Sonya

Move List


INPUT COMMANDS
Knuckle Buster
1
Bo Bash
Back+1
Energy Burst
Down+1
Heavy Blast
2
Controlled Energy
Back+2
Hellish Hook
Forward+2
Rising Stars
Down+2
Steel Toe Strike
3
Leg Strike
Back+3
Boot Kamp
Forward+3
Side Boot
Down+3
Damaged Boot
4
Spinning General
Back+4
Flying Knee
Forward+4
Low Burst
Down+4
JUMPING ATTACKS
Overpowered
1
Military Jab
2
Kevlar Kicker
3or4
(Air) Marching Orders
Down+4
HOP ATTACKS
Boot Licker Bash
Up,1orUp,2
Flip Kick
Up,3orUp,4
GETUP ATTACKS
Backflip Kick
Up+2
Energy Discharge
Up+3
FLAWLESS BLOCK ATTACKS
Backflip Kick
Up+2
Energy Discharge
Up+3
THROWS
Toward Throw
1+3+ForwardorForward+1+3
Back Throw
1+3or1+3
ROLL ESCAPES
Forward Roll Escape
Forward+Stance Switch
Away Roll Escape
Back+Stance Switch
AIR ESCAPE
(Air) Breakaway
Down+Block
MOVE DATA
DAMAGE BLOCK DAMAGE F/BLOCK DAMAGE
N/A N/A N/A
MOVE TYPE VARIATION
N/A N/A
PROPERTIES
N/A N/A
DESCRIPTION
N/A
FRAME DATA
START-UP ACTIVE RECOVERY
N/A N/A N/A
CANCEL ADVANTAGE
N/A
HIT ADVANTAGE BLOCK ADVANTAGE F/BLOCK ADVANTAGE
N/A N/A N/A


Version 1.19
Last Updated: June 12, 2020

Strategy


Sonya is a mix-up character who also has incredibly strong zoning to keep opponents away. Her No Holds Barred variation allows her to parry enemy attacks and gains the ability to grab opponents in the air. In Sonya’s Ring Master variation, she is able to charge her Energy Rings and cancel out of them, giving her deadly corner mix-ups and high damaging combos. Sonya’s Ten-Hut variation allows her to summon a K.A.T. Turret to assist her in the fight.

Key Moves

1,3,4 – High into low, hit confirmable, used for mix-ups
Back+1,2/Back+1,2,3 – Advancing high into overhead, hit confirmable, used for mix-ups, unsafe on block
Back+1,4 – Advancing high into low, used for mix-ups, unsafe on block
Forward+2,1,1,4 – High, -2 on block
3/3,3,3 – High, staggerable
Forward+3 – Slow 18 frame mid, +1 on block, Armor Break
Forward+4,1+3,2,2,2,2 – Fast 10 frame mid, -3 on block
BackForward1 (Energy Rings) – Fast high projectile, Amplified Energy Rings triggers a Krushing Blow if it hits by itself

Strengths

  • High damage
  • Strong mix-ups
  • Great zoning

Weaknesses

  • Short-ranged normals
  • Highly punishable

Combo Starters

Sonya’s main combo starter is her Overwatch (Back+1,2,3) string. Back+1,2,3 is an advancing high attack that will launch the opponent up for a combo.

Combo Enders

Sonya has a couple of ways to end her combos. All of Sonya’s combos can be ended with Leg Breaker (BackForward4), or Ass Whooping (BackForward2) and Amplifying it for maximum damage. To switch positions with the opponent, Sonya can end combos with Ass Whooping, or Leg Breaker and Amplifying it.

Ambush

Sonya’s strongest move to use in footsies is her Ambush (Back+1,2) string. The 2nd hit of this string is an overhead attack that can catch crouch blocking opponents off guard. By finishing the string using Back+1,2,3, Sonya can launch the opponent up for a combo. Due to Back+1,2 being -9 on block and Back+1,2,3 being -14 on block, this string is mostly unsafe. It’s a good idea to use both Back+1,2 and Back+1,2,3 to keep opponents guessing on when Sonya will finish the string. Another option is to cancel Back+1,2 into Energy Rings (BackForward1) and Amplify it, which will leave Sonya safe at -4 on block and create pushback. However, Amplified Energy Rings can be punished if the opponent uses a 7 frame attack or Flawless Blocks.

It’s important to note that Back+1,2 is much safer against characters without a 7 frame attack. If playing against a character whose fastest attack is 8 frames, they will only have 1 frame to punish Sonya’s Back+1,2, and will also be unable to interrupt Amplified Energy Rings on block.

Mix-ups

A core part of Sonya’s gameplan is to use Back+1,2 and Back+1,4 for offensive mix-ups. The 2nd hit of Back+1,2 is an 18 frame overhead which can be linked into Energy Rings or Back+1,2,3 for a combo. The 2nd hit of Back+1,4 is a 17 frame low which can be linked into Leg Breaker. Sonya’s mix-ups are generally unsafe if the opponent blocks correctly, but are a great way for Sonya to open opponents up at close range and attain damage.

Alternatively, Sonya can use 1,3,4 for a low mix-up. 1,3,4 is a high into low attack that leaves Sonya at -5 on block. While this string is safe, it is less effective than Sonya’s Back+1,4 because it has less range and the low hits a bit earlier than the overhead.

No Back Up

Sonya’s No Back Up (Forward+2,1,1,4) string is a 12 frame advancing high attack. Although it pales in comparison to Sonya’s Back+1,2 in terms of start-up, range and damage output, it is one of Sonya’s safest attacks. Forward+2,1,1,4 leaves Sonya only at -2 while also creating a decent amount of pushback on block.

On My Mark

At close range, Sonya’s On My Mark (3,3,3) can be used for pressure. The 1st hit of this string is only -2 on block and can be used as a stagger. After staggering with the 1st hit, Sonya can then go for a throw. The 2nd and 3rd hits of this string leave Sonya safe at -6 on block.

Boot Kamp

Sonya’s Boot Kamp (Forward+3) is an 18 frame advancing mid attack that leaves her at +1 on block. While slow, it is a somewhat safe way for Sonya to set up her offense. After Forward+3 is blocked, using a Down+3 will beat out any of the opponent’s attacks besides 6 frame attacks. Once the opponent is conditioned to block after Forward+3, Sonya can then go for a mix-up or throw.

Flying Knee

Sonya’s Flying Knee (Forward+4) is a 10 frame advancing mid attack that leaves her at -3 on block. Forward+4 is Sonya’s fastest mid attack and is mainly useful for hitting opponents attempting to crouch underneath Sonya’s Back+1. Sonya’s Forward+4 is also useful for stopping opponents from attacking while at a disadvantage. When using Forward+4, it’s best to complete the string with Forward+4,1+3,2,2,2,2. The rest of this string will only come out on hit, so it should always be inputted after Forward+4. In order to use this string, you must rapidly press 2 at the end of the Forward+4,1+3 animation.

Pokes

Up-close, Sonya’s pokes can be used to counter enemy attacks. Her Down+1 is a 9 frame poke which useful for anti-airing opponents. Sonya’s Down+3 is a 7 frame poke that lowers her hurtbox, allowing her to avoid certain attacks. Her Down+4 is a 10 frame low attack and is her longest reaching poke.

Flawless Block

Sonya has one of the fastest Flawless Block Attacks in the game. Her Up+2 has a start-up of 8 frames, which allows Sonya to punish any attack after a successful Flawless Block. Sonya’s Flawless Block is generally used after moves that leave her at a disadvantage such as 1,3,4 and 3,3,3.

Air Control

Air Control (DownBack2) is a 9 frame rising attack and is a decent move for anti-airing opponents. When Amplified, it will trigger a Krushing Blow if it hits as a Kounter or Punish. Anti-airing with Air Control can be very rewarding because if it hits as a Kounter against a jump attack, it will trigger a Krushing Blow for high damage. Air Control can also be used to punish moves that are -9 or greater for large damage.

Zoning

Sonya has incredibly strong zoning using her Energy Rings. Due to its quick start-up and travel speed, Sonya is able to constantly shoot Energy Rings at her opponents to keep them away. When Energy Rings is Amplified, Sonya will shoot an additional ring which will hit as a mid projectile. Amplifying Energy Rings is useful for hitting opponents attempting to advance after ducking the initial ring. Amplified Energy Rings will also trigger a Krushing Blow if it hits on its own. This makes Sonya’s zoning even more threatening as the opponent must always watch out for the Amplified Energy Ring and its Krushing Blow.

Parry

In Sonya’s No Holds Barred variation, she gains 2 parry attacks, Standing Kounter (DownBack3) and Low Kounter (BackDown3). If Sonya is attacked during her parry, she will be able to counterattack the opponent. Standing Kounter will parry any attack besides low attacks and jump attacks, and will trigger a Krushing Blow if two Low Kounters have hit. Low Kounter will parry any low attack, and will trigger a Krushing Blow if two Standing Kounters have hit. Parrying with Sonya, while useful, can be very risky and is usually done on a hard read in anticipation to an opponent’s attack. This is mainly because if the opponent waits or uses an attack that does not get parried, Sonya will be vulnerable to being hit.

Energy Ring Cancels

Sonya has the ability to both charge and cancel out of her Energy Rings in her Ring Master variation at the cost of 1 bar of Offensive Meter. To charge the Energy Ring, hold Amplify. While charging, Energy Rings can be cancelled by inputting ForwardForward or BackBack. By cancelling, Sonya will be able to combo after the initial Energy Ring with Back+1,2,3. This gives Sonya extremely deadly mix-ups in the corner as Sonya will be able to combo from both her overhead and low options.

Additionally, Sonya can cancel out of her Energy Rings with a Fatal Blow. Instead of ForwardForward or BackBack, input Fatal Blow while charging the Energy Ring to cancel it immediately into the Fatal Blow. In doing so, Sonya will be able to hit confirm into her Fatal Blow so that it is only used on hit, as well as deal unbreakable damage to the opponent.

K.A.T. Orbital Drop

Sonya’s Ring Master variation also gives her the K.A.T. Orbital Drop (DownBack4). K.A.T. Orbital Drop allows Sonya to call down a drone strike which can be directed close, mid, far or very far and will hit as an overhead. K.A.T. Orbital Drop is useful while zoning with Sonya as opponents must duck underneath her Energy Rings, and quickly block high when Sonya calls for her drone. When using K.A.T. Orbital Drop, be sure to direct it where the opponent may move next on the screen.

K.A.T. Turret

In Sonya’s Ten-Hut variation, she gains Summon K.A.T. (DownBack4) which allows her to summon a K.A.T. Turret that will temporarily stay on the screen and assist her in the fight. The K.A.T. Turret can use 5 different attacks:

DownBack4 – K.A.T. Tantrum – Overhead projectile that can be used as a mix-up with Straight .50 Kal. On block, K.A.T. Tantrum is -355, however due to pushback, it is usually safe when used from a distance.

DownDown1 – Mortar Strike – Mid projectile that leaves Sonya at least +10 on block depending on the distance. Mortar Strike can be used after blockstrings up-close for pressure. Since Mortar Strike does not go away if Sonya is hit, it can be used somewhat safely.

DownDown2 – Leaping .50 Kal – High projectile that is mainly used to hit opponents out of the air. Opponents attempting to jump away from the K.A.T. Turret will be prone to being hit by Leaping .50 Kal. If Leaping .50 Kal is blocked, it will leave Sonya at +7 depending on the distance.

DownDown3 – Straight .50 Kal – Low projectile that can be used as a mix-up with K.A.T. Tantrum. On block, Straight .50 Kal is -16, however due to pushback, it is usually safe when used from a distance.

DownDown4 – Detonate K.A.T. – Causes the K.A.T. Turret to self-destruct. Once detonated, it will hit as a mid and leave Sonya at a large advantage on block.

Combos


No Holds Barred

Ring Master

Sonya - Ring Master - Beginner Combos

Sonya – Ring Master – Beginner Combos


Sonya - Ring Master - Beginner Combos
Sonya - Ring Master - Advanced Combos

Sonya – Ring Master – Advanced Combos


Sonya - Ring Master - Advanced Combos

Ten-Hut

Guides


General

How to Fight Sonya - Beginner Guide

How to Fight Sonya – Beginner Guide


Countering Bo Bash In general, Sonya doesn’t have very good range on her attacks. Outspacing her is ideal while staying outside of her Bo Bash () range. Sonya’s is a high attack, which means it will lose to pokes. By mashing out pokes, you will be able to attack while simultaneously avoiding her . Poking with a is especially good here due to its long range. If you predict that Sonya will use , you ...
How to Fight Sonya

★ How to Fight Sonya


Countering Bo Bash In general, Sonya doesn’t have very good range on her attacks. Outspacing her is ideal while staying outside of her Bo Bash () range. Sonya’s is a high attack, which means it will lose to pokes. By mashing out pokes, you will be able to attack while simultaneously avoiding her . Poking with a is especially good here due to its long range. If you predict that Sonya will use , you ...

No Holds Barred

Ring Master

Ten-Hut