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Combo List - Sonya Blade Sonya Blade Combo Thread

scarsunseen

Miley Cyrax®
Agree with everything except the out of grenades part. She has ridiculous setups with ex reload with no grenades, 112 ex reload throw pressure is just a taste of what she can do:=)
i like 112 ex-dd1 throw and also 112 ex-dd1 B4 or B14 before the first grenade hits :) both are pretty sweet
 
Yeah, I don't mean to say she's completely useless without grenades. I just want to emphasize that the extra damage is not worth the extreme risk of having no grenades.

F1 and B1 are much safer, solid, stronger, and meterless options with great range- but these only work in such a way when she has grenades available. The fact that any tactic she uses would rely on starting with a low range high-starting string is very risky.
100% agree. But there have been many I'm sitting on a full bar and close to a kill and have the option to end with a reload combo, but instead I go for max dmg. After that I have the threat of x-ray and the the ex reload. Since smart players are hesitant to attack when Sonya is packing a full bar, I use this to my advantage and get those setups going. I can't say this hasn't been working extremely well. Her mind game is real.
 

HugeMcBigLarge

Retirement my ass
Would someone be willing to put together what her BnB combo's are at present? I'll update and cred, but digging through game play and noting down strings sucks if someone else knows them off hand. Just inputs + dmg would be tight.
 

Ayase Chihaya

Chihayafuru
Would someone be willing to put together what her BnB combo's are at present? I'll update and cred, but digging through game play and noting down strings sucks if someone else knows them off hand. Just inputs + dmg would be tight.
CrazySteady had some cool BnBs at ESL finals, but an easy one I use is:
B33212 df11, 21 df11, neutral jump punch, run, 21 df11, f4
 
I just recently put this together if this helps....

some notes:

You definitely should opt to end with 124 instead of f2b1. f2b1 is a hard knockdown, but it actually has relatively small hit advantage, and leaves the opponent juuuuuuust a bit further than 124 which has them point blank and right where Sonya wants them. It also had enough hit advantage for you to adjust differently if you wish.

21u4 is a very good ender, but I also like to remind people EX Arc Kick is her best corner carry ender. It travels even further, and unlike 21u4, it doesn't leave Sonya an entire forward dash away from her opponent. If spaced correctly and landing in the corner she'll be right on top of them. Since Sonya isn't very meter dependent, this is one of my favorite ways to spend some extra meter :)
 
Would someone be willing to put together what her BnB combo's are at present? I'll update and cred, but digging through game play and noting down strings sucks if someone else knows them off hand. Just inputs + dmg would be tight.
Please fix the UNIVERSAL combos on page 1 and make them corner combos not midscreen :)
And add to the list two additional universal corner combos:

B14 MB BF2 D1 12 12 12 124 - 25%
B14 MB BF2 D1 12 12 2134 - 24% into possible reload in demo

Demo Sonyas combos are very situational. Depending on whether you wanna use one granade and go for a mixup after a hard knockdown or go for a reload. I'll try to list all the combos i use in different situations with explanations to help you with the demo section as it seems very out of date.

Not sure how these stand in terms of BNBs but those are the ones i use.

Gonna count the damage without jimpins and dive kicks, surely you all know these will only increase the dammy :)

MIDSCREEN

Out of granades: (use these when in need of a reload, these are safe and safe-ish reload options)
string - B33U4 DD1 - 12%
string - B14 MB DB2 DD1- 12%
setup - 112 MB DD1 THROW DD1 - 25%
string - B33212 DD1 - 14%

1 Granade:
Reload setup:
B14 DF1 1 F4 DD1 - 18%
B14 DF1 1 JI2 RC 2134 DD1 - 22%
B33212 DF 1 1 F4 DD1 - 23%
B33212 DF 1 1 NJP Ji2 RC 2134 DD1 - 29%
(The granade explosion has to be slightly delayed or the NJP won't connect)

Other: (only use these if you have at least one granade available after finishing the combo, or reloading can be tricky)
B14 DF1 1 RC 12 RC 21U4 - 24% For corner carry
B33212 DF 1 1 NJP JI2 RC 21U4 - 30% For corner carry
B14 DF1 1 RC 12 RC 124 - 22% Hard knockdown into a 50/50
B33212 DF 1 1 NJP JI2 RC 124 - 29% Hard knockdown into a 50/50
B33212 DF 1 1 NJP JI2 RC 213 (MB) BF4 - 31% (34%) Damage
B14 DF1 1 RC 12 RC 12 (MB) BF4 - 22% (28%) Damage

2 Granades:
Reload setup:
B33212 DF 1 1 NJP JI2 RC 21 DF1 1 RC 2134 DD1 - 33%
B33212 DF 1 1 NJP JI2 RC 21 DF1 1 RC F4 DD1 - 32%
B14 DF1 1 F2 DF1 1 RC 2134 DD1 - 27%
B14 DF1 1 F2 DF1 1 RC F4 DD1 - 25% (the run cancel is not necessary, i just like the corner carry)

Other:
B14 DF1 1 F2 DF1 1 RC 213 (MB) BF4 - 30% (34%) Damage
B33212 DF 1 1 NJP JI2 RC 213 (MB) BF4 - 35% ( 37%) Damage
B14 DF1 1 F2 DF1 1 RC 21U4 - 28% - corner carry ( you can do 12 RC before 21U4 but the timing is really tricky)
B33212 DF 1 1 NJP JI2 RC 21 DF1 1 RC 21U4 - 34% - corner carry


3 Granades
Reload setup:
B33212 DF1 1 F2 DF1 1 F2 DF1 1 RC 2134 DD1 - 36% ( again you can walk forward instead of run cancel, but corner carry city!)
B14 DF1 1 F2 DF1 1 F2 DF1 1 RC 2134 DD1 - 34%
B33212 DF1 1 F2 DF1 1 F2 DF1 1 RC F4 DD1 - 35%
B14 DF1 1 F2 DF1 1 F2 DF1 1 RC F4 DD1 - 32%

Other: (only use these to kill)
B14 DF1 1 F2 DF1 1 F2 DF1 1 RC 213 (MB) BF4 - 37% (40%)
B33212 DF1 1 F2 DF1 1 F2 DF1 1 RC 213 (MB) BF4 - 39% (42%)


CORNER:

1 Granade:
Reload:
B33212 DF1 1 NJP JI4 12 12 2134 DD1 - 34%
B14 DF1 1 NJP JI4 12 12 2134 DD1 - 31%

Other
B33212 DF1 1 NJP JI4 12 12 213 (MB) BF4 - 36% (37%) Damage
B14 DF1 1 NJP JI4 12 12 213 (MB) BF4 - 33% (35%) Damage

2 Granades:
Reload:
B33212 DF1 1 4 DF1 1 NJP JI4 2134 DD1 - 39%
B14 DF1 1 4 DF1 1 NJP JI4 12 2134 DD1 - 35%

Other:
B33212 DF1 1 4 DF1 1 NJP JI4 12 213 (MB) BF4 - 41% (43%) Damage
B14 DF1 1 4 DF1 1 NJP JI4 12 213 (MB) BF4 - 39% (41%) Damage

3 Granades:
Reload:
B33212 DF1 1 4 DF1 1 4 DF1 1 NJP 2134 DD1 - 42%
B14 DF1 1 4 DF1 1 4 DF1 1 NJP 2134 DD1 - 40%

Other:
B33212 DF1 1 4 DF1 1 4 DF1 1 NJP 213 (MB) BF4 - 44% (46%) Damage
B14 DF1 1 4 DF1 1 4 DF1 1 NJP 213 (MB) BF4 - 43% (45%) Damage

X ray:
Only gonna list max damage with 3 granades, if you have less just end it with RC 2134 /F4 into reaload in case it doesn't kill

MIDSCREEN
X ray, walk forward F2 DF 1 1 walk F2 DF 1 1 walk F2 DF1 1 RC 2134 DD1 - 65% into reload
X ray, walk forward F2 DF 1 1 walk F2 DF 1 1 walk F2 DF1 1 F2 BF4 - 67%

CORNER
X ray, RC 4 DF 1 1 4 DF1 1 4 DF1 1 NJP 2134 DD1 - 74% into reload
X ray, RC 4 DF 1 1 4 DF1 1 4 DF1 1 NJP 4 BF4 - 76%


Damn this list was sooo much longer than i expected it to be.
Please any Sonyas around feel free to check the damage outputs as well as the inputs, I might have made a couple mistakes idk.

Hope this helps someone out there and brings more Demo sonyas into MK ... this character is HYPE!!!!
 
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HugeMcBigLarge

Retirement my ass
@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
 

big j gleez

Mains: Not Sure Right Now ...
Thanks guys. I will definitely look into those options. Gotta love the collaborational efforts! Is that a word? lol
 

Ayase Chihaya

Chihayafuru
To add to @Speedster list, here's my BNB that I use:

3 Grenades:

safe reload(from most stuff)
B14, DF1 1, dash/rc 21, DF1 1, NJP, RC 21, DF1 1, F4, DD1 - 33%, + corner carry
B33212, DF1 1, 21, DF1 1, NJP, RC 21, DF1 1, F4, DD1 - 36%, + corner carry

Added damage:
B14, DF1 1, dash/rc 21, DF1 1, NJP, RC 21, DF1 1, RC 212, BF4 - 36%, MB BF4 for 38%
B33212, DF1 1, 21, DF1 1, NJP, RC 21, DF1 1, RC 212, BF4 - 39%, MB BF4 for 41%

Really easy to do.
 
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Ayase Chihaya

Chihayafuru
No reason to dash/rc after b14 though.
I guess you could walk to add a lot more difficulty to execution... like A LOT... I understand no need for dash/rc for the B14 into F2, those combos don't need it but this one kinda does unless you are god
 

Youphemism

Gunslinger since pre patch (sh/out to The Farmer)
Keep your 50/50s safe in the corner and launch them for big combos. The d3 grenade link is not really tight even.
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 :)