Soul Edge / Soul Blade
Combo FAQ v1.0
Written by Dave Connoy (
Released 2 Sep. 1997

What passes for 'the usual', i.e. 79 columns in a fixed-width font.  There's 
only one table in here, so if you don't mind losing it, a variable-width font 
should work ok.  (shrug)

If you've ever used my move list you should be intimately familiar with 
terminology by now.  Since joysticks are customizable, I use the A,B,K,G 
notation rather than the clumsy and lame square, triangle, circle, cross.  I 
also call the game Soul Edge, not Soul Blade.

The primary place to get the most recent version is the Stage of History 
website (, but it will be posted to 
other Soul Edge websites as well.  If you wish to carry this FAQ on your site, 
please drop me a line first.

Table of Contents:
- What's new in this version
- Intro
- What Is A Combo?
  - Strings Are Not Combos!
  - Throws In Combos
- The Basic Components to the Combos
  - Multi-Hit Moves
  - Float Starters
  - Stun Moves
  - Staggers
  - Throws
  - Major Counters
  - Move Cancellation (Buffering)
  - Strings/Chains
  - Dashing & Crouch Dashing
  - Critical Edges
  - Ground Attacks
- Combo Classifications
  - Regular Combos
  - Float Combos
  - Stun Combos
  - Stagger Combos
  - Throw Setups
- Character Specifics
  - Hwang
  - Han Myong
  - Rock
  - Taki
  - Sophitia
  - Mitsurugi
  - Siegfried
  - Seung Mina
  - Li Long
  - Voldo
  - Cervantes
  - Soul Edge
- Special Thanks/Closing
- Wishlist for the next version

- Everything is new. (2 Sep. 1997)
        Well, Soul Edge has been out in the arcades for over a year and on the 
PlayStation for a few months now.  One of the questions I asked myself after 
playing for a while was "Are float combos it?"  And the answer is, thankfully, 
no.  Since my first post to UseNet the day after Soul Blade PSX hit the USA, 
I've given more attention to stun combos, and found some nifty ways to combo 
into throws.  In an effort to get all I know down before my brain loses all of 
it because the competition here in my hometown is crap, I decided to write 
this Combo FAQ.  Hopefully, this FAQ will help clear up the confusion that 
some people seem to have regarding the strings vs. combos debate, and drum up 
a little more exploration into Soul Edge's game engine.
        Please note that the first half of the FAQ deals with the system of
combos in the game.  (If it can be said that Soul Edge has a 'system.')  It is 
somewhat technical and explains everything in the best detail I know to help 
those who desire a deeper understanding of how everything works.  However, for 
those of you who just want the combos, feel free to jump right to the second-
to-last section, where all the combos are listed, but it's not my fault if you 
get confused.

        For the record, all these combos are done on the PSX version.  As far as 
I can tell there are at least a few differences between the PSX and arcade 
versions.  The PSX version seems easier to do long float combos on, so some of 
the more hardcore stuff in here may be harder or impossible in the arcade.

        Note: Remember, this is a FAQ dedicated to helping you DO COMBOS.
This FAQ assumes that you already know the basic structures of the game, like 
how the buttons work.  If you are very unfamiliar with this game, it may 
be more productive to learn the game to a small extent before utilizing this 
FAQ.  Check out my move list to get started, available at fine Soul Edge 
websites everywhere and probably the same place you got this FAQ, and READ THE 


        A "combo" (short for "combination," kupo) is a series of attacks 
performed such that, if the very *first* attack hits, the rest are guaranteed 
to hit the opponent.  Float combos are the most common type of combo in Soul 
Edge; the first hit "floats" the opponent high in the air, making them 
completely vulnerable to attacks performed on them on the way down.

-=Strings Are Not Combos!=-
        Every once in a while, someone on whines that he punched in 
Mitsurugi's B,B,A,B 'combo,' hit with the first three attacks, and the 
computer managed to block (or parry) the last B.  The fact of the matter is 
that preprogrammed 'combos' usually have enough delay somewhere such that the 
opponent can put up a block stance or parry if they are still standing.  For 
this reason I will call these techniques 'strings' to avoid confusion with 
true combos as defined above.  For the record, two or three of the hits in a 
string may actually be a combo, but it is a very rare occasion when an entire 
string combos.

-=Throws In Combos=-
        One of the things I'll discuss in this guide is a way to get a guaranteed 
throw on your opponent after a certain attack.  It is important to note that 
any throw in the game (except for back throws) can be escaped, so any combo 
involving a throw is not a 'true' combo.  Despite this, I include this genre 
of combos because they are reasonably likely not be escaped if performed 
correctly and used in conjunction with other combo techniques.

        There are many different kinds of combos in Soul Edge.  However, all of 
the combos are made up of different combo rules and different techniques and 
systems.  This section lists the basic components of every combo for the game.  
Understanding the very basics behind every combo is a key factor in learning 
how to do combos effectively.

-=Multi-Hit Moves=-
        What better way to do a combo than to just hit a button that makes your
character perform a move that hits more than once?  Some examples are Taki's 
A+K, Li Long's QCF+B, and a whole lot of Cervantes' moves (having two swords 
helps here,) all of which hit twice or more, for an easy 2- to 4-hit Combo.  
An important exception to this rule is Li Long's A+B, the second hit of which 
can be blocked if the first hit does not connect as a major counter.  These 
don't require much skill and they don't look at all impressive, but they count 
as combos anyhow.

-=Float Starters=-
        The easiest way to start a combo in Soul Edge, a float starter sends the 
opponent high into the air upon connection, leaving them open for punishment 
during their long fall to the ground.  *Every* character has a basic uppercut, 
performed with d/f+B, that starts a float.  Shortfalls of the uppercut (and 
most float starters) is that they are upward vertical cuts, and thus easily 
dodged with a sidestep.  If a float starter connects as a major counter, 
interrupting your opponent's attempted attack, the opponent will fly even 
higher, expanding your combo possibilities.

-=Stun Moves=-
        Another way to start a combo is to successfully 'stun' your opponent.  
Most, but not all, stun moves are done with d/f+A or WS+A.  If a stun move 
connects as major counter on your opponent, they will clutch their gut in pain 
and crumple slowly to the ground, giving you a small window to smack 'em with 
one or more extra attacks.  Keep in mind that this 'stun' effect only happens 
if the attack hits as a major counter.  Stun moves are the ideal way to hit a 
sidestepping opponent, as they are usually horizontal in nature and will 
interrupt the opponent's impending sidestep attack to give you the MC 

        The weirdest way to start a combo is with a stagger move.  Staggering 
moves are rare in the game, and they all have different characteristics (Han 
Myong's f,F+A+B only staggers properly on major counter, for instance.)  When 
a stagger move connects on your opponent, you have a *small* window of 
opportunity to follow up - usually with fast A attacks or a throw.  There are 
more stagger attacks in the game than are listed here, but for brevity and 
ease of use I'm only going to list the ones that I have found *guarantee* a 
throw.  Some, like Mitsurugi's WS+B(non-MC), give you a very good chance for a 
throw because the throw will stuff anything the opponent does except duck.  
Though they are useful, these types of moves will not be listed.

        A throw is usually possible after a stagger or a stun if your timing is 
perfect.  This is because basic throws (A+G and B+G for all characters) are an 
instant attack with no execution time.  Command throws, such as Taki's triple 
headstomp and Rock's powerbomb do have execution time (Taki, for instance, 
leans in to throw, giving it a bit more range.)  This factor unfortunately 
makes command throws much less likely to connect in a stagger situation, so I 
would recommend using your character's standard B+G attack throw to follow up 
a stagger.  A stun can usually be followed up by a command throw.

-=Major Counters=-
        A major counter is your reward for hitting an opponent out of an 
attempted attack (or 'interrupting' the attack) and is abbreviated MC.  A MC 
move does 150% of its normal damage, and may cause other effects such as 
super-high floats, heavily staggered, and stunned opponents.  The effect of a 
MC, for those combos that use it, can be simulated in Practice Mode by turning 
the 'counterhit' toggle ON, but remember that scoring an interrupt on a 
decent, actual human opponent can be much more difficult.  Minor counter (mC), 
hitting your opponent during the recovery of an attack, exists in Soul Edge 
(125% of normal damage) but doesn't seem to be of any importance in starting 

-=Move Cancellation (Buffering)=-
        This is a big one.  To connect the most damaging and cool followups to 
*any* kind of combo, be it float, stun, or stagger, you *must* master the 
timing at which your moves' animations can be interrupted.  Almost all moves 
in Soul Edge recover *before* their animation is finished, if only by 30ths of 
a second, and taking advantage of this fact instead of using visual cues will 
give you faster, and better, followups to your combo starters.
        A good example of this phenomenon is Mitsurugi's WS+B or QCF+B.  Perform 
the move and watch as Mitsurugi stabs, then slowly returns his sword to a 
ready stance.  Now do it again, and mash on the A button during the move this 
time.  Note how the stab goes immediately into the slashes in this case, 
eliminating the long recovery we saw before.  This is a very liberal example, 
but all moves in the game do have this characteristic in one way or another.  
Since no human I know can press buttons 30 times per second, the best way to 
take advantage of this 'buffer timing' is to learn it for the moves that start 
combos by practice.  Most of the 'hard' difficulty combos in here require 
excellent buffer timing - 10ths or 15ths of a second, in my estimation.

        Though I noted about that strings themselves are usually not combos, they 
are a quick and dirty way to follow up a successful float.  For reasons I'll 
discuss below, a single- or double-hitting power move usually yields more 
damage, but using a string such as A,A,A makes buffer timing (as discussed 
above) easier.

-=Dashing/Crouch Dashing=-
        Standing dashes do not really play a part in float combos, but for stun 
combos and the stagger -> throw technique, it is vital to use buffer timing 
(as discussed above) to start a dash as soon as possible.  Crouch dashes 
usually are found in float combos, for instant WS moves.  Sophitia also 
*must* crouch dash to obtain some of her moves.

-=Critical Edges=-
        The Critical Edge as a combo in and of itself will not be discussed here 
(we're not playing KI), but a few characters have ways to combo *into* a 
Critical Edge (ouch).  Needless to say, the move being comboed from must be 
buffered perfectly to eat up the slow start up time of the Critical Edge.

-=Ground Attacks=-
        The last hit of almost every combo here is a ground attack.  I use and 
recommend the close-range ground attack (d/f+B or d/f+K for most characters) 
rather than the u+A or u+B hop pounce.  Though it bestows less damage, the 
close-range ground attack leaves you less open than a hop pounce if the 
opponent manages to roll out of the way.  Don't forget that a few normal 
attacks hit downed opponents (Taki's WS+B,B and Ziggy's f,f+A+B for instance), 
and I use them wherever possible because they usually do more damage.  The 
leap pounce (U+A or U+B) is almost never used as it is slow enough to be 
escaped almost all the time.

        Now, with all of the basic components to combos, you can do many
different things with them.  This section here lists all of the different
types of combos possible using the basic components.  I'll also go into 
whatever esoteric little details I think need to be discussed about a 
particular combo type.

* * *

-=Regular Combos=-
        I guess I would call it a 'regular' combo when one hit in a string 
guarantees the next (Mitsurugi's B,B for instance).  Though these types of 
combos are probably the most common type in Soul Edge, I'm not going to list 
them because there are too damn many, and they're not that interesting.

* * *

-=Float Combos=-
        Float combos are what you'll see most in this guide.  A float combo 
involves striking the opponent high into the air and hitting them as they 
fall, so that they 'float' in front of you, taking damage all the while.  All 
characters have a d/f+B uppercut move that has does this, and most have other 
moves with similar effects (Voldo's d/b+K and Mitsurugi's knee, for instance).
The d/f+B uppercut can be done immediately after a sidestep.
        Some characters (ok, I'll list them: Sophitia, Siegfried, Seung Mina, Li 
Long) have a WS+B or WS+K float starter.  Though these moves lift the opponent 
no higher than a standard uppercut, they recover faster (and can be buffered 
sooner), leading to nastier combos.  For the most part, all regular uppercut 
combos are possible by using the WS uppercut to start, but there are some 
combos that can only be initiated with the WS move.  I'll re-note this in the 
appropriate characters' sections.
        Though it may seem more damaging to use a string (or a part of a string)
in a float combo, it may actually do less damage than a single power move 
might.  This is because a damage modifier is applied to hits in a float that 
gets lower and lower the more hits are landed in the air.  Thus, it is better 
to hit the opponent with two moves doing 50 points damage each rather than 
four moves at 25 points each, as the damages are lowered less for the earliest
hits of the float.
        Some characters (Rock, Siegfried, Cervantes, Soul Edge) have uppercuts 
that vary damage based on range to the opponent.  Closer to opponent = more 
damage = higher float.  Most decent floats with these characters must start 
with a pointblank (throw range) uppercut.  
        Conversely, the other characters all do better by floating the opponent 
from farther away.  This because an uppercut from farther away hits later in 
its animation, so there is less recovery from the point of impact.  (Similar 
to the old Street Fighter 'meaty' attack on a rising opponent, in a way.)  
Max-range uppercuts (for the characters that use them) also help to keep the 
comboer from dashing under the comboee during the float.

* * *

-=Stun Combos=-
        Most characters have a d/f+A or WS+A move that 'stuns' the opponent when 
it connects as a major counter.  Different followups are possible after the 
stun, the most popular (and useful) being an immediate float or throw.  
Similar to the WS uppercuts, WS stun moves almost always recover faster than 
stun moves from standing and can start more damaging combos.
        For effective stun comboing, it is important that to be conscious of your 
own attempted stun moves.  If you casually throw a stun move into your battle 
plan and it counter hits, by the time you realize your opponent is stunned 
they may be on the ground.  If you keep in mind to look and listen for the 
effects of a successful stun and already have in mind your followup if it 
happens, you will find it easier to manage the followup in time.

* * *

-=Stagger Combos=-
        A select few moves in the game, when connected, force a crouching 
opponent into a standing position or send the opponent into a reeling 
animation when they connect.  It is sometimes possible to combo the opponent 
with strikes during his stagger if your timing is perfect, but since they 
force an opponent to stand, it's generally better to use staggers as...

* * *

-=Throw Setups=-
        The best use of a stagger is to set up a throw.  Since standard throws 
(A+G, B+G) are instant, and a stagger forces the opponent into a standing 
position, their only option is to escape the throw.  Once the opponent starts 
to escape your stagger -> throws, start using an uppercut or stun move after 
the stagger to major counter their missed throw attempt instead.


        Here I'll list the most important comboing facts about each character, 
and of course their combos.

a) Float Starters: This is the list of the moves that float the opponent 
substantially.  Some moves only float well on major counter, these will be 
listed with (MC) afterward.

b) Stun Moves: This is a list of all moves that stun on major counter.  Some 
characters can do a stun move after a sidestep, I'll list those with (SS) 

c) Stagger Moves: A list of moves that force a crouching opponent to stand.  
These lists are incomplete because I'm only going to list the *useful* stagger 
moves, i.e. those that leave your opponent open for a throw at the least.

d) Ground-hitting Normals: A list of moves that are not dedicated ground 
attacks that still hit downed opponents.  The majority of these moves do 
reduced damage on the ground hit.

* * *

-=Detailed Information Section=-
e) Details About Character: Here I'll list any weird or strange stuff to take 
into account when comboing with a certain character.  Moves that have odd 
effects that can't be described with exisiting notation might be seen here.

* * *

-=List Of Combos=-
        Here is where *some* combos that I have come up with will be listed.  
Generally, only the most damaging or cool combos will be listed.  Idiotic 
combos like "unblockable, pounce" that you might find in Dimension's 
'strategy' guide will be bitterly omitted.

        Combos are simply written as a string of move notations.  Obviously, the 
first move must connect as specified (normal hit or MC), and then the rest 
will connect if performed properly.  Number of hits and damage total will 
appear below.  (Lifebars are 250 points long, so a MC unblockable from 
Mitsurugi bestows instant death.  Try it!)  Any details about a particular 
combo will be written after it.  Keep in mind that any non-MC combo can be 
used in a MC situation, so if you're having trouble with a non-MC combo try it 
at first with 'counterhit' turned on.  It'll need different timing and you'll 
sacrifice a bit of damage, but you can work your way up to the more difficult 
non-MC combos using this technique.

        Lastly, at first I thought there were no weight considerations in 
floating in Soul Edge; it turns out after a little experimentation I was 
wrong.  81-kg Rock is sent just as high by an uppercut as 46-kg Mina, *but* 
Mina 'bounces' higher when hit *during* the float.  This makes long strings 
(3-4 hits) easier to do on lighter characters, but single-hit followups are 
the same difficulty on all characters.  For reference, here are the weights of 
the Soul Edge characters in order.  The only distinction that really needs to 
be made is that of the 'heavy' opponents.

Sophitia            Secret (She's very light.)
Seung Mina          46 kg
Siegfried           48 kg (Even with all that armor?)
Taki                55 kg (I think this value is in error.  Taki seems to 
                                         behave like a light character when floated.)
Li Long             55 kg
Mitsurugi           59 kg
Hwang/Han Myong     60 kg

"Heavy" opponents:
Voldo               79 kg
Cervantes/Souledge  80 kg
Rock                81 kg


Float Starters: d/f+B; f,F+B; WS+B; d/f+K(MC)
Stun Moves: None (!)
Stagger Moves: f+K
Ground-hitting Moves: None

-=Detailed Information=-                                                
        The sidekick's quick recovery and floating ability on MC makes it 
somewhat useful in close combat, especially against parry-happy opponents.  
The lack of a stun move makes him a somewhat sorry comboer.  The f+K is not to 
useful as stagger moves go as it hits high, but the f+K -> bitchkick combo 
looks sooo sweet.  Keep in mind that the crouch dash can be used for instant 
or delayed WS moves.

-=List Of Combos=-
d/f+B, A,A,A, d/f+K
Hits: 5   Damage: 86     Easy
Consistent, decent damage.  Recommended.

d/f+B, f,f+B, d/f+K
Hits: 3   Damage: 98     Hard
To me, the extra damage is not worth the difficulty in timing.

d/f+B(MC), b+A, d/f+K
Hits: 3   Damage: 116    Easy

d/f+B(MC), QCF+B, d/f+K
Hits: 3   Damage: 115    Easy
Recommended, as buffering the crouch dash is surprisingly easy.

d/f+B(MC), QCF+K, d/f+K
Hits: 4   Damage: 100    Easy

d/f+B(MC), f,f+A+B, d/f+K
Hits: 3   Damage: 131    Hard
Don't try this one unless you're already warmed up.

f,F+B(MC), A,A,A, d/f+K
Hits: 5   Damage: 133    Easy

f,F+B(MC), f,f+B, d/f+K
Hits: 3   Damage: 145    Medium

WS+B(MC), A,A,A, d/f+K
Hits: 5   Damage: 133    Easy

WS+B(MC), f,f+B, d/f+K
Hits: 3   Damage: 145    Medium
The recommended combo if you bait someone into eating a MC leaping uppercut.

d/f+K(MC), f,f+K, d/f+K
Hits: 3   Damage: 77     Medium
Unlike the combo below, this works at all ranges, but the timing is very fast.

d/f+K(MC), A,A,A, d/f+K
Hits: 5   Damage: 90     Hard
The sidekick must connect at pointblank range.

f+K(non-MC), B+G
Hits: 7   Damage: 104    Medium
This is a hard stagger to set up because the f+K hits high, but it can be done 
after a parry.  Two considerations if you want to connect this ultra-cool 
tick: don't throw too early, and do not dash forward after the kick hits.


-=Han Myong=-
Float Starters: d/f+B; f,F+B; WS+B; d/f+K(MC)
Stun Moves: d/b+B(MC)
Stagger Moves: f+K; f,F+A+B(MC)
Ground-hitting Moves: None

-=Detailed Information=-
Obviously, Han Myong is capable of whatever Hwang is.  Han Myong's f,F+A+B is 
an awesome stagger move, but only on major counter - the opponent is left 
stunned long enough for an easy dash in and throw, or other gruesome 

-=List Of Combos=-
Everything in Hwang's list, plus:

d/f+B(MC), u/f+B+K, d/f+K
Hits: 4   Damage: 108    Easy

f,F+B(MC) or WS+B(MC), u/f+B+K, d/f+K
Hits: 4   Damage: 138    Medium

d/b+B(MC), u/f+B+K, d/f+K
Hits: 5   Damage: 87     Easy

d/b+B(MC), d/f+B, A,A,A, d/f+K
Hits: 6   Damage: 108    Medium

d/b+B(MC), d/f+B, f,f+B, d/f+K
Hits: 4   Damage: 120    Hard

f,F+A+B(MC), d/f+B, A,A,A, d/f+K
Hits: 6   Damage: 161    Medium

f,F+A+B(MC), d/f+B, f,f+B, d/f+K
Hits: 4   Damage: 173    Hard

f,F+A+B(MC), B+G
Hits: 7   Damage: 153    Easy
You may need to dash in a little bit for the throw.  Don't worry, you have 
plenty of time.

f,F+A+B(MC), A+B, d/f+K
Hits: 4   Damage: 181    Hard
This hurts, but the combo below has somewhat easier timing.

f,F+A+B(MC), f+K, B+G
Hits: 8   Damage: 179    Medium
Now *here's* a way to guarantee that f+K you need, and it's not too difficult 
either.  Note that this entire combo is done on the ground and Han Myong spins 
around 3 full times. :)

Float Starters: f+B(MC); WS+B(MC); d/f+B; f+K; WS+K
Stun Moves: d/f+A(MC); WS+A(MC); SS,d/f+A(MC)
Stagger Moves: d/b+A; f+B (see notes); WS+B (see notes)
Ground-hitting Moves: f,F+A,B

-=Detailed Information=-
f+B and WS+B only stagger a non-guarding opponent.  I have throw followups 
listed for these moves, but f+A,A will combo too.  I will list the ground 
throw as the last hit of combos wherever possible, but remember that it can be 
escaped very easily.  (Use the u+K butt pounce instead if your opponent 
escapes your ground throws, and subtract 46 from the appropriate damages.)  
Any combo starting with d/f+A can instead be started with WS+A for 4 less 
damage points, but the reverse is not true.

-=List Of Combos=-

f+B(MC) or WS+B(MC), f,f+B, d/f+A+G
Hits: 4   Damage: 138    Medium

f+B(MC) or WS+B(MC), d/f+A or d/f+B, d/f+A+G
Hits: 4   Damage: 139    Hard

d/f+B(close), f+A,A,B, u+K
Hits: 5   Damage: 112    Medium
Unless the uppercut is a major counter, this combo does *not* work on heavy 
opponents.  Alternatively, you can leave out the B in the f+A,A,B - but then 
the damage begins to suck.

d/f+B(close), f,f+A,B
Hits: 5   Damage: 102    Medium

f+K, f+A,A,B, u+K
Hits: 5   Damage: 117    Medium
The B in this combo does not connect on heavy opponents or Mitsurugi, 
regardless of whether the knee counterhits.

f+K, f,f+A,B
Hits: 3   Damage: 107    Medium

WS+K, f,f+B, d/f+A+G
Hits: 4   Damage: 142    Medium

WS+K, d/f+A or d/f+B, d/f+A+G
Hits: 4   Damage: 143    Hard

d/f+A(MC), d/f+B, f+A,A,B, u+K
Hits: 6   Damage: 164    Medium
Leave out the B against heavy opponents, or use the below combo.

d/f+A(MC), d/f+B, f,f+A,B
Hits: 6   Damage: 154    Medium

d/f+A(MC), QCB+B+G
Hits: 3   Damage: 147    Medium

Hits: 8   Damage: 193    Hard
Yeah, you read that right: stun into Critical Edge.  Ow.  It is much, much 
easier if the stun move connects at the tail end of its range.

d/b+A(close), f,f, B+G
Hits: 3   Damage: 132    Medium
Though it looks weird, d/b+A does guarantee a throw if it hits from close 
enough to the opponent.  This looks even cooler from behind the opponent - 
Rock just sucks him into the nasty back throw.

f+B(close) or WS+B(close), B+G
Hits: 3   Damage: 115    Hard
It isn't possible to combo the QCB+B+G powerbomb, unfortunately, due to its 
startup lag.

d/f+A(MC), f+B, B+G
Hits: 4   Damage: 167    Hard

Float Starters: d/f+B; WS+K(MC)
Stun Moves: d/f+A(MC); WS+A(MC); SS,d/f+A(MC)
Stagger Moves: WS+B
Ground-hitting Moves: WS+B,B

-=Detailed Information=-
Taki is pretty straightforward.  One thing to note: A+K has two phases of 
recovery, first crouching and then standing.  The crouching phase of the 
recovery can be buffered into WS moves; if it is not, then the move recovers 
standing.  Odd.  At any rate, this is a plus as it allows an A+K knockdown to 
go into the WS+B,B ground attack for style points and extra damage.  The WS+A 
stun move can be substituted for the d/f+A (add 15 points of damage) but not 
the other way around.

-=List of Combos=-
d/f+B(close), A,B,K, d/f+K
Hits: 5   Damage: 99     Easy
This is just an example, as Taki has so damn many 3-hit strings that this 
float can be just about anything, so be creative.

d/f+B(far), B,B,A,K, d/f+K
Hits: 6   Damage: 107    Hard
You can only really do this if you just barely scrape the opponent with the 
tip of Taki's uppercut.  A non-heavy opponent helps too.

d/f+B(MC), B,B,A,K, d/f+K
Hits: 6   Damage: 123    Easy

d/f+B(MC), WS+B,B, d/f+K
Hits: 4   Damage: 105    Medium
You need to crouch & release while the opponent is in the air.  The first 
slash will hit the floating opponent and the second will connect on the 

WS+K(MC), B,B,A,K, d/f+K
Hits: 6   Damage: 141    Medium

WS+K(MC), A+K, WS+B(whiff),B(ground hit)
Hits: 4   Damage: 137    Medium
One of my fave Taki combos.  It's oh so easy and cool looking.

d/f+A(MC), QCB+B+G
Hits: 4   Damage: 127    Medium

d/f+A(MC), d/f+B, A,B,K, d/f+K
Hits: 6   Damage: 136    Easy

d/f+A(MC), A+K, WS+B(whiff),B(ground hit)
Hits: 4   Damage: 118    Medium

WS+A(MC), A+B+K, d,u+B+K
Hits: 9   Damage: 187    Hard
And I thought it was sick that Rock could do this.  The stun move *must* 
connect from a good ways away.

Hits: 2   Damage: 116    Hard
This is a tough stagger combo but it can be done - it helps to wait a bit 
before throwing.  If you're unsure of your ability, just add the second B 
instead.  Like Rock, the QCB+B+G headstomp does not combo due to startup time.

d/f+A(MC), WS+B, B+G
Hits: 3   Damage: 153    Hard
You need to crouch & release *while* the opponent is stunned.  Sweet damage 
(168) if you use WS+A and are too close for the Critical Edge stun followup.



Float Moves: d/f+B; f,d,d/f+A; f,d,d/f+B; WS+B
Stun Moves: SS,d/f+A(MC); WS+A(MC)
Stagger Moves: f+K
Ground-hitting Moves: u/f+K,B

-=Detailed Information=-
Note that Sophitia's d/f+A is only a stun move if it is linked after a 
sidestep.  WTF???  Fortunately, WS+A does not have such a limitation and the 
two are pretty much interchangeable unless you want to tick with the f+K 
afterwards.  WS+B has surprisingly short recovery if buffered properly - so 
short that it can be considered a MC d/f+B for float purposes.  The A+G throw, 
when done on a *male* opponent, guarantees the d/f+B,B,B,B ground stabs, but 
B+G, d+A+B+K still does more damage.  Other than that, I hope you've practiced 
your dragon punches...

-=List of Combos=-
d/f+B, f+A, d/f+B,B,B,B
Hits: 6   Damage: 84     Easy
Unfortunately this is the best option I've found after a non-MC uppercut.  
d/f+B, A,A,B was possible (and easy) in the arcade version but is not on the 
PSX.  Soul Edge Ver. 2.1?

d/f+B(MC), b+B, d/f+B,B,B,B
Hits: 6   Damage: 103    Easy

d/f+B(MC), f,d,d/f+A, d/f+B,B,B,B
Hits: 6   Damage: 107    Medium

d/f+B(MC,far), f,d,d/f+B, d/f+B,B,B,B
Hits: 6   Damage: 114    Hard
The very tip of the uppercut has to hit or Sophitia will dash under the 
falling opponent.

d/f+B(MC,far), u/f+K,B
Hits: 3   Damage: 114    Hard
Again, the uppercut barely grazes the opponent.

f,d,d/f+A, f+A, d/f+B,B,B,B
Hits: 6   Damage: 94     Medium

f,d,d/f+B, f+A, d/f+B,B,B,B
Hits: 6   Damage: 103    Easy

f,d,d/f+B, f,d,d/f+A, d/f+B,B,B,B
Hits: 6   Damage: 109    Hard
Both dashing uppercuts in one combo!  Major style points.

WS+B, b+B, d/f+B,B,B,B
Hits: 6   Damage: 91     Medium

WS+B, f,d,d/f+A, d/f+B,B,B,B
Hits: 6   Damage: 95     Hard
The timing on this combo is so quick, your opponent will hardly know what 

WS+B(MC), u/f+K,B
Hits: 3   Damage: 122    Medium
My fave Sophitia combo.  Unlike the d/f+B(MC) starter, WS+B works from 

WS+B(MC), A+B+K, d/f+B,B,B,B
Hits: 9   Damage: 124    Hard
The "Valle Critical Edge."  Looks intimidating, but the damage is certainly 
not worth wasting 1/3 of your sword meter on. :(

WS+A(MC), B+G,d+A+B+K
Hits: 3   Damage: 136    Easy

WS+A(MC), d/f+B, f+A, d/f+B,B,B,B
Hits: 7   Damage: 136    Easy

WS+A(MC), f,d,d/f+A, f+A, d/f+B,B,B,B
Hits: 7   Damage: 146    Medium

f+K, B+G,d+A+B+K
Hits: 3   Damage: 96     Hard
Like Hwang, Sophitia's f+K guarantees a throw.  Timing is about the same.


Float Starters: d/f+B; f,F+B; WS+K
Stun Moves: d/f+A(MC); SS,d/f+A(MC); WS+B(MC)
Stagger Moves: None
Ground-hitting Moves: None

-=Detailed Information=-
Even with all those strings, Mitsurugi is a fairly uninteresting comboer.  
Most of his combos are stolen from Hwang.  Those that aren't involve stuns; 
in the ones I have listed, d/f+A can be replaced by WS+B but not vice versa.
The hit animation on a non-MC WS+B may look throwable, but unfortunately it is 
not guaranteed.  Doesn't mean you can't try, though...

-=List of Combos=-
d/f+B, A,A,A, d/f+B
Hits: 5   Damage: 81     Easy

d/f+B, f,f+B, d/f+B
Hits: 3   Damage: 97     Hard

d/f+B(MC), b+A, d/f+B
Hits: 3   Damage: 109    Easy

d/f+B(MC), b+K,B, d/f+B
Hits: 4   Damage: 106    Easy

d/f+B(MC), f,f+A+B, d/f+B
Hits: 3   Damage: 124    Hard
This combo is a little bit easier than with Hwang thanks to quicker uppercut 

f,F+B(MC), A,A,A, d/f+B
Hits: 5   Damage: 141    Easy

f,F+B(MC), f,f+B, d/f+B
Hits: 3   Damage: 157    Medium

WS+K, A,A,A, d/f+B
Hits: 5   Damage: 70     Easy

WS+K, f,f+B, d/f+B
Hits: 3   Damage: 81     Hard

d/f+K(MC), A,A,A, d/f+B
Hits: 5   Damage: 90     Hard
The sidekick must connect at pointblank range.

d/f+A(MC), d/f+B, A,A,A, d/f+B
Hits: 6   Damage: 103    Easy
This is pathetic damage for a stun combo.

d/f+A(MC), d/f+B, f,f+B, d/f+B
Hits: 4   Damage: 119    Hard

Hits: 3   Damage: 129    Medium

WS+B(MC), QCF+K, A,A,A, d/f+B
Hits: 6   Damage: 126    Medium

WS+B(MC), QCF+K, f,f+B, d/f+B
Hits: 4   Damage: 142    Hard

WS+B(MC,far), A+B+K,HCF+B+K
Hits: 8   Damage: 187    Hard
The farther away you are from your opponent, the easier this is.


Float Starters: d/f+B; f,f+K; WS+B; b,b+B,B (back hit)
Stun Moves: d/f+A(MC); SS,d/f+A(MC)
Stagger Moves: b,b+B
Ground-hitting Moves: b,b+B; f,F+A+B

-=Detailed Information=-
        Range dependent uppercut (there are three versions) means you want to 
combo from close range.  Here's approximately how the different uppercuts 

d/f+B     Close     Medium    Far       Close(MC)      Medium(MC)     Far(MC)
Damage    40        35        30        60             52             45
Height    Medium    Low       None      High           Medium         Low

Only the medium and high floats can be followed up in the air.  Follow a low 
float with the b,b+B ground attack.  The 35-point uppercut will always occur 
when linked after a sidestep.

Ziggy's d/f+A stun move is range-dependent, too, making stun -> uppercut way 
harder than it needs to be. :(  d+A+G is the only throw in the game that 
guarantees a ground attack every time, but it must be the u+A or u+B 

d/f+B(close), f+A, f,f+A+B
Hits: 3   Damage: 100    Easy

d/f+B(mid-range,MC), f,f+K, f,f+A+B
Hits: 3   Damage: 118    Hard

d/f+B(close,MC), f+B, f,f+A+B
Hits: 3   Damage: 135    Hard

WS+B, f+A, f,f+A+B
Hits: 3   Damage: 95     Medium

WS+B(MC), f+B, f,f+A+B
Hits: 3   Damage: 127    Hard

f,f+K, f+A, f,f+A+B
Hits: 3   Damage: 106    Medium

d/f+A(close,MC), A,A
Hits: 3   Damage: 102    Easy
Siegfried has virtually no options after a successful stun.  The opponent is 
pushed too far away for a close-range uppercut or throw to connect.  

b,b+B, f,f, B+G
Hits: 3   Damage: 147    Medium
This works no matter where the b,b+B hits from, but you may need to stick a 
dash in to close distance.

b,b+B, d/f+B, f+A, f,f+A+B
Hits: 4   Damage: 163    Hard
Unlike the above combo, Ziggy must be right next to the staggering opponent to 
score a close-range uppercut, as there is no time to dash in.

d+A+G, b,b+B(ground hit)
Hits: 2   Damage: 99     Hard
This is nearly impossible to connect on an opponent that knows to roll to the 
side, but a bug(!) in the game gives you huge damage on the ground attack if 
you do.

b,b+B(back hit),B, f+A, f,f+A+B
Hits: 4   Damage: 207    Easy (hahaha)
This is the most damaging non-recursive combo in the game, and rightly so, as 
your opponent must be braindead enough to let you hit them with a slow-assed, 
perfectly vertical attack, IN THE BACK.  Anyone that eats this combo deserves 
it. 8)


-=Seung Mina=-
Float Starters: d/f+B; WS+B
Stun Moves: WS+A(MC)
Stagger Moves: f+K
Ground-hitting Moves: b+B,d+A+B; u/f+A+B

-=Detailed Information=-
There's nothing unusual to note about Mina.  You might want to try using the 
unblockable as a ground attack if your opponent doesn't know to roll to the 
side.  d/f+B and WS+B are interchangeable with WS+B doing 1 point more damage.

d/f+B, A+B, d/f+K
Hits: 5   Damage: 95     Easy
You must be reasonably close to the opponent.

d/f+B, f+A,K, d/f+K
Hits: 4   Damage: 98     Medium
You must be quite close to the opponent.

d/f+B(MC), u+A+B, d/f+K
Hits: 3   Damage: 117    Easy

d/f+B(MC), d/f+A, d/f+K
Hits: 3   Damage: 122    Medium

WS+A(MC), d/f+B, A+B, d/f+K
Hits: 6   Damage: 155    Easy

WS+A(MC), d/f+B, f+A,K, d/f+K
Hits: 5   Damage: 158    Medium

f+K, B+G
Hits: 2   Damage: 107    Medium


-=Li Long=-
Float Starters: d/f+B; f,F+B; WS+K
Stun Moves: d/f+A(MC); SS,d/f+A(MC); WS+A
Stagger Moves: None
Ground-hitting Moves: None

-=Detailed Information=-
Li Long is quite the comboer.  I'll only list the most damaging combos here, 
but there are many many more in Graham Frederick's Li Long guide.  Any combo 
beginning with d/f+A can be started with WS+A instead for 4 points less 

d/f+B, f+B,B, d/f+K
Hits: 4   Damage: 99     Easy

d/f+B(MC), B,B,B, d/f+K
Hits: 5   Damage: 120    Easy

d/f+B(MC), f,f+B, d/f+K
Hits: 3   Damage: 121    Medium

f,F+B, f+B,B, d/f+K
Hits: 4   Damage: 120    Medium

WS+K, f+B,B, d/f+K
Hits: 4   Damage: 90     Easy

WS+K(far), B,B,B, d/f+K
Hits: 5   Damage: 94     Medium

WS+K(MC), f,f+B, d/f+K
Hits: 3   Damage: 108    Easy

d/f+A(MC), B+G
Hits: 3   Damage: 140    Medium

d/f+A(MC), d/f+B, f+B,B, d/f+K
Hits: 5   Damage: 159    Easy

d/f+A(MC), f,f+B, f+B,B, d/f+K
Hits: 5   Damage: 180    Hard

WS+A(MC), QCB+B,b+B, U+A or U+B
Hits: 4   Damage: 162    Hard
Not really worth the difficulty, but successfully comboing into the turnaway 
stabs should piss off your opponent.

Float Starters: d/f+B; d/b+K; WS+B(MC)
Stun Moves: WS+A(MC)
Stagger Moves: f,F+A+B+G
Ground-hitting Moves: f,F+A+B+G,K

-=Detailed Information=-
Voldo combos like the sick bastard he is.  The f,F+A+B+G makes him the king of 
stagger combos - it can be followed up with nearly anything, including 
*another* f,f+A+B+G.  Can you say 'recursive combo'?  I knew you could.  
Always, always use d/b+K as your float starter rather than d/f+B because it 
floats high even without major counter and cannot be parried.

-=The 'Infinite' Combo=-
f,f+A+B+G repeatedly.  For the record, this is *hard as hell* to do, probably 
the hardest combo in here, and you have to keep it up for a while as each 
hit only does 30 damage.  So in my opinion this is not Cheap(tm), Cheesy(tm), 
or Bullshit(tm), as it takes some bad-ass timing to do and your opponent can 
block and punish if you mess up.  I've included only non-f,f+A+B+G followups 
to f,F+A+B+G in the list here, but if you're feeling lucky, you could insert 
any number of f,f+A+B+G iterations in them for extra damage before you finish 
with your float/powermove/throw/whatever.  (My record is four in a row, but I 
haven't tried very hard.)

d/b+K, A,A,B, d/f+A,A,A
Hits: 7   Damage: 88     Easy

d/f+K, f,f+A+B+G,K(ground hit!)
Hits: 3   Damage:        Medium
This combo is pure silliness.  A last minute editing mistake caused me to lose 
the damage on this one, sorry.

WS+B(MC), A,A,B, d/f+A,A,A
Hits: 7   Damage: 120    Easy

Hits: 8   Damage: 155    Easy

WS+A(MC), d/b+K, A,A,B, d/f+A,A,A
Hits: 8   Damage: 145    Easy

f,F+A+B+G, f,f+B, d/f+A,A,A
Hits: 5   Damage: 120    Medium

f,F+A+B+G, d/b+K, A,A,B, d/f+A,A,A
Hits: 8   Damage: 118    Easy

f,F+A+B+G, QCF+B+G
Hits: 8   Damage: 128    Easy

WS+A(MC), f,f+A+B+G, f,f+B, d/f+A,A,A
Hits: 6   Damage: 177    Medium

WS+A(MC), f,f+A+B+G, d/b+K, A,A,B, d/f+A,A,A
Hits: 9   Damage: 175    Medium

WS+A(MC), f,f+A+B+G, QCF+B+G
Hits: 9   Damage: 185    Medium


Float Starters: d/f+B
Stun Moves: f,F+B; WS+A
Stagger Moves: None
Ground-hitting Moves: f,F+B+K

-=Detailed Information=-
Without a lot of options, Cervantes is one of the less interesting combo 
makers.  His d/f+B uppercut does not float well unless you are fairly close.
One mark in his favor is that his stun moves, f,f+B and WS+A, are completely 

d/f+B, A,A,A, d/f+A+B
Hits: 5   Damage: 90     Easy

d/f+B(MC), B,B,B, d/f+A+B
Hits: 5   Damage: 128    Easy

d/f+B(MC), f,d,d/f+B
Hits: 3   Damage: 118    Hard
This is one of my favorite combos in the game.  It looks brutal and IS brutal, 
handing out quite a load of damage for a float-only combo.  If you land behind 
your opponent, you can quickly turn around and probably sneak in the ground 
attack, or simply keep your back turned and do some rockin' blindfighting.

f,F+B(MC) or WS+A(MC), B+G
Hits: 3   Damage: 134    Easy

f,F+B(MC) or WS+A(MC), d/f+B, A,A,A, d/f+A+B
Hits: 6   Damage: 144    Easy

f,F+B(MC) or WS+A(MC), f,d,d/f+B, d/f+A+B
Hits: 4   Damage: 157    Hard
You must be far from the opponent for this to work.


-=Soul Edge=-

Float Starters: d/f+B
Stun Moves: f,F+B; WS+A
Stagger Moves: None
Ground-hitting Moves: f,F+B+K; b+A+B

-=Detailed Information=-
Being simply a meaner version of Cervantes, Soul Edge can do any combo that 
Cervantes can.  He's faster, so most combos become easier, and using the 
teleport as a ground attack can tack on some extra damage, but it's risky.
Unlike Cervantes, Soul Edge's QCB+B torpedo attack is instant, so it can be 
used in a combo.

d/f+B, A+B,B,B, d/f+A+B
Hits: 6   Damage: 118    Hard
This combo is flaky, but the damage is impressive (note no MC necessary).

That's the end of the combos.  Please read the rest.

-=Special Thanks=-

Of course, I'd like to send shouts out to a few folks:

Namco, for making a pretty decent game.

Donny CHAN ( for noting the sexist properties of 
Sophitia's A+G throw so long ago.

Justin Pierce ( for coming up with a few of these, most 
notably the Voldo d/b+K, f,f+A+B+G,K silly-assed combo.

Joel Turner for being a punching bag to help me practice the Voldo infinite.

A HUGE thanks goes to James Chen ( for his allowing me to 
use the format of his excellent X-Men Vs. Street Fighter Combo FAQ.  I did not 
realize that combos alone could comprise a FAQ until I read Mr. Chen's work, 
and I highly suggest you check his Combo FAQs out if you have any interest in 
Capcom's Marvel Universe games.

YOUR NAME could be here if you send me a cool combo! (such an incentive, eh?)

-=In the Next Version=-

I think I want to change the format of the combos to include the damage of 
each individual move, eliminate some of the redundant combos, and obviously, 
MORE combos would be a nice thing to have.  If you have any that do at least 
as much damage as those in here presently, PLEASE drop me a line at  Heck, shoot me any kind of comments you have on this guide, 
did you like it, hate it, what could be improved, etc.  Thanks very much for 

--- cut here ---

Dave Connoy
The Stage of History is back!  However, it will see updates only very 
Also, a big "Up Yours!" to the ripoff artists responsible for Dimension 
  Publishing's Official Lame Excuse For a Soul Blade Strategy Guide.