion) for an easier-to-read experience, also with chapters listed under "other notes" for reference in an effort to further reduce clutter. If anything is unclear or incorrect, please reach out to me on Twitter (Zollith), Telegram (Zollith) or Discord (Zollith#1270)!
  2.  
  3. General Guide: https://pastebin.com/Yi3stGxg
  4. Longer combo list: https://pastebin.com/y61LZSNi
  5.  
  6. LAST UPDATED 13/04/2020
  7.  
  8. =========================================
  9. =============NOTATION GUIDE==============
  10. =========================================
  11.  
  12. Default button Layout (from player 1 perspective)
  13.  
  14. 7 8 9 B
  15. \ | / |
  16. 4-(5)-6 A - - K
  17. / | \ |
  18. 1 2 3 G
  19.  
  20. eg. 6 is forward, 1 is down-back, 8 is up.
  21. A - Horizontal Attack
  22. B - Vertical Attack
  23. K - Kick
  24. G - Guard
  25.  
  26. [] - Button Hold (eg. B and [B] produce two different attacks)
  27. _ - indicates when you can choose between two directions for an 8 way run move, eg. 22_88B means you can press 22 OR 88 before pressing B, though you will need to hold the second input for it to come out
  28. AC - Aerial Control: when the opponent can hold a direction to influence where they fall. Almost all the combos listed are still possible because they account for or prevent AC.
  29. CE - Critical Edge (performed with A+B+K using 1 bar of meter)
  30. CH - Counter Hit (hit an opponent in the middle of attacking or moving)
  31. FC - Full Crouch (press buttons while holding down to stay in crouch)
  32. LH - Lethal Hit (special stun states that need certain conditions met. Check the command list in-game)
  33. oki - Okizeme: offensive play against a grounded opponent who needs to get up before being able to attack again.
  34. RE - Reversal Edge (performed with B+G)
  35. RO - Ring Out (sending your opponent off of the stage to win a round. Direction of trajectory listed in relevant combos.)
  36. SA - Soul Attack (performed with 236 A+B+K with 1 bar of meter, puts you in Soul Charge)
  37. SC - Soul Charge (usually refers to attacks only accessible while in Soul Charge)
  38. WR - While rising (While getting up from a crouching state)
  39. W! - Wall Hit (opponent enters a stun state when an attack pushes them into a wall, allows new combos)
  40.  
  41.  
  42. =====2B SPECIFIC ABBREVIATIONS=====
  43. AP - Analysis Points (Landing non-weapon attacks give AP, which slightly restore guard stamina, and unlocks lethal hits for 6BK, 4K, and AL AAK once 9 are stored. They are all spent once one of these lands, and fully restore guard stamina.)
  44. AGS - Aggression Shift (performable on its own with 236 or 214)
  45. AL - Aerial Leap (performable on its own with 8B+K)
  46. ANG - Angler Stance (performable on its own with B+K)
  47.  
  48. =========================================
  49. ===============NORMAL HIT================
  50. =========================================
  51.  
  52. 9A (close) ~ 3[B] ~ AL B/K/[A+B] (max damage/RO left/guard damage)
  53. 9A (close) ~ 3[B] ~ AL CE
  54.  
  55. 3B ~ =AL Air Combos=
  56.  
  57. 3[B] ~ AL B+K ~ =AL Air Combos=
  58.  
  59. 4BBB (opponent near edge) ~ 2B/66K
  60.  
  61. 4BB:6B (close) ~ 1B (stance oki)
  62.  
  63. 9K ~ 1K (5AP)
  64.  
  65. A+B (close) ~ 3[B] ~ AL B/K/[A+B] (max damage/RO left/guard damage)
  66.  
  67. FC B+K (close) ~ 6BK (2AP)
  68. FC B+K ~ 66B+K
  69. FC B+K ~ CE/SA
  70.  
  71. BT B+K ~ 3[B] ~ AL B/K/[A+B] (max damage/RO left/guard damage)
  72.  
  73. 11_44_77A ~ 2B/66K
  74.  
  75. 22_88B6 ~ AGS A/AA (AGS mixup/more damage but -2 on hit)
  76.  
  77. 11_44_77B6 ~ AGS A+B ~ (if tech trap) BT B+K ~ (if both hits connect) =Air Combo Finishers=
  78.  
  79. 11_44_77[B]6 ~ AGS A+B
  80.  
  81. 8WR A+B (not tip range) ~ 1A
  82.  
  83. 22_88B+K ~ 4BBB
  84. 22_88B+K ~ 4BB:6B ~ 1B (stance oki)
  85. 22_88B+K ~ 4A+B ~ =Air Combo Finishers=
  86. 22_88B+K ~ 44[K] (4AP)
  87.  
  88. 11_77[B+K] ~ 4BBB
  89. 11_77[B+K] (close) ~ 4BB:6B ~ 1B (stance oki)
  90. 11_77[B+K] (close) ~ 4A+B ~ =Air Combo Finishers=
  91. 11_77[B+K] (close) ~ 44[K] (4AP)
  92.  
  93. AGS [B] (close) ~ 9K (4AP)
  94. AGS [B] (close) ~ 3[B] ~ AL B/K/[A+B] (max damage/RO left/guard damage)
  95. AGS [B] (far) ~ 44[B]6 ~ AGS A+B
  96.  
  97. AGS BB ~ AL B/AL [A+B]
  98.  
  99. AGS A+B/[A+B] ~ FC B+K
  100. AGS A+B/[A+B] (mid-long range) ~ BT B+K ~ (if both hits connect) =Air Combo Finishers=
  101.  
  102. AGS 4A+G ~ 44B
  103. AGS 4A+G ~ CE
  104.  
  105. ANG 4K/K/6K ~ 6KK/4K (1/2AP)
  106. ANG 4K/K/6K ~ CE/SA
  107.  
  108. RE AAA
  109. RE B ~ 3[B] ~ AL B/K/[A+B] (max damage/RO left/guard damage)
  110. RE K ~ AL AAB/K
  111.  
  112. =========================================
  113. ===============COUNTER HIT===============
  114. =========================================
  115.  
  116. CH [A] (3rd hit) ~ WR [K]
  117.  
  118. CH aB ~ BT B+K ~ =Air Combo Finishers=
  119.  
  120. CH [B] (2nd hit) ~ BT B+K ~ =Air Combo Finishers=
  121.  
  122. CH 6BBB (RO front)
  123. CH 6BB6 ~ AGS KK ~ 1A/1B/1K (damage/stance oki/1AP)
  124.  
  125. CH 6[B] ~ CE
  126. CH 6[B] (opponent's back to wall) BT B+K ~ =Air Combo Finishers=
  127.  
  128. CH 2bA (2nd hit) ~ WR [K]
  129.  
  130. CH 6K6 ~ AGS A6/AA
  131.  
  132. CH 6B+K ~ 6[B]
  133. CH 6B+K ~ =Air Combo Finishers= (2bA and 66A+B require microstep forward)
  134.  
  135. CH 4B+K ~ 66B6 ~ AGS A+B
  136. CH 4B+K ~ CE/SA
  137.  
  138. CH 22_88B4 ~ AGS [A+B] ~ BT B+K ~ =Air Combo Finishers=
  139.  
  140. CH AGS KK ~ BT B+K ~ =Air Combo Finishers=
  141.  
  142. CH AL K ~ 3[K]
  143.  
  144. CH ANG B (not close) ~ ANG 4K/K/6K ~ 3AA ~ 1A
  145. CH ANG B (not close) ~ ANG 4K/K/6K ~ 6KB/[K] (more damage/2AP)
  146.  
  147. =========================================
  148. ===============LETHAL HIT================
  149. =========================================
  150.  
  151. LH 4A ~ CE/SA
  152.  
  153. LH 6BB6 ~ AGS BA
  154. LH 6BB6 ~ AGS [A+B] ~ CE/SA
  155.  
  156. LH A+B ~ 44[B]6 ~ AGS BA
  157. LH A+B (close) ~ 4[A+B] ~ 4BBB
  158.  
  159. LH [A+B] ~ 4[A+B] ~ 44[B]6 ~ AGS A+B
  160.  
  161. LH 66B+K ~ 6BBB (RO front)
  162. LH 66B+K ~ 6BB6 ~ AGS KK ~ 1A/1B/1K
  163.  
  164. LH 22_88B6 ~ AGS KK ~ BT B+K ~ =Air Combo Finishers=
  165.  
  166. LH 33_66_99K ~ 44[B]6 ~ AGS A+B
  167. LH 33_66_99K (near edge) ~ 6B+K ~ =Air Combo Finishers=/=Wall Combo Flowchart=
  168.  
  169. LH AL [A+B] (close) ~ 9K
  170. LH AL [A+B] (close) ~ 3[B] ~ AL B/K/[A+B] (max damage/RO left/guard damage)
  171. LH AL [A+B] (far) ~ 44[B]6 ~ AGS A+B
  172.  
  173. RE LH AB ~ 4[A+B] ~ 4BBB
  174.  
  175. RE LH [B] ~ 44B
  176.  
  177. RE LH K ~ AL B+K ~ =AL Air Combos=
  178.  
  179. =========================================
  180. ===============9AP COMBOS================
  181. =========================================
  182.  
  183. 3B ~ LH AL AAK ~ 9K (4AP)
  184. 3B ~ LH AL AAK ~ B+K ~ ANG 4K ~ 6K[K] (RO front + 2AP)
  185. 3B ~ LH AL AAK ~ 44[B]6 ~ AGS A+B (whiffs if opponent near edge)
  186.  
  187. 3[B] ~ AL B+K ~ LH AL AAK ~ 9K (4AP)
  188. 3[B] ~ AL B+K ~ LH AL AAK ~ B+K ~ ANG 4K ~ 6K[K] (RO front + 2AP)
  189.  
  190. LH 4K ~ 6[B] ~ CE (max damage w/ meter)
  191. LH 4K ~ 6B+K ~ 6[B] (max damage w/o meter)
  192. LH 4K ~ 6B+K ~ =Air Combo Finishers=
  193. LH 4K ~ 22_88K ~ AAAA (RO right after SSL, RO front after SSR)
  194. LH 4K ~ 22_88K[K] ~ 4BBB (RO right after SSL, RO front after SSR, 4BBB can whiff if too close to ring edge)
  195. LH 4K ~ 2/8 (microstep right) ~ 6B+K ~ (delay) 66A+B (RO left)
  196. LH 4K ~ 6CE (max damage w/ meter + critical health)
  197.  
  198. RE K ~ LH AL AAK ~ 9K
  199. RE K ~ LH AL AAK ~ B+K ~ ANG 4K ~ 6KB/[K]
  200. RE K ~ LH AL AAK ~ 44[B]6 ~ AGS A+B (whiffs if opponent near edge)
  201.  
  202. RE LH K ~ AL B+K ~ LH AL AAK ~ 9K
  203. RE LH K ~ AL B+K ~ LH AL AAK ~ B+K ~ ANG 4K ~ 6KB/[K]
  204.  
  205. =========================================
  206. ===============SOUL CHARGE===============
  207. =========================================
  208.  
  209. 9A ~ 3[B] ~ SC AL B
  210.  
  211. 3B ~ SC AL AAA ~ SC 66BB (microstep forward required)
  212.  
  213. 3[B] ~ AL B+K ~ SC AL AAA ~ SC 66BB
  214.  
  215. FC B+K ~ SC 66BB
  216.  
  217. 22_88B6 ~ SC AGS A ~ AGS A+B
  218.  
  219. 22_88B+K ~ SC 4BBB ~ 9K (4AP)
  220. 22_88B+K ~ SC 4BBB ~ B+K ~ ANG 4K ~ SC 3AKK ~ AL B/K/[A+B] (RO front/RO left/guard damage)
  221. 22_88B+K ~ SC 4BBB ~ 44[B]6 (microstep back required, whiffs if opponent near edge) ~ AGS A+B
  222.  
  223. 11_77[B+K] ~ SC 4BBB ~ 9K (4AP)
  224. 11_77[B+K] ~ SC 4BBB ~ B+K ~ ANG 4K ~ SC 3AKK ~ AL B/K/[A+B] (RO front/RO left/guard damage)
  225. 11_77[B+K] ~ SC 4BBB ~ 44[B]6 (microstep back required, whiffs if opponent near edge) ~ AGS A+B
  226.  
  227. RE B ~ 3[B] ~ SC AL B
  228.  
  229. RE K ~ SC AL AAA ~ SC 66BB
  230.  
  231. SC 4BBB ~ 9K (4AP)
  232. SC 4BBB ~ B+K ~ ANG 4K ~ SC 3AKK ~ AL B/K (RO front/RO front-left)
  233. SC 4BBB ~ 44[B]6 (microstep back required, whiffs if opponent near edge) ~ AGS A+B
  234.  
  235. SC 66BB (opponent near edge) ~ 66B+K
  236.  
  237. SC AGS BB ~ =AL Air Combos=
  238.  
  239. SC AGS A ~ AGS A+B
  240.  
  241. SC AL B ~ 66B+K
  242. SC AL B ~ =Air Combo Finishers=
  243.  
  244. CH 6B+K ~ SC 66BB
  245.  
  246. CH 4B+K ~ SC 66BB
  247.  
  248. CH AL K ~ SC BBBB ~ AL SC B/K/A+B/[A+B] (max damage/RO left/RO front/guard damage)
  249.  
  250. CH SC BBBB ~ AL SC B/K/A+B/[A+B] (max damage/RO left/RO front/guard damage)
  251.  
  252. LH 4A ~ SC 66BB
  253.  
  254. LH 6BB6 ~ SC SGC BB ~ =AL Air Combos=
  255.  
  256. LH 33_66_99a[K] ~ 3[B] ~ SC AL B
  257.  
  258. LH RE K ~ AL B+K ~ SC AL AAA ~ SC 66BB
  259.  
  260. LH SC 22_88AAA ~ SC AGS BB ~ =AL Air Combos=
  261.  
  262. =========================================
  263. ============9AP & SOUL CHARGE============
  264. =========================================
  265.  
  266. 3B ~ LH AL AAK ~ B+K ~ ANG 4K ~ SC 3AKK ~ AL B/K (RO front/RO left)
  267.  
  268. 3[B] ~ AL B+K ~ LH AL AAK ~ B+K ~ ANG 4K ~ SC 3AKK ~ AL B/K (RO left/RO back-left)
  269.  
  270. LH 4K ~ (22_88K[K]) ~ SC 4BBB ~ 9K (4AP)
  271. LH 4K ~ (22_88K[K]) ~ SC 4BBB ~ B+K ~ ANG 4K ~ SC 3AKK ~ AL B/K (RO front/RO front-left)
  272. LH 4K ~ (22_88K[K]) ~ SC 4BBB ~ 44[B]6 (whiffs if opponent near edge) ~ AGS A+B
  273.  
  274. LH SC 22_88AAA ~ SC AGS BB ~ LH AL AAK ~ B+K ~ ANG 4K ~ SC 3AKK ~ AL B/K (RO front-right/RO front)
  275.  
  276. RE K ~ LH AL AAK ~ B+K ~ ANG 4K ~ SC 3AKK ~ AL B/K (RO front-right/RO front)
  277.  
  278. RE LH K ~ AL B+K ~ LH AL AAK ~ B+K ~ ANG 4K ~ SC 3AKK ~ AL B/K (RO back-left/RO back)
  279.  
  280. =========================================
  281. =============OTHER NOTES=================
  282. =========================================
  283.  
  284. =====Air Combo Finishers=====
  285. >2bA - RO right
  286. >3B+K - max damage w/o meter, RO front
  287. >66B - stance oki
  288. >44K - RO front, 2AP
  289. >66A+B - RO left
  290. >SA - transition into SC: hold 4 for AGS pressure or 8 for force block of SC AL B
  291. >CE - max damage w/ meter, suspect to heavy scaling
  292. >SC 66BB - max damage during SC, add 2B/66K if opponent near edge
  293.  
  294. =====AL Air Combos=====
  295. >AL AAB - RO front, more damage than AL AAK, also use if you don't want to spend 9AP
  296. >AL AAK - RO front, slightly less damage than AL AAB, gets 2AP, can LH with 9AP
  297. >AL AA (delay) CE - max damage w/ meter, suspectible to heavy scaling
  298. >AL K - RO left
  299. >SC AL AAA - max damage in SC with more followups:
  300. >66B - allows stance oki, may need microstep forward, sometimes whiffs from certain angles
  301. >SC 66BB - max damage w/o meter, may need microstep forward, sometimes whiffs from certain angles
  302. >CE - max damage w/ meter, suspectible to heavy scaling
  303.  
  304. =====Wall Combo Flowchart=====
  305. 2 wall splats maximum are permitted in a combo. High ranking wall splats will also allow finishers from any lower ranking splat listed
  306.  
  307. |F rank W!|
  308. Starters: 8WRA+B W! (left); AGS 2A W! (right); A+G W!
  309. Finishers: 2B/66K
  310.  
  311. |E rank W!|
  312. Starters: 4[K] W!; 44[K] W! (in air combo); 66A+B W! (in air combo); CH 6KB W!
  313. Finishers: 1A; 3B (force block AL A+B); 1B (stance oki); 1K (1AP); =Tech Traps=
  314.  
  315. |D rank W!|
  316. Starters: 4B W!; 4K W! (2AP, not LH); 44K W! (air combo hit)
  317. Finishers: 3[K] (2AP, not if opponent is back turned); 66B+K; SC BBBB W!
  318.  
  319. |C rank W!|
  320. Starters: 44K (2AP, right)
  321. Finishers: 3AA ~ 1A/3B/1B/1K/=Tech Traps=; 6KB W!; 6K[K] (2AP) ~ 1A/3B/1B/1K/=Tech Traps=; SC 3AKK ~ SC AL B
  322.  
  323. |B Rank W!|
  324. Starters: 4B+K W!; 66B+K W!; CH WR B W!; SC 66BB (opponent liable to slip to 2B's left)
  325. Finishers: 6[B] ~ BT B+K ~ =Air Combo Finishers= (if opponent does not slide to side); 6[B] ~ CE; 6BB6 W!; 6BB6 ~ AGS KK ~ 1A/3B/1B/1K
  326.  
  327. |A Rank W!|
  328. Starters: AAAA W! (right); 2bA W! (right, in air combo); ANG A+B W! (left); CH 6B+K W!
  329. Finishers: AAAA W!; [A] ~ WR [K] (2AP); 4BBB; 9K (4AP); 6B+K W!; 6B+K ~ =Air Combo Finisher=; 66B+K W!; SC 4BBB ~ 9K (4AP)
  330.  
  331. |S Rank W!|
  332. Starters: LH 4A W! (right); 44[K] W! (4AP, very inconsistent)
  333. Enders: 22_88K (SSR) ~ AAAA W! (right); 44[K] W! (4AP, very inconsistent); 6CE
  334.  
  335. |AGS rank W!|
  336. Starters: CH 6BB6
  337. Finishers: AGS [B] ~ 8K (4AP, fails if combo started after LH 4K); (delay) AGS KK ~ BT B+K ~ =Air Combo Finishers= (swap sides)
  338.  
  339. |AL rank W!|
  340. Starters: 3B; SC BBBB
  341. Finishers: AL B; AL [A+B]; AL CE; (delay) SC AL B ~ =Air Combo Finisher=
  342.  
  343. |Recommended Wall Combos|
  344. 4K W! ~ 3[K] (4AP)
  345. 4K W! ~ 66B+K (2AP)
  346.  
  347. 4B+K/66B+K W! ~ 6BB6 W! ~ AGS [B] ~ 8K (4AP)
  348. 4B+K/66B+K W! ~ 6[B] ~ BT B+K ~ =Air Combo Finishers=
  349.  
  350. 44K W! (right) ~ 6KB W! ~ 1B (2AP)
  351.  
  352. 22B+K ~ 44[K] W! ~ 66B+K (4AP)
  353.  
  354. ANG A+B W! (left) ~ 6B+K W! ~ 4BBB:6B ~ 1B
  355. ANG A+B W! (left) ~ 6B+K W! ~ 6B+K ~ =Air Combo Finishers=
  356.  
  357. CH 6B+K W! ~ 6B+K W! ~ 6[B] ~ BT B+K ~ =Air Combo Finishers=
  358.  
  359. LH 4A W! (front/right) ~ 22_88K (SSR) ~ AAAA W! ~ 4BB:6B ~ 1B
  360. LH 4A W! (front/right) ~ 22_88K (SSR) ~ AAAA W! ~ 6B+K ~ =Air Combo Finishers=
  361.  
  362. LH 4K ~ 22_88K (SSR) ~ AAAA W! ~ AAAA W! ~ 4BB:6B ~ 1B
  363. LH 4K ~ 22_88K (SSR) ~ AAAA W! ~ AAAA W! ~ 6B+K ~ =Air Combo Finishers=
  364.  
  365. SC 66BB W! ~ SC 3AKK ~ SC AL B (also max damage off of high enough splats in SC)
  366.  
  367. SC CH BBBB W! ~ (delay) SC AL B ~ 44K W! ~ 3[K] (4AP)
  368.  
  369. CH AL K ~ SC BBBB W! ~ (delay) SC AL B ~ 44K W! ~ 3[K] (4AP)
  370.  
  371. =====Tech Traps=====
  372. Starters:
  373. 3AA (as combo ender/tech trap)
  374. 4BB:6B (close range)
  375. 6K[K] (opponent near wall edge)
  376. 9K
  377. 44A
  378. 66A+B (close range)
  379. E Rank W!
  380.  
  381. Followups:
  382. 66B+K - hits grounded, catches front/back tech, occasionally catches right tech
  383. 66A+B - catches all tech, whiffs grounded, needs tiny delay after 4BB:6B, 6K[K] (opponent near wall edge) and D rank W!, input from sidestep after 3AA (as combo ender/tech trap) and 66A+B (yes it can tech trap into itself)
  384.  
  385. AGS 2A W! (right) and A+G W! into 3AA (tech trap only) can end in 1B, 1K, 66A+B (tech only) or 66B+K (grounded or forward/back tech).
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