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{{ | {{#lsth:GGACR/Sol Badguy/Data|Nav}} | ||
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{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! Combo Notation Guide | ! Combo Notation Guide !! Character Name Abbreviations | ||
|- | |- | ||
| | | | ||
Line 26: | Line 22: | ||
| 3 {{3}} | | 3 {{3}} | ||
|} | |} | ||
: Numbers represent direction on a keyboard numpad. For example {{ | : Numbers represent direction on a keyboard numpad. For example {{236}}+{{D}} becomes 236D. | ||
:'''>''' = Proceed from the previous move to the following move. | :'''>''' = Proceed from the previous move to the following move. | ||
:''',''' = Link the previous move into the following move. | :''',''' = Link the previous move into the following move. | ||
:'''->''' = Cancel the previous special into a follow-up special. | :'''->''' = Cancel the previous special into a follow-up special. | ||
:''' | :'''▷''' = After landing. | ||
:'''j''' = [[GGACR/Movement#Air Movement|Jump]] | :'''j''' = [[GGACR/Movement#Air Movement|Jump]] | ||
:''' | :'''sj''' = [[GGACR/Movement#Air Movement|Super Jump]] | ||
:'''IAD''' = [[GGACR/Movement#Air Movement|Instant Air Dash]] | :'''IAD''' = [[GGACR/Movement#Air Movement|Instant Air Dash]] | ||
:'''CH''' = [[GGACR/Offense#Hit Effects|Counter Hit]] | :'''CH''' = [[GGACR/Offense#Hit Effects|Counter Hit]] | ||
:'''(JC)''' = [[GGACR/Movement#Cancels|Jump Cancel]] | :'''(JC)''' = [[GGACR/Movement#Cancels|Jump Cancel]] | ||
:'''( | :'''(SJC)''' = [[GGACR/Movement#Cancels|Super Jump Cancel]] | ||
:'''(JI)''' = [[GGACR/Movement#Jump Install|Jump Install]] | :'''(JI)''' = [[GGACR/Movement#Jump Install|Jump Install]] | ||
:'''(RC)''' = [[GGACR/Movement#Cancels|Roman Cancel]] | :'''(RC)''' = [[GGACR/Movement#Cancels|Roman Cancel]] | ||
Line 45: | Line 41: | ||
:'''[???] xN''' = Repeat ??? N amount of times. | :'''[???] xN''' = Repeat ??? N amount of times. | ||
:'''[X] or [Y]''' = Perform series of actions X or Y. | :'''[X] or [Y]''' = Perform series of actions X or Y. | ||
: | | | ||
:AB = [[GGACR/A.B.A | A.B.A]] | |||
:AN = [[GGACR/Anji_Mito | Anji]] | |||
:AX = [[GGACR/Axl_Low | Axl]] | |||
:BA = [[GGACR/Baiken | Baiken]] | |||
:Br = [[GGACR/Bridget | Bridget]] | |||
:CH = [[GGACR/Chipp_Zanuff | Chipp]] | |||
:DI = [[GGACR/Dizzy | Dizzy]] | |||
:ED = [[GGACR/Eddie | Eddie]] | |||
:FA = [[GGACR/Faust | Faust]] | |||
:IN = [[GGACR/I-No | I-No]] | |||
:JA = [[GGACR/Jam_Kuradoberi | Jam]] | |||
:JO = [[GGACR/Johnny | Johnny]] | |||
:JU = [[GGACR/Justice | Justice]] | |||
:KL = [[GGACR/Kliff_Undersn | Kliff]] | |||
:KY = [[GGACR/Ky_Kiske | Ky]] | |||
:MA = [[GGACR/May | May]] | |||
:MI = [[GGACR/Millia_Rage | Millia]] | |||
:PO = [[GGACR/Potemkin | Potemkin]] | |||
:RO = [[GGACR/Robo-Ky | Robo-Ky]] | |||
:SL = [[GGACR/Slayer | Slayer]] | |||
:SO = [[GGACR/Sol_Badguy | Sol]] | |||
:HOS = [[GGACR/Order-Sol | Order Sol]] | |||
:VE = [[GGACR/Venom | Venom]] | |||
:ZA = [[GGACR/Zappa | Zappa]] | |||
|} | |} | ||
<br clear | <br style="clear:both;"> | ||
==Combo List== | ==Combo List== | ||
WIP | |||
This section is broken down into the following tables: | |||
*Basic Combos: start here if you're completely new | |||
*Dustloop: breakdown of Sol's corner BnB | |||
*Sidewinder: breakdown of Sol's unique BnB | |||
*Bandit Revolver Loop: breakdown of Sol's meter building BnB | |||
*Throw combos: Corner throw, airthrow, and command throw combos | |||
*Misc Starters: esoterics and unusual situations | |||
*Counter Hit: When you catch them mashing | |||
*Meter combos: When your meter is burning a hole in your pocket | |||
*Damage squeeze: When you want to make them bleed and sacrifice knockdown/position | |||
For a more detailed look at combos, see the [http://www.dustloop.com/forums/showthread.php?16181-R-Sol-Badguy-Combo-Thread-%28Updated-9-22-13%29 Dustloop +R Sol Badguy Combo Thread] | For a more detailed look at combos, see the [http://www.dustloop.com/forums/showthread.php?16181-R-Sol-Badguy-Combo-Thread-%28Updated-9-22-13%29 Dustloop +R Sol Badguy Combo Thread] | ||
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated. | |||
*entries listed in <span style="color:DarkKhaki">yellow<span style="color:Black"> are optional or situational | |||
=== Standard Combos === | |||
Some of the easiest of the easy. Enough to score some mileage and set up when you're too far for a stronger conversion, don't have resources, or are just looking for the basics. | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Basic Combos | |||
|- | |||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | |||
|- | |||
| <span style="color:DarkKhaki">(5K/2K) ><span style="color:Black"> c.S > BR/VV || any || 103 || ?? || all || {{DifficultyVeryEasy}} || BR/VV connection range easiest to Hardest: AN > most characters > AB,DI,KL,KY > RO || [https://youtu.be/jOSf1hE54Hg Link] | |||
|- | |||
| <span style="color:DarkKhaki">(5K/2K) ><span style="color:Black"> c.s > 6P > Fafnir || any || 96 || ?? || AN, AX, BA, BR, DI, FA, JU, KL, KY, MA, OS, RO, SL, SO, TE, ZA, || {{DifficultyVeryEasy}} || Requires dash momentum:<br> AB, CH, ED, IN, JA, JO, MI, PO, VE || [https://youtu.be/O0ZKmBS-9Ik Link] | |||
|- | |||
| f.S > (2S) > 5H > Fafnir || any || 99 || ?? || all || {{DifficultyVeryEasy}} || - || [https://youtu.be/xlH7gTKk9m4 Link] | |||
|- | |||
| f.S > (2S) > 5H > [Fafnir > TR]/[FB Fafnir] || any || 99 || -25 || all || {{DifficultyVeryEasy}} || 25 meter conversion. FB Fafnir will knock down. TR will sacrifice knockdown for damage (FB Fafnir will whiff at max range 5H on crouching hit against TBD characters) || [https://youtu.be/ybXTRL20ri8 Link] | |||
|- | |||
| 5D > j.D > j.D > j.SKS > dj.SH(D) > j.SVV > KD || any || ?? || ?? || all || {{DifficultyVeryEasy}} || Universal Dust Combo. Scores a knockdown. || | |||
|- | |||
| 5D > SW ▷ (walk forward) > (c.S) > 2H > j.S > SW > (walk back) > 2H > j.S > SW > nj.S > SW > BR || any || 168 || ?? || all || {{DifficultyEasy}} || Universal Impossible Dust Combo. Scores a knockdown.<br> Must use c.S on PO, RO || [https://youtu.be/GHhS_69sHLc Link] | |||
|- | |||
| Wild Throw > dash (5H) 2H > j.S > dj.S > j.H(2) > j.SVV > KD || any || 134 || 22 || all || {{DifficultyVeryEasy}} || Universal Wild Throw Combo. Scores a knockdown. || | |||
|- | |||
| j.P xN > j.sVV/hVV > KD || any || ~75-80 || ?? || all || {{DifficultyVeryEasy}} || Basic air-to-air conversion for knockdown | |||
|- | |||
| j.P xN > j.K/H/D > FB Sidewinder ▷ j.S > dj.S > j.H > j.sVV/hVV > KD || any || ~150 || ?? || all || {{DifficultyEasy}} || Extended air-to-air conversion for knockdown | |||
|} | |||
===Dustloop=== | |||
A combo that launched a forum that started a wiki that you're currently reading. We say yes to big damage, single button corner loops. | |||
Dustloop requires the following conditions and usually revolves around a simple concept: | |||
1. Sol needs dashing momentum and generally need to be able to reach the corner. | |||
2. Dash in and j.D as soon as possible after leaving the ground, then do another j.D as soon as the first one recovers, hitting before Sol lands (this is considered one rep). | |||
3. Based on how the launch started, Sol may be able to do another rep. | |||
4. Afterwards, DLoop is usually ended with dash j.K/S > j.D > dj.S > dj.D > j.SVV > TO. | |||
5. Dustloop can also be used to setup up a BR Loop or SW Loop for very high damage. | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Dustloop Combos | |||
|- | |||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | |||
|- | |||
| Dash 5K/c.S > 6P, 5H > j.D, j.D ▷ j.D, j.D ▷ dash j.S > j.D > dj.S > j.D > SVV > KD || corner || ~230(c.s) || ?? || AB, AN, AX, CH, DI, ED, FA, IN, JU, KY, MI, PO, RO, SL, SO, OR, VE, ZA || {{DifficultyEasy}} || Scores knockdown || [https://youtu.be/U8yKWdf5nQQ Link] <br> [https://youtu.be/QkabCKXjiqA SW ver.] | |||
|- | |||
| WT > dash j.D, j.D ▷ dash j.D, j.D ▷ dash j.S > j.D > dj.S > j.D > SVV > KD || corner || ~140 || ?? || AB, AN, AX, CH, DI, ED, FA, IN, JU, KY, MI, PO, RO, SL, SO, OR, VE, ZA || {{DifficultyEasy}} || Scores knockdown || | |||
|} | |||
===Sidewinder Loop=== | ===Sidewinder Loop=== | ||
Sol's Bread and Butter | Sol's Bread and Butter: Big damage, no meter. Simple but difficult, as every character must be hit at a very specific point on their body for Sidewinder to work properly. | ||
Once you launch the opponent, how you can go into Sidewinder Loop depends on where on screen you are, your distance to the corner, and what character you're fighting. The most basic loop is forward jump j.S > Sidewinder. Other variations include dash 2H > Neutral/Back/Forward Jump SW (note, not usually a TK SW, though sometimes you may opt to do so), dash 2H > forward jump j.S/j.H > SW, and Empty Forward Jump SW (neutral may work once on certain characters after reaching the corner). j.P and j.K > SW also work, but do less damage and scale badly. SW Loop usually ends with Bandit Revolver in order to score a knockdown. Some examples of SW loop include: | Once you launch the opponent, how you can go into Sidewinder Loop depends on where on screen you are, your distance to the corner, and what character you're fighting. The most basic loop is forward jump j.S > Sidewinder. Other variations include dash 2H > Neutral/Back/Forward Jump SW (note, not usually a TK SW, though sometimes you may opt to do so), dash 2H > forward jump j.S/j.H > SW, and Empty Forward Jump SW (neutral may work once on certain characters after reaching the corner). j.P and j.K > SW also work, but do less damage and scale badly. SW Loop usually ends with Bandit Revolver in order to score a knockdown. Some examples of SW loop include: | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Sidewinder Combos | |||
|- | |||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | |||
|- | |||
| Dash 5K/c.S > 6P, 5H > j.D, SW ▷ Dash under 2H > 9j.S > SW ▷ c.S/2H > BR || Corner || TBD || ?? || TBD(Standard) || {{DifficultyMedium}} || Knocks down back into the starting corner || | |||
|- | |||
| Airdash j.S, j.H ▷ (5K) 6P, 5H > j.D, SW ▷ dash under c.S > 2H, tk9.SW ▷ c.S > BR || Midscreen || ~200(c.s) || ?? || TBD || {{DifficultyMedium}} || Knocks down back into the starting corner || | |||
|- | |||
| WT > dash j.D, SW ▷ 9j.S > SW ▷ dash 2H, BR || Midscreen || ~150 || ?? || TBD || {{DifficultyMedium}} || Scores knockdown || | |||
|- | |||
| 5K > c.S > 2D RC > SW ▷ walk 2H > j.S > SW ▷ 2H tk.8 SW ▷ 2H > BR || midscreen/cornered || -- || ??-50 || TBD(standard) || {{DifficultyMedium}} || Scores knockdown || [https://youtu.be/3Y4PoVWbis4 Link] | |||
|- | |||
| 5K > c.S > 2D RC > SW ▷ [9j.SW] * 2 ▷ dash j.S > j.D > dj.S > j.SVV > KD || midscreen/cornered || -- || ??-50 || TBD(lightweight) || {{DifficultyHard}} || Scores knockdown || [https://youtu.be/WyPXyFPlBpA Link] | |||
|} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Throw Combos <BR> Corner throw > 5K(1) will not work on AX, DI, ED, FA, JO, JU, KL, VE | |||
|- | |||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | |||
|- | |||
| Throw > 5K(1) > 6P > 5H/2H ><br>[j.S/H 2 SW corner knockdown] || corner || 151 || ?? || AB, CH, JA, KY, MI,<br> OR, RO, SO, TE, ZA || {{DifficultyMedium}} || j.H(1) required on:<br> AN, BA, BR, IN, MA) || [https://youtu.be/wYdiJCdav8Q Link] | |||
|- | |||
| Throw > 5K(1) > c.S ><br>[3 j.D 2 SW corner knockdown] || corner || 160 || ?? || AB, AN, CH, OR, PO, SO, TE, ZA || {{DifficultyMedium}} || || [https://youtu.be/0G1n4FHGK9I Link] | |||
|- | |||
| Throw > 5K(1) > c.S ><br>[2 j.D 2 SW corner knockdown] || corner || 188 || ?? || IN, MI || {{DifficultyMedium}} || | |||
|- | |||
| Throw > 5K(1) > c.S ><br>[2-4 Rep BR Loop corner knockdown] || corner || ~130 || ++ || TBD || {{DifficultyMedium}} || Meter gain variation | |||
|- | |||
| Air Throw > (dash) 5K(1)/c.S > 6P > 2H/5H ><br>[4 j.D VV corner knockdown] || midscreen || 131 || ?? || TBD || {{DifficultyEasy}} || Med/Heavy weights, leads to corner knockdown | |||
|- | |||
| Air Throw > (dash) 5K(1)/c.S ><br>[3 j.D 2 SW corner knockdown] || midscreen || 145 || ?? || AB, AN, AX, CH, SL, TE || {{DifficultyEasy}} || Must start c.S on FA.<br> Must start 5K on OR, SO, VE, ZA | |||
|- | |||
| Air Throw > (dash) 5K(1)/c.S ><br>[2 j.D 2 SW corner knockdown] || midscreen || 162 || ?? || DI, IN, JU, MI || {{DifficultyEasy}} || Must start with 5K on DI | |||
|- | |||
| Air Throw > dash 5K(1)/c.S ><br>[1 j.D 2 SW corner knockdown] || midscreen || 155 || ?? || BR, JA, MA || {{DifficultyEasy}} || Must start with 5K on BA | |||
|- | |||
| Air throw > (dash) 5K(1)/c.S ><br>[2 j.D BR loop corner knockdown] || midscreen || 136 || ?? || BA, BR, JA, KL, MA || {{DifficultyEasy}} || For light weights (and medium weights which the normal combos won't work). Must start 5K and only use 1 tk.BR on ED, KY | |||
|- | |||
| Air Throw > (dash) 5K(1)/c.S ><br>[4 j.D VV corner knockdown] || midscreen || 149 || ?? || all except JO, PO, RO || {{DifficultyEasy}} || | |||
|- | |||
| Air throw > 5K(1) > 6P > 5H > j.S > j.K > j.D > j.BR > 5K > tk.BR > 5K > BR || midscreen || 121 || ?? || JO, PO, RO || {{DifficultyEasy}} || Heavyweight specific combo | |||
|- | |||
| Wild Throw > 9j SW, (dash) 2H j.S SW, 8j SW, BR || midscreen || -- || ?? || TBD(Standard) || {{DifficultyMedium}} || || [https://youtu.be/4bhnuDsBI0Y Link] | |||
|- | |||
| Wild Throw > dash 5H > tk.8 SW, 5H 9j. SW, 8j SW, BR || midscreen || -- || ?? || TBD (Lightweights) || {{DifficultyHard}} || || [https://youtu.be/znDqNhBKg-4 Link] | |||
|} | |||
===Anti-Air Combos=== | |||
===Misc Starters/Conversions=== | |||
Examples of various conversion points or means off of unusual situations. WIP | |||
<br> cr 2H > GF | |||
<br> ch/FB Sidewinder | |||
<br> 2D > ΔGV | |||
<br> Crossup VV (RC) | |||
<br> tk.VV RC j.P/K ▷ | |||
<br> fuzzy j.S/j.D | |||
<br> j.H links | |||
<br> IAD j.P/j.K | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Misc Starters | |||
|- | |||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | |||
|- | |||
| Dash 5K/c.S > 6P, 5H > j.D, j.D ▷ j.D, j.D ▷ dash j.S > j.D > dj.S > j.D > SVV > KD || corner || ~230(c.s) || ?? || AB, AN, AX, CH, DI, ED, FA, IN, JU, KY, MI, PO, RO, SL, SO, OR, VE, ZA || {{DifficultyEasy}} || Scores knockdown || [https://youtu.be/U8yKWdf5nQQ Link] <br> [https://youtu.be/QkabCKXjiqA SW ver.] | |||
|- | |||
|} | |||
===CH Combos=== | |||
Examples of various optimizations off of certain counter hits. WIP | |||
<br>6P | |||
<br>5H | |||
<br>2H | |||
<br>2D | |||
<br>AA 6H | |||
<br>Riot Stomp | |||
<br>VV(1) | |||
<br>5K(1) | |||
<br>2S | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Misc Starters | |||
|- | |||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | |||
|- | |||
| CH 6P || corner || ~230(c.s) || ?? || AB, AN, AX, CH, DI, ED, FA, IN, JU, KY, MI, PO, RO, SL, SO, OR, VE, ZA || {{DifficultyEasy}} || Scores knockdown || [https://youtu.be/U8yKWdf5nQQ Link] <br> [https://youtu.be/QkabCKXjiqA SW ver.] | |||
|- | |||
| CH 5H (Standing Hit) > IAD j.S > j.D > SW Loop || any || || ?? || || {{DifficultyMedium}} || Opponent must be standing || | |||
|- | |||
| CH 5H (Standing Hit) > IAD j.S > j.H ▷ 2H/5H > GV > SW Loop || || || ?? || || {{Difficulty}} || || | |||
|- | |||
| CH 6P > GF > IAD j.S/j.H(1/2) > SW > SW Loop || midscreen || || ?? || || {{Difficulty}} || || | |||
|- | |||
| CH 5H (Crouching Hit) > BB ▷ dash 2H/5H > j.D > SW || || || ?? || || {{Difficulty}} || || | |||
|- | |||
| CH 5H (Crouching Hit) > BB ▷ dash 2H/5H > j.D > SW || near Corner || || ?? || || {{DifficultyHard}} || || | |||
|- | |||
| CH 2H > BB <span style="color:DarkKhaki">(whiff) ▷<span style="color:Black"> Dustloop or Sidewinder Loop || || || ?? || || {{Difficulty}} || || | |||
|- | |||
| CH 2H > delay GF > IAD j.S/j.H SW > [] || || || ?? || || {{DifficultyHard}} || || | |||
|- | |||
| combo || || || ?? || || {{Difficulty}} || || | |||
|- | |||
| CH 2D > GV (No - short mash) > [] || || || ?? || TBD || {{DifficultyHard}} || GV can be slightly delayed against lightweights. GV must otherwise be input immediately, so 2D does not allow time to counter hit confirm || | |||
|- | |||
| CH 2D > GF FRC > dash 2H > j.D > Sidewinder Loop || any || || ?? || all || {{DifficultyMedium}} || || | |||
|- | |||
| CH 2D > GF FRC > Empty Jump SW Loop || || || ?? || || {{DifficultyVeryHard}} || || | |||
|- | |||
| CH 2D > GF FRC > CLBB > Instant Air Dash j.S > Sidewinder > SW Loop || || || ?? || || {{DifficultyMedium}} || || | |||
|} | |||
Opponent must be standing | |||
CH H Volcanic Viper during later active frames |> dash 5K > xx > SW Loop | |||
Generally only works when landed as an Anti-Air. When netted very close to the opponent height wise, you'll usually be unable to dash in and relaunch in time. | |||
CH 6P (2S [whiff]) > dash 5K/c.S > 2H > j.S/j.D > Sidewinder > SW Loop | |||
Whiffing the 2S is done to make the 6P safer on block, but will connect on 6P's CH against heavier characters, ruining the combo. | |||
(No more than half screen from corner)CH 6P > (Clean Hit) Bandit Bringer > Dash 5K/2K/c.S > 2H > j.D > Sidewinder > SW Loop | |||
Generally harder to confirm than CH 6P > Gunflame, but can lead to bigger damage. | |||
CH 2H > Bandit Bringer > Dustloop or Sidewinder Loop | |||
CH 2H scores so much hitstun that you can even empty jump, land, and relaunch in order to bait a burst. The Bandit Bringer can be burst safe, but will whiff on lightweights and some characters with thin hurtboxes. | |||
'25% Tension, Counter Hit, Midscreen' | |||
5K/5S > TK Bandit Revolver(1) FRC > SW (may need to add an air normal depending on character) | |||
===Metered Combos=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Meter Conversions | |||
|- | |||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | |||
|- | |||
| Dash 5K/c.S > 6P, 5H > j.D, j.D ▷ j.D, j.D ▷ dash j.S > j.D > dj.S > j.D > SVV > KD || corner || ~230(c.s) || ?? || AB, AN, AX, CH, DI, ED, FA, IN, JU, KY, MI, PO, RO, SL, SO, OR, VE, ZA || {{DifficultyEasy}} || Scores knockdown || [https://youtu.be/U8yKWdf5nQQ Link] <br> [https://youtu.be/QkabCKXjiqA SW ver.] | |||
|- | |||
| xx > 2D > FB Fafnir > [dash 6P FB Fafnir] * 1-2 > TR || corner || ~280 || -75-100 || any || {{DifficultyEasy}} || Easy big damage corner combo || | |||
|- | |||
| Dash 5K/c.S > 6P > [GF FRC > CL BB] * 2-3 > whiff-Fafnir > TR || corner || ~350 || -100 || "any" (TBD) || {{DifficultyHard}} || Moderately difficult high damage/kill combo. Fafnir must whiff for full damage, otherwise the result will be reduced by around 30-40 damage || | |||
|- | |||
| (f.S) > 5H > Fafnir RC > GV > [1 j.D Sidewinder Loop] || any || ~200 || ??-50 || any || {{DifficultyMedium}} || Universal Fafnir RC conversion || | |||
|- | |||
| (f.S) > 5H > Fafnir RC > 2D > No-Short Mash GV > empty jump 9 SW ▷ dash under 5K(1) > 2H > tk.9 SW ▷ c.S > BR || any || ~240 || ?? || BA, BR, JA, KL, MA, MI || {{DifficultyHard}} || Strong midscreen conversion from Fafnir hit. <br> No mash: BR, JA. Very slight mash: KL, MI. Moderate mash: BA, MA || | |||
|- | |||
| combo || || || ?? || || {{Difficulty}} || || | |||
|- | |||
| combo || || || ?? || || {{Difficulty}} || || | |||
|} | |||
===Bandit Revolver Loop=== | ===Bandit Revolver Loop=== | ||
Line 144: | Line 374: | ||
*Requires that you expect the GF to hit. Leads to some bigger damage midscreen than most options. | *Requires that you expect the GF to hit. Leads to some bigger damage midscreen than most options. | ||
Line 220: | Line 416: | ||
==='25%+ Tension, Corner'=== | ==='25%+ Tension, Corner'=== | ||
xx > 6P > Gun-Flame FRC > Clean Hit Bandit Bringer |> dash 2H > j.D > Sidewinder > SW Loop | xx > 6P > Gun-Flame FRC > Clean Hit Bandit Bringer |> dash 2H > j.D > Sidewinder > SW Loop | ||
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==Navigation== | |||
{{ | {{#lsth:GGACR/Sol Badguy/Data|Links}} | ||
| | |||
}} | |||
{{Navbar-GGACR}} | {{Navbar-GGACR}} | ||
[[Category:Guilty Gear XX Accent Core + R]] | [[Category:Guilty Gear XX Accent Core + R]] | ||
[[Category:Sol Badguy]] | [[Category:Sol Badguy]] |
Revision as of 15:37, 9 September 2019
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
WIP This section is broken down into the following tables:
- Basic Combos: start here if you're completely new
- Dustloop: breakdown of Sol's corner BnB
- Sidewinder: breakdown of Sol's unique BnB
- Bandit Revolver Loop: breakdown of Sol's meter building BnB
- Throw combos: Corner throw, airthrow, and command throw combos
- Misc Starters: esoterics and unusual situations
- Counter Hit: When you catch them mashing
- Meter combos: When your meter is burning a hole in your pocket
- Damage squeeze: When you want to make them bleed and sacrifice knockdown/position
For a more detailed look at combos, see the Dustloop +R Sol Badguy Combo Thread
- Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
- entries listed in yellow are optional or situational
Standard Combos
Some of the easiest of the easy. Enough to score some mileage and set up when you're too far for a stronger conversion, don't have resources, or are just looking for the basics.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
(5K/2K) > c.S > BR/VV | any | 103 | ?? | all | Template:DifficultyVeryEasy | BR/VV connection range easiest to Hardest: AN > most characters > AB,DI,KL,KY > RO | Link |
(5K/2K) > c.s > 6P > Fafnir | any | 96 | ?? | AN, AX, BA, BR, DI, FA, JU, KL, KY, MA, OS, RO, SL, SO, TE, ZA, | Template:DifficultyVeryEasy | Requires dash momentum: AB, CH, ED, IN, JA, JO, MI, PO, VE |
Link |
f.S > (2S) > 5H > Fafnir | any | 99 | ?? | all | Template:DifficultyVeryEasy | - | Link |
f.S > (2S) > 5H > [Fafnir > TR]/[FB Fafnir] | any | 99 | -25 | all | Template:DifficultyVeryEasy | 25 meter conversion. FB Fafnir will knock down. TR will sacrifice knockdown for damage (FB Fafnir will whiff at max range 5H on crouching hit against TBD characters) | Link |
5D > j.D > j.D > j.SKS > dj.SH(D) > j.SVV > KD | any | ?? | ?? | all | Template:DifficultyVeryEasy | Universal Dust Combo. Scores a knockdown. | |
5D > SW ▷ (walk forward) > (c.S) > 2H > j.S > SW > (walk back) > 2H > j.S > SW > nj.S > SW > BR | any | 168 | ?? | all | Template:DifficultyEasy | Universal Impossible Dust Combo. Scores a knockdown. Must use c.S on PO, RO |
Link |
Wild Throw > dash (5H) 2H > j.S > dj.S > j.H(2) > j.SVV > KD | any | 134 | 22 | all | Template:DifficultyVeryEasy | Universal Wild Throw Combo. Scores a knockdown. | |
j.P xN > j.sVV/hVV > KD | any | ~75-80 | ?? | all | Template:DifficultyVeryEasy | Basic air-to-air conversion for knockdown | |
j.P xN > j.K/H/D > FB Sidewinder ▷ j.S > dj.S > j.H > j.sVV/hVV > KD | any | ~150 | ?? | all | Template:DifficultyEasy | Extended air-to-air conversion for knockdown |
Dustloop
A combo that launched a forum that started a wiki that you're currently reading. We say yes to big damage, single button corner loops.
Dustloop requires the following conditions and usually revolves around a simple concept: 1. Sol needs dashing momentum and generally need to be able to reach the corner. 2. Dash in and j.D as soon as possible after leaving the ground, then do another j.D as soon as the first one recovers, hitting before Sol lands (this is considered one rep). 3. Based on how the launch started, Sol may be able to do another rep. 4. Afterwards, DLoop is usually ended with dash j.K/S > j.D > dj.S > dj.D > j.SVV > TO. 5. Dustloop can also be used to setup up a BR Loop or SW Loop for very high damage.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
Dash 5K/c.S > 6P, 5H > j.D, j.D ▷ j.D, j.D ▷ dash j.S > j.D > dj.S > j.D > SVV > KD | corner | ~230(c.s) | ?? | AB, AN, AX, CH, DI, ED, FA, IN, JU, KY, MI, PO, RO, SL, SO, OR, VE, ZA | Template:DifficultyEasy | Scores knockdown | Link SW ver. |
WT > dash j.D, j.D ▷ dash j.D, j.D ▷ dash j.S > j.D > dj.S > j.D > SVV > KD | corner | ~140 | ?? | AB, AN, AX, CH, DI, ED, FA, IN, JU, KY, MI, PO, RO, SL, SO, OR, VE, ZA | Template:DifficultyEasy | Scores knockdown |
Sidewinder Loop
Sol's Bread and Butter: Big damage, no meter. Simple but difficult, as every character must be hit at a very specific point on their body for Sidewinder to work properly.
Once you launch the opponent, how you can go into Sidewinder Loop depends on where on screen you are, your distance to the corner, and what character you're fighting. The most basic loop is forward jump j.S > Sidewinder. Other variations include dash 2H > Neutral/Back/Forward Jump SW (note, not usually a TK SW, though sometimes you may opt to do so), dash 2H > forward jump j.S/j.H > SW, and Empty Forward Jump SW (neutral may work once on certain characters after reaching the corner). j.P and j.K > SW also work, but do less damage and scale badly. SW Loop usually ends with Bandit Revolver in order to score a knockdown. Some examples of SW loop include:
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
Dash 5K/c.S > 6P, 5H > j.D, SW ▷ Dash under 2H > 9j.S > SW ▷ c.S/2H > BR | Corner | TBD | ?? | TBD(Standard) | Template:DifficultyMedium | Knocks down back into the starting corner | |
Airdash j.S, j.H ▷ (5K) 6P, 5H > j.D, SW ▷ dash under c.S > 2H, tk9.SW ▷ c.S > BR | Midscreen | ~200(c.s) | ?? | TBD | Template:DifficultyMedium | Knocks down back into the starting corner | |
WT > dash j.D, SW ▷ 9j.S > SW ▷ dash 2H, BR | Midscreen | ~150 | ?? | TBD | Template:DifficultyMedium | Scores knockdown | |
5K > c.S > 2D RC > SW ▷ walk 2H > j.S > SW ▷ 2H tk.8 SW ▷ 2H > BR | midscreen/cornered | -- | ??-50 | TBD(standard) | Template:DifficultyMedium | Scores knockdown | Link |
5K > c.S > 2D RC > SW ▷ [9j.SW] * 2 ▷ dash j.S > j.D > dj.S > j.SVV > KD | midscreen/cornered | -- | ??-50 | TBD(lightweight) | Template:DifficultyHard | Scores knockdown | Link |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
Throw > 5K(1) > 6P > 5H/2H > [j.S/H 2 SW corner knockdown] |
corner | 151 | ?? | AB, CH, JA, KY, MI, OR, RO, SO, TE, ZA |
Template:DifficultyMedium | j.H(1) required on: AN, BA, BR, IN, MA) |
Link |
Throw > 5K(1) > c.S > [3 j.D 2 SW corner knockdown] |
corner | 160 | ?? | AB, AN, CH, OR, PO, SO, TE, ZA | Template:DifficultyMedium | Link | |
Throw > 5K(1) > c.S > [2 j.D 2 SW corner knockdown] |
corner | 188 | ?? | IN, MI | Template:DifficultyMedium | ||
Throw > 5K(1) > c.S > [2-4 Rep BR Loop corner knockdown] |
corner | ~130 | ++ | TBD | Template:DifficultyMedium | Meter gain variation | |
Air Throw > (dash) 5K(1)/c.S > 6P > 2H/5H > [4 j.D VV corner knockdown] |
midscreen | 131 | ?? | TBD | Template:DifficultyEasy | Med/Heavy weights, leads to corner knockdown | |
Air Throw > (dash) 5K(1)/c.S > [3 j.D 2 SW corner knockdown] |
midscreen | 145 | ?? | AB, AN, AX, CH, SL, TE | Template:DifficultyEasy | Must start c.S on FA. Must start 5K on OR, SO, VE, ZA | |
Air Throw > (dash) 5K(1)/c.S > [2 j.D 2 SW corner knockdown] |
midscreen | 162 | ?? | DI, IN, JU, MI | Template:DifficultyEasy | Must start with 5K on DI | |
Air Throw > dash 5K(1)/c.S > [1 j.D 2 SW corner knockdown] |
midscreen | 155 | ?? | BR, JA, MA | Template:DifficultyEasy | Must start with 5K on BA | |
Air throw > (dash) 5K(1)/c.S > [2 j.D BR loop corner knockdown] |
midscreen | 136 | ?? | BA, BR, JA, KL, MA | Template:DifficultyEasy | For light weights (and medium weights which the normal combos won't work). 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] |
midscreen | 149 | ?? | all except JO, PO, RO | Template:DifficultyEasy | ||
Air throw > 5K(1) > 6P > 5H > j.S > j.K > j.D > j.BR > 5K > tk.BR > 5K > BR | midscreen | 121 | ?? | JO, PO, RO | Template:DifficultyEasy | Heavyweight specific combo | |
Wild Throw > 9j SW, (dash) 2H j.S SW, 8j SW, BR | midscreen | -- | ?? | TBD(Standard) | Template:DifficultyMedium | Link | |
Wild Throw > dash 5H > tk.8 SW, 5H 9j. SW, 8j SW, BR | midscreen | -- | ?? | TBD (Lightweights) | Template:DifficultyHard | Link |
Anti-Air Combos
Misc Starters/Conversions
Examples of various conversion points or means off of unusual situations. WIP
cr 2H > GF
ch/FB Sidewinder
2D > ΔGV
Crossup VV (RC)
tk.VV RC j.P/K ▷
fuzzy j.S/j.D
j.H links
IAD j.P/j.K
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
Dash 5K/c.S > 6P, 5H > j.D, j.D ▷ j.D, j.D ▷ dash j.S > j.D > dj.S > j.D > SVV > KD | corner | ~230(c.s) | ?? | AB, AN, AX, CH, DI, ED, FA, IN, JU, KY, MI, PO, RO, SL, SO, OR, VE, ZA | Template:DifficultyEasy | Scores knockdown | Link SW ver. |
CH Combos
Examples of various optimizations off of certain counter hits. WIP
6P
5H
2H
2D
AA 6H
Riot Stomp
VV(1)
5K(1)
2S
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
CH 6P | corner | ~230(c.s) | ?? | AB, AN, AX, CH, DI, ED, FA, IN, JU, KY, MI, PO, RO, SL, SO, OR, VE, ZA | Template:DifficultyEasy | Scores knockdown | Link SW ver. |
CH 5H (Standing Hit) > IAD j.S > j.D > SW Loop | any | ?? | Template:DifficultyMedium | Opponent must be standing | |||
CH 5H (Standing Hit) > IAD j.S > j.H ▷ 2H/5H > GV > SW Loop | ?? | Template:Difficulty | |||||
CH 6P > GF > IAD j.S/j.H(1/2) > SW > SW Loop | midscreen | ?? | Template:Difficulty | ||||
CH 5H (Crouching Hit) > BB ▷ dash 2H/5H > j.D > SW | ?? | Template:Difficulty | |||||
CH 5H (Crouching Hit) > BB ▷ dash 2H/5H > j.D > SW | near Corner | ?? | Template:DifficultyHard | ||||
CH 2H > BB (whiff) ▷ Dustloop or Sidewinder Loop | ?? | Template:Difficulty | |||||
CH 2H > delay GF > IAD j.S/j.H SW > [] | ?? | Template:DifficultyHard | |||||
combo | ?? | Template:Difficulty | |||||
CH 2D > GV (No - short mash) > [] | ?? | TBD | Template:DifficultyHard | GV can be slightly delayed against lightweights. GV must otherwise be input immediately, so 2D does not allow time to counter hit confirm | |||
CH 2D > GF FRC > dash 2H > j.D > Sidewinder Loop | any | ?? | all | Template:DifficultyMedium | |||
CH 2D > GF FRC > Empty Jump SW Loop | ?? | Template:DifficultyVeryHard | |||||
CH 2D > GF FRC > CLBB > Instant Air Dash j.S > Sidewinder > SW Loop | ?? | Template:DifficultyMedium |
Opponent must be standing
CH H Volcanic Viper during later active frames |> dash 5K > xx > SW Loop
Generally only works when landed as an Anti-Air. When netted very close to the opponent height wise, you'll usually be unable to dash in and relaunch in time.
CH 6P (2S [whiff]) > dash 5K/c.S > 2H > j.S/j.D > Sidewinder > SW Loop
Whiffing the 2S is done to make the 6P safer on block, but will connect on 6P's CH against heavier characters, ruining the combo. (No more than half screen from corner)CH 6P > (Clean Hit) Bandit Bringer > Dash 5K/2K/c.S > 2H > j.D > Sidewinder > SW Loop
Generally harder to confirm than CH 6P > Gunflame, but can lead to bigger damage. CH 2H > Bandit Bringer > Dustloop or Sidewinder Loop
CH 2H scores so much hitstun that you can even empty jump, land, and relaunch in order to bait a burst. The Bandit Bringer can be burst safe, but will whiff on lightweights and some characters with thin hurtboxes.
'25% Tension, Counter Hit, Midscreen' 5K/5S > TK Bandit Revolver(1) FRC > SW (may need to add an air normal depending on character)
Metered Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
Dash 5K/c.S > 6P, 5H > j.D, j.D ▷ j.D, j.D ▷ dash j.S > j.D > dj.S > j.D > SVV > KD | corner | ~230(c.s) | ?? | AB, AN, AX, CH, DI, ED, FA, IN, JU, KY, MI, PO, RO, SL, SO, OR, VE, ZA | Template:DifficultyEasy | Scores knockdown | Link SW ver. |
xx > 2D > FB Fafnir > [dash 6P FB Fafnir] * 1-2 > TR | corner | ~280 | -75-100 | any | Template:DifficultyEasy | Easy big damage corner combo | |
Dash 5K/c.S > 6P > [GF FRC > CL BB] * 2-3 > whiff-Fafnir > TR | corner | ~350 | -100 | "any" (TBD) | Template:DifficultyHard | Moderately difficult high damage/kill combo. Fafnir must whiff for full damage, otherwise the result will be reduced by around 30-40 damage | |
(f.S) > 5H > Fafnir RC > GV > [1 j.D Sidewinder Loop] | any | ~200 | ??-50 | any | Template:DifficultyMedium | Universal Fafnir RC conversion | |
(f.S) > 5H > Fafnir RC > 2D > No-Short Mash GV > empty jump 9 SW ▷ dash under 5K(1) > 2H > tk.9 SW ▷ c.S > BR | any | ~240 | ?? | BA, BR, JA, KL, MA, MI | Template:DifficultyHard | Strong midscreen conversion from Fafnir hit. No mash: BR, JA. Very slight mash: KL, MI. Moderate mash: BA, MA |
|
combo | ?? | Template:Difficulty | |||||
combo | ?? | Template:Difficulty |
Bandit Revolver Loop
Back in the GGX days, you saw this a lot. Now, not so much, but still good for gaining tension and decent damage in a pinch.
Though it does less damage than Sidewinder Loop, (air) Bandit Revolver is capable of building insane amounts of meter. Often it's used in conjunction with SW to finish combos and gain a little more Tension than usual. You need to Tiger Knee your Bandit Revolver in order to loop it, though the finishing blow is almost always a regular Bandit Revolver. Your main variations are going to be 5K(1), c.S, or 2H, with the opponent close to the ground, into a TK'd Bandit Revolver, with c.S against lighter, floatier characters, and 5K against mostly everybody else. Examples:
- Midscreen: dash 5K(1) > tk.BR |> [5K/c.S > tk.BR] * 2-3 |> 5K(1) > BR (~120 dmg)
- Corner: Airthrow |> 5K(1) > tk.BR |> [5K/c.S > tk.BR] * 2-3 |> 5K(1) > BR (~120 dmg)
- Corner: dash c.S > 6P, 5H tk.BR |> [5K/c.S > tk.BR] * 2-3 |> 5K(1) > BR (~180 dmg)
'Midscreen'
5K/2K > c.S > 2D > Bandit Revolver/Volcanic Viper+Knockdown
- A standard, simple, straightforward combo that leads to the usual oki. The BR/VV will whiff on Ky and Robo-Ky when done from far away. Dashing into this combo will make the connection into the BR/VV likelier to connect.
2K > 2H > 2D
- Same as the above with the BR/VV omitted. Note that this will knock the opponent down Face Down instead of Face Up. Adjust for oki accordingly.
xx > 5H/2H > Grand Viper > SW Loop
- Leads to big damage, but not the easiest thing to confirm given the distance that you must be in from the 5H/2H > GV. Not recommended when the opponent has a burst.
xx > 2D > Ground Viper > SW Loop (Jam, Bridget, Kliff, Millia only)
- Character specific combo which leads to huge meterless damage. You can score a Clean Hit on the GV from relatively close against these four characters. Millia and Kliff require you to very slightly mash on GV, but Jam and Bridget, will be Clean Hit with no mashing at all.
5S > 2S > 5H > Fafnir (> Tyrant Rave)
- Combo that doesn't lead to knockdown, but can be done for better damage than usual. If you don't go for the TR, the opponent can sometimes mash before Fafnir fully recovers. Keep this in mind and decide whether it's better to continue pressure, bait a jump, or just block.
5K/2K > c.S > TK BR |> 5K > BR loop or SW Loop.
- A tight combo which will lead to big meter gain and good conversion, but can be very difficult to confirm without the risk of messing up. Can only be done when point blank, otherwise the BR will whiff.
(dash) 5K/c.S > 6P > 5H > HJIAD j.P > j.H > SVV
- Extremely tight combo which leads to better corner carry and damage than the usual BnB. Best done when the first normal is point blank.
(dash) 5K/c.S > 6P > 5H > HJIAD j.K > j.D > j.BR |> 5K > BR/j.P > j.K > SW > SW Loop
- Even harder than the aforementioned combo, this link can lead to full corner carry and an actual Sidewinder loop for free.
5D > j.D(x2) > j.S > j.K > j.S > dj.S > j.D > Volcanic Viper
- Straightforward dust combo that does reasonable damage and knockdown from anywhere.
[ID] 5D > j.D > dj.D |> dash 2H > (j.D, j.D |>) j.S > SW Loop
- Standard impossible dust combo which leads to good damage. You can get in a single rep of dustloop near the corner before starting a SW loop.
'25% Tension, Midscreen'
5K > 5S > 2369K FRC > j.S > SW Loop
- Similar to the meterless conversion into BR loop, but leads to much better damage.
xx > 6P > c.S/2H > j.S > FB SW > SW Loop
- A fairly easy conversion into damage, generally only works with one, possibly two normals before the 6P. Some characters with thinner hurtboxes will require only one.
Airdash j.S |> c.S > (f.S) > 5H > Fafnir > Tyrant Rave
- Conversion after landing some airdash pressure
Airdash j.s > j.D > FB Sidewinder |> SW Loop
- Another conversion after landing airdash hits. Easily converts from anywhere, but how you convert is position dependent. You can either dash in to relaunch, or simply jump into a normal > Sidewinder.
xx > FB Fafnir
- Metered ground conversion into knockdown when you're too far to land a 2D.
Gun-Flame FRC > dash (5K/c.s) 2H > j.S > Sidewinder Loop
- Occasionally, you'll tag your opponents with a Gunflame. If you FRC it and confirm, you can convert fairly easily.
Gun-Flame FRC > Clean Hit Bandit Bringer > Instant Air Dash j.S > Sidewinder Loop
- Requires that you expect the GF to hit. Leads to some bigger damage midscreen than most options.
'50% Tension'
xx > 2D > Bandit Revolver(1) RC > Sidewinder Loop
xx > 2D > Bandit Revolver(1) RC > j.S > j.D/j.H(weight dependant) > SW Loop
xx > 2D > Tyrant Rave ver.Beta
Volcanic Viper(1) RC > 5K/c.S > 2H > SW Loop
Volcanic Viper RC > Sidewinder > SW Loop
Sidewinder Loop > Tyrant Rave ver.Beta
Sidewinder Loop > c.S/2H > FB Fafnir [whiff] > Tyrant Rave
'Corner'
5K/c.S > 6P > 5K/5S > 2H > Air normal (character dependent) > Sidewinder > SW Loop
(j.S) > 5K/c.S > 6P > Gun-Flame FRC > Empty Jump Sidewinder > SW Loop
5K/c.S > 6P > (delay) Gun-Flame > (delay)2H > j.D > Sidewinder > SW Loop
Dash 5K/c.S > 6P > Gun-Flame > 5H/2H > j.D , j.D > dj.D > Sidewinder > SW Loop (midweights and heavyweights)
Dash 5K/c.S > 6P > Gun-Flame > 2H > j.D > Empty Double Jump Sidewinder > SW Loop (lightweights)
[Dustloop:] xx > 6P , 5H/2H > j.D , j.D |> j.D, j.D |> j.K > j.D > dj.S > j.D > S Volcanic Viper
Throw > 5K(1) > j.P > j.K/j.S > Sidewinder > SW Loop (works on most characters)
Throw > 5K(1) > 6P , 2H > j.H Sidewinder > SW Loop
Air Throw 5K/c.S > j.KSD/j.SKD > j.Bandit Revolver > 5K(1) > (2H) > H Volcanic Viper
'25%+ Tension, Corner'
xx > 6P > Gun-Flame FRC > Clean Hit Bandit Bringer |> dash 2H > j.D > Sidewinder > SW Loop
[50% tension] xx > 6P Gun-Flame FRC > Clean Hit Bandit Bringer |> Fafnir (whiff) > Tyrant Rave
Combo Theory
Video Examples
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- Sol Badguy [★]
- Testament [★]
- Venom [★]
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Click [★] for character's full frame data
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