~Time to Fly! v1.1~ Siegfried Combos

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CH 4K, W!, 6K, 3, W!, SCH A+B, W!.
Not the most damaging thing in the world, but nevertheless amusing if you're into wall splats.
 
CH 4K, W!, 6K, 3, W!, SCH A+B, W!.
Not the most damaging thing in the world, but nevertheless amusing if you're into wall splats.


keep in mind however this is shakable. but CH 6K shk is at least +11, providing many mixup options on its own.

ahh and you also inspired me to expiriment a bit.

CH 4K W! A+G/B+G. results in a wall grab, grab type varies on wall splat angle. damage ranges from 80-100dmg depending on throw type. does not connect if 4K W!'s when your opponent is touching the wall and your angle of attack is almost dead on to the angle of the wall. may not be the fanciest thing in the world, but it'll at least raise an eyebrow.

as for being tight in the corner, try this 1. angling needs to be fairly precise. overall it takes a bloody miracle to pull this off. i managed to get as far as 3B, but it was a very late input, so i failed to relaunch. if any1 can actually pull this off(jink? plz? :'( ), get the damage for it, and confirm if SCH A+B re-splats. but i dont feel like trying this combo for YET another 3 hours. CH 4K W! FC B+G W! BT B+K SCH B ag:A W! 3B SCH A+B W!
 
Consider though, that if your opponent is idiotic enough to get hit by a clean CH 4K, they're too dumb to shake a 6K & let's face it, 3 wall splats & a terror slap just crushes your opponents spirit :D
Also, 236bG: What's your favoured followup if they step? Personally I go for a cheeky ag:A, but I'm toying with a+kA mixups...
What about everybody else?
And yes, it will resplat, but nobody will ever pull that intentionally, the final splat is ferociously tempermental due to the angles. nice idea though :)
 
while i rarely, if ever 236bG, i do enjoy following up with 3A/ag:A near walls & edges, and maybe a+k[A] SCH everywhere else.
 
I use & connect 236B (Earth Divider) to players (no noobs) whom deserved & earned it online, in no-lag matches btw. ^_^
ED is rarely useful, but it is useful.. :P
 
Really? That's impressive, generally when someone goes for ED I think 'Yay! Free dropkick! ^^'
I'd imagine you use a lot of feints to land it, but now that I also have a PS3, would you be willing to fight me so I can see for myself?
 
I was just wondering if you hit with charged SCH B or tip range counter hit SSH B (Without going into SBH) and then 236B (Earth divider YEAAAAAH) Is a tech trap if the opponent rolls backwards. I tested it with a stepping nightmare cpu, and it seemed to work.. But I'm not a super pro scIV player, I don't do it that often... Anyways, any thoughts on this may be techtrap?
 
I use ED as a fatality whiff punisher. Sometimes, some players underestimates me & they pay for it XD.
 
Siegfried Combo List Update:

This list is meant to be a user friendly information bank of all of siegfried's combo's. This is intended to be readable whether you are a hardened Soul Calibur veteran, or a beginner Soul Calibur Beginner, who understands :8::2::4::6: better than 8, 2, 4, 6.

NOTE: 33B is only used in place of 3B when used as a combo ender or when 3B cannot normally be executed(such as from FC) and is only used when it makes a difference in damage.

Notations even a noobie will need:

Stances:

SBH = Stance: Base Hold (siegfried crouching under sword stance)
SCH = Stance: Chief Hold (sword on siegfried's back)
SSH = Stance: Side Hold (sword on ground behind siegfried while he faces right)
SRSH = Stance: Reverse Side Hold (sword on ground behind siegfried while he faces left)
SBTCH = Stance: Back Turned Chief Hold (same as chief hold, but siegfried is facing away from his opponent)
SBTSH = Stance: Back Turned Side Hold ( same as side hold, but siegfried is facing away from his opponent)

Other:

RO = ring out
instant While rising/iWR = executing a while rising attack as fast as possible by using the :G: button to crouch very quickly, then releasing the :G: button and using a while rising attack while you get up.
BT = you are facing away from your opponent aka Back Turned.

NOTE: All combo notations are written from the 1st Players perspective.

Section (1) - Regular Combo's
Natural Combo's (will link on normal hit)

:A::A:
AA - 32 damage​

:3::(B): ~ SCH :K:
3{B} ~ SCH K - 40 damage​

:3::(B): ~ SCH :B:*​
3{B} ~ SCH B* - 49 damage.​
*guardable by instant stand only.​

WR :B: ~ SCH :B:
WR {B} ~ SCH B - 36 damage​

BT :B::B:
BT BB - 42 damage​

:2::K::K:
2KK - 16 damage​

:2::K::K::K::K::K:
2KKKKK(vs dwn) - 19-21 damage.​
deals more damage if opponent tries to tech left or right.​

:A::+::K::A:
A+KA - 33 damage​

:A::+::K:(slide):A::2::A:
a+kA2A - 34 damage​

:A::+::K:(slide):A::A:
a+kAA - 28 damage​

:A::+::K:(slide):(A): ~ SCH :K::K:
a+k{A} ~ SCH KK - 43 damage​

:A::+::K:(slide):(A): ~ SCH :A:
a+k{A} ~ SCH A - 41 damage.​
2nd hit whiffs.​

:(4)::A: ~ instant While Rising :A::A:
44A ~ iWR AA - 67 damage.​
close range only.​

:(4)::A: ~ :1::B:
44A ~ 1B - 52/83 damage.​
AT only initiates at close range.​

:(4)::A: ~ :(6)::B:
44A ~ 66B - 46-54 damage.​
66B does less damage on shallow hit.​

:(4)::A: ~ :(1):_:(7)::(B): ~ SCH :k(B): ~ SBH :K:
44A ~ 11_77{B} ~ SCH k{B} ~ SBH K - 75 damage.​
close range only.​

:(4)::A: ~ :2::A::+::B:
44A ~ 2A+B - 48 damage​

:(4)::A: ~ :(6)::A::+::B:
44A ~ 66A+B - 56 damage​

:(8)::(B): ~ SRSH :K:
88{B} ~ SRSH K - 45 damage​

:(8)::(B): ~ SRSH :B: ~ :3::B:
88{B} ~ SRSH B ~ 3B - 67 damage​

:(2)::(B): ~ SSH :K:
22{B} ~ SSH K - 40 damage​

:(2)::(B): ~ SSH :A::+::B:
22{B} ~ SSH A+B - 53 damage​

:(4)::B::B:
44BB - 60 damage​

:(4)::(B): ~ SBH :B:
44{B} ~ SBH B - 67 damage​

While Running :K:
FULLRUN K ~ 3B - 47 damage​

While Crouching :B::+::G:
FC B+G ~ BT 2K - 29 damage​

SBH :B: ~ :(6)::B:
SBH B ~ 66B - 76 damage​

SBH :B: ~ :(4)::K:
SBH B ~ 44K - 75-79 damage​

SBH :B: ~ :B:::4:
SBH B ~ b:4 - 75 damage​

SBH :B: ~ :6::B::+::K: ~ SRSH :A::+::B:
SBH B ~ 6B+K ~ SRSH A+B - 75 damage​

SBH :B: ~ :(4)::(B):
SBH B ~ 44{B} - 69 damage​

SBH :B: ~ :A:::G:::A:
SBH B ~ iagA - 67 damage​

SBH :A::+::B: ~ :(3)::B:
SBH A+B ~ 33B - 55 damage​

SCH :K::K:
SCH KK - 29 damage​

SCH :B: ~ :(3)::B:
SCH B ~ 33B - 44 damage​

SCH (half charge):(B): ~ :(3)::B:
SCH (1/2){B} ~ 33B - 58 damage​

SCH (max charge)(close range) :(B): ~ :A:::G:::A:
SCH (max)(close){B} ~ iagA - 67 damage​

SCH (max charge)(close range) :(B): ~ :(6)::B:
SCH (max)(close){B} ~ 66B - 70 damage​

SCH (max charge)(close range):(B): ~ :1::A::A:
SCH (max)(close){B} ~ 1AA - 51 damage.​
2nd hit whiffs if they dont tech.​

SSH (tip range):(B): ~ SBH :K:
SSH (tip){B} ~ SBH K - 63 damage​

SSH :A::+::B: ~ :(3)::B:
SSH A+B ~ 33B - 56 damage.​
close range only​

SRSH :(K): ~ SRSH :A::+::B:
SRSH {K} ~ SRSH A+B - 53-55 damage.​
deals more damage if they try to tech.​

SRSH :B: ~ :1::A::A:
SRSH B ~ 1AA - 51-61 damage.​
deals less damage on shallow SRSH B hit. 1AA 2nd hit can whiff, depending on range.​

SRSH :B: ~ :(6)::B:
SRSH B ~ 66B - 51-61 damage.​
deals less damage on SRSH B shallow hit.​

SRSH :B: ~ :(4)::B:
SRSH B ~ 44B - 46-56 damage.​
deals less damage on SRSH B shallow hit.​

SRSH :A::+::B: ~ :(3)::B:
SRSH A+B ~ 33B - 62 damage.​
requires close range hit on SRSH A+B​

SBTCH :B: ~ :A:::G:::A:
SBTCH B ~ iagA - 66 damage.​

SBTCH :B: ~ instant While Rising​
SBTCH B ~ iWR AA - 74 dmg.​
difficult timing.​

SBTCH (tip range):B: ~ BT :2::K:
SBTCH (tip)B ~ BT 2K - 34 damage.​

Counter Combo's (will link on counterhit, but not normal hit)

:1::A::A:
1AA - 46 damage​

While Rising :A::A:
WR AA - 55 damage​

:B::B:
BB - 33 damage​

:3::B: ~ :3::B:
3B ~ 3B - 56 damage.​
does less damage the later the 2nd 3B comes out. 33B finisher is identical.​

:3::(B): ~ SCH :B:
3{B} ~ SCH B - 57 damage​

:3::(B): ~ SCH (half charge):(B):
3{B} ~ SCH (1/2){B} - 61 damage​

:3::(B): ~ SCH :A::+::B:
3{B} ~ SCH A+B - 67 damage​

While Rising :(B): ~ SCH :k(B): ~ SBH :K:
WR {B} ~ SCH k{B} ~ SBH K - 68 damage​

:4::K: ~ :3::B:
4K ~ 3B - 39 damage​

:A::+::B:
A+B - 33 damage.​
only the 1st 2 hits combo.​

:A::+::K::K:
A+KK - 43 damage​

:A::+::K:(slide):A:(slide):2::A::A:
a+ka2AA 39-42 damage​

:(2)::(B): ~ SSH :A::A:
22{B} ~ SSH AA - 75 damage​

:(1):_:(7)::(B): ~ SCH :k(B): ~ SBH :K:
11_77{B} ~ SCH k{B} ~ SBH K - 67 damage​

:(6)::K::A:
66KA - 44 damage​

SCH :kB:
SCH kB - 34 damage​

SSH :A::A:
SSH AA - 56 damage​

SSH (tip range):(B): ~ SBH :A::+::B:
SSH (tip){B} ~ SBH A+B - 69 damage​

SSH (tip range):(B): ~ SBH :(K):
SSH (tip){B} ~ SBH {K} - 85 damage​

SSH :K: ~ :A::+::K::(A): ~ SCH :k(B): ~ SBH :K:
SSH K ~ a+k{A} ~ SCH k{B} ~ SBH K - 62 damage.​
one of siegs most difficult combo's.​

Side/Back hit Combo's (will link only at certain angles)

:A::+::K:(slide):(A): ~ SCH :A:
a+k{A} ~ SCH A - 62-67 damage.​
works on LS, RS and BS. deals more damage on opponents right side.​

:(2)::(B): SSH :A:
22{B} SSH A - 43 damage. works on LS ans RS.​

Section (2) - Wall Wall/Edge Combo's (hitting ur opponent into a wall or near the edge without a ring out)

front(opponents back to wall/edge)
  • WR {B} ~ SCH KK* - 37-50 damage. combo depends on angle. can RO to the front
  • CH 4K W! ~ iWR AA - 65 damage
  • CH 4K W! ~ 1B - 72 damage
  • CH 4K W! ~ 3{B} W! ~ (1/2){B} - 59 damage. ends in SCH (1/2) {B}'s standard KND animation.
  • CH 4K W! ~ 3{B} W! ~ (delay)SCH k{B} ~ SBH K - 68 damage
  • CH 4K W! ~ 11_77{B} ~ SCH k{B} ~ SBH K - 72 damage
  • CH 4K W! ~ iWR {B} ~ SCH k{B} ~ SBH K - 74 damage
  • CH 4K W! ~ A_B+G - 80-98 damage. whiffs at very direct acute angles. grab can land as anything, from front to back depending on angle.
  • 3{B} W! ~ (1/2){B} - 55 damage. ends in SCH (1/2) {B}'s standard KND animation.
  • 3{B} W! ~ (delay)SCH k{B} ~ SBH K - 71 damage
  • CH 3{B} ~ SCH A+B W! ~ 3B - 90-97 damage. deals extra damage on weird angles.
  • CH 3{B} ~ SCH A+B W! ~ 3{B} W! ~ SCH B - 99-102 damage. for rare 3B re-splats.
  • CH 3{B} ~ SCH A+B W! ~ 3{B} ~ (delay) SCH A+B - 107 damage. only works at maximum wallsplat range. 2nd SCH A+B will whiff if input too early.
  • CH 3{B} ~ SCH A+B W! ~ iWR {B} ~ SCH k{B} ~ SBH K - 111 damage. works at mid-tip wallsplat range. iWR B requires perfect timing, rest of the combo is fairly forgiving.
  • 6{B} ~ 3B - 57 damage. front side RO.
  • 6{B} W! ~ 33B - 55 damage
  • CH 9K W! ~ 1B - 72 damage
  • CH 9K W! ~ 3{B} W! ~ (1/2){B} - 59 damage. ends in SCH (1/2) {B}'s standard KND animation.
  • CH 9K W! ~ 3{B} W! ~ (delay)SCH k{B} ~ SBH K - 68 damage
  • CH 9K W! ~ iWR {B} ~ SCH k{B} ~ SBH K - 74 damage
  • CH 9K W! ~ 11_77{B} ~ SCH k{B} ~ SBH K - 72 damage
  • 11_77K W! ~ 3{B} W! ~ (1/2){B} - 57 damage. ends in SCH (1/2) {B}'s standard KND animation. 3B re-splat's unusually high, and can whiff at times.
  • 11_77K W! ~ 3{B} W! ~ (delay)SCH k{B} ~ SBH K - 68 damage. 3B re-splat's unusually high, and can whiff at times.
  • 11_77K W! ~ 3{B} ~ SCH A+B - 72 damage. for when 3B doesnt re-splat.
  • 11_77K W! ~ 3{B} W! ~ SCH A+B - 67 damage. damage scaling from the wall hurts this combo.
  • 11_77K W! ~ iWR {B} ~ SCH k{B} ~ SBH K - 74 damage
  • 11_77K W! ~ 11_77{B} ~ SCH k{B} ~ SBH K - 70 damage
  • SBH B ~ iagA W!~ 3{B} W! ~ SCH (1/2) {B} - 99 damage. ends in SCH (1/2) {B}'s standard KND animation. sometimes, instead of 3{B} re-splatting, a strange "rubber ball" like effect happens as the opponent is tossed far to siegs right.
  • SBH B ~ iagA W! ~ 3{B} ~ SCH A+B - 108 damage. deals with rubber ball effect. does the same damage if 3{B} re-splats.
  • SBH B ~ iagA W! ~ 11_77{B} ~ SCH k{B} ~ SBH K - 108 damage
back to wall/edge
  • 1B W! ~ 3B - 73 damage.
  • 1B W! ~ 2KKKKK - can be blocked if executed while hugging the wall. - 84 damage
  • FC B+G W! ~ iWR {B} ~ SCH k{B} ~ SBH K - 69 damage
  • FC B+G W! ~ A_B+G - 92 damage. back grab.
  • FC B+G W! ~ B+K SBTCH B ~ iagA - 67 damage. strict iagA buffer timing. good for Left side RO's
  • FC B+G W! ~ B+K SBTCH B ~ iWR AA - 69 damage
wall/edge to the left
  • iagA W! ~ 1B - 82 damage
  • iagA W! ~ 3{B} W! ~ SCH (1/2) {B} - 68 damage. ends in SCH (1/2) {B}'s standard KND animation. will not work if hugging the wall.
  • iagA W! ~ 3{B} W! ~ (delay)SCH k{B} ~ SBH K - 79 damage. will not work if hugging the wall.
  • iagA W! ~ 3{B} ~ SCH A+B - 80-88 damage. more damage if SCH A+B re-splats.
  • iagA W! ~ iWR {B} ~ SCH k{B} ~ SBH K - 84 damage
  • iagA W! ~ 11_77{B} ~ SCH k{B} ~ SBH K - 82 damage
  • 22_88A ~ 3B - 64 damage. can RO left.
  • 22_88A W! ~ 3B - 59-68 damage. the earlier 3B hits, the more damage.
  • SBH B ~ iagA W! ~ 1B - 115 damage.
  • SBH B ~ iagA W! ~ 3{B} ~ SCH A+B - 108 damage. SCH A+B may need to be delayed to hit, depending on the angle.
  • SBH B ~ iagA W! ~ iWR {B} ~ SCH k{B} ~ SBH K - 110 damage
  • SBH B ~ iagA W! ~ 11_77{B} ~ SCH k{B} ~ SBH K - 108 damage
  • SCH (max){B} ~ iagA W! ~ 1B - 116 damage
  • SCH (max){B} ~ iagA W!~ 3{B} W! ~ SCH (1/2) {B} - 103 damage. ends in SCH (1/2) {B}'s standard KND animation. will not work if hugging the wall, but far more forgiving than other combo's like it.
  • SCH (max){B} ~ iagA W! ~ 3{B} ~ SCH A+B - 116 damage
  • SCH (max){B} ~ iagA W! ~ iWR {B} ~ SCH k{B} ~ SBH K - 110 damage
  • SCH (max){B} ~ iagA W! ~ 11_77{B} ~ SCH k{B} ~ SBH K
  • SSH K ~ 33B - 31 damage. NH only.
wall/edge to the right
  • CH 1AA W! ~ 3B - 64 damage. opponent must be hugging the wall for CH 1AA to wall splat.
  • 3A ~ 3A - 61 damage. RO's to the right.
  • 3A W! ~ 3A ~ 1AA - 69-86 damage. 2nd hit sometimes whiffs.
  • 3A W! ~ 3A W! ~ 3B - 89 damage
  • 3A ~ 1AA - 43-63 damage. 2nd hit sometimes whiffs.
  • 3A W! ~ 1AA - 69 damage
  • 3A W! ~ 1B - 81 damage
  • 3A W! ~ 1B W! - 93 damage. only works when hugging the wall.
  • 3A ~ 3B - 60 damage. difficult timing. tosses opponent forwards through the air.
  • 3A W!~ 3{B} W! ~ SCH (1/2) {B} - 67 damage. ends in SCH (1/2) {B}'s standard KND animation. will not work if hugging the wall.
  • 3A W! ~ 3{B} W! ~ (delay)SCH k{B} ~ SBH K- 85 damage. will not work if hugging the wall.
  • 3A W! ~ 3{B} ~ SCH A+B - 82-87 damage. additional damage if SCH A+B re-splats.
  • 3A W! ~ iWR {B} ~ SCH k{B} ~ SBH K - 86 damage. the {B} in SCH k{B} will whiff if the combo is started while hugging the wall.
  • 3A W! ~ 11_77{B} ~ SCH k{B} ~ SBH K - 86 damage. more reliable than iWR {B} in this case, strangely enough.
  • CH 6A W! ~ 3B - 46 damage
  • CH 6A W! ~ 2KKKKK - 53 damage
  • CH 6{A} W!~ SSH {B} ~ SBH ... - 50 damage
  • 66B W! ~ 33B - 70 damage. NH only.
  • 88{B} ~ SRSH {B} W! ~ 1K - 69 damage. 1K may not be guaranteed at weird angles.
  • 88{B} ~ (delayed)SRSH {B} ~ 3B
  • 88{B} W! ~ SRSH {B} - 58 damage. a very rare wallsplat on 88B is demonstrated here. due to the rarity of this wallsplat, only the base combo is shown. the SRSH B STN, of course, can be combo'd off of as it normally would be.
  • 88{B} W! ~ SRSH {K} ~ SRSH A+B - 83 damage. a very rare wallsplat on 88B is demonstrated here.
  • 88{B} W! ~ SRSH A+B - 56 damage. a very rare wallsplat on 88B is demonstrated here.
in the corner
  • iagA W! ~ 3{B} W! ~ SCH (1/2) {B} - 68 damage
  • iagA W! ~ 3{B} W! ~ (delay)SCH k{B} ~ SBH K - 79 damage
  • CH 1AA W! ~ 3B - 64 damage
  • 3A W! ~ 1B W! - 93 damage
  • 3A W! ~ 3{B} W! ~ SCH (1/2) {B} - 67 damage. ends in SCH (1/2) {B}'s standard KND animation.
  • 3A W! ~ 3{B} W! ~ (delay)SCH k{B} ~ SBH K- 85 damage
  • 3A W! ~ iWR {B} ~ SCH k{B} ~ SBH K - 86 damage.
  • a+k{A} ~ SCH A - 62 damage
  • 88{B} W! ~ SRSH {B} - 58 damage. wall splat occurs more often in corners. due to the rarity of this wallsplat, only the base combo is shown. the SRSH B STN, of course, can be combo'd off of as it normally would be.
  • 88{B} W! ~ SRSH {K} ~ SRSH A+B - 83 damage. wall splat occurs more often in corners.
  • 88{B} W! ~ SRSH A+B - 56 damage. wall splat occurs more often in corners.
  • SCH (max){B} ~ iagA W!~ 3{B} W! ~ SCH (1/2) {B} - 103 damage. ends in SCH (1/2) {B}'s standard KND animation.
  • FC B+G W! ~ BT B+K ~ SBTCH B ~ iagA W! ~ 3B - 78 damage
  • FC B+G W! ~ BT B+K ~ SBTCH B ~ iagA W! ~ 2KKKKK - 90 damage
Section (3) - Character Specific Combo's (will only link on certain characters, but not other characters)

*This will be more of a notes section, since siegfried doesnt have any character specific combo's, but he does have some combo's that dont work on specific characters:

While Crouching :B::+::G: ~ BT :2::K:
FC B+G ~ BT 2K​
does not work on Astaroth or Voldo. however you can replace this with Back Turned Tech Traps, Forced Blocks, and Anti Sleeper Oki.​
 
lol thank zombiebear for that

I dont wanna.
bowser_jr_by_ianivv.jpg
 
finished left side combo's. things yet to do:
  • test character specifics for combo's
  • test corner combo's
  • experiment more with more move combinations to find other new combo's
  • make combo's user friendly by using proper :A::B::K::G: notations
  • add damage and descriptions to combos
  • make a combo video
 
all that's left now is to test character specifics, make the list more user friendly, and to make a combo video to go with it all.
 
When it's all done, condense it all into one post, then nuke the thread - get it as one nice organized post.
that's the plan syn, except for the nuking part. i'll probably just lock it. any newer discussion can go in the new thread.
 
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