< GGXRD-R2 | Sol Badguy
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 |
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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.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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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. |
Combo | Position | Damage | Works on: | Difficulty | Notes |
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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. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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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. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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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 |
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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