There is a lot of good info out there and it’s spread around a lot of different threads, both in Soki’s forum and on the rest of the TvC board. I thought I should compile what I know so far, and what we all learn by contributing from here on out. If you have any questions, comments, additions, or anything else, please post up so we can figure out all the craziness.
I might compile a few of the combos that I’ve already capped into a longer video. Not a hardcore combo vid per se, but more so for easy reference.
[ Jump In ]
So you have a few options for jumping in and starting combos. I use the same starter in basically all of my clips, and that is j.C -> IAD B. You can also j.C~B if you hit the C on the way up. It’s a bit trickier, and with practice, you really should be able to get the first starter pretty easy. Other than that, you can always jump C, air dash C (IAD is too low, so jump higher), or even just jump in with B. Up to you.
[ Loop Options ]
So there are 2 versions of both the Normal Mode Loop and the Oni Mode Loop - mid-screen and corner. They require a certain type of air hit to initiate, but once you get it going, it’s very simple to execute.
Mid-screen the loop is B3C, BC3C -> Air Combo (so only 2 reps)
In corner, it’s BC3C, B3C, B3C, B3CC -> Air Combo (4 reps).
Both combos can be rendered impossible if you add too many air hits before the loop attempt. Keep that in mind.
Although getting into the loop is trickier than than just launching, there are a few easy ways to do it. What must be done is that you need to get the opponent into a low-bouncing air state. You can’t simply launch and go right into the loop as the opponent will be too high. Even if you get them into the air, the 3C part of the loop will launch them out of range for the next B. In order to get this special low-bouncing state, you need an assist that will knock them into the air in a certain way, or you can hit them out of a stagger with an air attack.
- Baroque Method -
Example: DP+A (stagger), BRQ, jump B. This is the absolutely the most effective way to get into the loop.
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In this video, you can see (combo) -> DP+A -> BRQ, IAD B, land, B3C, BC3C -> air combo. You do NOT need to do the IAD B, but it’s stylish, so I did it anyway. If you are having trouble getting BRQ, 9B, land, B3C, try adjusting when you jump. You don’t have to do it super fast.
[media=youtube]Hz2ue7dk3Dg"[/media]
Here is the corner variation. Very simple as well. You can see 4 loops into air combo. No meter required, just a BRQ. Again, you don’t have to IAD B but it looks cool!
Here is another way to use BRQ to get into both midscreen and corner loops.
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This is pretty much the easiest method so far. Remember that you only get 2 loops if you do it midscreen.
Here’s method 3.
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Another variation off 22C -> BRQ. Works pretty nicely and you have more than enough time to dash in and B3C. You can start with dash 3C if you want, but it’s much harder and inconsistent. I recommend just doing dash B3C, B3C… etc.
- Assist Method -
This one is pretty obvious. Call a multi-hitting assist to get them into the low-bouncing state and then proceed!
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Here, Polimer comes in, Soki jumps 9 and does a falling B into the loop. Simple.
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The only thing to notice in this combo is that I did not finish the loops with BC3C. Instead I used B3C. There is nothing special about that aside from forgetting to do the extra hit!
- Hop Kick Method -
If you don’t have BRQ or Assist, or you don’t want to use either, or you are going for massive style points, you can also perform the “hopkick” method. Basically, you DP+A to cause the stagger, and then you jump AB -> IAD B, land, B3C… etc. This method is extremely hard, but it’s super stylish and it doesn’t cost anything.
Example: (combo) -> DP+A, 9AB -> IAD B, land, B3C …
[media=youtube]yB_2o3Vf0lg"[/media]
Should be self-explanatory, however, you need to know that when you use this method, many times the opponent will cross under you during the first B3C. However, you MUST do the 3C in the direction you were ORIGINALLY facing, or you will get a 1C and fail to initiate the loop. Interesting little tidbit.
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There are a couple of things to notice here. The first is that the hopkick used is 8A and not 9A. Secondly, because the hopkick method uses 3 air hits to put them into the low-bouncing state, you are only able to get 3 reps of the loop instead of 4.
- Crash Method -
If you ever want to just waste meter for style points…
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This only works in the corner.
- Oni Mode Variations -
In Oni Mode, because of Absorb (P during ONI), Soki can perform 10 reps of the Loop. However, there is a special way to do it. The first 3 Loops are business as usual:
B3C, B3C, B3C…
… but from the 4th on, you must start using Absorb Cancel (B3C~P etc).
The entire sequence is:
(combo) -> DP+A -> BRQ, IAD B, land, BC3C, B3C, B3C, BC3C~P, B3C~P, B3C~P, B3C~P, B3C~P, B3C~P, BC3C -> aircombo.
[media=youtube]3uQJLrJHodI"[/media]
There are actually a couple of ways to get into the Oni Mode loop and I’ll probably cap the others. However, the combo listed here is the easiest to do. I’ll expand this section in the future, including ways to combo into the Oni Mode Loop from Normal Mode.
[ Combos ]
… I’ll enhance this section later. However, you should know your basic combos =D.
- General -
Pretty straightforward Soki combo. No Assist, No Meter, No BRQ.
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- Freestyle -
This combo is pretty much the hardest combo I’ve captured to date (which isn’t saying too much). Basically 100% dmg on Ippatsuman. Only 2 meter’s used.
If you look closely, after the DP+A, you’ll see 9AB, then jump BACKWARDS, then instantly dash FORWARDS (wtf) B, land B into 2 loops. The final section into the 360 reset is harder because there are so many hits up to that point, the opponent falls at a crazy rate. Getting the timing on the grab was rough.
[media=youtube]8hc8rmS22r8"[/media]
- Rampage Trick -
The Rampage Trick is when you hit with the first part of 623+PP and the second hit whiffs, leaving the opponent staggered for a crazy amount of time. This stagger is NOT the same as 623A which means you can actually use both staggers in the same combo.
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- Touch of Doom -
Touch of Doom is a term influenced by Toe Kick of Doom in Virtua Fighter (Jeffery Technique). In VF, the Toe Kick hits from super max range and then Jeffery warps in for the follow up. I found that idea consistent with Soki when doing 6C~A+B because you can hit from 4/5’s screen and continue a combo using BRQ. The trick to “ToD” is using Baroque to cancel the Issen, and then jumping away from the opponent and hitting with j.B, canceling into IAD B and landing. This actually sets up the loop options.
Example: 6C~B+C -> BRQ, 7B -> IAD B, land, B3C…
[media=youtube]BDWpHFrzAFg"[/media]
The first combo shows 4/5th screen reach into a pretty cool follow-up!
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Here’s a 4/5th screen ToD into VAR into Polimar reset. Nice dmg!?
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This version shows a combo into ToD. It also does 100% on poor Joe the Condor =(.
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Well, it has armor… it wall bounces… and you can continue the combo after a ToD. YEA!
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Just to see if I could do it. Will add super onto the end later… but I felt this one was cool to end with the final Issen!
- Silly -
Here’s the spot to showcase random stuff!
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I don’t recommend trying this in a real match, however, this combo serves an interesting purpose. You can see how Soki is DHC’ed in and juggles with the first part of his 236PP, however, Polimar is DHC’ed back in after Soki’s super does its last upwards hit. This prevents the opponent from teching out and allows Poli to come back in and finish up!
Here’s another ridiculous combo!
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Yea… who knows.
… more to come!