Soulcalibur VI/Zasalamel/Strategy: Difference between revisions

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== Combat Lessons ==
----- Basic Overview -----
=== Fighting Style ===
One of Zas's strengths is limiting movement. He can keep the opponent still with his fast horizontals, pull in moves, pokes with good coverage, and very powerful ring out game (especially reverse ring outs).
An ancient fighting style, characterized by swift blows and potent strikes that
allow a practitioner to dominate a fight at any distance. The scythe's unique
shape also enables vicious pulls to force opponents close, breaking their morale
with a sudden, terrifying proximity.


The style also incorporates curses and ancient magic, some ofwhich can even
Once the opponent is conditioned to slow down and wait, Zas can enforce grabs, low pokes, CH fishing tools, and moving around on his terms to really get into the opponent's head.
temporarily rip someone out of the very fabric of time. Victims of this sorcery are
defenseless against a deadly coup de grace. Indeed, the combination of martial
might and magic are this style's most formidable weapon.


=== Style Lesson: Beginner ===
Curses make Zas go from great to pretty damn bonkers. You can put up to 3 curses on an opponent, and all of them get used up at once when you use a move that can freeze time. Curses are mainly obtained by landing moves that combo into 6K (usually from CH fishing, catching movement, and block/whiff punishment). They don't carry over between rounds.
==== Control the Battle with Sweeping Feints ====
At the start of the battle, perform a Damnation of Ereshkigal (6AA). This
move allows you to act again before your opponent, whether it hits them or they
guard it. If they move out of the way, Ilabrat's Sapara (4A) and Judgment of
Shamash (33_66_99A) are useful for stopping them in their tracks.


{{MoveData
Stacking 2 curses on an opponent gives him access to a powerful low in 1BB, stronger normal hit whiff punishment in 4AB and 66A+BB, extra combo damage with 46BB extensions and a even stronger ring out game with 1BB, 4AB and SAB into follow ups.
|name=Damnation of Ereshkigal
|input=6AA
|image=
|data=
{{KeyMove-SCVI
|moveid=zas-5
}}
}}
{{MoveData
|name=Ilabrat's Sapara
|input=4A
|image=
|data=
{{KeyMove-SCVI
|moveid=zas-14
}}
}}
{{MoveData
|name=Judgment of Shamash
|input=33_66_99A
|image=
|data=
{{KeyMove-SCVI
|moveid=zas-101
}}
}}


If you make contact with a 4A, you will drag your opponent closer, letting you
Some of Zas's weaknesses are his lack ranged block punishment at i12/i14, and his damage isn't massive outside of curse combos & certain LHs.
dominate the fight at close range. If you hit them with a
33_66_99A, you can combo with a Hound of Tiamat (6K),
allowing you to stay on the offensive while dealing damage.


{{MoveData
----- Standing Block Punishment -----
|name=Hound of Tiamat
i12: 6K°, AA, KK, 2A.
|input=6K
i14: b:K.
|image=
i16: 46B, 3AB, 66K, SA.
|data=
i18: 8B+K.
{{KeyMove-SCVI
i20: 6BK, 3B, 44A+B
|moveid=zas-56
i22: 6B+KA, 66A+BB
}}
}}


=== Style Lesson: Adept ===
----- Crouching Block Punishment -----
==== Curse Your Opponent with a Quick Attack ====
i12: 6K°, wrKB.
Some attacks in this style can curse your opponent up to a maximum of three
i14: FC 3K.
times, regardless of whether the attacks hit successfully or are blocked. You can
i16: 46B, SA.
verify how many times your opponent has been cursed by the number of purple
i18: 8B+K.
orbs floating around them. Once you drag an opponent closer, you can curse
i20: 6BK, 44A+B.
them with the quick Hound of Tiamat (6K).
i22: 6B+KA, 66A+BB.


==== Cast Magic on a Cursed Opponent ====
°Using 6K to apply a curse is sometimes more worth it than your other block punishment up until i18. At i20, use 6BK - 6K to apply a curse.  
When your opponent is cursed, you can cast magic on them; the more curses, the
stronger the effects of the magic. Curse them twice to be able to perform the low
attack Lilitu's Ingress (on cursed opponent 1BB) into the middle attack
Belit—Sheri's Ingress (on cursed opponent 46BB), an effective way of
getting past your opponent's guard. If your opponent stubbornly guards your curse attacks, curse them with the
Uridimmu‘s Howl (6A+GK) throw instead.


{{MoveData
----- Whiff Punishment  -----
|name=Lilitu's Ingress
|input=1BB on Cursed
|image=
|data=
{{KeyMove-SCVI
|moveid=zas-36
}}
{{KeyMove-SCVI
|moveid=zas-37
}}
{{KeyMove-SCVI
|moveid=zas-38
}}
}}
{{MoveData
|name=Belit—Sheri's Ingress
|input=46B on Cursed
|image=
|data=
{{KeyMove-SCVI
|moveid=zas-42
}}
{{KeyMove-SCVI
|moveid=zas-43
}}
{{KeyMove-SCVI
|moveid=zas-44
}}
}}
{{MoveData
|name=Uridimmu‘s Howl
|input=6A+GK
|image=
|data=
{{KeyMove-SCVI
|moveid=zas-100
}}
}}


=== Style Lesson: Master ===
6B+KA, 6BK, 22B, 66A+BB, 44A+B, 46BB, FC 3K, 4K LH °
==== If Your Opponent Misses an Attack, Curse Them ====
When your opponent feints with a long-range attack, use the 8—way run to evade
it, then punish them with a Nergal's Talon (6BB). Hitting them with the tip
of your weapon will result in a lethal hit, allowing you to follow up with a
Command of Tiamat (3K) and curse them.


{{MoveData
°The condition for 4K's LH is when you use it as a whiff punish or CH vs a 'heavy' attack (any move that would be level 1 on GI).
|name=Nergal's Talon
----- Reading Movement -----
|input=6BB
|image=
|data=
{{KeyMove-SCVI
|moveid=zas-31
}}
}}
{{MoveData
|name=Command of Tiamat
|input=3K
|image=
|data=
{{KeyMove-SCVI
|moveid=zas-57
}}
}}


==== Aim for a Ring Out ====
3AB, 3AK, 66A, 6AA, 6AB, iFC 3K, 4A.
This fighting style utilizes many moves that make the most of the scythe's unusual
shape and also allow you to throw your opponent out of the ring behind you.
Landing Hook of Namtar (3AB) as a counter hit or using Kingu the Sly Lord
(4A+G) will cause you to switch places with your opponent, and if you have
your back to the edge of the ring, you can easily get a ring out and claim victory.


{{MoveData
----- Tools Against Standing Guard -----
|name=Hook of Namtar
|input=3AB
|image=
|data=
{{KeyMove-SCVI
|moveid=zas-8
}}
}}
{{MoveData
|name=Kingu the Sly Lord
|input=4A+G
|image=
|data=
{{KeyMove-SCVI
|moveid=zas-92
}}
}}


===Critical Edges===
Grabs/side grabs, 11B, 214B+K, B+KK, B+KG, 1B, 2B+K, 1A. SC 1AB, SC grabs, 1BB TS2/3 Detailed ⁠conditioning-adapt-abare
==== The Voice from the Abyss: Variation, First Threshold, Second Threshold, & Third Threshold ====
===== Properties =====
While slow, it has guard impact properties and can hit while parrying your
opponent's attack. Even if your opponent guards, you still get to react before
them, giving you a good opportunity to curse them. The guard impact properties
that the attack has and the damage it deals depend on the number of curses
inflicted.


* No curses: Guard impact properties vs. middle, low attacks.
----- Curse Applying Tools -----
* 1 curse: Guard impact properties vs. high, middle, low attacks.
* 2 curses: Guard impact properties vs. high, middle, low attacks. Restores guard stamina.
* 3 curses: Resistance impact properties vs. high, middle, low attacks. Restores guard stamina.


{{MoveData
6K, 3K, A+BK, B+KK, RE K, 6A+GK, SC 2A+B, SC B+KB, CE.
|name=The Voice from the Abyss Variation / 1st Threshold / 2nd Threshold / 3rd Threshold
|input=A+B+K
|image=
|data=
{{KeyMove-SCVI
|moveid=zas-135
}}
{{KeyMove-SCVI
|moveid=zas-136
}}
{{KeyMove-SCVI
|moveid=zas-137
}}
{{KeyMove-SCVI
|moveid=zas-138
}}
}}


Using the attack will remove any curses inflicted, so time when you use it well.
Plus these moves that combo into 6K:


==== The Voice from the Abyss ====
CH 6AB, 66A, 6BK, FC 3K, 6B+KA, 214B+K and any launch combo enders. Details ⁠applying-curses  
===== Properties =====
Using the attack with 6A+B+K will allow you to perform a critical edge
without removing curses. If you want to save your curses use this input.


{{MoveData
----- Curse Spend Options -----
|name=The Voice from the Abyss
|input=6A+B+K
|image=
|data=
{{KeyMove-SCVI
|moveid=zas-139
}}
}}


===== Tips =====
1BB, 46BB, 4AB, 66A+BB, RE BB, SAB. Details ⁠spending-curses
Drag an opponent close to you from a distance and then strike. If your opponent
anticipates your strategy and performs a quick attack, parry it with a critical edge.


=== Soul Charge ===
----- Post GI options -----
==== Use Soul Charge Moves to Overwhelm Your Opponent ====
Your hidden magical powers unlock during a soul charge, giving you access to
moves impossible for a normal person to perform. Void Nova (during soul charge A+B) is a break attack that drags your opponent towards you from a distance;
it also gives you the ability to move before your opponent regardless of whether
your attack hits or is blocked. If you succeed in drawing your opponent close, deal
a huge amount of damage with a Fatal Gravity (during soul charge 236 or 214A+G), an Ode to Humbaba (during soul charge 3AKB), or a Ceremonial Sacrifice (during soul charge 1AB).


{{MoveData
level 1: +8. Frame advantage
|name=Void Nova
level 2: +16. 46B/66K vs no reGI, wait and punish vs reGI/RE.
|input=SC A+B
Level3: +28. 6B+KA/44A+B/66B+K LH vs no reGI, 2A+B/wait and punish vs reGI/RE.
|image=
|data=
{{KeyMove-SCVI
|moveid=zas-147
}}
}}
{{MoveData
|name=Fatal Gravity
|input=SC 236A+G/214A+G
|image=
|data=
{{KeyMove-SCVI
|moveid=zas-152
}}
{{KeyMove-SCVI
|moveid=zas-153
}}
}}
{{MoveData
|name=Ode to Humbaba
|input=SC 3AKB
|image=
|data=
{{KeyMove-SCVI
|moveid=zas-145
}}
}}
{{MoveData
|name=Ceremonial Sacrifice
|input=SC 1AB
|image=
|data=
{{KeyMove-SCVI
|moveid=zas-146
}}
}}


==== Abyssal Punishment & Ingress of the Abyss ====
----- Guard Damage Game -----
Soul attacks in which you use magical power to levitate your scythe in the air and
slice the opponent from above. You become soul charged upon hit, and can also
freeze time with B if your opponent has been cursed.


{{MoveData
4A - 10%, 22A - 10%, 6BB - 11%, 66B - 9%, 44(B) - 15%,  4B+K - 15%
|name=Abyssal Punishment / Ingress of the Abyss
|input=236A+B+K/236A+B+KB on Cursed
|image=
|data=


{{KeyMove-SCVI
6BB, 3AK, 9B, 44[B], RE B burst giving 44[B] LH combo.
|moveid=zas-140
}}
{{KeyMove-SCVI
|moveid=zas-141
}}
{{KeyMove-SCVI
|moveid=zas-142
}}
{{KeyMove-SCVI
|moveid=zas-143
}}
}}


===Reversal Edge===
----- Ring Out Options -----
==== Take Control of the Battle ====
Use 4 during the animation of B+G after inflicting a curse to change up the
attack, causing any curses on the opponent to explode and damage them. Using a
reversal edge when the opponent hasn't attacked will leave you open, but if
they've been cursed, this attack will protect you from being punished.


==== Following Up with A ====
Front: 46B, launch - b:K - 46:B
Of the three follow-ups, this is the easiest to use. When it hits, you can continue
Left: launch - K6
to attack with an Adad's Great Shears (facing away B+K). Even if your
Right: 22KK, BT B+K, 4B:B BT A
opponent guards, you will be able to initiate your next move first, providing you
RRO: CH 3AB, CH 4B:B, wrB, 44A+B, CH 4B+K, 6A+GB, 4A+G.
with a great opportunity to get close.


{{MoveData
Details ⁠ring-out
|name=Adad's Great Shears
----- Neutral Pokes and Tools -----
|input=BT B+K
|image=
|data=
{{KeyMove-SCVI
|moveid=zas-89
}}
}}


==== Following Up with B ====
Close:
If your opponent is cursed, BB releases magic, turning it into a combo starter.
AA, A6, 2A, 1A, B, BB, 2B, 1B, 4B, 3K, 22K, wrK, FC 3K, 2B+K, Grabs.
Make sure you curse your opponent before launching this attack.


==== Following Up with K ====
Range1+:
While it doesn't deal much damage, it will curse an opponent on a hit. Use this at
6AA, 6AB, 3AB, 3A(B), 3AK, 4A, 66A, 22A, 44A, 6BB, 6BK, 66B, 44B, 6B+K, 4B+K, 22B+K 214B+K.
the start of a battle to prepare for a deadly finale.
 
Detailed ⁠range-and-neutral
----- RE Safe Moves -----
you can step after these no matter what character you face.
 
AA, 6AA, 66kB, FC 3K, 22K.
 
With A6, 3AK, B, 6B+K, 2B+K you  can step most REs however ones you cant you can SC or RI out of.
 
----- Okizeme Options -----
 
All grounded hit: 1A, 1K, 22A, SC A+B
 
Right Roll: 3A(B) 2nd hit, 2B, 66A+B
 
Left Roll: 3B, 44A+B, 22B, 46:B
 
All also if feet towards: 46:B, 1B, 22B, 11B, 8B+K.
 
These options are consistent if the opponent is already on the ground. Other tools like 6BB and 66B are likely to hit rolling opponents in certain oki situations, such as after ending a combo with BT B+K.
 
-----Meter Usage-----
 
Zas's Critical Edge creates a dilemma for his opponents. Any attack against Zas could be risky when he has meter because of the auto-GI on his CE. Because of this, you can catch a lot of opponents trying to sidestep it, or they might be hesitant to do anything. Use this mind game to your advantage.
 
The auto-GI on CE begins at frame 8. With no curses, Zas's CE will auto-GI all mids and lows (except break attacks and unblockables), deal 75 damage on hit, grant +8 frame advantage on block, and will apply a curse to the opponent on hit or block. This version of CE can be used even if the opponent is cursed by using 6A+B+K.
 
With 1 or 2 curses, CE will begin to auto-GI all attacks (except break attacks and unblockables), including highs and throws. You will lose your curses if CE whiffs, and you'll be left with 1 curse on hit or block.
 
With 3 curses, CE's aGI becomes an RI, meaning any attack in the game will be deflected. You still lose all of your curses on whiff, and you'll still be left with 1 curse on hit or block.
 
His Soul Charge is more mix up based with moves like SC 1AB and his command throws (SC 214A+G or SC 236A+G). He also gains access to a faster and ranged B+KK in the form of SC B+KB.
 
His Soul Attack is pretty standard. It is best used after a launch combo (such as 3B - b:K) into oki pressure. SAB can be used to stop time, but it is recommended only for specific ring out angles as an i16 block/whiff punish.

Latest revision as of 16:06, 27 June 2024


Basic Overview -----

One of Zas's strengths is limiting movement. He can keep the opponent still with his fast horizontals, pull in moves, pokes with good coverage, and very powerful ring out game (especially reverse ring outs).

Once the opponent is conditioned to slow down and wait, Zas can enforce grabs, low pokes, CH fishing tools, and moving around on his terms to really get into the opponent's head.

Curses make Zas go from great to pretty damn bonkers. You can put up to 3 curses on an opponent, and all of them get used up at once when you use a move that can freeze time. Curses are mainly obtained by landing moves that combo into 6K (usually from CH fishing, catching movement, and block/whiff punishment). They don't carry over between rounds.

Stacking 2 curses on an opponent gives him access to a powerful low in 1BB, stronger normal hit whiff punishment in 4AB and 66A+BB, extra combo damage with 46BB extensions and a even stronger ring out game with 1BB, 4AB and SAB into follow ups.

Some of Zas's weaknesses are his lack ranged block punishment at i12/i14, and his damage isn't massive outside of curse combos & certain LHs.


Standing Block Punishment -----

i12: 6K°, AA, KK, 2A. i14: b:K. i16: 46B, 3AB, 66K, SA. i18: 8B+K. i20: 6BK, 3B, 44A+B i22: 6B+KA, 66A+BB


Crouching Block Punishment -----

i12: 6K°, wrKB. i14: FC 3K. i16: 46B, SA. i18: 8B+K. i20: 6BK, 44A+B. i22: 6B+KA, 66A+BB.

°Using 6K to apply a curse is sometimes more worth it than your other block punishment up until i18. At i20, use 6BK - 6K to apply a curse.


Whiff Punishment -----

6B+KA, 6BK, 22B, 66A+BB, 44A+B, 46BB, FC 3K, 4K LH °

°The condition for 4K's LH is when you use it as a whiff punish or CH vs a 'heavy' attack (any move that would be level 1 on GI).


Reading Movement -----

3AB, 3AK, 66A, 6AA, 6AB, iFC 3K, 4A.


Tools Against Standing Guard -----

Grabs/side grabs, 11B, 214B+K, B+KK, B+KG, 1B, 2B+K, 1A. SC 1AB, SC grabs, 1BB TS2/3 Detailed ⁠conditioning-adapt-abare


Curse Applying Tools -----

6K, 3K, A+BK, B+KK, RE K, 6A+GK, SC 2A+B, SC B+KB, CE.

Plus these moves that combo into 6K:

CH 6AB, 66A, 6BK, FC 3K, 6B+KA, 214B+K and any launch combo enders. Details ⁠applying-curses


Curse Spend Options -----

1BB, 46BB, 4AB, 66A+BB, RE BB, SAB. Details ⁠spending-curses


Post GI options -----

level 1: +8. Frame advantage level 2: +16. 46B/66K vs no reGI, wait and punish vs reGI/RE. Level3: +28. 6B+KA/44A+B/66B+K LH vs no reGI, 2A+B/wait and punish vs reGI/RE.


Guard Damage Game -----

4A - 10%, 22A - 10%, 6BB - 11%, 66B - 9%, 44(B) - 15%, 4B+K - 15%

6BB, 3AK, 9B, 44[B], RE B burst giving 44[B] LH combo.


Ring Out Options -----

Front: 46B, launch - b:K - 46:B Left: launch - K6 Right: 22KK, BT B+K, 4B:B BT A RRO: CH 3AB, CH 4B:B, wrB, 44A+B, CH 4B+K, 6A+GB, 4A+G.

Details ⁠ring-out


Neutral Pokes and Tools -----

Close: AA, A6, 2A, 1A, B, BB, 2B, 1B, 4B, 3K, 22K, wrK, FC 3K, 2B+K, Grabs.

Range1+: 6AA, 6AB, 3AB, 3A(B), 3AK, 4A, 66A, 22A, 44A, 6BB, 6BK, 66B, 44B, 6B+K, 4B+K, 22B+K 214B+K.

Detailed ⁠range-and-neutral


RE Safe Moves -----

you can step after these no matter what character you face.

AA, 6AA, 66kB, FC 3K, 22K.

With A6, 3AK, B, 6B+K, 2B+K you can step most REs however ones you cant you can SC or RI out of.


Okizeme Options -----

All grounded hit: 1A, 1K, 22A, SC A+B

Right Roll: 3A(B) 2nd hit, 2B, 66A+B

Left Roll: 3B, 44A+B, 22B, 46:B

All also if feet towards: 46:B, 1B, 22B, 11B, 8B+K.

These options are consistent if the opponent is already on the ground. Other tools like 6BB and 66B are likely to hit rolling opponents in certain oki situations, such as after ending a combo with BT B+K.


Meter Usage-----

Zas's Critical Edge creates a dilemma for his opponents. Any attack against Zas could be risky when he has meter because of the auto-GI on his CE. Because of this, you can catch a lot of opponents trying to sidestep it, or they might be hesitant to do anything. Use this mind game to your advantage.

The auto-GI on CE begins at frame 8. With no curses, Zas's CE will auto-GI all mids and lows (except break attacks and unblockables), deal 75 damage on hit, grant +8 frame advantage on block, and will apply a curse to the opponent on hit or block. This version of CE can be used even if the opponent is cursed by using 6A+B+K.

With 1 or 2 curses, CE will begin to auto-GI all attacks (except break attacks and unblockables), including highs and throws. You will lose your curses if CE whiffs, and you'll be left with 1 curse on hit or block.

With 3 curses, CE's aGI becomes an RI, meaning any attack in the game will be deflected. You still lose all of your curses on whiff, and you'll still be left with 1 curse on hit or block.

His Soul Charge is more mix up based with moves like SC 1AB and his command throws (SC 214A+G or SC 236A+G). He also gains access to a faster and ranged B+KK in the form of SC B+KB.

His Soul Attack is pretty standard. It is best used after a launch combo (such as 3B - b:K) into oki pressure. SAB can be used to stop time, but it is recommended only for specific ring out angles as an i16 block/whiff punish.