Beginner Combos
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Basic combos are simple combos with the fewest requirements and conditions possible.
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5XXX > Lock-Off & Walk > F5XY > j.c > j.5XXX
Since Sol can't jump cancel 5XXX you have to walk up and juggle with either F5XY or 5XX which are jump cancelable.
This is useful cause being in the air means alot of basic Servants can't hit you. Both juggle setups from 5XXX are good to learn for later combos as well.
5XXX > Lock-Off & Walk > 5XXX > F8X
A combo so simple, practical, and damaging that it fits Sol Badguy's personality like a glove.
Since time is important in GG2 the fact that this combo does so much damage in so little time makes it one of Sol's more important combos to learn.
8X > Modern Cancel > 5XX > delay > ( 2X > Sidestep ) 4 times > 2X > 2Y
One of Sol's flashiest combos in Guilty Gear 2. While this example starts from 8X, Sol can start loops off almost anything that launches the opponent so long as you modern cancel. You can also do Dustloops off 5XXX by locking-off & walking forward so you can juggle with 5XX or F5XY which you can then do 2X loops from without using Tension.
Another benefit of 2X loops is that they can be ended in a variety of ways depending on what you need out of the combo. F8X, j.5XXX, 8Y Bandit Revolver, and even X+A Tyrant Rave are all examples of enders you can choose for your 2X loops.
The biggest downside of 2X loops is that they take alot of time to do which you could be spending doing more important things.
5XXX > Lock-Off & Walk > 5XX > Side Step > 2X > Side Step & Delay > 2X > (Step Dash & 2X 4 Times) > 2Y
This combo can be easy but you need to know something about delay.
When you hit the (2X > Side Step & Delay > 2X), sometimes you need to do a second delay and then you can continue the combo normally without delay.