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]]
:'''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) TO || [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.  
| 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 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
GFF = Gun Flame (Feint)
VV = Volcanic Viper
SVV = GGS.png Volcanic Viper
HSVV or HVV = GGH.png Volcanic Viper
KD = Knockdown
BR = Bandit Revolver
BB = Bandit Bringer
WT = Wild Throw
RS = Riot Stamp
GV = Ground Viper
DI = Dragon Install
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 [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.
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 -> 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.
CH 2D Starters
Combo Position Damage Works on: Difficulty Notes
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.
Blitz Attack Starters
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.
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) 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

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