GGML/Sol/Combos

From Dustloop Wiki
< GGML‎ | Sol
Revision as of 00:07, 15 May 2023 by Wakeup720 (talk | contribs)
 Sol
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+D becomes 236D.
> = 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
CC = Charge Cancel
AX =  Axl Low
BA =  Baiken
BH =  Dr Baldhead
CH =  Chipp Zanuff
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
PO =  Potemkin
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Combo Scaling

Hit Number 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Damage 1x 0.81x 0.68x 0.62x 0.50x 0.50x 0.43x 0.37x 0.34x 0.31x 0.28x 0.25x 0.21x 0.18x 0.15x 0.12x

True Infinites

c.S 5H(1) CC dash loops into its self forever, and after it stuns you can usually charge enough to do a level 3 HVV which will kill most of the time. (you can do 62356 to dash instantly after charging)

OTG infinites

these are invalid combos on human opponents, as you can tech out of all of these, but these always work on CPU opponents.

66K infinite

you can infinitely do 66K in combo on non teching opponents. This works off of most knockdowns. Common starters include:

  • throw
  • 214K
  • 66K

2K infinite

You can loop 2K into its self forever on non teching opponents, You must CC dash after every 2K midscreen and after 2-3 in the corner, depending on spacing.

623S infinite

You can loop 623S into its self forever on non teching opponents, a lot more consistent in the corner, and from almost anywhere else, requires you to do a dash to catch up to the opponent. Potentially true infinite if you keep catching them in the air?

Navigation

 Sol
Systems Pages