Numbers represent direction on a keyboard numpad. For example, + becomes 236P.
> = Proceed from the previous move to the following move.
▷/land = Indicate that the player must land at that point in the sequence.
, = LinkTo perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = CancelTo bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
CL = Clean HitWhen certain attacks in Guilty Gear hit a very specific part of an opponent's hurtbox. These well-aimed attacks will cause some positive benefit for the attacker, like a higher launch or a wall bounce.
Close Range P Starter Ground ComboGrants very little pressure on hit. 60-82 Damage (Depending on amount of P normals used)
Very Easy
(5P or 2P) xN > 6H
This combo does not give the greatest okizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., but is useful due to 2P being a great way to start engagements and to abareAn attack during the opponent's pressure, intended to interrupt it. with, alongside 5K. Do not get too trigger happy with this combo, as 6H is very punishable on block.
You will need to subtract the amount of P normals based on range. Generally, if you are touching the opponents collision box, you are able to land three P normals before needing to go into 6H. Note that while 5P deals more damage than 2P, it has a slightly shorter range and whiffs on certain crouching opponents, so adjust as necessary.
This combo only grants a slightly far range f.S for okizeme due to the long recovery on 6H, so your pressure game will be weaker as a result.
You can also perform 5P or 2P > 6S > Gun Flame as a frame trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. on block, but note that 6S does not combo on standing opponents, and in 2P's case, 6S will not combo on grounded opponents at all unless off a CH 2P. Be aware if your opponent is getting hit by your P normals and at least attempt to confirm into 6H on hit.
Close Range K Starter Ground ComboGreat way to mash out of pressure with 5K. 59-82 Damage (Depends on starter and whether or not the combo uses the follow-up to Bandit Revolver)
Very Easy
5K or 2K > 2D > 236K(K)
This combo is Sol's standard meterless conversion off a grounded K normal. It causes a soft knockdownA knockdown that puts the character into a state that may allow the character to get up off the ground earlier than a Hard Knockdown, giving the offender less options for continuing offense., which allows Sol to use f.S as a meaty attackHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. to start his pressure game described below.
The two K starters into 2D include 5K and 2K. 5K is usually used as a way to stop the opponent's offense due to its 3 frame start-up and long range. While 2K is usually used for frame traps after a blocked f.S.
This combo also works as a jump in starter from j.S for easy air to ground conversions.
If okizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. is more of a priority, then check out the Okizeme Ender tab for a better strike/throw mix-up.
Close Range K Starter Ground Combo Okizeme EnderOn hit gives some of the most threatening strike/throw out of all of Sol's kit.
Easy
5K or 2K > 2D > 236K, delay 41236H
This combo is an alternate version of this combo linked here, check this out before deciding to use this combo.
In comparison to the combo that this is based off of, instead of getting a meatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.f.S, which only leaves Sol at a +2 frame advantage, this combos ender leaves Sol at a staggering +11 frame advantage due to Fafnir. This means Sol can easily threaten the opponent with almost anything he can think of. A simple mix-up that Sol can do is either perform a throw after Fafnir or frame trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. with 6S. Experiment with options to see what Sol can do after this move.
The only downside that this combo has it that does less damage than the original version of this combo. But in most cases, the meaty Fafnir is worth it, especially if the opponent will not die from Bandit Revolver.
In the video, the Training Dummy is set to press 5P after blocking any move.
Close Range BnBA staple combo that is simple yet effective.c.S Ground ComboA staple combo that grants amazing pressure on hit. 98-134 Damage (Depends on starter)
Easy
c.S > delay f.S > 5H > 236KK
This combo is one that all Sol players know and love, due to it being easy to hit confirmTo perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent. off of a blocked c.S > f.S > 5H string, as if the 5H does not hit, he can cancel into Gun Flame on block for a way to disengage with his opponent. In addition, Sol’s f.S is plus on block, allowing for easy frame trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s with 5H.
This combo also works if you start from a mid range f.S hit, all you have to do is cut out the c.S and you will be able to do the exact same combo with no other executional changes.
This combo also gives an opportunity for a meaty after the Bandit Revolver with f.S, which starts Sol's pressureTo attack the opponent continuously and leave little room for counter attacks. game, this can create an opportunity for guaranteed offense. For more information on Sol's pressure game, click here.
Mid Range 6S Ground ComboVery good way to poke, stay safe, and convert into a knockdown. 79 Damage
Very Easy
6S > 236KK
This combo is amazing to use in neutralWhen neither player is in an advantageous position in terms of stage position. as a confirm due to 6S's long range, disjointed hitbox and decent amount of active frames, making it a a powerful tool for controlling space. It also gives similar okizeme to the combo described above. Do note that at longer ranges, you will be forced to skip the first hit of Bandit Revolver and instead mash your way to the second hit, possibly giving slightly worse okizeme.
You can also confirm into Gun Flame on block for a safe way to reset into neutral to try hitting 6S again.
5K Starter Anti-Air ComboCan convert into a corner combo upon reaching the wall. 83 Damage
Easy
AA 5K(2) > jc, j.K > adc, j.K > j.D
This combo grants f.S pressure on hit, which makes it a useful anti-airA grounded attack that hits the opponent out of the air combo. It can also convert into a full combo in the corner using the wall bounce effect of j.D. Since 5K is Sol's fastest button, it makes for a great anti-air in scrambleAn unexpected situation in a match in which both players "scramble" to react and gain advantage. Often occurs after a combo drops. situations when the opponent is trying to quickly start their offense.
Charged Dust ComboFor big punishes, or just catching people sleeping. 225 Damage
Medium
5[D] > 8, j.D > jc, j.D > j.S > j.D > j.S > jc, j.DD
A big damage Homing Jump combo from a Dust Attack (Hold) starter. Dust Attack (Hold) is slow at 28 frames of start-up and reactable as a mix-up, but neither of those factor into its usage as a reliable reversalTo perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. punish. Ending with Finish Blow grants Sol Positive Bonus and enough time to run forward for a meaty c.S.
Combo Theory
Overview
Sol's main goal is to end combos with Clean Hit H Volcanic Viper as it deals immense damage, has huge corner carry, and leads into strong okizeme. However, without some sort of special circumstance (anti-air, Counter Hit, near corner) or Tension for an Roman Cancel, this is usually impossible. The best back-up combo ender is Bandit Bringer but this move also cannot be used freely in most mid-screen routes. Thus, Sol must settle for Bandit Revolver, his most consistent ender.
Comboing Without Resources
When landing 5K or 2K on a grounded opponent, cancel into 2D then into Bandit Revolver for a basic mid-screen combo. When landing 5P, 5K or 2K on crouching or airborne opponents, you can opt to combo into 6S instead. If the opponent is airborne by the time you land Bandit Revolver, you can omit the second hit for better okizeme at the cost of damage and corner carry. c.S routes simply follow its gatlings into a special move, usually c.S > delay f.S > 5H > Bandit Revolver. This is as far as Sol goes without resources.
Using Roman Cancels
If a Roman Cancel is available, Bandit Revolver can be Red Roman Canceled for more damage. The optimal follow-up depends on Sol's spacing from the corner. If Sol's away from the corner, dash input downward and microdash into a fully charged 5[D], then dash c.S and end with a Clean Hit H Volcanic Viper for more damage, or use the forward momentum from a forward dash input and land a low Clean Hit H Volcanic Viper for better corner carry and positioning. You can also just follow the 5[D] with 5K > 6S > Bandit Bringer for an low execution follow-up that still deals high damage and has good okizeme. As you get closer to the corner, use j.D after your Red Roman Cancel to knock the opponent directly into the corner for a wall bounce and then pursue them for a full combo extension. If the opponent is cornered, you can instead aim to Red Roman Cancel H Volcanic Viper and cancel it for massive damage, though the execution on these routes are stricter.
Corner Comboing
Once Sol reaches the corner, his options expand greatly. Landing Clean Hit H Volcanic Viper becomes much easier thanks to the wall bounce on j.D. The wall keeps opponents hit by Gun Flame and Fafnir from moving away from Sol, giving him better follow-ups. Lastly, Wall Stick makes using Clean Hit Tyrant Rave very easy.
Comboing With Anti-Airs
Anti-airs or moves that can launch the opponent can potentially lead into a Wall Break even if the combo started from mid-screen thanks to Sol's extreme corner carry. However, these routes are highly dependent on multiple factors which include; spacing from the corner at combo start, how high the opponent was launched/anti-aired, the opponent's weight class, the proration of the combo starter (higher scaling means higher gravity), and more. These routes require both significant amounts of practice to execute, prior knowledge of what situations require what follow-ups, and the ability to adjust the combo on the fly to prevent drops. Beginner and intermediate level players should steer clear of these routes but they are a valuable tool for high level Sol players.
Kara Cancel H Volcanic Viper
It's possible to impart additional forward movement and momentum into Sol's specials by kara canceling a 6S or a dash cancel into said special. This is especially important for H Volcanic Viper, which requires close proximity to Clean Hit.
On grounded opponents, 5P, 5K(2), 2K, or c.S can gatling into 6S, which can then can be kara canceled into H Volcanic Viper. Similarly, 5K(2) and c.S can be dash canceled, which can then be kara canceled into H Volcanic Viper. 2P and 5K(1) are Level 0 normals, and therefore lack the necessary hitstun to combo into H Volcanic Viper after a kara cancel. 5P, 5K(2), 2K are Level 1 normals, and will not combo into H Volcanic Viper if 6S or dash cancel are kara canceled on the third frame on standing opponents, although this issue isn't present on crouching opponents thanks to the additional frame of hitstun.
Please note that while 5P and 5K(2) can combo into H Volcanic Viper after a kara cancel on standing opponents, H Volcanic Viper will not Clean Hit, even at point blank. Getting a Clean Hit in this situation requires either dash momentum or a crouching opponent for reduced blowback and the additional frame of hitstun for a potential third frame kara cancel. 2K or c.S do not have this problem at close range, although dash momentum or a crouching opponent will be required for 2K at further viable ranges.
On airborne opponents, hitstun restrictions do not apply, but as airborne opponents introduce height variables as well as some distance variables that may not apply on the ground, whether or not you will be able to successfully Clean Hit will depend entirely on positioning.
Core Combos
Core combos balance potency with consistency. They:
Work against most characters of a selected weight or hurt box type
May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
Are expected to be consistently performable by most intermediate and advanced players who main the character
Close Range PunishAttacking someone when they are unable to block, making the damage guaranteed. Corner ComboUtilize the power of the Clean Hit. 251 Damage
Medium
c.S > 5H, 665K > jc, j.S > j.H > j.D, CL 623H, WS 5H
This combo may seem finicky, but when mastered can become a very consistent tool for Sol players to use. This combo has a tricky ender due to the mechanic known as a Clean Hit. A Clean Hit H Volcanic Viper grants the second hit increased damage, and secures a hard knockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. for Sol to use if he would like to end this combo early. This combo can best be used after the opponent attempts to backdash your corner c.S pressure.
In order to perform a Clean Hit, Sol must land the first hit as deep as possible. Alignment is important, so you will have to take note of how the opponent falls in order to land one. Depending on the height of the opponent after Clean Hit H Volcanic Viper, Sol might have to opt for j.D instead of 5H due to the opponent being too high on the wall.
After the first 5H, dash in close for 5K to ensure that both hits of j.H connect.
Sol can end this combo early by doing j.S > delay j.D into H Volcanic Viper to not break the wall for a hard knockdown. He can then follow up with an OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."c.S and then dash cancel for okizeme, as this puts Sol the closest to his opponent as possible to start his intimidating pressure sequences.
If you land c.S in the corner outside of a guaranteed punish situation, it's generally not feasible to hit confirm into 5H while the opponent is still airborne. Instead, you can opt for c.S > (delay) 2H > 236K, 2K > CL 623H, as 2H also puts the opponent in an airborne state, so you can afford to delay 2H for the hit confirm and still get a launch afterwards.
Any Starter Metered Midscreen ComboGain a hard knockdown off of any starter. Damage depends on starter
Easy
Starter > 66RRC, 66c.S > (delay) CL 623H, (OTG 6H)
This combo is very valuable due to it giving a hard knockdown for okizeme while also being easily hit confirmable. It also works off of any move that has the ability to pop up the opponent after a Red Roman Cancel. The knockdown from this combo gives Sol the best opportunity for pressure due to how long the opponent stays knocked down for, if you are not sure for what combo to go for after a Red Roman Cancel, use this one as a default.
The amount of delay on the Clean Hit H Volcanic Viper will depend on the starter and combo duration leading up to the Red Roman Cancel. If a delay is necessary, you can also jump cancel into a low Aerial H Volcanic Viper as opposed to waiting.
If the opponent is almost dead, then OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."6H can deal significant damage at the cost of okizeme. Good for closing out rounds.
Any Starter Metered Near-Corner ComboGet a more optimal metered combo for a Wall Break. Damage depends on starter
Medium
Starter > 66RRC, c.S > jc, (j.S) > j.H > j.D, (delay 2K) > CL 623H, WS 5H
This combo does a lot of damage and is confirmable off any random hit, barring 6H. Because of this, 5D becomes a legitimate threat even while uncharged, as the Red Roman Cancel can be used to launch the opponent on hit.
Some additional combo parts will need to be added if the starter before the Roman Cancel was only a single move for the wall to break. In some cases you may also have to high jump cancel the c.S for the j.D after the j.S to not whiff. If you are forced to include j.S and 2K in the combo and the wall still does not break, try to wait as long as possible after the Roman Cancel and then do the c.S portion of the combo. If the wall still does not break, do an OTG c.S and dash cancel it to be right up in the opponent's face after the Clean Hit H Volcanic Viper.
Counter Hit Combo RepositoryClick the buttons above the box to navigate.
Counter Hit c.S Ground ComboPunish that DP. 186 Damage
Easy
CH c.S > dc, c.S > CL 623H, (OTG 6H)
This combo is commonly used as a punish for DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s due to its unprorated starter that leads into easy high damage on Counter Hit from any position on screen. This combo grants the same okizeme as this combo linked above.
If the opponent is almost dead, then OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."6H can deal significant damage at the cost of okizeme. Good for closing out rounds.
Counter Hit 5H Midscreen ComboMake opponents afraid to mash. 186 Damage
Medium
CH 5H > 236K, c.S > 6S/dc~CL 623H, (OTG 6H)
Be sure to read the section on Kara Cancel H Volcanic Viper in order to understand how to perform the kara cancel that is in this combo.
This combo synergizes well with f.S pressure as if you delay the 5H gatling afterwards on block, it can catch mashers. It then leads into this combo for a massive reward. This combo grants the same okizeme as this combo linked above. If the opponent respects the delayed 5H on block, simply cancel into Gun Flame for safety.
If the opponent is almost dead, then OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."6H can deal significant damage at the cost of okizeme. Good for closing out rounds.
Combo List
5P/2P/6P Starters
Starting Position:
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
5P > (5P > 5P > 5P) > 236KK
Anywhere
56 (82)
Everyone
[1] Very Easy
Tension Gain: 9 (20) 5P can be done up to 4 times with dash momentum at point blank range. 5P and 2P can be used interchangeably. Usually preferred over the 6H ender, especially in the corner where Bandit Revolver okizeme is even better.
1.29
5P > (5P > 5P > 5P) > 6H
Anywhere
66 (86)
Everyone
[1] Very Easy
Tension Gain: 9 (20) 5P can be done up to 4 times with dash momentum at point blank range. 5P and 2P can be used interchangeably.
1.29
5P > (5P > 5P > 5P) > 6S > 236KK
Anywhere
80 (91)
Everyone
[1] Very Easy
Tension Gain: 14 (22) Opponent must be crouching or airborne. Can start with 2P, but must use 5P to cancel into 6S on crouching opponents. Can be done up to 4 times with dash momentum at point blank range.
Tension Gain: -36 5P or 2P combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then do c.S and jump cancel into an immediate H Volcanic Viper so that it Clean Hits. Can also microdash after 5[D] in order to omit the jump cancel after c.S. Requires 50% Tension.
1.29
CH 5P or 2P, c.S > delay f.S > 5H > 236KK
Anywhere
112 (106)
Everyone
[2] Easy
Tension Gain: 25 (24) Close range CH 5P or 2P combo.
Tension Gain: 29 (28) Close range CH 5P or 2P Wild Assault extender. Requires 50% Burst.
1.29
6P > RRC, 665[D], c.S > jc, CL j.623H
Anywhere
185
Everyone
[3] Medium
Tension Gain: -44 6P canceled into a Red Roman Cancel with no shifting. Charge 5[D] completely, then do c.S and jump cancel into an immediate H Volcanic Viper so that it Clean Hits. Can also microdash after 5[D] in order to omit the jump cancel after c.S. Requires 50% Tension.
Tension Gain: 13 Omit the follow-up on Bandit Revolver for stronger okizeme.
1.29
5K or 2K > 6S > 236KK
Anywhere
88 (77)
Everyone
[1] Very Easy
Tension Gain: 13 (14) Only works on crouching or airborne opponents.
1.29
5K or 2K > 6S > 236KK > 66RRCC~j.K > CL j.623H
Anywhere
151 (138)
Everyone
[2] Easy
Tension Gain: Variable 5K or 2K combo canceled into a Red Roman Cancel Cancel shifted forward. Only works on crouching opponents. Requires 50% Tension.
Tension Gain: -36 (-35) 5K or 2K combo canceled into a Red Roman Cancel shifted downward. Charge 5[D] completely, then do c.S and jump cancel into an immediate H Volcanic Viper so that it Clean Hits. Requires 50% Tension.
1.29
5K > dc > 66BRC, c.S > 5[D], 66c.S > CL 623H
Anywhere
165
Everyone
[3] Medium
Tension Gain: -46 5K combo canceled into a Blue Roman Cancel shifted forward. Charge 5[D] completely, then microdash c.S into an immediate H Volcanic Viper so that it Clean Hits. Requires 50% Tension.
1.29
CH 2K, c.S > 6S/dc~CL 623H
Anywhere
125
Everyone
[2] Easy
Tension Gain: 16 Close range CH 2K combo. Kara cancel into H Volcanic Viper so that it Clean Hits.
1.29
CH 2K, c.S > delay 5H > 236D > c.S > CL 623H
Anywhere
131
Everyone
[2] Easy
Tension Gain: 29 Close range CH 2K Wild Assault extender. Requires 50% Burst.
Tension Gain: -34 5K combo canceled into a Blue Roman Cancel shifted forward. Charge 5[D] completely, then microdash 5K and jump cancel into j.D. Requires 50% Tension.
1.29
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
5K or 2K > 6P > 236K, 5K(1) > CL 623H
Corner
133 (121)
Everyone
[3] Medium
Tension Gain: 17 Kara cancel into H Volcanic Viper so that it Clean Hits.
Tension Gain: Variable 5K combo canceled into a Red Roman Cancel Cancel shifted upward. RCC Bandit Revolver into j.H, ever so slightly delay j.D, then do c.S as soon as you land, jump canceling into an immediate H Volcanic Viper so that it Clean Hits. Can also delay the H Volcanic Viper to omit the jump cancel after c.S. Requires 50% Tension.
Tension Gain: Variable c.S combo canceled into a Red Roman Cancel Cancel shifted forward. Delay f.S so that it doesn't launch the opponent. RCC Bandit Revolver into j.K. Requires 50% Tension.
1.29
CH c.S, 665K > 6S/dc~CL 623H
Anywhere
176
Everyone
[3] Medium
Tension Gain: 19 CH c.S confirm. Kara cancel into H Volcanic Viper so that it Clean Hits.
1.29
CH c.S > dc, c.S > CL 623H
Anywhere
186
Everyone
[2] Easy
Tension Gain: 21 Wait until the dash cancel is over before doing the second c.S.
Tension Gain: 28 Charge 5[D] completely after CH c.S, then microdash 5K. The opponent should be as high as possible when the first 5K connects. Kara cancel into Bandit Revolver. Kara cancel into H Volcanic Viper so that it Clean Hits.
1.29
CH c.S > 5[D], 2K > 6S~CL 623H
Anywhere
202
Everyone
[3] Medium
Tension Gain: 22 Charge 5[D] completely after CH c.S. Kara cancel into H Volcanic Viper so that it Clean Hits.
Tension Gain: 17 (16) Basic f.S or 2S combo. 5H whiffs at max range against AS.
1.29
f.S or 2S > 2H > 236K, 5K(2) > 6S > 214K
Anywhere
129 (134)
Everyone
[2] Easy
Tension Gain: 27 (26) Close range f.S or 2S combo. f.S > 2H whiffs against AS. 2S needs to hit point blank.
1.29
f.S or 2S > 5H > 236D > f.S > CL 623H
Anywhere
142 (147)
Everyone
[1] Very Easy
Tension Gain: 25 Ranged f.S or 2S Wild Assault extender. 5H whiffs at max range against AS. Requires 50% Burst.
1.29
f.S or 2S > 2H > 236K, 2K > 6S~CL 623H
Anywhere
155 (160)
Everyone
[3] Medium
Tension Gain: 22 (21) Close range f.S or 2S combo. f.S > 2H whiffs against AS. 2S needs to hit point blank. Kara cancel into H Volcanic Viper so that it Clean Hits.
1.29
f.S or 2S > 5H > 236KK > 66RRCC~j.K > CL j.623H
Anywhere
173 (178)
Everyone
[2] Easy
Tension Gain: Variable f.S or 2S combo canceled into a Red Roman Cancel Cancel shifted forward. 5H whiffs at max range against AS. RCC Bandit Revolver into j.K. Requires 50% Tension.
1.29
CH f.S or 2S > 236K, 5K > 2D > 236KK
Anywhere
109 (115)
Everyone
[2] Easy
Tension Gain: 24 (23) Basic CH f.S or 2S combo. Omit the follow-up on Bandit Revolver for stronger okizeme.
1.29
CH f.S or 2S, 66c.S > delay f.S > 5H > 236KK
Anywhere
133 (138)
Everyone
[2] Easy
Tension Gain: 30 (29) Microdash after CH f.S so that you're close enough to use c.S. CH 2S needs to hit point blank with dash momentum.
1.29
CH f.S or 2S > 236K, 5K > dc~CL 623H
Anywhere
142 (148)
Everyone
[3] Medium
Tension Gain: 19 (18) Opponent must be crouching. Kara cancel the third frame of the dash cancel into H Volcanic Viper so that it Clean Hits.
1.29
CH f.S, 665K > 6S/dc~CL 623H
Anywhere
144
Everyone
[3] Medium
Tension Gain: 17 Used to get better combos after a Roman Cancel following Clean Hit H Volcanic Viper. Kara cancel into H Volcanic Viper so that it Clean Hits.
1.29
CH f.S, 214S, c.S > jc, CL j.623H
Anywhere
152
Everyone
[3] Medium
Tension Gain: 25 Use Night Raid Vortex as soon as f.S recovers. f.S needs to hit at close range or Night Raid Vortex needs to be held very briefly to get c.S after Night Raid Vortex.
1.29
6S > 236KK
Anywhere
79
Everyone
[1] Very Easy
Tension Gain: 12 Without a Counter Hit or Tension, this is all you can get.
Tension Gain: Variable 6S combo canceled into a Red Roman Cancel Cancel shifted forward. RCC Bandit Revolver into j.K. Delay the j.H slightly on middleweights. Gives better okizeme and is more consistent than the 5[D] route. Requires 50% Tension.
1.29
CH 6S > 236K, 5K > 2D > 236KK
Anywhere
127
Everyone
[2] Easy
Tension Gain: 24 Basic CH 6S combo. Omit the follow-up on Bandit Revolver for stronger okizeme.
1.29
CH 6S > 236K, 5K > dc~CL 623H
Anywhere
160
Everyone
[3] Medium
Tension Gain: 20 Opponent must be crouching. Kara cancel the third frame of the dash cancel into H Volcanic Viper so that it Clean Hits.
Tension Gain: -27 c.S combo canceled into a Red Roman Cancel shifted downward. Charge 5[D] completely, then do c.S and jump cancel into j.D. Requires 50% Tension.
Tension Gain: -39 f.S or 2S combo canceled into a Red Roman Cancel shifted forward. Delay the follow-up on Bandit Revolver for as long as possible. Against KY, kara cancel into H Volcanic Viper so that it Clean Hits. Requires 50% Tension.
Tension Gain: Variable f.S or 2S combo canceled into a Red Roman Cancel Cancel shifted forward. 5H whiffs at max range against AS. Delay the follow-up on Bandit Revolver and then RCC into j.D. Requires 50% Tension.
Tension Gain: 33 Jump cancel a dashing 5K into j.S, then perform H Volcanic Viper once you land. For an easier route with fractionally lower damage, use j.H(1) > j.D.
Tension Gain: -36 c.S combo canceled into a Red Roman Cancel with no shifting. Perform the first j.D while falling, immediately jump cancel for the second, then perform the third while falling. Requires 50% Tension.
Tension Gain: Variable CH c.S combo canceled into a Red Roman Cancel Cancel shifted downward. Jump cancel the CH c.S and do an immediate air Clean Hit H Volcanic Viper, then catch the opponent with 5K. Jump cancel the second 5K so that H Volcanic Viper can Clean Hit. RCC the second H Volcanic Viper into a whiffed j.S. Requires 50% Tension.
Tension Gain: 41 Dash after CH f.S to link into c.S. CH 2S needs to hit point blank with dash momentum. Dash after 5H's wall bounce catch the opponent with 5K so that both hits land.
Tension Gain: -31 CH f.S combo canceled into a Red Roman Cancel shifted downward. Kara cancel into H Volcanic Viper so that it Clean Hits. Requires 50% Tension.
Tension Gain: -35 6S combo canceled into a Red Roman Cancel shifted downward. Charge 5[D] completely, then do c.S and jump cancel into j.H. Requires 50% Tension.
Tension Gain: -29 CH 6S combo canceled into a Red Roman Cancel shifted downward. Opponent must be crouching. Kara cancel the third frame of the dash cancel into H Volcanic Viper so that it Clean Hits. Requires 50% Tension.
Tension Gain: 40 c.S Wild Assault extender. Night Raid Vortex needs to be held for a specific length of time to cross under and hit the opponent. Depending on launch height and distance, non-large opponents may not reach the wall to stick to it. Omit f.S to reach the wall easier. Requires 50% Burst.
Tension Gain: Variable CH c.S combo canceled into a Red Roman Cancel Cancel shifted forward. RCC the first H Volcanic Viper into j.H. j.K crosses under the opponent. Fully charged Aerial Bandit Bringer may need to be delayed slightly depending on the opponent. Requires 50% Tension.
Tension Gain: -31 (-32) f.S or 2S combo canceled into a Red Roman Cancel shifted downward. The first 5H whiffs at max range against AS. Must run directly underneath the opponent so that 5[D] switches sides or else you can't get a Wall Break. Requires 50% Tension.
Tension Gain: 38 (37) Corner-to-corner CH f.S or 2S Wild Assault extender. Use Gun Flame instead of Bandit Bringer if 5K hits too low at the cost of building slightly less Tension. Requires 50% Burst.
Tension Gain: Variable Corner-to-corner close range CH f.S combo canceled into a Red Roman Cancel Cancel shifted forward. RCC H Volcanic Viper into j.H. Requires 50% Tension.
Tension Gain: 39 Corner-to-corner CH 6S Wild Assault extender. Use Gun Flame instead of Bandit Bringer if 5K hits too low at the cost of building slightly less Tension. Requires 50% Burst.
1.29
5H/2H/6H Starters
Starting Position:
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
5H > 236KK
Anywhere
86
Everyone
[1] Very Easy
Tension Gain: 12 Without a Counter Hit or Tension, this is all you can get.
Tension Gain: Variable 5H combo canceled into a Red Roman Cancel Cancel shifted forward. RCC Bandit Revolver into j.K. Requires 50% Tension.
1.29
5H > 236KK > 22RRC, 665[D], c.S > jc, CL j.623H
Anywhere
207
Everyone
[3] Medium
Tension Gain: -37 5H combo canceled into a Red Roman Cancel shifted downward. Charge 5[D] completely, then do c.S and jump cancel into an immediate H Volcanic Viper so that it Clean Hits. Requires 50% Tension.
1.29
CH 5H > 236K, c.S > 6S/dc~CL 623H
Anywhere
176
Everyone
[3] Medium
Tension Gain: 24 Kara cancel into H Volcanic Viper so that it Clean Hits.
1.29
CH 5H, 214S, c.S > CL 623H
Anywhere
175
Everyone
[3] Medium
Tension Gain: 26 Only works if 5H hit at close range. Night Raid Vortex as soon as 5H recovers.
1.29
2H > 236K, 665K > 6S > 214K
Anywhere
132
Everyone
[2] Easy
Tension Gain: 24 Basic 2H combo.
1.29
2H > 236K, c.S > 6S/dc~CL 623H
Anywhere
165
Everyone
[3] Medium
Tension Gain: 21 Kara cancel into H Volcanic Viper so that it Clean Hits.
1.29
CH 2H > 214P, 214S, c.S > jc, CL j.623H
Anywhere
171
Everyone
[3] Medium
Tension Gain: 27 As soon as 2H connects, cancel into Gun Flame (Feint) and once its recovery ends, perform Night Raid Vortex. Follow-up with c.S and jump cancel it into an immediate H Volcanic Viper so that it Clean Hits. Can also delay the H Volcanic Viper to omit the jump cancel after c.S.
1.29
CH 6H, 6S > 236KK
Anywhere
130 (117)
Everyone
[3] Medium
Tension Gain: 21 (18) Works at any range. The first hit of Bandit Revolver will whiff at a distance. Omit the follow-up on Bandit Revolver for stronger okizeme.
Tension Gain: -37 5H combo canceled into a Red Roman Cancel shifted forward. Delay the follow-up on Bandit Revolver for as long as possible. Against KY, kara cancel into H Volcanic Viper so that it Clean Hits. Requires 50% Tension.
Tension Gain: -35 5H combo canceled into a Red Roman Cancel shifted downward. Charge 5[D] completely, then immediately c.S and high jump cancel into j.D. Requires 50% Tension.
Tension Gain: -35 5H combo canceled into a Red Roman Cancel shifted downward. Charge 5[D] completely, then do c.S and jump cancel into j.S. Requires 50% Tension.
Tension Gain: 40 Corner-to-corner CH 5H Wild Assault extender. Use Gun Flame instead of Bandit Bringer if 5K hits too low at the cost of building slightly less Tension. Requires 50% Burst.
1.29
5D/2D Starters
Starting Position:
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
5D > RRC, 665[D], c.S > jc, CL j.623H
Anywhere
145
Everyone
[3] Medium
Tension Gain: -44 Uncharged 5D canceled into a Red Roman Cancel with no shifting. Charge 5[D] completely, then do c.S and jump cancel into an immediate H Volcanic Viper so that it Clean Hits. Requires 50% Tension.
Tension Gain: 24 (25) Charged 5D combo. Must do the first j.D as soon as possible and every jump cancel must be a forward jump cancel, otherwise the combo will drop. Can add j.K before the final j.D if you used 5[D] while cornered, difficulty varies depending on character.
Tension Gain: -38 2D combo canceled into a Red Roman Cancel shifted downward. 2D needs to hit point blank to use H Volcanic Viper. After H Volcanic Viper, a microdash is required after 5[D] to land c.S. Requires 50% Tension.
1.29
CH 2D > 236K, 214S, 2K > 6S~CL 623H
Anywhere
148
Everyone
[4] Hard
Tension Gain: 25 Works even if 2D hits at max range. Kara cancel into H Volcanic Viper so that it Clean Hits.
Tension Gain: 19 2D needs to hit at close range. Jump cancel c.S into an immediate H Volcanic Viper so that it Clean Hits. Can also delay the H Volcanic Viper to omit the jump cancel after c.S.
Tension Gain: -43 Uncharged 5D canceled into a Red Roman Cancel with no shifting. The first H Volcanic Viper must be done low to the ground, and the first 5K must be done as soon as you land in order to keep the juggle going. Requires 50% Tension.
Tension Gain: Variable Uncharged 5D canceled into a Red Roman Cancel Cancel shifted forward. RCC 5D into c.S. Kara cancel into H Volcanic Viper so that it Clean Hits. Requires 50% Tension.
Tension Gain: Variable 2D combo canceled into a Red Roman Cancel Cancel shifted forward. 2D needs to hit at point blank range in order to use H Volcanic Viper. RCC H Volcanic Viper into j.H.
Tension Gain: 33 CH 2D corner combo. Jump cancel a dashing 5K into j.S, then do a dashing c.S as soon as you land.
1.29
Anti-Air Combos
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
AA 5P > 236K, c.S > jc, CL j.623H
Anywhere
124
Everyone
[3] Medium
Tension Gain: 17 Can replace c.S with dash 5K(1) to make the link more consistent. Do c.S as soon as you land, jump canceling into an immediate H Volcanic Viper so that it Clean Hits. Can also delay the H Volcanic Viper to omit the jump cancel after c.S.
Tension Gain: 33 Burst punish combo. Kara cancel into Bandit Revolver.
1.29
AA 2H > 236P, 214S, c.S > jc, CL j.623H
Anywhere
167
Everyone
[3] Medium
Tension Gain: 26 Will drop if the opponent wasn't high enough when they got anti-aired. Do c.S as soon as Night Raid Vortex's recovery ends, jump canceling into an immediate H Volcanic Viper so that it Clean Hits. Can also delay the H Volcanic Viper to omit the jump cancel after c.S.
Tension Gain: 12 (11) Close range j.S or j.H combo. Requires a j.S or j.H at point blank. If performed off a Counter Hit, you can dash further for c.S, eliminating the need to kara cancel.
Tension Gain: 30 Throw punish combo. Dash cancel crosses under the opponent. Opponent will drop rapidly after the third c.S, so make sure not to hit them too low to the ground to ensure that H Volcanic Viper connects. 2K may be used as an alternative to c.S for slightly reduced damage but without the heavy gravity scaling.
1.29
Throw Combos
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
6D or 4D > RRC, 665[D], c.S > CL 623H
Anywhere
144
Everyone
[3] Medium
Tension Gain: -40 Throw canceled into a Red Roman Cancel with no shifting. Charge 5[D] completely, then do c.S into an immediate H Volcanic Viper so that it Clean Hits. Requires 50% Tension.
Tension Gain: -48 Throw canceled into a Purple Roman Cancel shifted forward. Purple Roman Cancel the throw before it deals damage. Requires 50% Tension.
Tension Gain: -48 Throw canceled into a Purple Roman Cancel with no shifting. Purple Roman Cancel the throw before it deals damage. Requires 50% Tension.
1.29
j.6D or j.4D > 22RRC, 665[D], c.S > jc, CL j.623H
Anywhere
144
Everyone
[3] Medium
Tension Gain: -40 Air throw canceled into a Red Roman Cancel shifted downward. Charge 5[D] completely, then do c.S and jump cancel into an immediate H Volcanic Viper so that it Clean Hits. Can also microdash after 5[D] in order to omit the jump cancel after c.S. Requires 50% Tension.
Tension Gain: -43 H Volcanic Viper canceled into a Red Roman Cancel shifted downward. Jump cancel a dashing c.S into j.S, then do a dashing c.S as soon as you land. Requires 50% Tension.
1.29
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
236KK > 66RRCC~j.K > jc, j.S > j.H > CL j.623H
Anywhere
159
Everyone
[3] Medium
Tension Gain: Variable Bandit Revolver canceled into a Red Roman Cancel Cancel shifted forward. Requires 50% Tension.
Tension Gain: -42 Bandit Revolver canceled into a Red Roman Cancel shifted forward. Jump cancel 5K into j.S, then delay j.D so that you can catch the opponent with 2K. Requires 50% Tension.
Tension Gain: 34 Do not dash too far forward for 2K, as it may cause the opponent to stick to the wall prematurely. Omit the final c.S if you don't want to break the wall.
1.29
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
623K > RRC, 66c.S > jc, j.S > CL j.623H
Anywhere
154
Everyone
[3] Medium
Tension Gain: -38 Wild Throw canceled into a Red Roman Cancel. Requires 50% Tension.
Tension Gain: -38 Wild Throw canceled into a Red Roman Cancel with no shifting. When throwing the opponent away from the corner, run back under them after the RRC to switch sides again. Requires 50% Tension.
Tension Gain: 26 CH Night Raid Vortex corner combo. Microdash into c.S, then charge 5[D] completely. Use 5K, then dash cancel into another 5K. Kara cancel into H Volcanic Viper so that it Clean Hits.
Tension Gain: 32 CH Fafnir confirm. Delay the final j.D to prevent opponent side switching. Can also be performed while cornered by side switching with Night Raid Vortex.
Tension Gain: -99 Tyrant Rave canceled into a Red Roman Cancel with no shifting. Deals more damage if Tyrant Rave Clean Hits. Charge 5[D] completely, then do c.S and jump cancel into an immediate H Volcanic Viper so that it Clean Hits. Can also microdash after 5[D] in order to omit the jump cancel after c.S. Requires 100% Tension.
Tension Gain: -98 Tyrant Rave canceled into a Red Roman Cancel with no shifting. Deals more damage if Tyrant Rave Clean Hits. Must run under the opponent before using c.S. Requires 100% Tension.
1.29
214214H > 22RRC, 665[D], c.S > jc, CL j.623H
Anywhere
342
Everyone
[3] Medium
Tension Gain: -99 Heavy Mob Cemetery canceled into a Red Roman Cancel shifted downward. Charge 5[D] completely, then do c.S and jump cancel into an immediate H Volcanic Viper so that it Clean Hits. Can also microdash after 5[D] in order to omit the jump cancel after c.S. Requires 100% Tension.
Tension Gain: -98 Heavy Mob Cemetery canceled into a Red Roman Cancel shifted downward. Must run under the opponent before using c.S. Requires 100% Tension.