GGST/Sol Badguy/Combos

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Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB = A.B.A
AN = Anji Mito
AS = Asuka R♯
AX = Axl Low
BA = Baiken
BE = Bedman?
BR = Bridget
CH = Chipp Zanuff
EL = Elphelt
FA = Faust
GI = Giovanna
GO = Goldlewis
HA = Happy Chaos
IN = I-No
JC = Jack-O'
JO = Johnny
KY = Ky Kiske
LE = Leo Whitefang
MA = May
MI = Millia Rage
NA = Nagoriyuki
PO = Potemkin
RA = Ramlethal
SI = Sin Kiske
SO = Sol Badguy
TE = Testament
ZA = Zato-1

Combo List

  • All damage values were tested against Ky.
  • 6H enders can be removed for less damage but better oki.
  • CL means Clean Hit.
5P/2P/6P Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
5P > 5P > 5P > 5P > 6H Anywhere 86 17 Everyone [1] Very Easy 5P and 2P can be used interchangeably, though 5P has better damage. Can be done up to 4 times if Sol has sliding momentum at point-blank range.
5P > 5P > 5P > 5P > 6S > 236K Anywhere 94 22 Everyone [1] Very Easy 5P or 2P crouch confirm. Can start with 2P, but must use 5P to link into 6S. Can be done up to 4 times if Sol has sliding momentum at point-blank range.
5P > 6S > 236K > 22RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 163 -34 Everyone [3] Medium 5P crouch confirm combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then micro dash into c.S so that Volcanic Viper clean hits. Requires 50% tension.
5P > 6S > 236K > 22RRC, 665[D], c.S > dc, c.S > 6P > CL 623H, 6S Corner 192 -33 Everyone [3] Medium 5P crouch confirm combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, use c.S, then dash cancel into another c.S. Can replace the second c.S with 5K for easier execution. Requires 50% tension.
AA 5P > 6S > 236K(1), 5K > 6S > 236K Anywhere 124 25 Everyone [3] Medium Bandit Revolver will fail to whiff the second hit if the opponent wasn't high enough when 5P hit.
AA 5P > 6S > 236P, 665K > dc, 5K > 6P > CL 623H, 6S Corner 184 28 Everyone [3] Medium Will still work if only the second hit of the first 5K connected.
6P > 623S Anywhere 67 8 Everyone [1] Very Easy 6P must connect at close range.
6P > 44RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 184 -44 Everyone [4] Hard 6P canceled into a Red Roman Cancel shifted backwards. Charge 5[D] completely, then micro dash into c.S so that Volcanic Viper clean hits. Requires 50% tension.
6P > CL 623H > 22RRC, 66c.S > dc, c.S > 6P > CL 623H, 6S Corner 266 -40 Everyone [3] Medium 6P canceled into a Red Roman Cancel shifted backwards. Catch the opponent at c.S's max vertical range, then dash cancel into another c.S. Can replace the second c.S with 5K for easier execution. Requires 50% tension.
5K/2K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
5K (or 2K) > 6S > 236K Anywhere 111 (83) 15 Everyone [1] Very Easy Basic confirm. Opponent must be crouching for 2K > 6S to combo. Still works if only the second hit of 5K connects.
5K > 6S > 236K > 22RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 207 -32 Everyone [3] Medium 5K combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then micro dash into c.S so that Volcanic Viper clean hits. Requires 50% tension.
5K (or 2K) > 2D > CL 623H, 666H Anywhere 187 (144) 18 Everyone [2] Easy 5K needs to hit at point-blank with dashing momentum. Can start with 2K for less damage in exchange for hitting low.
5K > 2D > CL 623H > 22RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 245 34 Everyone [5] Very Hard 5K needs to hit at point-blank with dashing momentum.
5K > 6S > 236K > 22RRC, 665[D], c.S > dc, c.S > CL 623H, 6S Corner 237 -32 Everyone [4] Hard 5K combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, use c.S, then dash cancel into another c.S. Can replace the second c.S with 5K for easier execution. Requires 50% tension.
AA 5K > sjc > j.S > adc > j.S > j.H, c.S > dc, c.S > CL 623H, 666H Anywhere 204 (193) 25 Everyone [4] Hard Still works if only the second hit of 5K connects.
AA 5K > sjc > j.S > adc > j.S > j.H, c.S > dc, c.S > 6P > CL 623H, 666H Corner 232 (222) 25 Everyone [4] Hard Still works if only the second hit of 5K connects.
c.S/f.S/2S/6S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
c.S > delay f.S, 5K(2) > 6S > 236K Anywhere 150 24 Everyone [2] Easy f.S will knock the opponent away if not delayed.
c.S > 2D > CL 623H, 666H Anywhere 208 21 Everyone [2] Easy c.S needs to hit point-blank with dashing momentum.
c.S > 2S > 2H > 236K(1), 5K(1) > CL 623H, 66H Anywhere 197 26 Everyone [3] Medium c.S needs to hit point-blank with dashing momentum. Must hit only with the first hit of 5K, otherwise Volcanic Viper won't clean hit.
c.S > delay f.S > 5H > 236K > 22RRC, 665[D], 66c.S > CL 623H, 66H Anywhere 219 -25 Everyone [3] Medium 6S combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then micro dash into c.S so that Volcanic Viper clean hits. Requires 50% tension.
c.S > 5H, 665K > jc > j.K > adc > j.K > j.D > CL j.236H, 6S Corner 253 29 Everyone [3] Medium Volcanic Viper must be delayed after j.D so that it clean hits.
CH c.S, 66c.S > delay f.S, 5K(2) > 6S > 236K Anywhere 171 33 Everyone [3] Medium Dash after counter hit c.S to link into another c.S. f.S will knock the opponent away if not delayed.
CH c.S, 66c.S > 5H, 665K > dc > 5K > 6P > CL 236H, 6S Corner 265 36 Everyone [4] Hard Dash after counter hit c.S to link into another c.S. Both hits of 5K must connect or else a wall break will not occur.
f.S, 5K > 6S > 236K Anywhere 140 (128) 20 Everyone [2] Easy Basic link into 5K. Still works if only the second hit of 5K connects.
f.S > 5H > 236K > 22RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 218 -30 Everyone [3] Medium f.S combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then micro dash into c.S so that Volcanic Viper clean hits. Requires 50% tension.
f.S > 5H > 236K > 22RRC, 665[D], c.S > dc, c.S > 6P > CL 623H, 6S Corner 244 -30 Everyone [4] Hard f.S combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, use c.S, then dash cancel into another c.S. Can replace the second c.S with 5K for easier execution. Requires 50% tension.
CH f.S, 66c.S > delay f.S, 5K(2) > 6S > 236K Anywhere 164 31 Everyone [3] Medium Dash after counter hit f.S to link into c.S.
CH f.S, 66c.S > 5H, 665K > dc > 5K > 6P > CL 236H, 6S Corner 257 35 Everyone [3] Medium Dash after counter hit f.S to link into c.S. Both hits of 5K must connect or else a wall break will not occur.
2S > 5H > 236K Anywhere 103 17 Everyone [1] Very Easy Basic confirm.
2S > 5H > 236K > 22RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 199 -32 Everyone [3] Medium 2S combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then micro dash into c.S so that Volcanic Viper clean hits. Requires 50% tension.
2S > 5H > 236K > 22RRC, 665[D], c.S > dc, c.S > 6P > CL 623H, 6S Corner 226 -29 Everyone [4] Hard 2S combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, use c.S, then dash cancel into another c.S. Can replace the second c.S with 5K for easier execution. Requires 50% tension.
6S > 236K Anywhere 89 13 Everyone [1] Very Easy Without a counter hit or meter, this is all you can get.
6S > 236K > 22RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 207 -35 Everyone [3] Medium 6S combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then micro dash into c.S so that Volcanic Viper clean hits. Requires 50% tension.
6S > 236K > 22RRC, 665[D], c.S > dc, c.S > 6P > CL 623H, 6S Corner 238 16 Everyone [4] Hard 6S combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, use c.S, then dash cancel into another c.S. Can replace the second c.S with 5K for easier execution. Requires 50% tension.
CH 6S > 236P, 214[S], c.S > CL 236H, 666H Anywhere 180 33 Everyone [3] Medium The amount of charge needed for Night Raid Vortex varies depending on Sol's spacing.
CH 6S > 236P, 214[S], c.S > 6P > CL 236H, 6S Corner 206 33 Everyone [3] Medium Counter hit 6S corner route. Works from max range.
CH 6S, 665K > jc > j.K > j.D > adc > j.K > j.D > 623H, 6S Corner 244 30 Everyone [3] Medium Counter hit 6S corner route. Needs to connect at close range.
5H/2H/6H Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5H > 236K Anywhere 90 13 Everyone [1] Very Easy Without a counter hit or meter, this is all you can get.
5H > 236K > 22RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 220 -35 Everyone [3] Medium 5H combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then micro dash into c.S so that Volcanic Viper clean hits. Requires 50% tension.
CH 5H > 214K, 6H Anywhere 144 22 Everyone [1] Very Easy Basic counter hit 2H combo that works at max range.
CH 5H, 66f.5S > 5H > 236K Anywhere 151 27 Everyone [3] Medium Works from Max 5H range if you micro-dash into f.S.
2H > 236K Anywhere 84 13 Everyone [1] Very Easy Without a counter hit or meter, this is all you can get.
2H > 236K > 22RRC, 665[D], 665S > CL 623H, 666H Anywhere 216 -35 Everyone [3] Medium 2H combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then micro dash into c.S so that Volcanic Viper clean hits. Requires 50% tension.
2H > 236P, dash 5K > 6P, 5K > 6S > 236P, 41236H Corner 209 33 Everyone [3] Medium 5K must reach full dash speed so that Sol slides during Gun Flame.
AA 2H > 236P, 214[S], c.S > CL 623H, 666H Anywhere 182 28 Everyone [3] Medium Will drop if the opponent wasn't high enough when they got anti-aired.
AA 2H > 236P, 214[S], c.S > CL 623H, 6S Corner 214 30 Everyone [3] Medium Will drop if the opponent wasn't high enough when they got anti-aired.
CH 2H > 214K, 6H Anywhere 137 22 Everyone [1] Very Easy Basic counter hit 2H combo that works at max range.
CH 2H > 236P, 665K > 6S > 214K, 6H Anywhere 176 34 Everyone [3] Medium 2H needs to hit point-blank. Still works if only the second hit of 5K connects.
CH 2H > 236P, 66c.S > jc > j.H, j.D > CL j.623H, 6S Corner 242 32 Everyone [3] Medium Dash immediately after Gun Flame and use c.S.
6H > FPRC, 6H Anywhere 112 Everyone [2] Easy 6H canceled into a fast Purple Roman Cancel. Requires 50% tension.
CH 6H, 665K > 6S > 214K, 6H Anywhere 199 30 Everyone [2] Easy 6H must connect at close range. Still works if only the second hit of 5K connects.
CH 6H, 6S > 66RRC, 665[D], 66c.S > CL j.623H, 666H Anywhere 240 -32 Everyone [3] Medium Counter hit 6H combo canceled into a Red Roman Cancel shifted forwards. Charge 5[D] completely, then micro dash into c.S so that Volcanic Viper clean hits. Requires 50% tension.
CH 6H, 665K > jc > j.K > j.D > adc > j.K > j.D > 623H, 6S Corner 268 29 Everyone [3] Medium 6H must hit at close range.
5D/2D/6D/j.6D Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
2D, 6H Anywhere 83 11 Everyone [1] Very Easy Without a counter hit or meter, this is all you can get.
2D > CL 623H, 666H Anywhere 178 15 Everyone [2] Easy 2D needs to hit point-blank.
2D > 623H(or S) > 22RRC, 665[D], 66c.S > CL 623H, 666H Anywhere (250) 186 13 Everyone [3] Medium 2D combo canceled into a Red Roman Cancel shifted downwards. 2D needs to hit at point-blank range in order to use H Volcanic Viper. Charge 5[D] completely, then micro dash into c.S so that Volcanic Viper clean hits. Requires 50% tension.
CH 2D, 2K > 6S > 236K Anywhere 121 23 Everyone [2] Easy 2D needs to hit at close range.
CH 2D, 5K > 6S > 214K, 6H Anywhere 160 (152) 26 Everyone [2] Easy 2D needs to hit at close range.
CH 2D, 665K > 6S > 236P, 665K > 6P > CL 623H, 6S Corner 221 33 Everyone [4] Hard 2D needs to hit at close range.
5D > 44RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 139 -44 Everyone [4] Hard Uncharged 5D canceled into a Red Roman Cancel shifted backwards. Charge 5[D] completely, then micro dash into c.S so that Volcanic Viper clean hits. Requires 50% tension.
5D > 44RRC, 665[D], 66c.S > dc, c.S > 6P > CL 623H, 6S Corner 169 -43 Everyone [4] Hard Uncharged 5D canceled into a Red Roman Cancel shifted backwards. Charge 5[D] completely, use c.S, then dash cancel into another c.S. Can replace the second c.S with 5K for easier execution. Requires 50% tension.
[5D] > hjc > j.D > jc > j.D > j.S > j.D > j.S > jc > j.DD Anywhere 225 22 Everyone [2] Easy Charged 5D combo.
6D > 44RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 140 -39 Everyone [3] Medium Throw canceled into a Red Roman Cancel with no shifting. Charge 5[D] completely, then micro dash into c.S so that Volcanic Viper clean hits. Requires 50% tension.
6D > 44RRC, 665[D], 66c.S > dc, 5K > 6P > CL 623H, 6S Corner 172 -39 Everyone [3] Medium Throw canceled into a Red Roman Cancel with no shifting. Charge 5[D] completely, use c.S, then dash cancel into 5K Requires 50% tension.
j.6D > 22RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 140 -39 Everyone [3] Medium Air throw canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then micro dash into c.S so that Volcanic Viper clean hits. Requires 50% tension.
j.6D > 22RRC, 665[D], 66c.S > dc, 5K > 6P > CL 623H, 6S Corner 172 -39 Everyone [3] Medium Throw canceled into a Red Roman Cancel with no shifting. Charge 5[D] completely, use c.S, then dash cancel into 5K Requires 50% tension.
j.P/j.K/j.S/j.H/j.D Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard
Special Move Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
236P, 665K(2) > 236K Anywhere 78 13 Everyone [1] Very Easy Gun Flame needs to hit point-blank with dashing momentum.
236P, 665K(2) > 6S > 214K, 6H Anywhere 118 22 Everyone [2] Easy "Run Flame" combo off the second or later flame column.
236P, 214[S], c.S > CL 623H, 666H Anywhere 136 22 Everyone [3] Medium Long range Gun Flame combo.
236P, 5K > jc > j.K > j.D, 665K > 6P > CL 623H, 6S Anywhere 188 33 Everyone [3] Medium Gun Flame needs to hit point-blank.
236K > 22RRC, 665[D], 66c.S > CL 623H, 666H Anywhere 207 -42 Everyone [3] Medium Bandit Revolver canceled into a Red Roman Cancel shifted backwards. Charge 5[D] completely, then micro dash into c.S so that Volcanic Viper clean hits. Requires 50% tension.
236K > 22RRC, dash 5[D], c.5S > jc > j.H, j.D, 6P > CL 623H, 6S Corner 241 Everyone [3] Medium
623K > FPRC, 6H Anywhere 140 Everyone [2] Easy Wild Throw canceled into a fast Purple Roman Cancel. Requires 50% tension.
214K, 6H Anywhere 91 Everyone [1] Very Easy Basic Bandit Bringer confirm.
214K > 22RRC, dash c.5S > CL 623H, dash 6H Anywhere 160 Everyone [3] Medium Bandit Bringer combo canceled into a Red Roman Cancel shifted downward. Requires 50% tension.
214K > 5RRC, 5[D], c.5S > jc > j.H, j.D > CL j.623H, 6S Corner 219 Everyone [3] Medium Bandit Bringer combo canceled into a Red Roman Cancel with no shifting. Charge 5[D] completely, jump cancel c.5S into j.H. Use j.D after j.H's recovery ends and time Volcanic Viper so that it clean hits. Requires 50% tension.
214S, c.5S > CL 623H, dash 6H Anywhere 190 Everyone [2] Easy Basic Night Raid Vortex confirm.
214S, c.5S > CL 623H > 22RRC, dash c.5S > CL 623H, dash 6H Anywhere 225 Everyone [3] Medium Night Raid Vortex combo canceled into a Red Roman Cancel shifted downward. Requires 50% tension.
214S, 5K > 6S > 236P, dash 6P > CL 623H, 6S Anywhere 214 Everyone [3] Medium Must do 6P with dash momentum, then time Volcanic Viper so that it clean hits.
41236H, 214[S], 5K > 236K Anywhere 136 Everyone [2] Easy Basic Fafnir confirm.
41236H, 22RRC, dash 5[D], dash c.5S > CL 623H, dash 6H Anywhere 197 Everyone [3] Medium Fafnir combo canceled into a Red Roman Cancel shifted downward. Charge 5[D] completely, then micro dash into c.5S so that Volcanic Viper clean hits. Requires 50% tension.
CH 41236H, 214[S], c.5S > CL 623H, dash 6H Anywhere 198 Everyone [3] Medium Counter hit Fafnir confirm.
41236H, 214[S], 5K > 6P > CL 623H, 6S Corner 224 Everyone [2] Easy Fafnir corner combo.
CL 623H, dash 6H Anywhere 155 Everyone [1] Very Easy Only works if Volcanic Viper was a clean hit.
623H > 22RRC, dash 5[D], dash c.5S > CL 623H, dash 6H Anywhere 234 Everyone [3] Medium Volcanic Viper combo canceled into a Red Roman Cancel shifted downward. Charge 5[D] completely, then micro dash into c.5S so that Volcanic Viper clean hits. Requires 50% tension.
CL 632146H > 22RRC, dash c.5S > CL 623H, dash 6H Mid-screen 313 Everyone Medium Tyrant Rave super canceled into a Red Roman Cancel shifted downward. Deals more damage if TR clean hits. Charge 5[D] completely, then micro dash into c.5S so that Volcanic Viper clean hits. Requires 100% tension.
214214H > whiff 22RRC, dash 5[D], c.5S > CL 623H, dash 6H Anywhere 360 Everyone [4] Hard Heavy Mob Cemetery super canceled into a Red Roman Cancel shifted downward. Must make the RRC whiff by delaying it or by fast RRC'ing with 5P. Charge 5[D] completely, catching the opponent as they fall. Requires 100% tension.
214214H > whiff 22RRC, dash 5[D], c.5S > jc > j.D > adc > j.D, c.5S > CL 623H, 6S Anywhere 388 Everyone [5] Very Hard Heavy Mob Cemetery super canceled into a Red Roman Cancel shifted downward. Must make the RRC whiff by delaying it or by fast RRC'ing with 5P. Must run under the opponent before using 5D or else you can't get a wall break. Charge 5[D] completely, catching the opponent as they fall. Requires 100% tension.

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