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[Xrd] Sol Badguy Character Specifics Reference

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This thread will gather useful character specific info (combo routes, mixups, punishes, etc) for use as a reference.
Any info to add or dispute can be discussed in gameplay discussion.
This is a work in progress.
 

Collapsed: Character List:
AS = Answer
AX = Axl Low
BA = Baiken
BE = Bedman
CH = Chipp Zanuff
DI = Dizzy
EL = Elphelt Valentine
FA = Faust
IN = I-No
JC = Jack-O'
JA = Jam Kuradoberi
JO = Johnny
KU = Kum Haehyun
KY = Ky Kiske
LE = Leo Whitefang
MA = May
MI = Millia Rage
PO = Potemkin
RA = Ramlethal Valentine
RV = Raven
SI = Sin Kiske
SL = Slayer
SO = Sol Badguy
VE = Venom
ZT = Zato-1

 

Wake-Up Timings
  • Face up wake-up timing, from shortest to longest:

VE (21) > KY (23) > BE = IN = PO (24) > AS = AX = BA = DI = FA = JC = JO = KU = MA = MI = RA = RV = SO = ZT (25) > JA = SL (26) > EL (27) > LE (28) > CH = SI (30)

  • Face down wake-up timing, from shortest to longest:

IN = SL (20) > AX = BA = KY = SI = SO (21) > MA = PO = ZT (22) > JC = MI = RA (23) > CH = DI = JO = RV (24) > AS = JA (25) > LE = VE (26) > EL = KU (27) > FA (29) > BE (30)

 

Dead Angle Attack Punishes
  • DAA which can be low profiled with 2D and lead to 5K/c.S whiff punish:

CH*, FA*, IN, KY, LE, MA, PO, RA, SI, SO, ZT

* = 5K only

  • DAA which can be dodged with point blank c.S and lead to 5K/c.S whiff punish:

FA*, IN, PO**, SI

* = 5K only

** = CH 6P/2HS/2D also punish

  • DAA which can be dodged with GV but not 2D or c.S:

AX, BE, CH, EL, MI, VE

  • Special case on SI: 6P and 5HS will dodge and punish his DAA recovery.

 

Minimum Height Air Dash Notes
  • Minimum height air dash crouch hit j.S > immediate j.D whiffs on:

IN, MA, MI, SI, ZT

Replace j.D with j.HS.

  • Minimum height air dash crouch hit j.P or j.K connects on:

PO

 

Crossup j.K Notes
  • Crossup j.K whiffs on crouch:

FA

  • Crossup j.K whiffs on walking forward:

MA

 

2K > 6P Range Leniency
  • Distance at which 2K stand hit will combo to 6P, from farthest to shortest range:

PO > BE > SO = ZT > SI > FA > EL = LE > RA = SL > KY > IN = MA > AX = VE > MI > CH

 

2D > BR Notes
  • Distance at which 2D will combo to BR, from farthest to shortest range:

testing...

  • On 2D hit > BR whiff 1st hit, the 2nd hit will connect OTG on:

CH, FA

This allows them to air tech.

  • 2D > BR (RC) > air dash j.S > j.K > j.D combos fail on:

KY, LE

The j.S whiffs.

 

2D > GV Notes
  • Normal hit 2D > no mash GV combos on:

DI, RA > BA, MI (as of GGXrdR) > JA > MA

On MA, it only works at point blank range. JA also requires fairly close proximity.

 

5HS (HJC) > IAD j.K Notes
  • Ground hit 6P > 5HS (HJC) > IAD j.K fails on:

RV

  • During air hit 5HS (HJC) > IAD j.K > j.D > Aerial HS Volcanic Viper -> Tataki Otoshi, Tataki Otoshi fails on:

DI, RA

 

CH 5HS Notes
  • Crouch hit CH 5HS > BB combos on:

AS, AX, BA, BE, DI, IN, JO, KU, KY, LE, PO, RA, RV, SI, SL, SO, VE

BB whiffs on CH, EL, FA, JC, JA, MA, MI, ZT

  • On KU and PO, CH 5HS > IAD j.S combos on both stand and crouch hit.

 

Dustloop Notes
  • Ground starter > 1 D-Loop rep > Fafnir whiffs with standard timing when deep in corner on:

IN, DI, MA, MI, JA

To land Fafnir on the above, delay the JC slightly after 5HS/2HS. On CH, it is possible without delay JC but strict, requires immediate 5HS/2HS or delay Fafnir. BA and SO are similar but not as strict. BE and SL sometimes require a delay Fafnir from improvised starters.

 

WT Combo Notes
  • Midscreen WT > delay dash j.D is very strict on:

EL, KY, MI, ZT

  • Burst safe WT > delay j.S > j.K > j.D > Fafnir route works on:

AX, FA, PO, SI (barely)

 

Kudakero Notes
  • j.D > Kudakero tends to whiff in longer corner combos on:

BA, IN > VE, RA

For standard combo routes, replace 6P > delay 5HS with 6P > max delay 2HS beforehand. 2HS is faster, allowing more time for delay and letting them bounce closer to you. If the combo uses hj.D, Kudakero will also tend to whiff on PO, in which case do a deep regular jump into j.D instead.

  • In typical corner combos, use nj.D instead of fj.D before Kudakero on:

MA

The 2nd hit has a tendency to whiff when deep in corner, and the first hit is extremely lenient with distance to corner on her.
This issue seems to be fixed in 1.1.

 

Fuzzy Notes
  • deep j.S/j.D (JC) > fuzzy j.P works on:

AX, RA, SI, SO, SL, VE, ZT

Combos to j.SVV, need RC to combo after midscreen unless you have dash momentum.

  • deep j.S/j.D (JC) > fuzzy j.K works on:

ZT

Combos to delay j.S > j.D/j.HS, best with dash momentum.

  • deep j.S/j.D (JC) > fuzzy j.S works on:

AX, BE, IN, MI, RA, PO, SI, SO, SL, VE, ZT

Combos to j.SVV, need RC to combo after midscreen unless you have dash momentum. Fails on IB from deep j.S.

  • deep j.S/j.D (JC) > fuzzy j.D works on:

ZT

Combos to j.SVV, need RC to combo after midscreen unless you have dash momentum.

  • None work on:

CH, EL, FA, LE, KY, MA

 

Fafnir, BB Link Notes
 
Character Midscreen Corner Notes (see 2nd post)
AS Always works Never works  
:AXL: Fails through the outer knee and at min height Never works Midscreen: Aim above/below the knee, avoid min height.
BA Always works Never works  
:BED: Always works Fails through outer shin Corner: Aim above/below the shins.
:CHP: Always works Only works through outer shin and at min height Corner: Aim for outer shin or min height.
DI Always works Never works  
:ELP: Only works at very high or min height Only works through the feet Midscreen: Aim very high or for min height. Corner: Aim for the feet.
:FAU: Always works Fails at lower heights Corner: Aim high.
:INO: Always works Never works  
JC Fails at specific low height Only works at very high height Midscreen: Aim above or below specific low height. Corner: Aim very high.
JA Always works Always works
JO Fails at lower heights Fails at lower heights Midscreen/Corner: Aim high.
KU Always works Always works
:KYX: Always works Only works at very high height Corner: Aim very high.
:LEO: Always works Only works through the feet Corner: Aim for the feet.
:MAY: Always works Only works at specific mid height Corner: Aim for specific mid height.
:MIL: Fails at specific low height Only works at specific mid height Midscreen: Aim above or below specific low height. Corner: Aim for specific mid height.
:POT: Always works Always works  
:RAM: Fails at lower heights Only works at specific mid height Midscreen: Aim high. Corner: Aim for specific mid height.
RV Always works Never works
:SIN: Fails at lower heights Never works Midscreen: Aim high.
:SLY: Fails at higher heights Fails at feet, knees and min height Midscreen: Aim low. Corner: Aim slightly below max height or slightly above min height.
:SOL: Fails at lower heights Fails at lower heights Midscreen/Corner: Aim high.
:VEN: Always works Only works at specific mid height Corner: Aim for specific mid height.
:ZAT: Always works Only works at min height Corner: Aim for min height.

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Fafnir, Bandit Bringer Notes

General Rules
 
All characters can be hit by an air hit Fafnir into Bandit Bringer so long as they reach the corner by the time Bandit Bringer becomes active but Sol himself does not. This is limited based on combo length, as gravity will soon start to influence how soon they hit the ground and therefore how quickly the tumble starts, and untechable time decay will influence how long the tumble lasts. There are some spots in which characters cannot be hit by Bandit Bringer during their tumble animation, but for the most part, a high air hit Fafnir will guarantee it. The only exceptions are Slayer, who requires a delayed air hit, and Elphelt, who requires a minimum height air hit.
 
If Sol does reach the corner before or during Bandit Bringer, the instances that Sol can land Bandit Bringer becomes considerably more nuanced:
 
Highest possible air hit Fafnir: SO, KY, MA, PO, FA, SL, JO, JC, JA, KU
Tumble position dependent: MI, ZT, CH, VE, BE, EL, LE
 
Characters not listed will not be hit by air hit Fafnir, Bandit Bringer deep in the corner under conventional combo circumstances. Alternative methods may still exist.
 
Now this isn't to say that the characters listed that aren't marked "tumble position dependent" can always be hit deep in the corner no matter what, but rather that the marked characters require a far more specific position that Fafnir needs to hit them at as opposed to a general, immediate, high air hit.
 
Against Millia and Bedman, the correct tumbling position requires a low air hit Fafnir. 2D (RC) > Fafnir demonstrates a viable height on both characters, although Bedman's positioning is far less strict than Millia's. For Bedman, this can be achieved in most combos by simply delaying Fafnir, but as Millia is a lightweight, you often won't have the luxury of simply being able to wait out her descent. Interestingly, a viable set-up on Millia is a typical Homing Dash combo involving any wall stick slump into Bandit Bringer, Fafnir, Bandit Bringer. The first Bandit Bringer hits her much later than normal because of the wall stick slump, affecting at which point during the ground bounce that an immediate Fafnir will hit her.

Against Zato, the correct tumbling position requires a lowest possible Fafnir hit. As such, you can only perform it off a set-up that allows you to land Fafnir as low as possible without forcing an OTG. This means that landing Bandit Bringer is possible off a ground hit Fafnir. As for air hit, delaying it after a ground bounce or doing it off Ground Throw (RC) > Neutral/Forward Jump should suffice. 2D (RC) > Fafnir also works, as with Millia and Bedman.

Against Chipp, the correct tumbling position requires that Fafnir hits him a little further than half-way down his legs, right through where his outer foot hangs. Comboing into 2D > Gun Flame (RC), c.S/f.S > Bandit Bringer will enable the correct positioning, although dash momentum should be avoided, as doing so makes the Gun Flame connect earlier, making him slightly too high for an immediate Fafnir after Bandit Bringer. It is possible to land this timing off a corner B&B. For best results, do not delay 5HS and delay the Fafnir slightly. The delay itself is rather precise, so keep practicing until you get a feel for it.

Against Venom, the correct tumbling position requires that Fafnir hits him right in the middle of his shins. CH 2HS > Bandit Bringer, Fafnir demonstrates the correct positioning. You can delay Fafnir in certain combos to correct Venom's positioning, but the window is incredibly small and the amount of necessary delay required is very atypical.

Against Elphelt and Leo, the correct tumbling position requires that Fafnir hits them more or less in the feet. For both characters, this is doable from a combo that puts them at Gun Flame's maximum float height going into a Bandit Bringer, Fafnir, Bandit Bringer. Note that there is very little wiggle room in this height requirement, as 5HS > Gun Flame (RC), c.S/f.S > Bandit Bringer works, but 2D > Gun Flame (RC), c.S/f.S > Bandit Bringer does not. Corner Bukkirabou ni Nageru combos allow you to readily manipulate height, making this considerably easier. Just land the cross-under 5HS late on Elphelt and early on Leo. Leo has the added caveat that the height guideline stops working on him sooner, as his weight class makes him fall out of the correct positioning once gravity starts to take a more noticable effect.

 

Optimal Combo Routes

The optimal combo route off an air hit Fafnir into Bandit Bringer involves landing a Gun Flame after the Bandit Bringer. If you attempt this off a lengthy starter, you may experience issues with finishing the combo, in which case perform the much more stable "..., Fafnir, Bandit Bringer, dash 2HS (JC) > j.D > Kudakero |> 6P > ender of choice" route. The optimal route is usually only possible off low hit starters, as gravity will force the Gun Flame to hit OTG after 8 hits or more.

The following characters will always cause the Gun Flame after Bandit Bringer to OTG regardless of hit count if both Sol and said character in question are deep in the corner, due to the shape of their airborne hurtbox and how it interacts with Gun Flame's early active hitbox:

MA, MI, AX, SL, BE, JA, DI
Against CH, OTG will occur off a specific Bandit Bringer timing. An example of this is after a minimum height Fafnir.

These characters can still be hit by Gun Flame if Sol isn't already deep in the corner by the time he does it.

Now for optimal damage combos. These combos are best done off either a Counter Hit starter or a few brief hits into a Roman Cancel.
(Please note: For longer starters, the following routes are also possible if the first Bandit Bringer and the 6P > 6HS after Kudakero are omitted. However, the stability of Kudakero and the possibility of double Gun Flame follow-up routes will vary compared to what is listed here.)

Against the majority of characters, use this variation:

... > Bandit Bringer, Fafnir, Bandit Bringer, Gun Flame, 6P > delay 5HS/2HS (HJC) > j.D > Kudakero |> 6P > 6HS > HS Volcanic Viper -> Tataki Otoshi

Against lightweights, Raven and Answer, 2HS must be used instead of 5HS. 2HS must also be used on Sin if 6P is hit 6 or less, but 5HS works fine if the 6P is hit 7~9. Some characters are not hittable by Kudakero if you do the maximum number of hits leading up to it, but I have yet to look into that proper. Against Ky, Chipp, Answer and lightweights, HS Volcanic Viper will either whiff or only partially connect after 6HS. Against heavyweights and Raven, HS Volcanic Viper will hit so low that Tataki Otoshi will whiff, but 6HS can be replaced by delay 5HS to prevent that.

Kudakero hits inconsistently on I-No and Baiken. Use this variation instead for more stability:

... > Bandit Bringer, Fafnir, Bandit Bringer, Gun Flame, dash c.S (HJC) > j.D > Kudakero |> 6P > 6HS > HS Volcanic Viper -> Tataki Otoshi

A more optimal but considerably more character-specific variation of this combo is:

... > Bandit Bringer, Fafnir, Bandit Bringer, Gun Flame, 6P > Gun Flame, [(dash) j.K (JC)] or [dash 2HS (HJC)] > j.D > Kudakero |> HS Volcanic Viper -> Tataki Otoshi
(similar damage to the above, but with a consistent ender for characters that cannot be hit by late air hit 6HS > HS Volcanic Viper -> Tataki Otoshi)

or

... > Bandit Bringer, Fafnir, Bandit Bringer, Gun Flame, 6P > Gun Flame, j.D > Kudakero |> 6P > 6HS > HS Volcanic Viper -> Tataki Otoshi
(optimal)

Note that these variations stop working earlier than the more universal route discussed previously, as they are longer combos in terms of duration and therefore incur more pushback and untechable time decay. One or two moderately fast hits into the above will work, three if you include Gun Flame (RC), but no more.

This variation only works on the following characters:

SO (no j.K required, dash 2HS possible)
ZT (no dash j.K required, dash 2HS possible)
CH (j.K required, dash 2HS forces Kudakero whiff)
FA (j.K required, dash 2HS not possible)
AX (j.K or dash 2HS required)
SL (no j.K required, dash 2HS possible)
BE (no j.K required, dash 2HS possible)
SI* (j.K required, dash 2HS possible)
LE (j.K or 2HS required)
JC* (no dash j.K required, dash 2HS not possible)
JA (j.K forces Kudakero whiff, 2HS not possible)
RV* (no dash j.K required, dash 2HS forces Tataki Otoshi whiff)
DI* (no j.K required, 2HS not possible)
AS* (dash j.K required, dash 2HS not possible)

*These characters require a specific distance between themselves and Sol for Gun Flame, 6P > Gun Flame to work. For the correct position, from starting position, walk back slightly (Sin, Dizzy) or until reaching 6HS's max range (Jack-O', Raven, Answer). Because of the increased distance from the corner, HS Volcanic Viper -> Tataki Otoshi will not connect from a 6P > 6HS done off a raw j.D > Kudakero.

For characters that require j.K or 2HS, dash 2HS is ideal if possible. Off a CH 6HS, this route will deal 284 to Slayer, 289 to Leo, 290 to Bedman, 293 to Sol, 304 to Sin, 309 to Axl and 316 on Zato. For characters that can be hit by the second variation, doing so is optimal (except against Zato). Off a CH 6HS, this route will deal 285 to Slayer, 296 to Sol and 315 to Zato. Against Bedman, Tataki Otoshi will whiff after 6HS > HS Volcanic Viper, so replace 6HS with delay 5HS to fix his height, dealing 290 damage.

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Kudakero Notes

  • j.D > Kudakero tends to whiff in longer corner combos on:

VE, ZT

It is extra strict on VE, to solve the issue you can replace 6P > delay 5HS with 6P > delay 2HS beforehand. 2HS is faster, allowing more time for delay and letting him bounce closer to you.

 you can add ramlethal to that list

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