GGXRD-R2/Sol Badguy/Combos: Difference between revisions

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:'''VV''' = [[GGXRD-R2/Sol Badguy#Volcanic Viper|Volcanic Viper]]
:'''VV''' = [[GGXRD-R2/Sol Badguy#Volcanic Viper|Volcanic Viper]]
:'''SVV''' = {{S}} [[GGXRD-R2/Sol Badguy#Volcanic Viper|Volcanic Viper]]
:'''SVV''' = {{S}} [[GGXRD-R2/Sol Badguy#Volcanic Viper|Volcanic Viper]]
:'''HSVV''' = {{H}} [[GGXRD-R2/Sol Badguy#Volcanic Viper|Volcanic Viper]]
:'''HSVV''' or '''HVV''' = {{H}} [[GGXRD-R2/Sol Badguy#Volcanic Viper|Volcanic Viper]]
:'''TO or KD''' = [[GGXRD-R2/Sol Badguy#Tataki Otoshi|Tataki Otoshi or Knockdown]]
:'''TO''' or '''KD''' = [[GGXRD-R2/Sol Badguy#Tataki Otoshi|Tataki Otoshi]] or [[GGXRD-R2/Sol Badguy#Tataki Otoshi|Knockdown]]
:'''BR''' = [[GGXRD-R2/Sol Badguy#Bandit Revolver|Bandit Revolver]]
:'''BR''' = [[GGXRD-R2/Sol Badguy#Bandit Revolver|Bandit Revolver]]
:'''BB''' = [[GGXRD-R2/Sol Badguy#Bandit Bringer|Bandit Bringer]]
:'''BB''' = [[GGXRD-R2/Sol Badguy#Bandit Bringer|Bandit Bringer]]
:'''Kudakero''' = [[GGXRD-R2/Sol_Badguy#Kudakero|Kudakero or Break]]
:'''Kudakero''' = [[GGXRD-R2/Sol_Badguy#Kudakero|Kudakero (Break)]]
:'''WT''' = [[GGXRD-R2/Sol Badguy#Bukkirabou ni Nageru|Wild Throw]]
:'''WT''' = [[GGXRD-R2/Sol Badguy#Bukkirabou ni Nageru|Bukkirabou ni Nageru (Wild Throw)]]
:'''RS''' = [[GGXRD-R2/Sol Badguy#Riot Stamp|Riot Stamp]]
:'''RS''' = [[GGXRD-R2/Sol Badguy#Riot Stamp|Riot Stamp]]
:'''GV''' = [[GGXRD-R2/Sol Badguy#Grand Viper|Grand Viper]]
:'''GV''' = [[GGXRD-R2/Sol Badguy#Grand Viper|Grand Viper (Ground Viper)]]
:'''TR''' = [[GGXRD-R2/Sol Badguy#Tyrant Rave ver.β|Tyrant Rave ver.β]]
:'''TR''' = [[GGXRD-R2/Sol Badguy#Tyrant Rave ver.β|Tyrant Rave ver.β]]
:'''DI''' = [[GGXRD-R2/Sol Badguy#Dragon Install|Dragon Install]]
:'''DI''' = [[GGXRD-R2/Sol Badguy#Dragon Install|Dragon Install]]

Revision as of 23:46, 8 August 2019

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
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
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 Low
BA =  Baiken
BE =  Bedman
CH =  Chipp Zanuff
DI =  Dizzy
EL =  Elphelt
FA =  Faust
IN =  I-No
JA =  Jam
JC =  Jack-O'
JO =  Johnny
KU =  Kum Haehyun
KY =  Ky Kiske
LE =  Leo
MA =  May
MI =  Millia
PO =  Potemkin
RA =  Ramlethal
RV =  Raven
SI =  Sin Kiske
SL =  Slayer
SO =  Sol Badguy
VE =  Venom
ZA =  Zato-1

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

Combo List

  • 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 Template:DifficultyVeryEasy 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 Template:DifficultyMedium 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 Template:DifficultyMedium 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 Template:DifficultyVeryEasy Range leniency: DI = RA > JA = MI > MA.
air hit 5K (JC) > j.K (JC) > j.HS > j.VV -> TO [1] Midscreen 104 19% All Template:DifficultyEasy 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 Template:DifficultyEasy 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 Template:DifficultyEasy 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 Template:DifficultyMedium 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 Template:DifficultyMedium 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 Template:DifficultyHard 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 Template:DifficultyVeryEasy
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 Template:DifficultyEasy
5K/c.S > 5HS (JI) > GV (RC) > air backdash ▷ BB, Fafnir, dash GF, 2HS > HSVV -> TO [2] Near-Corner 250 -50% / 21% All Template:DifficultyHard
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 Template:DifficultyMedium 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* Template:DifficultyEasy 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* Template:DifficultyMedium 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 Template:DifficultyMedium 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 Template:DifficultyMedium 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 Template:DifficultyHard
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 Template:DifficultyHard 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 Template:DifficultyHard *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** Template:DifficultyHard 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 Template:DifficultyEasy 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 Template:DifficultyVeryEasy
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 Template:DifficultyHard
Template:DifficultyEasy
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 Template:DifficultyMedium
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 Template:DifficultyMedium
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)
Template:DifficultyMedium
MA, MI: Template:DifficultyHard
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 Template:DifficultyMedium 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)
Template:DifficultyMedium
MA, MI: Template:DifficultyHard
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 Template:DifficultyMedium 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

Video Examples

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