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Combo List - Sonya Blade Sonya Blade Combo Thread

MsMiharo

Kuff Bano
Yeah converting off of BF2EX in the corner has been known for a while, or at least I've been doing them since I picked up the variation lol. You can further increase your output by just doing 12 after or 11~grenade or something instead of D3~grenade :)
Yeah but execution is tighter. It's nice since you can't armor out of b1 ex ring iirc
 
@Speedsterr Exactly what i was looking for. In the 'just back from evo' haze and will go through and get htis back there for sure. But +1, good stuff.


@big j gleez The video was great man! Some feedback as well, but mostly on you can be doing a little more optimal combos:

1. On the b332 string, every time you did it in your video you buffered in military stance too fast. You don't wan't to do the military stance cancel until the second hit of your string is out. 2% more dmg on everything you do. The exception being when you start being able to hit confirm things, if you see they blocked it low, you want to cancel MS early because the second hit whiffs sometimes so you want to plug the hole with an earlier cancel.

2. For your air to air combos you can get an air-to-air ji1, run cancel, 12, run cancel, 121bf4 OR ji1, run cancel, 12, run cancel, 21u4. Those should be 24% and 21% respectively
If you do b332 and let the second punch come out on block the opponent can duck and punish. If you cancel the first hit you never have to worry about it. 2% not worth me eating a combo
 

Dedlock

Apprentice
If you do b332 and let the second punch come out on block the opponent can duck and punish. If you cancel the first hit you never have to worry about it. 2% not worth me eating a combo
I've actually removed the 2 from in my play , I normally just B3,3 MS, I find it more stable, its still whiffs randomly but much less than B3,3,2.
 

Ayase Chihaya

Chihayafuru
My new meterless demolotion reload corner combos:
B33212, DF1 1, F4, DF1 1, NJP, F4, DF1 1, 2134, DD1 - 41%
B14, DF1 1, F4, DF1 1, NJP, F4, DF1 1, 2134, DD1 - 39%

Also a 46% game ending corner combo with 1 meter:
B33212, DF1 1, 4, DF 1 1, NJP, F4, DF 1 1, F4, MB BF4 = 46%
for fun it does 49% with JIP and dive kick
JiP D4, B33212, DF1 1, 4, DF 1 1, NJP, F4, DF 1 1, F4, MB BF4 = 49%
 
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MsMiharo

Kuff Bano
I will test those combos when I get home but iirc b14 is the only way to be safe vs for instance cassie. Also it eliminates the occasional fuck up reload after 2314
 

DaZengie

https://www.facebook.com/groups/MortalKombatATX/
I will test those combos when I get home but iirc b14 is the only way to be safe vs for instance cassie. Also it eliminates the occasional fuck up reload after 2314
b14dd1 in the corner is 100% safe. You can block in time against the fastest wake ups in the game (cassie power flip, reptile slide, tempest spin).
213 is unsafe. Just labbed it. Put cassie on tech roll on and power flip wake up. You get blown up for that.

My new meterless demolotion reload corner combos:
B33212, DF1 1, F4, DF1 1, NJP, F4, DF1 1, 2134, DD1 - 41%
B14, DF1 1, F4, DF1 1, NJP, F4, DF1 1, 2134, DD1 - 39%

Also a 46% game ending corner combo with 1 meter:
B33212, DF1 1, 4, DF 1 1, NJP, F4, DF 1 1, F4, MB BF4 = 46%
for fun it does 49% with JIP and dive kick
JiP D4, B33212, DF1 1, 4, DF 1 1, NJP, F4, DF 1 1, F4, MB BF4 = 46%
Although the 46% is great, I personally avoid any grenade combos that have a NJP in the middle of it in demolition because different characters have different hit boxes while they're stunned with a mid-air grenade and I've been in the lab where the combo doesn't always connect. I also don't think it's the best idea to do bf4 in the corner. You put yourself in the corner with no grenades, but if you need the damage and to close out a round/match, go ahead but it may put you in a bad spot the following round.
 

Ayase Chihaya

Chihayafuru
b14dd1 in the corner is 100% safe. You can block in time against the fastest wake ups in the game (cassie power flip, reptile slide, tempest spin).
213 is unsafe. Just labbed it. Put cassie on tech roll on and power flip wake up. You get blown up for that.



Although the 46% is great, I personally avoid any grenade combos that have a NJP in the middle of it in demolition because different characters have different hit boxes while they're stunned with a mid-air grenade and I've been in the lab where the combo doesn't always connect. I also don't think it's the best idea to do bf4 in the corner. You put yourself in the corner with no grenades, but if you need the damage and to close out a round/match, go ahead but it may put you in a bad spot the following round.
NJP for me is consistent with the whole cast, I never mess that part up even with cassie that has the smallest hit box. Also regarding the 46%, I think you missed the part where it says "Game ending corner combo", or it seems that way when you comment on the bf4 :p
 

DaZengie

https://www.facebook.com/groups/MortalKombatATX/
NJP for me is consistent with the whole cast, I never mess that part up even with cassie that has the smallest hit box. Also regarding the 46%, I think you missed the part where it says "Game ending corner combo", or it seems that way when you comment on the bf4 :p
touchè. didn't see it.
 

scarsunseen

Miley Cyrax®
My 41% (excluding JIP/divekick) with NJP is consistent every time.

I completely agree about ending with B14-reload in the corner. Totally safe every time.
 

Ayase Chihaya

Chihayafuru
Also a 46% game ending corner combo with 1 meter:
B33212, DF1 1, 4, DF 1 1, NJP, F4, DF 1 1, F4, MB BF4 = 46%
for fun it does 49% with JIP and dive kick
JiP D4, B33212, DF1 1, 4, DF 1 1, NJP, F4, DF 1 1, F4, MB BF4 = 49%
I posted this earlier but I found a way to add 1% to each, so 47% and 50%:

B33212, DF1 1, 4, DF 1 1, F4, DF 1 1, NJP, F4, MB BF4 = 47%
JiP D4, B33212, DF1 1, 4, DF 1 1, F4, DF 1 1, NJP, F4, MB BF4 = 50%
 
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Ayase Chihaya

Chihayafuru
My new meterless demolotion reload corner combos:
B33212, DF1 1, F4, DF1 1, NJP, F4, DF1 1, 2134, DD1 - 41%
B14, DF1 1, F4, DF1 1, NJP, F4, DF1 1, 2134, DD1 - 39%
Improved these to do 42% and 40%:
B33212, DF1 1, F4, DF1 1, F4, DF1 1, NJP 2134, DD1 - 42%
B14, DF1 1, F4, DF1 1, F4, DF1 1, NJP 2134, DD1 - 40%
 

Percimon

Sky above, Voice within
If you're already doing a jip, a tacked on divekick is just easy extra damage. Unless it scales differently? Not home to lab it out.
I do "jump in + smth" by my habit :)
If you do these combos without jump in, you'll get -1% damage. I did these combos without DK cuz there are (and on youtube too) too many videos with it.