< GGReload | Sol Badguy
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
Basic Combos
Combo | Position | Works on: | Difficulty | Notes |
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[5K] or [2K] > c.S > 2D xx 623H -> j.214K | Midscreen | Everyone | [1] very easy | Basic confirm |
(2K >) 6P > 5H (JC) j.K > j.D (JC) j.S > j.D xx j.623S -> j.214K | Corner | Everyone | [1] very easy | Basic wall combo |
Counter-Hit Combos
Combo | Position | Works on: | Difficulty | Notes |
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CH 2H, j.S (JC) j.S > j.H xx j.623S -> j.214K | Midscreen | Everyone | [1] very easy | CH 2H launches really high, so wait for its recovery to end instead of jump cancelling |
CH 5H IAD j.S > j.D ▷ [c.S] or [5K] > 6P > 5H (JC) (DL) | Corner | Everyone | [3] medium | Can start a bit further away from the corner |
CH 5H xx 236P FRC, IAD (DL) | Midscreen | Everyone | [3] medium | Must be within half screen from corner |
Dust Combos
Combo | Position | Works on: | Difficulty | Notes |
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5D /\ 9j.D > 9j.D > j.S > j.K > j.S > j.K > j.S(JC) j.S > j.H xx j.623S -> j.214K | Midscreen | Everyone | [2] easy | Basic Dust combo |
5D /\ 9j.D > 9j.D > j.S > j.K > j.S > j.D (JC) j.S > j.D xx j.623S -> j.214K | Midscreen | Everyone | [2] easy | Higher damage, but must reach the corner by the third j.D |
Wild Throw Combos
Combo | Position | Works on: | Difficulty | Notes |
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623K, 2H (JC) j.S (JC) j.S > j.H xx j.623S -> j.214K | Midscreen | Everyone | [1] very easy | Basic Wild Throw combo |
623K, walk c.S > 2H (JC) j.S (JC) j.S > j.H xx j.623S -> j.214K | Midscreen | Everyone | [2] easy | Opponent has to drop a fair bit for the c.S to link, but bigger damage |
623K, 236P FRC, 236[K], 66 2H (JC) j.S (JC) j.S > j.H xx j.623S -> j.214K |
Midscreen | Everyone | [3] medium | Higher damage WT combo for 25 Tension, GF needs to be delayed slightly and BB has to come out right away |
Dustloop
You generally need to be in or near the corner in order to start it, but Dustloop usually revolves around a simple concept: dash in and j.D as soon as possible after leaving the ground, and doing another j.D as soon as the first one recovers, counting as one rep. If you do it right, the two will combo, and you can usually land and do it again once more.
Depending on the setup you can Dustloop every character in the game, but not nearly as easily or with as many reps depending on weight and hurtbox. Generally two to four reps are going to be the most practical option, but they can go as high as six with an optimal setup.
Combo | Position | Works on: | Difficulty | Notes |
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(...) j.D (JC) j.S > j.D ▷ 66 j.K > j.D (JC) j.S > j.D xx j.623S -> j.214K | - | - | [2] easy | Basic Dustloop, also known as "ghetto Dustloop", unoptimal |
(...) [rising j.D, falling j.D ▷ 66]xN j.K > j.D (JC) j.S > j.D xx j.623S -> j.214K | - | - | [3] medium | Dustloop core (DL) into ender |
6P > 5H (JC) DL | Corner | Everyone but JA/BR/MA/... | [3] medium | Works on most of the cast |
236[K], 66 (5K>)2H (JC) DL | Midscreen | Everyone | [3] medium | Highly situational but damaging starter that carries to the corner |
6P xx 236P (FRC) DL | Corner | Everyone | [3] medium | Confirm GF on hit or block into DL or additional pressure |
j.D ▷ 2H (JC) DL | Corner | Everyone | [3] medium | Usually seen from fuzzy j.S > j.D mixup |
Throw, 5K > 2H (JC) DL | Corner | SO/BR/ZA/PO/CH/AN/JA/MA/TE/IN/MI/BA/DI | [4] hard | 5K link is tricky, and proration is harsh compared to WT starters |
623K, 2H (JC) DL | Midscreen | Everyone | [3] medium | Wild Throw starter, dash underneath opponent if in corner |
623K 66 DL | Midscreen | Everyone | [3] medium | From a little less than half-screen from the corner |
623K, 236P FRC, 236[K], 66 2H (JC) DL | Midscreen | Everyone | [4] hard | From half-screen or less |
5D /\ 9j.D > 9j.D ▷ 5K > 2H (JC) DL | Midscreen | Everyone | [3] medium | Impossible Dust combo, from half-screen or less |
Dustloop Character Specifics | |
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