< GGXRD-R2 | Sol Badguy
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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]] | ||
:'''HVV''' = {{H}} [[GGXRD-R2/Sol Badguy#Volcanic Viper|Volcanic Viper]] | :'''HSVV''' or '''HVV''' = {{H}} [[GGXRD-R2/Sol Badguy#Volcanic Viper|Volcanic Viper]] | ||
:'''KD''' = [[GGXRD-R2/Sol Badguy#Tataki Otoshi|Knockdown]] | :'''KD''' = [[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]] | ||
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| Blitz (max charge), dash {{clr|4|5H}}/{{clr|4|2H}} > GF, (dash) {{clr|4|2H}} JC > {{clr|3|j.S}} JC > {{clr|3|j.S}} > {{clr|4|j.H}} > j.VV -> (delay) | | Blitz (max charge), dash {{clr|4|5H}}/{{clr|4|2H}} > GF, (dash) {{clr|4|2H}} JC > {{clr|3|j.S}} JC > {{clr|3|j.S}} > {{clr|4|j.H}} > j.VV -> (delay) KD || [1] Midscreen || 218 || -25%/27% || All || [2] {{clr|3|Easy}} || Wait until opponent enters crouching state before landing the first {{clr|4|5H}}/{{clr|4|2H}}. Use only {{clr|4|j.H}}(1) and/or {{clr|3|j.SVV}}/{{clr|4|HVV}} to account for spacing/height/hurtbox. | ||
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Revision as of 06:22, 1 March 2020
Combo Notation Guide | Character Name Abbreviations | |||||||||
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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.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5K > c.S > 2D > BR or [HVV -> KD] | [1] Midscreen | 094/106 | 14/19% | All | [1] Very Easy | Omit BR/HVV 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 -> KD | [1] Midscreen | 148 | -50% / 19% | All | [3] Medium | On KY and LE, you must delay before the air dash. |
5K > c.S > 5H/2D > GF RC > f.S/5H > BB, dash 5K/c.S > 2H JC > j.S JC > j.S > j.H > j.VV -> KD | [1] Midscreen | 179 | -50% / 14% | All | [3] Medium | Can't use 5H 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.H > j.VV -> KD | [1] Midscreen | 104 | 19% | All | [2] Easy | Use only j.H(1) and/or j.SVV/HVV to account for spacing/height/hurtbox. |
air hit 5K SJC > j.P > j.S > j.H > j.VV -> KD | [1] Midscreen | 105 | 19% | All | [2] Easy | Use only j.H(1) and/or j.SVV/HVV to account for spacing/height/hurtbox. |
air hit 5K > 2H JC > j.S JC > j.S > j.H > j.VV -> KD | [1] Midscreen | 138 | 22% | All | [2] Easy | Use only j.H(1) and/or j.SVV/HVV to account for spacing/height/hurtbox. |
air hit 5K JI > 2H SJC > j.S > j.K > j.S JC > j.S > j.H > j.VV -> KD | [1] Midscreen | 149 | 23% | All | [3] Medium | Use only j.H(1) and/or j.SVV/HVV to account for spacing/height/hurtbox. |
5K/c.S > 6P > 5H JC > IAD j.P > j.H(1) > j.HVV -> KD | [1] Midscreen | 146 | 21% | All | [3] Medium | On JC, if SJC is performed instead of JC, j.H must hit twice to land KD. |
dash 5K/c.S > 6P > 5H/2H SJC > IAD j.K > (j.D) > j.VV -> (delay) KD | [1] Midscreen | 160 | 22% | All except RV | [4] Hard | On DI, you must omit j.D to land KD. On EL, you must use j.SVV and delay KD. On RA, omit j.D, use j.SVV and delay KD. |
5K/c.S > 5H > GV | [1] Midscreen | 151 | 17% | All | [1] Very Easy | |
5K/c.S > 5H > GV RC ▷ dash 5K/c.S > 2H JC > j.S JC > j.S > j.H > j.SVV -> KD | [1] Midscreen | 222 | -50% / 20% | All | [2] Easy | |
5K/c.S > 5H JI > GV RC > air backdash ▷ BB, Fafnir, dash GF, 2H > HVV -> KD | [2] Near-Corner | 250 | -50% / 21% | All | [4] Hard | |
5K/c.S > 6P > (delay GF) > (delay) 5H/2H JC > j.D, falling j.D ▷ (delay) Fafnir, dash 6P > delay 5H/2H JC > j.D > Break ▷ 6P > (delay) 6H/BR or [5H > HVV -> KD] | [3] Corner | 219/221 (228) | 38/44% (40%) | All | [3] Medium | If adding delay GF, you must use 6H/BR ender. On CH, use max delays possible. On IN, MA and MI, perform the first 5H immediately, then delay JC before j.D. |
- Any combo starting from a ground hit 5K or c.S that is not canceled into either 5H or a jump can also be performed off a 2K.
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 -> KD | [1] Midscreen | 126 | 29% | All except BE* | [2] Easy | On KY, RA and ZT, you must perform j.SVV to land KD. *On BE, omit the second j.K. |
5D > Homing Dash > 2H > (delay) 6H > BB, Fafnir, dash 6P > delay 5H/2H JC > j.D > Break ▷ 6P > (delay) 6H/BR or [5H > HVV -> KD] | [3] Corner | 176/179 | 39/45% | All except FA*, IN* | [3] Medium | On IN, RA and VE, use max delay 2H after dash 6P. *On FA and IN, replace (delay) 6H with 2H > 5H. |
Combo | Position | Damage | Works on: | Difficulty | Notes |
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CH 2D > GF > 5H JC > IAD j.P > j.H(1) > j.BR or [j.HVV -> KD] | [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 > 5H 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 > 5H 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 > 5H SJC > IAD j.K > j.D > j.BR or [j.HVV -> KD] | [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 > 5H after GF **On KY, LE and RV, use dash f.S > 5H after GF. |
CH 2D > GF > 5H SJC > IAD j.K > j.D > Break ▷ (dash) c.S JC > j.D > Break ▷ HVV -> KD | [3] Corner | 222 | All except PO*, BE*, KY**, LE**, RV**, KU | [4] Hard | *On PO and BE, use f.S > 5H after GF **On KY, LE and RV, use dash f.S > 5H after GF. |
CH 2D > GF RC > GFF, BB, Fafnir, BB, GF, 6P > GF > (dash) j.K JC > j.D > Break ▷ HVV -> KD | [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. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
Blitz (max charge), dash 5H/2H > GF, (dash) 2H JC > j.S JC > j.S > j.H > j.VV -> (delay) KD | [1] Midscreen | 218 | -25%/27% | All | [2] Easy | Wait until opponent enters crouching state before landing the first 5H/2H. Use only j.H(1) and/or j.SVV/HVV to account for spacing/height/hurtbox. |
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) 5H/2H 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) 5H/2H 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) 5H/2H 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 5H immediately, then delay JC before j.D. |
5K/c.S > 6P > (delay) 5H/2H 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 5H immediately, then delay JC before j.D. On JC, perform 6P > GF immediately. RC as soon as the second GF appears. |
CH 6P/6H/2H > (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
Video Examples