Son-of-Angels
[08] Mercenary
PSN OutrunZeroX7X here with some first day combo videos..nothing too crazy I'll add more videos as I find more stuff. Hope this helps.
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The penultimate combo on your tweets with the CE finisher is wasteful meter given you're dealing 0 damage at the point due to scaling.PSN OutrunZeroX7X here with some first day combo videos..nothing too crazy I'll add more videos as I find more stuff. Hope this helps.
Starter | Ender | Damage | Notes |
CH (3A)K | 236:B | 46 | |
66BB | 46 | ||
6B+K:A | 54 | Drains guard | |
DF 1A+B, 8B+K | 65 | Restores guard, Goes to TS | |
DF 1A+B, 214K, 6B+K:A | 67 | Restores guard, Drains guard (x2), RO / W! to the right | |
DF 1A+B, 214K, SC 236:A+B | 81 | Restores guard, Drains guard, Possible extensions near walls | |
DF 1A+B, CE | 76 | Restores guard, Drains guard, Charges DF | |
WS [A] | 6BB, 236:B | 60 | |
6BB, 6B+K:A | 65 | Drains guard | |
DF 6BA+B | 68 | ||
2BB:K | 59 | Angles right for RO / W! | |
DF 2BA+B, 236:B | 68 | ||
A6AA, 236:B | 59 | Angles right for RO | |
A6AA, 6B+K:A | 62 | Drains guard, Angles right for RO / W! | |
A6AA, SC 236:A+B | 73 | Angles right for RO, Possible extensions close to walls | |
A6AA, DF 1A+B, 8B+K | 67 | Restores guard, Goes to TS | |
A6AA, DF 1A+B, 214K, 6B+K:A | 70 | Restores guard, Drains guard, RO / W! to the right | |
A6AA, DF 1A+B, 214K, 236:A+B | 78 | Restores guard, Drains guard, possible extensions close to walls | |
6BB, SC 236:A+B | 75 | Possible extensions close to walls | |
CE | 76 | Drains guard | |
DF CE | 86 | ||
4A (aGI) | W! | Possible wall combos, Leaves opponent BT in high splat, Charges DF | |
(8A)K | 236:B | 41 | Whiffs at longer ranges |
66BB | 44 | Whiffs at longer ranges | |
SC 236:A+B | 68-70 | Very spacing dependent, possible for 2nd hit to wiff. Not recommended | |
(BB)B / 4B+K | 66BB | 54 | Drains guard |
9KK | 56 | Drains guard | |
DF 2A+B, 236:B | 67 | Drains guard, Restores guard | |
SC 214A+B | 67 | Drains guard | |
DF 2A+B, SC 236:A+B | 87 | Drains guard, Restores guard, Possible extensions by walls | |
DF CE | 85 | Drains guard, Restores guard, Whiffs at longer ranges | |
(BB)B6 / 4B+K6 | 8B+K | 58 | Drains guard, goes to TS |
4K, 236:B | 61 | Drains guard | |
4K, 6B+K:A | 65 | Drains guard (x2) | |
iWS B, 6K | 65 | Farthest forward RO range (6B+K:A will allow them to AC back to stage) | |
iWS B, 4K, 236:B | 71 | Drains guard | |
iWS B, 4K, 6B+K:A | 76 | Drains guard (x2) | |
iWS B, 4K, SC 236:A+B | 88 | Drains guard, potential extensions by walls | |
DF 236AA+B, 236:B | 67 | Drains guard, Restores guard | |
DF 1A+B, 8B+K | 73 | Drains guard, Restores guard, goes to TS | |
DF 1A+B, 4K, 236:B | 74 | Drains guard, Restores guard | |
DF 1A+B, 4K, 6B+K:A | 77 | Drains guard (x2), Restores guard, RO / W! to right side | |
DF 1A+B, 214K, 236:B | 79 | Drains guard (x2), Restores guard | |
DF 1A+B, 214K, 6B+K:A | 83 | Drains guard (x3), Restores guard, RO / W! to right side | |
CE | 82 | Drains guard (x2) | |
DF 1A+B, CE | 86 | Drains guard (x2), Restores guard | |
DF CE | 91 | Drains guard, restores guard | |
DF 6BA+B | 78 | Drains guard, Restores guard | |
DF 1A+B, 214K, SC 236:A+B | 95 | Drains guard (x2), Restores guard, possible extensions near walls | |
CH [ B] (2nd hit) | 236:B | 57 | |
7KK | 58 | Use 7K, 9K will jump over and 2nd hit will whiff. | |
6B+K:A | 64 | Drains guard, RO / W! to the right | |
1A+G | 80 | Can be escaped | |
2A+GK | 67 | Can be escaped, goes to TS | |
DF 1A+B, 8B+K | 74 | Goes to TS, Restores guard | |
DF 1A+B, 214K, 6B+K:A | 81 | Drains guard (x2), Restores guard, RO / W! to the right | |
DF 1A+B, CE | 85 | Drains guard (x2), Restores guard | |
DF 1A+B, 214K, SC 236:A+B | 91 | Drains guard, Restores guard, possible extensions near walls, 2nd hit of SC 236:A+B may whiff at some ranges | |
B[2] | 1_2A+G | 68 | Guaranteed back throw, charges DF |
7KK | 49 | Non-DF combo vs. Voldo/Asta who can break the backthrow | |
1[ B] | 53 | Goes to TS, Side swap. Catches all Ukemi directions, but not no-tech. You can Step Left and 1[ B], but then they can tech it. | |
DF 1A+B, 8B+K | 66 | Restores guard, goes to TS | |
DF 1A+B, 214K, 6B+K:A | 74 | Drains guard, Restores guard, RO / W! to the right | |
DF 1A+B, CE | 77 | Drains guard, Restores guard, Charges DF, CE can whiff at point blank if done too early | |
DF 1A+B, 214K, SC 236:A+B | 86 | Drains guard, Restores guard, possible extensions near walls | |
(6B)[ B] | 236:B | 52 | |
6B+K:A | 60 | Drains guard | |
SC 236:A+B | 73 | Possible extensions near walls | |
3B | 4K, 236:B | 57 | |
4K, 6B+K:A | 62 | Drains guard, RO / W! to the right | |
214K, 6B+K:A | 71 | Drains guard (x2), RO / W! to the right, Close range 3B only, otherwise use 4K combo | |
BBB, DF 1A+B, 8B+K | 92 | Damage varies. BBB timing needs to be tight, but can catch all AC directions. Goes to TS. This is definitely going to get patched out, so enjoy it while it lasts. Idk who came up with this, but my friend mentioned he learned it through Heaton. BBB is easier to land at long range, and harder at close range. Even at point blank with optimal AC (Left), you can still catch them with PERFECT timing. Maybe, further testing shows this might not work. IDK, community is split 50/50 right now on whether this is real. Time will tell, but abuse it while you can. | |
DF 6BA+B | 75 | Restores guard | |
214K, DF 2A+B, 236:B | 79 | Drains guard, Restores guard | |
4K, DF 1A+B, 8B+K | 70 | Restores guard, Goes to TS | |
4K, DF 1A+B, CE | 79 | Restores guard, Drains guard. Note that you cannot combo a second 4K / 214K to extend this combo: the engine has a hard cap on one hard knockdown per combo. | |
214K, DF 2A+B, SC 236:A+B | 100 | Drains guard, Restores guard, possible extensions near walls | |
CH DF 2BA+B | 236:B | 87 | Restores guard |
6B+K:A | 93 | Restores guard, Drains guard, RO / W! to the right | |
SC 236:A+B | 107 | Restores guard, possible combo extensions near walls | |
4B (aGI) | w! | Low wall splat combo, 6B+K:A extensions possible with wall 45 degrees to left side, Charges DF | |
FC 3B (aGI) | W! | Wall splat combos yield higher damage than FC 3B:4 follow up | |
CH 3K | 1_2A+G | Guaranteed crouch throw attempt | |
2A | 26 | ||
SC | 19 | Guaranteed SC activation into stumble | |
CH 1K | 66BB | 39 | |
236:B | 39 | ||
6B+K:A | 46 | Drains guard | |
DF 1A+B, 8B+K | 54 | Restores guard, Goes to TS | |
DF 1A+B, 214K, 6B+K:A | 59 | Restores guard, Drains guard, RO / W! to right side | |
DF 1A+B, CE | 63 | Restores guard, Drains guard, Charges DF, Must delay CE input or CE will whiff under opponent | |
DF 1A+B, 214K, SC 236:A+B | 66 | Restores guard, Drains guard, possible combo extensions near walls | |
4K | 236:B | 40 | Whiffs at long range |
66BB | 42 | ||
6B+K:A | 49 | Drains guard, Whiffs at long range, RO / W! to right side | |
SC 236:A+B | 63 | Possible extensions near walls | |
A+B | 8B+K | 58 | Goes to TS |
4K, 6B+K:A | 65 | Drains guard, RO / W! to right side | |
iWS B, 4K, 236:B | 71 | ||
iWS B, 4K, 6B+K:A | 76 | Drains guard | |
iWS B, 4K, SC 236:A+B | 88 | ||
iWS B, 6K | 65 | Option for RO | |
CE | 82 | Drains guard, Charges DF | |
DF CE | 91 | Restores guard | |
DF 6BA+B | 78 | Restores guard | |
DF 236AA+B, 6B+K:A | 70 | Restores guard, Drains guard, Max range forward carry, RO / W! to right side | |
DF 236AA+B, SC 236:A+B | 77 | Restores guard, RO / W! to the front, possible extensions near walls | |
DF 3A+B | 6[6]BAB, 66BB | 94 | You need to time the run for the first hit of 6[6]BAB - too early and you'll whiff, too late and it won't combo |
6[6]A+B:4 | 86 | Charges DF | |
6[6]BAB, 236:A+B | 110 | Possible extensions near walls | |
DF 2A+B, 4A+B, DF 1A+B, DF 6BA+B | 111 | SC required. This is in no way practical, as the "sweet spot" to get DF 3A+B to combo with DF 2A+B is very, very small. Do not attempt this in a match. Still, swag. | |
DF 2A+B | 44K, 236:B | 84 | |
44K, 66BB | 86 | ||
4A+B, 6B+K:A | 81 | Drains guard (x2) | |
iWS B, 4K, 236:B | 70 - 81 | Damage varies depending on timing of iWS B - See notes section for details | |
iWS B, 4K, 6B+K:A | 74 - 85 | Damage varies depending on timing of iWS B - See notes section for details | |
iWS B, 4K, SC 236:A+B | 86 - 98 | Damage varies depending on timing of iWS B - See notes section for details | |
iWS B, 6K | 73 | Option for RO | |
44K, DF 1A+B, DF 6BA+B | 114 | Soul Charge required | |
44K, DF 1A+B, 8B+K | 105 | Soul Charge required, Goes to TS | |
44K, DF 1A+B, SC 236:A+B | 115 | Soul Charge required | |
44K, DF 1A+B, DF CE | 120 | Soul Charge required | |
DF 1A+B | 66BB | 65 | Restores guard |
DF 2A+B, 236:B | 88 | Restores guard, Requires Soul Charge | |
DF 2A+B, SC 236:A+B | 104 | Restores guard, Requires Soul Charge, Possible extensions near walls | |
8A+B (Quake) | AAA | 37 | |
3K, 1_2A+G | Guaranteed low throw attempt | ||
A6AA, 236:B | 47 | Only at closer ranges. AAA at longer ranges | |
A6AA, 6B+K:A | 51 | Drains guard, RO / W! to right | |
A6AA, DF 1A+B, 214K, 6B+K:A | 64 | Drains guard (x2), RO / W! to right | |
A6AA, DF 1A+B, CE | 65 | Drains guard (x2), Charges DF | |
A6AA, DF 1A+B, 214K, 236:A+B | 72 | Drains guard, restores guard, possible combo extensions near walls | |
(B+K)[ B] | BT B+K | 49 | Charges DF |
CH 2B+K | 1_2A+G | Guaranteed grab attempt | |
236:B | 39 | ||
6B+K:A | 47 | Drains guard, RO / W! to right side | |
DF 1A+B, 214K, 6B+K:A | 66 | Restores guard, Drains guard, RO / W! to right side | |
DF 1A+B, CE | 68 | Restores guard, Drains guard, Charges DF | |
DF 1A+B, 8B+K | 63 | Restores guard, Goes to TS | |
DF 1A+B, 214K, SC 236:A+B | 73 | Restores guard, Drains guard, possible combo extensions near walls | |
WS B+K | 8B+K | 52 | Goes to TS |
iWS B, 4K, 236:B | 62 | ||
iWS B, 4K, 6B+K:A | 67 | Drains guard | |
iWS B, 4K, SC 236:A+B | 84 | ||
214K, 236:B | 64 | Drains guard | |
214K, 6B+K:A | 68 | Drains guard (x2), RO / W! to right side | |
CH 22_88AA | 6B+K:A | 77 | Drains guard |
236:B | 63 | ||
SC 236:A+B | 92 | ||
CH 11_44_77A | W! | RO / W! to left side | |
(66BA)B | 236:B | 51 | |
66BB | 53 | ||
SC 236:A+B | 77 | Potential combo extensions near walls | |
22_88B | 1_2A+G | Guaranteed throw attempt | |
236:B | 52 | ||
6B+K:A | 59 | Drains guard | |
SC 236:A+B | 73 | ||
DF 1A+B, 8B+K | 71 | Restores guard, Goes to TS | |
DF 1A+B, 214K, 6B+K:A | 77 | Drains guard, Restores guard | |
DF 1A+B, 214K, 236:A+B | 86 | Drains guard, Restores guard | |
DF 1A+B, CE | 81 | Restores guard, Drains guard, Charges DF | |
11_44_77B | 236:B | 53 | |
6B+K:A | 61 | Drains guard | |
SC 236:A+B | 74 | Restores guard, Potential combo extensions near walls | |
66K | w! | Low wall splat combos | |
CH 22_88KK | W! | 2nd hit leads to wall splat combos | |
22_88[K] (2nd hit) | W! | 2nd hit leads to wall splat combos | |
11_44_77K | 236:B | 61 | |
6B+K:A | 71 | Close range only. | |
SC 236:A+B | 88 | ||
22_88_33_66_99B+K | BT B+K | 44 | Charges DF |
iWS B, 4K, 236:B | 75 | ||
iWS B, 4K, 6B+K:A | 80 | Drains guard | |
iWS B, 4K, SC 236:A+B | 92 | ||
iWS B, 6K | 69 | Option for reverse RO | |
11_44_77B+K | W! | Leads to wall splat combos. Shallow hits give better follow up potential than deep hits at the wall. | |
33_66_99A+G | 66BB | 59 | |
7KK | 59 | ||
6B+K:A | 64 | Drains guard | |
DF 1A+B, 8B+K | 72 | Restores guard, Goes to TS | |
DF 1A+B, 214K, 6B+K:A | 83 | Restores guard, Drains guard (x2) | |
DF 1A+B, CE | 86 | Restores guard, Drains guard, Charges DF | |
DF 1A+B, 214K, SC 236:A+B | 91 | Restores guard, Drains guard | |
DF 236AA+B | 236:B | 52 | |
6B+K:A | 55 | Drains guard | |
236:B | 1A | 43 | |
W! | Wall splat combos | ||
236K | 2K | 42 | Guaranteed at closest range. Otherwise, backwards ukemi escapes 2K |
214BB | 2A | 48 | |
(214B)[ B] | 4K, 6B+K:A | 72 | Drains guard, 214K leaves them too far for 6B+K:A to connect, except in front of walls. |
iWS B, 4K, 236:B | 78 | ||
iWS B, 4K, 6B+K:A | 84 | Drains guard | |
iWS B, 4K, SC 236:A+B | 98 | Possible combo extensions near walls | |
214K | 66BB | 53 | |
DF 2A+B, SC 236:A+B | 92 | Potential extensions near walls. |
Can you explain what you meant by that? 236B and 236:B don't have second hits.Noob Q: How do you jf 236b for the 2nd hit? I see the cmd as 236a+b but is there some trick to it?
Can you explain what you meant by that? 236B and 236:B don't have second hits.
There is SC 236:A+B. That one is only available while you're in Soul Charge (hence, SC 236:A+B). Is that what you were talking about? I might've forgotten to put the SC part in some of the notation.
The 1[ B] can be escaped by left Ukemi in my testing. I was testing on Groh - who are you testing on?LH A+B, B+G!, 214 K, 1B hold, A_4A 107 Dmg
Starter | Ender | DMG | Notes |
LH b6 | 6BB, 236:B | 69 | |
6BB, 6B+K:A | 74 | Drains guard | |
6BB, SC 236:A+B | 85 | ||
2BB:K | 67 | RO / W! to the front and right | |
DF 6BA+B | 77 | ||
DF 2BA+B, 236:B | 77 | ||
DF 2BA+B, 6B+K:A | 80 | ||
DF 2BA+B, SC 236:A+B | 88 | Requires active SC | |
DF 1A+B, 8B+K | 69 | Restores guard, Goes to TS | |
DF 1A+B, CE | 80 | Charges DF | |
LH FC 8K | iWS B, 4K, 236:B | 81 | |
iWS B, 4K, 6B+K:A | 88 | Drains guard | |
iWS B, 8B+K | 77 | Goes to TS | |
iWS B, 6K | 72 | For forward RO | |
iWS B, 4K, SC 236:A+B | 103 | ||
iWS B, DF 6BA+B | 99 | Restores guard, delay required before DF 6B input or it will whiff | |
iWS B, CE | 102 | Drains guard | |
iWS B, DF CE | 112 | Restores guard | |
LH A+B | B+G, iWS B, 4K, 236:B | 90 | 214K can be used instead of 4K for more damage, but also more guard drain and the chance of whiffing at longer ranges |
B+G, iWS B, 4K, 6B+K:A | 96 | 214K can be used instead of 4K for more damage, but also more guard drain and the chance of whiffing at longer ranges | |
B+G, iWS B, 4K, SC 236:A+B | 110 | 214K can be used instead of 4K for more damage, but also more guard drain and the chance of whiffing at longer ranges | |
B+G, iWS B, 6K | 86 | For forward RO | |
B+G, iWS B, CE | 105 | Drains guard, Charges DF | |
B+G, iWS B, DF CE | 112 | Restores guard | |
LH 4B+K | iWS B, DF 2A+B, 236:B | 78 | |
iWS B, DF 2A+B, 6B+K:A | 82 | Restores guard, Drains guard | |
DF 2A+B, iWS B, 6K | 72 | For forward RO | |
DF 2A+B, iWS B, 4K, SC 236:A+B | 86 | This has criminal forward RO / W! range. Just sayin' | |
DF 2A+B, DF 1A+B, iWS B, 4K, SC 236:A+B | 91 | Swag. Requires active SC | |
DF 2A+B, iWS B, CE | 81 | Restores guard, Drains guard, Charges DF | |
LH SC 4B+KB | DF 2A+B, 236:A+B | 90 | |
DF 1A+B, iWS B, DF 6BA+B | 90 | ||
DF 1A+B, iWS B, DF 236 AA+B, SC 236:A+B | 93 | Swag | |
DF 1A+B, iWS B, DF CE | 96 | ||
LH 66K | 6BB, 66BB | 69 | Nice |
6BB, 6B+K:A | 72 | Drains guard | |
2BB:K | 66 | For RO / W! | |
DF 6BA+B | 76 | Restores guard | |
DF 2BA+B, 6B+K:A | 79 | Restores guard, Drains guard | |
DF 2BA+B, SC 236:A+B | 88 | Restores guard | |
LH 44B+K | 44K, 236:B | 83 | |
iWS B, 8B+K | 78 | Goes to TS | |
iWS B, DF 6BA+B | 93 | Must delay 6B string or it will whiff | |
iWS B, DF 2A+B, 6B+K:A | 95 | ||
44K, SC 236:A+B | 103 | ||
iWS B, DF 2A+B, SC 236:A+B | 113 | This could do more damage - this combo is really inconsistent. Technically possible, but would not recommend using in a match. | |
iWS B, CE | 97 | Side switch! This was a random find. Time too early, and it whiffs under. Time it so they land on you, and CE switches sides. Neat! | |
iWS B, DF CE | 101 | ||
LH AS B | DF 2A+B, 236:B | 71 | |
DF 2A+B, SC 236:A+B | 91 | ||
DF 1A+B? | TBD | This route may be possible near edges/walls. Requires further testing | |
LH AT B | 3B | See 3B combos | |
2BB:K | W! combos | ||
DF 2BA+B | Why not? See DF 2BA+B combos | ||
LH AT BB | 2A | 50 | Glorious. Seriously though, us either LH AT B or LH AT B[ B] |
LH AT B[ B] | 4K, 236:B | 69 | Nice |
8B+K | 68 | Goes to TS | |
4K, 6B+K:A | 70 | Drains guard, Honestly probably not worth the extra point of damage | |
iWS B, 4K, 236:B | 74 | Tight iWS timing | |
iWS B, 4K, 6B+K:A | 76 | Drains guard | |
iWS B, 4K, SC 236:A+B | 85 | ||
iWS B, DF 6BA+B | 81 | Delay 6B string or it will whiff | |
iWS B, 6K | 71 | For forward RO | |
iWS B, CE | 82 | Drains guard, Charges DF | |
iWS B, DF CE | 86 | Restores guard | |
LH TS A_B_K | DF 6BA+B | 120 | Damage assumes 6[K] starter |
DF CE | 131 | Damage assumes 6[K] starter | |
4K, 1A+B, CE | 115 | Damage assumes 6[K] starter. I mean, you could do this, but why? | |
4K, 1A+B, iWS B, 6K | 113 | Insane forward RO range. This is the only reason to use this route, otherwise you get more damage for an easier combo with above options | |
LH TS 4A_B_K | 236:B | 105 | Damage assumes 6[K] starter. Very tight buffer |
SC 236:A+B | 131 | Damage assumes 6[K] starter. Very tight buffer | |
LH RE A | 3B... | See 3B combos, though optimization varies due to scaling. Will test later. | |
2BB:K | W! options | ||
DF 2BA+B... | See CH 2BA+B options | ||
CE | 88 | Drains guard, Charges DF | |
DF CE | 95 | Restores guard | |
LH RE [A] | None | This seems like a wasted opportunity for damage just to charge DF. I strongly recommend using LH RE A instead. | |
LH RE B | 2BB:K | 83 | Possible W! and RO options |
3AK, DF 1A+B, iWS B, 4K, 236:B | 78 | All that for a drop of blood? | |
66BAB, 236:B | 90 | ||
66BAB, SC 236:A+B | 99 | ||
DF 6BA+B | 91 | Restores guard | |
CE | 97 | Drains guard, Charges DF | |
DF CE | 104 | Restores guard | |
LH RE K | DF 3A+B | 67 | This is objectively sweet. |