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Sonya Kombos

EGP Wonder_Chef

Official Quan Chi Nerf Demander™
Nice! You're very creative with military stance uses.

You've given me some things to mess around with next time I can play.
 
Great thread, I've been picking up Sonya and used a lot of the combos here as a base. I wanted to add a couple of things that I've discovered:

First, that you can do Jump Punch into Dive Kick. This is really powerful because Jump Punch hits MEDIUM, so you can hit low blockers. It also adds a couple of percentages to jump-in combos.

Second, Kartwheel into :r:bp, :bp, :bk is easier to do than :l:bp, :fp, :r:bp and a good alternative even though you get less damage out of it. You don't even have to dash after the kartwheel for it to hit. I keep screwing up the other one into energy rings. And you can also do :r:bp, :bp, leg grab for extra damage..

Third, a simple :bp, :fp, :x does plenty enough damage off the X-Ray. You can also get this off a dive kick and easily net you 45%+ with little to no chance of dropping.

Fourth, :bp, :fp has got to be one of the most deadly pressure chains in Sonya's arsenal. It can end with :l:bk for a low attack, you can enter Military Stance for mixup, or you can throw.

Fifth, EX Dive Kick is an instant overhead. It hits both High and MEDIUM!

Sixth, here's my current best combo without meter: (41%)
Jump Punch, Dive Kick, :bp, :fp, Kartwheel, :l:bp, :fp, :r:bp, Jump Kick, Air Throw
You can also get 46% if you do an EX Kartwheel, and Jump Kick, EX Dive Kick at the end.
 
Here's 4 clips I put together last night showing off what Sonya can do off her powerful Jumping 2 into Down 4. (These can also be started off a standard Down 4 as well.

 
Here are some sonya combos that i came up with- MS= Military Stance

2,1-cartwheel, dash, B+2,1,F+2, (Slight pause) 1,1,4-MS,2 31%

B+2,1-cartwheel, dash, B+2,1,F+2, 2-MS,1+3,1+2 37%

1,1,4-MS,B+2, (Walk Slightly) 1, B+2,1-MS,1+3,1+2 26%

Corner Only Sonya Swag Combo
B+2,1-cartwheel, B+2,1,Kiss, B+2,1,F+2, 1,1,4-MS,1+3,1+2 43%
 
I like that!

Been playing around today. Was trying to get more out of this. Definitely seems there's more there. Any tips?

I was playing in the lab last night and came up with a slightly better version of this combo. After the first launch, neutral jump punch to bounce them and then continue on with the rest.
 

JYM60

Noob
I was playing in the lab last night and came up with a slightly better version of this combo. After the first launch, neutral jump punch to bounce them and then continue on with the rest.
Couldn't get that to work. Any chance of a vid?

I did add an :fk in between the cartwheel & legs.

Increased the meterless version from 34% to 36%. Pretty decent for no meter & a combo I'm finding very easy now. I like that it looks quite flashy too. :)
Ex (cartwheel & legs) version went up 1% to 39%. Not worth the meter.
Still feel like I'm missing something though.

Sonya's meter is seeming like a waste on anything but breakers to me at the minute. Or as a possible XRAY counter. Damage of XRAY/EX doesn't seem worth it to me.
 
Couldn't get that to work. Any chance of a vid?

I did add an :fk in between the cartwheel & legs.

Increased the meterless version from 34% to 36%. Pretty decent for no meter & a combo I'm finding very easy now. I like that it looks quite flashy too. :)
Ex (cartwheel & legs) version went up 1% to 39%. Not worth the meter.
Still feel like I'm missing something though.

Sonya's meter is seeming like a waste on anything but breakers to me at the minute. Or as a possible XRAY counter. Damage of XRAY/EX doesn't seem worth it to me.
Here I posted the video, sorry for bad quality, I was too lazy to hook up my PVR. If you do enhanced leg grab it will go to 41 percent, otherwise it's an easy 38 percent with no meter.

 

BecomingDeath13

"You won't winter over?" Who the fuck wrote that?
This one's probably the worst quality yet. I need a capture card badly.

Jump in :bp :)l+:bp):fp, :)r+:bp) nJP~:)l+:bp):fp :)r+:bp) Uppercut

There are also a few variations (if you wanna use meter)

Jump in :bp :)l+:bp):fp, :)r+:bp) nJP~:)l+:bp):fp :enLeg Grab ---40%
Jump in :bp :)l+:bp):fp :)r+:bp) nJP~:)l+:bp):fp :x --45%

38% is damn good damage for how easy the combo is to pull off.
 

JYM60

Noob
Here I posted the video, sorry for bad quality, I was too lazy to hook up my PVR. If you do enhanced leg grab it will go to 41 percent, otherwise it's an easy 38 percent with no meter.

Thank you for that. I made some adjustments, after playing with your idea.

38% no meter, 43% meter, 45% Xray. Not bade I think.

 
http://youtu.be/t3OEkvextaY?hd=1

Hey guys! I'm very new to this site and to MK. I haven't played since 3...just 3. MK9 on the other hand has rejuvenated my taste for gore and good fighting mechanics:). I have made a little combo movie with notations, so check it out and let me know what you think or what we can add. Sonya is my main and I did pretty well for the first tournament for MK. I've been to many tournaments just not for MK ever. So let's build together guys.
 

Combo_Knight

Knight of Asura
I enjoy stuff that's can help me control the engagement on screen, as well a practical use like the ones I put here I apologize if the music isn't to your liking

[video]http://youtu.be/OPN0sC3cZx0[/video]

I still like the solid damage I get without use of jump in, plus the the block trap helps if I'm guarded against from just throwing out 2/1
I'm starting to feel as though her X ray is obsolete, but at the same time, it's good use against expected breakers but I like holding on to as much meter as I can,(except in MvC )
 

Neclord

Noob
Sonya has a lot of potential. :)

My most used combos:

Jump-in punch, Dive Kick, :bk, Cartwheel, :l:bp, :fp, :r:bp, :fp, :r+:bk = 41% damage no meter.

Jump-in punch, Dive Kick, :bk, Cartwheel, :l:bp, :fp, :r:bp, :d+:bp = 40% damage no meter.
 

sigma

Noob
(Midscreen), jump in punch, F+2, 2, MS, 6, 9, dive kick, 2, 1, cartwheel, MS B+2, B+2, 1, F+2, (dash), 1, 1, 2, MS (mix up of choice) 46% no meter

(start midscreen to finish in the corner), B+2, 1, F+2, NJP,(dash), B+2(whiff), 1, QCB+1, (dash), F+2, 2, MS, 6, 9, dive kick, 3, 1, 4, cartwheel, (dash) 1, 1, 4, leg grab 50% no meter

(corner) jump in punch, F+2, 2, MS, 6, 9, dive kick, 2 , 1, cartwheel, B+2, 1, QCB+1, F+2, 2, MS, 6, 9, dive kick, 3, 1, 4, MS, (dash), 1, 1, 4, leg grab 55% no meter

You can put 2, 1, X RAY after the second dive kick for 60%
 

Neclord

Noob
(Midscreen), jump in punch, F+2, 2, MS, 6, 9, dive kick, 2, 1, cartwheel, MS B+2, B+2, 1, F+2, (dash), 1, 1, 2, MS (mix up of choice) 46% no meter

(start midscreen to finish in the corner), B+2, 1, F+2, NJP,(dash), B+2(whiff), 1, QCB+1, (dash), F+2, 2, MS, 6, 9, dive kick, 3, 1, 4, cartwheel, (dash) 1, 1, 4, leg grab 50% no meter

(corner) jump in punch, F+2, 2, MS, 6, 9, dive kick, 2 , 1, cartwheel, B+2, 1, QCB+1, F+2, 2, MS, 6, 9, dive kick, 3, 1, 4, MS, (dash), 1, 1, 4, leg grab 55% no meter

You can put 2, 1, X RAY after the second dive kick for 60%
Excuse me but what is 6, 9?
 

EGP Wonder_Chef

Official Quan Chi Nerf Demander™
I assume he means :r :ur

So you would basically be canceling the Military Stance into a dash into a jump, then dive kick.

Just a guess.
 

Kensou

Noob
(Midscreen), jump in punch, F+2, 2, MS, 6, 9, dive kick, 2, 1, cartwheel, MS B+2, B+2, 1, F+2, (dash), 1, 1, 2, MS (mix up of choice) 46% no meter

(start midscreen to finish in the corner), B+2, 1, F+2, NJP,(dash), B+2(whiff), 1, QCB+1, (dash), F+2, 2, MS, 6, 9, dive kick, 3, 1, 4, cartwheel, (dash) 1, 1, 4, leg grab 50% no meter

(corner) jump in punch, F+2, 2, MS, 6, 9, dive kick, 2 , 1, cartwheel, B+2, 1, QCB+1, F+2, 2, MS, 6, 9, dive kick, 3, 1, 4, MS, (dash), 1, 1, 4, leg grab 55% no meter

You can put 2, 1, X RAY after the second dive kick for 60%
On combos 1 & 3 you can omit the dive kick with dash up 2,1 and continue. The damage is slightly less by 3-4hp but its more consistent and less execution extensive.

Just a heads up~
 

sigma

Noob
Hi everyone! First I want to apologize for my future mistake and hope you will understand me.

sonya infinite: dive kick, 2, 1,(F, UF) dive kick 2, 1 ---> repeat (almost impossible for human, so far I can only do it 3 times)

(corner) Jump in punch, F+2, 2, MS, (F, UF) dive kick(cross up) 2, 1, leg grab, D+1, leg grab ex (49% 1 meter)

Here some glitch I've found, they are reset to extend your combo if your opponent doesn't block.

(midscreen) MS F+1 (in the air) cartwheel eg: 1, 1, 4, MS F+1, both hit must touch higher as possible, then cartwheel will pick up the opponent.
(corner) MS F+1 (ground) cartwheel
(corner) 3,1,2, MS (dash cancel) what you want
(midscreen) This one only work with the following combo: B+2, 1, F+2, NJP, dive kick (this one is tricky, you have to hit has a certain height with the NJP then slightly delay the dive kick and it will touch a standing opponent)

I think all of these will only work 1 time lol. but it's always good to knows.

And finally I discovered you can combo after a second kiss. eg: kiss, B+2, 1, F+2, B+2,1, kiss, 4, cartwheel etc.
 
These are great. You can also use b2,1 instead of f2,2, it does more damage and the second hit is a mid, not sure if you can hit confirm before you use the dive kick though. I wonder if the Stance Trap patch will have an affect on these combos...