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VR-Raiden

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  1. VR-Raiden

    [Xrd] Sol Badguy Combo Thread

    Note: Due to an issue caused by a forum software update, this opening post no longer contains a basic combo list. We apologise for the inconvenience. For a detailed list of combos, please consult the Sol Badguy combos page on Dustloop Wiki.
  2. Information Use this thread to post, discuss, and analyze videos of Sol in Guilty Gear Xrd -REVELATOR-. To find Sol matches, please consult the "Video Databases" tab below the forum banner and use the search engines provided. If you know of any tutorial or combo videos that have yet to be posted, please do post them and they will be added to the opening post. Notable Players Herken [War God] Twitter: @Herkeso Shodai [Saint] Twitter: @SOLK00012473 Maruhan [Bounty] Twitter: @reinashiobu NOB [25th Dan] Twitter: @nobsol_7 Roy [25th Dan] Twitter: @Ume_MK2 Super Sol-ko [25th Dan] Twitter: @ohiro1225 Machabo- [22nd Dan] Twitter: @mcb_0726 Karinchu [20th Dan] Twitter: @asdf7hjkl Uki [Unranked] Twitter: @uki_0916 Mocchi [Unranked] Twitter: @mugentoubu2 Misc Videos Strategy/Tutorial Videos: Combo Videos: Ver.1.02 Footage GGXrd - Sol Combo Referral Video Part 3 by Bonchan Ver.1.03 Footage Combos to Use on Johnny by Endu Combos to Use on Jack-O' by Endu Combos to Use on Jam by Endu Combos to Use on Kum Haehyun by Endu Combos to Use on Raven by Endu Combos to Use on Bedman by Endu Ver.1.10 Footage Combos to Use on Dizzy by Endu Ver.1.11 Footage GUILTY GEAR Xrd -REVELATOR- Sol Combo Video by muto6 【GGXrdR】 Sol Corner Character Specific Combo Examples by Flasso
  3. Have a question regarding Sol in Xrd? Feel free to ask in this thread for an answer!This first post will be updated with a FAQ section once more info is available to help prevent redundant questions.Before asking a question, please see if you can find the answer in the below FAQ or on the Dustloop Xrd Sol Badguy Wiki.Q: I'm having problems with the Dustloop, what am I doing wrong? Collapsed: A: This is understandable, DLoop is now harder than it's ever been due to increased recovery on j.D, and thus makes the number of reps you can do significantly less than before (if you want a comparison of how stupid easy it used to be, go watch GGXX vids of PC/NOB/Daigo). High jumping is not necessary to DLoop. Try each of these at a time and see if you can spot the problem.
  4. VR-Raiden

    [Xrd] Sol Badguy Discord

    Use this new link to join, no idea why the old one expired https://discord.gg/0fnjEdA32QziBwra
  5. VR-Raiden

    [Xrd] Sol Badguy Discord

    Click this link to join the Sol discord if you want to join the discussion about Sol. Discuss, ask questions, share tech, etc. Links to resources are also provided within. https://discordapp.com/channels/120704036352688128/120704036352688128 New link: https://discord.gg/0fnjEdA32QziBwra
  6. VR-Raiden

    [Xrd] Sol Badguy Critique Thread

    Looking to improve your Sol? Post match footage of yourself in this thread for feedback from other Sol players.
  7. 25% Tension Collapsed: f.S > FB Fafnir- 85 dmg (video) - Max range f.S combo into knockdown. Works on: Everyonef.S > (2S) > 5H > Fafnir > Tyrant Rave- 148 dmg (video) - Non-max range f.S combo, 2S is usable when within range. Note: Tyrant Rave knocks down PO, RO. Works on: Everyone 5K > 6P > c.S > fj.S > FB SW > nj.S > SW > 2H > fj.S > SW > 2H > tk.8SW > 2H > BR- 199 dmg (video) - Medium weight combo for very close hits at midscreen using 25% Tension. Works on: AB, AN, AX, CH, JO, OS, SL, SO, TE, ZA (need dash momentum on ED, KY, VE)5K > 6P > c.S > fj.S > FB SW > nj.S > SW > 2H > fj.S > SW > nj.S > SW > BR- 222 dmg (Dizzy) - Medium-light weight combo for very close hits at midscreen using 25% Tension. Works on: DI, IN, JU, MI5K > 6P > c.S > fj.S > FB SW > bj.S > SW > dash 2H > nj.H(1) > SW > nj.S > SW > BR- 225 dmg (Baiken) - Light weight combo for very close hits at midscreen using 25% Tension. Works on: JA, KL, MA (need dash momentum on BA, BR)5K > 6P > c.S > fj.S > j.D > FB SW > nj.SW > 2H > fj.S > SW >2H > tk.8SW > 2H > BR - 181 dmg (Potemkin) (video) - Heavy weight (and some medium) combo for very close hits at midscreen using 25% Tension. Works on: PO, SO, ... 5K > c.S > tK.BR(FRC) > ... > - ... dmg - .... Works on: ... Fails on: ... CH 2D > GF(FRC) > fj.SW > dash 2H > tk.8SW > 2H > j.S > SW > nj.S > SW > BR- 244 dmg - Universal midscreen CH 2D combo for 25% Tension. Replacing the final nj.S SW BR with 2H tk8.SW 2H BR increases damage but fails on light weights. Works on: EveryoneCH 2D > GF(FRC) > fj.SW > [fj.SW]x3 > dash j.D > sVV- 297 dmg (Baiken) - Light weight only higher damage midscreen CH 2D combo for 25% Tension. Works on: BA, BR, JA, KL, MA 50% Tension Collapsed: 5K > c.S > 2D > BR(RC) > SW > (walk forward) 2H > fj.S > SW > 2H > tk.8SW > 2H > BR- 201 dmg (video) - 50% Tension combo for heavy, medium, and medium-light weights. Works on: Everyone except BA, BR, JA, KL, MA5K > c.S > 2D > BR(RC) > SW > fj.SW > fj/nj.SW > dash j.D > dj.S > dj.D > VV - 241dmg (Baiken) (video) - 50% Tension combo for lightweights. Works on: BA, BR, JA, KL, MA Highly Character Specific Collapsed: : 2K/5K > c.S > 2D > G > dash j.D > j.BR(1) > 5K > (c.S) > tk.BR > 5K > tk.BR > 5K > BR- 179 dmg (Jam, 5K) - Normal hit meterless confirm to 2D > GV on Jam, Bridget. Fullscreen to same corner knockdown. Omitting c.S makes it easier on Jam. Builds ~47% tension. Works on: BR, JA2K/5K > c.S > 2D > GV > dash j.D(JC) > SW > nj.S > dj.S/H > sVV - 207 dmg (Jam, 5K) - Normal hit meterless confirm to 2D > GV on Jam, Bridget. Fullscreen to corner knockdown. Works on: BR, JA2K/5K > c.S > 2D > GV > dash j.D(JC) > SW > nj.SW > (dash) fj.S > sVV - 225 dmg (Jam, 5K) - Max damage normal hit meterless confirm to 2D > GV on Jam, Bridget. Fullscreen to corner knockdown. Works on: BR, JA 5K > 6P > c.S > fj.S > j.D > FB SW > nj.SW > [dash j.D > delay SW]x2 > nj/bj.S > SW > BR- 193 dmg (Potemkin) - Potemkin only combo for close hits midscreen-to-corner using 25% Tension. Use bj.S if you pass under after the 3rd SW. Works on: PO Throw Starters Meterless 25% TensionPost combos for Sol in +R here! I will update the first post as combos come up.Updated 10/23/2013 - See bottom of this post for changelogNotations: Numpad Notation Explanation: Click! General Notations Used nj/fj/bj/sj/dj Neutral/Forward/Back/Super/Double Jump JC Jump Cancel IAD Instant Air Dash tk Tiger Knee CH Counter Hit CL Clean Hit FB Force Break RC Roman Cancel FRC Force Roman Cancel BR Bandit Revolver BB Bandit Bringer GF Gun Flame GV Grand/Ground Viper RS Riot Stamp/Stomp SW Sidewinder WT Wild Throw VV Volcanic Viper c.S Close Slash f.S Far Slash ( ) Indicates the attack within ( ) is optional. [ ] xN Indicates the attack within [ ] is repeated N times. / Indicates you may choose between different attacks. dmg Damage, on Sol unless otherwise specified. tk.8SW Neutral j.SW, best to input as 8236H tk.9SW Forward j.SW, best to input as 2369H 5K(1)/j.H(1) Allow only first hit to connect before continuing j.H(2) Allow both hits to connect before continuing Mid-screen: Normal Starters Meterless Collapsed: 2K/5K> (c.S) > 2D > BR/VV- 103 dmg (5K, c.S, BR) (video) - Example of the staple meterless knockdown combo. Distance BR reaches is character specific, the more normals you include the farther the opponent when BR needs to connect. Any combination of normals before the 2D can be used for this combo, as long as the opponent is within range. VV does more damage but requires a closer hit or dash momentum. In order of farthest to shortest range which the 2D>BR will connect: AN > most characters > AB,DI,KL,KY > RO. Works on: Everyone except RO (BR misses, but VV works with dash momentum on RO) 2K/5K > c.S > 6P > Fafnir- 96 dmg (5K) (video) - More character specific meterless knockdown combo. Slightly less damage, but a lot more corner carry. Works on: AN, AX, BA, BR, DI, FA, JU, KL, KY, MA, OS, RO, SL, SO, TE, ZA, (need dash momentum on AB, CH, ED, IN, JA, JO, MI, PO, VE) f.S > (2S) > 5H > Fafnir- 99 dmg (video) - Non-max range f.S combo, 2S is usable when within range. Works on: Everyone 5D > SW > (walk forward) > (c.S) > 2H > j.S > SW > (walk back) > 2H > j.S > SW > nj.S > SW > BR - 168 dmg (video) - Standard dust to SW loop combo. Works on: Everyone, (must use c.S on PO, RO) CH 5H > IAD j.S > j.D > SW > (walk forward) 2H > fj.S > SW > 2H > tk.8SW > c.S/2H > BR - 241 dmg - Far CH 5H combo, works on stand hit only. Works on: ... Fails on: ... CH 6P > GF > IAD ... > ... - ... dmg - .... Works on: ... Fails on: ...CH 6P > 2S(whiff) > dash 5K/c.S > 2H > ... - ... dmg - .... Works on:CH 6P > CL BB > ... - ... dmg - .... Works on: ... Fails on: ... 50% Tension - 25% Tension Collapsed: airthrow > f.S > FB Fafnir- 89 dmg - Universal airthrow combo. 25% Tension. Works on: (really low height AB, AX, DI*, ED, FA, JO*, OS, PO, RO, SO, VE), (low height KY, SL, TE, ZA), (any height AN, BA*, BR*, CH, IN*, JA*, JU, KL*(dash), MA*, MI*) *cannot CL Special Starters Meterless Collapsed: WT > fj.S > SW > 2H > fj.S > SW > nj.S > SW > BR- 150 dmg (video) - Universal 3 SW WT combo. Timing will differ depending on character weight/hitbox tendencies. Works on: Everyone WT > dash 2H/5H tk.8SW > 2H/5H fj.S SW > nj.S SW > BR- 185 dmg (Baiken, 5H, 5H) (video) - Light weight WT combo for extra damage. Works on: BA, BR, JA, KL, MA 25% Tension - Highly Character Specific Collapsed: airthrow > f.S > 5H > FB Fafnir- 123 dmg (Millia) - Airthrow combo with added 5H. 25% Tension. Works on: MI, RO airthrow > 5K > fj/nj.K > FB SW > 2H > fj.S > SW > 2H > tk.8SW > 2H > BR- 133 dmg (Faust) - Faust only airthrow combo, costs 25% Tension. Works on: FA Highly Character Specific Collapsed: : WT > [fj.D > SW] x 3 > fj.S/D > SW > BR- 161 dmg (Potemkin, j.D) - Potemkin only WT combo for high damage and knockdown. Works on: POWT > [fj.D > SW] x 3 > fj.S/D > SW > FB Fafnir(whiff) > Tyrant Rave- 199 dmg (Potemkin, j.D) - WT combo for damage with Tyrant Rave bonus, costs 50% Tension. Works on: PO Force Break Starters 25% Tension - 50% Tension Collapsed: VV(1)(RC) > dash 5K/c.S > 2H > j.S/j.H(1) > SW > (walk back) 2H > j.S > SW > 2H > tk.8SW > 2H > BR - 217 dmg - Medium/medium-light/heavy weight VV(RC) midscreen combo. Works on: ...VV(1)(RC) > ... - Light weight VV(RC) midscreen combo. Works on: BA, BR, JA, KL, MA - 50% Tension - Highly Character Specific - Overdrive Starters 50% Tension - 100% Tension - Highly Character Specific - Highly Character Specific Collapsed: WT > GV (no mash) > dash j.D > SW > (walk forward) 2H > fj.S > SW > nj.S > SW > BR- 157 dmg (ABA) - Heavy weight WT combo from corner to corner, last BR must be delayed slightly. Works on: AB, PO, ROWT > GV (no mash) > [dash j.D > SW]x2 > nj.H(2) > SW > fj.H(2) > SW > nj.H(2) > SW > BR- 175 dmg (Potemkin) - Potemkin WT combo from corner to corner, last BR must be delayed slightly. Works on: PO WT > [fj.D > SW] x 3 > nj.S > SW > 2H > BR- 160 dmg (Potemkin) - Potemkin only WT combo for high damage and knockdown. Works on: POWT > [fj.D > SW] x 3 > nj.H(2) > SW > fj.H(2) > SW > nj.H(2) SW > BR- 169 dmg (Potemkin) - Potemkin only WT combo for high damage and knockdown. Works on: POWT > [fj.D > SW] x 3 > nj.S > SW > FB Fafnir(whiff) > Tyrant Rave- 194 dmg (Potemkin) - WT combo for damage with Tyrant Rave bonus, costs 50% Tension. Works on: PO Force Break Starters 25% Tension - 50% Tension Collapsed: j.VV(RC) > dash j.D, j.D > dash j.D, j.D > fj.D > SW > c.S > 2H > tk.9SW > 5K/c.S > BR- 275 dmg (video) - Medium weight air VV(RC) midscreen-to-corner combo. Works on: AB, AN, AX, CH, FA, OS, SL, SO, TE, VE, ZAj.VV(RC) > dash j.D, j.D > dash j.D, j.D > fj.H(1) > SW > c.S > 2H > tk.9SW > 5K/c.S > BR - 299 dmg (Dizzy) - Medium-light weight air VV(RC) midscreen-to-corner combo. Works on: DI, IN,j.VV(RC) > dash j.D, j.D > dash j.D > dj.D > sVV- 249 dmg (Baiken) - Light weight air VV(RC) midscreen-to-corner combo. Works on: BA, BR, JA, KL, MA - 50% Tension - Highly Character Specific - Overdrive Starters 50% Tension - 100% Tension [*]- Highly Character Specific - Corner:Common Corner Combo Routes: Collapsed: [5 j.D 2 SW corner knockdown] fj.D, j.D > (dash) j.D, j.D > j.D > SW > dash (c.S) > 2H > tk.9SW > 5K(1)/c.S > BR [3 j.D 2 SW corner knockdown] fj.D, j.D > (dash) j.D > SW > dash (c.S) > 2H > tk.9SW > 5K(1)/c.S > BR [2 j.D 2 SW corner knockdown] fj.D, j.D(f.JC) > SW > dash (c.S) > 2H > tk.9SW > 5K(1)/c.S > BR [1 j.D 2 SW corner knockdown] fj.D > SW > dash (c.S) > 2H > tk.9SW > 5K(1)/c.S > BR [j.S/H 2 SW corner knockdown] fj.S/fj.H(1) > SW > dash (c.S) > 2H > tk.9SW > 5K(1)/c.S > BR [4 j.D VV corner knockdown] fj.D, j.D > (dash) (j.K/j.S) > j.D > (dj.S) > dj.D > VV [2 j.D BR loop corner knockdown] fj.D, j.D > j.BR > 5K(1) > tk.BR > 5K(1) tk.BR > 5K(1) > BR [j.D SW bj.S corner knockdown] fj.D > delay SW > bj.S > SW > (dash) 2H > BR [/td][td] [/table] Normal Starters Meterless Collapsed: [5K/c.S>6P]/[airdash j.S>j.D] > 5H/2H > fj.D, j.D > fj.D, j.D > dash j.S/j.K > j.D > dj.S > dj.D > sVV- 243 dmg (video) - Dustloop to VV. Corner knockdown. Damage shown is using 5K, 5H, and 2 hit sVV. Works on: AB, AN, AX, CH, DI, ED, FA, IN, JU, KY, MI, OS, PO, SO, SL, TE, VE, ZA (omit dj.S on JA) Fails on: BA, BR, JO, KL, MA, RO [*][5K/c.S>6P]/[airdash j.S>j.D] > 5H/2H > [5 j.D 2 SW corner knockdown]- 252 dmg (5K)(video) - Heavy/Medium weight dustloop to 2 SW with corner knockdown. Works on: AB, AN, AX, CH, FA, OS, PO, SL, SO, TE, VE, ZA, (must dash after first j.D rep on ED, KY) Fails on: BA, BR, DI, IN, JA, JO, JU, KL, MA, MI, RO [*][5K/c.S>6P]/[2K>c.S>6P]/[airdash j.S>j.D] > 5H/2H > [2 j.D 2 SW corner knockdown]- 246 dmg (Dizzy, 5K) - Medium-light weight dustloop to 2 SW with corner knockdown. Works on: DI, IN, JU, MI [*][5K/c.S>6P]/[airdash j.S>j.D] > 5H/2H > [1 j.D 2 SW corner knockdown]- 235 dmg (Baiken, 5K) - Light weight 2 SW with corner knockdown. Only works from deep in corner so SW can reach to CL. Works on: BA, BR, JA, KL, MA [*][5K/c.S>6P]/[2K>c.S>6P]/[airdash j.S>j.D] > 5H/2H > [2 j.D BR loop corner knockdown]- 224 dmg (Baiken, 5K) - Lightweight dustloop to BR loop with corner knockdown. Works from range where SW will not CL. Also good for tension gain, builds ~50% tension. Works on: BA, BR, JA, KL, MA [*][5K/c.S>6P]/[2K>c.S>6P]/[airdash j.S>j.D] > 5H/2H > [4 j.D VV corner knockdown]- 242 dmg (Baiken, 5K) - Lightweight dustloop to VV corner knockdown. Works from range where SW will not CL. Works on: BA, BR, JA, KL, MA [*][5K/c.S>6P]/[airdash j.S>j.D] > c.S > 2H > [2 j.D 2 SW corner knockdown]- 212 dmg (Robo-Ky, 5K) (video) - Johnny/Robo-ky dustloop to 2 SW with corner knockdown, with added c.S before first 2H to increase their height. Works on: JO, RO 25% Tension Collapsed: [*]5K(1)/c.S > 6P > GF (FRC) > CL BB > nj.S/fj.D > SW > 2H > j.S > SW > 2H > tk.8SW > 2H > BR- 262 dmg (5K) (video) - Heavy/medium weight CL BB 3 SW combo for added damage and farther hits. 25% Tension. Works on: AB, AN, AX, CH, ED, FA, OS, PO, SL, SO, TE, VE, ZA, (must use nj.S on KY, RO) [*]5K(1)/c.S > 6P > GF (FRC) > CL BB > fj.D > SW > 2H > j.S > SW > nj.S > SW > BR- 291 dmg (Dizzy) - Medium-light weight CL BB 3 SW combo. Works on: DI, IN, JU, MI [*]5K(1)/c.S > 6P > GF (FRC) > CL BB > nj/fj.S > SW > dash 2H > fj.S/fj.H(1) > SW > nj.S > SW > BR- 286 dmg (Baiken) (5K, j.S) - Light weight CL BB 3 SW combo. Works on: BA, BR, JA, KL, MA [*]5K(1)/c.S > 6P > GF (FRC) > CL BB > dash 2H > fj.D > SW > 2H > j.S/j.H(1) > SW > nj.S > SW > BR- 258 dmg (Johnny) (5K, j.S) - Johnny CL BB 3 SW combo for added damage and farther hits, costs 25% Tension. Works on: JO 2K > c.S > 6P > GF (FRC) > CL BB > fj.S/fj.D > SW > (dash) fj.S > SW > (dash) 2H > tk.8SW > 2H > BR - 193 dmg - Medium weight CL BB 3 SW combo. Works on:... [*]5K/c.S > 6P > GF (FRC) > CL BB > [3 j.D 2 SW corner knockdown]- 261 dmg (video) - Medium/medium-light/heavy weight combo with corner knockdown. Works on: AB, AN, AX, CH, DI, ED, FA, IN, JU, MI, OS, PO, SL, SO, TE, VE, ZA Fails on: BA, BR, JA, JO, KL, KY, MA, RO [*]5K/c.S > 6P > GF (FRC) > CL BB > GF > (dash) 2H > [1 j.D 2 SW corner knockdown]- 261 dmg (video) - Alternative medium/medium-light/heavy weight combo with corner knockdown that works on KY, JO, and RO. Works on: AB, AN, AX, ED, FA, IN, JO, JU, KY, OS, PO, RO, SL, SO, TE, VE, ZA, Fails on: BA, BR, CH, DI, JA, KL, MA, MI [*]5K/c.S > 6P > GF (FRC) > CL BB > [1 j.D 2 SW corner knockdown]- 251 dmg (Jam) - Light weight (also universal route) combo with corner knockdown. Works on: BA, BR, JA, KL, MA (use j.S instead of j.D on BA) CH 2D > GF (FRC) > CL BB > [3 j.D 2 SW corner knockdown]- 257 dmg - Medium/medium-light/heavy weight combo with corner knockdown. Works on: AB, AN, AX, CH, DI, ED, FA, IN, JU, MI, OS, PO, SL, SO, TE, VE, ZA Fails on: BA, BR, JA, JO, KL, KY, MA, RO CH 2D > GF (FRC) > CL BB > GF > (dash) 2H > [1 j.D 2 SW corner knockdown]- 257 dmg - Alternative medium/medium-light/heavy weight combo with corner knockdown that works on KY, JO, and RO. Works on: AB, AN, AX, ED, FA, IN, JO, JU, KY, OS, PO, RO, SL, SO, TE, VE, ZA, Fails on: BA, BR, CH, DI, JA, KL, MA, MI CH 2D > GF (FRC) > CL BB > [1 j.D 2 SW corner knockdown]- 254 dmg (Jam) - Light weight (also universal route) combo with corner knockdown. Works on: BA, BR, JA, KL, MA (use j.S instead of j.D on BA) [*]2K > 2D > FB Fafnir > dash 2K/5K > c.S > fj.D > SW > dash 2H > fj.S > SW > 2H > tk.8SW > 2H > BR - 182 dmg - "Universal" far hit 2K 3 SW combo. 25% Tension. Damage shown using dash 5K, 2H. Works on: All except FA, RO, (must use 2K on AB, MI, SL) Fails on: FA, RO [*]2K > 2D > FB Fafnir > dash c.S/2H > fj.D > SW > 2H > fj.S > SW > 2H > tk.8SW > c.S/2H > BR - 203 dmg - More damage, more characer specific far hit 2K 3 SW combo. 25% Tension. Damage shown using dash 2H, 2H. Works on: AB, AN, CH, FA, IN, JA, JU, MA, MI, OS, PO, SL, (must use c.S on AX, BR, DI, ZA), (must use 2H on KL). Fails on: BA, ED, JO, KY, RO, TE, VE [*]2K > 2D > FB Fafnir > GV slight mash > fj.D > SW > 2H > fj.S > SW > nj.S > SW > BR - 215 dmg - High damage, highly character specific far hit 2K 3 SW combo. 25% Tension. Works on: AN, AX, OS, SO Fails on: All except AN, AX, OS, SO 2K > 2D > FB Fafnir > dash 2K/5K/c.S > 2H > [2 j.D 2 SW corner knockdown]- 176 dmg (5K) - Medium weight combo with corner knockdown. Works on: AN, AX, CH, ED, FA, KY, OS, SO, TE, VE, ZA, (can't use 5K on AB, SL) 2K > 2D > FB Fafnir > dash 2K/5K/c.S > 2H > fj.D, j.D > dash j.H(1) > SW > c.S > 2H > tk9.SW > c.S > BR- 191 dmg (Dizzy) (5K) - Medium-light weight combo with corner knockdown, modified 2 j.D 2 SW corner knockdown combo (includes j.H(1) due to extra height). Works on: DI, IN, JU, (can't use 5K from slide on MI) 2K > 2D > FB Fafnir > GV (no mash) > [j.D SW bj.S corner knockdown]- 168 dmg (Robo-Ky) - Heavy weight (Robo-Ky and Potemkin) combo with corner knockdown. Works on: PO, RO 2K > 2D > FB Fafnir > dash 2K/5K > c.S > [1 j.D 2 SW corner knockdown]- 193 dmg (Baiken) - Light weight (also almost universal route) combo with corner knockdown. Works on: All except FA, RO, (must use 2K on AB, MI, SL) Fails on: FA, RO 2K > 2D > FB Fafnir > dash 5K/c.S > 2H > [4 j.D VV corner knockdown]- 172 dmg (Baiken) (5K) - Light weight (also universal route) combo with corner knockdown. Works on: BA, BR, JA, KL, MA [*]2K > 2D > FB Fafnir> GV slight/no mash> [j.D SW bj.S corner knockdown]- 197 dmg - More damage, more character specific combo. Works on: (slight mash on AN, AX, KY, OS, SO, TE, ZA), (no mash on PO, RO), (opponent must be slightly outside corner and slight mash on CH, SL, VE), (opponent must be slightly outside corner and no mash on ED, FA) Fails on: AB, BA, BR, DI, IN, JA, JO, JU, KL, MA, MI 50% Tension - Highly Character Specific Collapsed: 2K > 2D > FB Fafnir > GV (no mash) > fj.D > SW > bj.S > SW > dash j.H(2) > SW > nj.H(2) > SW > 2H > BR- 189 (Potemkin) - Potemkin only combo with corner knockdown, costs 25% Tension. Works on: PO Throw Starters Meterless Collapsed: throw > 5K(1) > 6P > 5H/2H > [j.S/H 2 SW corner knockdown]- 151 dmg (video) - Corner throw combo with corner knockdown, can't use j.D into SW. Works on: AB, CH, JA, KY, MI, OS, RO, SO, TE, ZA, (must use j.H(1) on AN, BA, BR, IN, MA) [*]throw > 5K(1) > c.S > [3 j.D 2 SW corner knockdown]- 160 dmg (video) - Medium weight corner throw combo with corner knockdown. Works on: AB, AN, CH, OS, PO, SO, TE, ZA [*]throw > 5K(1) > c.S > [2 j.D 2 SW corner knockdown]- 188 dmg (Millia) - Medium-light weight throw combo with corner knockdown. Works on: IN, MI Summary:Corner throw > 5K(1) will not work on AX, DI, ED, FA, JO, JU, KL, VE air throw > (dash) 5K(1)/c.S > 6P > 2H/5H > [4 j.D VV corner knockdown]- 131 dmg - Air throw combo for medium weights and most heavy weights with corner knockdown. Works on: ... air throw > (dash) 5K(1)/c.S > [3 j.D 2 SW corner knockdown]- 145 dmg (5K) - Airthrow combo for most medium weights with corner knockdown. Works on: AB, AN, AX, CH, SL, TE, (must start c.S on FA), (must start 5K on OS, SO, VE, ZA) [*]air throw > (dash) 5K(1)/c.S > [2 j.D 2 SW corner knockdown]- 162 dmg (Dizzy, 5K) - Airthrow combo for medium-light weights with corner knockdown. Works on: IN, JU, MI, (must start with 5K on DI) air throw > dash 5K(1)/c.S > [1 j.D 2 SW corner knockdown]- 155 dmg (Baiken,5K) - Air throw combo for most light weights with corner knockdown. Works on: BR, JA, MA, (must start with 5K on BA) Fails on: KL air throw > (dash) 5K(1)/c.S > [2 j.D BR loop corner knockdown]- 136 dmg (Baiken,5K) - Air throw combo for all light weights (and medium weights which the normal combos won't work) with corner knockdown. Works on: BA, BR, JA, KL, MA, (must start 5K and only use 1 tk.BR on ED, KY) air throw > (dash) 5K(1)/c.S > [4 j.D VV corner knockdown]- 149 dmg (Baiken,5K) - Universal air throw combo. Works on: Everyone except JO, PO, RO [*]air throw > 5K(1) > 6P > 5H > j.S > j.K > j.D > j.BR > 5K > tk.BR > 5K > BR- 121 dmg (Johnny) - Air throw combo for Johnny, Potemkin, Robo-ky. Works on: JO, PO, RO 25% Tension - 50% Tension [*]- Highly Character Specific Collapsed: [*]throw > 5K(1) > 6P > GV(slight mash) > fj.D > delay SW > bj.S > SW > dash j.H(2) > SW > nj.H(2) > SW > BR- 159 dmg (Potemkin) - Potemkin only corner throw combo. Works on: PO Special Starters Meterless - 25% Tension [*]- 50% Tension - Highly Character Specific [*]- Force Break Starters 25% Tension - 50% Tension [*]- Highly Character Specific - Overdrive Starters 50% Tension [*]- 100% Tension - Highly Character Specific Changelog: Collapsed: [9/10/13] added ED and KY to corner airthrow combos.[9/12/13] added JO, PO, RO to corner airthrow combos. Going to clean up 2K 2D FB Fafnir combos next.[9/18/13] started adding Midscreen and Midscreen-to-corner 2D BR(RC) combos[9/19/13] reorganizing combos[9/20/13] reorganizing combos, character specifics on 2K/5K (c.S) 6P Fafnir, added GV combos, BR(RC) combos[9/22/13] reorganizing combos, added air VV(RC), midscreen FB SW[9/23/13] reorganizing combos, finishing up midscreen FB SW[9/24/13] reorganizing combos, added VV(RC) for light weights, light weight corner meterless, Pot only WT combos[9/25/13] light weight corner CL BB combo, reorganized 3 SW CL BB combos. unbolding combos that need completion[9/26/13] added character specifics on VV(RC) medium weight midscreen-to-corner combo[10/1/13] in the process of updating 2K 2D FB Fafnir combos[10/2/13] updated corner knockdown 2K 2D FB Fafnir combos[10/20/13] added CH 2D combos, added notation explanation for tk.8SW/tk.9SW[10/21/13] added Common Corner Combo Routes table, in the process of putting them in combos[10/22/13] added corner throw/airthrow combos, midscreen-to-corner lightweight CH 2D, continuing to refer to common combo routes[10/23/13] fixed corner CL BB and 2K 2D FB Fafnir corner knockdown combos, added corner CH 2D- [*]-
  8. VR-Raiden

    [Xrd] Sol Badguy Gameplay Discussion

    Maybe you aren't getting your jump out when they tech? That would mean you're pressing S too early. I do it as 95623S.
  9. VR-Raiden

    [Xrd] Sol Badguy 101/Q&A/FAQ Thread

    Yes we started a Discord chat recently, if anyone else wants in just PM me and I'll reply with an invite.
  10. VR-Raiden

    [Xrd] Sol Badguy 101/Q&A/FAQ Thread

    What's going on is he's noticing the clear difference in timing of the meaty j.S connecting and the empty jump 2K connecting. Once it registers that it's too late for j.S to connect, he's automatically going to throw because he expects that you're landing. It's the same thing when people simply jump out of late airdash/empty low stuff, they block until you can't do a meaty, then jump. Meaty j.S/empty jump 2K isn't worth calling a mix up because there's too much time between when they would connect. Late airdash j.S/empty 2K could be considered a high/low mixup because they connect relatively close to the same timing. However this loses to 6P/throw OS or fuzzy jumping. Sol has to include conditioning for his basic mix ups to be usable.
  11. If you'd like to contribute, please feel free to do so! Just link the video along with the time that Ken appears in the video, and I'll update this post with that video. If a suitable title for the video is available please list with it. Listings are going new to old, and with the Ken players name on the left side always. Please refrain from going off topic in this thread. This thread is for posting of videos only. Notable Players Kubo [??th Dan] Twitter: @kubo0055 Name 2 [??th Dan] Twitter: @??? Name 3 [??th Dan] Twitter: @??? Name 4 [??th Dan] Twitter: @??? Misc Videos Collapsed: Tutorial Videos: - Collapsed: Combo Videos: - [08/28/2014] P4U2 1.1 Ken Amada Day 1 Combos - [08/28/2014] Persona 4 Ultimax - Ken 5A Combos - [08/30/2014] P4U2 Basic Ken BnB (Meterless, Midscreen/Corner) - [08/30/2014] P4U2 Ken Basic Combos - [08/30/2014] P4U2 1.1 - Ken Combos - [08/31/2014] Ken Amada & Koromaru combos (day 1) - [09/01/2014] ken stuff - [09/01/2014] Persona 4 Ultimax - Shadow Ken Combos - [09/03/2014] Persona 4 Arena 2 Ken Safe Jumps - [09/03/2014] Persona 4 Arena 2 Ken Side Swap Combo - [09/03/2014] P4AU Ken Side Swap 2 - [09/03/2014] Persona 4 Ultimax - Ken 2A+B 3.6k Meterless Combo - [09/04/2014] Persona 4 Ultimax - Ken/S.Ken Combo Video - [09/04/2014] P4U2 1.1 - Ken Side Swap Combo Option - [09/04/2014] P4U2: Ken Safejump Tests 1 - [09/04/2014] P4U2: Ken Fuzzy j.2B Tests 1 - [09/05/2014] P4AU2 1.1 : Ken Amada Basic Combos #1 - [09/05/2014] P4U2 1.1 - Ken Meaty Oki Theory? - [09/06/2014] P4U2 Ken Combos - [09/07/2014] Ken Amada & Koromaru Intermediate Combo Movie (nicovideo) - [09/09/2014] More Ken Combos Match VideosVs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. KEN [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. MARGARET [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. MARIE [11/14/2014] Kubo vs Masao https://www.youtube....m13_VPA&t=0m37s Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. RISE [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] https://www.youtube.com/watch?v=3bMVkU_sf6M&list=UUigXphTRJdzpFoStm13_VPA&t=21m41s [Notes] Vs. TOHRU ADACHI [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes] Vs. [00/00/2014] Player 1 (XX) Vs. Player 2 (XX) [Notes]
  12. VR-Raiden

    [Xrd] Sol Badguy 101/Q&A/FAQ Thread

    You're pretty spot on for the most part I'd say. I'll add that another reason you don't see much WT in high level play is the existence of fuzzy jump/backdash techniques (buffering in jump/backdash on defense). When players get good at it, you have to really catch them off guard to land a WT. Stuff like empty jump WT or basic tick throws in general aren't as effective on people who are good at it. They can use it as a lower risk escape (in comparison to mashing out, which can result in them eating a huge counter hit starter). Typically that's how combos work in GG yeah. If you don't have corner, it usually takes resources or special hit conditions (like counter hit) to get strong combos. Yes, the opponent isn't worried about blocking high usually, since 5D is pretty easy to react to. But 2K has some advantages as a low other than hitting an opponent for trying to block high. Say for example they're in blockstun and you run up to pressure (like after GF YRC). If they hold upback, they will high block any non-low attack, or jump if they exit blockstun. 2K would hit them here. The same would be true of an opponent mashing backdash. 2K is good to stick in blockstrings to catch people trying to jump or backdash out.
  13. VR-Raiden

    [P4AU] Ken Amada Q&A/FAQ Thread

    Have a question regarding Ken? Feel free to ask in this thread for an answer!This first post will be updated with a FAQ section once more info is available to help prevent redundant questions.Before asking a question, please take a moment to see if you can find the answer in the below FAQ or on the Dustloop Ken Amada Wiki.
  14. VR-Raiden

    [Xrd] Sol Badguy 101/Q&A/FAQ Thread

    That challenge is stupid, if I recall you just need dash momentum and starting point blank. You don't generally bother with 2D BR in corner, you use 6P instead wherever possible for free big damage thanks to the wall bounce.
  15. VR-Raiden

    [Xrd] Sol Badguy Combo Thread

    There's something I don't really get where if you delay your jump cancel after a dashing attack, you retain the dash momentum when you jump. It did look like he had dash momentum on that jump. You can see the difference by just doing a dash c.S then immediate jump or delayed jump on the dummy just standing there. Delayed will move you forward more in air so you fall behind them.
  16. VR-Raiden

    [Xrd] Sol Badguy 101/Q&A/FAQ Thread

    Yeah I think doing whatever starter to DI combo that isn't capable of killing is pretty much always a bad idea. You end with 0 tension, they end up with tons of tension and Burst gauge from your combo. Even if it gets you a hefty life lead, it doesn't mean that much when it results in you losing your resources and them gaining so much.
  17. 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 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 Always works Fails through outer shin Corner: Aim above/below the shins. Always works Only works through outer shin and at min height Corner: Aim for outer shin or min height. DI Always works Never works 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. Always works Fails at lower heights Corner: Aim high. 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 Always works Only works at very high height Corner: Aim very high. Always works Only works through the feet Corner: Aim for the feet. Always works Only works at specific mid height Corner: Aim for specific mid height. 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. Always works Always works Fails at lower heights Only works at specific mid height Midscreen: Aim high. Corner: Aim for specific mid height. RV Always works Never works Fails at lower heights Never works Midscreen: Aim high. 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. Fails at lower heights Fails at lower heights Midscreen/Corner: Aim high. Always works Only works at specific mid height Corner: Aim for specific mid height. Always works Only works at min height Corner: Aim for min height.
  18. VR-Raiden

    [Xrd] Sol Badguy 101/Q&A/FAQ Thread

    Kudakero is the divekick, j.214K. It's good at beating anti-air attempts because Sol stalls in air then dives down quickly. It's unsafe unless spaced well, but with YRC he keeps the downward momentum so you shoot down during YRC slowdown. Which makes it a hard to punish approach from the air. If you YRC too early you just fall slowly vertically, to get the fast diagonal drop you time YRC for when he starts the dive. If you watch Kazunoko he uses this quite a lot.
  19. VR-Raiden

    [Xrd] Sol Badguy 101/Q&A/FAQ Thread

    Sounds like you stumbled on one of his primary flaws. Neutral game depends heavily on the matchup but I'll try to list some general things. For an idea of how each move is useful in neutral, you can check out his wiki page. For the ground game, in general you need to know what you can do to punish opponents that try to swat you away with attacks as you approach, or back away as you approach. Often if they notice they're losing out in attack exchanges as you move in, they may start backing up. Attacking as you approach examples: if Venom keeps doing f.S every time you enter it's range, you can BB in anticipation to whiff punish. Similarly if Ram keeps doing f.S, you can do dashing 2D to low profile it. Say Faust tries to f.S, you can counter it with CH 6P in anticipation. Backing up as you approach example: if the opponent backdashes when you reach about max 2D range or so, keep running and 5K as theIr backdash finishes. Normally getting Sol's counter-focused pokes to whiff is favorable, so they may try this to create space. These rely on reading how you expect the opponent to react to your approach. One of the best tools for getting in is YRC. Neutral YRC allows you to confirm the situation and act accordingly. This is a more costly but safer method of approach. Sol has lots of great moves to take advantage of this. YRC > Fafnir can hit stuff with slow startup, or catch backdashes for example. It's helpful on characters that summon stuff since it can hit from so far (Venom balls, Faust items). YRC also greatly increases your chances of safely approaching from air. Kudakero YRC and YRC airdash for example. Could go on forever but I recommend looking over his wiki movelist and strategy pages for other details. Feel free to ask more in here on anything that comes up. Also watching match vids of good players is good for seeing how to approach the neutral game in a matchup.
  20. VR-Raiden

    [Xrd] Sol Badguy Combo Thread

    It came up elsewhere so figured I'd mention it here. If anyone comes here looking for a combo list of sorts, it was nuked in the forum update. We've been working on a replacement list on his wiki combo page. It's a work in progress. Eventually I plan to add some sort of guide to go along with it (basically update to the combo theory section there). http://www.dustloop.com/wiki/index.php?title=GGXRD/Sol_Badguy/Combos (For that matter eventually I'm planning for everything useful to be documented in the wiki, like anything in any other threads here)
  21. https://twitter.com/S_mame_skmP/status/638201125200510976?lang=en New homing dash can lead to some hilarious stuff. https://twitter.com/x_preghiera_x/status/636565507013873664?lang=en While I'm at it these are his new colors.
  22. Starting here we see some testing with character specific combos on Johnny and Jack-O. Fafnir, BB link in corner looks lenient on Johnny, and height specific on Jack-O. http://www.twitch.tv/joniosan/v/12644690?t=12m35s And here is a silly combo with the new 5D homing dash, along with a cool new green color. https://twitter.com/yandadayo/status/636177449638694912?lang=en
  23. I think that the wiki should be used for gathering all useful information that pertains to a character, from simple to complex. The new format with multiple pages per character wiki helps a lot with this. The forums are a good place to discuss what is on the wiki and what should be added to it. I will say it is a million times easier to edit on the wiki than forums, you can easily see specific edit history, and any formatting on the forum gets blown up every update anyways.
  24. VR-Raiden

    XRD Matchup Directory

    Hate to be that guy but aren't they supposed to be in this new forum? We have duplicate Sol vs I-No threads since I made one in here. I figured we can just link to the old threads in the new combined one if there was useful info in them.
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