GGXRD-R2/Sol Badguy/Combos

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Combo Notation Guide Character Name Abbreviations
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+GGD.png becomes 236D.
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
= After landing.
j = Jump
sj = Super Jump
IAD = Instant Air Dash
CH = Counter Hit
MC = Mortal Counter
JC = Jump Cancel
DJC = Double Jump Cancel
SJC = Super Jump Cancel
JI = Jump Install
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
[ ] = Hold input.
] [ = Release input.
(X) = X is optional.
(N) = Attack must deal N amount of hits.
[???] xN = Repeat ??? N amount of times.
[X] or [Y] = Perform series of actions X or Y.
GF = Gun Flame
GF(F) = Gun Flame (Feint)
VV = Volcanic Viper
SVV = GGS.png Volcanic Viper
HSVV or HVV = GGH.png Volcanic Viper
TO or KD = Tataki Otoshi or Knockdown
BR = Bandit Revolver
BB = Bandit Bringer
Kudakero = Kudakero (Break)
WT = Bukkirabou ni Nageru (Wild Throw)
RS = Riot Stamp
GV = Grand Viper (Ground Viper)
TR = Tyrant Rave ver.β
DI = Dragon Install
IK = Branding Breach (Instant Kill)
AN = Answer
AX = Axl
BA = Baiken
BE = Bedman
CH = Chipp
DI = Dizzy
EL = Elphelt
FA = Faust
IN = I-No
JA = Jam
JC = Jack-O
JO = Johnny
KU = Haehyun
KY = Ky
LE = Leo
MA = May
MI = Millia
PO = Potemkin
RA = Ramlethal
RV = Raven
SI = Sin
SL = Slayer
SO = Sol
VE = Venom
ZT = Zato

If you wish to discuss any of the combos listed here, please consult the (Xrd) Sol Badguy Combo Thread topic on Dustloop.

Combo List[edit]

  • All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • Damage and Tension Gain values listed for combos with interchangeable combo parts assume the variation with the highest value unless otherwise stated.
5K/c.S/2K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
5K > c.S > 2D > BR or [HSVV -> TO] [1] Midscreen 094/106 14/19% All [1] Very Easy Omit BR/HSVV if it won't reach.
5K > c.S > 2D > BR (RC) > air dash (delay) j.S > j.K > delay j.D ▷ dash j.K > j.S (JC) > j.S > j.D > (delay) j.VV -> TO [1] Midscreen 148 -50% / 19% All [3] Medium On KY and LE, you must delay before the air dash.
5K > c.S > 5HS/2D > GF (RC) > f.S/5HS > BB, dash 5K/c.S > 2HS (JC) > j.S (JC) > j.S > j.HS > j.VV -> TO [1] Midscreen 179 -50% / 14% All [3] Medium Can't use 5HS after GF (RC) if 2D was used.
5K > c.S > 2D > GV (no mash) [1] Midscreen 097 17% DI, JA, MA, MI, RA [1] Very Easy Range leniency: DI = RA > JA = MI > MA.
air hit 5K (JC) > j.K (JC) > j.HS > j.VV -> TO [1] Midscreen 104 19% All [2] Easy Use only j.HS(1) and/or j.SVV/HSVV to account for spacing/height/hurtbox.
air hit 5K (HJC) > j.P > j.S > j.HS > j.VV -> TO [1] Midscreen 105 19% All [2] Easy Use only j.HS(1) and/or j.SVV/HSVV to account for spacing/height/hurtbox.
air hit 5K > 2HS (JC) > j.S (JC) > j.S > j.HS > j.VV -> TO [1] Midscreen 138 22% All [2] Easy Use only j.HS(1) and/or j.SVV/HSVV to account for spacing/height/hurtbox.
air hit 5K (JI) > 2HS (HJC) > j.S > j.K > j.S (JC) > j.S > j.HS > j.VV -> TO [1] Midscreen 149 23% All [3] Medium Use only j.HS(1) and/or j.SVV/HSVV to account for spacing/height/hurtbox.
5K/c.S > 6P > 5HS (JC) > IAD j.P > j.HS(1) > j.HSVV -> TO [1] Midscreen 146 21% All [3] Medium On JC, if HJC is performed instead of JC, j.HS must hit twice to land TO.
dash 5K/c.S > 6P > 5HS/2HS (HJC) > IAD j.K > (j.D) > j.VV -> (delay) TO [1] Midscreen 160 22% All except RV [4] Hard On DI, you must omit j.D to land TO. On EL, you must use j.SVV and delay TO. On RA, omit j.D, use j.SVV and delay TO.
5K/c.S > 5HS > GV [1] Midscreen 151 17% All [1] Very Easy
5K/c.S > 5HS > GV (RC) ▷ dash 5K/c.S > 2HS (JC) > j.S (JC) > j.S > j.HS > j.SVV -> TO [1] Midscreen 222 -50% / 20% All [2] Easy
5K/c.S > 5HS (JI) > GV (RC) > air backdash ▷ BB, Fafnir, dash GF, 2HS > HSVV -> TO [2] Near-Corner 250 -50% / 21% All [4] Hard
5K/c.S > 6P > (delay GF) > (delay) 5HS/2HS (JC) > j.D, falling j.D ▷ (delay) Fafnir, dash 6P > delay 5HS/2HS (JC) > j.D > Kudakero ▷ 6P > (delay) 6HS/BR or [5HS > HSVV -> TO] [3] Corner 219/221 (228) 38/44% (40%) All [3] Medium If adding delay GF, you must use 6HS/BR ender. On CH, use max delays possible. On IN, MA and MI, perform the first 5HS immediately, then delay JC before j.D.
  • Any combo starting from a ground hit 5K or c.S that is not canceled into either 5HS or a jump can also be performed off a 2K.
5D Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
5D > Homing Jump > j.D > j.D > j.K > j.S > j.D (JC) > j.K > j.S > j.D > j.VV -> TO [1] Midscreen 126 29% All except BE* [2] Easy On KY, RA and ZT, you must perform j.SVV to land TO.
*On BE, omit the second j.K.
5D > Homing Dash > 2HS > (delay) 6HS > BB, Fafnir, dash 6P > delay 5HS/2HS (JC) > j.D > Kudakero ▷ 6P > (delay) 6HS/BR or [5HS > HSVV -> TO] [3] Corner 176/179 39/45% All except FA*, IN* [3] Medium On IN, RA and VE, use max delay 2HS after dash 6P.
*On FA and IN, replace (delay) 6HS with 2HS > 5HS.
CH 2D Starters
Combo Position Damage Works on: Difficulty Notes
CH 2D > GF > 5HS (JC) > IAD j.P > j.HS(1) > j.BR or [j.HSVV -> TO] [1] Midscreen 154/171 All except KY, MI, JC, JA, RV [3] Medium BR has more corner carry, while VV has more damage.
CH 2D > GF > 5HS (JC) > IAD j.P > j.K > j.D > j.BR [1] Midscreen 161 All except KY, MI, JC, JA, RV [3] Medium Even more corner carry than above, but no VV option.
CH 2D > GF > 5HS (JC) > IAD j.P > j.K > delay j.D ▷ dash j.K > j.D (JC) > j.S > j.D > j.BR [2] Near-Corner 202 SO, ZT, PO, CH, SL, BE, SI, LE, JO, KU, AN [4] Hard
CH 2D > GF > 5HS (HJC) > IAD j.K > j.D > j.BR or [j.HSVV -> TO] [1] Midscreen 169/186 All except PO*, BE*, KY**, LE**, RV**, KU [4] Hard On RA, TO will whiff.
On EL, you must use j.SVV and delay TO.
*On PO and BE, use f.S > 5HS after GF
**On KY, LE and RV, use dash f.S > 5HS after GF.
CH 2D > GF > 5HS (HJC) > IAD j.K > j.D > Kudakero ▷ (dash) c.S (JC) > j.D > Kudakero ▷ HSVV -> TO [3] Corner 222 All except PO*, BE*, KY**, LE**, RV**, KU [4] Hard *On PO and BE, use f.S > 5HS after GF
**On KY, LE and RV, use dash f.S > 5HS after GF.
CH 2D > GF (RC) > GFF, BB, Fafnir, BB, GF, 6P > GF > (dash) j.K (JC) > j.D > Kudakero ▷ HSVV -> TO [2] Near-Corner 279 SO, ZT, CH, FA, AX*, SL*, BE*, SI**, LE, JC**, RV**, DI*/**, AS** [4] Hard See Fafnir, BB Notes
Input RC right as GF hits the opponent. Whiffing GFF kills time so that the BB hits right after RC slowdown ends.
*On, AX, SL, BE and DI, GF OTGs in corner.
**On SI, JC, RV, DI and AS, GF, 6P > GF only works at a distance.
Blitz Attack Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
Blitz (max charge), dash 5HS/2HS > GF, (dash) 2HS (JC) > j.S (JC) > j.S > j.HS > j.VV -> (delay) TO [1] Midscreen 218 -25%/27% All [2] Easy Wait until opponent enters crouching state before landing the first 5HS/2HS. Use only j.HS(1) and/or j.SVV/HSVV to account for spacing/height/hurtbox.
Instant Kill Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5D > Homing Dash > IK Mode (Gold), IK [1] Midscreen Opponent at ≤20% (match point) -50% (-All) / 02% All [1] Very Easy
WT, IK Mode (Gold), IK WT (RC) > IK Mode (Gold), IK [1] Midscreen Opponent at ≤20% (match point) -50% (-All) / 05%
-100% (-All) / 05%
All [4] Hard
[2] Easy
WT, (GF), dash j.D, falling j.D ▷ Fafnir, IK Mode (Gold), IK [2] Near-Corner Opponent at ≤21% (Opponent at ≤24%) (match point) -50% (-All) / 17% (20%) All [3] Medium
WT, (dash under) 5HS/2HS (JC) > dash j.D, falling j.D ▷ Fafnir, IK Mode (Gold), IK [3] Corner Opponent at ≤23% (match point) -50% (-All) / 19% All [3] Medium
WT, (dash under) 5HS/2HS (JC) > dash j.D, falling j.D ▷ Fafnir, (BB), GF, 6P > GF (RC) > IK Mode (Gold), BB, IK [3] Corner Opponent at ≤26% (Opponent at ≤28%) (match point) -100% (-All) / 26% (30%) All except RA
(CH, EL, FA, JO, KU, KY, LE, PO, SO, VE, ZT)
[3] Medium
MA, MI: [4] Hard
See Fafnir, BB Notes
On JC, perform 6P > GF immediately. RC as soon as the second GF appears.
5K/c.S > 6P > (delay) 5HS/2HS (JC) > j.D, falling j.D ▷ (delay) Fafnir, IK Mode (Gold), IK [3] Corner Opponent at ≤29% (match point) -50% (-All) / 17% All [3] Medium On DI, IN, JA, MA and MI, perform 5HS immediately, then delay JC before j.D.
5K/c.S > 6P > (delay) 5HS/2HS (JC) > j.D, falling j.D ▷ (delay) Fafnir, (BB), GF, 6P > GF (RC) > IK Mode (Gold), BB, IK [3] Corner Opponent at ≤34% (Opponent at ≤38%) (match point) -100% (-All) / 24% (28%) All except RA
(CH, EL, FA, JO, KU, KY, LE, PO, SO, VE, ZT)
[3] Medium
MA, MI: [4] Hard
See Fafnir, BB Notes
On DI, IN, JA, MA and MI, perform 5HS immediately, then delay JC before j.D. On JC, perform 6P > GF immediately. RC as soon as the second GF appears.
CH 6P/6HS/2HS > (delay) BB, Fafnir, BB, GF, 6P > GF (RC) > IK Mode (Gold), BB, IK [2] Near-Corner Opponent at ≤47% (match point) -100% (-All) / 24% All except EL, MA, MI, RA [3] Medium See Fafnir, BB Notes
On DI, IN, JC, RV, SI, you must be at a distance when performing GF, 6P > GF. RC as soon as the second GF appears.

Combo Theory[edit]

Video Examples[edit]

Navigation[edit]


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