Tom Brady
Noob
this guide WILL change when sonya is patched. a lot of the strats will carry over including military stance traps, it just wont be as cheap.
SONYA:
BEST NORMALS:
*HIT LEVEL:H,H,M - 3 hits string that juggles. safe on block.
*HIT LEVEL:M,H - 2 hit string that jails. safe on block
*++HIT LEVEL:H,M,M - 3 hit string that launches. safe on block.
*+HIT LEVEL:M(overhead) - safe overhead that give Sonya a safe jump.
*HIT LEVEL:M,H - 2 hit string only to be used in combos.
*HIT LEVEL:M,H - 2 hit string that jails. safe on block.
*+HIT LEVEL: L - good low sweep with great range.
*+HIT LEVEL:N/A - military stance. can be canceled with or .
*while in military stance +HIT LEVEL: L,L - safe 2 hit low.
*while in military stance +HIT LEVEL:H - safe high launcher.
*while in military stance +~+HIT LEVEL:M(overhead) - overhead tackle.
*while in military stance +HIT LEVEL: L - safe, fast sweep.
*while in military stance HIT LEVEL:M,M - knocks back in open space. juggles in corners. safe on block.
SPECIALS:
*Kissd++)HIT LEVEL:H - grants a combo on hit. safe on block vs stand block. vs crouch block is punished by uppercut.
*Dive Kickd+ while in air)HIT LEVEL:M - has priority over most moves. on hit grants a combo. punished by full combo if blocked.
*Cartwheeld+)HIT LEVEL:M - safe mid launcher.
*Leg Grabl+)HIT LEVEL:M - very unsafe. mainly uses as a combo ender.
*Ringsl+)HIT LEVEL:H - projectile. safe on block even up close.
*Arc Kickd+)HIT LEVEL:M - travels almost full screen. knocks down on hit. punished by full combo on block.
*Air Throwfp while in air)HIT LEVEL:Air - throws the opponent out of air. has priority over air moves. comes out even if the opponent doesnt jump and is punished by full combo.
:en MOVES:
*:en Kissd++)HIT LEVEL:H - grants a combo on hit. safe on block vs stand block. vs crouch block is punished by fast uppercut only as it recovers faster.
*:en Dive Kickd++ while in air)HIT LEVEL:M - has priority over most moves. on hit will not combo. punished by full combo if blocked on the head. fast special if blocked on the chest or lower.
*:en Cartwheeld++)HIT LEVEL:M - safe mid launcher with armor.
*:en Leg Grabl++)HIT LEVEL:M - more damaging version of standard leg grab. still very unsafe. mainly uses as a combo ender.
*:en Ringsl++)HIT LEVEL:H,M - projectile. safe on block even up close. 2 hits.
*:en Arc Kickd+)HIT LEVEL:M - faster version of standard arc kick and does more damage. punished by combo on block.
STRATEGY:
Military Stance:
this is Sonya's bread and butter. the best ways to go into this is off , , and . after any of these attacks are blocked cancel into stance. from here you are at extreme advantage, so much advantage that the opponent can not interrupt stance cancel . this allows you to loop at this point ~military stance~~~military stance, etc. the only way out is to jump and get hit by . if you read the opponent will jump out of the trap then ~cartwheel and juggle. there is no way to confirm the jabs then decide to loop the stance trap if is blocked or combo if it hits, you must guess the opponents response. you can also cancel out of the stance trap with her stance + launcher, if the opponent is trying to jump out of the trap or interrupt, the launcher hits and you get a combo. if the opponent tries to crouch to have the high launcher wiff then stance +~+ for the stance overhead or cancel the stance then + then go back to the stance trap. you can out of the stance trap or use a move with armor.
STANCE TRAP EXAMPLE:
~Military Stance:
after ~military stance connect, stance , +~+, , and are guaranteed.
Safe Jump:
after + hits Sonya gets a safe jump. use the safe jump to jump in punch~~military stance then go into the stance trap.
Throw:
Sonya has advantage off her throw. either dash in and pressure or cross up jump in to reverse the controls of your opponent.
Jump in Punch:
ANY TIME a jump in punch is blocked go into the stance trap or throw. the trap is guaranteed as is a throw attempt.
Cartwheel and :en Cartwheel:
cartwheel is safe. a good setup if after its blocked, jump back then dive kick. this hits opponents advancing toward you in an attempt to follow your jump back and will also hit them if they jump after you. :en cartwheel has armor which allows her to escape pressure traps or beat out attacks.
Dive Kick:
for starters, DO NOT use the :en version. this move is self explanatory, jump then dive kick. use this to punish ranged wiffs or projectiles. threat of dive kick also frees up jump in punch.
Zoning:
obviously Sonya is not a zoning heavy character but with all her tools players will try to keep her out. the occasional ring toss works well in these situations and is also good for building meter. Kiss is also good as a zoning tool from 1/4 screen or closer, it can also anti air if its already on screen.
Ending Corner Combos with :
ending combos with a well timed will bring the opponent back down to the ground and Sonya is at extreme advantage. use that advantage throw or ~military stance then go into the stance trap.
Wake Up Attacks:
leg grab and arc kick are invincible on start up when do as "wake up attacks".
Sonya's :
not very good for doing in combos. its safe so you can use the armor on it to break through attacks. because its several hits it also does good chip damage. if you need unbreakable damage in a combo, comes in handy.
COMBOS
STANDARD COMBOS:
1. ++, ++, jump kick~air throw
2. +~cartwheel, dash ++, jump kick~air throw
3. +~cartwheel, dash ++, dash ~:en leg grab
4. jump in punch~dive kick~~cartwheel, short dash ~:en leg grab
5. (opponent in corner) ~military stance~, , ~leg grab or :en leg grab
6. (opponent trying to jump out of stance trap) ~cartwheel, dash 2~leg grab or :en leg trab
7. military stance +, +~cartwheel, dash ~leg grab or :en leg grab
COMBOS:
1. jump in punch~dive kick~~cartwheel,
2. jump in punch~dive kick~~
3. (opponent in corner) +~cartwheel, ++, ~
4. (opponent in corner) ~military stance~, , ~
5. military stance +, +~cartwheel, ~
SONYA:
BEST NORMALS:
*HIT LEVEL:H,H,M - 3 hits string that juggles. safe on block.
*HIT LEVEL:M,H - 2 hit string that jails. safe on block
*++HIT LEVEL:H,M,M - 3 hit string that launches. safe on block.
*+HIT LEVEL:M(overhead) - safe overhead that give Sonya a safe jump.
*HIT LEVEL:M,H - 2 hit string only to be used in combos.
*HIT LEVEL:M,H - 2 hit string that jails. safe on block.
*+HIT LEVEL: L - good low sweep with great range.
*+HIT LEVEL:N/A - military stance. can be canceled with or .
*while in military stance +HIT LEVEL: L,L - safe 2 hit low.
*while in military stance +HIT LEVEL:H - safe high launcher.
*while in military stance +~+HIT LEVEL:M(overhead) - overhead tackle.
*while in military stance +HIT LEVEL: L - safe, fast sweep.
*while in military stance HIT LEVEL:M,M - knocks back in open space. juggles in corners. safe on block.
SPECIALS:
*Kissd++)HIT LEVEL:H - grants a combo on hit. safe on block vs stand block. vs crouch block is punished by uppercut.
*Dive Kickd+ while in air)HIT LEVEL:M - has priority over most moves. on hit grants a combo. punished by full combo if blocked.
*Cartwheeld+)HIT LEVEL:M - safe mid launcher.
*Leg Grabl+)HIT LEVEL:M - very unsafe. mainly uses as a combo ender.
*Ringsl+)HIT LEVEL:H - projectile. safe on block even up close.
*Arc Kickd+)HIT LEVEL:M - travels almost full screen. knocks down on hit. punished by full combo on block.
*Air Throwfp while in air)HIT LEVEL:Air - throws the opponent out of air. has priority over air moves. comes out even if the opponent doesnt jump and is punished by full combo.
:en MOVES:
*:en Kissd++)HIT LEVEL:H - grants a combo on hit. safe on block vs stand block. vs crouch block is punished by fast uppercut only as it recovers faster.
*:en Dive Kickd++ while in air)HIT LEVEL:M - has priority over most moves. on hit will not combo. punished by full combo if blocked on the head. fast special if blocked on the chest or lower.
*:en Cartwheeld++)HIT LEVEL:M - safe mid launcher with armor.
*:en Leg Grabl++)HIT LEVEL:M - more damaging version of standard leg grab. still very unsafe. mainly uses as a combo ender.
*:en Ringsl++)HIT LEVEL:H,M - projectile. safe on block even up close. 2 hits.
*:en Arc Kickd+)HIT LEVEL:M - faster version of standard arc kick and does more damage. punished by combo on block.
STRATEGY:
Military Stance:
this is Sonya's bread and butter. the best ways to go into this is off , , and . after any of these attacks are blocked cancel into stance. from here you are at extreme advantage, so much advantage that the opponent can not interrupt stance cancel . this allows you to loop at this point ~military stance~~~military stance, etc. the only way out is to jump and get hit by . if you read the opponent will jump out of the trap then ~cartwheel and juggle. there is no way to confirm the jabs then decide to loop the stance trap if is blocked or combo if it hits, you must guess the opponents response. you can also cancel out of the stance trap with her stance + launcher, if the opponent is trying to jump out of the trap or interrupt, the launcher hits and you get a combo. if the opponent tries to crouch to have the high launcher wiff then stance +~+ for the stance overhead or cancel the stance then + then go back to the stance trap. you can out of the stance trap or use a move with armor.
STANCE TRAP EXAMPLE:
~Military Stance:
after ~military stance connect, stance , +~+, , and are guaranteed.
Safe Jump:
after + hits Sonya gets a safe jump. use the safe jump to jump in punch~~military stance then go into the stance trap.
Throw:
Sonya has advantage off her throw. either dash in and pressure or cross up jump in to reverse the controls of your opponent.
Jump in Punch:
ANY TIME a jump in punch is blocked go into the stance trap or throw. the trap is guaranteed as is a throw attempt.
Cartwheel and :en Cartwheel:
cartwheel is safe. a good setup if after its blocked, jump back then dive kick. this hits opponents advancing toward you in an attempt to follow your jump back and will also hit them if they jump after you. :en cartwheel has armor which allows her to escape pressure traps or beat out attacks.
Dive Kick:
for starters, DO NOT use the :en version. this move is self explanatory, jump then dive kick. use this to punish ranged wiffs or projectiles. threat of dive kick also frees up jump in punch.
Zoning:
obviously Sonya is not a zoning heavy character but with all her tools players will try to keep her out. the occasional ring toss works well in these situations and is also good for building meter. Kiss is also good as a zoning tool from 1/4 screen or closer, it can also anti air if its already on screen.
Ending Corner Combos with :
ending combos with a well timed will bring the opponent back down to the ground and Sonya is at extreme advantage. use that advantage throw or ~military stance then go into the stance trap.
Wake Up Attacks:
leg grab and arc kick are invincible on start up when do as "wake up attacks".
Sonya's :
not very good for doing in combos. its safe so you can use the armor on it to break through attacks. because its several hits it also does good chip damage. if you need unbreakable damage in a combo, comes in handy.
COMBOS
STANDARD COMBOS:
1. ++, ++, jump kick~air throw
2. +~cartwheel, dash ++, jump kick~air throw
3. +~cartwheel, dash ++, dash ~:en leg grab
4. jump in punch~dive kick~~cartwheel, short dash ~:en leg grab
5. (opponent in corner) ~military stance~, , ~leg grab or :en leg grab
6. (opponent trying to jump out of stance trap) ~cartwheel, dash 2~leg grab or :en leg trab
7. military stance +, +~cartwheel, dash ~leg grab or :en leg grab
COMBOS:
1. jump in punch~dive kick~~cartwheel,
2. jump in punch~dive kick~~
3. (opponent in corner) +~cartwheel, ++, ~
4. (opponent in corner) ~military stance~, , ~
5. military stance +, +~cartwheel, ~