GGST/Sol Badguy/Combos: Difference between revisions

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# [[{{PAGENAME}}#Sol Core Combo 3|Counter Hit {{clr|S|c.S}} Ground Combo]]
# [[{{PAGENAME}}#Sol Core Combo 3|Counter Hit {{clr|S|c.S}} Ground Combo]]
# [[{{PAGENAME}}#Sol Core Combo 4|Any Starter Metered Near-Corner Combo]]
# [[{{PAGENAME}}#Sol Core Combo 4|Any Starter Metered Near-Corner Combo]]
===<span style="visibility:hidden;font-size:0">Close Range c.S Corner Combo</span>===
{{TheoryBox
{{TheoryBox
| Title      = Close Range {{clr|S|c.S}} Corner Combo
| Title      = Close Range {{clr|S|c.S}} Corner Combo
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Sol can end this combo early by doing {{clr|S|j.S}} > delay {{clr|D|j.D}} into {{clr|H|H}} Volcanic Viper to not break the wall for a hard knockdown. He can then follow up with an {{keyword|Off the Ground}} {{clr|S|c.S}} and then dash cancel for okizeme, as this puts Sol the closest to his opponent as possible to start his intimidating pressure sequences.
Sol can end this combo early by doing {{clr|S|j.S}} > delay {{clr|D|j.D}} into {{clr|H|H}} Volcanic Viper to not break the wall for a hard knockdown. He can then follow up with an {{keyword|Off the Ground}} {{clr|S|c.S}} and then dash cancel for okizeme, as this puts Sol the closest to his opponent as possible to start his intimidating pressure sequences.
}}
}}
===<span style="visibility:hidden;font-size:0">Any Starter Metered Midscreen Combo</span>===
{{TheoryBox
{{TheoryBox
| Title      = Any Starter Metered Midscreen Combo
| Title      = Any Starter Metered Midscreen Combo
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If only the kill and no oki is needed for this combo, then {{keyword|OTG}} {{clr|H|6H}} can give extra damage while sacrificing oki, good for closing out rounds.
If only the kill and no oki is needed for this combo, then {{keyword|OTG}} {{clr|H|6H}} can give extra damage while sacrificing oki, good for closing out rounds.
}}
}}
===<span style="visibility:hidden;font-size:0">Counter Hit c.S Ground Combo</span>===
{{TheoryBox
{{TheoryBox
| Title      = Counter Hit {{clr|S|c.S}} Ground Combo
| Title      = Counter Hit {{clr|S|c.S}} Ground Combo
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| Recipe    = CH {{clr|S|c.S}} > dc, {{clr|S|c.S}} > CL {{clr|H|623H}} > (OTG {{clr|H|6H}})
| Recipe    = CH {{clr|S|c.S}} > dc, {{clr|S|c.S}} > CL {{clr|H|623H}} > (OTG {{clr|H|6H}})
| content    = This combo is commonly used as a punish for {{keyword|DP}}s due to its unprorated starter that leads into easy high damage on Counter Hit from any position on screen. This combo grants the same okizeme as [[GGST/Sol Badguy/Combos#Close Range c.S Corner Combo|this combo linked above]].
| content    = This combo is commonly used as a punish for {{keyword|DP}}s due to its unprorated starter that leads into easy high damage on Counter Hit from any position on screen. This combo grants the same okizeme as [[GGST/Sol Badguy/Combos#Close Range c.S Corner Combo|this combo linked above]].
If only the kill and no oki is needed for this combo, then {{keyword|OTG}} {{clr|H|6H}} can give extra damage while sacrificing oki, good for closing out rounds.
}}
{{TheoryBox
| Title      = Counterhit {{clr|H|5H}} Midscreen Combo
| Oneliner  = Make opponents afraid to mash.<br>186 Damage
| Difficulty = {{clr|2|Easy}}
| Anchor    = Sol Core Combo 5
| Video      = GGST Sol Counterhit 5H Midscreen Combo.mp4
| Size      = 256x192
| Recipe    = CH {{clr|H|5H}} > {{clr|K|236K}} > {{clr|S|c.S}} > dc kara CL{{clr|H|623H}} (66{{clr|H|623H}}) > (OTG {{clr|H|6H}})
| content    = This combo synergizes well with {{clr|S|f.S}} pressure as if you delay the {{clr|H|5H}} gatling afterwards, on block it can catch mashers. It then leads into this combo for a massive reward. This combo grants the same okizeme as [[GGST/Sol Badguy/Combos#Close Range c.S Corner Combo|this combo linked above]].


If only the kill and no oki is needed for this combo, then {{keyword|OTG}} {{clr|H|6H}} can give extra damage while sacrificing oki, good for closing out rounds.
If only the kill and no oki is needed for this combo, then {{keyword|OTG}} {{clr|H|6H}} can give extra damage while sacrificing oki, good for closing out rounds.

Revision as of 19:55, 4 October 2022

 Sol Badguy



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
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
CL = Clean Hit When certain attacks in Guilty Gear hit a very specific part of an opponent's hurtbox. These well-aimed attacks will cause some positive benefit for the attacker, like a higher launch or a wall bounce.
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Read First

  • All damage values were tested against  Ky at full life with the R.I.S.C Level at 0 (unless specified otherwise).
  • Wall Sticks followed up with Fafnir can be followed up with 5H instead for easier execution and negligible damage loss.
  • Wall Sticks can be followed up with Tyrant Rave for extra damage and better okizeme as long as you have at least 50% Tension.
  • 5P, 5K and 2K only combo into 6S if the opponent is crouching or airborne. 2P only combos into 6S if the opponent is airborne.

Combo Theory

Sol's main goal is to end combos with Clean Hit H Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup13Recovery19+10 LandingAdvantage-26 as it deals immense damage, has huge corner carry, and leads into strong okizeme. However, without some sort of special circumstance (anti-air, Counter Hit, near corner) or Tension for an Roman Cancel, this is usually impossible. The best back-up combo ender is Bandit BringerGGST Sol Badguy 214K.pngGuardHighStartup30Recovery13Advantage-3 but this move also cannot be used freely in most mid-screen routes. Thus, Sol must settle for Bandit RevolverGGST Sol Badguy 236K.pngGuardAllStartup12Recovery9+6 LandingAdvantage-7, his most consistent ender.

When landing 5K or 2K on a grounded opponent, cancel into 2D then into Bandit Revolver for a basic mid-screen combo. When landing 5P, 5K or 2K on crouching or airborne opponents, you can opt to combo into 6S instead. If the opponent is airborne by the time you land Bandit Revolver, you can omit the second hit for better okizeme at the cost of damage and corner carry. c.S routes simply follow its gatlings into a special move, usually c.S > delay f.S > 5H > Bandit Revolver. This is as far as Sol goes without resources.

If a Roman Cancel is available, Bandit Revolver can be Red Roman Canceled for more damage. The optimal follow-up depends on Sol's spacing from the corner. If Sol's away from the corner, dash input downward and microdash into a fully charged 5[D], then dash c.S and end with a Clean Hit H Volcanic Viper for more damage, or use the forward momentum from a forward dash input and land a low Clean Hit H Volcanic Viper for better corner carry and positioning. You can also just follow the 5[D] with 5K > 6S > Bandit Bringer for an low execution follow-up that still deals high damage and has good okizeme. As you get closer to the corner, use j.D after your Red Roman Cancel to knock the opponent directly into the corner for a wall bounce and then pursue them for a full combo extension. If the opponent is cornered, you can instead aim to Red Roman Cancel H Volcanic Viper and cancel it for massive damage, though the execution on these routes are stricter and some may not work on heavyweights.

Once Sol reaches the corner, his options expand greatly. Landing Clean Hit H Volcanic Viper becomes much easier thanks to the wall bounce on j.D. The wall keeps opponents hit by Gun FlameGGST Sol Badguy 236P.pngGuardAllStartup18RecoveryTotal 54Advantage-10 and FafnirGGST Sol Badguy 41236H.pngGuardAll (Guard Crush)Startup24Recovery16Advantage+11 from moving away from Sol, giving him better follow-ups. Lastly, Wall Stick makes using Clean Hit Tyrant RaveGGST Sol Badguy 632146H 1.pngGuardAllStartup7+2Recovery41Advantage-44 very easy.

Anti-airs or moves that can launch the opponent can potentially lead into a Wall Break even if the combo started from mid-screen thanks to Sol's extreme corner carry. However, these routes are highly dependent on multiple factors which include; spacing from the corner at combo start, how high the opponent was launched/anti-aired, the opponent's weight class, the proration of the combo starter (higher scaling means higher gravity), and more. These routes require both significant amounts of practice to execute, prior knowledge of what situations require what follow-ups, and the ability to adjust the combo on the fly to prevent drops. Beginner and intermediate level players should steer clear of these routes but they are a valuable tool for high level Sol players.

Kara Cancel H Volcanic Viper

It's possible to impart additional forward movement and momentum into Sol's specials by kara canceling a 6S or a dash cancel into said special. This is especially important for H Volcanic Viper, which requires close proximity to Clean Hit.

On grounded opponents, 5P, 5K(2), 2K, or c.S can gatling into 6S, which can then can be kara canceled into H Volcanic Viper. Similarly, 5K(2) and c.S can be dash canceled, which can then be kara canceled into H Volcanic Viper. 2P and 5K(1) are Level 0 normals, and therefore lack the necessary hitstun to combo into H Volcanic Viper after a kara cancel. 5P, 5K(2), 2K are Level 1 normals, and will not combo into H Volcanic Viper if 6S or dash cancel are kara canceled on the third frame on standing opponents, although this issue isn't present on crouching opponents thanks to the additional frame of hitstun.

Please note that while 5P and 5K(2) can combo into H Volcanic Viper after a kara cancel on standing opponents, H Volcanic Viper will not Clean Hit, even at point blank. Getting a Clean Hit in this situation requires either dash momentum or a crouching opponent for reduced blowback and the additional frame of hitstun for a potential third frame kara cancel. 2K or c.S do not have this problem at close range, although dash momentum or a crouching opponent will be required for 2K at further viable ranges.

On airborne opponents, hitstun restrictions do not apply, but as airborne opponents introduce height variables as well as some distance variables that may not apply on the ground, whether or not you will be able to successfully Clean Hit will depend entirely on positioning.

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple
  1. Close Range P Starter Ground Combo
  2. Close Range K Starter Ground Combo
  3. Close Range c.S Ground Combo
  4. Mid Range 6S Ground Combo
  5. 5K Starter Anti-Air Combo
  6. Charged Dust Combo

Close Range P Starter Ground ComboGrants very little pressure on hit.
60-82 Damage (Depending on amount of Ps used)
Very Easy

(5P or 2P) xN > 6H
This combo does not give the greatest Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., but is useful due to 2P being a great way to start engagements and to Abare An attack during the opponent's pressure, intended to interrupt it. with, alongside 5K. Do not get too trigger happy with this combo, as 6H is very punishable on block.

You will need to subtract the amount of P normals based on range. Generally, if you are touching the opponents collision box, you are able to land three P normals before needing to go into 6H. Note that while 5P deals more damage than 2P, it has a slightly shorter range and whiffs on certain crouching opponents, so adjust as necessary.

This combo only grants a slightly far range f.S for okizeme due to the long recovery on 6H, so your pressure game will be weaker as a result.

You can also perform 5P or 2P > 6S > Gun Flame as a Frame Trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. on block, but note that 6S does not combo on standing opponents, and in 2P's case, 6S will not combo on grounded opponents at all unless off a CH 2P. Be aware if your opponent is getting hit by your P normals and at least attempt to confirm into 6H on hit.

Close Range K Starter Ground ComboGreat way to mash out of pressure with 5K.
59-82 Damage (Depends on starter and if combo is finished with 236K or 236KK)
Very Easy

5K or 2K > 2D > 236KK
This combo is Sol's standard meterless conversion off a grounded K normal. It causes a Soft Knockdown A knockdown that puts the character into a state that may allow the character to get up off the ground earlier than a Hard Knockdown, giving the offender less options for continuing offense., which allows Sol to use f.S as a Meaty Attack Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. to start his pressure game described below.

The two K starters into 2D include 5K and 2K. 5K is usually used as a way to stop the opponent's offense due to its 3 frame start-up and long range. While 2K is usually used for frame traps after a blocked f.S.

This combo also works as a jump in starter from j.S for easy air to ground conversions.

This combo can also be finished early by only doing the first hit of Bandit Revolver to get an even stronger meaty with FafnirGGST Sol Badguy 41236H.pngGuardAll (Guard Crush)Startup24Recovery16Advantage+11. This leaves Sol +11 on block, which allows him to do an uninterruptable string into f.S.

Close Range c.S Ground ComboA staple combo that grants amazing pressure on hit.
98-134 Damage (Depends on starter)
Easy

c.S > delay f.S > 5H > 236KK
This combo is one that all Sol players know and love, due to it being easy to Hit Confirm This keyword does not have an entry in the Glossary off of a blocked c.S > f.S > 5H, as if the 5H does not hit, he can cancel into Gun FlameGGST Sol Badguy 236P.pngGuardAllStartup18RecoveryTotal 54Advantage-10 on block for a way to disengage with his opponent. In addition, Sol’s f.S is plus on block, allowing for easy frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s with 5H.

This combo also works if you start from a mid range f.S hit, all you have to do is cut out the c.S and you will be able to do the exact same combo with no other executional changes.

This combo also gives an opportunity for a meaty after the Bandit Revolver with f.S, which starts Sol's Pressure To attack the opponent continuously and leave little room for counter attacks. game, this can create an opportunity for guaranteed offense. For more information on Sol's pressure game, click here.

Mid Range 6S Ground ComboVery good way to poke and stay safe, and convert into a knockdown.
79 Damage
Very Easy

6S > 236KK
This combo is amazing to use in Neutral When neither player is in an advantageous position in terms of stage position. as a confirm due to 6SGGST Sol 6S Hitbox.pngGuardAllStartup15Recovery20Advantage-9's long range, disjointed hitbox and decent amount of active frames, making it a a powerful tool for controlling space. It also gives similar okizeme to the combo described above.

You can also confirm into Gun Flame on block for a safe way to reset into neutral to try hitting 6S again.

5K Starter Anti-Air ComboCan convert into a corner combo upon reaching the wall.
83 Damage
Easy

AA 5K (1) > jc, j.K > adc, j.K > j.D
This combo grants f.S pressure on hit, which makes it a useful Anti-Air A grounded attack that hits the opponent out of the air combo. It can also convert into a full combo in the corner using the wall bounce effect of j.D. Since 5K is Sol's fastest button, it makes for a great anti-air in Scramble An unexpected situation in a match in which both players "scramble" to react and gain advantage. Often occurs after a combo drops. situations when the opponent is trying to quickly start their offense.

Charged Dust ComboFor big punishes, or just catching people sleeping.
225 Damage
Medium

5[D] > 8, j.D > jc, j.D > j.S > j.D > j.S > jc, > j.DD
A big damage Homing Jump combo from a Dust Attack (Hold) starter. Dust Attack (Hold) is slow at 28 frames of start-up and reactable as a mix-up, but neither of those factor into its usage as a reliable reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. punish. Since the wall isn't broken during this combo, Sol does not gain Positive Bonus afterwards, but the Finish Blow ender gives him enough time to run forward for a meaty c.S.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character
  1. Close Range c.S Corner Combo
  2. Any Starter Metered Midscreen Combo
  3. Counter Hit c.S Ground Combo
  4. Any Starter Metered Near-Corner Combo

Close Range c.S Corner ComboUtilize the power of the Clean Hit.
251 Damage
Medium

c.S > 5H, 665K > jc, j.S > j.H > j.D, CL 623H, WS 5H
This combo may seem finicky, but when mastered can become a very consistent tool for Sol players to use. This combo has a tricky ender due to the mechanic known as a Clean Hit. A Clean Hit H Volcanic Viper grants the second hit increased damage, and secures a Hard Knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. for Sol to use if he would like to end this combo early. This combo can best be used after the opponent attempts to backdash your corner c.S pressure.

In order to perform a Clean Hit, Sol must land the first hit as deep as possible. Alignment is important, so you will have to take note of how the opponent falls in order to land one. Depending on the height of the opponent after Clean Hit H Volcanic Viper, Sol might have to opt for j.D instead of 5H due to the opponent being too high on the wall.

After the first 5H, dash in close for 5K to ensure that both hits of j.H connect.

Sol can end this combo early by doing j.S > delay j.D into H Volcanic Viper to not break the wall for a hard knockdown. He can then follow up with an Off the Ground To hit the opponent while they are on the ground and launch or re-stand them taking them "Off the Ground". c.S and then dash cancel for okizeme, as this puts Sol the closest to his opponent as possible to start his intimidating pressure sequences.

Any Starter Metered Midscreen ComboGain a hard knockdown off of any starter.
??? Damage
Easy

Starter > 66RRC, 66c.S > delay CL 623H > (OTG 6H)
This combo is very valuable due to it giving a hard knockdown for okizeme while also being easily hit confirmable. It also works off of any move that has the ability to pop up the opponent after a Red Roman Cancel. The knockdown from this combo gives Sol the best oppourtunity for pressure due to how long the opponent stays knocked down for, if you are not sure for what combo to go for after a Red Roman Cancel, use this one as a default.

The amount of delay on the Clean Hit H Volcanic Viper will depend on the starter and combo duration leading up to the Red Roman Cancel. If a delay is necessary, you can also jump cancel into a low Aerial H Volcanic Viper as opposed to waiting.

If only the kill and no oki is needed for this combo, then OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 6H can give extra damage while sacrificing oki, good for closing out rounds.

Counter Hit c.S Ground ComboPunish that DP.
186 Damage
Easy

CH c.S > dc, c.S > CL 623H > (OTG 6H)
This combo is commonly used as a punish for DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s due to its unprorated starter that leads into easy high damage on Counter Hit from any position on screen. This combo grants the same okizeme as this combo linked above.

If only the kill and no oki is needed for this combo, then OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 6H can give extra damage while sacrificing oki, good for closing out rounds.

Counterhit 5H Midscreen ComboMake opponents afraid to mash.
186 Damage
Easy

CH 5H > 236K > c.S > dc kara CL623H (66623H) > (OTG 6H)
This combo synergizes well with f.S pressure as if you delay the 5H gatling afterwards, on block it can catch mashers. It then leads into this combo for a massive reward. This combo grants the same okizeme as this combo linked above.

If only the kill and no oki is needed for this combo, then OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 6H can give extra damage while sacrificing oki, good for closing out rounds.

Any Starter Metered Near-Corner Combo

Any Starter Metered Near-Corner ComboGet a more optimal metered combo for a Wall Break.
??? Damage
Medium

Starter > 66RRC, c.S > jc, (j.S) > j.H > j.D, (delay 2K) > CL 623H, WS 5H
This combo does a lot of damage and is confirmable off any random hit, barring 6H. Because of this, 5D becomes a legitimate threat even while uncharged, as the Red Roman Cancel can be used to launch the opponent on hit.

Some additional combo parts will need to be added if the starter before the Roman Cancel was only a single move for the wall to break. In some cases you may also have to high jump cancel the c.S for the j.D after the j.S to not whiff. If you are forced to include j.S and 2K in the combo and the wall still does not break, try to wait as long as possible after the Roman Cancel and then do the c.S portion of the combo. If the wall still does not break, do an OTG c.S and dash cancel it to be right up in the opponent's face after the Clean Hit H Volcanic Viper.

Combo List

5P/2P/6P Starters

Starting Position:

Combo Damage Tension Gain Works on: Difficulty Notes Video
5P > (5P > 5P > 5P) > 236KK 56 (82) 9 (20) Everyone [1] Very Easy 5P can be done up to 4 times with dash momentum at point blank range. 5P and 2P can be used interchangeably. Usually preferred over the 6H ender, especially in the corner where Bandit Revolver okizeme is even better. -
5P > (5P > 5P > 5P) > 6H 66 (86) 9 (20) Everyone [1] Very Easy 5P can be done up to 4 times with dash momentum at point blank range. 5P and 2P can be used interchangeably. Link
5P > (5P > 5P > 5P) > 6S > 236KK 80 (91) 14 (22) Everyone [1] Very Easy Opponent must be crouching or airborne. Can start with 2P, but must use 5P to link into 6S on crouching opponents. Can be done up to 4 times with dash momentum at point blank range. -
5P or 2P > 6P > 236KK > 22RRC, 665[D], c.S > jc, CL j.623H 157 (153) -36 Everyone [3] Medium 5P or 2P combo canceled into a Red Roman Cancel shifted downwards. Charge 5[D] completely, then do c.S and jump cancel into an immediate H Volcanic Viper so that it Clean Hits. Can also microdash after 5[D] in order to omit the jump cancel after c.S. Requires 50% Tension. -
CH 5P or 2P, c.S > delay f.S > 5H > 236KK 112 (106) 25 (24) Everyone [2] Easy Basic CH 5P or 2P combo. -
6P > RRC, 665[D], c.S > jc, CL j.623H 185 -44 Everyone [3] Medium 6P canceled into a Red Roman Cancel with no shifting. Charge 5[D] completely, then do c.S and jump cancel into an immediate H Volcanic Viper so that it Clean Hits. Can also microdash after 5[D] in order to omit the jump cancel after c.S. Requires 50% Tension. -
Combo Damage Tension Gain Works on: Difficulty Notes Video
5P or 2P > 6P > 236K, 5K > 6S > 236P, 2K > 6S > WS 214P, 41236H 156 (150) 31 Everyone [3] Medium 5P or 2P corner combo. Gun Flame (Feint) can be skipped for less Tension if needed. -
5P or 2P > 6P > 236KK > 88RRCC~j.S > j.H > j.D, c.S > CL 623H, WS 41236H 197 (191) Variable Everyone [3] Medium 5P or 2P combo canceled into a Red Roman Cancel Cancel shifted upward. RCC Bandit Revolver into j.S. Requires 50% Tension. Link
6P > 236KK > 88RRCC~j.S > j.H > j.D, 2K > CL 623H, WS 41236H 235 Variable Everyone but LE [3] Medium 6P combo canceled into a Red Roman Cancel Cancel shifted upward. RCC Bandit Revolver into j.S. Against heavyweights, replace Fafnir with 5H. Requires 50% Tension. Link
CH 6P > 236P, 665K > 6S > 236K, 5K > 6S/dc~CL 623H, WS 6H 191 25 Everyone [4] Hard Both hits of 5K are required for wall damage, so microdash after Gun Flame on everyone but heavyweights, who require dash momentum at the start of the combo instead. Kara cancel into H Volcanic Viper so that it Clean Hits. -

5K/2K Starters

Starting Position:

Combo Damage Tension Gain Works on: Difficulty Notes Video
5K or 2K > 2D > 236KK 82 (71) 13 Everyone [1] Very Easy Omit the follow-up on Bandit Revolver for stronger okizeme. -
5K or 2K > 6S > 236KK 88 (77) 13 (14) Everyone [1] Very Easy Only works on crouching or airborne opponents. -
5K or 2K > 6S > 236KK > 66RRCC~j.K > CL j.623H 151 (138) Variable Everyone [2] Easy 5K or 2K combo canceled into a Red Roman Cancel Cancel shifted forward. Only works on crouching opponents. Requires 50% Tension. -
5K or 2K > 2D > 236KK > 22RRC, 665[D], c.S > jc, CL j.623H 164 (153) -36 (-35) Everyone [3] Medium 5K or 2K combo canceled into a Red Roman Cancel shifted downward. Charge 5[D] completely, then do c.S and jump cancel into an immediate H Volcanic Viper so that it Clean Hits. Requires 50% Tension. -
5K > dc > 66BRC, c.S > 5[D], 66c.S > CL 623H 165 -46 Everyone [3] Medium 5K combo canceled into a Blue Roman Cancel shifted forward. Charge 5[D] completely, then microdash c.S into an immediate H Volcanic Viper so that it Clean Hits. Requires 50% Tension. -
CH 2K, c.S > 6S/dc~CL 623H 125 16 Everyone [1] Very Easy Close range CH 2K combo. Kara cancel into H Volcanic Viper so that it Clean Hits. -
Combo Damage Tension Gain Works on: Difficulty Notes Video
5K or 2K > 2D > 236KK > 22RRCC, 66c.S > hjc, j.D, j.D, c.S > CL 623H, WS 41236H 205 (194) -35 Everyone [3] Medium 5K or 2K combo canceled into a Red Roman Cancel shifted downward. Requires 50% Tension. -
5K > dc > 66BRC, c.S > 5[D], 665K > jc, j.D > adc, j.D, c.S > CL 623H, WS 41236H 206 -34 Everyone [3] Medium 5K combo canceled into a Blue Roman Cancel shifted forward. Charge 5[D] completely, then microdash 5K and jump cancel into j.D. Requires 50% Tension. -
Combo Damage Tension Gain Works on: Difficulty Notes Video
5K or 2K > 6P > 236K, 5K(1) > CL 623H 121 (109) 15 Everyone [2] Easy 5K(1) > CL 623H at the end can be substitued for 5K > 6S/dc~CL 623H on anyone but lightweights for slightly higher damage. -
5K or 2K > 6P > 236KK > 88RRCC~j.H > j.D, c.S > jc, CL j.623H, WS 5H 203 (193) Variable Everyone [3] Medium 5K combo canceled into a Red Roman Cancel Cancel shifted upward. RCC Bandit Revolver into j.H, ever so slightly delay j.D, then do c.S as soon as you land, jump canceling into an immediate H Volcanic Viper so that it Clean Hits. Can also delay the H Volcanic Viper to omit the jump cancel after c.S. Requires 50% Tension. -
2K > 6P > 236K, 5K > 6S > 236P, 665K(2) > 6S > WS 214P, 41236H 151 31 KY and Lightweights [3] Medium 2K combo that only works on KY and lightweights. -

c.S/f.S/2S/6S Starters

Starting Position:

Combo Damage Tension Gain Works on: Difficulty Notes Video
c.S > delay f.S > 5H > 236KK 134 22 Everyone [1] Very Easy f.S will knock the opponent away if not delayed. -
c.S > delay 2H > 236K, 2K > 6S~CL 623H 182 23 Everyone but MA, MI and NA [3] Medium Delay 2H so that it doesn't launch the opponent. Kara cancel into H Volcanic Viper so that it Clean Hits. Against NA, do not delay 2H. Link
c.S > delay f.S > 5H > 236KK > 66RRCC~j.K > CL j.623H 201 Variable Everyone [2] Easy c.S combo canceled into a Red Roman Cancel Cancel shifted forward. Delay f.S so that it doesn't launch the opponent. RCC Bandit Revolver into j.K. Requires 50% Tension. -
CH c.S, 665K > 6S/dc~CL 623H 176 19 Everyone [3] Medium CH c.S confirm. Kara cancel into H Volcanic Viper so that it Clean Hits. -
CH c.S > dc, c.S > CL 623H 186 21 Everyone [2] Easy Wait until the dash cancel is over before doing the second c.S. -
CH c.S > 5[D], 665K > 6S~236K, 5K > dc, 5K > 6S/dc~CL 623H 197 28 Everyone [4] Hard Charge 5[D] completely after CH c.S, then microdash 5K. The opponent should be as high as possible when the first 5K connects. Kara cancel into Bandit Revolver. Kara cancel into H Volcanic Viper so that it Clean Hits. -
CH c.S > 5[D], 2K > 6S~CL 623H 202 22 Everyone [3] Medium Charge 5[D] completely after CH c.S. Kara cancel into H Volcanic Viper so that it Clean Hits. Link
f.S or 2S > 5H > 236KK 98 (103) 17 (16) Everyone [1] Very Easy Basic f.S or 2S combo. -
f.S or 2S > 2H > 236K, 5K(2) > 6S > 214K 129 (134) 27 (26) Everyone [2] Easy Close range f.S or 2S combo. 2S needs to hit point blank. -
f.S or 2S > 2H > 236K, 2K > 6S~CL 623H 155 (160) 22 (21) Everyone but MA, MI and NA [3] Medium Close range f.S or 2S combo. 2S needs to hit point blank. Kara cancel into H Volcanic Viper so that it Clean Hits. -
f.S or 2S > 5H > 236KK > 66RRCC~j.K > CL j.623H 173 (178) Variable Everyone [2] Easy f.S or 2S combo canceled into a Red Roman Cancel Cancel shifted forward. RCC Bandit Revolver into j.K. Requires 50% Tension. -
CH f.S or 2S > 236K, 5K > 2D > 236KK 109 (115) 24 (23) Everyone [2] Easy Basic CH f.S or 2S combo. Omit the follow-up on Bandit Revolver for stronger okizeme. -
CH f.S or 2S, 66c.S > delay f.S > 5H > 236KK 133 (138) 30 (29) Everyone [2] Easy Microdash after CH f.S so that you're close enough to use c.S. CH 2S needs to hit point blank with dash momentum. -
CH f.S or 2S > 236K, 5K > dc~CL 623H 142 (148) 19 (18) Everyone [3] Medium Opponent must be crouching. Kara cancel the third frame of the dash cancel into H Volcanic Viper so that it Clean Hits. -
CH f.S, 665K > 6S/dc~CL 623H 144 17 Everyone [3] Medium Used to get better combos after a Roman Cancel following Clean Hit H Volcanic Viper. Kara cancel into H Volcanic Viper so that it Clean Hits. -
CH f.S, 214S, c.S > jc, CL j.623H 152 25 Everyone [3] Medium Use Night Raid Vortex as soon as f.S recovers. f.S needs to hit at close range or Night Raid Vortex needs to be held very briefly to get c.S after Night Raid Vortex. -
6S > 236KK 79 12 Everyone [1] Very Easy Without a Counter Hit or Tension, this is all you can get. -
6S > 236KK > 66RRCC~j.K, 5K > dc, 5K > CL 623H 175 (on LE) Variable Heavyweights [3] Medium 6S combo canceled into a Red Roman Cancel Cancel shifted forward. RCC Bandit Revolver into j.K. Perform the H Volcanic Viper immediately after the second 5K. Gives better okizeme and is more consistent than the 5[D] route. After landing, jump back and do a delayed air dash j.H for a safe jump set-up that beats 7F invincible reversals. Requires 50% Tension. -
6S > 236KK > 66RRCC~j.K > jc, j.S > delay j.H > CL j.623H 188 Variable Everyone but Heavyweights [3] Medium 6S combo canceled into a Red Roman Cancel Cancel shifted forward. RCC Bandit Revolver into j.K. Delay the j.H slightly on middleweights. Gives better okizeme and is more consistent than the 5[D] route. Requires 50% Tension. -
CH 6S > 236K, 66c.S > jc, CL j.623H 168 24 Everyone [3] Medium CH 6S combo. Do c.S as soon as you land, jump canceling into an immediate H Volcanic Viper so that it Clean Hits. Can also delay the H Volcanic Viper to omit the jump cancel after c.S. -
Combo Damage Tension Gain Works on: Difficulty Notes Video
CH c.S > 5[D], 665K > 6S~236K, 5K > jc, j.D > adc, j.D, c.S > CL 623H, WS 5H 242 37 Everyone [3] Medium Charge 5[D] completely after CH c.S, then microdash 5K. Kara cancel into Bandit Revolver. -
Combo Damage Tension Gain Works on: Difficulty Notes Video
c.S > 2H > 236K, 5K(2) > jc, j.D > adc, j.D, c.S > CL j.623H, WS 6S 231 33 Everyone [3] Medium c.S needs to hit point blank with dash momentum. -
c.S > dc > 66BRC, c.S > 5[D], 665K > jc, j.D > adc, j.D, c.S > CL 623H, WS 41236H 263 -29 Everyone [3] Medium c.S combo canceled into a Blue Roman Cancel shifted forward. Against heavyweights, replace Fafnir with 5H. Requires 50% Tension. -
CH c.S > dc, c.S > CL 623H > 22RRC, 665[D], c.S > jc, j.D > adc, j.D, CL 623H, WS 41236H 327 -27 Everyone [3] Medium c.S combo canceled into a Red Roman Cancel shifted downward. Charge 5[D] completely, then do c.S and jump cancel into j.D. Requires 50% Tension. -
f.S or 2S > 236KK > 66RRC, CL j.623H, 5K > jc, CL j.623H 221 (226) -39 Everyone but Heavyweights [3] Medium
KY: [4] Hard
f.S or 2S combo canceled into a Red Roman Cancel shifted forward. Delay the follow-up on Bandit Revolver for as long as possible. Against KY, kara cancel into H Volcanic Viper so that it Clean Hits. Requires 50% Tension. -
f.S or 2S > 5H > 236KK > 66RRCC~j.D, land, 66j.S > delay j.D, 2K > CL 623H, WS 41236H 232 (236) Variable Everyone but Heavyweights [3] Medium f.S or 2S combo canceled into a Red Roman Cancel Cancel shifted forward. Delay the follow-up on Bandit Revolver and then RCC into j.D. Requires 50% Tension. -
Combo Damage Tension Gain Works on: Difficulty Notes Video
c.S > 5H, 665K > jc, j.S > j.H > j.D, 66c.S > CL 623H, WS 41236H 253 33 Everyone [3] Medium Jump cancel a dashing 5K into j.S, then perform H Volcanic Viper once you land. Against heavyweights, omit the second c.S and replace Fafnir with 5H. -
c.S > 6S/dc~CL 623H > RRC, j.D > jc, j.D, j.D, c.S > CL 623H, WS 5H 324 -36 Everyone [4] Hard c.S combo canceled into a Red Roman Cancel with no shifting. Perform the first j.D while falling, immediately jump cancel for the second, then perform the third while falling. Requires 50% Tension. -
CH c.S > jc, CL j.623H, 5K > 6S > 236K, c.S > CL 623H, WS 6H 308 39 Everyone [4] Hard Jump cancel the CH c.S and do an immediate air Clean Hit H Volcanic Viper, then catch the opponent with 5K. Against lightweights, delay the last c.S. Against heavyweights, replace the last c.S with 5K, then kara cancel into H Volcanic Viper. Link
CH c.S > jc, CL j.623H, 5K > jc, CL j.623H > 22RRCC~j.H (whiff), 665H > delay CL 623H, WS 41236H 357 Variable Everyone [4] Hard CH c.S combo canceled into a Red Roman Cancel Cancel shifted downward. Jump cancel the CH c.S and do an immediate air Clean Hit H Volcanic Viper, then catch the opponent with 5K. Jump cancel the second 5K so that H Volcanic Viper can Clean Hit. RCC the second H Volcanic Viper into a whiffed j.H. Requires 50% Tension. -
f.S or 2S > 2H > 236K, 5K > 6S > 236K, 5K > 6S/dc~CL 623H, WS 6H 197 (202) 35 (34) Everyone [3] Medium Close range f.S or 2S combo. 2S needs to hit point blank. Kara cancel into H Volcanic Viper so that it Clean Hits. -
f.S or 2S > 5H > 236KK > 22RRC, 66c.S > jc, j.S > j.H > j.D, 66c.S > CL 623H, WS 41236H 236 (239) -31 (-32) Everyone [3] Medium f.S or 2S combo canceled into a Red Roman Cancel shifted downward. Requires 50% Tension. -
f.S or 2S > 236KK > 66RRCC~j.D > CL j.623H, 5K > jc, CL j.623H, WS 5H 278 (282) (on MA) Variable Lightweights [3] Medium Max range f.S or 2S combo canceled into a Red Roman Cancel Cancel shifted forward. Delay the follow-up on Bandit Revolver and then RCC into j.D, then immediately H Volcanic Viper before landing. Requires 50% Tension. -
CH f.S or 2S, 66c.S > 5H, 665K > 6S > 236K, 5K > 6S/dc~CL 623H, WS 6H 215 (220) 41 Everyone [4] Hard Dash after CH f.S to link into c.S. CH 2S needs to hit point blank with dash momentum. Dash after 5H's wall bounce catch the opponent with 5K so that both hits land. -
CH f.S, 665K > 6S/dc~CL 623H > 22RRC, 66j.S > j.H > j.D, c.S > CL 623H, WS 41236H 263 -31 Everyone [4] Hard CH f.S combo canceled into a Red Roman Cancel shifted downward. Kara cancel into H Volcanic Viper so that it Clean Hits. Requires 50% Tension. -
6S > 236KK > 22RRC, 665[D], c.S > jc, j.H > j.D, 2K > CL 623H, WS 5H 253 -35 Everyone [4] Hard 6S combo canceled into a Red Roman Cancel shifted downward. Charge 5[D] completely, then do c.S and jump cancel into j.H. Requires 50% Tension. -
6S > 236KK > 66RRCC~j.D > CL j.623H, 5K > jc, CL j.623H, WS 5H 287 (on MA) Variable Lightweights [3] Medium 6S combo canceled into a Red Roman Cancel Cancel shifted forward. Delay the follow-up on Bandit Revolver and then RCC into j.D, then immediately H Volcanic Viper before landing. Requires 50% Tension. -
CH 6S, 66f.S > 5H, 665K > 6S > 236K, 5K > 6S/dc~CL 623H, WS 6H 220 41 Everyone [4] Hard Long range CH 6S corner route. Dash in and land f.S before the opponent hits the ground. Kara cancel into H Volcanic Viper so that it Clean Hits. -
CH 6S, 665K > jc, CL j.623H, 5K > 236K, 5K > 6S/dc~CL 623H, WS 6H 258 34 Everyone but Heavyweights [4] Hard Close range CH 6S corner route. Jump cancel the first 5K and do an immediate air Clean Hit H Volcanic Viper, then catch the opponent with another 5K. Kara cancel into the second H Volcanic Viper so that it Clean Hits. -
Combo Damage Tension Gain Works on: Difficulty Notes Video
CH c.S > dc, c.S > CL 623H > 66RRCC~j.H, j.H > j.D > jc, j.S > j.H > j.D, land, 66j.D, j.D, WS 41236H 311 Variable Everyone [3] Medium Corner-to-corner CH c.S combo canceled into a Red Roman Cancel Cancel shifted forward. RCC H Volcanic Viper into j.H. Against lightweights, delay the second j.H. Against heavyweights, perform the second j.H immediately. Requires 50% Tension. -
f.S or 2S > 5H > 236KK > 22RRC, 665[D], 5K > jc, j.D > adc, j.D, c.S, CL 623H, WS 5H 237 (241) -31 (-32) Everyone [3] Medium f.S or 2S combo canceled into a Red Roman Cancel shifted downward. Must run directly underneath the opponent so that 5[D] switches sides or else you can't get a Wall Break. Requires 50% Tension. -
CH f.S, 662D > CL 623H > 66RRCC~j.H, j.H > j.D > jc, j.S > j.H > j.D, land, 66j.D, j.D, WS 41236H 269 Variable Everyone [3] Medium Corner-to-corner CH f.S combo canceled into a Red Roman Cancel Cancel shifted forward. RCC H Volcanic Viper into j.H. Against lightweights, delay the second j.H. Against heavyweights, perform the second j.H immediately. Requires 50% Tension. -

5H/2H/6H Starters

Starting Position:

Combo Damage Tension Gain Works on: Difficulty Notes Video
5H > 236KK 90 12 Everyone [1] Very Easy Without a Counter Hit or Tension, this is all you can get. Link
5H > 236KK > 66RRCC~j.K > CL j.623H 192 Variable Everyone [2] Easy 5H combo canceled into a Red Roman Cancel Cancel shifted forward. Requires 50% Tension. -
5H > 236KK > 66RRCC~j.K, 5K > dc, 5K > CL 623H 197 (on LE) Variable Heavyweights [3] Medium 5H combo canceled into a Red Roman Cancel Cancel shifted forward. RCC Bandit Revolver into j.K. Perform the H Volcanic Viper immediately after the second 5K. Requires 50% Tension. -
5H > 236KK > 66RRCC~j.K > jc, j.S > j.H > CL j.623H 207 Variable Everyone but Heavyweights [3] Medium 5H combo canceled into a Red Roman Cancel Cancel shifted forward. RCC Bandit Revolver into j.K. Requires 50% Tension. -
5H > 236KK > 22RRC, 665[D], c.S > jc, CL j.623H 224 -37 Everyone [3] Medium 5H combo canceled into a Red Roman Cancel shifted downward. Charge 5[D] completely, then do c.S and jump cancel into an immediate H Volcanic Viper so that it Clean Hits. Requires 50% Tension. -
CH 5H > 236K, c.S > 6S/dc~CL 623H 186 24 Everyone [3] Medium Kara cancel into H Volcanic Viper so that it Clean Hits. Link
CH 5H, 214S, c.S > CL 623H 190 26 Everyone [3] Medium Only works if 5H hit at close range. Night Raid Vortex as soon as 5H recovers. Link
2H > 236K, 665K > 6S > 214K 141 24 Everyone [2] Easy Basic 2H combo. -
2H > 236K, c.S > 6S/dc~CL 623H 179 21 Everyone but Lightweights [3] Medium Kara cancel into H Volcanic Viper so that it Clean Hits. Against lightweights, H Volcanic Viper not Clean Hit without dash momentum or the corner. Link
CH 2H > 214P, 214S, c.S > jc, CL j.623H 183 27 Everyone [3] Medium As soon as 2H connects, cancel into Gun Flame (Feint) and once its recovery ends, perform Night Raid Vortex. Follow-up with c.S and jump cancel it into an immediate H Volcanic Viper so that it Clean Hits. Can also delay the H Volcanic Viper to omit the jump cancel after c.S. Link
CH 6H, 6S > 236KK 137 (123) 21 (18) Everyone [3] Medium Works at any range. The first hit of Bandit Revolver will whiff at a distance. Omit the follow-up on Bandit Revolver for stronger okizeme. -
CH 6H, 214S, 5K(2) > dc, 5K > 6S/dc~CL 623H 191 (on MA) 24 Lightweights [3] Medium Kara cancel into H Volcanic Viper so that it Clean Hits. -
Combo Damage Tension Gain Works on: Difficulty Notes Video
5H > 236KK > 66RRC, CL j.623H, 5K > jc, CL j.623H 264 -37 Everyone but Heavyweights [3] Medium
KY: [4] Hard
5H combo canceled into a Red Roman Cancel shifted forward. Delay the follow-up on Bandit Revolver for as long as possible. Against KY, kara cancel into H Volcanic Viper so that it Clean Hits. Requires 50% Tension. -
5H > 236KK > 22RRC, 665[D], c.S > hjc, j.D, j.D, 66c.S > CL 623H, WS 41236H 282 -35 Everyone [3] Medium 5H combo canceled into a Red Roman Cancel shifted downward. Charge 5[D] completely, then immediately c.S and high jump cancel into j.D. Requires 50% Tension. -
2H > 236K, 665K > jc, j.D > adc, j.D, c.S > CL 623H, WS 41236H 239 31 Everyone [3] Medium Works on lightweights and middleweights even from P1 starting position with dash momentum, but may require c.S to be replaced with 2K on middleweights. -
CH 6H, 665K(2) > 6S~236K, 5K > jc, j.S > delay j.D, 2K > CL 623H, WS 41236H 225 33 Everyone [3] Medium CH 6H corner combo. Kara cancel into Bandit Revolver. Against lightweights, you must microdash before the second 5K for both hits to connect, and do not delay j.D. -
Combo Damage Tension Gain Works on: Difficulty Notes Video
5H > 236KK > 22RRC, 665[D], c.S > j.S, delay j.D, c.S > CL 623H, WS 41236H 279 -35 Everyone [3] Medium 5H combo canceled into a Red Roman Cancel shifted downward. Charge 5[D] completely, then do c.S and jump cancel into j.S. Requires 50% Tension. -
5H > 236KK > 66RRCC~j.D > CL j.623H, 5K > jc, CL j.623H, WS 5H 315 (on MA) Variable Lightweights [3] Medium 5H combo canceled into a Red Roman Cancel Cancel shifted forward. Delay the follow-up on Bandit Revolver and then RCC into j.D, then immediately H Volcanic Viper before landing. Requires 50% Tension. -
CH 5H > 236K, 66c.S > 2S > 5H > delay 236K, 665K > 6S > 236P, WS 41236H 221 44 Everyone [3] Medium CH 5H corner combo. At max range or against MA, microdash before c.S to connect the second 5H. -
2H > 236K, 5K > jc, j.S > j.H > j.D, 66c.S > CL 623H, WS 41236H 232 32 Everyone [3] Medium 2H corner combo. Used for both normal and anti-air routes. Remove j.S against lightweights or if 2H was an anti-air or Counter Hit for more damage. Replace c.S with 2K against heavyweights. -

5D/2D Starters

Starting Position:

Combo Damage Tension Gain Works on: Difficulty Notes Video
5D > RRC, 665[D], c.S > jc, CL j.623H 145 -44 Everyone [3] Medium Uncharged 5D canceled into a Red Roman Cancel with no shifting. Charge 5[D] completely, then do c.S and jump cancel into an immediate H Volcanic Viper so that it Clean Hits. Requires 50% Tension. -
5[D] > 8, j.D > jc, j.D > j.S > j.D > j.S > jc, (j.K) > j.DD 225 (229) 22 Everyone [3] Medium Charged 5D combo. Must do the first j.D as soon as possible and every jump cancel must be a forward jump cancel, otherwise the combo will drop. Can add j.K before the final j.D if you used 5[D] while cornered. Link
2D > 236KK 83 11 Everyone [1] Very Easy Without a Counter Hit or Tension, this is all you can get. Link
2D > 236K, 5K > 236KK 100 (91) 16 (15) Everyone but Heavyweights [2] Easy 2D needs to hit point blank with dash momentum. Against CH and all lightweights but GI, BA and BR, dash momentum is not required. Only the second hit of 5K will connect on lightweights without dash momentum, and GI, IN, BA and BR with dash momentum. -
2D > CL 623H 141 11 Everyone [1] Very Easy 2D needs to hit point blank. Link
2D > CL 623H or 236KK > 22RRC, 665[D], 66c.S > CL j.623H 252 (193) -38 Everyone [3] Medium 2D combo canceled into a Red Roman Cancel shifted downward. 2D needs to hit point blank to use H Volcanic Viper. After H Volcanic Viper, a microdash is required after 5[D] to land c.S. Requires 50% Tension. -
CH 2D > 236K, 214S, 2K > 6S~CL 623H 148 25 Everyone [4] Hard Works even if 2D hits at max range. Kara cancel into H Volcanic Viper so that it Clean Hits. Link
CH 2D, c.S > jc, CL j.623H 162 19 Everyone [2] Easy 2D needs to hit at close range. Jump cancel c.S into an immediate H Volcanic Viper so that it Clean Hits. Can also delay the H Volcanic Viper to omit the jump cancel after c.S. Link
Combo Damage Tension Gain Works on: Difficulty Notes Video
5D > 66RRC, 66j.S > j.H > j.D, 665H > CL 623H, WS 5H 187 -44 Everyone [3] Medium Uncharged 5D canceled into a Red Roman Cancel shifted forward. Requires 50% Tension. -
2D > CL 623H > 66RRCC~j.H, j.H > j.D, c.S > CL 623H, WS 5H 298 Variable Everyone [3] Medium 2D combo canceled into a Red Roman Cancel Cancel shifted forward. 2D needs to hit at point blank range in order to use H Volcanic Viper. RCC H Volcanic Viper into j.H. j.H's second hit will whiff on lightweights but performing the second j.H early will allow the combo to work regardless. -
CH 2D > 236K, 665K > jc, j.S > j.H > j.D, 66c.S > CL 623H, WS 41236H 211 32 Everyone [3] Medium CH 2D corner combo. Jump cancel a dashing 5K into j.S, then do a dashing c.S as soon as you land. Against heavyweights, replace c.S with 2K. -

Anti-Air Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
AA 5P > 236K, c.S > jc, CL j.623H Anywhere 124 17 Everyone [3] Medium Can replace c.S with dash 5K(1) to make the link more consistent. Do c.S as soon as you land, jump canceling into an immediate H Volcanic Viper so that it Clean Hits. Can also delay the H Volcanic Viper to omit the jump cancel after c.S. Link
AA 5P > 6S > 236K, 5K > jc, j.S > delay j.D, c.S > CL 623H, WS 41236H Corner 176 28 Everyone [3] Medium Against NA, you must replace c.S with dash 2K. -
AA 5K > hjc, j.K > adc, j.S > j.H(1), c.S > dc, 5K > 6S/dc~CL 623H Anywhere 140 (132) 17 (16) Everyone [4] Hard Still works if only the second hit of 5K connects. Kara cancel into H Volcanic Viper so that it Clean Hits. -
AA c.S > 2H > 236K, 5K(2) > dc, 5K > 6S/dc~CL 623H Anywhere 178 23 Everyone [4] Hard Burst punish combo. Requires a low air hit c.S with dash momentum. Kara cancel into H Volcanic Viper so that it Clean Hits. -
AA c.S > 236K, c.S > jc, j.S > j.D > adc, j.D, c.S > CL 623H, WS 41236H Starting 241 33 Everyone [3] Medium Burst punish combo. -
AA 2H > 236P, 214S, c.S > jc, CL j.623H Anywhere 167 26 Everyone [3] Medium Will drop if the opponent wasn't high enough when they got anti-aired. Do c.S as soon as Night Raid Vortex's recovery ends, jump canceling into an immediate H Volcanic Viper so that it Clean Hits. Can also delay the H Volcanic Viper to omit the jump cancel after c.S. Link

Jump-In Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
j.K, c.S > 6S/dc~CL 623H Anywhere 139 11 Everyone [3] Medium Close range j.K combo. Requires a low hit j.K at point blank. Link
j.S or j.H, 66c.S > 6S/dc~CL 623H Anywhere 145 (152) 12 (11) Everyone [3] Medium Close range j.S or j.H combo. Requires a j.S or j.H at point blank. If performed off a Counter Hit, you can dash further for c.S, eliminating the need to kara cancel. Link
j.S > j.D, 665K > jc, j.S > delay j.D, 2K > CL 623H, WS 41236H Corner 206 23 Everyone but Heavyweights [3] Easy Corner j.S combo. -
j.D, 665K > jc, j.S > j.H > j.D, 662K > CL 623H, WS 41236H Corner 210 22 Everyone [3] Medium Corner j.D combo. Requires a low j.D hit with forward momentum or a CH j.D on heavyweights. -
CH j.D, 665K > dc, 5K(1) > CL 623H Anywhere 139 12 Everyone [2] Easy Basic CH j.D combo. -
CH j.D, 665K > jc, j.S > j.D > adc, j.D, c.S > CL 623H, WS 5H Starting 216 24 Everyone [3] Medium CH j.D combo. -

Throw Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
6D or 4D > RRC, 665[D], c.S > CL 623H Anywhere 144 -40 Everyone [3] Medium Throw canceled into a Red Roman Cancel with no shifting. Charge 5[D] completely, then do c.S into an immediate H Volcanic Viper so that it Clean Hits. Requires 50% Tension. -
6D > 66PRC, 66c.S > jc, j.H > j.D > adc, j.D, CL 623H, WS 41236H Starting 186 -48 Everyone [3] Medium Throw canceled into a Purple Roman Cancel shifted forward. Purple Roman Cancel the throw before it deals damage. Heavyweights need to be slightly closer to the corner. Requires 50% Tension. -
6D or 4D > PRC, 66c.S > jc, j.H > j.D, c.S > CL 623H, WS 41236H Corner
Cornered
186 -48 Everyone [3] Medium Throw canceled into a Purple Roman Cancel with no shifting. Purple Roman Cancel the throw before it deals damage. Against heavyweights, delay the second c.S as much as possible. Requires 50% Tension. -
j.6D or j.4D > 22RRC, 665[D], c.S > jc, CL j.623H Anywhere 144 -40 Everyone [3] Medium Air throw canceled into a Red Roman Cancel shifted downward. Charge 5[D] completely, then do c.S and jump cancel into an immediate H Volcanic Viper so that it Clean Hits. Can also microdash after 5[D] in order to omit the jump cancel after c.S. Requires 50% Tension. -
j.6D or j.4D > RRCC~j.D, land, j.D, j.D, CL 623H, WS 41236H Corner
Cornered
186 Variable Everyone [3] Medium Air throw canceled into a Red Roman Cancel Cancel with no shifting. RCC air throw into j.D. Requires 50% Tension. -

Special Move Starters

Special Move:

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
236P, 2K > 236KK Anywhere 78 14 Everyone [1] Very Easy Gun Flame needs to hit point blank. Link
236P, 665K(2) > 6S > 214K Anywhere 89 (84) 17 Everyone [2] Easy Gun Flame combo off the second (if it hits meaty), third, or fourth flame column. -
236P, 214S, c.S > CL 623H Anywhere 126 18 Everyone [3] Medium Long range Gun Flame combo. Link
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
CL 623H > 66RRCC~j.H, j.S > j.H > CL j.623H Anywhere 188 Variable Everyone but PO and LE [3] Medium H Volcanic Viper canceled into a Red Roman Cancel Cancel shifted forward. RCC H Volcanic Viper into j.H. Requires 50% Tension. -
CL 623H > 22RRC, 66c.S > jc, j.S > j.H > j.D > 66c.S > CL 623H, WS 41236H Corner 237 -43 Everyone [3] Medium H Volcanic Viper canceled into a Red Roman Cancel shifted downward. Jump cancel a dashing c.S into j.S, then do a dashing c.S as soon as you land. Requires 50% Tension. -
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
236KK > 66RRCC~j.K > jc, j.S > j.H > CL j.623H Anywhere 174 Variable Everyone [3] Medium Bandit Revolver canceled into a Red Roman Cancel Cancel shifted forward. Against lightweights, delay H Volcanic Viper so that it Clean Hits. Requires 50% Tension. -
236KK > 66RRCC~j.K, c.S > jc, j.D > adc, j.D, c.S > CL 623H, WS 41236H Starting 241 Variable Everyone [3] Medium Bandit Revolver canceled into a Red Roman Cancel Cancel shifted forward. Requires 50% Tension. -
236KK > 66RRC, CL j.623H, 5K > jc, j.S > delay j.D, 2K > CL 623H, WS 41236H Starting 283 -42 Everyone but Heavyweights [3] Medium Bandit Revolver canceled into a Red Roman Cancel shifted forward. Jump cancel 5K into j.S, then delay j.D so that you can catch the opponent with 2K. Requires 50% Tension. -
CH 236K, c.S > 6S/dc~CL 623H Anywhere 145 15 Everyone [3] Medium CH Bandit Revolver combo. Kara cancel into H Volcanic Viper so that it Clean Hits. -
CH 236K, c.S > 5H, 665K > jc, j.S > j.H > j.D, 662K > CL 623H, WS 41236H Corner 213 34 Everyone [3] Medium CH Bandit Revolver corner combo. -
CH 236KK(2), 5K > 6S > 214K Anywhere 110 19 Everyone [2] Easy CH Bandit Revolver follow-up combo. -
CH 236KK(2), 5K > 236K, 5K > jc, j.S > delay j.D, 2K > CL 623H, WS 41236H Corner 188 28 Everyone [3] Medium CH Bandit Revolver follow-up corner combo. -
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
214K, 6H Anywhere 91 13 Everyone [1] Very Easy Basic Bandit Bringer combo. Link
214K > 22RRC, 66c.S > CL 623H Anywhere 143 -42 Everyone [3] Medium Bandit Bringer canceled into a Red Roman Cancel shifted downward. Requires 50% Tension. Link
214K > 22RRC, 66c.S > jc, j.S > j.H > j.D > CL j.623H, WS 41236H Corner 227 -41 Everyone [3] Medium Bandit Bringer canceled into a Red Roman Cancel shifted downward. Requires 50% Tension. -
CH 214K, 665K > 6S > 214K Anywhere 129 24 Everyone [2] Easy CH Bandit Bringer combo. -
CH 214K, 665K > jc, j.S > j.H > j.D > 662K > CL 623H, WS 41236H Corner 219 (210) 29 Everyone [3] Medium CH Bandit Bringer corner combo. Some characters may take only one hit from j.H. -
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
623K > RRC, 66c.S > jc, j.S > CL j.623H Anywhere 169 -38 Everyone [3] Medium Wild Throw canceled into a Red Roman Cancel. Requires 50% Tension. -
623K > RRC, 66c.S > jc, j.D > adc, j.D, c.S > CL j.623H, WS 5H Midscreen
Corner
218 -38 Everyone but Heavyweights [3] Medium Wild Throw canceled into a Red Roman Cancel with no shifting. When throwing the opponent away from the corner, run back under them after the RRC to switch sides again. Requires 50% Tension. -
623K > RRC, 66c.S > jc, j.S > j.H > j.D > CL j.623H, WS 5H Cornered 215 -38 Everyone [3] Medium Wild Throw canceled into a Red Roman Cancel with no shifting. Requires 50% Tension. -
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
214S, c.S > CL 623H Anywhere 159 16 Everyone [2] Easy Basic Night Raid Vortex combo. Link
214S, 665K > jc, j.S > delay j.D, 2K > CL 623H, WS 41236H Corner 200 24 Everyone [3] Medium Night Raid Vortex corner combo. Jump cancel 5K into j.S, then delay j.D so that you can catch the opponent with 2K. -
214[S], c.S > jc, j.H > j.D > adc, j.D, CL 623H, WS 41236H Starting 232 26 Everyone [3] Medium Charged Night Raid Vortex combo. -
CH 214S, 66c.S > 5[D], 5K > dc, 5K > 6S/dc~CL 623H Anywhere 171 26 Everyone but Heavyweights [4] Hard CH Night Raid Vortex corner combo. Microdash into c.S, then charge 5[D] completely. Use 5K, then dash cancel into another 5K. Kara cancel into H Volcanic Viper so that it Clean Hits. -
CH 214S, 66c.S > jc, j.S > j.H > j.D > 66c.S > CL 623H, WS 41236H Corner 220 33 Everyone [3] Medium CH Night Raid Vortex corner combo. Jump cancel a dashing c.S into j.S, then do a dashing c.S as soon as you land. -
Combo Position Damage Tension Gain Works on: Difficulty Notes Video
41236H, 214S, 2K > 6S > 236KK(2) Anywhere 135 (140) 23 (25) Everyone [2] Easy Basic Fafnir combo. Both hits of Bandit Revolver only connect between the middle of the screen and the corner. (Starting) Link
41236H, 214S, 2K > 6S~CL 623H Anywhere 159 20 Everyone [4] Hard Fafnir must connect at close range. Kara cancel into H Volcanic Viper so that it Clean Hits. Link
41236H, 665K > jc, j.S > j.H > j.D > 662K > CL 623H, WS 41236H Corner 216 26 Everyone [3] Medium Max range Fafnir corner combo. Jump cancel a dashing 5K into j.S, then do a dashing 2K as soon as you land. -
CH 41236H, 214S, c.S > CL 623H Anywhere 170 26 Everyone [3] Medium CH Fafnir confirm. Link

Overdrive Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
CL 632146H > RRC, 665[D], c.S > jc, CL j.623H Midscreen 341 (312) -99 Everyone [3] Medium Tyrant Rave canceled into a Red Roman Cancel with no shifting. Deals more damage if Tyrant Rave Clean Hits. Charge 5[D] completely, then do c.S and jump cancel into an immediate H Volcanic Viper so that it Clean Hits. Can also microdash after 5[D] in order to omit the jump cancel after c.S. Requires 100% Tension. -
CL 632146H > RRC, 66c.S > jc, j.D, j.D, land, 66j.D, j.D, CL 623H, WS 41236H Cornered 378 (358) -98 Everyone [3] Medium Tyrant Rave canceled into a Red Roman Cancel with no shifting. Deals more damage if Tyrant Rave Clean Hits. Must run under the opponent before using c.S. Requires 100% Tension. -
214214H > 22RRC, 665[D], c.S > jc, CL j.623H Anywhere 342 -99 Everyone [3] Medium Heavy Mob Cemetery canceled into a Red Roman Cancel shifted downward. Charge 5[D] completely, then do c.S and jump cancel into an immediate H Volcanic Viper so that it Clean Hits. Can also microdash after 5[D] in order to omit the jump cancel after c.S. Requires 100% Tension. -
214214H > 22RRC, 66c.S > jc, j.D, j.D, land, 66j.D, j.D, CL 623H, WS 41236H Corner 379 -98 Everyone [3] Medium Heavy Mob Cemetery canceled into a Red Roman Cancel shifted downward. Must run under the opponent before using c.S. Requires 100% Tension. -

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