Combo Notation Guide | Character Name Abbreviations | |||||||||
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External Resources
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 values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5P > 5P > 623S | 59 | ~10 | [1] Very Easy | Very close poke confirm. | ||
2P > 5P > 6P | 31 | >10 | [1] Very Easy | Rather situational and risky since you need to be close but if you're confirming a 2P in the corner then this string can push Wall Damage. | ||
[2] Easy | ||||||
[3] Medium | ||||||
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
c.S > 6Hx3 | 112 | ~20 | [1] Very Easy | Incredibly easy combo with great corner carry and solid damage. | ||
c.S > 2H > 214S, 214K | 115 | ~25 | [2] Easy | |||
c.S > 2H > 214S RRC > c.S > 6Hx3 | 144 | [3] Medium | ||||
c.S > 5H > 214K RRC > c.S > 2H > 236K > 623S Wall Break | [3] Medium | Wall Break omitable. | ||||
c.S > 2H > 214K, micro walk c.S > 2H > 236K (Corner: 236K wall bounce, 5k > 236K (wall stick), 214S (wall break) ) |
[4] Hard | Micro walking after 214K is necessary for the proximity to work. | ||||
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
6Hx2 > j.236236H | 151 | [1] Very Easy | Easy super buffer from this move. You can add this to any combo ending with 6H. It can easily break the wall for a boosted 183 damage. | |||
[2] Easy | ||||||
6Hx3 RRC ▷ j.D j.H j.236236H (Wall Break) | 197 | -100 | [3] Medium | Requires at least 86 Tension, does more damage if starting at 100. Walk or delay before jumping so that you have the right height to land the super, so if you're having trouble you can omit or freestyle the j.X attacks. A very expensive combo, but you can move under your opponent during the RRC to swap sides for the Wall Break. Break-less is at least 163 damage, so it's best to use if you know you can break. | ||
6Hx2 ▷ 623S RRC > delay 5[D] > delay c.S > (Wall Splat) 6Hx3 (Wall Break) | Corner | 187 | ~15 | [3] Medium | Guaranteed Wall Break in the corner, you'll have to watch for them falling down for the delays. It's rather hard to pull off anywhere else without being close and delaying, and you'll likely need to rework the end 6Hs. | |
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
[1] Very Easy | ||||||
j.S > j.H ▷ 214K | 77 | ~10 | [2] Easy | |||
j.K > 214S ▷ 214K | 75 | ~22 | [2] Easy | Flashy crossup combo, j.K has to hit behind them so that the first hit of 214S instantly connects. | ||
j.D(2) ▷ 5H > 214K | 97 | ~15 | [3] Medium | |||
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
[1] Very Easy | ||||||
[2] Easy | ||||||
[5D] > hjc > j.SH > jc > jSH > jc > j.SHH | 180+ | Ky | [3] Medium | Meterless, high damage. Omit buttons if the opponent is slipping away from you. It may be simple but lots of factors can drop this sequence like size, your jump, delay, and so on - the last loop can slip easily against characters. Experiment with this skeleton per matchup - even if you just end up with two loops, you can rack up 160+ damage. | ||
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Works on: | Difficulty | Notes | |||
---|---|---|---|---|---|---|---|
[1] Very Easy | |||||||
[2] Easy | |||||||
[3] Medium | |||||||
[4] Hard | |||||||
[5] Very Hard |